Gaming machine
The gaming machine addresses the issue of maintaining player interest after a jackpot by using a combination of determination mechanisms, symbol displays, and special variable pattern tables to transition the game state to an advantageous condition, thereby enhancing gameplay and production effects.
Patent Information
- Application Number
- JP2021141671
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-08-31
- Publication Date
- 2025-06-23
- Estimated Expiration
- 2041-08-31
AI Technical Summary
Existing gaming machines fail to effectively maintain player interest after the end of a jackpot gaming state, leading to premature game termination.
The gaming machine incorporates a pass/fail determination mechanism, symbol display system, big win game execution, advantageous state transition, and effect display to enhance gameplay after a jackpot, using special variable pattern tables to increase the likelihood of subsequent big wins or jackpots.
This approach enhances the production effect and gameplay interest by transitioning the game state to an advantageous condition for the player, reducing the likelihood of premature game termination and encouraging continued play.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine, and more particularly to a gaming machine that transitions to an advantageous state favorable to a player after the end of a jackpot gaming state.
Background Art
[0002] Conventionally, in a pachinko machine which is a gaming machine, a winning determination as to whether or not it is a jackpot is made due to a game ball entering a start port. When the determination result is a jackpot, the big winning port is opened and a jackpot game advantageous for the player to obtain prize balls is started, which is the mainstream. In this type of pachinko machine, after the end of the jackpot gaming state, the game is made into an advantageous state favorable for obtaining the next jackpot game over a predetermined period, enabling consecutive jackpot games to be obtained.
[0003] In such a case, there are players who end the game by transitioning to a normal gaming state different from the advantageous state after the end of the jackpot gaming state, or by the end of the advantageous state that has transitioned after the end of the jackpot gaming state. Therefore, there is a gaming machine that implements measures to continue the game even after the end of the jackpot gaming state (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] How to implement measures to continue the game even after the end of the jackpot gaming state is an important matter that greatly affects the interest of the game, and it is required to improve the gameplay related to the end of the jackpot gaming state.
[0006] In view of the above circumstances, the present invention has been made with the object of providing a gaming machine capable of enhancing the production effect related to the end of a big win gaming state and improving the interest of the game playability.
Means for Solving the Problems
[0007] The gaming machine according to the invention of claim 1 includes a pass / fail determination means for executing a pass / fail determination when a predetermined condition is satisfied, a symbol display means for executing a variable display of symbols according to a variable pattern set based on the result of the pass / fail determination, a big win gaming execution means for executing a big win game when the result of the pass / fail determination is a big win and a predetermined symbol is definitely displayed on the symbol display means, an advantageous state transition means for transitioning the game state to an advantageous state favorable to the player after the end of the big win gaming state, and an effect display means for executing a change of the effect symbol and an effect display according to the variable display of the symbol. In the gaming machine in which a specific effect display can be executed when the effect symbol becomes a predetermined mode by the effect display means, a special variable pattern table setting means for setting a special variable pattern table is provided when the big win game ends and the game transitions to a normal game state different from the advantageous state. The special variable pattern table setting means sets a first special variable pattern table when transitioning from a big win game caused by the definite display of a first predetermined symbol as a predetermined symbol to the normal game state. On the other hand, it is configured to set a second special variable pattern table when transitioning from a big win game caused by the definite display of a second predetermined symbol as a predetermined symbol to the normal game state. Further, the special variable pattern table setting means is configured to switch to the normal variable pattern table when a predetermined switching condition is satisfied during the setting of the first special variable pattern table or the second special variable pattern table. When 2 the special variable pattern table is set is special it is characterized in that the possibility of a big win when a fixed effect display is executed is higher than that in the case of the normal variable pattern table.
[0008] According to the gaming machine of the present invention, since the production mode after the jackpot game ends differs depending on the type of jackpot game, the production effect regarding the end of the jackpot game can be enhanced, and the interest of the gameplay can be improved. As a result, it is possible to enhance the effect of preventing (i.e., preventing quitting) the player from immediately ending the game after the jackpot game ends.
