Pachinko machine
The gaming machine addresses player confusion by allowing selection of performance modes during a big win game through outputting representative sounds, improving the gaming experience by enhancing player choice and preference matching.
Patent Information
- Application Number
- JP2021085954
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-05-21
- Publication Date
- 2025-06-09
- Estimated Expiration
- 2041-05-21
AI Technical Summary
Players unfamiliar with gaming machines struggle to understand presentation modes, leading to confusion in selecting appropriate modes, and existing methods to display actual content are either misleading or constrained by time and space limitations.
A gaming machine that includes special symbol display, symbol variation effect execution, effect mode selection display, effect mode determination, and effect sound output mechanisms, allowing players to select a performance mode during a big win game by outputting representative performance sounds for each mode.
Enables players to make informed selections of performance modes based on representative sounds, enhancing the gaming experience by reducing confusion and improving player preference matching.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, as this type of gaming machine, a machine has been proposed in which, during a jackpot game, a presentation mode to be executed in the game state after the jackpot game ends can be selected by a player from among a plurality of predetermined presentation modes (see, for example, Patent Document 1). In this gaming machine, during a predetermined round during a jackpot game, a presentation mode setting image is displayed and the presentation mode setting image is switched by the player's operation, and when the decision button is operated, the presentation mode corresponding to the presentation mode setting image being displayed is set. This allows the player to play in a preferred presentation mode. The presentation mode setting image briefly displays the name of the presentation mode and its features. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-084985 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, players who are not familiar with the gaming machine may not understand the presentation content just by looking at the names of the presentation modes, and may not be able to decide which presentation mode to select. On the other hand, it is possible to display images or videos showing the actual presentation content of the presentation modes, but this may lead to the misunderstanding that the presentation mode is actually being executed, and is difficult in terms of time constraints and display space.
[0005] The main object of the gaming machine of the present invention is to provide a player with information for selecting a presentation mode that suits his / her taste without causing any misunderstanding.
Means for Solving the Problems
[0006] The gaming machine of the present invention has adopted the following means to achieve the above-mentioned main object.
[0007] The gaming machine of the present invention is a gaming machine capable of executing a big win game based on the result of a win / loss determination being a win based on the establishment of a predetermined determination condition, special symbol display means for variably displaying a special symbol based on the result of the win / loss determination; symbol variation effect execution means for performing a symbol variation effect of variably displaying an effect symbol along with the variable display of the special symbol by any one of a plurality of effect modes; effect mode selection display means for displaying selection items corresponding to each of the plurality of selectable effect modes and performing an effect mode selection display of relatively moving a cursor with respect to the selection items based on the operation of a player; effect mode determination means for determining an effect mode corresponding to the selection item at which the cursor is located when a predetermined determination condition is satisfied in a state where the cursor is located at any one of the selection items; effect sound output means for outputting an effect sound; and is provided with the effect mode is executed during the advantageous state that is advantageous to the player as a gaming state after the end of the big win game, the effect mode selection display means performs the effect mode selection display during the execution of the big win game, the effect sound includes a plurality of types of effect sounds respectively output in the plurality of effect modes, when the effect mode selection display is executed during the execution of the big win game, the effect sound output means outputs at least a part of the predetermined effect sounds among the plurality of types of effect sounds output in the effect mode corresponding to the selection item at which the cursor is located, stops the output effect sound when the determination condition is satisfied, and then outputs a big win effect sound different from the predetermined effect sound during the execution of the big win game. The predetermined performance sound is different for each of the plurality of performance modes, and is the performance sound with the highest output frequency among the plurality of types of performance sounds in each performance mode. This is the gist.
[0008] This gaming machine of the present invention performs a performance mode selection display that displays selection items corresponding to each of a plurality of selectable performance modes and relatively moves a cursor with respect to the selection items based on the operation of the player. When a predetermined determination condition is satisfied while the cursor is positioned on any of the selection items, the performance mode corresponding to the selection item where the cursor is positioned is determined. In this gaming machine, during the execution of a big win game, a performance mode selection display is performed, and at least a part of a plurality of types of performance sounds output in the performance mode corresponding to the selection item where the cursor is positioned in the performance mode selection display is output. When the determination condition is satisfied, the performance sound being output is stopped, and then, a big win performance sound different from the predetermined performance sound is output during the execution of the big win game. Then, the predetermined performance sound is made different for each of the plurality of performance modes, and is the performance sound with the highest output frequency among the plurality of types of performance sounds in each performance mode. In this way, when selecting a performance mode to be executed in an advantageous state that occurs later during the big win game, by outputting a representative performance sound in the performance mode, the player can grasp the atmosphere of the performance mode to be selected, and it becomes easier to select the performance mode.
Effect of the Invention
[0009] According to the gaming machine of the present invention, it is possible to provide a judgment material for the player to select a performance mode that suits their preference without causing misunderstanding.
Brief Description of the Drawings
[0010]
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Mode for Carrying Out the Invention
[0011] Next, embodiments of the present invention will be described using examples.
Examples
[0012] FIG. 1 is a front view of the pachinko machine 1 of the present invention, FIG. 2 is a rear view of the pachinko machine 1, 3 is a schematic configuration diagram of the game board 20 of the pachinko machine 1, and FIG. 4 is a block diagram showing the electrical configuration of the pachinko machine 1. In this embodiment, an example in which the present invention is applied to a so-called seven-machine type (first type) gaming machine that starts the variable display of a special symbol triggered by the entry of a game ball into the start port and starts a jackpot game when the special symbol stops and is displayed as a predetermined jackpot symbol will be described.
[0013] [External Configuration of Pachinko Machine 1] As shown in FIG. 1, the pachinko machine 1 of this embodiment includes a game board 20 whose board surface is disposed so as to be visible through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper ball tray 11 and a lower ball tray 12 for storing game balls, and a launch handle 13 for launching the game balls stored in the upper ball tray 11 onto the game board 20. The pachinko machine 1 of this embodiment is a CR machine corresponding to a prepaid card, and a CR unit 50 for reading and writing the prepaid card is provided on the left side of the pachinko machine 1.
[0014] The front frame 3 is fitted into an inner frame 5 and can be opened and closed with respect to the inner frame 5 with hinges provided at the upper and lower left sides as fulcrums. Further, the inner frame 5 is fitted into an outer frame 2 and can be opened and closed with respect to the outer frame 2 with hinges provided at the upper and lower left sides as fulcrums. The front frame 3 and the inner frame 5 are configured as substantially rectangular plastic frames. On the other hand, the outer frame 2 is configured as a substantially rectangular wooden frame and is fixed to the island frame of the island equipment in the game hall.
[0015] Inside the front frame 3, a speaker 14 (see FIG. 4) for emitting various sound effects as the game progresses or emitting a warning sound for alerting the player is provided. Also, inside the front frame 3, a plurality of LEDs 15 (see FIG. 4), which are decorative light-emitting elements that emit light according to the game state, are arranged so as to surround the periphery of the game board 20.
[0016] Prize balls and loan balls are paid out to the upper ball tray 11, and balls that have overflowed from the upper ball tray 11 are paid out to the lower ball tray 12. Above the upper ball tray 11, a settlement display device 52 for displaying the remaining balance of the prepaid card inserted into the CR unit 50 is disposed. On one side of both sides of the settlement display device 52, a ball loan button 53 for instructing the lending of game balls is provided, and on the other side of both sides, a settlement button 54 for instructing the settlement (return) of the prepaid card inserted into the CR unit 50 is provided. Also, in front of the upper ball tray 11, an effect button 16 for performing various effects according to the operation of the player and direction buttons 17 (up button, down button, left button, and right button) for up, down, left, and right are disposed.
[0017] On the back side of the inner frame 5 of the pachinko machine 1, as shown in FIG. 2, a ball tank 77, a tank rail 78, and a payout device 72 are provided. When a game ball enters each winning port provided on the game board 20, the payout device 72 pays out a predetermined number of game balls as prize balls from the ball tank 77 to the upper receiving tray 11 via the tank rail 78. Further, when the ball lending button 53 is operated, the payout device 72 pays out lent balls to the upper receiving tray 11.
[0018] The firing handle 13 is provided to the right of the lower receiving tray 12. When the player rotates it clockwise, a firing motor 83 (see FIG. 4) of a firing device (not shown) operates, and game balls are launched one by one toward the game board 20 with a firing power corresponding to the amount of rotation operation of the firing handle 13.
[0019] [Configuration of the game board 20] As shown in FIG. 3, the game board 20 has a game area 21 surrounded by an outer rail 21a and an inner rail 21b. The game board 20 includes an effect display device 37 provided at a substantially central portion of the game area 21, a center accessory 38 including a warp entrance, a warp gutter, a stage, etc. arranged around the effect display device 37, a normal symbol operation gate 22 arranged to the right of the center accessory 38, a first start port 23 that is always open and arranged below the center accessory 38, a second start port 24 that is openable and closable and arranged below the normal symbol operation gate 22, a large winning port 25 arranged at the lower right portion of the game area 21, a normal winning port 27 that is always open and arranged at the lower left portion of the game area 21, and an out port 29 for collecting game balls that have not entered any of the winning ports. Further, a large number of pins 21c for guiding and rebounding game balls flowing down in the game area 21 are implanted in the game board 20.
[0020] The second starting port 24 is a variable ball entry port configured as a normal electric device, and includes a pair of left and right opening and closing blades (opening and closing members) 24b and a second starting port solenoid 24c (see FIG. 4) for operating the opening and closing blades 24b. Normally, the second starting port 24 is in a closed state where the opening and closing blades 24b stand upright and it is difficult for game balls to enter. When a normal symbol stops and is displayed as a winning symbol and a winning game (normal symbol winning game) is executed, the opening and closing blades 24b are opened left and right by the second starting port solenoid 24c, bringing it into an open state where it is easy for game balls to enter. A second starting port switch 24a for detecting the entry of game balls and counting the number of entries is attached to the second starting port 24. The second starting port 24 is closed when the second starting port switch 24a counts a specified number of game ball entries or when a predetermined maximum opening time elapses before the specified number of entries is counted.
[0021] The big winning port 25 is a variable ball entry port configured as a special electric device, and includes an opening and closing plate (opening and closing member) 25b and a big winning port solenoid 25c (see FIG. 4) for operating the opening and closing plate 25b. Normally, the big winning port 25 is in a closed state where it is blocked by the opening and closing plate 25b and game balls cannot enter. When a special symbol stops and is displayed as a big winning symbol and a big winning game is executed, the opening and closing plate 25b is opened forward by the big winning port solenoid 25c, bringing it into an open state where game balls can enter. A big winning port switch 25a for detecting the entry of game balls and counting the number of entries is attached to the big winning port 25. The big winning port 25 is closed when the big winning port switch 25a counts a specified number of game ball entries or when a predetermined maximum opening time elapses before the specified number of entries is counted (round game). The big winning game is performed by repeating the above round game a predetermined number of times.
[0022] The first starting port 23 allows a game ball to be entered by rotating the firing handle 13 (so-called left shot) so that the player allows the game ball to flow down into the left area (first game area) of the game area 21. On the other hand, it is impossible to enter the game ball by a left shot for the second starting port 24 and the big winning port 25, and the game ball can be entered by rotating the firing handle 13 (so-called right shot) so that the game ball flows down into the right area (second game area) of the game area 21. However, since the second starting port 24 and the big winning port 25 are variable winning ports, the game ball can be entered only when they are opened when the normal symbol wins or when the special symbol wins a big win, respectively.
[0023] At the lower right of the game board 20, a first special symbol display device (first special symbol display device) 31, a second special symbol display device (second special symbol display device) 32, a first special symbol hold count display device (first special symbol hold count display device) 33, a second special symbol hold count display device (second special symbol hold count display device) 34, a normal symbol display device (normal symbol display device) 35, and a normal symbol hold count display device (normal symbol hold count display device) 36 are arranged.
[0024] In this embodiment, the first special figure display device 31 and the second special figure display device 32 are configured as seven-segment display devices, and express a plurality of types of display modes by combinations of lighting and extinguishing of each segment. The first special figure display device 31 and the second special figure display device 32 start the variable display of the special symbol by sequentially switching the display mode based on the entry of the game ball into the start port, and stop and display the special symbol in any one of a plurality of predetermined stop display modes when a predetermined variable time has elapsed. Then, when the special symbol stops and is displayed in a predetermined stop display mode (big win symbol), a big win game is executed. The first special figure display device 31 is a display device for the entry of the first start port for variably displaying the special symbol based on the entry of the game ball into the first start port 23, and the second special figure display device 32 is a display device for the entry of the second start port for variably displaying the special symbol based on the entry of the game ball into the second start port 24. Note that the special symbol displayed by the first special figure display device 31 is also referred to as the first special symbol (first special figure), and the special symbol displayed by the second special figure display device 32 is also referred to as the second special symbol (second special figure).
[0025] In addition, when a game ball enters the first start port 23 during the variable display of the special symbol or during the big win game, the variable display of the first special symbol is held up to a predetermined number (four times in the embodiment), and after the current variable display ends, the held variable displays of the first special symbol are sequentially started. The number of holds of the first special symbol is displayed on the first special figure hold number display device 33. Also, when a game ball enters the second start port 24 during the variable display of the special symbol or during the big win game, the variable display of the second special symbol is held up to a predetermined number (for example, four times), and after the current variable display ends, the held variable displays of the second special symbol are sequentially started. The number of holds of the second special symbol is displayed on the second special figure hold number display device 34.
