Gaming machine
The gaming machine addresses the issue of accommodating player preferences by allowing selection of sound output and providing alternative notifications, resulting in a more customizable and comfortable gaming experience.
Patent Information
- Application Number
- JP2021076632
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-04-28
- Publication Date
- 2025-06-23
- Estimated Expiration
- 2041-04-28
Smart Images

Figure 0007696598000001 
Figure 0007696598000002 
Figure 0007696598000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine, and the present invention can be applied to a so-called "pinball-type gaming machine" or "rotating drum-type gaming machine".
Background Art
[0002] Generally, a pinball-type gaming machine is provided with a plurality of winning ports such as a start port and a big winning port, and based on the entry of a game ball into the start port, a "win / loss determination regarding a special symbol" is executed. When this win / loss determination is executed, after the variable display of the special symbol is executed on the symbol display device for a certain period of time, the stop symbol indicating the result of the win / loss determination is fixedly displayed. And when the stop symbol fixedly displayed on the symbol display device is a "big win symbol indicating that the result of the win / loss determination is a big win", a big win game for opening the big winning port is executed.
[0003] In addition, this type of gaming machine is provided with an effect device (effect symbol display device, speaker, etc.) in addition to the symbol display device, and game effects are executed corresponding to the variable display of the special symbol to liven up the game. As this type of gaming machine, there is one that can output background music (BGM) output during a specific state (such as a big win game state, etc.) and sound effects (SE: "SOUND EFFECT") output along with a predetermined state (for example, winning at a winning port). And in recent years, with the progress of technology, there have emerged those that can output sound effects in conjunction with background music (see Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in the gaming machine shown in this conventional example, there are cases where it is impossible to meet various preferences of players.
[0006] The present invention has been made in view of the above viewpoints, and an object thereof is to provide a gaming machine that can meet the preferences of players.
Means for Solving the Problems
[0007] The gaming machine of the present invention is a gaming machine that includes at least, as sounds output during a game, an effect sound output in association with the occurrence of a predetermined state and background music output during a specific state, and it is possible to select whether to output the effect sound in conjunction with the output of the background music. This is a feature (hereinafter referred to as the first feature).
[0008] According to the first feature, for example, a player who does not want to hear the effect sound can select not to output the effect sound in conjunction with the output of the background music, and thus can listen to the background music without being disturbed by the effect sound. Also, a player who wants to hear the effect sound can select to output the effect sound in conjunction with the output of the background music, and thus can listen to the effect sound together with the background music. As described above, according to the gaming machine having the first feature, it is possible to meet the preferences of players.
[0009] The gaming machine shown in the first feature may be a pinball-type gaming machine or a rotary drum-type gaming machine. In the case of a pinball game machine, for example, the occurrence of the "predetermined state" means that events such as a game ball flowing down in the game area entering (winning) a predetermined ball entry port (winning port) arranged in the game area, or the game ball passing through a gate or area occur. Also, in a pinball game machine or a rotary drum game machine, the "predetermined state" may also occur due to the appearance of a predetermined symbol or character, the occurrence of a predetermined winning (winning combination), the execution of a variation (variation of a special symbol or production symbol), etc.
[0010] However, in a pinball game machine, it can be assumed that the "predetermined state" occurs due to the occurrence of events such as a game ball flowing down in the game area entering (winning) a ball entry port or the like, or the game ball passing through a gate or area. This event is an irregular event such as a game ball entering the ball entry port (an event that is difficult for the player to accurately predict the occurrence timing). Therefore, it is possible to prevent the occurrence of an effect sound (ball entry sound) unexpectedly for a player who has selected not to output an effect sound in conjunction with the output of the background music. That is, the significance of the present invention is particularly great in that it can prevent a situation where a player who wants to enjoy the background music suddenly experiences an effect sound (ball entry sound) unexpectedly and feels discomfort (for example, a startled situation).
[0011] Also, in the game machine shown in the first feature, there is no particular limitation on the timing for selecting whether to output an effect sound in conjunction with the output of the background music, but this timing can also be determined as follows. For example, when making various settings related to the background music (BGM) (at the timing of making various settings), it may be possible to select whether to output an effect sound in conjunction with the output of the background music.
[0012] Thus, when various settings related to background music are made, convenience is improved. Here, the various settings related to background music include, for example, settings such as the volume of background music, and settings (selection) for selecting any one of a plurality of background musics as the background music, etc. For example, it is highly convenient when there is a need to output the background music preferred by the player and not be disturbed by the effect sounds, or when there is a need to output quiet background music and not be disturbed by the effect sounds.
[0013] Also, in the gaming machine shown in the first feature, As the background music that can be output, it is provided with a plurality of types of background music, It is provided with a selection screen display means for displaying a selection screen for selecting any one of the plurality of types of background music, On the selection screen, it is possible to select whether to output the effect sounds together with the selection of the background music and the output of the background music. This may also be a feature.
[0014] When this feature is provided, since it is possible to select whether to output the effect sounds in a state where the selection screen is being displayed, convenience is further improved.
[0015] In the present invention, "during a specific state" may be any one of during a big win game, during a special game, or during a big win game and a special game. Also, as "during a specific state", it is possible to exemplify a state where the game has not been executed for a certain period, or during a game other than during a big win game and a special game. Here, "during a special game" may be any one of during a time-saving state, during a probability-variable state, or during a time-saving state and a probability-variable state.
[0016] The gaming machine of the present invention In the gaming machine having the first feature, If you choose not to output the sound effects along with the background music, The sound effect is alternatively notified by a notifying means that is not executed when the sound information is other than the sound information and the sound effect is output in conjunction with the output of the background music. This may be provided as a feature (hereinafter, referred to as a second feature).
[0017] When the second feature is provided, it is possible to notify the occurrence of a predetermined state without outputting a sound effect.
[0018] Here, the "alternative notification to the alarm sound" in the second feature may be, instead of sound, a visually appealing image display, a light-emitting display, a moving object movement, a tactile vibration, etc. It is preferable that these alternative notifications are different from those performed when the sound effect is output.
[0019] The gaming machine of the present invention is In a gaming machine having at least one of the first and second features, When a selection is made not to output the sound effect in conjunction with the output of the background music, a sound effect non-output state is entered; The sound effect non-output state is released when the specific state changes. This may be provided as a feature (hereinafter referred to as the third feature).
[0020] When the third feature is provided, the player does not have to cancel the sound effect non-output state one by one, resulting in a hassle-free gaming machine.
[0021] Here, "a change in a specific state" which is a trigger for canceling the sound effect non-output state refers to, for example, the following cases. For example, examples of such occurrences include (1) the end of a specific state and a change to a non-specific state, (2) the content of the specific state, i.e., the end of a jackpot game and a transition to a bonus game, (3) the end of a bonus game, and (4) the content of a bonus game, i.e., the end of a special state and a transition to a time-saving state. [Effect of the Invention]
[0022] As described above, according to the present invention, a gaming machine corresponding to the preferences of players can be obtained. [Brief Description of the Drawings]
[0023]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Figure 29
Figure 30
Figure 31
Figure 32
Figure 33
Figure 34
Figure 35
Figure 36
Figure 37
Figure 38
Figure 39
Figure 40
Figure 41
Figure 42
Figure 43
Modes for Carrying Out the Invention
[0024] Embodiments of the present invention will be described with reference to the drawings. Note that the embodiments of the present invention are not limited to the following embodiments, and various forms can be adopted as long as they belong to the technical scope of the present invention.
[0025] (1) Example 1 As shown in FIG. 1(a), a pachinko machine 50, which is a type of gaming machine, has a structure in which each part is held by an outer frame 51 forming a vertically long fixed outer contour holding frame. Hinges 53 are provided above and below the left side of the outer frame 51, and an inner frame 70 described in FIG. 3 is attached to the other side of the hinge 53. The inner frame 70 is configured to be openable and closable with respect to the outer frame 51. A plate glass 61 is removably provided on the front frame 52, and a game board 1 described in FIG. 2 is attached to the inner frame 70 behind the plate glass 61.
[0026] Further, the front frame 52 is configured to be openable and closable with respect to the inner frame 70 with hinges (not shown) above and below the left side as a fulcrum. When the inner frame 70 is closed with respect to the outer frame 51 and the front frame 52 is closed with respect to the inner frame 70, the game can be executed. Also, when the front frame 52 is opened with respect to the inner frame 70 with hinges (not shown) above and below the left side as a fulcrum, the front surface 1a of the game board 1 is opened, and a worker such as a store clerk in a pachinko parlor can perform an operation to eliminate a problem occurring on the front surface 1a (such as an operation to eliminate a ball jam in the game board 1). In the following description, the front frame 52 may also be referred to as a glass frame.
[0027] Speakers 66 are provided on the upper left and right sides of the front frame 52, and game sounds generated from the pachinko machine 50 are output to improve the taste of the player. Also, a plurality of frame-side decorative lamps 65 that emit light according to the game state are provided on the front frame 52 to improve the taste of the player. An upper tray 55 and a lower tray 63 are integrally formed below the front frame 52. A firing handle 64 is attached to the right side of the lower tray 63. By rotating the firing handle 64 clockwise, a firing device (not shown) moves, and the game ball supplied from the upper tray 55 is fired toward the game board 1. Almost at the center of the upper part of the upper tray 55, there is a performance button 67 that can be operated by the player. By operating the performance button 67 during the valid period, the player can change the performance content displayed on the performance symbol display device 6 described later and change the game sound output by the speaker 66. Further, the performance button 67 is provided with a jog dial 68 around it, and by rotating the jog dial 68, it is possible to change the performance image.
[0028] Furthermore, as shown in FIGS. 1(a) and (b), a cross key 69 is arranged on the left side of the performance button 67. This cross key 69 includes a center button 69a arranged substantially at the center, a left button 69b arranged on the left side of the center button 69a, a right button 69c arranged on the right side of the center button 69a, an upper button 69d arranged behind the center button 69a, and a lower button 69e arranged in front of the center button 69a.
[0029] Here, in this embodiment, during the jackpot start interval, the cross key 69 is activated. Among these cross keys 69, the center button 69a is a button to be pressed when it is desired to determine the alternative item displayed on the performance symbol display device 6 as the item surrounded by the "selection specific part (select pointer) R" (see FIGS. 31 and 32, etc.). Also, the left button 69b is a button to be pressed when it is desired to move the position of the "selection specific part R" to the left direction. On the surface of this left button 69b, a guide display P1 indicating the moving direction of the "selection specific part R" (that is, the left direction) when a pressing operation is performed is provided. Further, the right button 69c is a button to be pressed when it is desired to move the position of the "selection specific part R" to the right direction. On the surface of this right button 69c, a guide display P2 indicating the moving direction of the "selection specific part R" (that is, the right direction) when a pressing operation is performed is provided.
[0030] Also, the upper button 69d is a button to be pressed when wanting to move the position of the "selection identification part R" upward. On the surface of this upper button 69d, a guide display P3 indicating the moving direction of the "selection identification part R" (that is, upward) when a pressing operation is performed is provided. Further, the lower button 69e is a button to be pressed when wanting to move the position of the "selection identification part R" downward. On the surface of this lower button 69e, a guide display P4 indicating the moving direction of the "selection identification part R" (that is, downward) when a pressing operation is performed is provided.
[0031] This pachinko machine 50 is a so-called CR machine, and is attached with a prepaid card unit (CR unit) 56 for performing reading and writing of prepaid cards, etc. The pachinko machine 50 is equipped with a CR settlement display device having a lending button 57, a settlement button 58, and a balance display 59.
[0032] FIG. 2 is a front view of the game board 1 of the pachinko machine 50 of this embodiment. In this game board 1, a substantially circular game area 3 surrounded by known guide rails 2a, 2b is divided into a first game area part 3L and a second game area part 3R with a center case 5 disposed substantially at the center as a boundary. The left side of the center case 5 is the first game area part (hereinafter referred to as the left hitting area) 3L, and the right side is the second game area part (hereinafter referred to as the right hitting area) 3R. A game ball whose launching power reaches the T part shown in the figure with a predetermined power or more rolls along the guide path 3p, reaches the right hitting area 3R, and flows down in the right hitting area 3R. On the other hand, a game ball whose launching power is less than a predetermined value and does not reach the T part flows down in the left hitting area 3L (the left side of the center case 5). A large number of game pins are implanted in the game area 3 (left hitting area 3L, right hitting area 3R) (omitted in the figure).
[0033] Similar to known ones, the center case 5 is provided with a warp inlet, a warp passage, a stage, a window facing the screen 6a of the effect symbol display device 6, etc. Below the center case 5, a special figure 1 start port (hereinafter referred to as the first start port) 11 is arranged. Also, to the left of the first start port 11, four normal winning ports 13 are provided. Note that this normal winning port 13 is a normal winning port that allows constant ball entry with an unchanging ball entry rate. In the right hitting area 3R on the right side of the center case 5, a normal symbol operation gate 17 is arranged. And in the right hitting area 3R, below the normal symbol operation gate 17, a normal electric accessory 12A is arranged. Also, inside the normal electric accessory 12A, a special figure 2 start port (hereinafter referred to as the second start port) 12 is provided, allowing the game balls that enter the inside of the normal electric accessory 12A to enter the second start port 12.
[0034] The normal electric accessory 12A is provided with a pair of left and right wing pieces 12t for opening and closing it. This pair of wing pieces 12t is rotatable based on the fulcrum on the lower end side, and the interval between the upper ends of the pair of wing pieces 12t is narrowed to close the normal electric accessory 12A. When the normal electric accessory 12A is in the closed state, an interval that allows the passage of almost one game ball is formed between the upper ends of the pair of wing pieces 12t. However, directly above the gap formed by the upper ends, an obstacle member 12s that prohibits the passage of game balls is provided. For this reason, when the normal electric accessory 12A is in the open state, the game balls flowing down in the right hitting area 3R may enter the normal electric accessory 12A and enter the second start port 12. But when the normal electric accessory 12A is in the closed state, it is impossible for game balls to enter the normal electric accessory 12A (the second start port 12). However, by removing the obstacle member 12s from above the pair of wing pieces 12t, etc., even when the normal electric accessory 12A is in the closed state, game balls may be able to enter the normal electric accessory 12A (the second start port 12).
[0035] Also, when the distance between the upper ends of the pair of wing pieces 12t is widened, the normal electric device 12A is in an open state. That is, when the normal electric device 12A is in an open state, the pair of wing pieces 12t is in a substantially inverted V shape when viewed from the front, the distance between the upper ends is widened by several times the diameter of the game ball, and the distance between the upper end of each wing piece 12t and the obstacle member 12s becomes wider than the diameter of the game ball. Moreover, the surfaces of the pair of wing pieces 12t facing each other on the left and right constitute a guide surface for guiding the game ball that has reached the periphery of the upper part of the second starting port 12 into the second starting port 12. Therefore, when the normal electric device 12A is in an open state, the game ball flowing down to the periphery of the upper part of the normal electric device 12A (the upper ends of the pair of wing pieces 12t) is likely to enter the second starting port 12.
[0036] Also, a large winning port 14 is arranged at the lower left of the normal electric device 12A (the second starting port 12), and directly below the center case 5 and on the left side of the large winning port 14, a first starting port (first starting winning device) 11 is arranged. The first starting port 11 is configured such that the game ball flowing down from the right hitting area 3R has difficulty entering the ball due to the planted game nails (not shown) and the center case 5 arranged in a large size at the substantially central part of the game area 3. As a result, only the game ball flowing down from the left hitting area 3L can enter the first starting port 11. In other words, the possibility of the game ball flowing down from the right hitting area 3R entering the first starting port 11 is low.
[0037] At the lower part of the right hitting area 3R, a normal symbol display device 7 composed of a plurality of LEDs, a normal symbol hold count display device 8, a first special symbol display device 9 composed of a 7-segment display device, a second special symbol display device 10, a first special symbol hold count display device 18 composed of a plurality of LEDs, and a second special symbol hold count display device 19 are arranged. It is difficult for the player to surely recognize the display contents of the various display devices arranged at this position, and the player during the game will focus on the display contents of the effect symbol display device 6 to play the game.
[0038] By configuring the game board 1 as described above, when a game ball flowing down in the left hitting area 3L enters the first start port 11 exclusively (the first start port switch 11a (see FIG. 4) detects the game ball), the first special symbol display device 9 starts to vary the first special symbol (hereinafter also referred to as the first special figure) and stops after a predetermined time. When a game ball is made to flow down in the right hitting area 3R, based on the game ball entering the normal symbol operation gate 17 (the normal symbol operation switch 17a (see FIG. 4) detects the game ball), the normal symbol display device 7 starts to variably display the normal symbol (hereinafter also referred to as the normal figure), and according to the mode (each mode of winning or losing) of the normal figure that has stopped after a predetermined time, the normal electric accessory solenoid 12b (see FIG. 4) described later is driven. That is, when the winning mode (winning symbol) of the normal figure is stopped and displayed on the normal symbol display device 7 and the normal electric accessory solenoid 12b is driven, the wing piece 12t of the second start port (normal electric accessory 12A) is opened almost synchronously, and it is configured such that a game ball can enter the second start port 12 (detection by the second start port switch 12a (see FIG. 4)). When a game ball enters the second start port 12 (the second special figure start switch 12a (see FIG. 4) detects the game ball), the second special symbol display device 10 starts to variably display the second special symbol (hereinafter also referred to as the second special figure) and stops after a predetermined time.
[0039] During the variation of the first special symbol and the second special symbol, the effect symbol display device 6 displays an effect mode linked to the variation of each special symbol (hereinafter also referred to as the special figure). Also, the first special symbol and the second special symbol do not vary simultaneously, and regardless of the order of the game balls entering the first start port 11 and the second start port 12, the variation (win / loss determination) of the second special symbol is given priority. Specifically, when there is a hold memory of the first special symbol, the variation of the second special symbol stops, and in a state where there is no hold memory of the second special symbol, the variation (win / loss determination) for the hold memory of the first special symbol starts. This point will be described later. However, different from this embodiment, the first special symbol and the second special symbol may be varied in the order of the game balls entering the first start port 11 and the second start port 12, or the first special symbol and the second special symbol may be varied simultaneously.
[0040] According to the determined display modes of the first special symbol and the second special symbol, the big winning opening solenoid 14b (see FIG. 4) described later is driven. When the big winning opening solenoid 14b is driven, the door member 14t of the big winning opening 14 is opened almost synchronously, and it is configured such that game balls can enter the big winning opening 14 (the count switch 14a (see FIG. 4) detects the game balls). That is, a door member (opening / closing member) 14t is tiltably supported on the lower end side of the big winning opening 14. In a non-special game state (when a big win game or a small win game described later is not executed), the big winning opening 14 is in a closed state by the door member 14t, and game balls cannot enter. On the other hand, in a special game state (such as a big win game), the door member 14t tilts (tilts in the direction of the player facing the game board 1), and the big winning opening 14 is in an open state, allowing game balls to enter.
[0041] As described above, since the normal symbol operation gate 17, the second start opening 12, and the big winning opening 14 are arranged in the right hitting area 3R (on the right side of the center case 5), when shifting to a special game state (such as a big win game state) and a time shortening state (big win time shortening state, specific time shortening state, and reaching time shortening state), the firing handle 64 is adjusted so that all the fired game balls reach the right hitting area 3R (adjust the firing power of the game balls to be equal to or greater than a predetermined force). On the other hand, the first start opening 11 is arranged substantially directly below the center case 5, and in a non-opening extended state (non-time shortening state, that is, the normal state), the normal electric accessory 12A (the second start opening 12) is rarely in an open state (much lower than the open extended state (time shortening state)), so the firing handle 64 is adjusted so that all the fired game balls reach the left hitting area 3L (adjust the firing power of the game balls to be less than a predetermined force). In this pachinko machine 50, since the open extension function operates in the time shortening state (big win time shortening state, specific time shortening state, and reaching time shortening state), the time shortening state may be referred to as an open extended state. Note that a large number of game pins (not shown) are implanted in the game area 3 of the game board 1, and an out port 2d is provided at the lowermost part of the board surface.