[0009] The gaming machine of the invention according to claim 2 includes a pass / fail determination means for executing a pass / fail determination when a predetermined condition is satisfied, a symbol display means for executing a variable display of symbols according to a variable pattern set based on the result of the pass / fail determination, a jackpot game execution means for executing a jackpot game when the result of the pass / fail determination is a jackpot and a predetermined symbol is definitely displayed on the symbol display means, an advantageous state transition means for transitioning the game state to an advantageous state favorable to the player after the end of the jackpot game state, and an effect display means for executing a change in the effect symbol and an effect display according to the variable display of the symbols. In the gaming machine in which a specific effect display can be executed when the effect symbol becomes a predetermined mode by the effect display means, it includes a special variable pattern table setting means for setting a special variable pattern table when the advantageous state ends. The special variable pattern table setting means sets a first special variable pattern table after the end of the advantageous state shifted from a jackpot game caused by the definite display of a first predetermined symbol as a predetermined symbol. On the other hand, it is configured to set a second special variable pattern table after the end of the advantageous state shifted from a jackpot game caused by the definite display of a second predetermined symbol as a predetermined symbol. Further, the special variable pattern table setting means is configured to switch to the normal variable pattern table when a predetermined switching condition is satisfied during the setting of the first special variable pattern table or the second special variable pattern table. The 2 When the special variable pattern table is set is special It is characterized in that the possibility of a jackpot when a fixed effect display is executed is higher than that in the case of the normal variable pattern table.
[0010] According to the gaming machine of the present invention, since the production mode after the end of the advantageous state differs according to the type of jackpot game that causes the transition to the advantageous state, the production effect regarding the end of the advantageous state can be enhanced, and the interest of the gameplay can be improved. Thereby, it is possible to enhance the effect of preventing (i.e., preventing quitting) the player from immediately ending the game after the end of the advantageous state.
[0011] In the gaming machine of the invention described in claims 1 and 2, the predetermined conditions are, for example, in the case of a ball shooting gaming machine (pachinko machine), by winning a game ball into the start port arranged in the game area, obtaining a determination random number used for the win / loss determination, and, not being in the jackpot state and not during the variable display or fixed display of the symbols. Note that the predetermined conditions may have additional conditions or some conditions may be deleted. For example, the predetermined conditions in the case of a rotary gaming machine are that a gaming medium is inserted into the gaming machine, BET, the reels are not rotating, the start lever is operated in a state where the lottery right is obtained, and not during the payout of the gaming medium. Note that the predetermined conditions may have additional conditions or some conditions may be deleted.
[0012] In the gaming machine of the invention described in claims 1 and 2, the advantageous state is, for example, in the case of a ball shooting gaming machine, preferably a gaming state (time-saving gaming state) where it is easy to win a game ball into the start port and the opportunity for win / loss determination increases. Also, it is conceivable to set it as a probability variation gaming state that increases the probability of winning the jackpot in the win / loss determination as the advantageous state.
[0013] In the gaming machine of the invention described in claims 1 and 2, for the production design to become a predetermined mode by the production display means, for example, it is desirable to perform a variation display of three production designs in the variation display of the production design, and while two of the production designs stop varying with the same design, wait for the remaining one production design to stop varying in a reach production mode. And the specific production display can be a special reach production developed from the normal reach production (also called normal reach). For example, in the special reach production, the background video is different from the normal reach production, etc., and the production is such that the difference between the two is clear.
[0014] In the gaming machine according to the inventions described in claims 1 and 2, it is desirable that the types of jackpot games are different between the jackpot game resulting from the determination display of the first predetermined symbol and the jackpot game resulting from the determination display of the second predetermined symbol.
[0015] The gaming machine according to the invention described in claim 3 can perform a preview effect indicating the expectancy of a jackpot as an effect display, and when the second special variation pattern table is set, the probability of performing a confirmation preview effect that confirms this when the result of the win / loss determination is a jackpot as a preview effect is made higher than that in the case of the normal variation pattern table.
[0016] According to this, since the confirmation preview effect is likely to appear, it becomes possible to enhance the will to continue the game further for players who want to see limited effects such as the confirmation preview effect.
[0017] The gaming machine according to the invention described in claim 4 can perform a preview effect indicating the expectancy of a jackpot as an effect display, and when a specific effect display is performed when the first special variation pattern table is set, the probability of performing a high-expectancy preview effect indicating that the expectancy of a jackpot is equal to or higher than a predetermined expectancy as a preview effect is made higher than that in the case of the normal variation pattern table.