[0026] In this embodiment, the general symbol display device 35 is configured as an LED display device having a plurality of display units. Based on the fact that the gate switch 22a provided in the normal symbol operation gate 22 detects a game ball, the general symbol display device 35 variably displays the general symbol by repeatedly turning on and off each of the plurality of display units, and when a predetermined variable time elapses, the general symbol is stopped and displayed by turning on or off each of the plurality of display units. When a specific display unit among the plurality of display units is lit, it becomes a winning symbol, and in other cases, it becomes a losing symbol. When the general symbol is stopped and displayed as a winning symbol, the second start port 24 is opened.
[0027] In this embodiment, when a game ball passes through the normal symbol operation gate 22 during the variable display of the normal symbol, the variable display of the normal symbol is held until a predetermined number (for example, 4) is reached, and when the current variable display ends, the held variable display of the normal symbol is sequentially started. The number of held normal symbols is displayed on the general symbol hold number display device 36.
[0028] The effect display device 37 is an image display device composed of a liquid crystal display or the like, and performs various effect displays such as the display of effect symbols (pseudo symbols) 371L, 371C, 371R corresponding to special symbols on the display screen, a reach effect, a preview effect for announcing a big win, and a button effect which is an effect accompanied by the operation of the effect button 16. FIG. 5 is an explanatory diagram showing an example of the effect display of the effect display device 37. As shown in the figure, three effect symbols 371L, 371C, 371R, which consist of numbers, letters, characters, symbols, characters, etc. (numbers in the example of the figure), are displayed at the center of the display screen of the effect display device 37. When a game ball enters the start port (the first start port 23 or the second start port 24), the three effect symbols 371L, 371C, 371R are variably displayed so as to scroll from top to bottom, and after a predetermined variable time has elapsed, they are stopped and displayed in the order of left, right, and center. When the right effect symbol 371R is stopped and displayed and does not match the left effect symbol 371L, it is a miss (a miss without a reach). On the other hand, when the right effect symbol 371R matches the left effect symbol 371L, it is a reach, and the display shifts to a reach effect. Then, when the middle effect symbol 371C is stopped and displayed after the reach effect and does not match the left and right effect symbols 371L, 371R, it is a miss (a reach miss), and when the middle effect symbol 371C matches the left and right effect symbols 371L, 371R, it is a big win. Also, when the middle effect symbol 371C stopped and displayed from the reach state is a specific symbol, it is a short-time big win. Note that, along with the variable display of the effect symbols 371L, 371C, 371R, a character symbol 373 indicating, for example, the possibility (reliability) of a big win is also displayed on the effect display device 37.
[0029] In addition, as shown in FIG. 5, first and second held symbols 372a and 372b are also displayed at the corners (lower part) of the display screen of the effect display device 37. The first held symbol 372a is a symbol corresponding to the held memory of the first special symbol. The first held symbol 372a is sequentially added one by one from the right each time a game ball enters the first start port 23 during the variable display of the special symbol, and is erased one by one from the side opposite to the start ball entry each time the variable display of the first special symbol is started. The second held symbol 372b is a symbol corresponding to the held memory of the second special symbol. The second held symbol 372b is sequentially added one by one from the right each time a game ball enters the second start port 24 during the variable display of the special symbol, and is erased one by one from the side opposite to the start ball entry each time the variable display of the second special symbol is started.
[0030] [Configuration of Control Circuit] As shown in FIG. 4, the pachinko machine 1 includes, as its control circuit, a main control device 60, a payout control device 70, a launch control device 80, a sub-integrated control device 90, an effect display control device 91, and a power supply board 95 (see FIG. 2). The main control device 60 is configured as a microprocessor centered on a CPU 60a. In addition to the CPU 60a, it includes a ROM 60b that stores processing programs and tables, a RAM 60c that temporarily stores data when executing the processing program, an input / output port, a communication port, and the like. Although not shown, the payout control device 70 and the launch control device 80 are also configured as microprocessors centered on a CPU, and in addition to the CPU, they include a ROM, a RAM, an input / output port, a communication port, and the like. An external connection terminal board 65 is provided on the pachinko machine 1, and signals indicating the game state and game results are transmitted to the hall computer 100 (see FIG. 4) through the external connection terminal board 65.
[0031] The main control device 60 controls the basic progress of the game. As shown in FIG. 4, detection signals from a front frame opening switch 3a that detects the opening of the front frame 3, an inner frame opening switch 5a that detects the opening of the inner frame 5, etc. are input to the main control device 60 via the back wiring relay terminal board 64. Further, detection signals from a gate switch 22a that detects the passage of a game ball through the normal symbol operation gate 22, a first start port switch 23a that detects the entry of a game ball into the first start port 23, a second start port switch 24a that detects the entry of a game ball into the second start port 24, a big winning port switch 25a that detects the entry of a game ball into the big winning port 25, a normal winning port switch 27a that detects the entry of a game ball into the normal winning port 27, etc. are input to the main control device 60 via the game board relay terminal board 61. Furthermore, operation signals from a probability setting switch 98 and a RAM clear switch 99 are directly input to the main control device 60. On the other hand, drive signals to a second start port solenoid 24c, a big winning port solenoid 25c, etc. are output from the main control device 60 via the game board relay terminal board 61. Also, display signals to a first special symbol display device 31, a second special symbol display device 32, a first special symbol hold count display device 33, a second special symbol hold count display device 34, a normal symbol display device 35, a normal symbol hold count display device 36, etc. are output from the main control device 60 via the symbol display device relay terminal board 62. Furthermore, signals from the main control device 60 to the hall computer 100 are output via the back wiring relay terminal board 64 and the external connection terminal board 65.
[0032] The probability setting switch 98 is provided in the main control device 60 on the back side of the pachinko machine 1, and the RAM clear switch 99 is provided on the power supply board 95. The probability setting switch 98 is a switch for setting the jackpot probability of the special symbol, and the RAM clear switch 99 is a switch for executing RAM clear. Also, the RAM clear switch 99 of this embodiment is also used for selecting the set value of the jackpot probability. That is, the probability setting switch 98 and the RAM clear switch 99 are used to select and set any one of six set values (settings 1 to 6) to which different jackpot probabilities are assigned as the jackpot probability of the special symbol. The administrator of the game hall inserts a predetermined key into the probability setting switch 98, rotates it, and turns on the power while pressing the RAM clear switch 99. Then, the pachinko machine 1 becomes a state in which the set value can be changed. When the pachinko machine 1 is in this state, the administrator can select a desired set value from among settings 1 to 6 by pressing the RAM clear switch 99. In this embodiment, each time the RAM clear switch 99 is pressed, the pachinko machine 1 sequentially displays the numbers "1" to "6" corresponding to the currently selected set value on the first special figure display device 31. For this reason, the administrator can select a desired set value by repeatedly pressing the RAM clear switch 99 so that the number displayed on the first special figure display device 31 becomes the number corresponding to the desired set value. The set value selected by operating the RAM clear switch 99 is determined by rotating the key inserted by the administrator into the probability setting switch 98 back to the initial position and is set as the jackpot probability of the special symbol. By performing such operations, the administrator can set any one of settings 1 to 6 for each pachinko machine 1. Note that in this embodiment, the configuration is such that the set value is selected and set using the probability setting switch 98 and the RAM clear switch 99, but it is not limited to this. For example, as long as it can be operated from the outside, such as a rotary knob, any other operation means may be used to select and set the set value, or a dedicated switch for selecting the set value may be provided.Also, although the pachinko machine 1 is configured to display information regarding the currently selected set value on the first special figure display device 31, it is not limited thereto, and it may be displayed on other display devices or may be notified by voice. For example, a display device capable of displaying the set value may be provided in the main control device 60 on the back side of the pachinko machine 1, and the display device may be a device dedicated to displaying the set value. Also, the set values are not limited to six types of settings 1 to 6, and any number may be selected as long as they can be selected from a plurality of set values.
[0033] The payout control device 70 is in charge of control related to the payout of prize balls and loan balls. A detection signal from a ball empty switch 76 that detects the emptying of the ball tank 77 for storing game balls to be paid out to the upper receiving tray 11 is input to the payout control device 70 via the back wiring relay terminal board 64, and a detection signal from a payout switch 74 that detects the game balls paid out to the upper receiving tray 11 is input via the payout relay terminal board 71 and the back wiring relay terminal board 64, and a detection signal from a full switch 75 that detects the fullness of the lower receiving tray 12 is directly input. On the other hand, a drive signal to the payout motor 73 is output from the payout control device 70 via the back wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to be capable of two-way communication with the main control device 60, and drives the payout motor 73 according to a command transmitted from the main control device 60 to pay out prize balls. When the payout control device 70 receives a detection signal from either the ball empty switch 76 or the full switch 75, it stops driving the payout motor 73 and interrupts the prize ball payout operation until the detection situation is resolved and no detection signal is input.
[0034] In addition, the payout control device 70 is configured to be able to communicate with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to be able to perform two-way communication with the settlement display device 52. Detection signals from the ball lending switch 53a and the settlement switch 54a provided in the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. The ball lending switch 53a detects the operation of the ball lending button 53 and outputs a detection signal, and the settlement switch 54a detects the operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 receives a ball lending command, it drives the payout motor 73 to pay out loaned balls. In addition, the payout control device 70 is also configured to be able to perform two-way communication with the launch control device 80, and when a predetermined launch stop condition such as receiving a detection signal from the full switch 75 is satisfied, it transmits a launch stop command to the launch control device 80.
[0035] The launch control device 80 is in charge of controlling the launch of game balls into the game area 21. Input to this launch control device 80 are a rotation amount signal output in response to the rotation operation of the launch handle 13, a launch stop signal from the launch stop switch 81 that detects the operation of the launch stop button, a touch signal from the touch switch 82 that detects that the player is touching the launch handle 13, and so on. On the other hand, a drive signal to the launch motor 83 is output from the launch control device 80. The launch control device 80 controls the launch motor 83 so that the game balls are launched into the game area 21 with a launch intensity based on the rotation amount signal. Note that when no touch signal is being input or when a launch stop command is being input, the launch control device 80 stops the drive of the launch motor 83 regardless of the operation of the launch handle 13 and does not launch the game balls.
[0036] The sub-integrated control device 90 is responsible for controlling the effects of the game. The sub-integrated control device 90 is configured as a microprocessor centered around the CPU 90a, and in addition to the CPU 90a, it includes a ROM 90b, a RAM 90c, input / output ports, communication ports, and the like. This sub-integrated control device 90 can receive various commands from the main control device 60 through the effect relay terminal board 63 by one-way communication, and performs effect control according to the received commands. Detection signals from an effect button switch 16a that detects the operation (pressing) of the effect button 16 and detection signals from a direction button switch 17a that detects the operation (pressing) of the direction button 17 are input to the sub-integrated control device 90. On the other hand, an audio signal to the speaker 14 and a lighting signal to the LED 15 are output from the sub-integrated control device 90. Also, a command for effect display control to the effect display control device 91 is output from the sub-integrated control device 90 by one-way communication. The effect display control device 91 receives the command for effect display control from the sub-integrated control device 90, and controls the display of the effect display device 37 so that an effect image corresponding to the command is displayed on the effect display device 37.
[0037] The power supply board 95 is a DC power supply that converts the AC voltage from an external AC power supply into a DC voltage and supplies power to each part of the pachinko machine 1 by operating the power switch 95a. Even when the power switch 95a is turned off and the power of the pachinko machine 1 is turned off, the power supply board 95 supplies power from the AC power supply to the RAM 60c etc. of the main control device 60, and the data in the RAM 60c is held by the power from the AC power supply. Also, the power supply board 95 is provided with an auxiliary power supply composed of a capacitor etc. and stores the power supplied from the AC power supply in the auxiliary power supply. Thereby, at the time of a power failure in which the supply of power from the AC power supply is interrupted, the power from the auxiliary power supply is supplied to the RAM 60c etc. of the main control device 60, and the data etc. in the RAM 60c of the main control device 60 are held for a certain period of time. In this way, the main control device 60 has a backup function of holding the memory of the RAM 60c by the power from the AC power supply or the auxiliary power supply even when the power switch 95a is turned off or a power failure occurs. On the other hand, since the sub-integrated control device 90 does not have such a backup function, when the power switch 95a is turned off or a power failure occurs, the memory of the RAM 90c is cleared.