[0042] As shown in Fig. 3, the back surface of the pachinko machine 50 has an inner frame 70 detachably attached to the game board 1 described above, and the inner frame 70 is housed in the outer frame 51 described above. The inner frame 70 is provided with a ball tank 71, a tank rail 72, and a payout device 73 from above. With this configuration, if a game ball wins a prize in the winning hole on the game board 1, a predetermined number of game balls can be discharged from the ball tank 71 to the upper plate 55 described above by the payout device 73 via the tank rail 72. Also, on the back side of the pachinko machine 50, a main control device 80, a payout control device 81, a performance symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85 are provided. Note that the performance symbol control device 82 and the sub-integrated control device 83 correspond to the sub-control devices.
[0043] The main control device 80, the performance symbol control device 82, and the sub-integrated control device 83 are provided on the game board 1, and the payout control device 81, the launch control device 84, and the power supply board 85 are provided on the inner frame 70. Note that in Fig. 3, the launch control device 84 is not drawn, but the launch control device 84 is provided under the payout control device 81. Also, an external connection terminal 78 is provided on the right side of the ball tank 71, and signals indicating the game state and the game result are sent from this external connection terminal 78 to a hall computer (not shown). Conventionally, two types of external connection terminals 78 for transmitting signals to the hall computer are used: a board terminal (for outputting signals output from the game board side to the hall computer) and a frame terminal (for outputting signals output from the frame side (front frame 52, inner frame 70, outer frame 51) to the hall computer). However, in this embodiment, signals indicating the game state and the game result are transmitted to the hall computer via a single external connection terminal 78.
[0044] Also, detection signals are input to the main control device 80 from the glass frame opening switch 35 and the inner frame opening switch 36. When the inner frame 70 is in the closed state with respect to the outer frame 51, the inner frame opening switch 36 (see Fig. 4) is in the ON state, and when the inner frame 70 is in the open state with respect to the outer frame 51, the inner frame opening switch 36 is in the OFF state. Furthermore, the glass frame opening switch 35 can be provided on the back side of the inner frame 70.
[0045] As shown in the block diagram of FIG. 4, the electrical configuration of this pachinko machine 50 is centered around the main control device 80. Although detailed illustration is 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. And each of these control devices starts a program consisting of a main routine and a sub-routine mounted in the ROM due to an interrupt signal with a 2 ms cycle or a 4 ms cycle by the CPU, and various controls are executed. Also, the main control device 80 is also equipped with a random number counter or the like that extracts (generates) various random numbers. Also, in this embodiment, the emission control device 84 is not provided with a CPU, a ROM, or a RAM. However, it is not limited to this, and the emission control device 84 may be provided with a CPU, a ROM, a RAM, etc.
[0046] Detection signals such as a first start port switch 11a that detects a game ball that has entered the first start port 11, a second start port switch 12a that detects a game ball that has entered the second start port 12, a normal symbol operation switch 17a that detects a game ball that has entered the normal symbol operation gate 17 that activates the normal symbol, a count switch 14a for counting the game balls that have entered the big winning port 14, and a general winning port switch 13a that detects a game ball that has entered the general winning port 13 are input to the main control device 80.
[0047] The main control device 80 operates according to the program it is equipped with, generates various commands related to the progress of the game based on the above detection signals, etc., and outputs them to the payout control device 81 and the sub-integrated control device 83. Also, the main control device 80 controls the display of the first special symbol display device 9 and the second special symbol display device 10 connected via the symbol display device relay terminal board 90, and the lighting of the first special symbol hold count display device 18, the second special symbol hold count display device 19, the normal symbol display device 7, and the normal symbol hold display device 8.
[0048] Furthermore, the main control device 80 controls the opening and closing of the big winning opening 14 by controlling the big winning opening solenoid 14b, and controls the opening and closing of the normal electric accessory (the second start opening 12) by controlling the normal electric accessory solenoid 12b. The output signal from the main control device 80 is also output to the test signal terminal. In addition, management signals such as symbol variation and jackpot (also referred to as special game) are output to the external connection terminal 78 and sent to the hall main computer 87. Bidirectional communication is possible between the main control device 80 and the payout control device 81.
[0049] The payout control device 81 operates the payout motor 20 according to a command sent from the main control device 80 to pay out prize balls. In this embodiment, a detection signal of the payout switch 21 for counting the game balls paid out as prize balls is input to the payout control device 81, and a configuration is used in which the payout control device 81 counts the prize balls. In addition to this, it is also conceivable to use a configuration in which the detection signal of the payout switch 21 is input to both the main control device 80 and the payout control device 81, and the main control device 80 and the payout control device 81 both count the prize balls.
[0050] Note that the payout control device 81 receives signals from the full switch 22 and the ball empty switch 23. When a signal indicating that the lower tray 63 is full is input by the full switch 22 and a signal indicating that there are few or no game balls in the ball tank is input by the ball empty switch 23, the payout motor 20 is stopped and the payout operation of the prize balls is stopped. Note that the full switch 22 and the ball empty switch 23 are also configured to continue outputting signals until their states are resolved, and the payout control device 81 resumes driving the payout motor 20 due to the signals no longer being output.
[0051] In addition, the payout control device 81 operates the payout motor 20 by communicating with the prepaid card unit via the CR unit terminal board 24 to discharge the lent balls. The discharged lent balls are detected by the payout switch 21, and the detection signal is input to the payout control device 81. Note that the CR unit terminal board 24 is also connected to the settlement display board 25 so as to enable two-way communication. A ball lending button for requesting the lending of game balls, a return button for requesting settlement, and a balance display are connected to the settlement display board 25.
[0052] In addition to transmitting information regarding bonus balls, information indicating the open / closed state of the frame (inner frame, front frame), etc. to the hall computer 87 via the external connection terminal 78, the payout control device 81 also transmits a firing stop signal to the firing control device 84. Note that in this embodiment, the configuration is such that game balls are paid out. However, it may be configured to store the game balls generated in response to winning or the like without paying them out.
[0053] The firing control device 84 controls the firing motor 30 to fire the game balls into the game area 3. In addition to the payout control device 81, a rotation amount signal from the firing handle 64, a touch signal from the touch switch 28, and a firing stop signal from the firing stop switch 29 are input to the firing control device 84. The rotation amount signal is output when the player operates the firing handle 64, the touch signal is output when the player touches the firing handle 64, and the firing stop switch signal is output when the player presses the firing stop switch 29. Note that if the touch signal is not input to the firing control device 84, the game balls cannot be fired. Also, when the firing stop switch signal is input, the game balls cannot be fired even if the player touches the firing handle 64.
[0054] The sub-integrated control device 83 corresponds to the sub-control device, 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, and transmits commands for effect display control, etc. to the effect symbol control device 82, and distributes the sound control and lamp control to each control part (function part as the voice control device and lamp control device) included in itself.
[0055] And the function part as the voice control device (denoted as the voice control part 83a in FIG. 4) controls the voice output from the speaker 66 by operating the voice LSI based on the data for voice control, that is, controls the volume, the type of voice (for example, the type of notification sound, etc., the control of the set suggestion sound), etc. Also, the function part as the lamp control device (denoted as the lamp control part 83b in FIG. 4) controls various LEDs and the lamp 26 by operating the lamp driver based on the data for lamp control.
[0056] In addition, an effect button 67, a jog dial 68, and a cross key 69 are connected to the sub-integrated control device 83. When the player operates the effect button 67, the jog dial 68, and the cross key 69, the operation signals are input to the sub-integrated control device 83. Note that the jog dial 68 may be connected to the effect symbol control device 82. Bidirectional communication is possible between the sub-integrated control device 83 and the effect symbol control device 82. The effect symbol control device 82 controls the effect symbol display device 6 based on the data and commands received from the sub-integrated control device 83 (both those transmitted from the main control device 80 and those generated by the sub-integrated control device 83), and displays an effect image such as an effect symbol on the screen 6a of the effect symbol display device 6. In this embodiment, the sub-integrated control device 83 and the effect symbol control device 82 are separated into separate devices, but they may be combined into one device.
[0057] Incidentally, the power supply board 85 (see Fig. 3) is configured as a DC power supply that generates a DC voltage from the power supplied from an external AC power supply, and supplies power to each part constituting the pachinko machine 50 by operating a power switch provided on the power supply board 85. This power supply board 85 is provided with a backup power supply composed of a capacitor or the like, and stores power in the backup power supply while 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 provided with the backup power supply while power is being supplied from the AC power supply, and outputs a power outage signal to the device provided with the backup power supply when the power supply stops.
[0058] Using Fig. 5, the basic specifications of the pachinko machine 50 of this embodiment will be described. The pachinko machine 50 of this embodiment is a so-called "probability change machine", and the jackpot probabilities of the first special symbol and the second special symbol in the high probability state are approximately 10 times the jackpot probabilities of the first special symbol and the second special symbol in the normal probability state (the jackpot determination probability is the normal probability). That is, the jackpot determination probability in the normal probability state is "1 / 300", and the jackpot determination probability in the high probability state is "1 / 30".
[0059] The number of prize balls for a ball entering the first start port 11 and the second start port 12 is 4, and the number of prize balls for a ball entering the other winning port 13 is 10. Also, the number of prize balls for a ball entering the big winning port 14 is 10. Furthermore, the specified number of winning balls for the big winning port 14 is 10, and the specified number of winning balls for the normal electric accessory (the second start port 12) is 9 (not shown in Fig. 5).
[0060] The winning probability of the normal symbol is set to "1 / 6" in the non-open extension state (non-time shortening state), and "5 / 6" in the open extension state (time shortening state). The opening time of the normal electric accessory (the second starting port 12) is "once every 0.3 seconds" in the non-opening extended state (non-time shortening state), and "twice every 1 second" in the opening extended state (time shortening state). The variation time of the normal symbol is set to an average of 5 seconds in the non-opening extended state and an average of 1 second in the opening extended state.
[0061] When a ball enters the first starting port 11 of the pachinko machine 50, a winning or losing determination of the first special symbol (hereinafter referred to as the first winning or losing determination) is executed. Also, when a ball enters the second starting port 12, a winning or losing determination of the second special symbol (hereinafter referred to as the second winning or losing determination) is executed.
[0062] When the first winning or losing determination is executed, the stop symbol (big win symbol or non-winning symbol) of the first special symbol and the variation pattern (the variation pattern that specifies the time during which the first special symbol is variably displayed) are determined by random number extraction, and based on the determined variation time, the symbol variation of the first special symbol display device 9 and the effect symbol display device 6 is started. Then, after the variation time of the first special symbol has elapsed, the stop symbol (determined symbol) of the first special symbol is displayed on the first special symbol display device 9, and the effect symbol corresponding to the first special symbol is stopped and displayed (determined display) on the effect symbol display device 6, and the result of the first winning or losing determination is notified.
[0063] Also, when the second winning or losing determination is executed, the stop symbol (big win symbol or non-winning symbol) of the second special symbol and the variation pattern (the variation pattern that specifies the time during which the second special symbol is variably displayed) are determined by random number extraction, and based on the determined variation time, the symbol variation of the second special symbol display device 10 and the effect symbol display device 6 is started. Then, after the variation time of the second special symbol has elapsed, the stop symbol (determined symbol) of the second special symbol is displayed on the second special symbol display device 10, and the effect symbol corresponding to the second special symbol is stopped and displayed (determined display) on the effect symbol display device 6, and the result of the second winning or losing determination is notified.
[0064] When the result of the winning or losing determination of the first special symbol (the first winning or losing determination) or the result of the winning or losing determination of the second special symbol (the second winning or losing determination) is a big win, after the variable display of the special symbol is performed for a predetermined time, the special symbol (the first special symbol, the second special symbol) is fixedly displayed as a big win symbol (Special Figure 1 - Big Win Symbol 1, Special Figure 1 - Big Win Symbol 2, Special Figure 2 - Big Win Symbol 1, or Special Figure 2 - Big Win Symbol 2). As a result, when the condition device operates, the accessory continuous operation device operates, and a big win game in which the big winning opening 14 is opened in a predetermined manner is executed.
[0065] When the result of the winning or losing determination of the first special symbol (the first winning or losing determination) or the result of the winning or losing determination of the second special symbol (the second winning or losing determination) is a big win, after the variable display of the special symbol is performed for a predetermined time, the special symbol (the first special symbol, the second special symbol) is fixedly displayed as a big win symbol (Special Figure 1 - Big Win Symbol 1, Special Figure 1 - Big Win Symbol 2, Special Figure 2 - Big Win Symbol 1, or Special Figure 2 - Big Win Symbol 2). As a result, when the condition device operates, the accessory continuous operation device operates, and a big win game in which the big winning opening 14 is opened in a predetermined manner is executed.
[0066] In the pachinko machine 50 of this embodiment, when the result of the first winning or losing determination is a big win, as shown in FIG. 6(a), the case where the stopped symbol (the fixedly displayed big win symbol) is "Special Figure 1 - Big Win Symbol 1 (8R Big Win Symbol)" occurs at a rate of "50%", and the case where it is "Special Figure 1 - Big Win Symbol 2 (8R Big Win Symbol)" occurs at a rate of "50%". Also, when the result of the second winning or losing determination is a big win, the case where it is "Special Figure 2 - Big Win Symbol 1 (10R Big Win Symbol)" occurs at a rate of "50%", and the case where it is "Special Figure 2 - Big Win Symbol 2 (10R Big Win Symbol)" occurs at a rate of "50%".
[0067] Here, "Special Figure 1 - Big Win Symbol 1" and "Special Figure 2 - Big Win Symbol 1" are so-called "probability-variable big win symbols". When these probability-variable big win symbols are stopped and displayed, after the corresponding big win game is executed, the game state of the pachinko machine 50 shifts to a high-probability state and an extended opening state (short-time state). This high-probability state and open-extension state (hereinafter referred to as the high-probability and time-saving state) continues until the number of executions of the winning / losing determination (first winning / losing determination or second winning / losing determination) regarding the special symbol reaches 50 times after a big win game, or until the result of the winning / losing determination (first winning / losing determination or second winning / losing determination) becomes a big win.
[0068] After transitioning to the high-probability and time-saving state, when the number of executions of the winning / losing determination regarding the special symbol reaches 50 times, the gaming state of the pachinko machine 50 transitions to the normal-probability state and open-extension state (hereinafter referred to as the normal-probability and time-saving state). This normal-probability and time-saving state continues until the number of executions of the winning / losing determination regarding the special symbol reaches 100 times after a big win game, or until the result of the winning / losing determination becomes a big win. And when the normal-probability and time-saving state ends, the gaming state becomes the normal-probability and non-open-extension state (hereinafter referred to as the normal-probability and non-time-saving state), that is, the normal state.
[0069] Also, "Special Figure 1 - Big Win Symbol 2" and "Special Figure 2 - Big Win Symbol 2" are so-called "normal big win symbols". When these normal big win symbols stop and are displayed, after executing the corresponding big win game, the gaming state of the pachinko machine 50 transitions to the normal-probability and time-saving state. This normal-probability and time-saving state also continues until the number of executions of the winning / losing determination regarding the special symbol reaches 100 times after a big win game, or until the result of the winning / losing determination becomes a big win. And when the normal-probability and time-saving state ends, the gaming state becomes the "normal-probability and non-time-saving state", that is, the normal state.
[0070] In the following description, the time-saving state that transitions after the result of the winning / losing determination becomes a big win and a big win game is executed may be referred to as the "big win time-saving state (a time-saving state)" based on the cause of the transition. Also, this big win time-saving state (a time-saving state) is a state in which the opening time of the normal electric accessory (second starting port 12) is extended (opening extension function), and the variable time-saving function that shortens the average fluctuation time of the special symbol and the normal symbol is activated (that is, a state in which time-saving control is performed). The non-time-saving state is a state in which the opening extension function and the variable time-saving function are not activated (that is, a state in which time-saving control is not performed).
[0071] Also, as shown in FIG. 6(c), in this pachinko machine 50, when the game state is in the normal probability state (regardless of whether it is a non-time-limited state or a time-limited state), when the number of times of the "win / loss determination regarding special symbols (first win / loss determination or second win / loss determination)" is executed without resulting in a big win reaches "900 times (prescribed reach count)", the game state shifts to the normal probability / time-limited state (hereinafter, this time-limited state may be referred to as the b time-limited state) (see FIG. 9(b)).
[0072] That is, when the number of times of the win / loss determination (first win / loss determination or second win / loss determination) executed in the normal probability state reaches the prescribed reach count, without going through a big win game, it shifts to the normal probability / open extension state (b time-limited state). This normal probability / time-limited state (b time-limited state) continues until the number of times of the win / loss determination (first win / loss determination or second win / loss determination) executed after shifting to this normal probability / time-limited state (b time-limited state) reaches "900 times" or the result of the win / loss determination (first win / loss determination or second win / loss determination) becomes a big win.
[0073] In the following description, when the number of times of the win / loss determination (first win / loss determination or second win / loss determination) reaches the prescribed reach count, the time-limited state (b time-limited state) that shifts may sometimes be referred to as the "reach time-limited state" based on the cause of the shift. Here, as shown in FIG. 6(d), the prescribed reach count is the number of fluctuations of the special symbols starting from the "RAM clear process" that initializes the RAM mounted on the main control device 80 or after a big win occurs (after a big win game is executed), that is, the number of times of the "win / loss determination regarding special symbols" executed without resulting in a big win in the normal probability state.
[0074] In the embodiment, the specified number of arrivals may be any value exceeding the "reciprocal" of the jackpot probability (1 / 300) (a value exceeding 300). That is, even if the win / loss determination is made only for the number of times exceeding the "reciprocal" of the jackpot probability in the normal probability state, if a jackpot is not generated, it is regarded as a so-called "hit", and the game state is shifted to the time-saving state to rescue the player who continues a sound game. More specifically, when the jackpot probability is "1 / 300", for example, it can be 301 times or more, particularly 700 times or more, or any number between 750 and 900 times.
[0075] In this embodiment, when shifting to the "arrival time-saving (b time-saving state)", a much larger number of time-saving times can be obtained compared to the jackpot time-saving (a time-saving state). Here, the number of win / loss determinations (900 times) that can be executed while maintaining the b time-saving state is referred to as the time-saving times of the b time-saving state. However, different from this embodiment, when shifting to the jackpot time-saving (a time-saving state), it may be assumed that a larger number of time-saving times are given than in the "arrival time-saving (b time-saving state)".
[0076] The arrival time-saving state (b time-saving state) is also a state in which the opening time of the normal electric accessory (the second start port 12) is extended (opening extension function), and the time-saving function that shortens the average variation time of the special symbol and the normal symbol operates, similar to the jackpot time-saving (a time-saving state).
[0077] In the pachinko machine 50 of this embodiment, as shown in FIG. 7(a), when the game state is the non-time-saving state, or as shown in FIG. 7(b), when the game state is the time-saving state, if the result of the first win / loss determination is a miss, "Special Figure 1 - Miss Symbol 1" or "Special Figure 1 - Miss Symbol 2" is definitely displayed as the miss symbol. Also, when the result of the first win / loss determination is a miss, the probability that the miss symbol is set to "Special Figure 1 - Miss Symbol 1" (the probability selected by random number lottery) is "149 / 150", and the probability that it is set to "Special Figure 1 - Miss Symbol 2" (the probability selected by random number lottery) is "1 / 150". Here, "Special Figure 1 - Miss Symbol 1" constitutes a specific example of a non-specific miss symbol (non-specific symbol), and "Special Figure 1 - Miss Symbol 2" constitutes a specific example of a specific miss symbol (specific symbol).
[0078] Then, as shown below, when a specific non-winning symbol (specific symbol) is definitely displayed under predetermined conditions (non-time-shortening state), a specific non-win occurs. Here, causing a specific non-win, that is, selecting a specific non-winning symbol as a non-winning symbol under predetermined conditions (non-time-shortening state) corresponds to "specific time-shortening winning".
[0079] Here, in this embodiment, a specific symbol is set as one aspect of the non-winning symbol (Special Figure 1_Non-winning Symbol 2). However, in the present invention, a specific time-shortening symbol may be set regardless of the non-winning symbol. For example, when the result of the win / loss determination regarding the special symbol is not a big win, it is determined whether it is a specific time-shortening win. If it is a specific time-shortening win, the specific symbol is selected as the stop symbol, and if it is not a specific time-shortening win, a non-specific time-shortening symbol may be selected as the stop symbol.
