Pachinko machine
The gaming machine addresses the lack of diversity in the ceiling reach effect by varying the start timing of the effect based on the game state, enhancing player interest and the overall gaming experience.
Patent Information
- Application Number
- JP2021073636
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-23
- Publication Date
- 2025-06-23
- Estimated Expiration
- 2041-04-23
AI Technical Summary
Existing gaming machines lack diversity in the ceiling reach effect, which is only displayed as a predetermined image from the start to the stop of the special symbol, failing to provide various effects and maintaining player interest.
A gaming machine configuration that includes a start port, a special symbol display device, a random number extraction mechanism, a validity determination mechanism, and a game state control mechanism, which varies the special symbol display and executes a ceiling reaching performance with different start timings based on the game state, enhancing the diversity of the ceiling reach effect.
The enhanced ceiling reach effect provides increased diversity and interest for players by varying the start timing of the effect based on the game state, improving the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine that controls to a gaming state in which it is easier to enter a ball into a starting port compared to a normal gaming state when the number of fluctuations of a special symbol reaches a ceiling number.
[0002] In gaming machines such as pachinko machines, a random number lottery is executed triggered by a ball entering a starting port, and then, after the special symbol is fluctuated, it is stopped and displayed in a symbol mode for notifying the result of the random number lottery. When the notified result of the random number lottery is a big win, a big win game for opening a big winning port is generally executed. In such a gaming machine, the number of times the result of the random number lottery is not a big win is counted, and when the number reaches the ceiling number, a configuration is proposed to control to a gaming state (so-called "B time shortening") in which it is easier to enter a ball into the starting port compared to the normal gaming state (see Patent Document 1). Further, in the gaming machine of Patent Document 1, when the ceiling number is reached, a ceiling reach effect for notifying the reaching of the ceiling number during the fluctuation of the special symbol is configured to be executed.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Generally, the fluctuation of the special symbol is configured such that the fluctuation time varies greatly according to the result of the random number lottery. However, the ceiling reach effect according to Patent Document 1 only continues to display a predetermined image from when the special symbol starts to fluctuate until it is stopped and displayed, and it is hard to say that various effects are being executed.
[0005] The present invention has been made in view of such a situation, and an object thereof is to provide a gaming machine capable of enhancing the diversity of the ceiling reach effect compared to the conventional configuration.
Means for Solving the Problems
[0006] The present invention includes a start port into which a game ball flowing down in a game area can enter, a special symbol display device that variably displays a special symbol, a random number extraction means for extracting a random number due to the entry of a game ball into the start port, a validity determination means for determining validity based on the random number extracted by the random number extraction means, a special symbol control means for varying the special symbol on the special symbol display device upon satisfaction of a predetermined variation condition and stopping and displaying the special symbol in a symbol pattern indicating the result of the validity determination by the validity determination means after the elapse of a predetermined variation time, a special game control means for executing a big win game that opens a big winning port, a normal game state, a first game state and a second game state in which it is easier for a game ball to enter the start port than in the normal game state, a game state control means capable of controlling the game state among the big win game, the first game state, and the second game state, a variation counting means for counting the number of variations of the special symbol in the special symbol display device and clearing the counted number of variations at least when the result of the validity determination by the validity determination means is a big win, and the game state control means controls to the big win game after the stop display of the special symbol when the result of the validity determination by the validity determination means is a big win, and controls to the second game state when the counted number of times of the variation counting means reaches a predetermined ceiling number of times in at least the normal game state and the first game state, and when the counted number of times of the variation counting means reaches the changed one before doing the ceiling number of times, it is provided with a reaching performance execution means capable of executing a ceiling reaching performance for notifying the reaching of the ceiling number of times, and the reaching performance execution means do is characterized in that the start timing of the ceiling reaching performance is made different according to the game state at the time of reaching the ceiling number of times.
[0007] In such a configuration, by appropriately setting the start timing of the ceiling reaching performance according to each game state, the diversity of the ceiling reaching performance can be enhanced compared to the conventional configuration, and the interest of the game can be improved.
[0008] In the present invention, it is proposed that in the first gaming state, the average time for the special symbol control means to vary the special symbol is different from that in the normal gaming state. In such a configuration, by starting the ceiling reach effect at the start timing in accordance with the average variation time in each gaming state, it becomes possible to execute an interesting ceiling reach effect.
[0009] In the present invention, when the number of ceiling reaches is reached in either the normal gaming state or the first gaming state, the changed one to do it is proposed to start the ceiling reach effect at the start of the variation of the special symbol, and when the number of ceiling reaches is reached in the other of the normal gaming state and the first gaming state, to start the ceiling reach effect when the remaining variation time of the special symbol reaches a predetermined time. In such a configuration, it becomes possible to provide a relatively large difference in the start timing of the ceiling reach effect between the normal gaming state and the first gaming state, and thus the diversity of the ceiling reach effect can be improved.
[0010] In the present invention, it is proposed that the reach effect execution means executes the ceiling reach effect with the same content regardless of the type of gaming state when executing the ceiling reach effect. In such a configuration, although the start timing of the ceiling reach effect is different between the normal gaming state and the first gaming state, the ceiling reach effect is executed with the same content in any gaming state. Therefore, the player can easily understand that the second gaming state is started by the ceiling reach effect. Also, since it is not necessary to hold data regarding the effect content of the ceiling reach effect for each gaming state, the burden of control processing can be reduced.
[0011] Also, in the present invention, a configuration is proposed in which the reaching effect execution means executes the ceiling reaching effect with different contents according to the type of game state when executing the ceiling reaching effect. In such a configuration, for each game state, the ceiling reaching effect can be executed for a length suitable for the average variation time of the special symbol, so that the interest of the ceiling reaching effect can be improved. Further, in such a configuration, even in a situation where it is difficult to determine which game state it is, such as before and after the transition from the first game state to the normal game state, the player can easily confirm which game state it is based on the content of the ceiling reaching effect executed.
Brief Description of the Drawings
[0012]
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[0013] Embodiments of the present invention will be described with reference to the drawings. Note that the embodiments according to the present invention are not limited to the following embodiments, and various forms can be adopted as long as they belong to the technical scope of the present invention. Also, the following examples and modification examples can be appropriately combined.
[0014] [Description of Configuration] (1) Regarding the overall configuration As shown in Fig. 1, the pachinko machine 1 of this embodiment has a structure in which each part is held by an outer frame 51 that forms a vertically long fixed outer contour holding frame. An inner frame (not shown) is attached to the outer frame 51 via hinges 53 provided on the upper and lower left sides of the outer frame 51 so as to be openable and closable with respect to the outer frame 51. Further, a front frame (glass frame) 52 is attached to the front surface of the inner frame so as to be openable with respect to the inner frame. And a plate glass 61 is detachably provided on the front frame 52. Also, on the back side (rear side) of the plate glass 61, a game board 2 (Fig. 2) attached to the inner frame is disposed.
[0015] On the upper left and right of the front frame 52, speakers 66 are disposed. The game sounds and alarm sounds emitted from the speakers 66 improve the entertainment of the game and attract the attention of the player. Also, a plurality of frame-side decorative lamps 65 that emit light according to the game state are disposed on the front frame 52, and the entertainment of the game is improved by this light emission. Further, an upper tray 55 and a lower tray 63 are integrally provided at the lower part of the front frame 52, and a firing handle 64 is disposed to the right of the lower tray 63. By rotating this firing handle 64 clockwise by the player, a firing device (not shown) is moved, and the game ball supplied from the upper tray 55 is fired toward the game area 3 of the game board 2.
[0016] Prize balls and loan balls are paid out on the upper tray 55. Also, the lower tray 63 is configured to receive the prize balls that overflow from the upper tray 55, and is provided with a ball drain lever (not shown) for discharging the game balls in the lower tray 63. By operating this ball drain lever by the player, the game balls stored in the lower tray 63 can be transferred to a separate box (dollar box).
[0017] The pachinko machine 1 of this embodiment is a so-called CR machine, and a prepaid card unit (CR unit) 56 that performs reading and writing of prepaid cards and the like is adjacent. The pachinko machine 1 is provided with a settlement display device 94 (see Fig. 3) having a lending button 57, a settlement button 58, and a balance display device 59. Also, an effect button 67, a jog dial 68, and a decision switch 69 that can be operated by the player are provided at the center of the upper tray 55.
[0018] FIG. 2 is a front view of the game board 2 of the pachinko machine 1. The game board 2 is provided with a substantially circular game area 3 surrounded by guide rails 2a and 2b, and a large number of game pins (not shown) are implanted in the game area 3. A center case 5 is disposed at the center of the game area 3, and an effect symbol display device 6 is disposed at the center of the center case 5. The effect symbol display device 6 is an LCD having an effect display screen 6a on the front side, and is disposed so that the effect display screen 6a can be visually recognized from the front of the pachinko machine 1. The center case 5 is also provided with a warp entrance, a warp passage, a stage, etc. (not shown).
[0019] Immediately below the center case 5, a first start port 11 and a second start port 12 are arranged vertically side by side. The upper first start port 11 is configured to always allow game balls to enter, while the lower second start port 12 is constituted by a normal electric accessory 13 having an opening and closing wing piece, and is configured to allow game balls to enter only in the open state of this wing piece.
[0020] Furthermore, immediately below the normal electric accessory 13, a big winning port 14 is arranged. The big winning port 14 is constituted by a special electric accessory 15, and the special electric accessory 15 includes an opening and closing piece (not shown) that performs a position conversion operation between a standing position that closes the big winning port 14 and a tilting position that tilts forward from the standing position to open, and by setting the opening and closing piece to the standing position, the big winning port 14 is in a closed state where game balls cannot enter, and by setting it to the tilting position, the big winning port 14 is in an open state where game balls can enter. Such a special electric accessory 15 includes a big winning port solenoid 14b (see FIG. 3) that opens and closes the opening and closing piece, and by driving and controlling the big winning port solenoid 14b, the big winning port 14 can be respectively converted and controlled between the closed state and the open state.
[0021] On the left side of the center case 5, a normal symbol operation gate 17 through which game balls can always pass is provided. On the left side of the normal electric accessory 13, four general winning openings 41 are provided. These general winning openings 41 are configured to allow game balls to enter at all times. Further, an out port 16 is provided at the most downstream part of the game area 3. When the game balls launched into the game area 3 do not win in any of the winning openings or starting openings, they enter the out port 16.
[0022] Also, at the lower right part of the game board 2, a normal symbol display device 7, a normal symbol hold count display device 8, a first special symbol hold count display device 18, and a second special symbol hold count display device 19 composed of a plurality of LEDs, and a first special symbol display device 9 and a second special symbol display device 10 composed of 7-segment display devices are provided.
[0023] (2) Regarding the electrical configuration FIG. 3 is a block diagram showing the electrical wiring of the pachinko machine 1. This block diagram does not show so-called relay boards or power supply boards that simply relay signals. Also, although detailed illustrations are omitted, each of the main control device 80, the payout control device 81, the effect symbol control device 82, and the sub-integrated control device 83 includes a CPU, a ROM, a RAM, an input port, an output port, etc. Then, the CPU of each of these control devices executes the programs mounted on each ROM by an interrupt signal with a 2 ms cycle to perform various controls.
[0024] Detection signals from a first start port switch 11a that detects game balls entering the first start port 11, a second start port switch 12a that detects game balls entering the second start port 12, a normal gate switch 17a that detects game balls passing through the normal symbol operation gate 17, a count switch 14a for counting game balls entering the big winning opening 14, and each general winning opening switch 41a that detects game balls entering the general winning opening 41 are input to the main control device 80 via the game board relay terminal board 74.