[0038] [Overview of the game of the pachinko machine 1] Next, an outline of the game in the pachinko machine 1 configured in this way will be described. FIG. 6 is an explanatory diagram for explaining the specifications of the pachinko machine 1. In the pachinko machine 1 of the present embodiment, the jackpot probability of the special symbol varies depending on the game state and the set value. That is, as shown in FIG. 6(a), when the game state is the normal game state, the jackpot probability of setting 1 is 1 / 320, the jackpot probability of setting 2 is 1 / 310, the jackpot probability of setting 3 is 1 / 300, the jackpot probability of setting 4 is 1 / 290, the jackpot probability of setting 5 is 1 / 280, and the jackpot probability of setting 6 is 1 / 270. On the other hand, when the game state is the probability-variable game state, the jackpot probability of setting 1 is 1 / 64, the jackpot probability of setting 2 is 1 / 62, the jackpot probability of setting 3 is 1 / 60, the jackpot probability of setting 4 is 1 / 58, the jackpot probability of setting 5 is 1 / 56, and the jackpot probability of setting 6 is 1 / 54. When the special symbol becomes a jackpot, a 4-round jackpot game (a jackpot game in which a round game with a specified number of 10 and a maximum opening time of 30 seconds is repeated 4 times) or a 10-round jackpot game (a jackpot game in which the above round game is repeated 10 times) is executed.
[0039] Also, as shown in FIG. 6(b), the winning probability of the normal symbol varies depending on the game state. When the game state is the normal game state, the b-time short state, or the c-time short state, it is 1 / 3, and when the game state is the a-time short state, it is 1 / 1.1. When a win occurs with the normal symbol, a normal-symbol winning game (a winning game for the normal symbol) in which the second start port 24 (a normal electric accessory) is opened is executed. When a win occurs with the normal symbol when the game state is the normal game state, a winning game for the normal symbol with a specified number of 10 and a maximum opening time of 0.1 seconds is executed. When a win occurs with the normal symbol when the game state is the a-time short state, the b-time short state, or the c-time short state, a winning game for the normal symbol with a specified number of 10 and a maximum opening time of 5.8 seconds is executed. The a-time short state, the b-time short state, and the c-time short state are all game states (easy states) in which it is easier for the game balls to enter the second start port 24, and their occurrence conditions are different.
[0040] In the pachinko machine 1 with such specifications, when a game ball enters the first start port 23 by a left shot (launch of the game ball into the first game area), the variable display of the first special symbol starts. Then, when the first special symbol stops and is displayed as a jackpot symbol, a jackpot game is executed, and the big winning port 25 is opened. The big winning port 25 cannot receive a game ball by a left shot, and a game ball can enter by a right shot (launch of the game ball into the second game area). Therefore, when the jackpot game is executed, the player digests the jackpot game by a right shot. Note that the winning symbol of the special symbol may include a small winning symbol for executing a small winning game in which the opening time of the big winning port 25 is shorter than that of the jackpot game.
[0041] The jackpot symbols of the special symbol include a normal jackpot symbol and a probability-variable jackpot symbol. When the special symbol stops and is displayed as a normal jackpot symbol, a time-shortening state "a" occurs as the game state after the jackpot game. When the jackpot game is executed with the normal jackpot symbol, the time-shortening state "a" continues until the variable display of the special symbol is executed a predetermined number of times (100 times). On the other hand, when the special symbol stops and is displayed as a probability-variable jackpot symbol, in addition to the time-shortening state "a", a probability-variable game state occurs as the game state after the jackpot game. In this embodiment, the selection ratio of the probability-variable jackpot symbol is 65%. When the jackpot game is executed with the probability-variable jackpot symbol, the probability-variable game state and the time-shortening state "a" continue until the variable display of the special symbol is executed a predetermined number of times (10,000 times), that is, until the next jackpot occurs substantially. Therefore, in the probability-variable game state and the time-shortening state "a", the player can advantageously cause a jackpot to occur while suppressing the decrease of the hold balls by a right shot, which is a chance to obtain many balls in a short time.
[0042] Also, when the variable display of the special symbol is executed the planned number of times (900 times) without a jackpot occurring (when the variable counter described later that counts the number of times the special symbol varies reaches a specified value), a short-time state b occurs as the gaming state. The jackpot probability is between 1 / 320 and 1 / 270, and since the short-time state b continues until the variable display of the special symbol is executed a predetermined number of times (1000 times), when the short-time state b occurs, a jackpot can almost always be generated during the short-time state b. In this embodiment, the jackpot probability varies depending on settings 1 to 6, and since the planned number of times, which is the occurrence condition of the short-time state b, is a fixed number of times (900 times) regardless of settings 1 to 6, the lower the setting value (the lower the jackpot probability), the higher the probability of reaching the planned number of times (the probability of not being able to draw a jackpot until the planned number of times).
[0043] Furthermore, when the special symbol stops and is displayed as a short-time symbol (specific symbol) different from the jackpot symbol, a short-time state c occurs as the gaming state. The short-time state c continues until the number of times the special symbol varies is executed a smaller number of times (20 times) than in the short-time state b.
[0044] In this way, the short-time states a, b, and c have different occurrence conditions from each other. The short-time state a is a short-time gaming state that occurs after the end of the jackpot game. The short-time state b is a short-time gaming state that occurs based on the fact that the number of times the special symbol varies has been executed the planned number of times (900 times) without a jackpot occurring. The short-time state c is a short-time gaming state that occurs based on the fact that the special symbol has stopped and is displayed as a short-time symbol. Also, the end conditions of the short-time states a, b, and c are different from each other, and they end when the number of times the special symbol varies is executed 100 times (low probability time), 1000 times, and 20 times, respectively.
[0045] Furthermore, in the a-short-time state, the b-short-time state, and the c-short-time state, all of them are gaming states that activate a short-time function in which the variation time of the normal symbol is shortened compared to the normal gaming state, and an opening extension function in which the opening time of the second start port 24 when the normal symbol is won is extended compared to the normal gaming state. However, in the a-short-time state, a general symbol probability variation function in which the winning probability of the normal symbol becomes higher than that in the normal gaming state is activated. In the b-short-time state and the c-short-time state, since the short-time gaming state occurs without going through a big win, the general symbol probability variation function is not activated. In this case, the a-short-time state, the b-short-time state, and the c-short-time state are different gaming states from each other, and the a-short-time state in which the general symbol probability variation function is activated is more advantageous for the player than the b-short-time state and the c-short-time state. Of course, it is also conceivable to make the a-short-time state the same state as the short-time gaming state without activating the general symbol probability variation function in accordance with the b-short-time state and the c-short-time state. In this case, even if a situation occurs in which two of the a-short-time state, the b-short-time state, and the c-short-time state overlap, there is no need to change the short-time gaming state.
[0046] [Main control process] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be described in more detail. FIG. 7 is a flowchart showing an example of the main control process executed by the CPU 60a of the main control device 60. This process is executed when the power switch 95a of the pachinko machine 1 is operated. After executing the power-on process necessary for turning on the power of the pachinko machine 1 (S10), the main control process repeatedly executes a random number update process (S20), a winning confirmation process (S30), a start winning process (S40), a normal symbol gaming process (S50), a normal symbol winning gaming process (S60), a special symbol gaming process (S70), and a big win gaming process (S80). In this embodiment, the time required for the processes of S20 to S80 is about 2 msec, and these processes are repeatedly executed at intervals of about 2 msec. The main control device 60 advances the overall game of the pachinko machine 1 by transmitting various commands to the control devices in charge of the commands and causing them to execute processes according to the commands by executing the main control process.
[0047] [Power-on process] FIG. 8 is a flowchart showing an example of a power-on process. In the power-on process of S10, the CPU 60a of the main control device 60 first sets an access permission that enables reading and writing of data to the RAM 60c after the security check is completed (S100). Subsequently, it is determined whether the backup flag is OFF (S102) and whether the RAM clear signal is OFF (S104), respectively. The backup flag is a flag indicating whether the stored content of the RAM 60c is normal. The backup flag is determined, for example, by a checksum process as to whether the stored content of the RAM 60c is normal. When it is determined to be normal, it is turned ON, and when it is determined to be abnormal, it is turned OFF. The RAM clear signal is turned ON when the power is turned on with the RAM clear switch 99 operated, and is turned OFF when the power is turned on with the RAM clear switch 99 not operated.
[0048] If it is determined that the backup flag is OFF, or if the backup flag is ON but the RAM clear signal is ON, it starts up from the initial state. That is, the CPU 60a clears and initializes the game information storage area that stores the game information of the RAM 60c and performs an initialization process to start the game from the initial state (S106), transmits initial commands corresponding to the payout control device 70 and the sub-integrated control device 90, respectively (S108), and ends the power-on process. As described above, if the power is turned on while the probability setting switch 98 and the RAM clear switch 99 are operated, the RAM clear signal becomes ON, and the CPU 60a stores, in the setting value storage area of the RAM 60c, one setting value set (selected) by the probability setting switch 98 from among settings 1 to 6 along with the initialization process, and validates the setting value. The setting value storage area is not cleared by the initialization process.
[0049] On the other hand, when it is determined in S102 and S104 that the backup flag is ON and the RAM clear signal is OFF, the system starts up from the state immediately before power-off. That is, first, the CPU 60a reads out the game information immediately before power-off stored and held in the game information storage area of the RAM 60c (S110). The game information immediately before power-off is information indicating the state of the game that was in progress immediately before power-off. Then, a power-on recovery process for resuming the game according to the read game information is performed (S112), and a recovery command corresponding to each of the payout control device 70 and the sub-integrated control device 90 is transmitted (S114), and the power-on process is terminated. When the power-on process is terminated, the system returns to the main control process and proceeds to the next random number update process (S20).
[0050] In the pachinko machine 1 of the present embodiment, as described above, the main control device 60 has a backup function for retaining the memory of the RAM 60c. If game information is normally stored in the RAM 60c and the RAM is not cleared at power-on, the game can resume in the game state before power-off. On the other hand, since the sub-integrated control device 90 does not have such a backup function, it cannot recognize the game state of the pachinko machine 1 at power-on. Therefore, in the present embodiment, by selectively transmitting an initial command and a recovery command from the main control device 60 to the sub-integrated control device 90 according to the game information stored at the time of recovery in the power-on process, the sub-integrated control device 90 determines the game state immediately after the power-on of the pachinko machine 1 based on the received command.
[0051] [Random number update process] The random number update process of S20 is a process for updating various types of random numbers for determination. Examples of the random numbers for determination include the jackpot determination random number (special symbol win / loss determination random number) used for jackpot determination (win / loss determination) performed based on the entry of a game ball into a start port (the first start port 23 or the second start port 24), the short time determination random number used for short time determination performed based on the entry of a game ball into a start port, the jackpot symbol determination random number used for determining the jackpot symbol to be stopped and displayed on a special symbol display device (the first special symbol display device 31 or the second special symbol display device 32) when the result of the jackpot determination is a jackpot, the short time symbol determination random number used for determining the short time symbol to be stopped and displayed on a special symbol display device (the first special symbol display device 31 or the second special symbol display device 32) when the result of the short time determination is "short time exists" (a win), the off symbol determination random number used for determining the off symbol to be stopped and displayed on a special symbol display device (the first special symbol display device 31 or the second special symbol display device 32) when the results of both the jackpot determination and the short time determination are off, the variation pattern determination random number used for determining the variation pattern (variation time) of a special symbol, the normal symbol win / loss determination random number used for win / loss determination performed based on the passage of a game ball through the normal symbol operation gate 22, and so on. When the random number update process ends, it returns to the main control process and proceeds to the next prize confirmation process (S30).
[0052] [Prize Confirmation Process] The winning confirmation process of S30 detects the states of various sensors (such as the first start port switch 23a, the second start port switch 24a, the gate switch 22a, the big winning port switch 25a, the normal winning port switch 27a, etc.) and stores them in a predetermined state storage area of the RAM 60c. Also, it determines whether a game ball has been detected by a switch related to the prize balls (the above-mentioned winning port switches excluding the gate switch 22a). When it is determined that a game ball has been detected, it calculates the number of prize balls to be paid out and stores it as prize ball information in a predetermined prize ball information storage area of the RAM 60c. Then, when the prize ball information is not zero, it sends a prize ball number designation command (prize ball information) to the payout control device 70 to end the winning confirmation process. When the payout control device 70 receives the prize ball number designation command, it drives the payout motor 73 to pay out game balls one by one, and at the same time, it executes a prize ball payout process of decrementing the prize ball information (the number of unpayout game balls) by 1 each time a paid-out game ball is detected by the payout switch 74. This prize ball payout process is repeatedly executed until the prize ball information becomes zero. However, when the entry of a game ball is detected and a new prize ball number designation command is received from the main control device 60, the process is repeated until the prize ball information also becomes zero. After ending the winning confirmation process, it returns to the main control process and proceeds to the next start winning process (S40).
[0053] [Start Winning Process] FIG. 9 is a flowchart showing an example of a start winning process. In the start winning process of S40, the CPU 60a of the main control device 60 first inputs a detection signal from the first start port switch 23a and determines whether or not a game ball has entered the first start port 23 (S200). When it is determined that a game ball has entered the first start port 23, it is determined whether or not the current number of holds of the first special symbol (the first special symbol hold number) is less than its upper limit number (in this embodiment, the value 4) (S202). When it is determined that the number of holds of the first special symbol is less than the upper limit number, the number of holds of the first special symbol is incremented by a value of 1 and the display of the first special symbol hold number display device 33 is updated (S204), and a random number for determining the first special symbol is acquired and stored in a predetermined random number storage area for determination in the RAM 60c (S206). Here, examples of the random number for determination acquired in S206 include information related to the progress of the variable game of the first special symbol, such as the jackpot determination random number, the time shortening determination random number, the jackpot symbol determination random number, the time shortening symbol determination random number, the miss symbol determination random number, and the variation pattern determination random number described above. Then, a first special symbol hold number instruction command is transmitted to the sub-integrated control device 90 (S208), and the process proceeds to the process of S210. The first special symbol hold number instruction command includes information related to the number of holds of the first special symbol for causing the effect display device 37 to display the first held symbol 372a. Note that when it is determined in S200 that a game ball has not entered the first start port 23, or when it is determined in S202 that the number of holds of the first special symbol has reached the upper limit number, the processes of S204 to S208 are skipped and the process proceeds to the next process of S210.