[0018] According to this, although there is a possibility that the expectancy of the specific effect display may decrease due to increasing the appearance rate of the specific effect display, it is possible to avoid lowering the players' expectancy for the specific effect display in order to make the high-expectancy preview effect indicating that it is equal to or higher than a predetermined expectancy likely to appear.
Brief Description of the Drawings
[0019]
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Mode for Carrying Out the Invention
[0020] 〔Example〕 Hereinafter, a pachinko machine (pachinko machine 1) according to an embodiment that provides the present invention will be described with reference to the drawings. First, with reference to FIGS. 1 to 3, the external configuration of the pachinko machine 1 in this embodiment will be described.
[0021] (1. Schematic configuration of pachinko machine 1) As shown in FIG. 1, the pachinko machine 1 is a gaming machine that can be played by a player and is installed in a gaming facility.
[0022] (1-1. Front configuration of pachinko machine 1) The pachinko machine 1 has a structure in which each part is held by an outer frame 10 that forms a vertically long fixed outer contour holding frame. The outer frame 10 is provided with a front frame (glass frame) 11 in which a plate glass 110 is fitted and an inner frame 30 (see FIG. 3) that can be opened and closed via hinges 101, 101 provided at upper and lower positions on the left side. Incidentally, these front frame 11 and inner frame 30 are closed and locked to the outer frame 10 by a cylinder lock 18. A predetermined key is inserted into the cylinder lock 18, and the key is operated clockwise to open the inner frame 30, and the front frame 11 can be opened by an anti-clockwise operation. Behind the plate glass 110 of the front frame 11, a game board 2 (see FIG. 2) held by the inner frame 30 is provided.
[0023] Speakers 112, 112 are installed at the upper left and right positions of the front frame 11, respectively, and game sounds are output therefrom to enhance the enjoyment of the game. In addition to the frame-side decorative lamp 113 that emits light according to the game state, the front frame 11 is provided with LEDs for notifying abnormalities in the game.
[0024] An upper tray 12 and a lower tray 13 are integrally formed at the lower half of the front frame 11. A firing handle 14 is provided on the right side of the lower tray 13. By operating the firing handle 14 clockwise, the firing device is activated, and the game balls supplied from the upper tray 12 are fired toward the game board 2. In addition, prize balls are paid out to the upper tray 12. The lower tray 13 is configured to receive the prize balls that overflow from the upper tray 12, and the game balls accumulated in the lower tray 13 can be transferred to a separate box (dollar box) provided in the gaming facility by operating the ball drain lever.
[0025] The pachinko machine 1 is a so-called CR machine, and a prepaid card unit (CR unit) CR that reads and writes prepaid cards is adjacent to it. On the pachinko machine 1, a ball lending switch 171, a settlement switch 172, and a settlement display are provided on the right side of the upper plate 12 (see FIG. 4). Also, at the central position of the upper plate 12, there are provided an effect button 15 that can be operated by the player and a jog dial 16 that surrounds the outer periphery thereof.
[0026] (1-2. Configuration of the game board of the pachinko machine 1) As shown in FIG. 2, on the game board 2, a substantially circular game area 20 surrounded by an outer rail 201 and an inner rail 202 is formed. Also, a center case 200 is mounted at a position slightly above the approximate center of the game area. As a result, the game area 20 is divided into a left game area 20L where the game ball flows down when the game ball is launched with a launch power less than a predetermined value and a right game area 20R where the game ball flows down when the game ball is launched with a launch power equal to or greater than the predetermined value. Note that a large number of game pins and the like are implanted in the game area 20.
[0027] In the center of the center case 200, an LCD panel of an effect symbol display device 47 (the overall illustration is omitted) is disposed. Note that the center case 200 is provided with a warp entrance, a warp gutter, a stage, etc., in the same manner as well-known ones.
[0028] Immediately below the center position in the left-right direction of the center case 200, a first special symbol start port 23 that is always capable of receiving game balls and for which a winning or losing determination of a first special symbol (hereinafter, also simply referred to as the first special figure) is executed due to the entry of the game balls is arranged. When a game ball enters the first special symbol start port 23, a plurality of types of random numbers (numerical data) are extracted, and these random numbers are stored as reservation memories of the first special symbol.
[0029] Also, a general winning port 27 is located downstream of the first special figure starting port 23, and a first major winning port 25 is arranged further downstream. The general winning port 27 is a winning port through which balls can always enter. The first major winning port 25 is provided to be openable and closable by an opening and closing plate of a special electric accessory, and is a winning port that can be opened in a predetermined opening mode in the round game of the big win game.