[0080] Also, when the result of the second win / loss determination is a non-win, as shown in FIG. 7(c), "Special Figure 2_Non-winning Symbol 1" is definitely displayed as the non-winning symbol. Note that when the result of the second win / loss determination is a non-win, the probability that the non-winning symbol is set to "Special Figure 2_Non-winning Symbol 1" is "100%", and this "Special Figure 2_Non-winning Symbol 1" constitutes a specific example of a non-specific non-winning symbol. Thus, in this embodiment, among the non-winning symbols of the first special symbol, there is a specific non-winning symbol (specific non-winning symbol), but among the non-winning symbols of the second special symbol, there is no specific non-winning symbol (specific symbol). However, a specific non-winning symbol may be provided among the non-winning symbols of the second special symbol.
[0081] When the gaming state is a non-time-limited state, if a specific non-winning symbol (Special Figure 1 - Non-winning Symbol 2) stops and is displayed (confirmed display), a specific non-win occurs (i.e., a specific time-limited win is selected). As shown in Fig. 6(a), without executing a big win game (without going through a big win game), the gaming state of the pachinko machine 50 transitions to a normal probability state and a time-limited state (c time-limited state). This normal probability and time-limited state (c time-limited state) continues until the number of executions of the win / loss determination (first win / loss determination or second win / loss determination) regarding the special symbol reaches 50 times after transitioning to this state (c time-limited state), or until the result of the win / loss determination (first win / loss determination or second win / loss determination) becomes a big win (see Fig. 9(c)). Here, the number of win / loss determinations (50 times) that can be executed while maintaining the c time-limited state is called the time-limited number of times in the c time-limited state.
[0082] Based on the confirmed display of this specific non-winning symbol (specific symbol), the "normal probability state and time-limited state" that transitions without going through a big win game is the specific time-limited state (c time-limited state). Note that even if a non-specific non-winning symbol stops and is displayed (confirmed display), it does not trigger a transition to the time-limited state. Then, when this normal probability and time-limited state (c time-limited state) ends, the gaming state becomes a normal probability and non-time-limited state (normal state).
[0083] This specific time-limited state (c time-limited state) is also a state in which the opening time of the ordinary electric accessory (second start port 12) is extended (opening extension function), similar to the big win time-limited state (a time-limited state), and the time-limited function that shortens the average variation time of the special symbol and the ordinary symbol is activated. Here, the time-limited state (c time-limited state) that transitions without executing a big win game when the specific non-winning symbol (Special Figure 1 - Non-winning Symbol 2) is confirmed and displayed is called the "specific time-limited state" to distinguish it from other time-limited states (a time-limited state and b time-limited state) with different activation triggers.
[0084] On the one hand, in this embodiment, as shown in FIG. 7(b), when the gaming state is a time-saving state (any one of the a time-saving state, the b time-saving state, and the c time-saving state), even if a specific off-design (Special Figure 1 - off-design 2) is definitely displayed, it is not treated as a specific off, but is treated as just an off. That is, when the gaming state is a time-saving state, even if a specific off-design (Special Figure 1 - off-design 2) is definitely displayed, it does not become a specific time-saving state. That is, in this embodiment, when the gaming state is a time-saving state (any one of the a time-saving state, the b time-saving state, and the c time-saving state), when a specific off-design (Special Figure 1 - off-design 2) is definitely displayed, the time-saving count remains as it is and is not newly incremented by 50 times. For example, when the number of remaining times (remaining count) of the pass / fail determination that can be executed while maintaining the time-saving state is 20 times, even if a specific off-design (Special Figure 1 - off-design 2) stops being displayed (definitely displayed), the time-saving count does not become "20 times + 50 times", but remains as "20 times".
[0085] Note that when the gaming state is a time-saving state (when it is the a time-saving state, the b time-saving state, or the c time-saving state), when a specific off-design (Special Figure 1 - off-design 2) is definitely displayed, it may not be treated as just an off. For example, when in a time-saving state (the a time-saving state, the b time-saving state, or the c time-saving state), when a specific off-design is definitely displayed, compare the remaining number of times of the pass / fail determination that can be executed in the ongoing time-saving state with the time-saving count of the time-saving state (specific time-saving state) given when the specific off-design stops being displayed. If the time-saving count is more than the remaining count, it may be possible to update the remaining count with the time-saving count (50 times) planned to be given when shifting to the c time-saving state.
[0086] For example, when the remaining number of times of the pass / fail determination that can be executed in the ongoing time-saving state is "60 times", even if a specific off-design is definitely displayed, the remaining count is maintained. When the remaining number of times of the pass / fail determination that can be executed in the ongoing time-saving state is "20 times", even if a specific off-design is definitely displayed, the remaining count may be updated to "50 times". By doing so, even if a specific off-design is definitely displayed, the remaining number of times of the pass / fail determination that can be executed in the ongoing time-saving state does not decrease, so it does not disadvantage the player.
[0087] However, unlike this embodiment, when the game state is the time-saving state, the specific non-winning symbol (Special Figure 1 - Non-winning Symbol 2) itself may not be selected and may not be definitely displayed. For example, when the game state is the time-saving state and the result of the first win / loss determination is a non-win, the probability (the probability selected by random number lottery) of setting "Special Figure 1 - Non-winning Symbol 1" as the non-winning symbol may be "150 / 150".
[0088] Here, with reference to FIG. 8, the "game state at the time of occurrence of the opportunity to transition to the time-saving state" and the "type of the time-saving state to be transitioned to" will be described. Regardless of whether the game state is "normal probability - non-time-saving state (so-called normal state)", "a time-saving state", "b time-saving state", or "c time-saving state", when the big win symbol is definitely displayed, it is possible to transition to the "a time-saving state" through a big win game.
[0089] Also, when the game state is "normal probability - non-time-saving state (so-called normal state)", "a time-saving state", or "c time-saving state", when an opportunity to transition to the reachable time-saving state (b time-saving state) occurs, it is possible to transition to the reachable time-saving state (b time-saving state) without going through a big win game. Note that when the game state is the reachable time-saving state (b time-saving state), it is considered unrealistic to have an opportunity to transition to the reachable time-saving state (b time-saving state). Presumably, in a situation where the big win probability is "1 / 300", the result of the win / loss determination (win / loss determination regarding the special symbol) does not result in a big win for 900 consecutive times, transitions to the reachable time-saving state (b time-saving state), and the result of the win / loss determination (win / loss determination regarding the special symbol) does not result in a big win for another 900 consecutive times in this reachable time-saving state (b time-saving state), that is, the probability that the big win probability is "1 / 300" and there is no big win for 1800 consecutive times is quite low.
[0090] Also, it is conceivable to provide that the short-time-on arrival state operates only once until a big win (big win game) occurs. In that case, if the result of the win / loss determination (win / loss determination regarding the special symbol) does not result in a big win over 900 times in the short-time-on arrival state, and the win / loss determination (win / loss determination regarding the special symbol) is performed again over 900 times after the short-time-on arrival state ends, a configuration where the short-time-on arrival state is not entered is conceivable. Furthermore, when the game state is "normal probability·non-short-time state (so-called normal state)", if a trigger for transitioning to a specific short-time state (c short-time state) occurs, it is possible to transition to the specific short-time state (c short-time state) without going through a big win game. On the other hand, when the game state is "a short-time state" or "b short-time state", even if a specific non-winning symbol is definitely displayed, instead of newly transitioning to the "c short-time state", the continuing short-time state is maintained.
[0091] In this embodiment, even if the special symbol 1_non-winning symbol 2 is definitely displayed in the short-time state, there is no new transition to the specific short-time state (c short-time state). However, in the final variation of the short-time state (the final variation in which variable display can be executed in the short-time state, that is, the variation started with the remaining number of times being 1), if the special symbol 1_non-winning symbol 2 (specific non-winning symbol) is definitely displayed, it may be configured to transition to the c short-time state.
[0092] Next, with reference to FIGS. 6(a) and 6(b), the content of the big win game executed when the result of the win / loss determination (first win / loss determination, second win / loss determination) regarding the special symbol is a big win, and the game state to which the game transitions after the big win game is executed will be described.
[0093] As shown in FIG. 6(a), when the result of the first win / loss determination is a big win and the "special symbol 1_big win symbol 1 (8R probability-variable big win symbol)" is definitely displayed, an 8R probability-variable big win occurs and an "8R big win game" is executed. Also, when the result of the first win / loss determination is a big win and the "special symbol 1_big win symbol 2 (8R normal big win symbol)" is definitely displayed, an 8R normal big win occurs and an "8R big win game" is executed.
[0094] As shown in Fig. 6(b), when the result of the second win / loss determination is a big win and "Special Figure 2 - Big Win Symbol 1 (10R Normal Big Win Symbol)" is confirmed and displayed, a 10R certain-variation big win occurs and a "10R Big Win Game" is executed. Also, when the result of the second win / loss determination is a big win and "Special Figure 2 - Big Win Symbol 2 (10R Normal Big Win Symbol)" is confirmed and displayed, a 10R normal big win occurs and a "10R Big Win Game" is executed. Here, in the "8R Big Win Game", a round game (with a maximum opening of 30 seconds or 10 counts per round) that opens the big winning opening 14 is performed 8 times with a predetermined interval in between, and in the "10R Big Win Game", a similar round game is performed 10 times with a similar interval in between.
[0095] Returning to Fig. 5 for further explanation, the number of bonus balls for a ball entering the first starting opening 11 and the second starting opening 12 is 4, and the number of bonus balls for a ball entering the other winning opening 13 is 10. Therefore, when in the extended opening state (a time-short state, b time-short state, c time-short state), when a game ball is launched towards the right hitting area 3R, the ball frequently wins and enters the second starting opening 12, and by frequently obtaining "4" bonus balls based on the ball entering the second starting opening 12, so-called "ball reduction" can be suppressed. Also, the number of bonus balls for a ball entering the big winning opening 14 is 10. Furthermore, the specified number of winning balls for the big winning opening 14 is 10, and the specified number of winning balls for the ordinary electric accessory (the second starting opening 12) is 9.
[0096] The winning probability of the normal symbol is set to "1 / 6" in the non-time-short state (non-extended opening state) and "5 / 6" in the time-short state (a time-short state, b time-short state, c time-short state). The opening time of the ordinary electric accessory (the second starting opening 12) is "once every 0.3 seconds" in the non-time-short state and "twice every 1 second" in the time-short state (a time-short state, b time-short state, c time-short state). The variation time of the normal symbol is an average of 5 seconds in the non-time-short state and an average of 1 second in the time-short state (a time-short state, b time-short state, c time-short state).
[0097] In this embodiment, there are multiple types of time-saving states (a time-saving state, b time-saving state, c time-saving state). However, in the present invention, only a specific time-saving state (c time-saving state) may be provided as the time-saving state. Also, in the present invention, as shown in this embodiment, when there are multiple types of time-saving states, their time-saving performances may be the same regardless of the type of time-saving state, or may be different depending on the type of time-saving state.
[0098] Here, the time-saving performance is specified, for example, by (a) the degree of improvement in the probability of a variable start port receiving a ball in the time-saving state (the degree of extension of the opening time of the variable start port), (b) the average variation time of the special symbol in the time-saving state (the degree of shortening of the average variation time of the special symbol in the time-saving state), (c) the winning probability of the normal symbol, and (d) the average variation time of the normal symbol. When the time-saving performances are different, any one of the performance evaluation items in (a) to (d) will be different. Note that, no matter which time-saving performance shown in (a) to (d) is provided, the execution frequency of the win / loss determination (the win / loss determination of the special symbol) per unit time is improved. Therefore, the state having such time-saving performance is referred to as the "time-saving state". Here, as the state having time-saving performance, it refers to (A) a state where the probability of a ball entering the variable start port is improved compared to the normal state, (B) a state where the average variation time of the special symbol is shortened compared to the normal state, (C) a state where the winning probability of the normal symbol is increased compared to the normal state, (D) a state where the average variation time of the normal symbol is shortened compared to the normal state, or a state having at least two or more of (A) to (D). When the time-saving performances are different, any one of the performance evaluation items in (a) to (d) will be different.
[0099] Under the above configuration, in the pachinko machine 50 of this embodiment, when the game state is a non-time-limited state, first, the player aims at the left hitting area 3L and fires a game ball (performs a left hit), and aims to generate a big win in the first win / loss determination by the ball entering the first starting port 11. Then, after generating a big win and executing the big win game, it shifts to the big win time-limited state (a time-limited state), and since the opening time of the normal electric accessory 12A (the second starting port 12) is extended, the firing mode of the game ball is switched (strengthened), and the game ball is fired toward the right hitting area 3R (aims at the ball entering the second starting port 12 by a right hit).
[0100] Also, regardless of whether the game state is a non-time-limited state or a time-limited state, when a win / loss determination (win / loss determination regarding special symbols) that is executed without generating a big win is performed a predetermined specified number of times reached (in this embodiment, "900 times"), it shifts to the reached time-limited state (b time-limited state), and the opening time of the normal electric accessory 12A (the second starting port 12) is extended.
[0101] Furthermore, when a specific non-winning symbol stops being displayed in the case where the game state is a non-time-limited state, it shifts to the specific time-limited state (c time-limited state) without going through the big win game, and the opening time of the normal electric accessory 12A (the second starting port 12) is extended. Note that even if a specific non-winning symbol is definitely displayed in the time-limited state (a time-limited state, b time-limited state, c time-limited state), it is treated as a normal non-winning (non-specific non-winning), and based on the definite display of the specific non-winning symbol, it does not shift to the specific time-limited state.
[0102] Also, in this gaming machine 50, usually, the number of prize balls increases in proportion to the number of rounds of the game. Therefore, in the pachinko machine 50 of this embodiment, when the result of the second win / loss determination is a big win, there is a higher possibility of obtaining a larger number of prize balls than when the result of the first win / loss determination is a big win.
[0103] In this embodiment, there is no difference in the benefits given after a big win between the case where the result of the first win / loss determination is a big win and the case where the result of the second win / loss determination is a big win. However, unlike this embodiment, a difference may be provided between the two cases. For example, the benefits given after a big win may be more when the result of the second win / loss determination is a big win than when the result of the first win / loss determination is a big win. That is, the period of the short-time state (a short-time state) that transitions after a big win may be longer when the result of the second win / loss determination is a big win than when the result of the first win / loss determination is a big win.
[0104] Furthermore, the method of providing a difference in gains between the case where the result of the second win / loss determination is a big win and the case where the result of the first win / loss determination is a big win is not limited to this. For example, the benefits given after a big win may be the same, and a difference in gains may be provided depending on the number of prize balls given during the execution of the big win game. Conversely, the number of prize balls given during the execution of the big win game may be the same, and a difference may be provided in the gains provided to the player depending on the number of benefits given after the big win game.
[0105] As described above, in this pachinko machine 50, the second start port 12 and the like are arranged in the right hitting area 3R. Since the winning frequency of the second start port 12 is improved in the short-time state (a short-time state, b short-time state, c short-time state), in the short-time state (big win short-time, arrival short-time, specific short-time state), it is configured to induce the launch of game balls into the right hitting area 3R.
[0106] In this pachinko machine 50, the game proceeds as follows. First, the main routine executed by the main control device 80 of the pachinko machine 50 will be described using the flowchart shown in FIG. 10. This main routine is periodically executed by a hardware interrupt every approximately 2 ms. In this embodiment, the process executed only once from S10 to S70 is referred to as "this process", and the process of S75 that is repeatedly executed as long as time permits within the time remaining after executing this process is referred to as "remaining process". "This process" will be periodically executed by the above interrupt.
[0107] When a hardware 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 the 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. As cases where it is not a normal interrupt, it is conceivable that the microcomputer runs wild due to power-on or noise, etc. However, since it can be considered that the microcomputer rarely runs wild due to recent technological improvements, most cases are at power-on. At power-on, the value in the predetermined area of the RAM is a value different from the predetermined value.
[0108] When it is determined that it is not a normal interrupt (S10: no), initial settings (for example, writing a predetermined value to a predetermined area of the memory, writing each initial value to the working area of the memory such as setting special symbols and normal symbols as initial symbols, etc.) are performed (S15), and the process proceeds to the remaining processing (S75).
[0109] When an affirmative determination of a normal interrupt is made (S10: yes), an initial value random number update process is executed (S20). This process is an increment process of adding +1 each time this process is executed to the value of the initial value random number. When the random number value before executing this process is the maximum value of "3966", it returns to the initial value of "0" in the next process, and 3967 integers from "0" to "3966" are repeatedly created in ascending order.
[0110] The jackpot determination random number update process (S25) following S20 is an increment process of adding +1 each time the process is executed, and when it is the maximum value of "3966", it returns to the initial value of "0" in the next process, and 3967 integers from "0" to "3966" are repeatedly created in ascending order. Note that the first value of the jackpot determination random number is the value set in the initial value random number setting process. If this value is 250, the jackpot determination random number is updated as "250", "251", "252", ···, "3966", "0", "1", ···.
[0111] When the jackpot determination random number makes one round (updated 3,967 times), the value of the initial value random number at that time is set as the initial value of the jackpot determination random number, and the jackpot determination random number performs an increment process of adding +1 from its initial value. Then, when the jackpot determination random number makes one round again, the operation of setting the value of the initial value random number at that time as the initial value of the jackpot determination random number is performed. That is, this series of operations will continue to be repeated. In the above example, when the jackpot determination random number becomes "249", it is one round, so the number after "249" is the value of the initial value random number. Assuming the value of the initial value random number is "87", it will change as "249", "87", "88", ···, "3966", "0", "1", ···, "86", and the number after "86" is the new value of the initial value random number. The jackpot symbol determination random number update process (S30) is configured as a counter that repeatedly creates 100 integers from "0" to "99", and is incremented by +1 for each process. When it exceeds the maximum value, it returns to the initial value "0".
[0112] The subsequent winning determination random number update process (S35) after S30 is configured as a counter that repeatedly creates 997 integers from "0" to "996", and is incremented by +1 for each process. When it exceeds the maximum value, it returns to the initial value "0". Note that the winning determination random number update process is used for the ordinary symbol lottery, and the other initial value random number, jackpot determination random number, jackpot symbol determination random number, reach determination random number, and variation pattern determination random number are used for the special symbol lottery. The subsequent reach determination random number update process (S40) after S35 is configured as a counter that repeatedly creates 229 integers from "0" to "228", and is incremented by +1 for each process. When it exceeds the maximum value, it returns to the initial value "0". Note that when in the normal probability state and the variation time shortening function is not activated, the number of values that result in a reach is 21, and the values are from "0" to "20". When in the normal probability state and the variation time shortening function is activated, the number of values that result in a reach is 5, and the values are from "0" to "4". When in the high probability state, the number of values that result in a reach is 6, and the values are from "0" to "5".
[0113] The random number update process (S45) for determining the variation pattern following S40 is configured as a counter that repeatedly generates 1021 integers from "0" to "1020", incremented by 1 for each execution of this process, and returning to the initial value "0" when exceeding the maximum value.
[0114] The random number update process (S46) for determining the outlier symbol is configured as a counter that repeatedly generates 3967 integers from "0" to "3966", incremented by 1 for each execution of this process, and returning to the initial value "0" when exceeding the maximum value.
[0115] In the subsequent winning confirmation process (S50), the winning confirmation for the first start port 11, the second start port 12, the big winning port 14, the general winning port 13, and the ball entry into the normal symbol operation gate 17, and the input process of each switch provided in the pachinko machine 50 and connected to the main control device 80 are executed. The winning (ball entry) confirmation process (start winning process) for each start port and operation port will be described later.
[0116] In this embodiment, when the game ball wins at the first start port 11 or the second start port 12, a plurality of random numbers such as the jackpot determination random number, the jackpot symbol determination random number, the variation pattern determination random number, and the reach determination random number are acquired. However, the number that can be reserved and stored is up to 4 for each of the first start port 11 and the second start port 12. When the game ball wins at the first start port 11 or the second start port 12 when the reserved storage is full (4), only the winning balls (4) are paid out, and the plurality of random numbers are not reserved and stored.
[0117] Subsequently, a determination process (S55) is performed as a condition establishment determination means for determining whether it is a jackpot. When this determination process (S55) ends, subsequently, a jackpot game process (S60) is performed to control the jackpot game that is performed when the result of the determination regarding the special symbol is a jackpot.