[0025] The main control device 80 operates according to a program installed in its ROM, generates various commands related to the progress of the game based on the detection signals and the like, and outputs these commands to the payout control device 81 and the sub-integrated control device 83. Further, the main control device 80 performs display control of the first special symbol display device 9, the second special symbol display device 10, and the normal symbol display device 7 via the symbol display device relay terminal board 75, and also performs lighting control of the first special symbol hold count display device 18, the second special symbol hold count display device 19, and the normal symbol hold count display device 8. Furthermore, the big winning opening solenoid 14b and the normal electric role solenoid 13a are also connected to the main control device 80 via the game board relay terminal board 74. The main control device 80 controls the opening and closing of the big winning opening 14 by driving and controlling the big winning opening solenoid 14b, and controls the opening and closing of the second start opening 12 by driving and controlling the normal electric role solenoid 13a. In addition, the main control device 80 outputs management signals such as symbol variation and jackpot to the hall computer 87 via the external connection terminal board 78.
[0026] The payout control device 81 is configured to enable two-way communication with the main control device 80, and drives the payout motor 90 in response to a command transmitted from the main control device 80 to pay out prize balls. In this embodiment, the detection signal of the payout switch 91 for counting the game balls paid out as prize balls is input to both the main control device 80 and the payout control device 81, and the two perform the counting of the prize balls.
[0027] Further, signals from the full switch 92 and the out-of-balls switch 93 are input to the payout control device 81. The full switch 92 detects that the lower dish 63 is full, and outputs a signal to the payout control device 81 accordingly. The out-of-balls switch 93 detects that the storage amount of game balls in the ball tank (not shown) is low or there is no storage amount, and outputs a signal to the payout control device 81 accordingly. When the payout control device 81 receives signals from these full switch 92 and out-of-balls switch 93, it stops driving the payout motor 90 and stops the payout operation of the prize balls. Note that the full switch 92 and the out-of-balls switch 93 are configured to continuously output signals until the detected state is resolved, and the payout control device 81 resumes driving the payout motor 90 when the input of these signals stops.
[0028] The payout control device 81 can communicate with the CR unit 56 via the CR unit terminal board 79, and drives the payout motor 90 in response to a lending command to pay out loan balls. The CR unit terminal board 79 is also connected to be capable of two-way communication with the settlement display device 94, and signals from the ball lending switch and the settlement switch provided in the settlement display device 94 are input thereto. The ball lending switch detects the operation of the lending button 57 and outputs a signal, and the settlement switch detects the operation of the settlement button 58 and outputs a signal. Further, the payout control device 81 is also connected to the launch control device 84, and transmits a launch stop command to the launch control device 84 at a predetermined timing.
[0029] The launch control device 84 controls the launch motor 97 to launch the game balls into the game area 3. In addition to the payout control device 81 described above, a rotation amount signal from the launch handle 64, a touch signal from the touch switch 98, and a launch stop signal from the launch stop switch 99 are input to this launch control device 84. The rotation amount signal is output when the player rotates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop signal is output when the player presses the launch stop switch 99. Note that the launch control device 84 controls so as not to launch the game balls if no touch signal is input, and also controls so as not to launch the game balls regardless of the operation of the launch handle 64 when the launch stop signal is input.
[0030] The sub-integrated control device 83 receives the data and commands transmitted from the main control device 80, distributes them to the data for effect display control, sound control, and lamp control, transmits commands for effect display control, etc. to the effect symbol control device 82, and distributes the data for sound control and lamp control to each control part (functional parts as the voice control device and the lamp control device) included in itself. Then, the functional part as the voice control device controls the output of the voice from the speaker 66 by operating the voice LSI based on the data for voice control, and the functional part as the lamp control device controls the lighting of various LEDs and the lamp 65 by operating the lamp driver based on the data for lamp control.
[0031] Furthermore, switches for detecting operations of the effect button 67, jog dial 68, decision switch 69, etc. are connected to the sub-integrated control device 83, and when each switch detects an operation by the player, the signal is input. Note that the jog dial 68 may be configured to be connected to the effect symbol control device 82.
[0032] The performance symbol control device 82 performs control based on the data and commands transmitted from the sub-integrated control device 83 (including those transmitted from the main control device 80 and those generated by the sub-integrated control device 83 based on the input from the main control device 80 and inputs such as performance buttons), and causes a performance image such as a special performance symbol to be displayed on the screen of the performance symbol display device 6. Note that between the sub-integrated control device 83 and the main control device 80, it is configured as a one-way communication circuit from the main control device 80 to the sub-integrated control device 83 via a performance relay terminal board, and between the sub-integrated control device 83 and the performance symbol control device 82, it is configured as a one-way communication circuit from the sub-integrated control device 83 to the performance symbol control device 82.
[0033] A power supply board (not shown) is configured as a DC power supply that generates a DC voltage using the power supplied from an external AC power supply, and supplies power to each part constituting the pachinko machine 1 by operating a power switch provided on the power supply board. This power supply board is provided with a backup power supply composed of a capacitor or the like, and stores power in the backup power supply while the power is being supplied from the AC power supply. Thereby, during a power outage, power is supplied to the main control device 80 etc. (for example, the RAM etc. of the main control device 80), and the data in the RAM of the main control device 80 is retained for a certain period even after the power supply from the AC power supply stops. Note that the backup power supply may be provided in the main control device 80, or may be provided in another device other than the power supply board. In this case, the power supply board outputs a supply signal to the device equipped with the backup power supply while the power is being supplied from the AC power supply, and outputs a power outage signal to the device equipped with the backup power supply while the power supply has stopped.
[0034] [Explanation of Operations] (1) Regarding the basic operation Next, the operation of the pachinko machine 1 of this embodiment will be described. When the game balls flowing down the game area 3 enter the first start port 11 (the first start port switch 11a in Fig. 3 detects the game balls), the first special symbol display device 9 starts to vary the first special symbol, and at the same time, the random number extracted due to the ball entry is judged as valid or invalid. Then, when a predetermined variation time has elapsed since the start of the variation, the first special symbol is stopped and displayed, and the result of this valid or invalid judgment is notified. Here, the random number extracted along with the entry of the game balls into the first start port 11 is stored as the first hold memory as described later. This first hold memory can store up to four numbers, and the number of stored numbers in this first hold memory (hereinafter referred to as the first hold memory number) is represented by the number of lit lamps of the first special symbol hold number display device 18. By consuming the first hold memory stored in this way, the above valid or invalid judgment and the variation of the first special symbol are executed. Note that the first hold memory number indicates the number of undigested first hold memories.
[0035] On the other hand, when the game balls flowing down the game area 3 pass through the normal symbol operation gate 17 (the normal gate switch 17a in Fig. 3 detects the game balls), the normal symbol display device 7 starts to variably display the normal symbol, and at the same time, the random number extracted due to the ball entry is judged as valid or invalid. Then, when the normal symbol that has stopped after a predetermined time from the start of the variation is in a predetermined winning mode, the wing pieces of the normal electric accessory 13 are driven, the second start port 12 is opened, and game balls can enter the second start port 12. Here, the wing pieces of the normal electric accessory 13 are opened once for 0.2 seconds in the non-time shortening mode described later and opened three times for 1 second in the time shortening mode described later by one win of the normal symbol.
[0036] When game balls enter the second start port 12 opened in this way (the second start port switch 12a in Fig. 3 detects the game balls), the second special symbol display device 10 starts to vary the second special symbol, and at the same time, the random number extracted due to the ball entry is judged as valid or invalid. Then, when a predetermined variation time has elapsed since the start of the variation, the second special symbol is stopped and displayed, and the result of this valid or invalid judgment is notified. Here, the random numbers extracted with the entry into the second start port 12 are stored as the second retained memory as will be described later. This second retained memory stores up to a maximum of four, and the number of stored in the second retained memory (hereinafter referred to as the second retained memory number) is represented by the number of lit lamps of the second special symbol retained number display device 19. By consuming the second retained memory thus stored, the said validity determination and the variation of the second special symbol are executed. Note that the second retained memory number indicates the number of undigested second retained memories.
[0037] Also, in the present embodiment, the first special symbol and the second special symbol execute the variation of the second special symbol with priority regardless of the order of entry into the first start port 11 and the second start port 12. That is, when there is an undigested second retained memory (when the second retained memory number is one or more), regardless of the presence or absence of an undigested first retained memory, the second retained memory is digested and the variation of the second special symbol is started. And only when there is no undigested second retained memory, the first retained memory is digested and the variation of the first special symbol is started.
[0038] In the validity determination (special symbol validity determination process described later) executed by the digestion of the first retained memory, it is determined whether or not it is a big win. When it is determined to be a big win, the first special symbol is stopped in a predetermined big win symbol mode on the first special symbol display device 9 to confirm the big win. Further, in the present embodiment, by the digestion of the first retained memory, it is determined whether or not it is a short time win. Thus, in the validity determination by the digestion of the first retained memory, it is determined whether it is a big win, a short time win, or a loss. Here, in the present embodiment, when it is determined to be a short time win in the normal game state described later, the first special symbol is stopped in a predetermined short time win symbol mode on the first special symbol display device 9 to confirm the short time win. On the other hand, when it is determined to be a short time win in a game state other than the normal game state, the short time win is invalidated and the first special symbol is stopped in a losing symbol mode to confirm the loss.
[0039] On the other hand, in the winning or losing determination (the second special symbol winning or losing determination process described later) executed by the digestion of the second reserved memory, it is determined whether it is a big win. If it is determined to be a big win, the second special symbol is stopped by the second special symbol display device 10 in a predetermined big win symbol mode to confirm the big win. Further, in the present embodiment, by the digestion of the second reserved memory, it is determined whether it is a small win. And when it is determined to be a small win, the second special symbol is stopped by the second special symbol display device 10 in a predetermined small win symbol mode to confirm the small win. Thus, in the winning or losing determination by the digestion of the second reserved memory, it is determined whether it is a big win or a loss.
[0040] As described above, when a big win is confirmed by the stop display of the first special symbol and the second special symbol, a big win game for opening the big winning port 14 is executed. The big win game repeatedly executes the opening round for opening the big winning port 14 a predetermined number of times via an interval. Also, when a time shortening win is confirmed by the stop display of the first special symbol, it shifts to a time shortening game state described later. Details of the time shortening game state will be described later. Also, when a small win is confirmed by the stop display of the second special symbol, a small win game for opening and closing the big winning port 14 once is executed. Here, in the present embodiment, since the determination of whether it is a time shortening win is made only by the digestion of the first reserved memory, a time shortening win does not occur due to the digestion of the second reserved memory (the variation of the second special symbol). And since the determination of whether it is a small win is made only by the digestion of the second reserved memory, a small win does not occur due to the digestion of the first reserved memory (the variation of the first special symbol). Incidentally, hereinafter, the first special symbol and the second special symbol may be collectively referred to simply as "special symbol".
[0041] Also, the above-described small win game performs the operation of opening the big winning port 14 for 1.5 seconds once. In such a small win game, it is difficult to obtain prize balls compared to the above-described big win game.
[0042] (2) Regarding the specifications of the game Next, the specifications of the pachinko machine 1 of this embodiment will be described. Below, the number of prize balls, the jackpot winning probability, the short-time jackpot winning probability, the small jackpot winning probability, the winning probability of the normal symbol, and each game state will be described. Since other specifications are the same as those of the prior art, the description thereof is omitted.
[0043] As shown in FIG. 4, when a ball enters each of the starting holes 11, 12, the big winning hole 14, and the general winning hole 41, a set number of prize balls are paid out respectively. Specifically, every time a ball enters the first starting hole 11, 3 prize balls are paid out, every time a ball enters the second starting hole 12, 5 prize balls are paid out, every time a ball enters the big winning hole 14, 13 prize balls are paid out, and every time a ball enters the general winning hole 41, 5 prize balls are paid out.