[0030] The entry of balls into the first special figure starting port 23 arranged in this way is mainly aimed at by flowing the game balls into the left game area 20L through the "left hitting game". On the other hand, the entry of balls into the first major winning port 25 opened in the big win game is mainly aimed at by flowing the game balls into the right game area 20R through the "right hitting game" according to the game state described later.
[0031] Also, in the left game area 20L, a plurality (three) of general winning ports 27 through which balls can always enter are arranged at a position diagonally downward to the left of the center case 200 and to the left of the first special figure starting port 23.
[0032] In the right game area 20R, a normal figure operation port 21 is arranged at the right horizontal position of the center case 200. The normal figure operation port 21 is a gate through which game balls can pass through, and a winning or losing determination of a normal pattern (hereinafter, also simply referred to as a normal figure) is made due to the entry of the game balls. When a game ball enters the normal figure operation port 21, a plurality of types of random numbers (numerical data) are extracted, and these random numbers are stored as reserved memories of the normal figure.
[0033] Also, in the right game area 20R, a normal electric accessory 22 (hereinafter, simply referred to as a normal electric accessory) is arranged downstream of the normal figure operation port 21. The normal electric accessory 22 is provided with a pair of left and right openable and closable blades, and is usually a ball entry device in which it is difficult for game balls to enter. When winning is determined by the winning or losing determination of the normal figure, the blades are opened in a predetermined opening mode, and ball entry becomes possible.
[0034] Then, in the general electric component 22, a second special figure starting port 24 is arranged inside. The second special figure starting port 24 is configured such that only the game balls that have entered the general electric component 22 can enter. The second special figure starting port 24 is a winning port where a determination of whether a second special symbol (hereinafter, also simply referred to as the second special figure) is a winning one is executed due to the entry of game balls into it. When a game ball enters the second special figure starting port 24, a plurality of types of random numbers (numerical data) are extracted, and these random numbers are stored as pending storage of the second special figure.
[0035] Furthermore, in the right game area 20R, on the downstream side of the general electric component 22, a second large winning port 26 that is opened and closed by the opening and closing plate of the special electric component is arranged. The second large winning port 26 is a winning port that can be opened in a small winning game.
[0036] The entry of game balls into the general figure operating port 21, the general electric component 22, the second special figure starting port 24, and the second large winning port 26 arranged in this way is mainly aimed at by allowing the game balls to flow down into the right game area 20R through the "right hitting game".
[0037] In the game area 20, at the lowermost part of the game board directly below the first large winning port 25, an out port 203 is provided to take in the game balls that have flowed down to the lowermost part of the game area 20 without entering various winning ports.
[0038] On the game board 2, in the area outside the outer rail 201 at the right lower end thereof, a first special figure display device 281 and a second special figure display device 283 composed of 7-segment displays, and a first special figure pending number display device 282 and a second special figure pending number display device 284 composed of 4 LED displays are arranged. Also, in the same area, a normal symbol display device 285 and a normal symbol pending number display device 286 composed of a plurality of LED displays are arranged.
[0039] (1-3. Rear Structure of Pachinko Machine 1) Figure 3 shows the back side of the pachinko machine 1. On the back side of the pachinko machine 1, an inner frame 30 for detachably mounting the game board 2 is housed. Similar to the front frame 11, the upper and lower positions of one side edge (the right side in Figure 3) of the inner frame 30 are hinged to the outer frame 10 and are installed so as to be openable and closable. A game ball flow-down passage is formed in the inner frame 30, and a ball tank 31, a tank rail 32, and a payout unit 33 are provided from above (upstream), and a payout mechanism is provided in the payout unit 33. With this configuration, if a game ball wins a prize at the winning opening of the game board 2, a predetermined number of game balls (bonus balls) are paid out from the ball tank 31 through the tank rail 32 by the payout unit 33 and are paid out to the upper tray 12 through the payout ball flow-down passage. Also, it is configured to pay out the loan balls paid out by the operation of the ball loan switch 171 by the payout unit 33 that pays out the bonus balls.