[0118] The subsequent illegal monitoring process (S65) is a process for monitoring whether any illegal acts are being committed against the normal winning opening 13. It determines whether the number of game balls entering the winning opening within a predetermined time is greater than a predetermined specified number. If it is greater, it is determined as illegal and a notification to that effect is made. That is, the illegal determination means is provided in the main control device 80. Subsequently, the main control device 80 then executes each output process (S70) for transmitting various types of information to the hall computer 87 and the like.
[0119] The above-mentioned remaining process following this process is composed of an initial value random number update process (S75), which is exactly the same process as S20 described above. This process forms an infinite loop and is repeatedly executed as long as time permits until the next interrupt is executed. The time required to execute this process from S10 to S70 described above varies for each interrupt depending on whether a big win process is executed, differences in the display mode of special symbols, and the like. As a result, the number of times the remaining process is executed also varies for each interrupt, and the value updated to the initial value random number when the interrupt process shown in FIG. 10 is executed once is not uniform. Thereby, the possibility that the initial value random number synchronizes with the big win determination random number becomes extremely small. If the values (3967 cases from 0 to 3966) of the initial value random number when the big win determination random number makes one round occur to the same extent, the synchronization probability is only 1 / 3967. Also, the above-mentioned winning determination random number update process (S35) may also be configured to be executed within the remaining process.
[0120] Next, with reference to FIG. 11, a start winning confirmation process regarding the normal symbol (hereinafter sometimes referred to as the normal symbol start winning confirmation process) will be described. This normal symbol start winning confirmation process is one of the subroutines of the winning confirmation process (S50) in the main routine of FIG. 10. The start winning confirmation process for the normal symbol (normal symbol start winning confirmation process) shown in FIG. 11 determines whether or not there is a ball entry into the normal symbol operation gate 17 (S100). If there is a ball entry (S100: yes), it determines whether or not the hold memory of the normal symbol is full (S102). In the case of a negative determination (S102: no), in the process of S104, various random numbers such as the random number for determining a win of the normal symbol and the random number for determining a winning symbol (random number for normal symbol determination) are extracted, and the extracted various random numbers are stored (up to 4) in the memory of the main control device 80 as hold memory (a hold memory process for the normal symbol provided in the built-in RAM, not shown in FIG. 11). Then, display control of the normal symbol hold number display device 8 and the process of transmitting a normal symbol hold number command to the effect symbol display device 82 and the sub-integrated control device 83 are performed (S106), and this process is terminated (returned).
[0121] Also, when it is determined in the process of S100 that there is no entry of a game ball into the normal symbol operation gate 17 (S100: no) and when the hold memory of the normal symbol is full (S102: yes), it simply returns.
[0122] Next, with reference to FIGS. 12 to 14, the win / loss determination process for the normal symbol (hereinafter sometimes referred to as the normal symbol win / loss determination process) will be described. This normal symbol win / loss determination process is one of the subroutines of the win / loss determination process (S55) in the main routine of FIG. 10. In the normal symbol win / loss determination process (normal symbol win / loss determination process), first, it determines whether or not the normal electric accessory 12A for opening the second start port 12 is in operation (S110). If the normal electric accessory 12A is in operation (S110: yes), it directly proceeds to the normal symbol game process. Also, if the normal electric accessory 12A is not in operation (S110: no), it determines whether or not the normal symbol is in the process of changing (S112). If it is not in the process of changing (S112: no), it determines whether or not the determined symbol is being displayed (S114).
[0123] If the determination symbol is not being displayed (S114: no), it is determined whether there is a hold memory of the normal symbol (S116). If there is a hold memory of the normal symbol (S116: yes), the number of hold memories of the normal symbol is decremented (S118), and the process proceeds to S120. If there is no hold memory of the normal symbol (S116: no), the process directly proceeds to the normal symbol game process.
[0124] In S120, the oldest one in the hold memory is read (and that hold memory is erased), and it is determined whether the time-saving flag is set (i.e., 1). If the determination in this S120 is affirmative (S120: yes), the random number for determining a win of the read normal symbol is compared with the winning value recorded in the time-saving table (S122), and the process proceeds to S130 in FIG. 13. If the determination is negative (S120: no), in S124, the random number for determining a win is compared with the winning value recorded in the normal table, and the process proceeds to S130 in FIG. 13.
[0125] Here, in this embodiment, when the game state is such that the big win probability regarding the special symbol is the normal probability (the time-saving flag is "0"), the win probability of the normal symbol is set to "1 / 6", and when it is in the time-saving state (the time-saving flag is "1"), the win probability of the normal symbol is set to "5 / 6". Here, when the time-saving flag is 1, usually, it is a game state in which the normal symbol probability variation function operates.
[0126] Note that the win probability of the normal symbol (the probability that the result of the win / loss determination regarding the normal symbol is a win) varies from the normal probability (in this embodiment, "1 / 6") to a high probability (in this embodiment, "5 / 6") on the premise that the accessory continuous operation device (refer to S392 in FIG. 22) that started operating when starting the big win game has stopped operating. That is, it is generally a premise for the win probability of the normal symbol to vary to a high probability that the accessory continuous operation device that was operating during the big win game has stopped operating after the big win game ended. Therefore, when the time-saving flag becomes "1", the winning probability of the normal symbol does not necessarily change unconditionally from the normal probability to a high probability. Instead, it may be set such that the winning probability of the normal symbol changes to a high probability when two conditions are met: (1) the operation of the accessory continuous operation device has stopped, and (2) the time-saving flag has become "1".
[0127] In S130 of FIG. 13, it is determined whether the normal symbol is a winning symbol. If it is a winning symbol (S130: yes), the winning symbol is determined based on the winning symbol determination random number (S132), and the variation pattern is determined (S134). Then, the normal symbol winning setting process is executed (S136), and the process proceeds to S140. On the other hand, if the normal symbol is not a winning symbol (S130: no), a losing variation pattern is determined (S138), and the process proceeds to S140. In the pachinko machine 50 of this embodiment, the variation time of the normal symbol (the variation time specified by the variation pattern determined in S134 or S138) is always 5.0 seconds if the game state of the pachinko machine 50 is in the normal game state (non-release extended state), regardless of whether the result of the normal symbol winning or losing determination is a win or a loss, and regardless of the winning symbol. If the game state of the pachinko machine 50 is in the release extended state, it is always 1.0 second.
[0128] After that, the process proceeds to S140, where the variation of the normal symbol display device 7 is started, and a normal symbol variation start command is sent to the sub-integrated control device 83 (S140), and the normal symbol game process is entered. In the normal symbol winning setting process (S136) of this embodiment, during the non-release extended state, when a positive determination is made in S130, the normal electric accessory 12A is set to an "opening pattern of once every 0.3 seconds (an opening pattern in which the normal electric accessory 12A is opened for 0.3 seconds once)". Also, during the release extended state, when a positive determination is made in S130, the normal electric accessory 12A is set to an "opening pattern of twice every 1 second (an opening pattern in which the normal electric accessory 12A is opened twice in 1 second)". In S112 of FIG. 12, when the normal symbol is in the process of changing (S112: yes), the process proceeds to S146 shown in FIG. 14(a). In S146, it is determined whether or not the change time of the normal symbol has elapsed. In the case of an affirmative determination (S146: yes), the corresponding normal symbol's determined symbol display process is performed (S148), and the process proceeds to the normal symbol game process. In the determined symbol display process, a command (symbol determination command) indicating that the determined symbol is to be displayed is output to the sub-integrated control device 83, and a command is output to the normal symbol display device 7 to stop it with the determined symbol. Note that when the symbol change time has not elapsed (S146: no), the process directly proceeds to the normal symbol game process.
[0129] In S114 of FIG. 12, when the determined symbol is being displayed (S114: yes), the process proceeds to S150 shown in FIG. 14(b). In S150, it is determined whether or not the determined symbol display time has ended. When the determined symbol display time has ended (S150: yes), the display of the determined symbol is ended (S152), and it is determined whether or not the combination of the normal symbol is a winning combination (S154). When the combination of the normal symbol is a winning combination (S154: yes), the normal symbol winning start effect process is performed (S156), and the process proceeds to the normal symbol game process. When the determined symbol display time has not ended (S150: no), if the combination of the normal symbol is a losing combination (S154: no), the process directly proceeds to the normal symbol game process.
[0130] Using FIGS. 15 to 16, the normal symbol game process performed by opening the normal electric accessory 12A (the second start port 12) will be described. Note that the normal symbol game process is a process executed after the execution of the normal symbol winning or losing determination process. As shown in FIG. 15, when the normal symbol game process is started, first, it is determined whether or not the normal electric accessory 12A is in operation (S160). When the normal electric accessory 12A is in operation (S160: yes), it is determined whether or not the normal electric accessory 12A is open (S162). On the other hand, when the normal electric accessory 12A is not in operation (S160: no), this process directly ends (returns).
[0131] If the normal electric accessory 12A is not in the open state (S162: no), it is determined whether the ending performance for each normal symbol is in progress (S164). If the ending performance for each normal symbol is not in progress (S164: no), it is confirmed whether the start performance time for each normal symbol has elapsed (S166). If the start performance time for each normal symbol has elapsed (S166: yes), the process proceeds to the normal electric accessory opening process (S168) and ends. The normal electric accessory opening process (S168) of this embodiment opens (changes from the closed state to the open state) the normal electric accessory 12A (the second starting port 12) based on the opening pattern of the normal electric accessory 12A set in S136 described above.
[0132] If the normal electric accessory 12A is in the open state in the process of S162 in FIG. 15 (S162: yes), the process proceeds to S170 in FIG. 16(a). Then, it is determined whether there are 9 (the specified number) of balls entering the normal electric accessory 12A (the second starting port 12) (S170). If the specified number is reached (S170: yes), the normal electric accessory closing process (S174) is performed, the ending performance process for each normal symbol is executed (S176), and the process ends. On the other hand, if there are not 9 (the specified number) of balls entering the normal electric accessory 12A (the second starting port 12) (S170: no), it is determined whether the opening time of the normal electric accessory 12A has ended (S172). In the case of an affirmative determination (S172: yes), the process proceeds to S174. In the case of a negative determination (S172: no), the process ends as it is.
[0133] If the ending performance for each normal symbol is in progress in the process of S164 in FIG. 15 (S164: yes), the process proceeds to S180 shown in FIG. 16(b), and it is confirmed whether the ending performance time for each normal symbol has elapsed (S180). If the ending performance time for each normal symbol has elapsed (S180: yes), the ending command transmission process for each normal symbol (S182) is executed, and in this process, an ending command for each normal symbol is transmitted to the sub-integrated control device 83 to end the normal symbol game. If the ending performance time for each normal symbol has not elapsed (S180: no), the normal symbol game process ends as it is.
[0134] Next, with reference to FIG. 17, the winning confirmation process for the special symbol (hereinafter sometimes referred to as the special symbol winning confirmation process) will be described. This special symbol winning confirmation process is one of the subroutines of the winning confirmation process (S50) in the main routine of FIG. 10. When the special symbol winning confirmation process is activated, the main control device 80 determines whether a game ball has entered the first start port 11 based on the detection signal of the first start port switch 11a (S200). If the determination is affirmative (S200: yes), the jackpot determination random number, the jackpot symbol determination random number, the reach determination random number, the variation pattern determination random number, the off symbol determination random number, etc. are read from the corresponding counters, and it is determined whether the hold memory (hereinafter referred to as the first hold memory) regarding the first special symbol is full (4 in this embodiment) (S202). Also, when it is determined that a game ball has entered the first start port 11 (S200: yes), the main control device 80 is configured to output a signal instructing the payout control device 81 to pay out 4 prize balls.
[0135] If the first hold memory is not full (S202: no), the process proceeds to S204. The above-mentioned random numbers are stored in the storage area as the first hold memory, the number of lit lights of the first special symbol hold number display device 18 is increased by 1, "1" is added to the counter indicating the number of the first hold memory, and the number of lit lights of the first special symbol hold number display device 18 is increased. Then, a hold number command (hereinafter referred to as the first hold number command) indicating the number of the hold memory (hereinafter referred to as the first hold memory) that has not been processed (not subject to the win / loss determination) regarding the first special symbol is transmitted to the sub-integrated control device 83, and the process proceeds to S206.
[0136] In S206, the main control device 80 executes a look-ahead determination process for the newly generated hold memory (first hold memory) regarding the first special symbol, and the process proceeds to S210. On the other hand, if it is determined in S202 that 4 first hold memories are stored (S202: yes), the hold memory (first hold memory) is not stored, and the process proceeds to S210 without increasing the counter indicating the number of the first hold memory or the number of lit lights of the first special symbol hold number display device 18.
[0137] When it is determined that no game ball has entered the first starting port 11 (S200: no), when an affirmative determination is made in S202 (S202: yes), and after the execution of S206, the process proceeds to S210, and based on the detection signal of the second starting port switch 12a, it is determined whether a game ball has entered the second starting port 12. If an affirmative determination is made (S210: yes), random numbers for jackpot determination, random numbers for jackpot symbol determination, random numbers for reach determination, random numbers for variation pattern determination, random numbers for off-symbol determination, etc. are read from the corresponding counters, and it is determined whether the reserved memory regarding the second special symbol (hereinafter referred to as the second reserved memory) is full (4 in this embodiment) (S212). Also, when it is determined that a game ball has entered the second starting port 12 (S210: yes), a signal instructing the payout of 4 prize balls is output from the main control device 80 to the payout control device 81.
[0138] If the second reserved memory is not full (S212: no), the process proceeds to S214, the above random numbers are stored as the second reserved memory, "1" is added to the counter indicating the number of the second reserved memory, and the number of lit lights of the second special symbol reserved number display device 19 is increased. Then, a reserved number command (hereinafter referred to as the second reserved number command) indicating the number of the reserved memory (hereinafter referred to as the second reserved memory) regarding the second special symbol that has not been digested (not the subject of the yes / no determination) is transmitted to the sub-integrated control device 83, and the process proceeds to S216.
[0139] In S216, the main control device 80 executes a look-ahead determination process for the newly generated reserved memory regarding the second special symbol (the second reserved memory). Then, when S216 is executed, this process ends (returns). On the other hand, if there are 4 second reserved memories in S212 (S212: yes), the reserved memory (the second reserved memory) is not stored, and this process ends (returns) without increasing the counter indicating the number of the second reserved memory or the number of lit lights of the second special symbol reserved number display device 18. Also, if no game ball has entered the second starting port 12 (S210: no), this process also ends.
[0140] Next, with reference to FIGS. 18 to 24, the winning or losing determination process for the special symbol (hereinafter sometimes referred to as the special symbol winning or losing determination process) will be described. This special symbol winning or losing determination process is one of the subroutines of the winning or losing determination process (S55) of the main routine shown in FIG. 10. As shown in FIG. 18, when the special symbol winning or losing determination process is started, the main control device 80 determines whether the special electric accessory is operating based on the jackpot flag (S320). If the special electric accessory is operating (S320: yes), the process proceeds to the jackpot game process. Also, if the determination in S320 is a negative determination (S320: no), and the special symbol is not changing (S322: no), and the determined symbol is not being displayed (S324: no), the process proceeds to S330 in FIG. 19, and it is determined whether there is a second suspended memory (the suspended memory by S214 in FIG. 17 above) (S330).
[0141] If there is this suspended memory (S330: yes), the second suspended memory count is decremented (S332), and the process proceeds to S338. On the other hand, if there is no second suspended memory (S330: no), it is determined whether there is a first suspended memory (the suspended memory by S204 in FIG. 17 above) (S334). And if there is a first suspended memory (S334: yes), the first suspended memory count is decremented (S336), and the process proceeds to S338.
[0142] Also, if there is no first suspended memory (S334: no), after transmitting a standby command to the sub-integrated control device 83 (S337), the process proceeds to the jackpot game process. This standby command is a command indicating that the special symbol is not changing and the pachinko machine 50 is in the "standby state (so-called 'customer waiting state')". Also, in this pachinko machine 50, in this way, when both the first suspended memory and the second suspended memory are not "zero", the second suspended memory is preferentially processed.
[0143] In S338, it is determined whether the probability variation flag is set (that is, 1). Here, the probability variation flag being 1 means that the current pachinko machine 50 is in a high probability state. If the determination in the process of S338 is affirmative (S338: yes), the jackpot determination random number read in S204 or S214 is compared with the winning value recorded in the probability variation table (S340). On the other hand, if the determination in the process of S338 is negative (S338: no), the jackpot determination random number read in S204 or S214 is compared with the winning value recorded in the normal table (S344). Then, based on the determination in S340 or S344, it is determined whether it is a jackpot (S350).
[0144] Here, in the pachinko machine 50 of the first embodiment, it has a probability variation function for special symbols, but it may not have the probability variation function for special symbols. In this case, a negative determination is uniformly made in S338. Further, the pachinko machine 50 of the first embodiment does not have a function capable of setting the jackpot probability for the determination of whether a special symbol is a winning symbol step by step. However, in a pachinko machine 50 having the setting function, in S350, it is determined as a jackpot (jackpot determination) with different probabilities step by step according to the set value at that time.
[0145] When it is determined as a jackpot in S350 (S350: yes), a jackpot symbol is determined by random number lottery using the jackpot symbol determination random number (S352). And when the result of the "first win / loss determination" is a jackpot, the first hold memory is decremented and a jackpot symbol is determined by random number lottery using the read jackpot symbol determination random number (S352).
[0146] Also, when the result of the "second win / loss determination" is a jackpot, the second hold memory is decremented and a jackpot symbol is determined by random number lottery using the read jackpot symbol determination random number. Here, the main control device 80 decrements the first hold memory and compares the read jackpot determination random number with the winning value to determine whether it is a jackpot, which corresponds to the "first win / loss determination". Also, decrementing the second hold memory and comparing the read jackpot determination random number with the winning value to determine whether it is a jackpot corresponds to the "second win / loss determination".
[0147] Note that, as shown in FIGS. 6(a) and 6(b), in the process of S352 that transitions after the first pass / fail determination, the jackpot symbol is determined to be "Special Figure 1 - Jackpot Symbol 1 (8R Probability-Variable Jackpot Symbol)" or "Special Figure 1 - Jackpot Symbol 2 (8R Normal Jackpot Symbol)". Also, in the process of S352 that transitions after the second pass / fail determination, it is determined to be either "Special Figure 2 - Jackpot Symbol 1 (10R Probability-Variable Jackpot Symbol)" or "Special Figure 2 - Jackpot Symbol 2 (10R Normal Jackpot Symbol)".
[0148] Then, when the jackpot symbol is determined in the process of S352, the process proceeds to the variable pattern determination process (S354). In this variable pattern determination process (S354), in the case of the first pass / fail determination, the jackpot variable pattern is determined by random number selection using the variable pattern determination random number read after decrementing the first hold memory. Also, in the case of the second pass / fail determination, the jackpot variable pattern is determined by random number selection using the variable pattern determination random number read after decrementing the second hold memory.
[0149] Here, depending on the variable pattern, the variable time (the variable time of the special symbol) until the jackpot symbol stops being displayed is specified. However, in the effect display (the variable display of the effect symbol) corresponding to the variation (hereinafter referred to as the jackpot variation) that is executed when the result of the pass / fail determination is a jackpot, a reach (reach display and subsequent reach effect) is uniformly performed. For this reason, regardless of the gaming state (open extension state, non-open extension state) of the pachinko machine 50, there is a high possibility that a long variable time (longer than when the result of the pass / fail determination is a miss) will be determined.
[0150] Then, after the variable pattern determination process and after performing the jackpot setting process (S356), the process proceeds to the process of S364. Here, the jackpot setting process is a process of obtaining the game state after the execution of the jackpot game (in Example 1, it becomes the time-saving state, or in the pachinko machine 50 equipped with the probability variation function, it becomes the high-probability state, or the time-saving state, etc.) and information related to the jackpot game (the opening time of the jackpot, the opening pattern, the ending time of the jackpot, the number of rounds, etc.) based on the determined jackpot symbol (see FIGS. 5(a) and (b)).
[0151] On the other hand, when it is determined as a miss in S350 (S350: no), a non-winning symbol is determined (S358). Then, when a non-winning symbol is determined, in the case of the first win / loss determination, the first reserved memory is decremented, and a variation pattern is determined by random number extraction using the random number for determining the variation pattern read (S360). Also, in the case of the second win / loss determination, the second reserved memory is decremented, and a variation pattern is determined by random number extraction using the random number for determining the variation pattern read (S360). In this way, when the variation pattern is set, after performing the miss setting process (S362), the process proceeds to the process of S364.