[0044] Also, the configuration of this embodiment has a function of increasing the probability of winning the jackpot in the above-described winning or losing determination, and is configured as a so-called probability variation machine. The game in this configuration is roughly divided into a game that proceeds with the big winning hole 14 closed and the above-described jackpot game that opens the big winning hole 14. In the game that proceeds with the big winning hole 14 closed, a normal game state, a probability variation game state, and a short-time game state are set.
[0045] The normal game state is a game state set as "low probability mode / non-short-time mode", the probability variation game state is a game state set as "high probability mode / short-time mode", and the short-time game state is a game state set as "low probability mode / short-time mode".
[0046] In the low probability mode, the preset low winning probability is made effective, and a winning or losing determination as to whether or not it is a jackpot is made. In the high probability mode, a high winning probability higher than the low winning probability is made effective, and the winning or losing determination is made. That is, the jackpot winning probability for determining whether or not it is a jackpot is determined by the low winning probability and the high winning probability. The low winning probability is used in the winning or losing determination in the normal game state and the short-time game state, and the high winning probability is used in the winning or losing determination in the probability variation game state. In this embodiment, as shown in FIG. 4, the low winning probability in the low probability mode is 1 / 300, and the high winning probability in the high probability mode is 1 / 30.
[0047] The time-saving mode has a function of shortening the average fluctuation time of each of the first special symbol and the second special symbol compared to the non-time-saving mode and shortening the fluctuation time of the normal symbol compared to the non-time-saving mode (hereinafter referred to as the time-saving function), and a function of setting the winning probability of the normal symbol to a higher probability compared to the non-time-saving mode and extending the opening time of the second start port 12 compared to the non-time-saving mode (hereinafter referred to as the opening extension function). With such a time-saving function and opening extension function, in the probability-variable game state and the first and second time-saving game states, compared with the normal game state, the number of fluctuations of the first and second special symbols and the number of fluctuations of the normal symbol per unit time tend to increase, and it becomes easier for balls to enter the second start port 12. Specifically, as shown in FIG. 4, the winning probability of the normal symbol is 1 / 10 in the non-time-saving mode, while it is 9 / 10 in the time-saving mode. And the opening operation of the second start port 12 performs an opening for about 0.2 seconds once in the non-time-saving mode and performs an opening for about 1 second three times in the time-saving mode.
[0048] The above-mentioned probability-variable game state is a game state that can be shifted along with the end of the big win game. In this game state, the total number of fluctuations of the first special symbol and the second special symbol (hereinafter referred to as the special symbol fluctuation number) reaches the upper limit value for probability variation, or either the first special symbol or the second special symbol stops and is displayed in the big win symbol mode described later (the big win game is started) as an end condition, and then it ends. And when the special symbol fluctuation number reaches the upper limit value for probability variation in the probability-variable game state, it shifts to the normal game state. In this embodiment, the upper limit value for probability variation is set to 100 times (see FIG. 4).
[0049] The above-mentioned time-saving game state is a game state that can be shifted from the normal game state along with the determination of a time-saving win by the first special symbol in the normal game state as described above, and is also a game state that shifts from the normal game state on the condition that the cumulative fluctuation number described later reaches a predetermined ceiling number (hereinafter referred to as the ceiling shift condition).
[0050] Here, in this embodiment, the probability of determining a short-time win by digesting the first reserved memory (hereinafter referred to as the short-time win selection probability) is set to 1 / 150 (see FIG. 4).
[0051] The ceiling transition condition is set such that the total number of fluctuations (cumulative number of fluctuations) of the first special symbol and the second special symbol in the above-mentioned low-probability mode (normal game state and short-time game state) reaches a predetermined ceiling number of times. That is, when the cumulative number of fluctuations reaches the ceiling number of times, the ceiling transition condition is satisfied, and accordingly, a transition is made to the second short-time game state. This cumulative number of fluctuations is cleared at the time of RAM clear executed by power-on etc., and at the start (when a big win is determined) or end of a big win game. Here, since the number of fluctuations of the first and second special symbols is substantially the same as the number of times of win / loss determination by digesting the first and second reserved memories, the cumulative number of fluctuations can be paraphrased as the total number of times of win / loss determination by digesting the first reserved memory and the number of times of win / loss determination by digesting the second reserved memory (so-called cumulative number of determinations). In this embodiment, the ceiling number of times is set to 900 times. That is, in the low-probability mode (normal game state and short-time game state), when the total number of times of win / loss determination by digesting the first reserved memory and the second reserved memory (the total number of fluctuations of the first special symbol and the second special symbol without a big win being determined) reaches 900 times (ceiling number of times), a transition is made to the short-time game state.
[0052] Such short-time game states end when the number of special symbol fluctuations reaches a specified number of times (short-time upper limit value) in each game state, and when either the first special symbol or the second special symbol stops and is displayed in the big win symbol pattern described below (when a big win game is started). When the number of special symbol fluctuations reaches the short-time upper limit value in the short-time game state, a transition is made to the normal game state.
[0053] Here, the time-saving game state is classified into a first time-saving game state started by the determination of the time-saving per time and a second time-saving game state started by the fulfillment of the ceiling transition condition, and the time-saving upper limit value is configured to be different between the first time-saving game state and the second time-saving game state. Specifically, in this embodiment, the time-saving upper limit value for the first time-saving game state is set to 50 times, and the time-saving upper limit value for the second time-saving game state is set to 1000 times. The first time-saving game state and the second time-saving game state only have different start conditions and end conditions, and the game content (low probability mode / time-saving mode) is common. Here, in this embodiment, when the ceiling transition condition is fulfilled during the first time-saving game state, the first time-saving game state ends and the second time-saving game state starts.
[0054] Also, in this embodiment, the small win winning probability of winning a small win in the win / loss determination by the consumption of the second hold memory is set uniformly (for example, 1 / 60) regardless of each game state. In this embodiment, the small win winning probability is made uniform, but it is not limited to this, and similar to the big win winning probability described above, a configuration in which different small win winning probabilities are set between the low probability mode and the high probability mode may also be adopted.
[0055] Next, the big win symbol patterns of the first and second special symbols will be described. As described above, the first special symbol is variably displayed on the first special symbol display device 9 based on the consumption of the first hold memory, and after the elapse of the variation time, it stops and is displayed in a symbol pattern indicating the result of the win / loss determination. In the consumption of the first hold memory, since a big win, a time-saving win, or a loss is determined by the win / loss determination, the first special symbol stops and is displayed in a symbol pattern indicating a big win (big win symbol pattern), a symbol pattern indicating a time-saving win (time-saving win symbol pattern), or a symbol pattern indicating a loss (loss symbol pattern), and the big win, the time-saving win, or the loss is determined. As described above, when a time-saving win is determined, the first special symbol stops and is displayed in the time-saving win symbol pattern to determine the time-saving win only in the normal game state (non-time-saving mode). On the other hand, in a game state other than the normal game state (time-saving mode), when a time-saving win is determined, the time-saving win is invalidated, and the first special symbol stops and is displayed in the loss symbol pattern to determine the loss.
[0056] Similarly, the second special symbol is variably displayed on the second special symbol display device 10 based on the consumption of the second reserved memory, and after the elapse of the variable time, it is stopped and displayed in a symbol pattern indicating the result of the win / loss determination. In the consumption of the second reserved memory, since a jackpot, a minor win, or a loss is determined by the win / loss determination, the second special symbol is stopped and displayed in a symbol pattern indicating a jackpot (jackpot symbol pattern), a symbol pattern indicating a minor win (minor win symbol pattern), or a symbol pattern indicating a loss (loss symbol pattern), thereby determining a jackpot, a minor win, or a loss.
[0057] For each of the first special symbol and the second special symbol, 10 types of jackpot symbol patterns are predetermined. When a jackpot is determined by the win / loss determination, any one of the jackpot symbol patterns is determined according to the jackpot symbol determination random numbers in the first and second reserved memories.
[0058] In this embodiment, for the jackpot symbol patterns of the first special symbol and the second special symbol, two types, namely, the normal jackpot symbol pattern and the probability-variable jackpot symbol pattern, are defined. Depending on the type of the jackpot symbol pattern, the game state after the jackpot game is different. Specifically, when the normal jackpot symbol pattern is stopped and displayed, after the execution of the jackpot game, the game shifts to the normal game state (low probability mode / non-time-saving mode). When the probability-variable jackpot symbol pattern is stopped and displayed, after the execution of the jackpot game, the game shifts to the probability-variable game state (high probability mode / time-saving mode).
[0059] The selection between the normal jackpot symbol pattern and the probability-variable jackpot symbol pattern is made according to a predetermined selection probability. That is, when a jackpot is determined by the win / loss lottery based on the consumption of the first reserved memory or the second reserved memory, either the normal jackpot symbol pattern or the probability-variable jackpot symbol pattern is selected according to each selection probability. After the first special symbol or the second special symbol is varied, it is stopped and displayed in one of the jackpot symbol patterns. In this embodiment, the selection probabilities of the normal jackpot symbol pattern and the probability-variable jackpot symbol pattern are both 50%.
[0060] [Explanation of Control Processing] Next, the processing of various programs executed by the main control device 80 will be described. (1) Regarding the main routine Fig. 5 shows the flowchart of the main routine. The main routine is composed of this processing from S10 to S80 and the remaining processing of S85 that is repeated as much as time permits within the time remaining after executing this processing, and is periodically executed by a hard interrupt every 2 ms. When a hard interrupt by the microcomputer is executed, first, it is determined whether it is a normal interrupt (S10). This determination process is performed by determining whether the value in a predetermined area of the RAM as a memory is a predetermined value, and is for determining whether normal processing can be executed when the processing executed by the microcomputer shifts to this processing.
[0061] When a negative determination is made at S10 (that is, it is determined that it is not a normal interrupt) (S10: No), initial settings (S15) are executed and the process proceeds to the remaining processing (S85). In this initial setting, for example, writing a predetermined value to a predetermined area of the RAM, writing each initial value to the working area of the RAM such as setting the first and second special symbols as the initial symbols, etc. are executed. On the other hand, when an affirmative determination is made at S10 (that is, it is determined that it is a normal interrupt) (S10: Yes), the update process of the initial value random number (S20), the update process of the jackpot determination random number (S25), the update process of the jackpot symbol determination random number (S30), the update process of the small win symbol determination random number (S35), the update process of the short-time win symbol determination random number (S40), the update process of the win determination random number (S45), the update process of the reach determination random number (S50), the update process of the variation pattern determination random number (S55), the winning confirmation process (S60), the win / loss determination process (S65), the special game process (S70), the fraud monitoring process (S75), each output process such as the image output process (S80) are performed, and then the update process of the initial value random number (S85) is looped within the remaining time until the next interrupt signal is input.
[0062] (2) Regarding the start winning process Next, the start winning process executed by the main control device 80 will be described with reference to the flowchart of FIG. 6. This start winning process is one of the subroutines called in the winning confirmation process (S60) of the main routine described above. In the start winning process, at S100, it is determined whether the first start port switch 11a has detected a game ball. In the case of a negative determination (S100: No), the process proceeds to S120, and in the case of an affirmative determination (S100: Yes), the process proceeds to S105. At S105, it is determined whether the first hold memory number has reached the upper limit value (for example, 4). In the case of an affirmative determination (S105: Yes), the process proceeds to S120, and in the case of a negative determination (S105: No), the process proceeds to S110.