[0040] On the back side of the pachinko machine 1, a main control device 40, a payout control device 41, a sub-integrated control device 42, a performance symbol control device 43, a launch control device 44, and a power supply board 45 are provided. The main control device 40, the sub-integrated control device 42, and the performance symbol control device 43 are provided on the game board 2, and the payout control device 41, the launch control device 44, and the power supply board 45 are provided on the inner frame 30. Although the launch control device 44 is not depicted in Figure 3, it is provided on the back side of the payout control device 41.
[0041] The main control device 40 is provided with an RWM clear switch and a setting key switch. The RWM clear switch is mainly operated when clearing the game information and the like stored in the RWM built into the main control device 40. Incidentally, the RWM clear switch may be arranged on the payout control device 41 or the power supply board 45.
[0042] The main control device 40 is provided with a performance display device composed of four 7-segment LED displays. By providing the performance display device on the back side of the pachinko machine 1, the pachinko machine 1 can arrange the performance display device at a position where it cannot be seen by the players during the game.
[0043] In addition, when the main control device 40 determines that there is an irregularity, the payout control device 41 is provided with an irregularity notification lamp that lights up an LED to notify employees of the gaming facility or the like that there has been an irregularity.
[0044] On the back side of the pachinko machine 1, on the right side of the ball tank 31, an external connection terminal board 38 is arranged. Through the external connection terminal board 38, signals indicating the gaming state and gaming results are sent to the hall computer 500 (see FIG. 4). Conventionally, for the external connection terminal board for sending signals to the hall computer 500, two types are used: a board side (a terminal for outputting signals output from the gaming board side to the hall computer 500) and a frame side (a terminal for outputting signals output from the outer frame 10, the front frame 11, and the inner frame 30 to the hall computer 500). However, in this embodiment, signals indicating the gaming state and gaming results are sent to the hall computer 500 via a single external connection terminal board 38.
[0045] (2. Electrical Configuration of Pachinko Machine 1) Next, with reference to FIG. 4, the electrical configuration of the pachinko machine 1 will be described. The pachinko machine 1 has a configuration including a main control device 40 that controls game progress and the like, and as sub-control devices, a payout control device 41, a sub-integrated control device 42, a performance symbol control device 43, and a launch control device 44. In the main control device 40, the payout control device 41, the sub-integrated control device 42, and the performance symbol control device 43, all are equipped with a CPU, a ROM, a RAM, an input port, an output port, etc. These control devices are all caused by an interrupt signal with a period of 2 ms or 4 ms by the CPU, and a program composed of a main routine and sub-routines mounted on the ROM is started, and various controls are executed. In addition, the main control device 40 is also equipped with a random number counter or the like for extracting various random numbers. In this embodiment, the launch control device 44 is not provided with a CPU, a ROM, a RAM, etc. However, it is not limited to this, and the launch control device 44 may or may not be provided with a CPU, a ROM, a RAM, etc.
[0046] (2-1. Main Control Device 40) As shown in FIG. 4, the electrical configuration of the pachinko machine 1 is mainly centered around the main control device 40 that controls the game. The main control device 40 is electrically connected to the hall computer 500 or a test firing test device (not shown) via the back wiring relay terminal board 530 and the external connection terminal board 38. And the output signal from the main control device 40 is sent to the hall computer 500 or the test firing test device via the back wiring relay terminal board 530 and the external connection terminal board 38.
[0047] Connected to the main control device 40 via the back wiring relay terminal board 530 are a glass frame open switch 501 that detects whether the front frame 11 (see FIG. 1) is open or not, and an inner frame open switch 502 that detects whether the inner frame 30 (see FIG. 3) is open or not. These glass frame open switch 501 and inner frame open switch 502 output their respective detection signals to the main control device 40. Incidentally, in FIG. 4, "switch" is denoted as "SW".
[0048] Also, connected to the main control device 40 via the game board relay terminal board 531 are a first special figure start port switch 503 that detects the entry of a game ball into the first special figure start port 23 (see FIG. 2), a second special figure start port switch 504 that detects the entry of a game ball into the second special figure start port 24 (see FIG. 2), a normal symbol operation switch 505 that detects the entry of a game ball into the normal symbol operation port 21 (see FIG. 2), a first count switch 506 that counts the number of game balls entering the first big winning port 25 (see FIG. 2), a second count switch 507 that counts the number of game balls entering the second big winning port 26 (see FIG. 2), a general winning port switch 508 that detects the entry of a game ball into the general winning port 27 (see FIG. 2), and an out port switch 509 that detects the game balls taken into the out port 203. And these first special figure start port switch 503, second special figure start port switch 504, normal symbol operation switch 505, first count switch 506, second count switch 507, general winning port switch 508 and out port switch 509 output their respective detection signals to the main control device 40.