[0152] Here, the miss setting process of S362 will be described with reference to FIG. 20. When starting the miss setting process, it is determined whether the value of the probability variation flag (a flag indicating that the probability of winning the jackpot in the win / loss determination regarding the special symbol has changed to a high probability) is "1" in S362a (S362a). And when a negative determination is made in S362a (S362a: no), the processes after S362e are performed.
[0153] On the contrary, when the value of the probability variation flag is "1" (S362a: yes), the process of setting the probability variation count to "-1" is performed in S362b. That is, the remaining number of times of the win / loss determination executable in the high-probability state (the probability variation count) is decremented by "1". After that, it is determined whether the value of the time shortening flag is "1" in S362c (S362c). And when an affirmative determination is made in S362c (S362c: yes), a process of setting the time shortening count to "-1" is performed in S362d. After that, the deviation setting process returns. On the other hand, when a negative determination is made in S362c (S362c: no), S362d is skipped and the deviation setting process returns. However, in this embodiment, when the value of the probability variation flag is "1", since the value of the time shortening flag is also "1", an affirmative determination is uniformly made in S362c. In this way, in the pachinko machine 50 of this embodiment, even when the result of the validity determination regarding the special symbol is a miss in the case where the jackpot probability is probabilistically variable, the counting means (reach counter) is not incremented.
[0154] Also, when a negative determination is made in S362a (S362a: no) and the process proceeds to S362e, it is determined whether the value of the time shortening flag is "1" in S362e (S362e). Here, in this embodiment, as the time shortening flag, there are a first time shortening flag set when the game state is the "a time shortening state", a second time shortening flag set when the game state is the "b time shortening state", and a third time shortening flag set when the game state is the "c time shortening state" planned. When an affirmative determination is made in S362e (S362e: yes), after executing S362f, the process proceeds to S362g, and when a negative determination is made in S362e (S362e: no), S362f is skipped and the process proceeds to S362g.
[0155] Here, in S362f, a process of setting the time shortening count to "-1" is performed. That is, the remaining number of times of the validity determination executable in the time shortening state (time shortening count) is decremented by "1". In this embodiment, at the end of a big win game, it transitions to the short-time state during big wins, and when the number of short-time occurrences is set to "100 times" (see S546 in FIG. 28), and when the number of win / loss determinations executed in the normal probability state reaches "900 times", it transitions to the reached short-time state, and the number of short-time occurrences is set to "900 times" (see S452 in FIG. 24). Also, when a specific miss occurs (that is, when a specific miss symbol is definitely displayed in a non-short-time state), it transitions to a specific short-time state, and the number of short-time occurrences is set to "50 times" (see S458 in FIG. 24).
[0156] And in S362f, every time the variable display of the special symbol starts, the number of short-time occurrences is decremented by "1", and when the variable display that causes the number of short-time occurrences to become "0" by performing S362f stops, the value of the short-time flag changes from "1" to "0". However, unlike this embodiment, when the value of the corresponding short-time flag is "1", the process of decrementing the number of short-time occurrences by "1" at the stop display of the special symbol may be performed.
[0157] In S362g, the value of the reach counter is incremented by "1". Here, the reach counter is a counter for counting the number of win / loss determinations executed in the normal probability state. In the pachinko machine 50 of this embodiment, when a big win game is executed or when it is ram cleared, the reach counter is initialized (the value is set to "0") (see FIG. 5(d)). In this way, in this pachinko machine 50, when the game state is the normal probability state, the number of win / loss determinations regarding the special symbol that are executed without a big win is counted (counted).
[0158] When S362g is executed, it transitions to S362h, and it is determined whether the value of the reach counter has reached the specified reach count. Here, when the number of win / loss determinations executed in the normal probability state without generating a big win reaches the specified reach count (exemplified as 900 in this embodiment), the game state transitions to the short-time state (b short-time state) without going through a big win game. If a negative determination is made in S362h (S362h: no), return the deviation setting process. On the other hand, if an affirmative determination is made in S362h (S362h: yes), after executing the process of setting the value of the reach flag to "1" (S362i) and the process of initializing the reach counter (S362j), return the deviation setting process. Note that the reach counter is a flag indicating that the number of times of pass / fail determination (fluctuation display) in the normal probability state has reached the specified reach count, and when the reach count is reached, the value is set to "1".
[0159] Returning to FIG. 19 for further explanation, in S360 of FIG. 19, when the reach determination random number is determined to be a value that generates a reach (the aforementioned predetermined value), the fluctuation pattern is determined using the fluctuation pattern table considering the game state at that time and the fluctuation pattern determination random number. Here, when the result of the pass / fail determination is a deviation, the case where a reach (reach display and subsequent reach effect) is performed in the variable display of the effect symbols is referred to as "reach deviation", and the case where no reach is performed is referred to as "simple deviation". Note that when the result of the pass / fail determination is a deviation and no reach is performed, and the game state is a non-time shortening state (non-opening extension state), the fluctuation pattern is determined by referring to the "fluctuation pattern table for simple deviation and non-time shortening state (non-opening extension state)", and when the game state is a time shortening state (opening extension state), the fluctuation pattern is determined by referring to the "fluctuation pattern table for simple deviation and time shortening state (opening extension state)".
[0160] When the result of the win-lose determination is off and a reach is to be performed (in the case of a reach miss), and the gaming state is a non-time-limit state (non-release extension state), the variation pattern is determined by referring to the "variation pattern table for reach miss and non-time-limit state (non-release extension state)". When the gaming state is a time-limit state (release extension state), the variation pattern is determined by referring to the "variation pattern table for reach miss and time-limit state (release extension state)". Also in this case, similar to the case where the result of the win-lose determination is a big win, the variation time determined by referring to the variation pattern table for the time-limit state (release extension state) is made shorter than the variation time determined by referring to the variation pattern table for the non-time-limit state (non-release extension state). Here, in the case of a simple miss (when there is no reach display and subsequent reach effect), the "variation pattern determined by referring to the variation pattern table for simple miss and non-time-limit state (non-release extension state)" specifies a shorter variation time compared to the variation pattern determined by referring to the "variation pattern table for reach miss and non-time-limit state (non-release extension state)" in the case of a reach miss (when there is a reach display and subsequent reach effect).
[0161] Following S356 or S362, the process proceeds to S364. In this S364, a reserve number command indicating the number of reserved memories decremented in S332 or S336 described above is transmitted to the sub-integration device 83. In S366 following S364, data indicating the above lottery result (first win-lose determination or second win-lose determination) is output to the sub-integration control device 83 (S366), and the process proceeds to the big win gaming process.
[0162] Furthermore, by the process of S366, the variable display of the effect symbols is started on the effect symbol display device 6, but almost simultaneously, the variation of the special symbols is also started by the main control device 80. Returning to FIG. 18 for further explanation, when it is determined in S322 of FIG. 18 that the special symbol is in fluctuation (S322: yes), the process proceeds to S370 of FIG. 21 to determine whether the symbol fluctuation time (based on the fluctuation pattern of S354 or S360) has elapsed. If the determination is negative (S370: no), the process directly proceeds to the big win game process. On the other hand, if the determination is positive (S370: yes), after performing the determined symbol display process (S372), the big win game process is performed. In the determined symbol display process, a command indicating the display of the determined symbol (symbol determination command) is output to the sub-integrated control device 83, and a command is also output to the special symbol display devices 9 and 10 to stop them with the determined symbol.
[0163] When it is determined in S324 of FIG. 18 that the determined symbol is being displayed (S324: yes), the process proceeds to S374 of FIG. 22 to determine whether the display time of the determined symbol has ended. If the determination is negative (S374: no), the big win game process is performed. In contrast, if the determination in S374 is positive (S374: yes), the display of the determined symbol is ended (S376), and it is determined whether the specially determined symbol that has been definitely displayed is a symbol for a big win (S378).
[0164] If it is determined in S378 that the symbol is a big win symbol (S378: yes), in S380, it is determined whether the value of the probability variation flag is "1". If the determination in S380 is positive (S380: yes), after setting the probability variation flag value to "0" in S382, the process proceeds to S384. If the determination in S380 is negative (S380: no), the process directly proceeds to S384.
[0165] In S384, it is determined whether the time shortening flag (the first time shortening flag, the second time shortening flag, or the third time shortening flag) is 1. If any of the first time shortening flag, the second time shortening flag, and the third time shortening flag is 1 (S384: yes), in S386, the time shortening flag (the first time shortening flag, the second time shortening flag, or the third time shortening flag) is set to 0, and the process proceeds to S388. On the other hand, if none of the time shortening flags (the first time shortening flag, the second time shortening flag, and the third time shortening flag) is 1 (S384: no), the process directly proceeds to S388. That is, in S386, if the value of the first time shortening flag is 1, the value of the first time shortening flag is set to 0; if the value of the second time shortening flag is 1, the value of the second time shortening flag is set to 0; if the value of the third time shortening flag is 1, the value of the third time shortening flag is set to 0.
[0166] In S388, a state designation command is transmitted. In this case, a command indicating that the game state is "normal probability · non - time - shortening state (that is, the normal state)" is transmitted to the sub - integrated control device 83. That is, during the execution of the big win game, the game state becomes the normal probability · non - time - shortening state (normal state). Following S388, in S390, the big win flag is set by the conditional device operation start process, and in the subsequent S392, the accessory continuous operation device is operated.
[0167] When S392 is executed, in the subsequent S394, the big win start effect process is performed, and the big win game process is performed. Here, when the big win start effect process is performed, the main control device 80 transmits a command indicating the start of the big win game (hereinafter referred to as the big win start command) and information related to the big win game (the opening time of the big win, the opening pattern, the ending time of the big win, the number of rounds, etc.) to the sub - integrated control device 83. In S378, if it is determined that the confirmed special symbol is not a symbol for a big win (S378: no), the process proceeds to S396.
[0168] In S396, it is determined whether the value of the probability variation flag is "1". If it is "1" (S396: yes), it is determined in S398 whether the probability variation count is 0 (S398). If the probability variation count is 0 (S398: yes), the value of the probability variation flag is set to "0" in S400, and the process proceeds to S404 in FIG. 23. On the other hand, when the value of the probability variation flag is not "1" (S396: no) or when the probability variation count is not 0 (S398: no), the process directly proceeds to S404 in FIG. 23.
[0169] In S404, it is determined whether the value of the first short-time flag is "1". That is, in S404, it is determined whether the current state is the big win short-time state. When the value of the first short-time flag is 1 (S404: yes), it is determined in S406 whether the value of the reach flag is 1 (S406). If the affirmative determination is made, the process proceeds to S450 (see FIG. 24). That is, even when the big win short-time state is being executed and the specified reach count is reached (when the value of the reach flag becomes 1), the process shifts to the reach short-time state. The details of S450 will be described later.
[0170] When the negative determination is made in S406 (S406), it is determined in S408 whether the short-time count is "0" (S408). When the short-time count is not "0" (S408: no), the process directly proceeds to S470. On the other hand, when the short-time count is "0", the first short-time flag is set to "0" in S410, and the process proceeds to S470.
[0171] If the value of the first short-time flag is not "1" in S404 (S404: no), the process proceeds to S412, and it is determined whether the value of the second short-time flag is "1". That is, in S412, it is determined whether the current state is the reach short-time state. When the value of the second short-time flag is 1 (S412: yes), it is determined whether the value of the reach flag is 1 (S414). If the affirmative determination is made, the process proceeds to S450 (see FIG. 24). However, as described above, since it is actually impossible for the value of the reach flag to become 1 during the reach short-time state, usually, the negative determination is made in S414.
[0172] When a negative determination is made in S414, it is determined whether the short-time count is "0" in S416 (S416). And when the short-time count is not "0" (S416: no), the process directly proceeds to S470. On the other hand, when the short-time count is "0", the second short-time flag is set to "0" in S430, and the process proceeds to S470.
[0173] If the value of the second short-time flag is not "1" in S412 (S412: no), the process proceeds to S436 in FIG. 24, and it is determined whether the third short-time flag is "1". That is, in S436, it is determined whether the current state is a specific short-time state. And when the value of the third short-time flag is 1 (S436: yes), the process proceeds to S438, and it is determined whether the value of the arrival flag is 1 (S438). And when an affirmative determination is made in S438 (S438: yes), the process proceeds to S450.
[0174] When a negative determination is made in S438 (S438: no), it is determined whether the short-time count is "0" (S440). And when the short-time count is not "0" (S440: no), the process directly proceeds to S470. On the other hand, when the short-time count is "0", the process proceeds to S446, the third short-time flag is set to "0", and the process proceeds to S470.
[0175] When a negative determination is made in S436 (S436: no), that is, when the value of any of the short-time flags is not 1, the process proceeds to S448, and it is determined whether the value of the arrival flag is "1". And when an affirmative determination is made in S448 (S448: yes), after performing the process of setting the value of the arrival flag to "0" (S450), the process of setting the short-time count (S452), and the process of setting the value of the second short-time flag to "1" (S454), the process proceeds to S470.
[0176] Here, the case where an affirmative determination is made in S448 indicates a case where the game state shifts to the "short time upon arrival state". In that case, "900 times" is set as the short time count in S452. Note that when shifting to the "short time upon arrival state", functions such as shortening the average variation time of special symbols, shortening the average variation time of normal symbols, and extending the release time of normal electric winning devices are set.
[0177] When a negative determination is made in S448 (S448: no), in S456, it is determined whether the current miss is a specific miss (in S372, whether a specific non-short-time miss symbol was definitely displayed in the non-short-time state). And when a negative determination is made in S456, it directly shifts to S470.
[0178] On the other hand, when an affirmative determination is made in S456, after performing the process of setting the short time count (S458) and the process of setting the third short time flag to "1" (S460), it shifts to S470. When the third short time flag is set to "1" in this S460, it shifts to the specific short time state (c short time state).
[0179] Here, the case where an affirmative determination is made in S456 indicates a case where the game state shifts to the "specific short time state". In that case, "50 times" is set as the short time count in S458. Note that when shifting to the "specific short time state", functions such as shortening the average variation time of special symbols, shortening the average variation time of normal symbols, and extending the release time of normal electric winning devices are set. And after performing S460, it shifts to S470.
[0180] In S470, the main control device 80 transmits a state designation command indicating states such as whether the current game state is in a probability-variable state or a short time state to the sub-integrated control device 83 after the special symbol determination time (600 ms), and shifts to the big win game process. Note that in the case of this embodiment, the timing for the main control device 80 to transmit the state designation command to the sub-integrated control device 83 in the special symbol win / loss determination process is after the special symbol determination time. However, it may also be configured to transmit the state designation command at the start of special symbol variation and at the time of power recovery.
[0181] In addition, in this embodiment, when in the time-saving state (a time-saving state, b time-saving state, or c time-saving state), even if the special figure 1 off-design 2 is definitely displayed, it is set not to shift to the c time-saving state. However, the remaining number of pass / fail determinations executable in the ongoing time-saving state is compared with the number of time-saving times to be granted based on the stoppage display of the specific off-design. If the number of time-saving times is greater than the remaining number, the remaining number may be updated with the number of time-saving times to be granted.
[0182] For example, when a negative determination is made in S406, S414 of FIG. 23 or S438 of FIG. 24, it is determined whether a specific off-design has occurred. If an affirmative determination is made in this determination, the remaining number of pass / fail determinations executable in the ongoing time-saving state is compared with the number of time-saving times to be granted based on the occurrence of the specific off-design. Then, when the number of time-saving times to be granted is greater, the remaining number of pass / fail determinations executable in the ongoing time-saving state may be updated (overwritten) with the number of time-saving times to be granted.
[0183] Here, with reference to FIG. 25(a), the content of the state designation command transmitted in S470 will be described. In the process of S470 that shifts after setting the value of the second time-saving flag to 1 (S454), a second time-saving state shift designation command is transmitted. That is, a command indicating a shift to the arrival time-saving state from the main control device 80 to the sub-integration control device 83 is transmitted. Also, in the process of S470 that shifts after setting the value of the third time-saving flag to 1 (S460), a third time-saving state shift designation command is transmitted. That is, a command indicating a shift to a specific time-saving state from the main control device 80 to the sub-integration control device 83 is transmitted.
[0184] Furthermore, in the process of S470 that shifts after setting the value of the first time-saving flag to 0 (S410), a first time-saving state end designation command is transmitted. That is, a command indicating the end of the big win time-saving state from the main control device 80 to the sub-integration control device 83 is transmitted. Also, in the process of S470 that shifts after setting the value of the second short-time flag to 0 (S430), a second short-time state end designation command is transmitted. That is, a command indicating that the arrival short-time state ends is transmitted from the main control device 80 to the sub-integrated control device 83.
[0185] Furthermore, in the process of S470 that shifts after setting the value of the third short-time flag to 0 (S446), a third short-time state transition designation command is transmitted. That is, a command indicating that a specific short-time state ends is transmitted from the main control device 80 to the sub-integrated control device 83.
[0186] Similarly, the state designation command of S388 in FIG. 22 is a command that designates the end of the short-time state end designation command (a short-time state, b short-time state, or c short-time state). That is, a command indicating that the short-time state (a short-time state, b short-time state, or c short-time state) ends is transmitted from the main control device 80 to the sub-integrated control device 83.
[0187] Also, the state designation command of S556 in FIG. 28 described later is a big win short-time state start designation command. That is, a command indicating a transition to the big win short-time state (a short-time state) is transmitted from the main control device 80 to the sub-integrated control device 83. Furthermore, in the big win start effect process of S394 in FIG. 22 described above, a command indicating the start of the big win game is transmitted from the main control device 80 to the sub-integrated control device 83.
[0188] Next, the big win game process will be described with reference to FIGS. 26 to 28. This big win game process is a process executed from the main routine shown in FIG. 10. First, as shown in FIG. 26, in the jackpot game process, the main control device 80 determines whether the accessory continuous operation device is operating based on the jackpot flag (S500). If the accessory continuous operation device is operating (S500: yes), it is determined whether the big winning opening 14 is open (S502). If it is determined that the big winning opening 14 is closed (S502: no), it is determined whether the big winning opening 14 is closed during the interval between round games (S506).
[0189] If it is not during the interval between round games (S506: no), it is determined whether it is during the jackpot end effect (S508). If this is also a negative determination (S508: no), it is determined whether the time required for the effect to start the jackpot game has elapsed (S510). If the jackpot start effect time has elapsed (S510: yes), the big winning opening opening process (S512) is performed, and the jackpot game process is terminated (returned).
[0190] Also, when performing S512, a command indicating the start of the jackpot round (a command indicating the start of the first round) is transmitted from the main control device 80 to the sub-integrated control device 83. Thereby, the sub-integrated control device 83 starts the effect (round effect) based on the start of the first round.
[0191] In addition, in S500, if the accessory continuous operation device is not operating (S500: no), the jackpot game process is terminated. Also, in S510, if the jackpot start effect time has not elapsed (S510: no), the jackpot game process is terminated.
[0192] If it is determined that the big winning opening 14 is open (S502: yes), the process proceeds to S514 in FIG. 27, and it is determined whether 10 prizes have been won at the big winning opening 14. In this embodiment, the specified number of prizes for the big winning opening 14 is 10, but it may be 8 or 9, and is not particularly limited. If the jackpot winning opening 14 has not won 10 times (S514: no), the process proceeds to S516 to determine whether the opening time of the jackpot winning opening 14 has ended. If the opening time has ended (S516: yes), the process proceeds to S518. Also, if the opening time of the jackpot winning opening 14 has not ended (S516: no), the jackpot game process ends (returns) as it is. In S514, if 10 game balls have won in the jackpot winning opening 14 (S514: yes), the jackpot winning opening closing process (S518) is performed, the jackpot interval process (S520) is performed, and the jackpot game process ends (returns).
[0193] Also, when performing S518, a command indicating the end of the jackpot round (a command indicating the end of the round) is transmitted from the main control device 80 to the sub-integrated control device 83. Thereby, the sub-integrated control device 83 ends the round effect being executed. Furthermore, when performing S520, a command indicating the start of the interval is transmitted from the main control device 80 to the sub-integrated control device 83. Thereby, the sub-integrated control device 83 starts the interval effect between round games.