[0054] Next, a detection signal from the second start port switch 24a is input to determine whether a game ball has entered the second start port 24 (S210). When it is determined that a game ball has entered the second start port 24, it is determined whether the current number of holds of the second special symbol (second special symbol hold number) is less than its upper limit number (in this embodiment, the value 4) (S212). When it is determined that the number of holds of the second special symbol is less than the upper limit number, the number of holds of the second special symbol is incremented by a value of 1 and the display of the second special symbol hold number display device 34 is updated (S214), and a random number for determining the second special symbol is acquired and stored in a predetermined random number storage area for determination in the RAM 60c (S216). Here, examples of the random number for determination acquired in S216 include information related to the progress of the variable game of the second special symbol, such as the jackpot determination random number, the jackpot symbol determination random number, the off symbol determination random number, and the variation pattern determination random number described above. Then, a second special symbol hold number instruction command is transmitted to the sub-integrated control device 90 (S218), and the process proceeds to the process of S220. The second special symbol hold number instruction command includes information regarding the number of holds of the second special symbol for causing the effect display device 37 to display the second held symbol 372b. If it is determined in S210 that no game ball has entered the second start port 24, or if it is determined in S212 that the number of holds of the second special symbol has reached the upper limit number, the processes of S214 to S218 are skipped and the process proceeds to the next process of S220.
[0055] Next, the detection signal from the gate switch 22a is input to determine whether or not the game ball has passed through the normal symbol operation gate 22 (S220). If it is determined that the game ball has passed through the normal symbol operation gate 22, it is determined whether or not the current number of holds of the normal symbol is less than its upper limit number (for example, the value 4) (S222). When it is determined that the number of holds of the normal symbol is less than the upper limit number, the number of holds of the normal symbol is incremented by the value 1 and the display of the general symbol hold number display device 36 is updated (S224). Next, a random number for normal symbol determination is acquired and stored in a predetermined random number storage area for determination in the RAM 60c (S226). Note that examples of the random number for normal symbol determination include information regarding the progress of variable games of normal symbols such as the above-described random number for determining the success or failure of normal symbols. Then, a normal symbol hold number instruction command is transmitted to the sub-integrated control device 90 (S228), and the start winning process is terminated. If it is determined in S220 that the game ball has not passed through the normal symbol operation gate 22, or if it is determined in S222 that the number of holds of the normal symbol has reached the upper limit value, the processes of S224 to S228 are skipped and the start winning process is terminated. When the start winning process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S50).
[0056] [Normal Symbol Game Process] FIG. 10 is a flowchart showing an example of normal symbol game processing. In the normal symbol game processing of S50, the CPU 60a of the main control device 60 first determines whether the normal symbol win flag (general symbol win flag) has a value of 1 (step S300). The general symbol win flag is a flag indicating whether a game is in progress for a normal symbol win. If it is determined that the general symbol win flag has a value of 1, it is determined that a game is in progress for a normal symbol win, and the normal symbol game processing ends. When the normal symbol game processing ends, the process proceeds to the next normal symbol win game processing of S60. On the other hand, if it is determined that the general symbol win flag does not have a value of 1 but has a value of 0, it is determined that a game is not in progress for a normal symbol win, and it is determined whether the normal symbol is in variable display (S302) and whether it is during the display time of the determined symbol of the normal symbol (S304), respectively. If it is determined that the normal symbol is not in variable display and is not during the display time of the determined symbol, it is determined whether the number of holds of the normal symbol is more than 0 (S306). If it is determined that the number of holds of the normal symbol is not more than 0, that is, has a value of 0, the normal symbol game processing ends. On the other hand, if it is determined that the number of holds of the normal symbol is more than 0, the oldest one among the normal symbol determination random numbers stored in the determination random number storage area is read out (S308), the normal symbol variable display related processing for performing the variable display of the normal symbol is executed (S310), and the normal symbol game processing ends. Hereinafter, the details of the normal symbol variable display related processing of S310 will be described using the flowchart of FIG. 11.
[0057] In the normal symbol variation display related process, it is determined whether the a time-saving flag is 0 (S350). The a time-saving flag is a flag indicating whether the a time-saving state is in progress, and the a time-saving state occurs when a jackpot occurs. The b time-saving flag described later is a flag indicating whether the b time-saving state is in progress, and the c time-saving flag described later is a flag indicating whether the c time-saving state is in progress. If it is determined that the a time-saving flag is 0, that is, that the current game state is not in the a time-saving state, a win / loss determination is made using a low probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S352). On the other hand, if it is determined that the a time-saving flag is 1, that is, that the current game state is in the a time-saving state, a win / loss determination is made using a high probability normal symbol win / loss determination table based on the acquired normal symbol win / loss determination random number (S354). The normal symbol hit / miss judgment is performed by comparing the normal symbol hit / miss judgment random number with the hit value included in the normal symbol hit judgment table. If the normal symbol hit / miss judgment random number matches the hit value, it is judged as a hit, and if they do not match, it is judged as a miss. The high probability normal symbol hit judgment table has more hit values set compared to the low probability normal symbol hit judgment table. As a result, the hit probability of the normal symbol is high in the a time-saving state and low when not in the a time-saving state. Therefore, the hit probability of the normal symbol is low not only when the current game state is the normal game state, but also when it is in the b time-saving state or the c time-saving state. If the result of the win / loss judgment is that the player has won ("YES" in S356), the winning symbol is determined as the fixed symbol of the normal symbol (S358), and the normal symbol fluctuation time (winning fluctuation pattern) from the start of the normal symbol fluctuation display until the winning symbol is confirmed is determined (S362). Also, if the result of the win / loss judgment is that the player has lost ("NO" in S356), the losing symbol is determined as the fixed symbol of the normal symbol (S360), and the normal symbol fluctuation time (loss fluctuation pattern) from the start of the normal symbol fluctuation display until the losing symbol is confirmed is determined (S362). The normal symbol fluctuation time is set to a time shorter than that in the normal game state, regardless of the type of time-saving game state (time-saving state a, time-saving state b, time-saving state c).When the fixed symbol of the normal symbol and the variation time (variation pattern) are thus determined, the variation display of the normal symbol is started (S364), the hold count of the normal symbol is decremented by a value of 1 and the display of the normal symbol hold count display device 36 is updated (S366), a variation start command of the normal symbol is transmitted to the sub-integrated control device 90 (S368), and the normal symbol game process is terminated.
[0058] Returning to the normal symbol game process of FIG. 10 and starting the variation display of the normal symbol, when the normal symbol game process is executed next, the CPU 60a of the main control device 60 determines in S302 that the normal symbol is in the variation display state. Next, it is determined whether or not the variation time of the normal symbol determined in S362 or S364 has elapsed (the variation according to the determined variation pattern has ended) (S312). If it is determined that the variation time of the normal symbol has not elapsed, the normal symbol game process is temporarily terminated. If it is determined that the variation time of the normal symbol has elapsed, a fixed symbol display process for displaying the fixed symbol of the normal symbol during the variation display is performed (S314). Then, it is determined whether or not the fixed symbol display time (for example, 0.5 seconds) has elapsed (S316). If it is determined that the fixed symbol display time has not elapsed, the normal symbol game process is temporarily terminated. After the fixed symbol of the normal symbol is displayed and the normal symbol game process is executed, since it is determined in S304 that it is during the display time of the fixed symbol, it is again determined in S316 whether or not the fixed symbol display time has elapsed. If it is determined that the fixed symbol display time has elapsed, the display of the fixed symbol is terminated (S318), and it is determined whether or not the fixed symbol of the normal symbol is a winning symbol (S320).
[0059] If it is determined that the fixed symbol of the normal symbol is not a winning symbol but a losing symbol, the normal symbol game process is terminated. On the other hand, if it is determined that the fixed symbol of the normal symbol is a winning symbol, a value of 1 is set in the normal symbol win flag (general symbol win flag) (S322), and the normal symbol game process is terminated. When the normal symbol game process is terminated, the process proceeds to the normal symbol win game process of the next S60.
[0060] [Normal Symbol Win Game Process] FIG. 12 is a flowchart showing an example of the game process per normal symbol. In the game process per normal symbol in S60, the CPU 60a of the main control device 60 first determines whether the flag per normal symbol has a value of 1 (S400). If it is determined that the flag per normal symbol does not have a value of 1 but has a value of 0, it is determined that the game per normal symbol is not in progress, and the game process per normal symbol ends. On the other hand, if it is determined that the flag per normal symbol has a value of 1, it is determined that the game per normal symbol is in progress, and it is determined whether the second start port 24 is open (S402). If it is determined that the second start port 24 is not open, it is determined whether the opening wait time has elapsed (S404). If it is determined that the opening wait time has not elapsed, the game process per normal symbol ends. On the other hand, if it is determined that the opening wait time has elapsed, the opening pattern (maximum opening time) of the second start port 24 is determined (S406), and the second start port solenoid 24c is controlled so that the second start port 24 opens in the determined opening pattern (S408), and the game process per normal symbol is temporarily ended. The opening pattern of the second start port 24 varies depending on the game state. In this embodiment, when the game state is the normal game state, an opening pattern in which it is opened once for a maximum of 0.1 seconds is set, and when the game state is the time-saving game state (a time-saving state, b time-saving state, or c time-saving state), an opening pattern in which it is opened once for a maximum of 5.8 seconds is set.
[0061] When the second start port 24 is opened, next, when the game process per normal symbol is executed, in order to determine that the second start port 24 is open in S402, it is determined whether a prescribed number (for example, 10) of game balls have entered the second start port 24 based on the detection signal from the second start port switch 24a (S410), and whether the elapsed time since the start of the opening of the second start port 24 has reached the maximum opening time determined in S406 (S412). If it is determined that the prescribed number of game balls have not entered the second start port 24 and the elapsed time since the start of the opening of the second start port 24 has not reached the determined maximum opening time, the game process per normal symbol is temporarily terminated while maintaining the opening of the second start port 24. On the other hand, if it is determined that the prescribed number of game balls have entered the second start port 24 or the elapsed time since the start of the opening of the second start port 24 has reached the determined maximum opening time, the second start port 24 is closed (S414). Then, in order to end the game per normal symbol, the value 0 is set in the flag per normal symbol (S416), and the game process per normal symbol is ended. When the game process per normal symbol is ended, next, the process proceeds to the special symbol game process of S70.
[0062] [Special Symbol Game Process] FIG. 13 and FIG. 14 are flowcharts showing an example of a special symbol game process. In the special symbol game process of S70, the CPU 60a of the main control device 60 first determines whether the jackpot flag has a value of 1 (S500). If it is determined that the jackpot flag has a value of 1, it is determined that a jackpot game is in progress, and the special symbol game process ends. When the special game process ends, the process returns to the main control process and proceeds to the next jackpot game process (S80). On the other hand, if it is determined that the jackpot flag does not have a value of 1 but has a value of 0, it is determined that a jackpot game is not in progress, and it is determined whether either the first special symbol or the second special symbol is in a variable display (S502) and whether it is in a display of a determined symbol (S504). If it is determined that neither the first special symbol nor the second special symbol is in a variable display and the determined symbol is not being displayed, it is determined whether the hold count of the second special symbol is greater than 0 (S506). If it is determined that the hold count of the second special symbol is greater than 0, the oldest of the determination random numbers for the second special symbol stored in the determination random number storage area is read out (S508), and the second special symbol variable display related process for performing the variable display of the second special symbol is executed (S510), and the special symbol game process ends.
[0063] On the other hand, when it is determined that the hold count of the second special symbol is 0, it is determined whether the hold count of the first special symbol is more than 0 (S512). When it is determined that the hold count of the first special symbol is more than 0, the oldest one among the determination random numbers of the first special symbol stored in the determination random number storage area is read out (S514), the first special symbol variation display related process for performing the variation display of the first special symbol is executed (S516), and the special symbol game process is terminated. When it is determined in S512 that the hold count of the first special symbol is 0, the special symbol game process is terminated. In S506 to S516, when both the hold count of the first special symbol and the hold count of the second special symbol are more than 0, the variation display (consumption of hold) of the second special symbol is preferentially executed (special figure 2 priority variation). Of course, it is not limited to this, and the variation display (consumption of hold) of the first special symbol may be preferentially performed (special figure 1 priority variation), the variation display of the special symbol may be performed in the order of the entry of the game balls into the start ports (the first start port 23 and the second start port 24) (entry order variation), or the variation display of the first special symbol and the variation display of the second special symbol may be performed in parallel (simultaneous variation). Hereinafter, the details of the second special symbol variation display related process in S510 and the first special symbol variation display related process in S516 will be described. FIG. 15 is a flowchart showing an example of the first special symbol variation display related process, and FIG. 16 is a flowchart showing an example of the second special symbol variation display related process.