[0063] At S110, the first extraction random number hold memory process is executed. In this first extraction random number hold memory process, random numbers for determining the first jackpot, random numbers for determining the first jackpot symbol, random numbers for determining the short-time jackpot symbol, random numbers for reach determination, random numbers for determining the variation pattern, etc. are extracted and stored as the first hold memory. At the same time, 1 is added to the first hold number counter indicating the first hold memory number, and the necessary processing is performed to light the first special symbol hold number display device 18 according to the information of the first hold number counter.
[0064] At S120, it is determined whether the second start port switch 12a has detected a game ball. In the case of a negative determination (S120: No), the start winning process ends, and in the case of an affirmative determination (S120: Yes), the process proceeds to S125. At S125, it is determined whether the second hold memory number has reached the upper limit value (for example, 4). In the case of an affirmative determination (S125: Yes), the start winning process ends, and in the case of a negative determination (S125: No), the process proceeds to S130.
[0065] In S130, a second extracted random number retention and storage process is executed. In this second extracted random number retention and storage process, random numbers for determining the second big win, random numbers for determining the second big win symbol, random numbers for determining the small win symbol, random numbers for reach determination, random numbers for determining the variation pattern, etc. are extracted and stored as second retention storage, and 1 is added to a second retention counter indicating the number of second retention storage, and processing necessary to light the second special symbol retention number display device 19 according to the information of the second retention counter is performed.
[0066] (3) Regarding the special symbol hit or miss determination process Next, the special symbol hit or miss determination process executed by the main control device 80 will be described using the flowcharts of FIGS. 7 to 11. This special symbol hit or miss determination process is one of the subroutines called in the hit or miss determination process (S65) of the above-described main routine.
[0067] In the special symbol hit or miss determination process, as shown in FIG. 7, it is determined whether or not the special electric accessory 15 is operating (S150). If the determination is affirmative (S150: Yes), the special symbol hit or miss determination process ends, and if the determination is negative (S150: No), the process proceeds to S155. In S155, it is determined whether or not the first special symbol or the second special symbol is in the variable display state. If the determination is affirmative (S155: Yes), the special symbol hit or miss determination process ends, and if the determination is negative (S155: No), the process proceeds to S160.
[0068] In S160, it is determined whether or not the first special symbol or the second special symbol is in the stop display state. If the determination is affirmative (S160: Yes), the process proceeds to S400 in FIG. 11, and if the determination is negative (S160: No), the process proceeds to S165.
[0069] In S165, it is determined whether there is undigested second reserved memory. If the determination is affirmative (S165: Yes), the process proceeds to S170; if the determination is negative (S165: No), the process proceeds to S180. In S170, the number of second reserved memories is decremented, and the oldest undigested second reserved memory (the undigested second reserved memory generated earliest) is selected, and the information (numerical data such as random numbers) stored in the second reserved memory is moved to a predetermined buffer for jackpot determination, and the process proceeds to S171. In this way, the second reserved memory is digested.
[0070] In S171, it is determined whether the probability variation flag is 1. If the determination is affirmative (S171: Yes), the process proceeds to S172; if the determination is negative (S171: No), the process proceeds to S173. Here, probability variation flag = 1 indicates the above-mentioned high probability mode (probability variation game state), and probability variation flag = 0 indicates the above-mentioned low probability mode (normal game state or time-saving game state).
[0071] In S172, a win / loss determination table (probability variation table) corresponding to the winning probability in the high probability mode is selected, and based on the selected probability variation table, it is determined whether the random number for jackpot determination moved to the jackpot determination buffer is a jackpot or a minor win, and the reserved memory related to the random number for jackpot determination is digested. After the process of S172, the process proceeds to S300 in FIG. 9.
[0072] On the other hand, in S173, a win / loss determination table (normal table) corresponding to the winning probability in the low probability mode is selected, and based on the selected normal table, it is determined whether the random number for jackpot determination moved to the jackpot determination buffer is a jackpot or a minor win, and the reserved memory related to the random number for jackpot determination is digested. After the process of S173, the process proceeds to S300 in FIG. 9.
[0073] In S180, it is determined whether there is an undigested first reserved memory. If the determination is negative (S180: No), the determination process of the patent figure is terminated. If the determination is positive (S180: Yes), the process proceeds to S181. In S181, the number of first reserved memories is decremented, and the oldest undigested first reserved memory (the undigested first reserved memory generated earliest) is selected, and the information (numerical data such as a random number) stored in the first reserved memory is moved to a predetermined buffer for jackpot determination, and the process proceeds to S182. In this way, the first reserved memory is digested.
[0074] In S182, it is determined whether the probability variation flag is 1. If the determination is positive (S182: Yes), the process proceeds to S183. If the determination is negative (S182: No), the process proceeds to S184. Here, the probability variation flag = 1 indicates the above-mentioned high probability mode (probability variation gaming state), and the probability variation flag = 0 indicates the above-mentioned low probability mode (normal gaming state or time-saving gaming state).
[0075] In S183, a hit determination table (probability variation table) corresponding to the winning probability in the high probability mode is selected, and based on the selected probability variation table, it is determined whether the random number for hit determination moved to the buffer for hit determination is a hit and whether it is a time-saving hit, and the reserved memory related to the random number for hit determination is digested. After the process of S183, the process proceeds to S200 in FIG. 8.
[0076] On the other hand, in S184, a hit determination table (normal table) corresponding to the winning probability in the low probability mode is selected, and based on the selected normal table, it is determined whether the random number for hit determination moved to the buffer for hit determination is a hit and whether it is a time-saving hit, and the reserved memory related to the random number for hit determination is digested. After the process of S184, the process proceeds to S200 in FIG. 8.
[0077] In S200 of FIG. 8, based on the determination result of S183 or S184, it is determined whether it is a hit. If the determination is positive (S200: Yes), the process proceeds to S205. If the determination is negative (S200: No), the process proceeds to S220. In S205, a winning symbol is determined based on the random number for determining the winning symbol related to the digested retained memory. Then, the process proceeds to S210.
[0078] In the subsequent variable pattern determination process of S210, based on the random number for determining the variable pattern related to the digested first retained memory, the random number for reach determination, etc. (the random number for determining the variable pattern and the random number for reach determination, etc. in the buffer for big win determination), the confirmation variable flag, and the time shortening flag, the variable time of the first special symbol is determined, and the variable pattern of the first special symbol is determined according to the variable time. Specifically, according to the confirmation variable flag and the time shortening flag, the variable time of the selectable first special symbol is predetermined, and the variable time of the first special symbol is determined according to the above-mentioned random number for determining the variable pattern, the reach determination random number, etc. That is, when the confirmation variable flag = 0 and the time shortening flag = 0 (normal game state), since it is the non-time shortening mode, the variable time of the first special symbol corresponding to the non-time shortening mode can be selected, and the variable time of the first special symbol is determined by the random number for determining the variable pattern of the digested first retained memory, the reach determination random number, etc. On the other hand, when the confirmation variable flag = 1 or the time shortening flag = 1 (confirmation variable game state or time shortening game state), since it is the time shortening mode for shortening the variable time of the first special symbol, the variable time of the first special symbol corresponding to the time shortening mode can be selected, and the variable time is determined by the random number for determining the variable pattern, the reach determination random number, etc. The reach determination random number is used to determine whether to execute various reach effects determined in advance.
[0079] In the subsequent S215, the number of rounds of the big win game, the opening pattern of the big winning opening, the production time related to the big win game, the interval time, and the production mode of the big win game, etc. are set, and the process proceeds to S250.
[0080] On the other hand, in S220 following the negative determination in S200, it is determined whether it is a short-time win based on the determination result of S184. Here, in the case of an affirmative determination (S220: Yes), the process proceeds to S225, and in the case of a negative determination (S220: No), the process proceeds to S240. Note that in this embodiment, as described above, whether it is a short-time win is determined only when the first hold memory is consumed in the low-probability mode. Therefore, in the case where the second hold memory is consumed or in the high-probability mode (short-time flag = 1), a negative determination is made in S220 (the process proceeds to S240).
[0081] In S225, a short-time win symbol is determined based on the jackpot symbol determination random number related to the consumed hold memory, and the process proceeds to S230. In S230, similar to S210 described above, the variation time of the first special symbol is determined based on the reach determination random number and the variation pattern determination random number related to the consumed hold memory, etc., and the probability variable flag, and the variation pattern of the first special symbol is determined according to the variation time. After this S230, the process proceeds to S235. In S235, the production time related to the short-time win game, the production mode of the short-time win game, etc. are set, and the process proceeds to S250.
[0082] Furthermore, in S240 following the negative determination in S220, similar to S210, the variation time and the variation pattern of the first special symbol are determined based on the reach determination random number and the variation pattern determination random number related to the consumed hold memory, etc., and the probability variable flag, and prior to this, a process of determining a losing symbol is performed. After this S240, the process proceeds to S245, and a process related to a loss is performed. Then, the process proceeds to S250. Note that in this embodiment, the process of determining a losing symbol is performed in S240, but it is not limited to this, and a configuration including a process of determining a losing symbol may be provided before S240.
[0083] In S250, a hold number command indicating the first hold memory number after decrementing in the above S181, a command including information on the pass / fail determination result (big win, short time win, or loss) determined in the above S183 or S184, and a variation start command including the big win game content determined in the above S205, the variation time of the first special symbol, the stop mode of the first special symbol, etc. are transmitted to the sub-integrated control device 83. This variation start command includes information indicating whether the digested hold memory is the first hold memory or the second hold memory, information on whether to execute various reach effects, and information on the short time flag and the certain probability flag. Further, in accordance with the digested first hold memory, the first special symbol display device 9 is driven and controlled to start the variation of the first special symbol, and the pass / fail determination process is terminated. Incidentally, when receiving such a command, the sub-integrated control device 83 stores the information indicated by the command (the first hold memory number, the variation time of the first special symbol, the presence or absence of various reach effects, the pass / fail determination result, the stop mode of the first special symbol, the big win game content, etc.) in a predetermined buffer. Then, the sub-integrated control device 83 transmits a command to the effect symbol control device 82 along with the variation start command, and the effect symbol control device 82 drives and controls the effect symbol display device 6 in accordance with the received command to start a pseudo-special effect on the effect display screen 6a.
[0084] In S300 of FIG. 8, based on the determination result of S172 or S173, it is determined whether it is a big win. In the case of an affirmative determination (S300: Yes), it proceeds to S305, and in the case of a negative determination (S300: No), it proceeds to S320. In S305, a big win symbol is determined based on the big win symbol determination random number related to the digested hold memory. Then, it proceeds to S310.
[0085] In the subsequent variation pattern determination process of S310, based on the variation pattern determination random number related to the digested second hold memory, the reach determination random number, etc. (the variation pattern determination random number and the reach determination random number, etc. in the buffer for big win determination), the above certain probability flag, and the above short time flag, the variation time of the second special symbol is determined, and the variation pattern of the second special symbol is determined according to the variation time. Specifically, the variable time of the selectable special symbol is predetermined according to the probability variation flag and the time shortening flag, and the variable time of the second special symbol is determined according to the above-mentioned random number for determining the variation pattern, the reach determination random number, etc. That is, when the probability variation flag = 0 and the time shortening flag = 0 (normal game state), since it is the non-time shortening mode, the variable time of the second special symbol corresponding to the non-time shortening mode can be selected, and the variable time of the second special symbol is determined by the consumed random number for determining the variation pattern of the second retained memory, the reach determination random number, etc. On the other hand, when the probability variation flag = 1 or the time shortening flag = 1 (probability variation game state or time shortening game state), since it is the time shortening mode in which the variable time of the second special symbol is shortened, the variable time of the second special symbol corresponding to the time shortening mode can be selected, and the variable time is determined by the random number for determining the variation pattern, the reach determination random number, etc. The reach determination random number is used to determine whether to execute various predetermined reach effects.