[0194] Return to FIG. 26. If it is determined in S506 of FIG. 26 that it is during the interval (S506: yes), the process proceeds to S522 of FIG. 27 to determine whether the interval time between round games has elapsed. If the interval time between round games has elapsed (S522: yes), it is determined whether the jackpot winning opening 14 was open immediately before as the final round (S524). Also, if the interval time between round games has not elapsed (S522: no), the jackpot game process ends (returns) as it is. In S524, if it is the final round (S524: yes), the jackpot end effect process (S526) is performed, and the jackpot game process ends (returns).
[0195] When performing this S526, a command indicating the end of the final round and the start of the jackpot end performance (hereinafter referred to as the jackpot end performance start command) is transmitted from the main control device 80 to the sub-integrated control device 83. Thereby, the sub-integrated control device 83 ends the round performance being executed and starts the jackpot end performance.
[0196] In S524, if it is not the final round (S524: no), the process of opening the big winning opening 14 (S528) is performed, and the jackpot game process ends (returns).
[0197] Also, when performing S528, a command indicating the start of a new round (a command indicating the start of a round after the second round) is transmitted from the main control device 80 to the sub-integrated control device 83. Thereby, the sub-integrated control device 83 starts an effect (round effect) based on the start of "a round after the second round".
[0198] As described above, in the process of opening and closing the big winning opening 14, a signal is also transmitted to the sub-integrated control device 83. The sub-integrated control device 83 grasps the current round based on the signal and performs an effect corresponding to the round. At that time, the sub-integrated control device 83 alternatively executes a state where an effect sound (SE) can be output and a state where it cannot be output as a game sound. This will be described later.
[0199] Return to FIG. 26. If it is determined in S508 of FIG. 26 that the jackpot end performance is in progress (S508: yes), proceed to S530 of FIG. 28 and determine whether the jackpot end performance time has elapsed. And when the jackpot end performance time has not elapsed (S530: no), the jackpot game process ends (returns). On the other hand, when the jackpot end performance time has elapsed (S530: yes), the operation of the accessory continuous operation device is stopped (S532), and the operation of the condition device is stopped (S534). And when S534 is executed, it proceeds to S536.
[0200] Then, in S536, the main control device 80 determines whether to shift to a probability-variable state in the next game state. If the determination is affirmative (S536: yes), the probability-variable count (50 times) is set (S538), and the probability-variable flag is set to 1 (S540). In this embodiment, when the probability-variable flag is set to 1, the winning probability of the special symbol is improved.
[0201] If a negative determination is made in S536 (S536: no), or if S540 is executed, the process proceeds to S544, where it is determined whether to shift to a time-saving state in the next game state. In this embodiment, an affirmative determination is uniformly made in S544. Subsequently, after performing the process of setting the time-saving count (S546) and the process of setting the time-saving flag to 1 (S548), the process proceeds to S550. Also, when the first time-saving flag is set to 1, a function of shortening the average variation time of the special symbol, shortening the average variation time of the normal symbol, and extending the release time of the normal electric accessory is set.
[0202] In this pachinko machine 50, the time-saving count is set to 100 times in S546. If the process of S548 is performed, or if a negative determination is made in S544 (S544: no), the process proceeds to S550, where it is determined whether the value of the reach counter is "positive". If an affirmative determination is made in S550 (S550: yes), the value of the reach counter is initialized (the value is set to "0") in S552, and the process proceeds to S554. If a negative determination is made in S550 (S550: no), the process proceeds directly to S554. That is, in this pachinko machine 50, when a big win occurs or the main control device 80 is subjected to a ram clear process, the reach counter is initialized. In this case, after initialization, when the number of win / loss determinations (win / loss determinations regarding the special symbol) executed in the normal state reaches "900 times", the process shifts to the reach time-saving state.
[0203] In S554, the main control device 80 performs the process of transmitting a big win end command to the sub-integrated control device 83. Subsequently, in S556, a state designation command is transmitted to the sub-integrated control device 83. Then, the big win game process returns. That is, in S556, a command indicating that the time-shortened state (big win time-shortened state) is to be shifted through the big win game is transmitted from the main control device 80 to the sub-integrated control device 83.
[0204] Next, the detection information transmission process will be described with reference to FIG. 29(a). Here, the detection information transmission process is a process performed by the CPU of the main control device 80 as a subroutine of the winning confirmation process (S50) shown in FIG. 10. This detection information transmission process is a process of transmitting detection information from the main control device 80 to the sub-integrated control device 83 each time a game ball enters any of the winning ports (big winning port 14, first start port 11, second start port 12, normal winning port 13) where a ball can enter during the big win game, or each time the game ball passes through the normal symbol operation gate 17. When the detection information transmission process is started, it is determined whether the value of the big win flag is "1" (S900). If a negative determination is made in this S900 (S900: no), the detection information transmission process returns.
[0205] On the other hand, if an affirmative determination is made in S900 (S900: yes), the process proceeds to S905, and it is determined whether a ball has been detected as entering any of the winning ports. That is, it is determined whether a ball has been detected as entering any of the winning ports (big winning port 14, first start port 11, second start port 12, normal winning port 13) where a ball can enter during the big win game. Specifically, it is determined whether any one of (1) the detection signal by the count switch 14a, (2) the detection signal by the first start port switch 11a, (3) the detection signal by the second start port switch 12a, and (4) the detection signal by the normal winning port switch 31a has been detected (S905).
[0206] If an affirmative determination is made in S905 (S905: yes), the detection information corresponding to the winning opening into which the ball has entered is transmitted to the sub-integrated control device 83 (S910), and the detection information transmission process is returned. Specifically, (a) when the detection signal by the count switch 14a is detected in S905, "detection information A" is transmitted, (b) when the detection signal by the start opening switch 11a or the start opening switch 12a is detected in S905, "detection information B" is transmitted, and (c) when the detection signal by the normal winning opening switch 31a is detected in S905, "detection information C" is transmitted, respectively.
[0207] If a negative determination is made in S905 (S905: no), the process proceeds to S915, and it is determined whether or not the game ball has passed through the normal symbol operation gate 17. Specifically, in S915, it is determined whether or not a detection signal for detecting that the game ball has passed through the normal symbol operation switch 17a has been input to the main control device 80. And if a negative determination is made in S915 (S915: no), the detection information transmission process is returned. On the other hand, if an affirmative determination is made in S915 (S915: yes), the process proceeds to S920, and "detection information D" is transmitted to the sub-integrated control device 83 as information indicating that the game ball has passed through the normal symbol operation gate 17 (S920), and the detection information transmission process is returned.
[0208] Next, using FIG. 29(b), it is a chart showing the effect sounds that can be output based on the sub-integrated control device 83 receiving each detection information. That is, in the case where the sub-integrated control device 83 is set to be able to output an effect sound, (a) based on receiving "detection information A", effect sound A (for example, an effect sound like "shakkin") is output, (b) based on receiving "detection information B", effect sound B (for example, an effect sound like "dodo") is output, (c) based on receiving "detection information C", effect sound C (for example, an effect sound like "bone") is output, and (d) based on receiving "detection information D", effect sound D (for example, an effect sound like "paon") is output, respectively.
[0209] However, there are players who feel that these sound effects are "pleasant", and there are also players who feel that they are "noisy". That is, there are players who prefer that an effect sound be output each time a game ball enters any of the winning openings where a ball can enter (the big winning opening 14, the first start opening 11, the second start opening 12, the normal winning opening 13) or the game ball passes through the normal symbol operation gate 17, and there are also players who do not prefer it. For this reason, as described below, the sub-integrated control device 83 selects whether or not to output the effect sound so as to accurately match the preferences of the players (to be described later).
[0210] Next, an outline of the production control executed in the pachinko machine 50 of this embodiment will be described with reference to FIGS. 30 to 33. In the pachinko machine 50 of this embodiment, based on each command transmitted from the main control device 80, the sub-integrated control device 83 controls the production symbol control device 82 and the like, performs a display production on the screen 6a of the production symbol display device 6, controls the game sound output from the speaker 66, and controls the light emission mode of the LED / lamp 26 for electrical decoration.
[0211] Here, as the game sound output from the speaker 66, there is background music related to the motif of the pachinko machine 50 (hereinafter simply referred to as "BGM"), and an effect sound (SE) can be output based on a predetermined state (for example, a state where a game ball wins (enters) the winning opening or the game ball passes through the normal symbol operation gate 17). Among these, the BGM is a sound output as appropriate during the game, and examples thereof include (1) a character adopted in the pachinko machine 50, (2) a theme song of a story (for example, an animation) that forms the image of the pachinko machine 50, and (3) singing by a singer (an enka singer, a pop singer, etc.) that forms the image of the pachinko machine 50. Also, the effect sound (SE) is output during the game to exaggerate the occurrence of the predetermined state as the predetermined state (such as a winning state) occurs.
[0212] As shown in FIG. 30(a), on the screen 6a of the effect symbol display device 6, in addition to the variable effect display area 6H for displaying the result of the success / failure determination regarding the special symbol, a first held symbol display area 6A, a second held symbol display area 6B, and a related matter display area 6F can appear. The first held symbol display area 6A is an area where up to four held symbols a1 corresponding to the held memory acquired based on the entry of the game ball into the first start port 11 can be displayed. The second held symbol display area 6B is an area where up to four held symbols b1 corresponding to the held memory acquired based on the entry of the game ball into the second start port 12 can be displayed. In FIG. 31(a), the display of held symbols in the held memory number display areas 6A and 6B is indicated by "hatching display".
[0213] As shown in FIG. 30(a), based on the sub-integrated control device 83 receiving the above-described variable start command (S366 in FIG. 19), the left effect symbol 6L, the middle effect symbol 6C, and the right effect symbol 6R start to vary (i.e., effect display) in the variable effect display area 6H. That is, when the success / failure determination of the special symbol is executed based on the entry of the game ball into the start ports 11 and 12, the variation of the special symbol is started in the first special symbol display device 9 or the second special symbol display device 10. In response to this, the variable effect display area 6H appears on the effect symbol display device 6, and the left, middle, and right effect symbols vary vertically (scroll variation). In the variable effect display area 6H, the component symbol displayed on the left side is called the left effect symbol 6L, the component symbol displayed on the right side is called the right effect symbol 6R, and the component symbol displayed in the center is called the middle effect symbol 6C.
[0214] In this variable effect display area 6H, the variation of the effect symbol continues for the variation time (the variation time of the special symbol) specified by the above-described variation pattern. When the variation time (the variation time of the special symbol) specified by this variation pattern has elapsed, as shown in FIG. 30(c), in the variable effect display area 6H, the combination symbol (effect symbol) indicating the result of the success / failure determination is stopped and displayed, and the effect display is completed.
[0215] In this effect display, after the left effect symbol 6L and the right effect symbol 6R are stopped and displayed in this order, the middle effect symbol 6C is stopped and displayed, and the effect display is completed. At this time, a sound effect may be output when each of the effect symbols 6L, 6R, and 6C is stopped and displayed. Also, a sound effect may be output only when each of the effect symbols 6L, 6R, and 6C fluctuates. Also, as shown in FIG. 30(b), when a reach is performed in the effect display, the left effect symbol 6L and the right effect symbol 6R, which are at the timing of executing the reach display, are stopped and displayed with the same number to execute the reach display. At this time, a sound effect may be output at the timing when the reach display is executed.
[0216] In this embodiment, as described below, a state where no sound effect is output in parallel with the BGM during the big win game and a state where it is output are alternatively realized based on the player's selection. This point will be described later.
[0217] Next, with reference to FIG. 31, an effect related to the big win game will be described. When the big win symbol (special symbol) is stopped and displayed (when affirmed in S378 of FIG. 22), a big win start command indicating the start of the big win game is transmitted from the main control device 80 to the sub-integrated control device 83 (refer to the big win start effect process in S394 of FIG. 22). When this big win symbol (special symbol) is stopped and displayed, the big win symbol (effect symbol) is stopped and displayed on the effect symbol display device 6 (refer to (c) of FIG. 30), and it is notified that the game state of the pachinko machine 50 shifts to a state of executing the big win game (hereinafter, the big win game state).
[0218] Here, in the following description, the effects executed by the sub-integrated control device 83 in the jackpot game state are referred to as jackpot effects. The jackpot effect is composed of a jackpot start effect (hereinafter referred to as the pre-jackpot interval effect), the jackpot main effect executed thereafter, and the jackpot end effect (hereinafter also referred to as the post-jackpot interval effect) performed at the end. The jackpot main effect is composed of each round effect (an effect indicating that the big winning opening 14 is open) and an effect executed between each round effect (hereinafter referred to as the inter-round interval effect).
[0219] When the sub-integrated control device 83 receives the aforementioned jackpot start command (S394 in FIG. 22), it executes the pre-jackpot interval effect (jackpot start effect) (FIG. 31(a)). The execution time of this pre-jackpot interval effect is specified by the aforementioned jackpot start command for a predetermined time (for example, 10 seconds). Therefore, the sub-integrated control device 83 that has received the jackpot start command executes the pre-jackpot interval effect over the predetermined time.
[0220] Then, at a predetermined timing (for example, when about 1.0 second has elapsed after receiving the jackpot start command) during the execution of this pre-jackpot interval effect, a custom screen 6M is displayed on the screen 6a of the effect symbol display device 6 (FIG. 31(b)). Here, the custom screen 6M constitutes a specific example of the "selection screen". In this embodiment, the output mode of the game sound output to the jackpot main effect is selected by this custom screen (selection screen) 6M.
[0221] Four types of BGMs are displayed on this custom screen (selection screen) 6M as BGMs (pieces of music) that can be output in the jackpot main effect. Here, in FIG. 31(b), it shows a state where four pieces of music (piece names) are displayed as BGM (music) executable for the big win main effect. For example, in the specific example shown in FIG. 31(b), on the custom screen 6M, as selectable music (piece names), the first parody song S1, the second parody song S2, the third parody song S3, and the fourth parody song S4 are shown arranged vertically.
[0222] Also, when this custom screen 6M is displayed, a selection specifying part (select pointer) R for specifying which of the display items displayed in plurality on the custom screen 6M is selected is also displayed. This selection specifying part R is configured in a substantially rectangular shape or a substantially oval shape, and is displayed in a state of surrounding the display item selected at that time. And this selection specifying part R is displayed in a state of surrounding and specifying any one of the plurality of selection target items that is selected at that time. Here, FIG. 31(b) exemplifies a state of surrounding and specifying the first parody song S1 among the first to fourth parody songs S1 to S4.
[0223] Note that the display position of the selection specifying part R at the time when the display of the custom screen 6M is started is hereinafter referred to as the music selection initial display position. This music selection initial display position may be constant every time the display of the custom screen 6M is started, or may be determined by random number lottery. For example, the music selection initial display position of the selection specifying part R may always be set to a position surrounding the first parody song S1, or the music selection initial display position may be randomly determined by random number lottery or the like.
[0224] Also, when the display of the custom screen 6M is started, an operation message display part M1 and a character K1 imitating the cross keys 69 appear on the custom screen 6M. Among these, an operation message suggesting the selection of music (parody songs S1 to S4) is displayed on the operation message display part M1.
[0225] Also, in character K1, among the cross keys 69, it is shown which buttons are activated (buttons for which operations are enabled). That is, it is shown that the up button 69d and the down button 69e among the cross keys 69 are activated. Specifically, in character K1, a part indicating the guide display P3 showing the moving direction of the "selection specifying part R" accompanying the pressing of the up button 69d and the guide display P4 showing the moving direction of the "selection specifying part R" accompanying the pressing of the down button 69e are displayed in a blacked-out state, and it is notified that the up button 69d and the down button 69e are activated. Furthermore, at a position approximately at the center in character K1, a "guide display Q dealing with the center button 69a" is provided (refer to the parenthesis in Fig. 1(b)). And in character K1, by displaying the part indicating the guide display Q in a blacked-out state, it is notified that the center button 69a is activated.
[0226] In this state, each time the up button 69d is pressed, the "selection specifying part R" moves upward. Similarly, each time the down button 69e is pressed, the "selection specifying part R" moves downward, and the selection target can be changed. However, when the "selection specifying part R" is at the upper limit position (the position where the parody song S1 is the selection target), if the up button 69d is pressed, the "selection specifying part R" moves to the lower limit position (the position where the parody song S4 is the selection target). Similarly, when the "selection specifying part R" is at the lower limit position (the position where the parody song S4 is the selection target), if the down button 69e is pressed, the "selection specifying part R" moves to the upper limit position (the position where the parody song S1 is the selection target).
[0227] After pressing the upper button 69d or the lower button 69e, if the next pressing operation of the upper button 69d or the lower button 69e is not performed even after a predetermined time has elapsed, as shown in Fig. 31(c), "guide display Q indicating the center button 69a (hereinafter referred to as "center guide display Q")" is displayed in a blacked-out state. At the same time, on the operation message display section M1, "If the currently selected song (the third parody song S3) is okay, prompt the player to press the center button 69a to confirm the currently selected song (the third parody song S3)" is displayed.
[0228] Note that after starting the display of the custom screen 6M, if the upper button 69d or the lower button 69e is not operated at all, or if a certain period of time elapses without operating the center button 69a in the state where the "center guide display Q" is blacked out, the song currently selected as the output song is automatically determined. Also, "operating the center button 69a in the state where the "center guide display Q" is blacked out" indicates confirming the selection target (confirming the currently selected song, etc.). That is, when the "center guide display Q" is in a blacked-out state, the center button 69a constitutes a confirmation button for confirming the "selection target (selection items such as the selection content of the selected song, the selection content regarding whether to output an effect sound as described later)".
[0229] In this way, when the song (BGM) output in the big win main effect is determined, as shown in Fig. 31(d), the display content of the custom screen 6M is changed. That is, during the period when the song (BGM) is output in the big win main effect, displays T1 and T2 for selecting whether to output an effect sound (SE) appear on the custom screen 6M. That is, on the custom screen 6M, a display indicating that the SE output is to be performed (a display composed of the character "YES", hereinafter referred to as the output display) T1 and a display indicating that the SE output is not to be performed (a display composed of the character "NO", hereinafter referred to as the non-output display) T2 appear. Also, when these displays T1 and T2 appear, one of the displays T1 (or display T2) is surrounded by the selection specifying part R.
[0230] Here, in FIG. 31(d), when these displays T1 and T2 appear, it shows the case where the output display T1 is the selection target at that time. The display position of the selection specifying part R when the displays T1 and T2 appear on the custom screen 6M is hereinafter referred to as the output availability initial display position. This output availability initial display position may be constant every time the appearance of the displays T1 and T2 starts, or may be determined by random number lottery. For example, the initial display position for music selection of the selection specifying part R may always be the position surrounding the output display T1, or may be the position surrounding the non-output display T2, or whether to surround the output display T1 or the non-output display T2 may be randomly determined by random number lottery or the like.
[0231] Also, when the output display T1 and the non-output display T2 appear on the custom screen 6M, in the character K1, it is suggested that among the cross keys 69, the activated buttons (buttons for which the operation is enabled) are the left button 69b and the right button 69c. Specifically, the part suggesting the guide display P1 indicating the moving direction of the "selection specifying part R" accompanying the pressing of the left button 69b and the guide display P2 indicating the moving direction of the "selection specifying part R" accompanying the pressing of the right button 69c are displayed in a blackened state, and it is notified that the left button 69b and the right button 69c are activated. Also, when the output display T1 and the non-output display T2 appear on the custom screen 6M, the operation message display part M1 also appears, and a message prompting to select whether to output the sound effect (SE) when the music (BGM) is output in the big win main effect is displayed.
[0232] After performing an operation (a pressing operation of the left button 69b or the right button 69c) to select whether to output a sound effect (SE), even if a predetermined time has elapsed and no further operation of the left or right buttons 69b, 69c is performed, as shown in Fig. 32(a), the "central guide display Q" is displayed in a blacked-out state. At the same time, on the operation message display section M1, if it is okay in the "currently selected state (selection of whether to output a sound effect or not)", a comment prompting the player to press the central button 69a to confirm the selected state is displayed.
[0233] Note that after the output display T1 and the non-output display T2 appear on the custom screen 6M, if the left button 69b or the right button 69c is never operated, or if a certain time elapses without operating the central button 69a in the state where the "central guide display Q" is blacked out, the currently selected state (selection of whether to output a sound effect or not) is automatically confirmed.