[0049] Furthermore, the main control device 40 is connected to the first major winning opening solenoid 510 via the game board relay terminal board 531, and controls the opening and closing of the first major winning opening 25 (see FIG. 2) by driving this solenoid. Additionally, the main control device 40 is connected to the second major winning opening solenoid 511 via the game board relay terminal board 531, and controls the opening and closing of the second major winning opening 26 (see FIG. 2) by driving this solenoid. Additionally, the main control device 40 is connected to the general electric accessory solenoid 512 via the game board relay terminal board 531, and controls the opening and closing of the general electric accessory 22 (see FIG. 2) by driving this solenoid. Note that in FIG. 4, "solenoid" is denoted as "SOL".
[0050] The main control device 40 operates according to the installed program. Then, the main control device 40 generates various commands related to the progress of the game based on various detection signals and the like, and outputs the commands to the payout control device 41 and the sub-integrated control device 42. Furthermore, the main control device 40 performs display control of the first special symbol display device 281, the first special symbol hold count display device 282, the second special symbol display device 283, the second special symbol hold count display device 284, the normal symbol display device 285, and the normal symbol hold count display device 286 connected via the symbol display device relay terminal board 533.
[0051] Note that the MPU (Micro Processing Unit) installed in the main control device 40 mainly includes a CPU, a ROM, a RAM, a counter circuit, a timer circuit, and a random number circuit. Each of the CPU, ROM, RAM, counter circuit, timer circuit, and random number circuit is connected via an internal bus, and the internal bus is communicably connected to various switches and various devices provided in the pachinko machine 1 via an external bus interface.
[0052] (2-2. Payout Control Device 41) Next, the payout control device 41 will be described. The payout control device 41 is connected to the main control device 40 so as to enable two-way communication. The payout control device 41 is connected to the glass frame opening switch 501 and the inner frame opening switch 502 via the payout relay terminal board 534 and the back wiring relay terminal board 530. Then, the payout control device 41 transmits information regarding prize balls, information regarding the open / closed states of the front frame 11 and the inner frame 30, etc. to the hall computer 500 or a test firing device (not shown) via the external connection terminal board 38. Also, the payout control device 41 transmits a firing stop signal for stopping the firing of game balls to the firing control device 44 as necessary.
[0053] Also, the payout control device 41 is connected to a ball empty switch 520 that detects that the ball tank 31 (see FIG. 3) has become empty via the back wiring relay terminal board 530. When the ball empty switch 520 detects that the ball tank 31 has become empty, it outputs a detection signal to the payout control device 41.
[0054] Furthermore, the payout control device 41 is connected to a payout motor 521 that pays out game balls and a payout switch 522 that detects that a game ball has been paid out via the payout relay terminal board 534. The payout control device 41 drives the payout motor 521 in accordance with a command sent from the main control device 40 to pay out game balls. When the payout switch 522 detects that a game ball has been paid out, it outputs a detection signal to the payout control device 41. Furthermore, the payout control device 41 is connected to a full switch 523 that detects that the lower tray 13 has become full. When the full switch 523 detects that the lower tray 13 has become full, it outputs a detection signal to the payout control device 41.
[0055] When a detection signal is input from the ball depletion switch 520 or when a detection signal is input from the full switch 523, the payout control device 41 stops the payout motor 521. As a result, the payout operation of the prize balls by the payout unit 33 is stopped. The ball depletion switch 520 continues to output a detection signal until the ball depletion state is resolved, and the full switch 523 continues to output a detection signal until the full state of the lower tray 13 is released. Then, when the input of the detection signals from the ball depletion switch 520 and the full switch 523 stops, the payout control device 41 resumes driving the payout motor 521.
[0056] In addition, when the present invention is adopted for an enclosed gaming machine or the like that circulates the gaming balls enclosed in the machine body to conduct the game, one-way communication from the main control device 40 to the payout control device 41 (in the case of an enclosed gaming machine, it is preferably referred to as a frame control device because no payout of gaming balls is performed) may be used. In this case, the gaming machine can be configured to be less vulnerable to fraud.