[0086] In the subsequent S315, the number of rounds of the big win game, the opening pattern of the big winning port, the production time related to the big win game, the interval time, and the production mode of the big win game are set, and the process proceeds to S350.
[0087] On the other hand, in S320 following the negative determination of S300, it is determined whether it is a small win based on the determination result of S195. Here, in the case of an affirmative determination (S320: Yes), the process proceeds to S325, and in the case of a negative determination (S320: No), the process proceeds to S340.
[0088] In S325, the small win symbol is determined based on the random number for determining the big win symbol related to the consumed retained memory, and the process proceeds to S330. In S330, similar to S310 described above, based on the reach determination random number, the random number for determining the variation pattern, etc. related to the consumed second retained memory and the probability variation flag, the variable time of the second special symbol is determined, and the variation pattern of the second special symbol is determined according to the variable time. After this S330, the process proceeds to S335. In S335, the production time related to the small win game, the production mode of the small win game, etc. are set, and the process proceeds to S350.
[0089] Furthermore, in S340 following the negative determination in S320, similar to S310, based on the reach determination random number and the variation pattern determination random number related to the digested second reserved memory, etc., and the probability flag, the variation time and the variation pattern of the second special symbol are determined, and prior to this, a process of determining the losing symbol is performed. After this S340, the process proceeds to S345 where a process related to a loss is performed. Then, the process proceeds to S350. In this embodiment, the process of determining the losing symbol is performed in S340, but it is not limited to this, and a configuration including a process of determining the losing symbol before S340 may also be acceptable.
[0090] In S350, a reserved number command indicating the number of second reserved memories after decrementing in S170, a command including information on the pass / fail determination result (big win, small win, or loss) determined in S172 and S173, and a variation start command including the big win game content, the variation time of the second special symbol, the stop mode of the second special symbol, etc. determined in S305 are transmitted to the sub-integrated control device 83. This variation start command includes information indicating whether the digested reserved memory is the first reserved memory or the second reserved memory, information on whether to execute various reach effects, and information on the probability flag. Further, in accordance with the digested second reserved memory, the second special symbol display device 10 is driven and controlled to start the variation of the second special symbol, and the pass / fail determination process is terminated. Note that when receiving such a command, the sub-integrated control device 83 stores the information indicated by the command (the number of second reserved memories, the variation time of the second special symbol, the presence or absence of various reach effects, the pass / fail determination result, the stop mode of the second special symbol, the big win game content, etc.) in a predetermined buffer. Then, the sub-integrated control device 83 transmits a command to the effect symbol control device 82 along with the variation start command, and the effect symbol control device 82 drives and controls the effect symbol display device 6 in accordance with the received command to start a pseudo-special effect on the effect display screen 6a.
[0091] In S360 of FIG. 10 following the affirmative determination in S155 described above, it is determined whether or not the variation time of the first special symbol or the second special symbol has elapsed. In the case of an affirmative determination (S380: Yes), the process proceeds to S365. In the case of a negative determination (S360: No), the special symbol validity determination process ends. In S385, for the first special symbol or the second special symbol that is in variation, the variation display is ended and a determined symbol (that is, a determined big win symbol, time shortening win symbol, small win symbol, or losing symbol) is displayed, and a symbol determination command for stopping the display of the special effect symbol is transmitted to the sub-integrated control device 83, and the process proceeds to S370.
[0092] In S370, the ceiling count counter, the probability variation count counter, and the time shortening count counter are updated, and the special symbol validity determination process ends. The ceiling count counter counts the cumulative variation count that is the trigger for starting the second time shortening game state. It is incremented by 1 each time the first special symbol and the second special symbol are stopped from being displayed, and is cleared by the occurrence of a big win or RAM clear. The probability variation count counter counts the variation count of the special symbol that is the trigger for ending the probability variation game state. A specified number of times (50 times) is set at the start of the probability variation game state, and it is decremented by 1 each time the first special symbol and the second special symbol are stopped from being displayed. The time shortening count counter counts the variation count of the special symbol that is the trigger for ending the time shortening game state. 50 times is set at the start of the first time shortening game state, and 1000 times is set at the start of the second time shortening game state, and it is decremented by 1 each time the first special symbol and the second special symbol are stopped from being displayed. That is, in the process of S370, the ceiling count counter is incremented by 1, and the probability variation count counter and the time shortening count counter are decremented by 1.
[0093] Also, in S400 of FIG. 11 following the affirmative determination of S160 described above, it is determined whether or not the duration of the stop display of the special symbol has ended. In the case of an affirmative determination (S400: Yes), the process proceeds to S405. In the case of a negative determination (S400: No), the special symbol hit determination process ends. In S405, the stop display of the special symbol ends and the process proceeds to S410. In S410, the probability variation flag indicating that it is in the probability variation gaming state is referred to. If the probability variation flag = 1 (S410: Yes), the value of the probability variation count counter is referred to (S415). And if the probability variation count counter = 0 (S415: Yes), the probability variation flag is cleared (S420) and the process proceeds to S440. On the other hand, in the case of a negative determination in S415 (S415: No), the process proceeds to S440.
[0094] In the case of a negative determination in S410 (S410: No), the process proceeds to S425. The time shortening flag indicating that it is in the time shortening gaming state is referred to. If the time shortening flag = 1 (S425: Yes), the value of the time shortening count counter is referred to (S430). And if the time shortening count counter = 0 (S430: Yes), the time shortening flag is cleared (S435) and the process proceeds to S440. On the other hand, in the case of a negative determination in S430 (S430: No), the process proceeds to S440. Also, in the case of a negative determination in S425 (S425: No), the process directly proceeds to S440.
[0095] In S440, it is determined whether or not the stopped special symbol is a symbol that results in a big win. In the case of an affirmative determination (S440: Yes), the process proceeds to S445. In the case of a negative determination (S440: No), the process proceeds to S465. In S445, the counted value of the ceiling count counter is cleared, and the probability variation flag and the time shortening flag are cleared. Thereafter, by sequentially executing the conditional device operation start process (S450), the accessory continuous operation device operation start process (S455), and the big win start effect process (S460), commands indicating the mode of the big win game, commands instructing the start of the big win game, etc. are transmitted to the sub-integrated control device 83 to start the big win game, and the process proceeds to S495.
[0096] In S465 following the negative determination of the above S440, it is determined whether the special symbol that has been stopped and displayed is a symbol for time shortening per hit. If the determination is affirmative (S465: Yes), the probability variation flag is cleared, the time shortening flag is set (S470), and further, the number of times of variation (50 times) of the special symbol executable in the first time shortening game state is set in the time shortening count counter (S480), and the process proceeds to S495.
[0097] On the other hand, in S480 following the negative determination of the above S465, the value of the ceiling count counter is referred to. And when the ceiling count counter = 900 (S480: Yes), the probability variation flag is cleared, the time shortening flag is set (S485), and further, the number of times of variation (1000 times) of the special symbol executable in the second time shortening game state is set in the time shortening count counter (S490), and the process proceeds to S495. On the other hand, when the determination in S480 is negative (S480: No), the process directly proceeds to S495.
[0098] In S495, the state designation command transmission process is executed to end the special symbol hit determination process. In the state designation command transmission process (S495) of this embodiment, when the probability variation flag or the time shortening flag is set / cleared, information indicating the start / end of the probability variation game state or the time shortening game state is transmitted to the sub-integrated control device 83.
[0099] (4) Regarding the big win game process Next, the big win game process executed by the main control device 80 will be described with reference to the flowcharts of FIGS. 12 to 14. This big win game process is a process executed from the special game process (S70) of the above-described main routine when a big win occurs by the above-described special symbol hit determination process.
[0100] In the big win game process, as shown in FIG. 12, it is determined whether the accessory continuous operation device is in operation (that is, during the execution of the big win game) (S500). Here, if the determination is affirmative (S500: Yes), the process proceeds to S505, and if the determination is negative (S500: No), the big win game process ends.
[0101] In S505, it is determined whether or not the big winning opening 14 is open. If the determination is affirmative (S505: Yes), the process proceeds to S550 in FIG. 13. If the determination is negative (S505: No), the process proceeds to S510.
[0102] In S510, it is determined whether or not it is during the interval between opening rounds in the big win game. If the determination is affirmative (S510: Yes), the process proceeds to S570 in FIG. 13. If the determination is negative (S510: No), the process proceeds to S515. In S515, it is determined whether or not it is during the ending effect of the big win game. If the determination is affirmative (S515: Yes), the process proceeds to S600 in FIG. 14. If the determination is negative (S515: No), the process proceeds to S520.
[0103] In S520, it is determined whether or not the start effect time in the big win game has elapsed. If the determination is affirmative (S520: Yes), the process proceeds to S525. If the determination is negative (S520: No), the big win game process ends.
[0104] In S525, a big winning opening release process for opening the big winning opening 14 is executed. In this big winning opening release process, in synchronization with the start of the opening of the big winning opening 14, the time digestion of the opening time (for example, 30 seconds) preset as the maximum opening time of the big winning opening 14 in the opening round is started. After this big winning opening release process, the big win game process ends. Here, the time digestion of the opening time is performed by the subtraction process of the opening timer. Specifically, the opening timer has a counter value corresponding to the opening time (30 seconds) preset, and for each execution of the big win game process (for each timer interrupt process), a process of subtracting the counter value is executed, and it is assumed that the opening time has elapsed when the counter value = 0. Of course, the means for measuring the opening time is not limited to such a subtraction process of the opening timer, and other means can also be used.
[0105] In S550 of FIG. 13 following the affirmative determination in S505, it is determined whether the number of game balls that have entered the big winning opening 14 has reached 10. In the case of an affirmative determination (S550: Yes), the process proceeds to S560, and in the case of a negative determination (S550: No), the process proceeds to S555. In S555, it is determined whether the opening time (30 seconds) has elapsed due to the expiration of the above-described release timer. Here, in the case of an affirmative determination (S555: Yes), the process proceeds to S560, and in the case of a negative determination (S555: No), the jackpot game process ends. In S560, a big winning opening closing process is executed to close the big winning opening 14 (end the opening round). In the subsequent S565, a jackpot interval process for setting the interval between each opening round of the jackpot game is executed, and the jackpot game process ends.
[0106] In S570 of FIG. 13 following the affirmative determination in S510, it is determined whether the interval time of the jackpot game has elapsed. Here, in the case of an affirmative determination (S570: Yes), the process proceeds to S575, and in the case of a negative determination (S570: No), the jackpot game process ends. In S575, it is determined whether the final round has ended. In the case of an affirmative determination (S575: Yes), the process proceeds to S580, and in the case of a negative determination (S575: No), the process proceeds to S585. In S580, a jackpot end effect process for performing an effect when ending the jackpot game is executed. After this S580, the jackpot game process ends. In S585, a big winning opening opening process is executed. In this process, the same process as S525 described above is performed to open the big winning opening 14 and start the time consumption of the opening time (30 seconds).
[0107] Also, in S600 of FIG. 14 following the affirmative determination in S515, it is determined whether the time of the jackpot end effect has ended. In the case of an affirmative determination (S600: Yes), the process proceeds to S605, and S605 and S610 are sequentially executed. On the other hand, in the case of a negative determination (S600: No), the jackpot game process ends. In S605 and S610, the accessory continuous operation device and the condition device are stopped, and the process proceeds to S615. In S615, it is determined whether to shift to the probability-variable game state after the jackpot game. Here, in the case of an affirmative determination (S615: Yes), the number of fluctuations (100 times) of the special symbol that can be executed during the probability-variable game state is set in the probability-variable count counter (S620), and the probability-variable flag = 1 is set (S625). Then, the process proceeds to S640. On the other hand, in the case of a negative determination in S615 (S615: No), the process proceeds to S640.