[0234] In this way, when the selection of whether to output a sound effect or not is confirmed, the big win main effect is executed according to the above determination content. Note that although not shown in the figure, when the outputability of the sound effect is determined (when the operation (pressing of the central button 69a) to determine the outputability of the sound effect is executed), the custom screen 6M disappears from the screen 6a of the effect pattern display device 6. Then, when the execution time of the big win pre-interval has elapsed, as shown in Fig. 32(b), the display related to the big win main effect starts on the screen 6a of the effect pattern display device 6. Note that Fig. 31(b) shows that the third parody song S3 is selected as the music (BGM) output in the big win main effect.
[0235] In this embodiment, as shown in FIG. 32(c), when in a state of outputting sound effects (SE), every time a game ball enters the winning openings (11 to 14) or passes through the normal symbol operation gate 17, a sound effect (SE) is output. Here, in the following description, "when a game ball enters the winning openings (11 to 14) or passes through the normal symbol operation gate 17" is referred to as "at the time of winning / passing". Also, as shown in FIG. 32(e), when in a state of not outputting sound effects (SE), even if a game ball enters the winning openings (11 to 14) or passes through the normal symbol operation gate 17, no sound effect (SE) is output.
[0236] However, when in a state of not outputting sound effects (SE), "notification V at the time of winning / passing" is displayed every time a game ball enters the winning openings (11 to 14) or passes through the normal symbol operation gate 17. This "notification V at the time of winning / passing" is a display that is not displayed when in a state of outputting sound effects (SE) (see FIG. 32(c)).
[0237] Note that in this embodiment, when no sound effect (SE) is output, "notification V at the time of winning / passing" is displayed at the time of winning detection when a game ball enters the winning openings (11 to 14) or at the time of gate passage when a game ball passes through the normal symbol operation gate 17. Thereby, a player who does not desire the output of sound effects (SE) can listen to a favorite music piece (BGM) without being hindered by the sound effects (SE). Also, since no sound effect (SE) is output, the occurrence of a winning or the like, of which the occurrence cannot be known, can be known by "notification V at the time of winning / passing".
[0238] Similarly, a player who desires the output of sound effects (SE) can listen to the sound effects (SE) together with a favorite music piece (BGM). Therefore, according to this embodiment, it is possible to accurately respond to the preferences of various players.
[0239] Also, when the main jackpot performance ends (a positive determination is made in S524 of FIG. 27, and when the final jackpot round ends), the operation of the cross keys 69 is disabled during the jackpot end performance (post-jackpot interval performance). Further, in the main jackpot performance, if no sound effect (SE) is being output, the state where no sound effect (SE) is output is released, and as shown in FIG. 32(f), a message M3 indicating this release is displayed on the screen 6a of the performance symbol display device 6 during the jackpot end performance. Note that if a sound effect (SE) is being output, as shown in FIG. 32(d), the message M3 indicating this release is not displayed on the screen 6a of the performance symbol display device 6 during the jackpot end performance.
[0240] Next, the performance start process executed by the sub-integrated control device 83 will be described using the flowchart of FIG. 33. Note that this process is a process that is periodically (for example, at a cycle of 2 ms) executed in the sub-integrated control device 83. When the sub-integrated control device 83 activates the performance start process, it determines whether a variation start command has been received (S1200). If a negative determination is made (S1200: no), the performance start process ends as it is. If a positive determination is made (S1200: yes), the process proceeds to the process of S1205 to obtain a distribution random number used when distributing performance patterns and the like.
[0241] As described above, the variation start command is a command transmitted from the main control device 80 when starting the variation of special symbols (see S366 of FIG. 19). The variation start command includes data indicating a variation pattern, and includes data for specifying (corresponding to) the game state at the time of determining the success or failure of the special symbol and the result of the determination of success or failure (jackpot, loss). Further, the variation start command in the case where the result of the determination of success or failure of the special symbol is a jackpot includes a symbol designation command for designating a jackpot symbol (data for specifying a sure-win jackpot symbol, a normal jackpot symbol, that is, data indicating the type of jackpot).
[0242] When the result of the win / loss determination is a big win, data regarding the variation pattern selected by referring to the variation pattern table considering the game state (open extension state, non-open extension state) at the time of the win / loss determination is transmitted from the main control device 80 to the sub-integrated control device 83. Then, the sub-integrated control device 83 refers to the effect pattern table corresponding to the variation pattern included in the variation start command received in S1200, and selects a big win effect pattern by random number lottery using the distributed random number extracted in the process of S1205. Also, when the result of the win / loss determination is a miss, data regarding the variation pattern selected by referring to the variation pattern table considering the game state (open extension state, non-open extension state) at the time of the win / loss determination is transmitted from the main control device 80 to the sub-integrated control device 83. Then, in the process of S1210, the sub-integrated control device 83 refers to the effect pattern table corresponding to the variation pattern included in the variation start command received in S1200, and selects a miss effect pattern by random number lottery using the distributed random number extracted in the process of S1205.
[0243] In S1220 which is the transition after setting the effect pattern in S1210, it is determined whether the value of the game standby flag is "1" (S1220). That is, when receiving the variation start command in the process of S1200, it is determined whether this pachinko machine 50 was in the game standby state (S1220). Here, when (1) the value of the standby flag is "1", or (2) the values of the standby flag and the demo flag are "1", the sub-integrated control device 83 determines that this pachinko machine 50 is in a state where no game is being played (the value of the game standby flag is "1").
[0244] This game standby flag is a flag indicating whether this pachinko machine 50 is executing a game. When this pachinko machine 50 is not executing a game (when the hold is zero and the special symbol is not varying), the value of the game standby flag is set to "1", and when this pachinko machine 50 is executing a game (when the variation of the special symbol can be executed), the value of the game standby flag is set to "0".
[0245] Then, when a negative determination is made in S1220 (S1220: no), the process proceeds directly to S1230. On the other hand, when an affirmative determination is made in S1220 (S1220: yes), after setting the value of the game standby flag to "0" (S1225), the process proceeds to S1230. That is, (1) when the value of the standby flag is "1", after setting the value of the standby flag to "0", the process proceeds to S1230, and (2) when the values of the standby flag and the demo flag are "1", after setting the values of the standby flag and the demo flag to "0", the process proceeds to S1250. As a result, when the pachinko machine 50 is performing a standby display or a demo display, it becomes possible to start the effect.
[0246] In S1230, a process of setting the stop symbol of the effect symbols is performed. For example, when the confirmed display is a jackpot symbol, a symbol composed of three identical odd digits is displayed; when it is a normal jackpot symbol, a symbol composed of three identical even digits is displayed; and when it is a losing symbol, a symbol composed of three different digits is displayed. Then, the effect is started (S1235), and the effect start process is returned.
[0247] Next, with reference to the flowchart of FIG. 34, the effect stop process executed by the sub-integrated control device 83 will be described. This process is a process that is periodically executed (for example, at a cycle of 2 ms) in the sub-integrated control device 83. When the effect stop process is started, the sub-integrated control device 83 determines whether it has received a variation stop command (S1300). Here, the variation stop command is a command transmitted from the main control device 40 when stopping the variation of the special symbols and displaying the confirmed symbols (refer to the process of S372 in FIG. 21).
[0248] And when a negative determination is made (S1300: no), the effect stop process is terminated as it is. On the other hand, when an affirmative determination is made (S1300: yes), in S1305, a process of transmitting an effect symbol confirmation display instruction signal to the effect symbol control device 82 is performed. Then, the effect stop process is terminated.
[0249] Also, in S1305, when the result of the win / loss determination is a big win, "big win symbol (performance symbol)" is fixedly displayed on the screen 6a of the performance symbol display device 6 along with the process of S1305. In this case, the middle performance symbol 6C is stopped and displayed with the same numerical symbol (performance symbol) as the left performance symbol 6L and the right performance symbol 6R, and the occurrence of a big win is notified. On the other hand, when the result of the win / loss determination is a miss, "miss symbol (performance symbol)" is fixedly displayed on the screen 6a of the performance symbol display device 6 along with the process of S1305. However, among the "miss symbols (performance symbols)", for the specific miss symbol (performance symbol), with the left performance symbol 6L and the right performance symbol 6R stopped and displayed with the same number, the middle performance symbol 6C is stopped and displayed with the alphabetic character "C" to notify the occurrence of a specific miss.
[0250] Next, with reference to the flowchart of FIG. 35(a), the big win start command reception process executed by the sub-integrated control device 83 will be described. Note that this process is a process that is periodically executed (for example, at a cycle of 2 ms) in the sub-integrated control device 83.
[0251] When the big win start command reception process is started, the sub-integrated control device 83 determines whether it has received a big win start command (S1400). Here, the big win start command is a command transmitted from the main control device 40 when a big win symbol is stopped and displayed as a special symbol (refer to the process of S394 in FIG. 22).
[0252] And when the determination is negative (S1400: no), the big win start command reception process is terminated as it is. On the other hand, when the determination is positive (S1400: yes), after performing the process of setting the value of the big win effect flag to "1" in S1405 and the process of setting the display time of the custom screen 6M, the big win start command reception process is terminated.
[0253] Here, the jackpot effect flag is a flag indicating that the jackpot effect is in an executable state. When the value of the jackpot effect flag is "1", the jackpot effect proceeds in the order of "pre-jackpot interval effect", "jackpot main effect", and "post-jackpot interval effect". As the display time of the custom screen 6M, an example of the display time specified using the display start time of the same screen 6M (the display start time based on the reception time of the jackpot start command) and the display upper limit time of the same screen 6M (the time to continue displaying the custom screen 6M when the selection determination operation is not performed) can be given.
[0254] Next, with reference to the flowchart of FIG. 35(b), the custom screen display start process executed by the sub-integrated control device 83 will be described. Note that this process is a process that is periodically executed (for example, at a cycle of 2 ms) in the sub-integrated control device 83.
[0255] When the custom screen display start process is started, the sub-integrated control device 83 determines whether it is the display start timing of the custom screen display (S1450). Here, in this embodiment, the "display start timing of the display of the custom screen 6M" is the timing after receiving the jackpot start command (the timing when 1 second has elapsed after receiving the jackpot start command). However, for example, this timing may be immediately after receiving the jackpot start command.
[0256] And when an affirmative determination is made in S1450 (S1450: yes), in S1455, after performing the processes of (1) starting the display of the custom screen 6M, (2) setting the value of the song selection state flag to "1", (3) setting the song selection remaining time timer (a timer that determines the upper limit of the execution time of the song selection), and (4) setting the initial song, the custom screen display start process ends.
[0257] Here, the music selection state flag is a flag indicating a state in which a process of setting a music (a music output in a jackpot effect among the aforementioned parody songs S1 to S4) can be performed. When the value of the music selection state flag becomes "1", the setting of the music becomes possible. Also, when the value of the music selection state flag becomes "1", among the cross keys 69, the up button 69d and the down button 69e are activated, and on the character K1, the guide display P3 and the part suggesting the guide display P4 are displayed in a state where they are painted black.
[0258] Also, the remaining music selection time timer is a timer that measures the time during which a music can be selected after the custom screen 6M is displayed (a timer that measures whether the upper limit time of this time has been reached). When an operation to determine the selection of a music is performed within the same time, the same timer is reset, and thereafter, the selection of a music becomes impossible. On the other hand, when a negative determination is made in S1450 (S1450: no), the custom screen display start process is terminated as it is.
[0259] Next, with reference to the flowchart of FIG. 36, the music determination process executed by the sub-integrated control device 83 will be described. Note that this process is a process that is periodically executed (for example, at a cycle of 2 ms) in the sub-integrated control device 83.
[0260] When the music determination process is started, the sub-integrated control device 83 determines whether the value of the music selection state flag is "1" (S1500). And when a negative determination is made (S1500: no), the music determination process is terminated as it is. On the other hand, when an affirmative determination is made (S1500: yes), in S1505, a subtraction process of the "remaining music selection time timer" is performed to consume the time of the "remaining music selection time".
[0261] Here, the remaining music selection time timer is a timer indicating the remaining time of the "execution time of the music selection state". When the value of the timer becomes "0", the remaining time of the "execution time of the music selection state" becomes "0", and the "time during which the music selection state can be executed" ends. That is, a counter value (e.g., 2000) corresponding to the upper limit execution time (e.g., 4 seconds) of the song selection state is preset in the remaining time timer, and by subtraction processing of the remaining time timer (the remaining time), the counter value is subtracted every time the song determination process is executed (every time the timer interrupt process is executed), and when the counter value = 0, it is assumed that the remaining time has elapsed (the execution time of the song determination process has ended). That is, every time the execution cycle (start cycle) of the "song determination process" arrives, a process of "subtracting 1" from the "count value" is performed, and when the count value becomes the value (zero) indicated by the end time of the song determination process, it is the end time of the song determination process.
[0262] In S1510 following S1505, it is determined whether the remaining time has become "0". And when an affirmative determination is made in S1510 (S1510: yes), the process proceeds to S1525. On the other hand, when a negative determination is made in S1510 (S1510: no), the process proceeds to S1515, and it is determined whether a song determination operation has been performed (S1515). That is, in S1515, it is determined whether the center button 69a has been pressed (S1515).
[0263] When an affirmative determination is made in S1515 (S1515: yes), the process proceeds to S1525 via S1520. Here, in S1520, a process of forcibly setting the remaining time (the value of the song selection timer) of the "execution time of the song selection state" to "0" is performed. In S1525 that is executed after an affirmative determination (S1510: yes) in S1510 or after the process of S1520, (1) a process of setting the value of the output enable selection state flag to "1", (2) a process of setting the output enable selection remaining time timer, and (3) a process of setting the value of the song selection state flag to "0" are performed. Here, when the process of setting the value of the song selection state flag to "0" is performed, the display content of the custom screen 6M changes from the content for performing the song selection state (e.g., the display content shown in FIGS. 31(b) and (c)) to the content for performing the output enable selection (e.g., the display content shown in FIG. 31(d)). And when S1525 is performed, the song determination process ends.
[0264] Here, the output availability selection status flag is a flag indicating that the output availability of the sound effect (SE) can be selected. When the value of the output availability selection status flag becomes "1", it becomes possible to select the output availability of the sound effect (SE). Also, when the value of the output availability selection status flag becomes "1", among the cross keys 69, the operations of the left button 69b and the right button 69c are enabled, and in the character K1, the guide display P1 and the part suggesting the guide display P2 are in a state of being painted black.
[0265] Also, if the left button 69b or the right button 69c is pressed before the value of the output availability selection remaining time timer becomes "0", the value of the output availability selection status flag becomes "0", the operations of the left button 69b and the right button 69c among the cross keys 69 are disabled, and the state where the part suggesting the guide display P1 and the guide display P2 in the character K1 is painted black ends. At the same time, among the cross keys 69, the center button 69a (decision button) is activated, and in the character K1, the part suggesting the "center guide display Q" is displayed in a state of being painted black.
[0266] On the other hand, in the case of a negative determination in S1515 (S1515: no), the song determination process is once returned. Then, while the song determination process is repeatedly executed, when an affirmative determination is made in S1515, after executing S1525, the song determination process is returned.
[0267] Next, the output availability determination process executed by the sub-integrated control device 83 will be described using the flowchart of FIG. 37. Note that this process is a process that is periodically (for example, at a cycle of 2 ms) executed in the sub-integrated control device 83.
[0268] When the output availability determination process is started, the sub-integrated control device 83 determines whether the value of the output availability selection status flag is "1" (S1600). And when a negative determination is made (S1600: no), the output availability determination process is terminated as it is.
[0269] On the other hand, if the determination is affirmative (S1600: yes), in S1605, the subtraction process of the "remaining time timer for output availability selection" is performed to consume the execution time of the output availability selection.
[0270] Here, the "remaining time timer for output availability selection" is a timer that indicates the remaining time of the "output availability selection time". When the value of this timer becomes "0", the "remaining time of output availability selection" becomes "0", and the "output availability selection time" ends. That is, a counter value (for example, 1000) corresponding to the upper limit execution time of the output availability selection time (for example, 2 seconds) is preset in the remaining time timer. By the remaining time subtraction process, every time the output availability determination process is executed (every time the timer interrupt process is executed), the counter value is subtracted, and it is assumed that the remaining time has elapsed when the counter value = 0. That is, every time the execution period (start-up period) of the "output availability determination process" arrives, the process of subtracting "1" from the "count value" is performed. When the count value becomes the value (zero) indicated by the end time of the output availability determination, it becomes the end time of the output availability selection.
[0271] In S1610 following S1605, it is determined whether the value of the "remaining time timer for output availability selection" (the remaining time of the output availability selection time) has become "0". If the determination in S1610 is affirmative (S1610: yes), the process proceeds to S1635. On the other hand, if the determination in S1610 is negative (S1610: no), the process proceeds to S1615, and it is determined whether an output availability selection operation has been performed (S1615). That is, it is determined whether a pressing operation has been performed on the left button 69b or the right button 69c. Here, when a pressing operation is performed on the left button 69b or the right button 69c, the operations of the left button 69b and the right button 69c are disabled, and among the cross keys 69, the center button 69a (decision button) is activated. Moreover, a part suggesting the "center guide display Q" in the character K1 is displayed in a blackened state, and it is urged to operate the center button 69a.
[0272] If a negative determination is made in S1615 (S1615: no), the output permission determination process is once returned. If an affirmative determination is made in S1615 (S1615: yes), it is determined in S1620 whether a determination operation has been performed. That is, it is determined whether the center button 69a has been pressed. Here, when the center button 69a is pressed in a state where "yes (output sound effect)" or "no (do not output sound effect)" is selected by the selection specifying unit R, the output permission state is determined.
[0273] If an affirmative determination is made in S1620 (S1620: yes), it is determined in S1625 whether "the operation performed in S1615 is an operation to set the sound effect to the non-output state". That is, it is determined whether the non-output display T2 has been selected in S1615 (S1625). And if an affirmative determination is made in S1625 (S1625: yes), the process of setting the value of the non-output state flag to "1" is performed in S1630, and the process proceeds to S1635. Here, the non-output state flag is a flag indicating a state in which the sound effect (SE) is not output in the pachinko machine 50. When the value of the non-output state flag is "1", when a game ball enters the winning openings (11 to 14) or when a game ball passes through the normal symbol operation gate 17 (at the time of winning / passing), the sound effect (SE) is not output. Also, when the value of the non-output state flag is "0", the sound effect (SE) is output at the time of "winning / passing". On the other hand, if a negative determination is made in S1625 (S1625: no), the process proceeds directly to S1635. In this S1635, the value of the output permission selection state flag is set to "0". And when S1635 is executed, the output permission determination process is returned.
[0274] Next, the jackpot main effect start process executed by the sub-integrated control device 83 will be described using the flowchart of FIG. 38(a). Note that this process is a process that is periodically (for example, at a cycle of 2 ms) executed in the sub-integrated control device 83.
[0275] When the jackpot main effect start process is started, the sub-integrated control device 83 determines whether or not it has received the round start command for the first round (S1650). This round start command for the first round is a command transmitted from the main control device 80 to the sub-integrated control device 83 when the big winning opening 14 first becomes open in the jackpot game (see S512 in FIG. 26).
[0276] If the determination at S1650 is affirmative (S1650: yes), after setting the value of the jackpot main effect in-progress flag to "1" at S1655, the jackpot main effect start process returns. Here, the jackpot main effect in-progress flag is a flag indicating that the jackpot main effect (each round effect, the round interval effect executed between each round effect) is being executed, and when the value of this flag is "1", the jackpot main effect is executed. If the determination at S1650 is negative (S1650: no), the jackpot main effect start process simply returns.
[0277] Next, the detection information reception process executed by the sub-integrated control device 83 will be described using the flowchart of FIG. 38(b). Note that this process is a process that is periodically (for example, at a 2 ms cycle) executed in the sub-integrated control device 83.
[0278] When the detection information reception process is started, it is determined at S1700 whether or not the value of the jackpot main effect in-progress flag is "1". If the determination at S1700 is negative (S1700: no), the detection information reception process returns. If the determination at S1700 is affirmative (S1700: yes), the process proceeds to S1705.