[0064] In the first special symbol variation display related process of FIG. 15, first, it is determined whether the probability variation flag has a value of 0 (S600). The probability variation flag is a flag indicating whether the current game state is a probability variation game state, and the probability variation game state occurs triggered by a probability variation big win. If it is determined that the probability variation flag has a value of 0, it is judged that the current game state is not a probability variation game state, and a big win determination is performed using the low probability big win determination table (S602). On the other hand, if it is determined that the probability variation flag is not 0 but 1, it is judged that the current game state is a probability variation game state, and a big win determination is performed using the high probability big win determination table (S604). The big win determination is performed by comparing the big win determination random number with the winning values included in the big win determination table (low probability big win determination table, high probability big win determination table). When the big win determination random number matches any of the winning values, it is determined as a big win, and when it does not match any of the winning values, it is determined as a miss. The low probability big win determination table and the high probability big win determination table contain more winning values as the set value is higher among settings 1 to 6, and the high probability big win determination table contains more winning values than the low probability big win determination table. For this reason, the big win probability becomes higher as the set value is higher, and the probability variation game state is higher than the normal game state.
[0065] Next, it is determined whether the result of the big win determination process is a big win (S606). If it is determined that the result of the big win determination process is a big win, a big win symbol is determined as the determined symbol of the first special symbol based on the big win symbol determination random number acquired in S514 (S608). This process is performed by using the big win symbol determination random number to select one symbol from a plurality of big win symbols (for example, 4R normal big win symbols, 10R normal big win symbols, 10R probability variation big win symbols, etc.) with different contents of the big win game (number of rounds) and game states (normal game state, probability variation game state) after the end of the big win game. The determined big win symbol is stored in the RAM60c and saved until the end of the big win game. When the big win symbol is determined, the variation display time (big win variation pattern) of the first special symbol from the start of the variation display of the first special symbol to the stop display with the determined big win symbol is determined (S610).
[0066] On the other hand, if it is determined in S606 that the result of the jackpot determination process is not a jackpot, a short-time determination process is performed based on the short-time determination random number obtained in S514 (S612). The short-time determination process is performed by comparing the obtained short-time determination random number with the winning values included in the short-time determination table. When the short-time determination random number matches any of the winning values, it is determined that there is a short time (a win), and when it does not match any of the winning values, it is determined that there is no short time (a miss). Note that the short-time determination may be performed using the jackpot determination random number instead of the short-time determination random number. When performing the short-time determination using the jackpot determination random number, the winning value for the short-time determination is defined as a value other than the winning value for the jackpot determination. After performing the short-time determination process, it is determined whether the result of the short-time determination process indicates that there is a short time (S614).
[0067] If it is determined that the result of the short-time determination process indicates that there is a short time, a short-time symbol is determined as the determined symbol of the first special symbol (S616). The determination of the short-time symbol may be performed by determining a predetermined single short-time symbol, or may be performed by selecting one short-time symbol based on a short-time symbol determination random number from among a plurality of short-time symbols with different short-time counts. After determining the short-time symbol, it is determined whether any of the short-time flags (a short-time flag, b short-time flag, c short-time flag) and the probability variation flag have a value of 0 (S618). This determination is to determine whether the current gaming state is neither a short-time gaming state nor a probability variation gaming state, that is, whether it is a normal gaming state. If it is determined that any of the short-time flag and the probability variation flag have a value of 0, it is determined that the current gaming state is a normal gaming state, and the variation display time (short-time variation pattern) of the first special symbol from the start of the variation display of the first special symbol until it stops and is displayed as the determined short-time symbol is determined (S620).
[0068] On the other hand, if it is determined in S614 that the result of the time shortening determination process is no time shortening, that is, it is determined that there is neither a big win nor a time shortening win, an off symbol is determined as the determined symbol of the first special symbol (S622), and the variation display time (off variation pattern) of the first special symbol from the start of the variation display of the first special symbol to the stop display with the determined off symbol is determined (S624). Further, if it is determined in S618 that at least any one of the time shortening flags (a time shortening flag, b time shortening flag, c time shortening flag) and the probability variation flag has a value of 1 (the current gaming state is a time shortening gaming state or a probability variation gaming state), the off variation pattern is determined (S624). That is, when the current gaming state is a time shortening gaming state or a probability variation gaming state, even if a time shortening symbol is determined by determining that there is time shortening in the time shortening determination process, the off variation pattern is determined by invalidating the presence of time shortening.
[0069] FIG. 17 is an explanatory diagram showing an example of a variation pattern table. As shown in the figure, the big win variation patterns include a variation pattern P01 that develops from a normal variation through a normal reach to an SP reach A, and a variation pattern P02 that develops from a normal variation through a normal reach to an SP reach B. The time shortening variation patterns include a variation pattern P11 that ends with a normal reach, and a variation pattern P12 that develops to an SP reach A similar to the variation pattern P01 of the big win variation pattern. The off variation patterns include a variation pattern P21 that ends with a normal variation, a variation pattern P22 that ends with a normal reach, a variation pattern P23 that develops to an SP reach A similar to the variation pattern P01 of the big win variation pattern, and a variation pattern P24 that develops to an SP reach B similar to the variation pattern P02 of the big win variation pattern. Since the big win variation patterns do not include the variation pattern of the normal variation and the variation pattern of the normal reach, a big win does not occur in the normal variation or the normal reach. Also, in the off variation pattern, the appearance rate of SP reach A is higher than that of SP reach B, and in the big win variation pattern, the appearance rate of SP reach B is higher than that of SP reach A, and SP reach B has a higher big win reliability than SP reach A.
[0070] Returning to the first special symbol variation display related process of FIG. 15, when the variation pattern is determined in this way, the variation display of the first special symbol is started (S626), the hold count of the first special symbol is decremented by a value of 1, and the display of the first special symbol hold count display device 33 is updated (S628). Note that along with the update of the hold count of the first special symbol, a shift process is performed to clear the random number for determination related to the hold consumed this time and shift the random number for determination related to the remaining holds. Then, a first special symbol variation start command (first special symbol variation instruction command) is transmitted to the sub-integrated control device 90 (S630), and the first special symbol variation display related process is terminated. The sub-integrated control device 90 that has received the first special symbol variation instruction command transmits a control command to the effect display control device 91 so that a symbol variation effect is started on the effect display device 37. Note that the first special symbol variation instruction command includes the result of the pass / fail determination, the variation pattern (variation time) of the first special symbol, the determined symbol (big win symbol, time-shortening symbol, or losing symbol), and the like.
[0071] In the second special symbol variation display related process of FIG. 16, first, it is determined whether the probability variation flag has a value of 0 (S600b). If it is determined that the probability variation flag has a value of 0, a big win determination is performed using the big win determination table for low probability (S602b). If it is determined that the probability variation flag does not have a value of 0 but has a value of 1, a big win determination is performed using the big win determination table for high probability (S604b).
[0072] Next, it is determined whether the result of the big win determination process is a big win (S606b). If it is determined that the result of the big win determination process is a big win, a big win symbol is determined as the determined symbol of the second special symbol based on the random number for determining the big win symbol acquired in S510 (S608b), and a big win variation pattern is determined as the variation pattern of the second special symbol (S610b). On the other hand, if it is determined that the result of the big win determination process is a loss, a losing symbol is determined as the determined symbol of the second special symbol based on the random number for determining the losing symbol acquired in S510 (S622b), and a losing variation pattern is determined as the variation pattern of the second special symbol (S624b). The second special symbol does not include a time-shortening symbol.
[0073] When the fixed symbol and the variation pattern of the second special symbol are thus determined, the variation display of the second special symbol is started (S626b), the hold count of the second special symbol is decremented by a value of 1, and the display of the second special symbol hold count display device 34 is updated (S628b). Note that with the update of the hold count of the second special symbol, a shift process is performed in which the random number for determination related to the hold consumed this time is cleared and the random number for determination related to the remaining holds is shifted. Then, a second special symbol variation start command (second special symbol variation instruction command) is transmitted to the sub-integrated control device 90 (S630b), and the second special symbol variation display related process is ended. The sub-integrated control device 90 that has received the second special symbol variation instruction command transmits a control command to the effect display control device 91 so that a symbol variation effect is started on the effect display device 37. Note that the second special symbol variation instruction command includes the result of the success / failure determination, the variation pattern (variation time) of the second special symbol, the fixed symbol (big win symbol or losing symbol), and the like.
[0074] Returning to the special symbol game process of FIGS. 13 and 14, when the special symbol game process is executed after the variable display of the special symbol (the first special symbol or the second special symbol) is started, in order to determine in S502 that either the first special symbol or the second special symbol is in variable display, the CPU 60a of the main control device 60 determines whether the variable time has elapsed (S518). Since the variable time is set according to the variable pattern of the special symbol determined in S610, S620, S624, S610b, or S624b, whether the variable time has elapsed can be determined by comparing the elapsed time since the start of the variable display of the special symbol with the variable time corresponding to the determined variable pattern. If it is determined that the variable time has not elapsed, the special symbol game process is temporarily terminated. If it is determined that the variable time has elapsed, a symbol stop command is transmitted to the sub-integrated control device 90 (S520), and the determined symbol of the special symbol in variable display is displayed (S522). The sub-integrated control device 90 that has received the symbol stop command transmits a control command to the effect display control device 91 to end the symbol variable effect on the effect display device 37. Then, it is determined whether the display time of the determined symbol has elapsed (S524). Here, in this embodiment, the display time of the determined symbol is set to 0.5 seconds. If it is determined that the display time of the determined symbol has not elapsed, the special symbol game process is temporarily terminated. When the special symbol game process is executed after the stop display of the special symbol, in order to determine in S504 that the determined symbol is being displayed, again in S524, it is determined whether the display time of the determined symbol has elapsed. If it is determined that the display time of the determined symbol has elapsed, the display of the determined symbol is ended (S526), and it is determined whether the determined symbol is a jackpot symbol (S528).
[0075] When it is determined in S528 that the winning symbol is obtained, in order to cause a big win, the operation of the condition device is started (S530), the operation of the accessory continuous operation device is started (S532), and the value 1 is set in the big win flag (S534). During the big win game, in order to stop the probability change function and the time shortening function, the probability change flag, the a time shortening flag, the b time shortening flag, and the c time shortening flag are cleared to the value 0 (S536 to S542). Then, the variation counter is cleared (S544), a game state designation command is transmitted to the sub-integrated control device 90 (S546), and the special symbol game process is terminated. Note that the game state designation command includes the value of the big win flag, the value of the probability change flag, the value of the a time shortening flag, the value of the b time shortening flag, the value of the c time shortening flag, and the value of the variation counter. When the special symbol game process is terminated, the process returns to the main control process and proceeds to the big win game process of the next S80.
[0076] On the other hand, when it is determined in S528 that the symbol is a losing symbol instead of a winning symbol, the probability change flag end process (S548), the a time shortening flag end process (S550), the b time shortening flag setting process (S552), and the c time shortening flag setting process (S554) are executed. Then, a game state designation command is transmitted to the sub-integrated control device 90 (S546), and the special symbol game process is terminated. Hereinafter, the probability change flag end process, the a time shortening flag end process, the b time shortening flag setting process, and the c time shortening flag setting process will be described in order.
[0077] FIG. 18 is a flowchart showing an example of the probability variation flag end process. In the probability variation flag end process, it is determined whether the probability variation flag has a value of 1 (probability variation game state) (S700). If it is determined that the probability variation flag has a value other than 1 and has a value of 0, the probability variation flag end process ends. On the other hand, if it is determined that the probability variation flag has a value of 1, the probability variation counter is decremented by 1 (S702), and it is determined whether the probability variation counter has a value of 0 (S704). The probability variation counter indicates the remaining number of variations of the special symbol until the probability variation game state ends, and a predetermined value is set in the probability variation counter when the jackpot game ends. In this embodiment, when the jackpot symbol is a probability variation jackpot symbol (probability variation jackpot), the value 10,000 is set. Therefore, when a probability variation jackpot is drawn, the probability variation game state is substantially maintained until the next jackpot is drawn. If it is determined that the probability variation counter does not have a value of 0, the probability variation flag end process ends while maintaining the probability variation game state. On the other hand, if it is determined that the probability variation counter has a value of 0, in order to end the probability variation game state, the probability variation flag is set to a value of 0 (S706), and the probability variation flag end process ends.