[0108] In S640 and S645, a process of transmitting a jackpot end command for ending the effect related to the jackpot game to the sub-integrated control device 83 and a state designation command transmission process are executed, and the jackpot game process ends. Here, in the state designation command transmission process (S645), information indicating the game state (normal game state or probability-variable game state) after the jackpot game is transmitted to the sub-integrated control device 83.
[0109] [Explanation of pseudo-special effects] On the effect display screen 6a of the effect symbol display device 6, pseudo-special effects are executed in which the special effect symbols 101a to 101c (see FIG. 15) are variably displayed so as to be linked to the variation of the special symbols (the first special symbol and the second special symbol), and the special effect symbols 101a to 101c are stopped and displayed so as to be linked to the stop display of each special symbol, and the win / loss determination result indicated by the stop symbol pattern of the special symbol is notified according to the symbol pattern of the stopped special effect symbols 101a to 101c.
[0110] (1) Regarding the special effect symbols FIG. 15 shows an example of the effect display screen 6a in the pseudo special effect. As shown in FIG. 15, during the pseudo special effect, three special effect symbols 101a to 101c are displayed side by side in the middle of the effect display screen 6a. Each of the special effect symbols 101a to 101c consists of nine types of symbols from "1" to "9". During the variable display, the special effect symbols 101a to 101c are alternately displayed with the nine types of symbols, and during the stop display, the special effect symbols 101a to 101c are statically displayed with any one type of symbol. In the figure, the special effect symbols 101a to 101c in the variable display state are represented by upward and downward arrows for convenience.
[0111] (2) Regarding the pseudo special effect FIG. 15(A) shows a state where the special effect symbols 101a to 101c are stopped and displayed in the pseudo-special effect. FIG. 15(B) shows a state where the stop display has ended and the special effect symbols 101a to 101c have started to fluctuate in the next pseudo-special effect. The pseudo-special effect starts simultaneously with the start of the fluctuation of the first special symbol or the second special symbol. As shown in FIG. 15(B), at the start of the pseudo-special effect, all the special effect symbols 101a to 101c start to fluctuate simultaneously. Then, as shown in FIGS. 15(C) to 15(D), in the pseudo-special effect, the fluctuating special effect symbols 101a to 101c stop one by one. And in the pseudo-special effect, simultaneously with the end of the fluctuation of the first special symbol or the second special symbol, the last special effect symbols 101a to 101c stop, the variable display of the special effect symbols 101a to 101c ends, and the stop display starts. In the stop display of the special effect symbols 101a to 101c, as shown in FIG. 15(E), a state where all the special effect symbols 101a to 101c are statically displayed continues for a certain period of time. And the winning or losing determination result is notified by the combination of the stop symbols of the three special effect symbols 101a to 101c that are stopped and displayed. For example, a combination in which the three special effect symbols 101a to 101c are the same stop symbol is a symbol pattern indicating a big win. Similarly, combinations of stop symbols indicating time shortening wins or small wins are also defined, and a combination that does not correspond to any of a big win, a time shortening win, or a small win is a symbol pattern indicating a loss. The stop display of the special effect symbols 101a to 101c is synchronized with the stop display of the first special symbol or the second special symbol. When the first special symbol or the second special symbol starts a new fluctuation, the stop display ends, and as shown in FIG. 15(F), the special effect symbols 101a to 101c fluctuate again, and the next pseudo-special effect starts. In addition, in the pseudo-special effect, a reach effect may be executed. In the pseudo-special effect with a reach effect, two of the three fluctuating special effect symbols 101a to 101c are stopped first with symbols that can be a symbol combination indicating a big win, and while the remaining one symbol fluctuates relatively long, an effect using an image or sound is performed to stimulate the player's expectation of a big win.
[0112] (3) Regarding the fluctuation time and stop display time of the special effect symbols As described above, in the pseudo-special effect, the special effect symbols 101a to 101c vary and stop in conjunction with the variation and stop of the first special symbol or the second special symbol. Therefore, the variation time of the special effect symbols 101a to 101c in the pseudo-special effect (the time until all the special effect symbols 101a to 101c stop) is equal to the variation time of each special symbol. Also, the stop display time of the special effect symbols 101a to 101c is equal to the stop display time of each special symbol. In this embodiment, since the stop display time of each special symbol is a fixed time (1 second), the stop display time of the special effect symbols 101a to 101c is also a fixed time (1 second). On the other hand, since the variation time of each special symbol is not constant, the variation time of the special effect symbols 101a to 101c varies variously according to the variation time of the special symbol.
[0113] Specifically, in the non-time-saving mode (normal gaming state), the variation time of each special symbol and the special effect symbols 101a to 101c is selected from the range of 8 seconds to 60 seconds. In the time-saving mode (time-saving gaming state or probability-variable gaming state), the variation time of each special symbol and the special effect symbols 101a to 101c is selected from the range of 2.5 seconds to 30 seconds. That is, in the time-saving mode, the average variation time of each special symbol and the special effect symbols 101a to 101c is about half of that in the non-time-saving mode, and the shortest variation time (2.5 seconds) of each special symbol and the special effect symbols 101a to 101c is less than half of that in the non-time-saving mode (8 seconds).
[0114] (4) Regarding the held symbols Also, as shown in FIG. 15, in the pseudo-special effect, usually, at the lower part of the effect display screen 6a, a first held symbol 111 indicating the first held memory number and a second held symbol 112 indicating the second held memory number are displayed. Specifically, at the lower part of the effect display screen 6a, the same number of first held symbols 111 as the first held memory number are displayed side by side from the left, and to the right of the first held symbol 111, the same number of second held symbols 112 as the second held memory number are displayed side by side.
[0115] (5) Regarding the game state suggestion character As shown in FIG. 15, in this embodiment, during the pseudo-special effect, characters indicating the current gaming state are displayed in the gaming state display section 115 at the upper left of the effect display screen 6a, and a gaming state suggestive character 116 corresponding to the gaming state is also displayed. As shown in FIG. 16(A), three types of gaming state suggestive characters 116 are prepared: a rabbit, a tiger, and a lion. The rabbit is displayed during the normal gaming state, the tiger is displayed during the first short gaming state, and the lion is displayed during the second short gaming state.
[0116] [Description of the main part] Next, the main part of the present invention will be described. As described above, in this embodiment, in the low-probability mode (normal gaming state and first short gaming state), when the cumulative variation count reaches the ceiling count (900 times) without winning the big hit, the ceiling transition condition is satisfied, and the second short gaming state is started. Here, the transition to the second short gaming state occurs not only when the ceiling transition condition is satisfied in the normal gaming state but also when the ceiling transition condition is satisfied in the first short gaming state. Since the short-time upper limit value (1000 times) of the second short gaming state is larger than the short-time upper limit value (50 times) of the first short gaming state, the continuation period of the short-time gaming state is significantly extended by the transition from the first short gaming state to the second short gaming state.
[0117] In this embodiment, the cumulative variation count is not notified to the player until it reaches the ceiling count. In the 900th pseudo-special effect when the cumulative variation count reaches the ceiling count, a ceiling reach effect for notifying the player of reaching the ceiling count is executed. As shown in FIG. 16(B), the ceiling reach effect is an effect of displaying an image consisting of a specific character 118 (Tatsukichi the bear) and a puff 119 on the effect display screen 6a for 3 seconds. In the first 2 seconds of the ceiling reach effect, the message "Ahahaha!!" is displayed on the puff 119, and in the last 1 second, the message "Breakthrough!!" is displayed on the puff 119. Note that the execution time (3 seconds) of the ceiling reach effect is set within a range that does not exceed the sum of the shortest variation time (2.5 seconds) and the stop display time (1 second) of the special symbol so that the ceiling reach effect can fit within the execution time of one pseudo-special effect.
[0118] The ceiling arrival effect is executed with a fixed content regardless of the game state or the variation time of the special effect symbols 101a to 101c, but is executed so that the start timing varies according to the game state. Specifically, when the ceiling count is reached in the normal game state, in the pseudo-special effect at the time of reaching the ceiling count, when the variation time of the special symbol and the special effect symbols 101a to 101c remains 2.5 seconds, the ceiling arrival effect is started. On the other hand, when the ceiling count is reached in the first short game state, the ceiling arrival effect is started at the start of the pseudo-special effect at the time of reaching the ceiling count.
[0119] The execution mode of the ceiling arrival effect will be described in detail with specific examples. FIG. 17(A) is a timing chart in a specific example where the ceiling arrival effect is executed during the normal game state, and FIGS. 18(A) to 18(F) show the display contents of the effect display screen 6a in the specific example. In such an example, during the period from T1 to T2 in FIG. 17(A), the stop display of the immediately preceding pseudo-special effect is executed (see FIG. 18(A)). Subsequently, at the time point of T2, the pseudo-special effect at the time of reaching the ceiling count (the 900th time) is started, and the special effect symbols 101a to 101c vary (see FIG. 18(B)). Then, as shown in FIGS. 18(B) → 18(C) → 18(D) → 18(E), during the period from T2 to T4, the special effect symbols 101a to 101c stop one by one, and at the time point of T4, the variation of the special effect symbols 101a to 101c completely stops, and the stop display of the special effect symbols 101a to 101c is started (see FIG. 18(E)). Then, at the time point of T6, when the stop display of the special effect symbols 101a to 101c ends, the second short game state is started, the game state display unit 115 and the game state suggestion character 116 are switched to the display of the second short game state, and the 901st pseudo-special effect is started (see FIG. 18(F)).
[0120] Here, as shown in FIG. 17(A), in the pseudo-special effect at the time of reaching the ceiling count (900th time), the ceiling reaching effect starts at time T3 when the remaining variation time of the special symbol and the special effect symbols 101a to 101c becomes 2.5 seconds. As shown in FIG. 18(D), a specific character 118 related to the ceiling reaching effect and a puff 119 are displayed at the lower part of the effect display screen 6a. Since the ceiling reaching effect continues for 3 seconds, the specific character 118 and the puff 119 related to the ceiling reaching effect are displayed on the effect display screen 6a until time T5 when the special effect symbols 101a to 101c are stopped and displayed (see FIG. 18(E)). In the normal gaming state, the variation time of the special symbol and the special effect symbols 101a to 101c varies in the range of 8 to 60 seconds (8 seconds in the example of FIG. 17(A)). However, the ceiling reaching effect starts at the time when the remaining variation time becomes 2.5 seconds regardless of the length of the variation time of the special symbol and the special effect symbols 101a to 101c.
[0121] FIG. 17(B) is a timing chart in a specific example where the ceiling reaching effect is executed during the first short game state, and FIGS. 19(A) to 19(F) show the display contents of the effect display screen 6a in the specific example. In such an example, during the period from T1 to T2 in FIG. 17(B), the stopped display of the immediately preceding pseudo-special effect is executed (see FIG. 19(A)). Subsequently, at time T2, the pseudo-special effect at the time of reaching the ceiling count (900th time) is started, and the special effect symbols 101a to 101c vary (see FIG. 19(B)). Then, as shown in FIGS. 19(B) → 19(C) → 19(D) → 19(E), during the period from T2 to T3, the special effect symbols 101a to 101c stop one by one, and at time T3, the variation of the special effect symbols 101a to 101c completely stops, and the display of the special effect symbols 101a to 101c starts (see FIG. 19(E)). Then, at time T5, when the stopped display of the special effect symbols 101a to 101c ends, the second short game state is started, the game state display unit 115 and the game state suggestion character 116 are switched to the display of the second short game state, and the 901st pseudo-special effect is started (see FIG. 19(F)).