[0279] At S1705, it is determined whether or not the sub-integrated control device 83 has received detection information. That is, it is determined whether or not the sub-integrated control device 83 has received detection information based on a game ball winning in the big winning opening 14, the first start opening 11, the second start opening 12, or the normal winning opening 13, or detection information based on a game ball passing through the normal symbol operation switch 17a. If a negative determination is made in S1705 (S1705: no), the detection information reception process returns.
[0280] On the other hand, if an affirmative determination is made in S1705 (S1705: yes), the process proceeds to S1710, where it is determined whether the value of the non-output state flag is "1" (S1710). If a negative determination is made in S1710 (S1710: no), after executing the process of outputting an effect (SE) based on the detection information in S1715, the detection information reception process returns. That is, in S1715, a scheduled sound effect is output based on the winning or passing of the game ball.
[0281] If an affirmative determination is made in S1710 (S1710: yes), in S1720, after executing an alternative performance based on the detection information, the detection information reception process returns. That is, in S1720, instead of outputting a scheduled sound effect based on the winning or passing of the game ball, after performing a display indicating a win ("Winning / Passing Notification V"), the detection information reception process returns.
[0282] Next, using the flowchart of FIG. 39, the jackpot end performance process executed by the sub-integrated control device 83 will be described. This process is a process that is periodically (for example, at a 2 ms cycle) executed in the sub-integrated control device 83.
[0283] When the jackpot end performance process is started, it is determined in S1800 whether a jackpot end performance start command has been received. Here, the jackpot end performance start command is transmitted from the main control device 80 to the sub-integrated control device 83 in the process of S526 (jackpot end performance process) of FIG. 27. If a negative determination is made in S1800 (S1800: no), the jackpot end performance process returns. On the other hand, if an affirmative determination is made in S1800 (S1800: yes), in S1805, after setting the value of the jackpot main performance flag to "0", the process proceeds to S1810.
[0284] In S1810, it is determined whether the value of the non-output state flag is "1". If a negative determination is made in this S1810 (S1810: no), the jackpot end production process is directly returned. On the other hand, if an affirmative determination is made in S1810 (S1810: yes), after setting the value of the non-output state flag to "0" in S1815, the jackpot end production process is returned.
[0285] By doing so, after executing the jackpot end production, based on the winning of a game ball in the big winning opening 14, the first start opening 11, the second start opening 12, or the normal winning opening 13, or based on the passing of a game ball through the normal symbol operation switch 17a, the effect sounds will be uniformly output.
[0286] According to the pachinko machine 50 of the first embodiment, in a state where the custom screen (selection screen) 6M is displayed, it is possible to select whether to output an effect sound, so it is possible to meet the preferences of the player. That is, if there are players who feel "comfortable" when the effect sound is output, there are also players who feel "noisy". However, according to the pachinko machine 50 of this embodiment, by selecting whether to output the effect sound, it is possible to accurately match the preferences of the player.
[0287] Also, according to the pachinko machine 50 of the first embodiment, when performing alternative notification instead of outputting the effect sound, while satisfying the preferences of players who consider the output of the effect sound undesirable, it is possible to notify the occurrence of a winning or the like. Also, when it is selected not to output the effect sound and the non-output state of the effect sound is set, the non-output state of the effect sound (the non-output state of the effect sound) is released when the jackpot game state ends. Therefore, the player does not need to release the non-output state of the effect sound one by one, so the pachinko machine 50 is not troublesome.
[0288] (2) Second Embodiment Next, the pachinko machine 50 of the second embodiment will be described. In the pachinko machine 50 of the first embodiment, during a specific state, which is a jackpot game (during the main jackpot presentation), it is possible to select whether to output an effect sound (SE) based on winning or the like in conjunction with the output of the BGM. However, in the present invention, the specific state is not limited to "during the jackpot game" exemplified in the first embodiment.
[0289] For example, as shown in the second embodiment, the specific state may be a state in which the player can progress the game in an advantageous state, that is, a privilege game in which the winning determination regarding the jackpot can be executed in a state more advantageous than the normal state. And in the second embodiment, the probability variable state (during the probability variable state) is exemplified as the privilege game.
[0290] In the pachinko machine 50 of the second embodiment, in the case of transitioning to the high probability state after the jackpot game ends (the case where an affirmative determination is made in S536 in FIG. 28), it is possible to execute a process of determining the selection of a music piece and the output of an effect sound during the jackpot end presentation. For example, FIG. 40(a) shows the state immediately after starting the jackpot end presentation in the case of transitioning to the high probability state after the jackpot game ends. In this case, it is suggested that the next winning determination (winning determination regarding the special symbol) will be executed with a high probability (transitioning to the probability variable state).
[0291] And as shown in FIG. 40(b), after starting the jackpot end presentation, when a predetermined time (for example, 1 second) has elapsed, a custom screen 6M appears on the screen 6a of the presentation symbol display device 6. When this custom screen 6M appears, it is possible to select a music piece to be output during the probability variable state (during the probability variable state) and to determine whether to output an effect sound (SE). After that, as shown in FIG. 40(c), it is possible to execute a selection of whether to make the state such that an effect sound based on winning or the like can be output during the probability variable state (during the probability variable state) (whether to set the value of the non-output state flag to "0") or a state where it cannot be output (whether to set the value of the non-output state flag to "1").
[0292] In this probability-varying state, as shown in Fig. 41(a), when the jackpot ending effect is terminated and a new win / loss determination (win / loss determination regarding special symbols) is executed, if the value of the "non-output state flag" is set to "0" during the jackpot ending effect, when an opportunity to output a sound effect (SE) occurs, the sound effect (SE) is output. For example, the sound effect (SE) is output each time the variation of the effect symbols (effect display) starts, or each time the left, right, and middle effect symbols stop. Also, depending on the effect symbols, when the result of the win / loss determination is displayed, a replay display is performed, or a gekki heat effect (an effect suggesting a high possibility that the result of the win / loss determination is a jackpot) appears, the sound effect (SE) is output.
[0293] On the other hand, if the value of the "non-output state flag" is set to "1" during the jackpot ending effect, the sound effect (SE) is not output even when an opportunity to output the sound effect (SE) occurs. Also, as shown in Fig. 41(b), when ending the probability-varying state (when ending the final variation executed in the probability-varying state), if the value of the "non-output state flag" is "1", the value is set to "0". Therefore, when the variation (variation of special symbols, variation of effect symbols) after ending the probability-varying state starts, the sound effect (SE) is always output. In addition, in Example 2, although an aspect where the value of the "non-output state flag" is set to "0" during the final variation executed in the probability-varying state is exemplified, the value of the "non-output state flag" may be set to "0" before ending the final variation executed in the probability-varying state and starting the next variation, or immediately after starting the next variation.
[0294] According to Example 2, in addition to the effects of Example 1, the following effects can be obtained. That is, during the probability-varying state (during the probability-varying state), compared with the case of the normal probability state, it is a much more advantageous state where the result of the win / loss determination is highly likely to be a jackpot. A player who wants to concentrate on the game without being disturbed by the sound effect in this advantageous state proceeds with the game in a state where the sound effect is not output. On the other hand, a player who wants to continue the game while being cheered up by the sound effect in this advantageous state proceeds with the game in a state where the sound effect is output.
[0295] Here, in the pachinko machine 50 of the second embodiment, when the probability variation state (high probability and time shortening state) ends and it becomes a mere time shortening state (normal probability and time shortening state), a sound effect is uniformly output. However, as shown in "the first modified example of the second embodiment (hereinafter referred to as the modified example 1)" in FIG. 40(c), even when it becomes a mere time shortening state (normal probability and time shortening state), whether to output a sound effect may be determined based on the player's selection operation.
[0296] Next, a second modified example (hereinafter referred to as the modified example 2) of the second embodiment will be described with reference to FIG. 42. In the modified example 2, the specific state is set to "a state where the game has not been executed for a certain period (so-called 'customer waiting state')". That is, when the variation of the special symbol has not been executed for a certain period, a custom screen 6M appears on the screen 6a of the effect symbol display device 6, and it may be possible to select a music piece output during the game (during the variation of the special symbol or during the big win game) or to select whether to output a sound effect (SE).
[0297] As shown in FIG. 19 described above, when a negative determination is made in S334 (S334: no), a standby command is transmitted from the main control device 80 to the sub-integrated control device 83 (S337). When the sub-integrated control device 83 receives this standby command, standby display and demo display are alternately repeated at a predetermined timing.
[0298] The standby state starts when a state where the hold symbols a1 and b1 are not displayed on the effect symbol display device 6 (a state where both the first hold memory and the second hold memory are zero) continues for a certain time (for example, continues for 15 seconds). That is, as shown in FIG. 42(a), when 15 seconds have elapsed after the sub-integrated control device 83 receives the standby command, a standby display 6t starts on the screen 6a of the effect symbol display device 6.
[0299] When the standby display 6t continues for a predetermined period (for example, continues for 30 seconds), the standby display 6t is changed to the demonstration display 6d. Then, when the demonstration display 6d continues for a predetermined period (for example, continues for 30 seconds), the demonstration display 6d is changed to the standby display 6t. Thus, in the pachinko machine 50 of each embodiment, when the game is not being executed, the standby display 6t and the demonstration display 6d are alternately repeated at 30 - second intervals. However, when the first hold memory or the second hold memory is generated while the standby display 6t or the demonstration display 6d is being executed, the display indicating the standby state (standby display 6t, demonstration display 6d) on the screen 6a of the effect symbol display device 6 ends, and the variation of the effect symbol (special symbol) starts in the variation display area 6H.
[0300] In this modification 2, when the standby display 6t and the demonstration display 6d are being repeated, at a predetermined timing, a custom screen (selection screen) 6M appears on the screen 6a of the effect symbol display device 6, and the selection of music and the output permission of the sound effect (SE) can be selected. In this modification 2, when a game ball enters the first start port 11 or the second start port 12 and the game resumes, the music selected during the game is output, and the sound effect (SE) is output or not output based on the player's selection.
[0301] Also, the specific state of the present invention is not limited to the states shown in each embodiment, modification 1, and modification 2, and may be a state during the progress of the game and other than during the big win game. For example, it may be the state shown in the modification (hereinafter referred to as modification 3) illustrated in FIG. 43. That is, as shown in modification 3, during the variation of the special symbol and the effect symbol, it may be possible to select the music selection and the output permission of the sound effect (SE).
[0302] In modification 3, when a predetermined variation pattern is selected based on the win - loss determination and the variation of the special symbol and the effect symbol is started, as shown in FIG. 43(a), a message M5 indicating "If you want to adjust the sound, operate the effect button 67" is displayed on the screen 6a of the effect symbol display device 6. During this variation, if the effect button 67 is operated, a custom screen 6M appears on the screen 6a of the effect symbol display device 6 (see FIGS. 43(b) and (c)). Then, during this variation, if a music selection operation and whether to output a sound effect (SE) are selected, from the next variation (special symbol and effect symbol), a sound effect will be executed according to the selection content (the type of selected music and the determination regarding whether to output a sound effect).
[0303] Note that in this embodiment, although not shown in the figures, when the effect button 67 is operated, prior to the display of the custom screen 6M, a volume and sound quality adjustment screen is displayed, and when the adjustment is completed, the custom screen 6M is displayed. Also, not limited to this, the custom screen 6M may be displayed together with the volume and sound quality adjustment screen. Furthermore, in addition to sound adjustment, adjustments such as brightness may also be performed together.
[0304] Also, FIG. 43(d) shows the case where it is selected not to output "sound effects" during the variation (when the value of the non-output state flag is "1"). In this case, when the variation stops, a message M6 indicating that the SE has been muted is displayed on the screen 6a of the effect symbol display device 6. Here, as a predetermined variation pattern, for example, a variation pattern that specifies a sufficient time can be exemplified. For example, a variation pattern that specifies a variation time of a sufficient length (for example, 10 seconds or more) while operating the effect button 67 or the cross keys 69 can be exemplified.
[0305] Although the embodiments of the present invention have been described as above, the scope of the present invention is not limited to the scope shown in the above-described embodiments and modifications, and various modifications can be exemplified within the scope of the present invention.
[0306] That is, in each embodiment, a pachinko machine 50 having a probability variation function that enables high-probability execution of the determination of the success or failure of a special symbol has been described, but the pachinko machine of the present invention does not necessarily need to have a probability variation function. For example, a pachinko machine 50 that does not have a probability variation function but has a time-saving function may be used. In addition, the pachinko machine 50 of each embodiment has a time-saving state including an a time-saving state, a b time-saving state, and a c time-saving state. However, the gaming machine of the present invention may have one or any two of the a time-saving state, the b time-saving state, and the c time-saving state as the time-saving state.
[0307] In addition, in the pachinko machine 50 having a time-saving state, a custom screen (selection screen) 6M may appear on the screen 6a of the effect symbol display device 6 in the time-saving state, and it may be possible to select music or whether to output sound effects (SE). Furthermore, when there are a plurality of types of time-saving states and there are differences in their time-saving performances, a custom screen (selection screen) 6M appears in a predetermined time-saving state, and it is possible to select music or whether to output sound effects (SE). However, in other time-saving states, the custom screen (selection screen) 6M may not appear, and it may not be possible to select music or whether to output sound effects (SE). For example, in the case of the b time-saving state, since the number of time-saving times is larger than that in the a time-saving state and the c time-saving state, when the degree of shortening of the fluctuation time becomes large, the custom screen (selection screen) 6M may not appear in the b time-saving state, and the custom screen (selection screen) 6M may appear in the a time-saving state and the c time-saving state, and it may be possible to select music or whether to output sound effects (SE).
[0308] Also, different from each embodiment and each modification example, a specific time can be exemplified as a specific state of the present invention. For example, at a predetermined time (for example, once a day) at a predetermined time (for example, at 19:00 every day), a custom screen (selection screen) 6M may appear on the screen 6a of the effect symbol display device 6, and it may be possible to select music or whether to output sound effects (SE). More specifically, when an RTC circuit (a device that counts and measures time and outputs "year, month, day, day of the week, time") is installed in the sub-integration control device 83 of the pachinko machine 50, when this RTC circuit measures a predetermined time, a modification example (hereinafter referred to as modification example 4) in which a custom screen (selection screen) 6M appears on the screen 6a of the effect symbol display device 6 and it is possible to select music or whether to output sound effects (SE) can also be exemplified.
[0309] According to Modification Example 4, for example, a mode in which the custom screen (selection screen) 6M appears at a first predetermined time (once a day, per second) or a mode in which the custom screen (selection screen) 6M appears at a second predetermined time (for example, once a month) can be exemplified.
[0310] In this way, the state of the output target of the BGM is not limited to jackpot games, time shortening, probability variation, etc., and may be targeted at a specific effect that appears at a predetermined time. In this case, when a performance by a specific talent appears at a predetermined time, there are also players who want to watch this performance.
[0311] In such a case, the player will look forward to the "predetermined time when the performance of a specific talent appears". However, according to the present invention, the player can enjoy the performance in a state where no sound effect (SE) is output. In this case, it is possible to satisfy the player's desire to watch while enjoying the performance and eliminating disturbing noise.
[0312] Also, in the present invention, as a preference of the player, it is possible to satisfy a preference (hereinafter referred to as preference A) of "I only want to listen to the BGM, so even if an opportunity to output the SE occurs when the BGM is output, I don't want the SE to be output". However, conversely, there are also players who have a preference (hereinafter referred to as preference B) of "I want to listen to the SE to confirm winning or the like, but the BGM of this machine is annoying and I don't want to listen to it, or I like the specifications and gameplay of this machine, so I play this machine, but I dislike the BGM".
[0313] As a gaming machine related to the present invention, "A gaming machine that includes at least a sound effect output in accordance with the occurrence of a predetermined state and a BGM output during a specific state, as sounds output during the game, wherein it is possible to select whether to output the BGM characterized by a gaming machine" can also be exemplified.
[0314] According to this related gaming machine, since the output of BGM can be appropriately selected, the demands of players with preference A and the demands of players with preference B can be satisfied.
[0315] As another gaming machine related to the present invention, "A gaming machine that includes at least an effect sound output in association with the occurrence of a predetermined state and a BGM output during a specific state as the sounds output during the game, wherein the output of the effect sound can be suppressed in conjunction with the output of the BGM" "is a characteristic of the gaming machine" can also be exemplified.
[0316] According to this other related gaming machine, since the volume of the effect sound output in conjunction with the output of the BGM can be adjusted (including muting the effect sound), for example, the desires of players who want to concentrate on watching the BGM and the desires of players who want to enjoy the effect sound can be satisfied. Therefore, also in this case, it corresponds to the preferences of the players.
[0317] In addition, in Example 1, the state of the BGM output target was set as the jackpot game, but it is not limited to the jackpot game, a short-time state, a probability-variable state, etc., and it may be targeted at a b short-time state or a c short-time state. Separate from the plurality of BGMs for the jackpot, a plurality of BGMs for the b short-time state or the c short-time state may be provided. Also, although each example and each modified example have been described as application examples to a general digital pachinko machine 50 of the digital pachinko type, the present invention is not limited to this, and the present invention can also be applied to other types of pachinko machines 50 such as a so-called "one-two mixed machine type" pachinko machine 50 and a so-called "V-chara type" pachinko machine 50. Furthermore, the gaming machine of the present invention may be a so-called "enclosed gaming machine" or a "non-enclosed gaming machine".
[0318] In the present invention, the jackpot game that outputs BGM is not limited to the jackpot game of the old one-type pachinko machine 50, and may be the jackpot game of the old two-type pachinko machine or other types of pachinko machines.
[0319] In addition, in each of the embodiments and each of the modified examples, an application example to a pachinko machine has been shown. However, the present invention can also be suitably applied to a rotary gaming machine (slot machine) that conducts games using medals as value media. Furthermore, it can also be suitably applied to a rotary gaming machine (parrot machine) that conducts games similar to slot machines using game balls as value media.
[0320] In addition, in each of the embodiments, when in a certain case (when accompanied by the start / stop of a predetermined state), the operation means (cross key 69) is activated to enable the selection of music and the selection of whether to output sound effects (SE). However, in the present invention, even in cases other than a certain case, it may be possible to select music and whether to output sound effects (SE). For example, the operation means (cross key 69) may be always activated, enabling the selection of music and the selection of whether to output sound effects (SE) at all times. In this case, a player who wishes to stop the output of sound effects (SE) during the game can easily select whether to output sound effects (SE). Similarly, even when the output of sound effects (SE) is stopped, a player who wishes to resume the output of sound effects (SE) may be able to easily resume the output of sound effects (SE).
[0321] In addition, in each of the embodiments and each of the modified examples, an example of an aspect in which music selection and the selection of whether to output sound effects (SE) can be executed has been shown. However, it may be possible to execute only the selection of whether to output sound effects (SE).
[0322] [Correspondence with the Claims] Next, the correspondence between the terms used in the description of the above embodiment (example) and the terms used in the description of the claims is shown. "Pachinko machine 50" corresponds to an example of a "gaming machine".
[0323] "A game ball enters a winning port (big winning port 14, first start port 11, second start port 12, normal winning port 13), or a game ball passes through the normal symbol operation gate 17" corresponds to an example of "the occurrence of a predetermined state". "During a big win game" corresponds to an example of "during a specific state". "Custom Screen 6M" corresponds to an example of the "Selection Screen".
Explanation of Signs
[0324] 1: Game board, 3: Game area, 6: Effect symbol display device, 11: First start port (special first start port), 12: Second start port (special first start port), 14: Big winning port, 17: Normal symbol operation gate, 80: Main control device, 82: Effect symbol control device, 83: Sub-integrated control device.
Claims
【Claim 1】 As sounds output during a game, there are at least an effect sound of a production that suggests a high probability that the result of a win / loss determination output along with the occurrence of a predetermined state is a big win, and background music output during a specific state in which the win / loss determination can be executed in a state more advantageous than the normal state. A gaming machine comprising: It is possible to select whether or not to output the effect sound in conjunction with the output of the background music during the specific state. When the selection is made not to output the effect sound in conjunction with the output of the background music and the effect sound non-output state is entered, the effect sound non-output state is released when the specific state ends. A gaming machine characterized by the above.
Citation Information
Patent Citations
Game machine
JP2009017960A
Game machine
JP2014236797A
Game machine
JP2018038595A
Game machine
JP2021029875A
Game machine
JP2022107119A