[0078] FIG. 19 is a flowchart showing an example of a short-time flag end process. In the short-time flag end process, it is determined whether the short-time flag has a value of 1 (during the short-time state) (S710). If it is determined that the short-time flag does not have a value of 1 but has a value of 0, the short-time flag end process ends. On the other hand, if it is determined that the short-time flag has a value of 1, the short-time counter is decremented by 1 (S712), and it is determined whether the short-time counter has a value of 0 (S714). The short-time counter indicates the remaining number of variations of the special symbol until the short-time state ends, and an initial value predetermined at the end of the big win game is set in the short-time counter. In this embodiment, when the big win symbol is a normal big win symbol, a value of 100 is set, and when it is a probability-variable big win symbol, a value of 10,000 is set. Therefore, when a probability-variable big win is obtained, the short-time state is substantially maintained until the next big win is obtained. If it is determined that the short-time counter does not have a value of 0, the short-time flag end process ends while maintaining the short-time state. On the other hand, if it is determined that the short-time counter has a value of 0, in order to end the short-time state, the short-time flag is set to a value of 0 (S716), and the short-time flag end process ends.
[0079] FIG. 20 is a flowchart showing an example of the b-short flag setting process. In the b-short flag setting process, it is determined whether the probability variation flag has a value of 0 (S720). If it is determined that the probability variation flag is not value 0 but value 1 (during the probability variation gaming state), the b-short flag setting process ends. Therefore, the b-short state does not occur during the probability variation gaming state. On the other hand, if it is determined that the probability variation flag has a value of 0, it is determined whether the b-short flag has a value of 0 (S722). If it is determined that the b-short flag has a value of 0, the variation counter is decremented by 1 (S724), and it is determined whether the variation counter has a value of 0 (S726). The variation counter indicates the remaining number of variations of the special symbol until the scheduled number of times is reached, and an initial value (value 900) determined in advance is set in the variation counter when the jackpot game ends. If it is determined that the variation counter does not have a value of 0, the b-short flag setting process ends. On the other hand, if it is determined that the variation counter has a value of 0, in order to generate the b-short state, the b-short flag is set to value 1 (S728), the b-short counter is set (S730), the b-short start command is transmitted to the sub-integrated control device 90 (S732), and the b-short flag setting process ends. The b-short counter indicates the remaining number of variations of the special symbol until the b-short state ends, and a predetermined initial value (value 1000) is set in the b-short counter. Since the jackpot probability is 1 / 320 to 1 / 270, when the b-short state occurs, a jackpot can be drawn in most cases. After the b-short state occurs and the b-short flag setting process is executed, in S722, since it is determined that the b-short flag has a value of 1 (during the b-short state), the b-short counter is decremented by 1 (S734), and it is determined whether the b-short counter has a value of 0 (S736). If it is determined that the b-short counter does not have a value of 0, the b-short flag setting process ends while maintaining the b-short state. On the other hand, if it is determined that the b-short counter has a value of 0, in order to end the b-short state, the b-short flag is set to value 0 (S738), the b-short end command is transmitted to the sub-integrated control device 90 (S739), and the b-short flag setting process ends. That is, when the b-short counter reaches 0 without being able to draw a jackpot, the b-short state ends and the game shifts to the normal gaming state.In this embodiment, when transitioning to the normal gaming state, since the variation counter is not initialized, if the game transitions to the normal gaming state without being able to trigger a big win during the b-short state, even if the number of variations of the special symbol reaches the planned number from then on, the b-short state is not generated. Of course, after transitioning from the b-short state to the normal gaming state, the variation counter may be initialized, and if the number of variations of the special symbol reaches the planned number further, the b-short state may be generated.
[0080] In this embodiment, the variation counter is counted only when it is not in the probability-variable gaming state (probability-variable flag has a value of 1) even during the a-short state (a-short flag has a value of 1). However, it may be set not to be counted during the a-short state. Also, in a pachinko machine of the type that initializes the variation counter when the b-short counter reaches a value of 0 and returns to the normal gaming state without being able to trigger a big win during the b-short state, when the number of short-time occurrences in the b-short state (e.g., 450 times) is less than the planned number (e.g., 900 times), the variation counter may be counted even during the b-short state. Further, in a pachinko machine (so-called ST machine) where the number of probability-variable occurrences in the probability-variable gaming state is relatively small (e.g., 50 times or 100 times), the variation counter may be counted even during the probability-variable gaming state.
[0081] FIG. 21 is a flowchart showing an example of the c-short flag setting process. In the c-short flag setting process, it is determined whether or not the determined symbol of the special symbol is a short-time symbol (S740). If it is determined that the determined symbol is a short-time symbol, it is determined whether or not the probability variation flag has a value of 0 (S742), whether or not the a-short flag has a value of 0 (S744), whether or not the b-short flag has a value of 0 (S746), and whether or not the c-short flag has a value of 0 (S748). That is, it is determined whether or not the current gaming state is a normal gaming state, neither a probability variation gaming state nor a short-time gaming state. If it is determined that any of the probability variation flag, the a-short flag, the b-short flag, and the c-short flag has a value of 1, it is determined that the current gaming state is a probability variation gaming state or a short-time gaming state, and the c-short flag setting process is terminated. Therefore, even if the determined symbol of the special symbol is a short-time symbol, if the current gaming state is a probability variation gaming state or a short-time gaming state, the short-time per hit is invalidated. On the other hand, if it is determined that none of the probability variation flag, the a-short flag, the b-short flag, and the c-short flag has a value of 0, in order to generate a c-short state, the value 1 is set to the c-short flag (S750), the c-short counter is set (S752), and the c-short flag setting process is terminated. The c-short counter indicates the remaining number of variations of the special symbol until the c-short state ends, and a predetermined initial value (value 20) is set in the c-short counter. In S740, if it is determined that the determined symbol of the special symbol is not a short-time symbol but a losing symbol, it is determined whether or not the c-short flag has a value of 1 (during the c-short state) (S754). If it is determined that the c-short flag does not have a value of 1 but has a value of 0, the c-short flag setting process is terminated. On the other hand, if it is determined that the c-short flag has a value of 1, the c-short counter is decremented by 1 (S756), and it is determined whether or not the c-short counter has a value of 0 (S758). If it is determined that the c-short counter does not have a value of 0, the c-short flag setting process is terminated while maintaining the c-short state. On the other hand, if it is determined that the c-short counter has a value of 0, in order to end the c-short state, the c-short flag is set to the value 0 (S760), and the c-short flag setting process is terminated.
[0082] [Big win game process] FIG. 22 and FIG. 23 are flowcharts showing an example of jackpot game processing. In the jackpot game processing of S80, the CPU 60a of the main control device 60 first determines whether the jackpot flag has a value of 1 (during jackpot game) (S800). If it is determined that the jackpot flag does not have a value of 1 but has a value of 0, the jackpot game processing ends. On the other hand, if it is determined that the jackpot flag has a value of 1, it is determined whether the big winning opening 25 is open (S802), whether a jackpot game start effect is in progress (S804), whether a jackpot game end effect is in progress (S806), and whether it is during an opening interval (S808), respectively. If a negative determination is made in any of S802 to S808, a jackpot game start effect command is sent to the sub-integrated control device 90 (S810), and the jackpot game processing ends. The sub-integrated control device 90 that has received the jackpot game start effect command starts the jackpot game start effect. When the jackpot game start effect is started, when the jackpot game processing is executed next, since it is determined in S804 that the jackpot game start effect is in progress, it is determined whether the jackpot game start effect time has elapsed (S812). If it is determined that the jackpot game start effect time has not elapsed, the jackpot game processing is temporarily ended, and if it is determined that the jackpot game start effect time has elapsed, the big winning opening 25 is opened by driving the big winning opening solenoid 25c (S814), and a round game effect command is sent to the sub-integrated control device 90 (S816), and the jackpot game processing ends.
[0083] When the large winning opening 25 is opened, and then when the jackpot game process is executed next, since it is determined in S802 that the large winning opening 25 is open, it is determined whether the number of game balls entering the large winning opening 25 has reached a specified number (10 in the embodiment) based on the detection signal from the large winning opening switch 25a (S818), and whether the elapsed time (opening time) since the large winning opening 25 was opened has reached the maximum opening time (30 seconds in the embodiment) (S820). If it is determined that the number of game balls entering the large winning opening 25 has not reached the specified number and the opening time of the large winning opening 25 has not reached the maximum opening time, the jackpot game process is temporarily terminated while keeping the large winning opening 25 open. On the other hand, if it is determined that the number of game balls entering the large winning opening 25 has reached the specified number, or if it is determined that even if the number of game balls entering has not reached the specified number, the opening time of the large winning opening 25 has reached the maximum opening time, the large winning opening 25 is closed (S822), and it is determined whether the current round game is the final round (S824). Since the number of rounds of the jackpot game is set according to the jackpot symbol (such as "4R normal jackpot symbol", "10R normal jackpot symbol", "10R probability-variable jackpot symbol"), the determination of whether the current round game is the final round is made by determining whether the number of repetitions of the round game has reached the number determined according to the jackpot symbol. If it is determined that the current round game is not the final round, an opening interval is generated (S826), and the jackpot game process is terminated. The main control device 60 transmits an opening interval generation command to the sub-integrated control device 90 as the opening interval occurs. When the opening interval occurs, and then when the jackpot game process is executed next, since it is determined in S808 that it is during the opening interval, it is determined whether the opening interval time (for example, 2 seconds) has elapsed (S828). If it is determined that the opening interval time has not elapsed, the jackpot game process is temporarily terminated while keeping the large winning opening 25 closed, and if it is determined that the opening interval time has elapsed, the large winning opening 25 is opened again (S814), and a round game performance command is transmitted to the sub-integrated control device 90 (S816), and the jackpot game process is terminated.
[0084] After repeating the round game of opening and closing the big winning opening 25 with the open interval in between like this, when it is determined in S824 that this round game is the final round, a big win game end production command is transmitted to the sub-integrated control device 90 (S830), and the big win game process ends. The sub-integrated control device 90 that has received the big win game end production command starts the big win game end production. When the big win game end production is started, when the big win game process is started next, since it is determined in S806 that the big win game end production is in progress, it is determined whether the big win game end production time has elapsed (S832). If it is determined that the big win game end production time has not elapsed, the big win game process is temporarily ended, and if it is determined that the big win game end production time has elapsed, the operation of the accessory continuous operation device is stopped (S834), and the operation of the condition device is stopped (S836). Subsequently, it is determined whether the big win symbol of this time is a probability-variable big win symbol (S838). If it is determined that the big win symbol is a probability-variable big win symbol, in order to generate a probability-variable game state and an a-time short state, a value of 1 is set to the probability-variable flag (S840), a value of 10000 is set to the probability-variable counter (S842), a value of 1 is set to the a-time short flag (S844), and a value of 10000 is set to the a-time short counter (S846). On the other hand, if it is determined that the big win symbol is not a probability-variable big win symbol but a normal big win symbol, in order to generate an a-time short state, a value of 1 is set to the a-time short flag (S848), a value of 100 is set to the a-time short counter (S850), and a value of 900 is set to the variation counter (S852). Then, in order to end the big win game, a value of 0 is set to the big win flag (S854), a game state designation command is transmitted to the sub-integrated control device 90 (S856), and the big win game process ends. Note that the game state designation command includes the value of the probability-variable flag, the value of the a-time short flag, the value of the a-time short counter, the value of the variation counter, the value of the big win flag, and the like.
[0085] Next, various processes executed by the sub-integrated control device 90 that receives various commands from the main control device 60 will be described. As described above, the commands received by the sub-integrated control device 90 from the main control device 60 include an initial command, a return command, a special drawing change instruction command (first special drawing change instruction command, second special drawing change instruction command), a symbol stop command, a game state designation command, a jackpot game start effect command, a round game effect command, an open interval generation command, a jackpot game end effect command, and the like. The processes of the sub-integrated control device 90 that has received various commands include a symbol change effect process for executing a symbol change effect in which the effect symbols are changed and displayed in accordance with the variable display of the special symbols, a jackpot game effect process for executing a jackpot game effect in accordance with the occurrence of a jackpot, and the like. These processes are repeatedly executed every predetermined time. Hereinafter, the symbol change effect process and the jackpot game effect process will be described.
[0086] [Symbol Change Effect Process] FIG. 24 is a flowchart showing an example of a symbol variation effect process executed by the CPU 90a of the sub-integrated control device 90. In the symbol variation effect process, the CPU 90a of the sub-integrated control device 90 first determines whether it has received a special symbol variation instruction command (first special symbol variation instruction command or second special symbol variation instruction command) transmitted from the main control device 60 (S900). If it is determined that the special symbol variation instruction command has not been received, the process proceeds to S908. On the other hand, if it is determined that the special symbol variation instruction command has been received, the stop symbol of the effect symbol is determined based on the determined symbol of the special symbol included in the received special symbol variation instruction command (normal big win symbol, certain change big win symbol, time reduction symbol, or losing symbol) (S902), and the effect pattern is determined based on the variation pattern of the special symbol (S904), and the symbol variation effect is started (S906). The symbol variation effect is performed by transmitting a display control command to the effect display control device 91 so that a variation effect image or a variation effect video including the variation display of the effect symbol is displayed on the effect display device 37 based on the determined effect pattern, and controlling so that a predetermined effect sound is output from the speaker 14 along with the variation display of the effect symbol. Here, the determination of the effect symbol can be performed by determining the stop symbol of the effect symbol corresponding to the determined symbol of the special symbol from among the effect symbol setting tables stored in advance in the ROM 90b. For the stop symbol of the effect symbol, for example, when the normal big win symbol is determined as the determined symbol of the special symbol, a double of even numbers such as "444" or "666" is determined; when the certain change big win symbol is determined, a double of odd numbers such as "333" or "777" is determined; when the time reduction symbol is determined, a specific symbol after a reach such as "7★7" is determined. Also, the determination of the effect pattern is performed by executing the effect pattern determination process of FIG. 25.