[0122] Here, as shown in FIG. 17(B), in the pseudo-special effect at the time of reaching the ceiling count (the 900th time), the ceiling reaching effect starts at the start of the pseudo-special effect at the time of reaching the ceiling count, that is, at the time T2 when the special symbol and the special effect symbols 101a to 101c start to vary (see FIG. 19(B)). In such an example, while the variation time of the special symbol and the special effect symbols 101a to 101c is 2.5 seconds, the ceiling reaching effect continues for 3 seconds, so the ceiling reaching effect is executed until the time T4 during the stop display of the special symbol and the special effect symbols 101a to 101c (see FIG. 19(E)). As described above, in the first short game state, the variation time of the special symbol and the special effect symbols 101a to 101c varies within the range of 2.5 to 30 seconds (2.5 seconds in the example of FIG. 17(B)), but the ceiling reaching effect starts at the timing when the pseudo-special effect at the time of reaching the ceiling count starts, regardless of the length of the variation time of the special symbol and the special effect symbols 101a to 101c.
[0123] [Control of Pseudo-Special Effect] Hereinafter, the control process related to the pseudo-special effect will be specifically described. The control process related to the pseudo-special effect is mainly executed by the sub-integrated control device 83. The sub-integrated control device 83 controls the display content of the pseudo-special effect according to the variation start command transmitted from the main control device 80. That is, when the sub-integrated control device 83 receives the variation start command, it determines a pseudo-special effect display pattern for displaying a series of pseudo-special effects from the start of the variation of the special effect symbol to the stop display based on the information included in the variation start command, and controls the display of the pseudo-special effect on the effect symbol display device 6 according to the pseudo-special effect display pattern.
[0124] In this embodiment, such display control of the pseudo-special effect is performed by the pseudo-special effect control process shown in FIG. 20. This pseudo-special effect control process is a process that is periodically (for example, timer interrupt processing with a 2 ms cycle) executed by the sub-integrated control device 83.
[0125] As shown in FIG. 20, in S1000 of the suspected special performance control process, it is determined whether a start winning command has been received from the main control device 80. If the determination is affirmative (S1000: Yes), the process proceeds to S1005. If the determination is negative (S1000: No), the process proceeds to S1015.
[0126] In S1005, a hold mode update process is executed, and the process proceeds to S1015. In this hold mode update process, in addition to the hold symbols displayed in the above-described first hold symbol display area 131 or second hold symbol display area 132, a display command for displaying new hold symbols 111 and 112 is transmitted to the effect symbol control device 82.
[0127] In S1015, it is determined whether a variation start command has been received from the main control device 80. If the determination is affirmative (S1015: Yes), the process proceeds to S1020. If the determination is negative (S1015: No), the suspected special performance control process ends.
[0128] In S1020, a process of determining the above-described pseudo-special effect display pattern is performed. In this process, information on the pass / fail determination result included in the variation start command, information on reach, information on the variation pattern, information on the variation time, etc. are confirmed, and according to each of these pieces of information, a series of variation modes from the start of variation to the end of variation of the special effect symbol and a mode of stopping the display of the special effect symbol are determined, and when reach is performed, the display mode of the reach effect is also determined. Further, the sub-integrated control device 83 includes a ceiling count effect counter that counts the same value as the ceiling count counter of the main control device 80. In S1020, by referring to the value of the ceiling count effect counter, it is determined whether the ceiling transition condition is satisfied. When it is determined that the ceiling transition condition is satisfied, a pseudo-special effect display pattern including the ceiling arrival effect is selected. Further, when selecting a pseudo-special effect display pattern including the ceiling arrival effect, referring to the current gaming state, when it is the normal gaming state, a pseudo-special effect display pattern in which the ceiling arrival effect starts at the time when the remaining variation time of the special effect symbols 101a to 101c is 2.5 seconds is selected, and when it is the first short game state, a pseudo-special effect display pattern in which the ceiling arrival effect starts at the start of variation of the special effect symbols 101a to 101c is selected. Note that in this embodiment, the execution availability of the ceiling arrival effect is determined by referring to the value of the ceiling count effect counter. However, when the ceiling transition condition is satisfied, a signal notifying the satisfaction of the ceiling transition condition may be transmitted from the main control device 80 to the sub-integrated control device 83, and the sub-integrated control device 83 may determine the execution availability of the ceiling arrival effect based on the signal.
[0129] The combination of the variation mode and stop mode of the special effect symbol determined in S1020 in this way, the display mode of the reach effect, and the presence or absence of the ceiling arrival effect constitutes a pseudo-special effect display pattern. That is, the execution availability and start timing of the ceiling arrival effect are determined as part of the pseudo-special effect display pattern in S1020.
[0130] In subsequent S1025, pseudo-special effect display processing is executed. In this pseudo-special effect display processing, a display command including the information of the pseudo-special effect display pattern determined in the processing of S1020 is transmitted to the effect symbol control device 82. By transmitting this display command, the sub-integrated control device 83 controls the display of a pseudo-special effect according to the pseudo-special effect display pattern via the effect symbol control device 82 on the effect symbol display device 6. When the effect symbol control device 82 receives the display command from the sub-integrated control device 83, it generates video data for displaying the pseudo-special effect display pattern according to the information of the pseudo-special effect display pattern included in the display command. That is, a large number of data used for generating the video data are stored in the effect symbol control device 82 in advance. From among the large number of data, a plurality of data necessary for the configuration of the pseudo-special effect display pattern are selected based on the display command, and the video data are generated by combining the selected plurality of data. Then, by driving and controlling the effect symbol display device 6 to reproduce this video data, a pseudo-special effect according to the pseudo-special effect display pattern determined in the pseudo-special effect display pattern determination processing (S1005) is displayed on the effect display screen 6a.
[0131] In S1030 following S1025, hold state update processing is executed, and the pseudo-special effect control processing is terminated. In this hold state update processing, a hold symbol display pattern for removing the hold symbols 111, 112 corresponding to the consumed holds from the first hold symbol display area 131 or the second hold symbol display area 132 is generated, and a display command including the information of the hold symbol display pattern is transmitted to the effect symbol control device 82.
[0132] [Features of the Embodiment] As described above, in this embodiment, in the pseudo-special effect at the time of reaching the ceiling number of times, the ceiling reaching effect is started at different start timings according to the game state. Therefore, compared with the conventional configuration, the diversity of the ceiling reaching effect can be increased, and the interest of the game can be improved. In particular, in this embodiment, since the average variation time of the special symbols is different between the normal gaming state and the first short gaming state, by starting the ceiling reach effect at a start timing adjusted to the average variation time in each gaming state, there is an advantage that an interesting ceiling reach effect can be executed. Also, in this embodiment, although the start timing of the ceiling reach effect is different between the normal gaming state and the first short gaming state, in any gaming state, since the ceiling reach effect is executed with the same content, there is an advantage that the player can easily understand that the ceiling count has been reached by the ceiling reach effect. Further, according to such a configuration, since it is not necessary to hold data regarding the effect content of the ceiling reach effect for each gaming state, the burden of control processing can also be reduced. Also, in this embodiment, when the ceiling count is reached in the first short gaming state, the ceiling reach effect is started at the start of the variation of the special symbols, and when the ceiling count is reached in the normal gaming state, it is configured to start the ceiling reach effect when the remaining variation time of the special symbols reaches a predetermined time (2.5 seconds). According to such a configuration, it is possible to create a relatively large difference in the start timing of the ceiling reach effect between the normal gaming state and the first short gaming state, so the diversity of the ceiling reach effect can be improved. In particular, in this embodiment, in the short gaming state where the average variation time and the shortest variation time are relatively short, the start timing of the ceiling reach effect is set to the start of the variation of the special symbols, and in the normal gaming state where the average variation time and the shortest variation time are relatively long, the start timing of the ceiling reach effect is set to when the remaining variation time of the special symbols reaches a predetermined time. According to such a configuration, in the normal gaming state where the average variation time is relatively long, since there is a time margin between the start of the variation of the special symbols and the start of the ceiling reach effect, it is possible to liven up the ceiling reach effect by executing an effect that hints at reaching the ceiling count before the start of the ceiling reach effect.
[0133] [Correspondence with the claims] Below, the correspondence between the terms used in the above embodiment and the terms described in the claims will be explained. The pachinko machine 1 corresponds to an example of the gaming machine according to the present invention. The first start port 11 and the second start port 12 correspond to an example of the start port according to the present invention. The first special symbol and the second special symbol correspond to an example of the special symbol according to the present invention. The first special symbol display device 9 and the second special symbol display device 10 correspond to an example of the special symbol display device according to the present invention. S110 and S130 of the start winning process correspond to an example of the random number extraction means according to the present invention. S165~S200, S220, S300, S320 of the special symbol validity determination process correspond to an example of the validity determination means according to the present invention. S205~S215, S225~S250, S305~S315, S325~S365 of the special symbol validity determination process correspond to an example of the special symbol control means according to the present invention. ~S610 of the big win game process S500 corresponds to an example of the special game control means according to the present invention. The ceiling count counter, the ceiling count effect counter, and S370 and S445 of the special symbol validity determination process correspond to an example of the variation counting means according to the present invention. S370~495 of the special symbol validity determination process and S615~S645 of the big win game process correspond to an example of the game state control means according to the present invention. The first short-time game state corresponds to an example of the first game state according to the present invention. The second short-time game state corresponds to an example of the second game state according to the present invention. S1015~S1025 of the pseudo-special effect control process corresponds to an example of the arrival effect execution means according to the present invention.
[0134] [Modification Example] Hereinafter, a modification example in which the configuration of the ceiling arrival effect is changed from the above embodiment will be described. In the following, for the configurations similar to those in the above embodiment, the same reference numerals as in the above embodiment are given and the description is omitted.
[0135] FIG. 21 shows the content of the second intrusion effect of this modified example. In the ceiling reaching effect of the above embodiment, the images of the specific character 118 (Tatsukichi the bear) and the puff 119 are displayed on the effect display screen 6a (see FIG. 16(B)), whereas in the ceiling reaching effect of this modified example, only the image of the puff 119 is displayed beside the game state suggesting character 116. Also, in the above embodiment, the ceiling reaching effect has the same content in the normal game state and the first short game state, whereas in this modified example, the content of the ceiling reaching effect is different between the normal game state and the first short game state.
[0136] Specifically, in the ceiling reaching effect in the normal game state, as shown in FIG. 21(A), the image of the puff 119 is displayed for 9 seconds. And for the first 3 seconds from the start, a message "Is something coming?" is displayed on the puff 119, and then a message "Could it be?" is displayed for 2 seconds. After that, a message "Well done for getting this far" is displayed for 2 seconds, and finally a message "Amazing!!" is displayed for 2 seconds. On the other hand, in the ceiling reaching effect in the first short game state, as shown in FIG. 21(B), the puff 119 is displayed for 1 second, and a message "The time has come!!" is displayed on the puff 119 for 1 second. Note that the execution time (9 seconds) of the ceiling reaching effect in the normal game state is set within a range not exceeding the sum of the shortest variation time (8 seconds) and the stop display time (1 second) of the special symbol in the normal game state so that the ceiling reaching effect fits within the execution time of one pseudo-special effect. Similarly, the execution time (1 second) of the ceiling reaching effect in the first short game state is set within a range not exceeding the sum of the shortest variation time (2.5 seconds) and the stop display time (1 second) of the special symbol in the first short game state so that the ceiling reaching effect fits within the execution time of one pseudo-special effect.
[0137] Also, in this modified example, in the normal game state, the ceiling reaching effect starts simultaneously with the start of the pseudo-special effect, whereas in the first short game state, the ceiling reaching effect starts 1.5 seconds before the end of the pseudo-special effect, that is, at the point when the remaining variation time of the special symbol and the special effect symbols 101a to 101c becomes 0.5 seconds.