[0057] Furthermore, the payout control device 41 is connected to the CR unit CR and the settlement display device 170 via the CR unit terminal board 535 so as to enable two-way communication. The settlement display device 170 is connected to a ball loan switch 171 and a settlement switch 172 that are operated by the player. The ball loan switch 171 is a switch that is operated when the player requests a loan of gaming balls, and the settlement switch 172 is a switch that is operated when the player requests settlement.
[0058] When the ball loan switch 171 detects an operation by the player, it outputs an operation signal for a loan request. The loan request signal output by the ball loan switch 171 is input to the CR unit CR via the settlement display device 170, and the loan request signal is transmitted from the CR unit CR to the payout control device 41. Then, when the payout control device 41 receives the loan request signal from the CR unit CR, it drives the payout motor 521 to pay out the gaming balls and controls the remaining balance display of the prepaid card inserted into the CR unit CR.
[0059] When the redemption switch 172 detects an operation by the player, it outputs an operation signal for a redemption request. The redemption request signal output by the redemption switch 172 is input to the CR unit CR via the redemption display device 170, and the CR unit CR performs control related to the balance management and balance display of the prepaid card inserted into the CR unit CR according to the redemption request signal.
[0060] In addition, the payout control device 41 is provided with an illegal notification lamp which is an LED that lights up when it is determined that the ball entry frequency into the general winning opening 27 is abnormal. When the payout control device 41 receives an illegal command from the main control device 40, it can notify the employees of the game facility etc. that there may be illegal acts by lighting up the illegal notification lamp.
[0061] (2-3. Sub-integrated control device 42 and effect symbol control device 43) The sub-integrated control device 42 is connected to the main control device 40 via the effect relay terminal board 532 and enables communication from the main control device 40 to the sub-integrated control device 42. Then, the sub-integrated control device 42 performs effect control based on the command received from the main control device 40. The effect button 15 and the jog dial 16 are connected to the sub-integrated control device 42. The effect button 15 and the jog dial 16 respectively input their detection signals by operation to the sub-integrated control device 42.
[0062] Then, the sub-integrated control device 42 controls the output of sound by driving the speaker 112 and controls the lighting and extinguishing etc. of various LEDs and lamps including the frame side decoration lamp 113. Further, the sub-integrated control device 42 is provided with a volume adjustment switch for adjusting the volume output from the speaker 112. The sub-integrated control device 42 controls the volume output from the speaker 112 based on the operation signal input from the volume adjustment switch.
[0063] The effect symbol control device 43 is connected to the sub-integrated control device 42 so as to enable two-way communication. The sub-integrated control device 42 transmits commands regarding effects such as displaying characters and the display mode of pseudo symbols of special symbols to the effect symbol control device 43. On the other hand, the effect symbol control device 43 displays a pseudo effect symbol 700 corresponding to the command sent from the sub-integrated control device 42 on the LCD panel of the effect symbol display device 47.
[0064] Further, when it is determined that the ball entry frequency into the general winning opening 27 is abnormal, the sub-integrated control device 42 performs error notification by the speaker 112, the frame side decorative lamp 113, and the effect symbol display device 47.
[0065] (2-4. Launch control device 44) The launch control device 44 is connected to the payout control device 41 and enables communication from the payout control device 41 to the launch control device 44. The launch control device 44 controls the launch motor 526 based on commands sent from the main control device 40 via the payout control device 41 and the rotation signal of the launch handle 14, and launches and stops the launch of the game ball.
[0066] In addition, a launch stop switch 524 provided on the launch handle 14 and a touch switch 525 for detecting that the player is in contact with the launch handle 14 are connected to the launch control device 44. When the touch switch 525 detects contact with the launch handle 14 by the player, the touch switch 525 inputs a detection signal to the launch control device 44. Then, when a detection signal is input from the touch switch 525, the launch control device 44 launches the game ball. On the other hand, when there is an operation by the player, the launch stop switch 524 inputs a detection signal to the launch control device 44. Then, when a detection signal is input from the launch stop switch 524, the launch control device 44 stops the launch of the game ball even if a detection signal is input from the touch switch 525.