[0087] In the performance pattern determination process, first, it is determined whether the current gaming state is a probability-variable gaming state (S920). This determination can be made by examining the value of the probability-variable flag included in the gaming state designation command transmitted from the main control device 60. If it is determined that the gaming state is not a probability-variable gaming state, that is, it is a normal gaming state or a time-limited gaming state, it is judged that the current performance mode is the normal mode, and the performance pattern is determined using the normal performance pattern setting table (S922). The normal performance pattern setting table has a plurality of performance patterns associated with the variation patterns of the special symbols. The determination of the performance pattern is made by deriving the corresponding performance pattern from the normal performance pattern setting table based on the variation pattern of the special symbols included in the special symbol variation instruction command received in S900. Then, as the performance sound accompanying the performance display according to the determined performance pattern, the normal mode performance sound is determined (S924), and the performance pattern determination process ends. The normal mode performance sound is the performance sound output together with the performance display (the variation display of the performance symbols) according to the determined performance pattern in the normal mode. In this embodiment, one performance sound selected from a plurality of normal mode performance sounds is determined based on the determined performance pattern.
[0088] If it is determined in S920 that the current gaming state is a probability-variable gaming state, it is determined whether to perform a jackpot preview performance that announces the occurrence of a jackpot (S926). This determination is made by lottery using a random number as to whether to perform a jackpot preview performance when the result of the win / loss determination included in the received special symbol variation instruction command is a jackpot. If it is determined to perform the jackpot preview performance, a specific performance pattern for performing the jackpot preview performance is determined as the performance pattern (S928), and a specific performance sound is determined as the performance sound accompanying the performance display according to the specific performance pattern (S930), and the performance pattern determination process ends.
[0089] If it is determined not to perform the jackpot announcement effect at S926, it is determined whether the currently set effect mode is effect mode A (S932) and whether it is effect mode B (S934), respectively. If it is determined that the currently set effect mode is effect mode A, the effect pattern for effect mode A is determined using the jackpot effect pattern setting table A (S936). The jackpot effect pattern setting table A has a plurality of effect patterns associated with the variation patterns of the special symbol, and the determination of the effect pattern is performed by deriving the corresponding effect pattern from the jackpot effect pattern setting table A based on the variation pattern of the special symbol. Then, the effect sound for effect mode A is determined as the effect sound accompanying the effect display according to the determined effect pattern for effect mode A (S938), and the effect pattern determination process ends.
[0090] If it is determined that the currently set effect mode is not effect mode A but effect mode B, the effect pattern for effect mode B is determined using the jackpot effect pattern setting table B based on the variation pattern of the special symbol (S940). The jackpot effect pattern setting table B has a plurality of effect patterns associated with the variation patterns of the special symbol, and the determination of the effect pattern is performed by deriving the corresponding effect pattern from the jackpot effect pattern setting table B based on the variation pattern of the special symbol. Then, the effect sound for effect mode B is determined as the effect sound accompanying the effect display according to the determined effect pattern for effect mode B (S942), and the effect pattern determination process ends.
[0091] If it is determined that the effect mode being set is neither effect mode A nor effect mode B, that is, it is effect mode C, then an effect pattern for effect mode C is determined using effect pattern setting table C for the sure-win mode based on the variation pattern of the special symbol (S944). The sure-win effect pattern setting table C has a plurality of effect patterns associated with the variation patterns of the special symbol, and the determination of the effect pattern is performed by deriving the corresponding effect pattern from the sure-win effect pattern setting table C based on the variation pattern of the special symbol. Then, an effect sound for effect mode C is determined as the effect sound accompanying the effect display with the determined effect pattern for effect mode C (S946), and the effect pattern determination process is terminated.
[0092] Here, in this embodiment, the presentation modes A to C are all presentation modes executed in a probability variation game state (a favorable state for the player) that occurs after the end of a jackpot game, and when the execution of the presentation mode starts, a background image corresponding to the presentation mode is displayed, and the background image continues to be displayed until the presentation mode ends. The presentation modes A to C can be selected by the player in a presentation mode selection process described later during a jackpot game, and while a presentation mode is being executed (during a probability variation game state), it is not possible to switch to a different presentation mode. The presentation patterns determined in each of the presentation modes A to C include a common presentation pattern common to each presentation mode and a dedicated presentation pattern that differs for each presentation mode. The common presentation pattern includes a specific presentation pattern that corresponds to the above-mentioned jackpot advance notice presentation. Note that the common presentation pattern is not limited to a specific presentation pattern that always results in a jackpot, and may include a presentation pattern that does not result in a jackpot. The dedicated presentation pattern is determined by a presentation pattern setting table (probability variation presentation pattern setting table A to C) that differs for each presentation mode. The probability variation performance pattern setting tables A to C each include a plurality of types of dedicated performance patterns associated with the variation patterns (variation times) of the special symbols so that the display contents are different for each performance mode. For example, the dedicated performance pattern for performance mode A includes a battle performance in which a specific character confronts an enemy character, and notifies the player that a big win has been achieved by the performance result in which the specific character wins against the enemy character, and notifies the player that a loss has been achieved by the performance result in which the specific character loses to the enemy character. The dedicated performance pattern for performance mode B includes a story performance in which a story with a specific character as the main character unfolds, and notifies the player that a big win has been achieved by the performance result in which the specific character's goal is achieved, and notifies the player that a loss has been achieved by the performance result in which the specific character's goal is not achieved. The dedicated performance pattern for performance mode C is composed of a simple performance without any teasing performance.
[0093] In addition, as the effect sound accompanying the effect display according to the effect pattern, the effect sounds determined in each of the effect modes A to C include a common effect sound common to all the effect modes and a dedicated effect sound different for each effect mode. The common effect sound includes the specific effect sound accompanying the specific effect pattern corresponding to the above-described jackpot preview effect. Note that the common effect sound is not necessarily limited to the specific effect sound accompanying the specific effect pattern in which a jackpot always occurs, and may include the effect sound accompanying the effect pattern in which no jackpot occurs. In the present embodiment, a plurality of types of dedicated effect sounds are prepared for each effect mode, and one dedicated effect sound is determined from among the plurality of dedicated effect sounds corresponding to the effect mode according to the effect pattern determined based on the effect mode. Note that the dedicated effect sounds in each effect mode may include those output only in a predetermined single effect pattern and those shared by a plurality of effect patterns.
[0094] In the present embodiment, when performing the jackpot preview effect, even if the effect mode being executed is any of the effect modes A to C, a specific effect pattern (common effect pattern) is determined as the effect pattern, and a common specific effect sound (common effect sound) is determined as the effect sound. However, a configuration may be adopted in which an effect pattern (dedicated effect pattern) corresponding to the effect mode is determined as the effect pattern, and only the specific effect sound (common effect sound) is determined as the effect sound.
[0095] When starting the symbol variation effect, it is determined whether or not a symbol stop command transmitted from the main control device 60 at S520 is received (S908). If it is determined that the symbol stop command has not been received, the symbol variation effect process is terminated. If it is determined that the symbol stop command has been received, the symbol variation effect is terminated (S910), and the symbol variation effect process is terminated.
[0096] [Jackpot game effect process] FIG. 26 is a flowchart showing an example of jackpot game performance processing executed by the CPU 90a of the sub-integrated control device 90. In the jackpot game performance processing, the CPU 90a of the sub-integrated control device 90 first determines whether or not a jackpot game start performance command has been received (S1000). If it is determined that the jackpot game start performance command has not been received, the process proceeds to S1006. If it is determined that the jackpot game start performance command has been received, the jackpot game start performance (opening performance) is started (S1002), and the output of the jackpot game performance sound is started (S1004). The jackpot game start performance is performed by transmitting a display control command to the performance display control device 91 so that a predetermined opening performance image or opening performance video is displayed on the performance display device 37 until a predetermined time (jackpot game start performance time) has elapsed. Also, the output of the jackpot game performance sound is controlled so that the jackpot game performance sound is output from the speaker 14 along with the performance display during the jackpot game from the start of the jackpot game start performance until the end of the jackpot game end performance. However, in the present embodiment, the output of the jackpot game performance sound may be interrupted during the jackpot game.
[0097] Next, it is determined whether a round game effect command has been received (S1006). If it is determined that the round game effect command has not been received, the process proceeds to S1016. If it is determined that the round game effect command has been received, it is determined whether the current round game is a specific round (S1008) and whether the type of jackpot that occurred this time is a probability-variable jackpot (S1010). A specific round is a round in which the following-described effect mode selection process for selecting an effect mode by the player's operation is executed. For example, it can be a late round (the latter half of the rounds) among the rounds of the jackpot game, such as the final round. If it is determined that the current round game is not a specific round or that the type of jackpot is not a probability-variable jackpot, the round game effect is started (S1012). The round game effect is performed by transmitting a display control command to the effect display control device 91 so that a predetermined round effect image or round effect video is displayed on the effect display device 37 until an open interval generation command is received. On the other hand, if it is determined that the current round game is a specific round and that the type of jackpot that occurred this time is a probability-variable jackpot, the effect mode selection process is started (S1014).
[0098] Next, it is determined whether a jackpot game end effect command has been received (S1016). If it is determined that the jackpot game end effect command has not been received, the process proceeds to S1020. On the other hand, if it is determined that the jackpot game end effect command has been received, the jackpot game end effect (ending effect) is executed (S1018). The jackpot game end effect (ending effect) is performed by transmitting a display control command to the effect display control device 91 so that a predetermined ending effect image or ending effect video is displayed on the effect display device 37 until a predetermined time (jackpot game end effect time) has elapsed. Then, it is determined whether the jackpot game end effect time has elapsed (S1020). If it is determined that the jackpot game end effect time has not elapsed, the jackpot game effect process is ended. If it is determined that the jackpot game end effect time has elapsed, the output of the jackpot game effect sound is ended (S1022), and the jackpot game effect process is ended.
[0099] [Performance Mode Selection Process] FIG. 27 is a flowchart showing an example of a performance mode selection process executed by the CPU 90a of the sub-integrated control device 90. As described above, since the performance mode selection process is executed only during a jackpot game, the selection of the performance mode can be performed only during the jackpot game and cannot be performed after the jackpot game ends. Further, since the performance mode is a mode executed during a probability-variable game state, even during a jackpot game, the selection of the performance mode cannot be performed unless it is a probability-variable jackpot.
[0100] In the performance mode selection process, the CPU 90a of the sub-integration control device 90 first determines whether a performance mode selection screen is being displayed on the performance display device 37 (S1100). If it is determined that the performance mode selection screen is not being displayed, the performance mode selection screen is displayed (S1102). FIG. 28 shows an example of the performance mode selection screen. As shown in the figure, the performance mode selection screen includes a performance mode name display section 375 that lists the names (performance mode names) of a plurality of selectable performance modes A to C, and a cursor 376 for specifying a performance mode to be selected from among the plurality of performance modes A to C. In the performance mode name display section 375, in addition to the performance mode names of each of the performance modes A to C, a simple description of the performance content is also displayed, but the musical note name (song name) of the performance sound output when each performance mode is executed is not displayed even if there is a musical note name. Immediately after the performance mode selection screen is displayed, the cursor 376 is adjusted to the position of the currently set performance mode. That is, if the current big win is the first win, the performance mode in which the cursor 376 is located immediately after the performance mode selection screen is displayed is performance mode A, which is the initial mode. If the current big win is a consecutive win of big wins, the performance mode in which the cursor 376 is located immediately after the performance mode selection screen is displayed is the performance mode executed in the probability-variable gaming state immediately before the occurrence of the big win. The player can move the cursor 376 up by one position to select the performance mode one above by operating the up button of the direction button 17, and can move the cursor 376 down by one position to select the performance mode one below by operating the down button of the direction button 17. In addition to listing all selectable performance mode names, the performance mode name display section 375 may display only some of the performance mode names and switch the display range of the performance mode names by the player's scroll operation (operation of the up button or down button), or may display only a single performance mode name and switch the display of the performance mode names one by one by the player's scroll operation (operation of the up button or down button).Alternatively, the display of the production mode name may be fixed, and the selection of the production mode may be switched by moving the cursor 376 by the operation of the player. Or, the display of the cursor 376 may be fixed at a predetermined position, and the selection of the production mode may be switched by moving the display of the production mode name by the operation of the player.
[0101] Next, it is determined whether or not this jackpot is the first jackpot (S1104). This determination can be made by examining that the game state immediately before the jackpot occurrence is not a probability-variable game state based on the value of the probability-variable flag included in the game state designation command transmitted from the main control device 60 in S546. If it is determined that this jackpot is not the first jackpot and is during the consecutive wins of the jackpot (the game state immediately before the jackpot occurrence is a probability-variable game state), it is determined whether or not the direction button 17 has been operated (pressed) based on the detection signal from the direction button switch 17a (S1106), and whether or not the production button 16 has been operated (pressed) based on the detection signal from the production button switch 16a (S1108). If it is determined that the direction button 17 has not been operated and the production button 16 has not been operated either, the production mode selection process is temporarily terminated.