[0138] Specific examples will be used to explain in detail the execution timing of the ceiling reach effect. FIG. 22(A) is a timing chart in a specific example where the ceiling reach effect is executed during the normal gaming state, and FIGS. 23(A) to 23(F) show the display contents of the effect display screen 6a in the said specific example. In such an example, during the period from T1 to T2 in FIG. 22(A), the stop display of the immediately preceding pseudo-special effect is executed (see FIG. 23(A)). Subsequently, at time T2, a pseudo-special effect with the ceiling rotation number (ceiling rotation counter = 900) is started, and the special effect symbols 101a to 101c vary (see FIG. 23(B)). Then, as shown in FIGS. 23(B) → 23(C) → 23(D) → 23(E), during the period from T2 to T3, the special effect symbols 101a to 101c stop one by one, and at time T3, all the special effect symbols 101a to 101c stop, and the stop display is started (see FIG. 23(E)). Then, at time T4, when the stop display ends, the second short-time gaming state is started, the gaming state display section 115 and the gaming state suggesting character 116 are switched to the display of the second short-time gaming state, and the 901st pseudo-special effect is started (see FIG. 23(F)).
[0139] Here, as shown in FIG. 22(A), in such 900th pseudo-special effect, the ceiling reach effect starts at time T2 when the 900th pseudo-special effect is started and the special symbol and the special effect symbols 101a to 101c start to vary (see FIG. 23(B)). In such an example, while the variation time of the special symbol and the special effect symbols 101a to 101c is 8 seconds, the ceiling reach effect continues for 9 seconds, so the ceiling reach effect is executed until time T4 when the 1-second stop display ends (see FIG. 23(E)). Note that in the normal gaming state, the variation time of the special symbol and the special effect symbols 101a to 101c varies within the range of 8 to 60 seconds (8 seconds in the example of FIG. 22(A)), but the ceiling reach effect starts at the timing when the pseudo-special effect starts, regardless of the length of the variation time of the special effect symbols 101a to 101c.
[0140] FIG. 22(B) is a timing chart in a specific example where the ceiling reaching effect is executed during the first short game state, and FIGS. 24(A) to 24(F) show the display contents of the effect display screen 6a in the specific example. In such an example, during the period from T1 to T2 in FIG. 22(B), the stop display of the immediately preceding pseudo-special effect is executed (see FIG. 24(A)). Subsequently, at the time point of T2, a pseudo-special effect with the ceiling rotation number (ceiling rotation counter = 900) is started, and the special effect symbols 101a to 101c fluctuate (see FIG. 24(B)). Then, as shown in FIGS. 24(B) → 24(C) → 24(D) → 24(E), during the period from T2 to T4, the special effect symbols 101a to 101c stop one by one, and at the time point of T4, all the special effect symbols 101a to 101c stop, and the stop display is started (see FIG. 24(E)). Then, at the time point of T6, when the stop display ends, the second short game state is started, the game state display section 115 and the game state suggesting character 116 are switched to the display of the second short game state, and the 901st pseudo-special effect is started (see FIG. 24(F)).
[0141] Here, as shown in FIG. 22(B), in such 900th pseudo-special effect, the ceiling reaching effect starts 1.5 seconds before the end of the pseudo-special effect, that is, at the time point of T3 when the remaining time for the fluctuation of the special symbol and the special effect symbols 101a to 101c is 0.5 seconds (see FIG. 24(D)). Since the ceiling reaching effect continues for 1 second, the ceiling reaching effect is executed until the time point of T5 during the stop display of the special symbol and the special effect symbols 101a to 101c (see FIG. 24(E)). As described above, in the first short game state, the fluctuation time of the special symbol and the special effect symbols 101a to 101c fluctuates within the range of 2.5 to 30 seconds (2.5 seconds in the example of FIG. 22(B)), but the ceiling reaching effect starts 1.5 seconds before the end of the pseudo-special effect regardless of the length of the fluctuation time of the special symbol and the special effect symbols 101a to 101c.
[0142] [Features of the modified example] As described above, also in this modified example, in the pseudo-special effect when the ceiling count is reached, the ceiling reach effect is started at different start timings according to two types of gaming states with different average variation times and shortest variation times of the special symbol. Therefore, compared with the conventional configuration, the diversity of the ceiling reach effect can be enhanced and the interest of the game can be improved. Further, in this modified example, since the execution time length of the ceiling reach effect is made different according to the gaming state when the ceiling count is reached, there is an advantage that a ceiling reach effect rich in interest can be executed by making the execution time of the ceiling reach effect long in the normal gaming state where the average variation time and the shortest variation time of the special symbol are relatively long. Further, in this modified example, in the normal gaming state where the average variation time and the shortest variation time are relatively long, the start timing of the ceiling reach effect is set to the start of the variation of the special symbol, and in the time-limited gaming state where the average variation time and the shortest variation time are relatively short, the start timing of the ceiling reach effect is set to when the remaining variation time of the special symbol becomes a predetermined time. According to such a configuration, in the normal gaming state where the average variation time and the shortest variation time are relatively long, it is possible to make the execution time of the ceiling reach effect as long as possible. Therefore, it is possible to execute a grand ceiling reach effect while improving the diversity of the ceiling reach effect.
[0143] [Other Modified Examples] Hereinafter, other modified examples of the above embodiment will be described.
[0144] (1) Regarding the Gaming State The pachinko machine of the above embodiment includes a probability-variable gaming state, but the present invention is also applicable to a pachinko machine that does not include a probability-variable gaming state. Further, the above embodiment includes two types of time-limited gaming states (first time-limited gaming state and second time-limited gaming state) with different start conditions, but a third time-limited gaming state (so-called "A time-limited") that is executed for a certain period after the end of the jackpot game may be provided.
[0145] In the above-described embodiment, the first short game state and the second short game state respectively correspond to the first game state and the second game state according to the present invention. Although the start conditions and end conditions of such first short game state and second short game state are different, they are common in that they have a common short-time function and an extended opening function. However, the first game state and the second game state according to the present invention do not have to have a common short-time function or an extended opening function.
[0146] In the above-described embodiment, the first short game state in which the average variation time and the shortest variation time of the special symbol are shorter than those in the normal game state corresponds to the first game state according to the present invention. However, the first game state according to the present invention includes a game state in which the average variation time and the shortest variation time of the special symbol are longer than those in the normal game state.
[0147] (2) Regarding the special symbol, The pachinko machine of the above-described embodiment includes two types of special symbols (first special symbol and second special symbol). However, the present invention is also applicable to a pachinko machine having one type of special symbol. Further, in the above-described embodiment, both the first special symbol and the second special symbol correspond to the special symbol according to the present invention. However, a configuration may be adopted in which only one of the special symbols corresponds to the special symbol according to the present invention.
[0148] (3) Regarding the ceiling reach effect The ceiling reach effect according to the above-described embodiment is an image effect executed on the effect display screen 6a of the effect symbol display device 6. However, the ceiling reach effect according to the present invention can be an effect using a speaker or a lamp instead of or in addition to the image effect. Further, in the above-described embodiment, one type of content of the ceiling reach effect that is common between the normal game state and the first game state is provided. However, a plurality of types of common effect contents between the normal game state and the first game state may be provided. Further, the ceiling reach effects of the modified examples shown in FIG. 21 are provided one type for each game state. However, a plurality of types of ceiling reach effects with different effect contents may be provided for each game state.
[0149] In the above-described embodiment, when the ceiling count is reached, a ceiling reach effect is always executed. However, the present invention is not limited to always executing a ceiling reach effect when the ceiling count is reached. For example, in the pseudo-special effect for the ceiling count, when executing an effect with a high expectation of a big win such as a reach effect, it is proposed not to execute the ceiling reach effect. This is because if the ceiling reach effect is executed, it will be found that there is no big win in the pseudo-special effect.
[0150] The start timing of the ceiling reach effect according to the present invention is not limited to the timing of the above-described embodiment and can be appropriately changed. For example, in the normal gaming state, the ceiling reach effect may be started 3 seconds after the start of the pseudo-special effect, and in the first short gaming state, the ceiling reach effect may be started 1 second after the start of the pseudo-special effect. Also, in the normal gaming state, the ceiling reach effect may be started 5 seconds after the end of the pseudo-special effect, and in the first short gaming state, the ceiling reach effect may be started 2 seconds after the start of the pseudo-special effect. Also, in the above-described embodiment, the ceiling reach effect is started during the variation of the special symbol in any gaming state. However, the start timing of the ceiling reach effect according to the present invention may include when the special symbol is stopped and displayed. Also, in the above-described embodiment, the start timing of the ceiling reach effect is uniform for each gaming state. However, a plurality of types of start timings may be provided for one or both of the gaming states. For example, in the normal gaming state, the ceiling reach effect may be configured to be started when the remaining variation time of the special symbol is 2.5 seconds or 5 seconds, and when the ceiling count is reached, one of the start timings may be determined by lottery.
[0151] (4) Regarding the combination with the ceiling suggestion effect In the above-described embodiment, in the pseudo-special effect when the ceiling count is reached, only the ceiling arrival effect for notifying the arrival of the ceiling count is executed. However, in the pseudo-special effect, a configuration is also proposed in which a ceiling suggestion effect for suggesting the arrival of the ceiling count is executed before the start of the ceiling arrival effect. That is, the ceiling suggestion effect is an effect that can be executed both when the ceiling count is reached and when the ceiling count has not been reached. For the player, although it can be known that the possibility of reaching the ceiling count is high, it is an effect that cannot confirm the arrival of the ceiling count. For example, in the above-described embodiment, when the ceiling arrival effect is executed in the normal game state, since a period during which other effects can be executed is provided from the start of the variation of the special effect symbol to the start of the ceiling arrival effect (T2 to T3 in FIG. 17(A)), if the ceiling suggestion effect is executed during such a period and made continuous with the ceiling arrival effect, it is possible to further improve the interest of the game.
Explanation of Signs
[0152] 1 Pachinko machine (gaming machine) 6 Special effect symbol display device 6a Special effect display screen 9 First special symbol display device 10 Second special symbol display device 11 First start port 12 Second start port 14b Big winning port 101a~101c Special effect symbols 115 Game state display unit 116 Game state suggestion character 118 Specific character 119 Blowing
Claims
【Claim 1】 A starting port into which game balls flowing down in the game area can enter, A special symbol display device that variably displays special symbols, Random number extraction means for extracting a random number due to the entry of a game ball into the starting port, Pass / fail determination means for performing a pass / fail determination based on the random number extracted by the random number extraction means, Special symbol control means for changing the special symbol on the special symbol display device upon fulfillment of a predetermined variation condition, and after the elapse of a predetermined variation time, stopping and displaying the special symbol in a symbol pattern indicating the result of the pass / fail determination by the pass / fail determination means, Special game control means for executing a jackpot game that opens a big winning port, A game state control means capable of controlling the game state among a normal game state, a first game state and a second game state in which it is easier for game balls to enter the starting port compared to the normal game state, and the jackpot game, Variation counting means for counting the number of variations of the special symbol in the special symbol display device and clearing the counted number of variations at least when the result of the pass / fail determination by the pass / fail determination means is a jackpot win, comprising The game state control means When the result of the pass / fail determination by the pass / fail determination means is a jackpot win, controls to the jackpot game after the stop display of the special symbol, In at least the normal game state and the first game state, when the counted number of times of the variation counting means reaches a predetermined ceiling number of times, controls to the second game state, When the counted number of times of the variation counting means reaches the variation before reaching the ceiling number of times, comprises a reaching performance execution means capable of executing a ceiling reaching performance for notifying the reaching of the ceiling number of times, The reaching performance execution means is characterized in that it makes the start timing of the ceiling reaching performance different according to the game state at the time of reaching the ceiling number of times.
Citation Information
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