[0102] If it is determined in S1104 that this jackpot is the first jackpot, the output of the jackpot game production sound is interrupted, and instead of the jackpot game production sound, a sample (sample production sound) of the production sound output in the production mode where the cursor 376 is located (production mode A in this embodiment) is output from the speaker 14 (S1110), and the production mode selection process is terminated. The output of the sample production sound is performed by outputting all or a part of the production sound (representative production sound) with the highest output frequency among the plurality of types of dedicated production sounds output in the production mode where the cursor 376 is located. In this embodiment, since the plurality of dedicated production sounds output in each production mode are associated with production patterns, the representative production sound is the production sound corresponding to the production pattern with the highest execution frequency among the plurality of production patterns executed in each production mode.
[0103] Here, when the current big win is a consecutive big win, the sample performance sound in the performance mode where the cursor 376 is located immediately after the display of the performance mode selection screen is not output. When the current big win is a consecutive big win, the performance mode where the cursor 376 is located immediately after the display of the performance mode selection screen is the performance mode executed in the probability variable gaming state immediately before the occurrence of the big win, and it is considered that the performance mode has been viewed by the player. Therefore, by not outputting the sample performance sound of the performance mode, it is possible to avoid the annoyance caused by the repeated output of the sample performance sound of the same performance mode every time a big win is a consecutive big win for a player who wants to continue the game in the same performance mode.
[0104] After the performance mode selection screen is displayed and the performance mode selection process ends, and then when the performance mode selection process is executed next, since it is determined in S1100 that the performance mode selection screen is being displayed, it is determined whether a specific round has ended (S1112). If it is determined that the specific round has not ended, it is determined whether the direction button 17 has been operated (S1106) and whether the performance button 16 has been operated (S1108), respectively. Then, if it is determined that the direction button 17 has been operated, the cursor 376 is moved (S1114), and the sample performance sound corresponding to the performance mode where the cursor 376 is located is output from the speaker 14 (S1116), and the performance mode selection process ends. In this embodiment, a predetermined waiting time (for example, 2 seconds) is provided from when the cursor 376 moves until the sample performance sound is output. Therefore, even if the cursor 376 moves, if the cursor 376 returns to its original position during the waiting time, the sample performance sound of the performance mode to which the cursor 376 first moved is not output. Thereby, even when the player accidentally operates the direction button 17, it is possible to prevent an unintended performance sound from being output.
[0105] When it is determined in S1108 that the effect button 16 has been operated, the effect mode in which the cursor 376 is located is determined as a new effect mode (S1118). Also, when it is determined in S1112 that a specific round has ended, even if the effect button 16 has not been operated, the effect mode in which the cursor 376 is located is determined as a new effect mode (S1118). Then, it is determined whether or not a sample effect sound is being output (S1120). If it is determined that the sample effect sound is not being output, the effect mode selection process is terminated. If it is determined that the sample effect sound is being output, the output of the jackpot game effect sound is resumed (S1122), and the effect mode selection process is terminated.
[0106] FIG. 29 is an explanatory diagram showing the state of output of a sample effect sound when selecting an effect mode in a specific round at the first jackpot. When the jackpot game is started, a jackpot effect sound is output together with the effect display of the jackpot game. Then, when a specific round is started, an effect mode selection screen is displayed, and instead of the jackpot effect sound, a sample effect sound A of the default effect mode A where the cursor 376 is located is output (time t11). When the cursor 376 moves from the effect mode A to the effect mode B by operating the direction button 17 (time t12), after the standby time Δt has elapsed, a sample effect sound B of the effect mode B where the cursor 376 is located is output (time t13). Then, when the effect button 17 is operated, the effect mode B where the cursor 376 is located in the effect mode is determined as a new effect mode, the output of the sample effect sound B is terminated, and the output of the jackpot effect sound is resumed (time t14).
[0107] FIG. 30 is an explanatory diagram showing a state of output of sample effect sounds when selecting an effect mode in a specific round during a big win continuous winning. During a big win continuous winning, since the effect mode selected by the player at the first big win is being executed, the said effect mode is considered to have been viewed. For this reason, during a big win continuous winning, the sample effect sound B of the effect mode B being set, where the cursor 376 is located immediately after the display of the effect mode selection screen, is not output (time t21). That is, when a big win occurs that transitions again to a probability-variable gaming state (advantageous state) during a probability-variable gaming state (advantageous state) (when a predetermined condition is satisfied), immediately after the display of the effect mode selection screen during that big win game, by not outputting the sample effect sound of the effect mode being set, the sample effect sound of the same effect mode is prevented from being repeatedly output. Thereby, for a player who wishes to continue the game in the same effect mode, it is possible to avoid the annoyance caused by the repeated output of the sample effect sound of the same effect mode each time a big win results in a continuous win. When the cursor 376 moves from effect mode B to effect mode C by operation of the direction button 17 by the player (time t22), after the standby time Δt has elapsed, the sample effect sound C of the effect mode C where the cursor 376 is located is output (time t23). In the present embodiment, when the cursor 376 moves again by operation of the direction button 17 and returns to the position immediately after the display of the effect mode selection screen, the sample effect sound of the effect mode where the cursor 376 is located is output.
[0108] In the pachinko machine 1 of the present embodiment described above, a production mode selection screen is displayed that displays the production mode names corresponding to each of the plurality of selectable production modes A to C and relatively moves the cursor 376 relative to the production mode name based on the operation of the player. When the production button 16 is operated or a specific round ends and the determination condition is satisfied while the cursor 376 is positioned at any of the production mode names, the production mode corresponding to the production mode name at which the cursor 376 is positioned is determined. Further, the production mode selection screen is displayed during the jackpot game, and at least a part of a predetermined production sound (representative production sound) among the plurality of types of production sounds output in the production mode corresponding to the production mode name at which the cursor 376 is positioned is output. When the determination condition is satisfied, the output production sound is stopped, and then a jackpot production sound different from the predetermined production sound is output during the execution of the jackpot game. As a result, the player can grasp the atmosphere of the production mode by the production sound output during the execution of the production mode selection display, so that it becomes easier to select the production mode.
[0109] In the embodiment, the present invention has been described by applying it to a so-called seven-machine type gaming machine, but it is not limited thereto. A specific area is provided inside the big winning opening that is opened during the small winning game. When a game ball enters the big winning opening during the small winning game and the entered game ball passes through the specific area, it may be applied to a so-called one-type two-type hybrid machine that develops into a jackpot game. In the one-type two-type hybrid machine, the small winning probability of the second special symbol that is variably displayed based on the entry of the game ball into the second starting opening is set higher than that of the first special symbol that is variably displayed based on the entry of the game ball into the first starting opening. Further, as the gaming state, there are a normal gaming state and a time-saving gaming state (advantageous state) in which the entry of the game ball into the second starting opening becomes easier than in the normal gaming state. A time-saving gaming state occurs after the end of the jackpot game, and any of the plurality of production modes is executed in the time-saving gaming state, and the selection of the production mode is performed during the jackpot game.
[0110] In the embodiment, the game balls supplied from the island equipment in the game hall are paid out as prize balls or loan balls to the upper receiving tray 11, but a so-called enclosed pachinko machine may also be used. The enclosed pachinko machine conducts games by circulating the game balls enclosed inside. Also, the pachinko machines of the embodiment and the modified examples may be applied to so-called regulated gaming machines. A regulated gaming machine restricts external access to the main control device, and allows transmission to the main control device from the frame control device (corresponding to the payout control device of the embodiment) only of information other than specific information (information that affects the performance of the game or information that may affect the result of the game), and the frame control device is connected to the CR unit and is configured to be able to communicate with the outside only via the frame control device.
[0111] An explanation will be given of the correspondence between the main elements of the embodiment and the main elements of the invention described in the section of means for solving the problems. In the embodiment, the CPU 60a of the main control device 60 that executes special symbol game processing (first special symbol variation display related processing, second special symbol variation display related processing), the first special symbol display device 31, and the second special symbol display device 32 correspond to the "special symbol display means", the sub-integrated control device 90 that executes symbol variation effect processing, the effect display device 37, and the effect display control device 91 correspond to the "symbol variation effect execution means", the sub-integrated control device 90 that executes the processes of S1102, S1106, and S1114 of the effect mode selection processing, the effect display device 37, and the effect display control device 91 correspond to the "effect mode selection display means", and the CPU 90a of the sub-integrated control device 90 that executes the processes of S1110, S1116, and S1122 of the effect mode selection processing and the speaker 14 correspond to the "effect sound output means".
[0112] Note that the correspondence between the main elements of the embodiments and the main elements of the invention described in the column of means for solving the problems is an example for specifically explaining the mode for carrying out the invention described in the column of means for solving the problems in the embodiments. Therefore, it does not limit the elements of the invention described in the column of means for solving the problems. That is, the interpretation of the invention described in the column of means for solving the problems should be made based on the description in that column, and the embodiments are merely specific examples of the invention described in the column of means for solving the problems.
[0113] As described above, the embodiments of the present invention have been described using examples. However, the present invention is not limited to such examples, and it goes without saying that the present invention can be implemented in various forms without departing from the gist of the present invention.
Description of Reference Numerals
[0114] 1 Pachinko machine, 2 Outer frame, 3 Front frame, 3a Front frame opening switch, 4 Glass plate, 5 Inner frame, 5a Inner frame opening switch, 11 Upper tray, 12 Lower tray, 13 Launch handle, 14 Speaker, 15 LED, 16 Performance button, 16a Performance button switch, 17 Direction button, 17a Direction button switch, 20 Game board, 21 Game area, 21a Outer rail, 21b Inner rail, 21c Peg, 22 Normal symbol operation gate, 22a Gate switch, 23 First start port, 23a First start port switch, 24 Second start port, 24a Second start port switch, 24b Opening / closing blade, 24c Second start port solenoid, 25 Big winning port, 25a Big winning port switch, 25b Opening / closing plate, 25c Big winning port solenoid, 27 Normal winning port, 27a Normal winning port switch, 29 Out port, 31 First special symbol display device (First special figure display device), 32 Second special symbol display device (Second special figure display device), 33 First special symbol reservation number display device (First special figure reservation number display device), 34 Second special symbol reservation number display device (Second special figure reservation number display device), 35 Normal symbol display device (Normal figure display device), 36 Normal symbol reservation number display device (Normal figure reservation number display device), 37 Performance display device, 371L, 371C, 371R Performance symbol (pseudo symbol), 372a First reserved symbol, 372b Second reserved symbol, 38 Center accessory, 50 CR unit, 51 CR unit terminal board, 52 Settlement display device, 53 Ball lending button, 53a Ball lending switch, 54 Settlement button, 54a Settlement switch, 60 Main control device, 60a CPU, 60b ROM, 60c RAM, 61 Game board relay terminal board, 62 Symbol display device relay terminal board, 63 Performance relay terminal board, 64 Back wiring relay terminal board, 65 External connection terminal board, 70 Payout control device, 71 Payout relay terminal board, 72 Payout device, 73 Payout motor, 74 Payout switch, 75 Full switch, 76 Ball empty switch, 77 Ball tank, 78 Tank rail, 80 Launch control device, 81 Launch stop switch, 82 Touch switch, 83 Launch motor, 90 Sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 Performance display control device, 95 Power supply board, 95a Power switch, 98 Probability setting switch, 99 RAM clear switch, 100 Hall computer.
Claims
【Claim 1】 A gaming machine capable of executing a jackpot game based on the result of a win / loss determination being a win based on the fulfillment of predetermined determination conditions, special symbol display means for variably displaying special symbols based on the result of the win / loss determination, symbol variation effect execution means for performing a symbol variation effect of variably displaying effect symbols along with the variable display of the special symbols in any one of a plurality of effect modes, effect mode selection display means for displaying selection items corresponding to each of the plurality of selectable effect modes and performing an effect mode selection display of relatively moving a cursor with respect to the selection items based on an operation by a player, effect mode determination means for determining the effect mode corresponding to the selection item at which the cursor is located when a predetermined determination condition is fulfilled while the cursor is located at any one of the selection items, effect sound output means for outputting effect sounds, comprising, the effect mode is executed during the advantageous state that occurs for the player as a gaming state after the jackpot game ends, the effect mode selection display means performs the effect mode selection display during the execution of the jackpot game, as the effect sounds, there are a plurality of types of effect sounds respectively output in the plurality of effect modes, when the effect mode selection display is executed during the execution of the jackpot game, the effect sound output means outputs at least a part of the predetermined effect sounds among the plurality of types of effect sounds output in the effect mode corresponding to the selection item at which the cursor is located, and when the determination condition is fulfilled, stops the effect sound being output, and then outputs a jackpot effect sound different from the predetermined effect sound during the execution of the jackpot game, if the jackpot game being executed is a win in the advantageous state, the effect mode corresponding to the selection item at which the cursor is first located when the effect mode selection display is executed is set as the effect mode immediately before the jackpot game occurs and at least a part of the effect sounds of the immediately preceding effect mode is not output, a gaming machine.
Citation Information
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