[0067] (2-5. Power supply board 45) Although not shown in the figures, the power supply board 45 includes a power supply circuit, a power receiving circuit, a power outage detection circuit, and a backup power supply circuit. The power supply circuit converts the AC voltage supplied from an externally provided AC power supply (main power supply AC24V) to generate a DC voltage. A power switch is provided in the power receiving circuit, and the power supply circuit is connected to the AC power supply via the power receiving circuit. When the power switch is turned ON, the power supply circuit conducts with the AC power supply, and the main power supply AC24V is supplied to the power supply circuit. Then, the power supply circuit supplies the necessary DC voltage to various control devices and actuators, etc.
[0068] The power outage detection circuit monitors the voltage supplied from the power supply circuit. And when the supplied voltage becomes less than a predetermined voltage, the power outage detection circuit determines that the power switch has been switched OFF or the power supply has been cut off due to a power outage, and sets the power outage detection signal output to the main control device 40 and the payout control device 41 to a high level (ON). On the other hand, when the voltage supplied from the power supply circuit rises above the predetermined voltage, the power outage detection circuit sets the power outage detection signal to a low level (OFF).
[0069] In addition, in this embodiment, the power outage detection circuit has been described by taking as an example the case of transmitting the power outage detection signal to the main control device 40 and the payout control device 41, but it is not necessarily limited to this. For example, the power outage detection circuit may be configured to transmit the power outage detection signal to only one of the main control device 40 and the payout control device 41, and transmit a command for power outage from the main control device 40 to the payout control device 41, or from the payout control device 41 to the main control device 40.
[0070] The backup power supply circuit is composed of a capacitor or the like. The backup power supply circuit charges the DC5V power generated while the power supply circuit supplies power from the AC power supply, and supplies the backup power supply (DC5V) to the RWM of the main control device 40, the RWM of the payout control device 41, etc. when a power outage occurs.
[0071] In this embodiment, the backup power supply is supplied to the RWMs of the main control device 40 and the payout control device 41. Therefore, even after the power supply of the pachinko machine 1 is cut off, for a certain period of time, the contents stored in the main control device 40 and the payout control device 41 at the time of power failure, such as the game state of the pachinko machine 1 and information such as the number of game balls to be paid out as bonus balls, can be retained.
[0072] On the other hand, the backup power supply is not supplied to the RWM of the sub-integrated control device 42. Therefore, when the power supply to the pachinko machine 1 is stopped, the contents stored in the RWM of the sub-integrated control device 42 are erased.
[0073] (3. Operation of Pachinko Machine 1) The operation of the pachinko machine 1 will be described.
[0074] (3-1. Basic Game) When a game ball enters the general pattern operation port 21 of the pachinko machine 1, the pachinko machine 1 extracts a plurality of types of random number values (numerical data) related to the success or failure determination of the general pattern, and performs a success or failure determination based on the extracted random number values. Based on the result of this success or failure determination, the pachinko machine 1 starts the variable display of the general pattern on the general pattern display device 285 and performs a fixed display after a predetermined time.
[0075] If the result of the success or failure determination of the general pattern is a win, the pachinko machine 1 releases the general electric accessory 22 and enables the entry of balls into the second special pattern start port 24. The release time and the number of releases of the general electric accessory 22 are set, for example, to 1.0 second × 1 time in the normal state and 3.0 seconds × 1 time in a game state advantageous to the player (the short-time game state described later).
[0076] When a game ball enters the start port 23 of the first special figure in the pachinko machine 1, a plurality of types of random values (numerical data) related to the success or failure determination of the first special figure are extracted, and a predetermined number of the extracted random values are stored as the hold memory of the first special figure. Then, the pachinko machine 1 makes a success or failure determination based on the held random values, and determines whether it is a big win or a loss. Based on the result of this success or failure determination, the pachinko machine 1 starts the variable display of the first special figure on the first special figure display device 281 and performs a confirmed display after a predetermined time has elapsed. Also, the pachinko machine 1 starts the variable display of the pseudo-performance symbol 700 (see FIG. 28) corresponding to the first special figure on the effect symbol display device 47 and performs a confirmed display after a predetermined time has elapsed.
[0077] Similarly, when a game ball enters the start port 24 of the second special figure in the pachinko machine 1, a plurality of types of random values (numerical data) related to the success or failure determination of the second special figure are extracted, and the extracted random values are stored as the hold memory of the second special figure in a predetermined number. Then, the pachinko machine 1 makes a success or failure determination based on the held random values of the second special figure, and determines whether it is a big win, a small win, or a loss. Based on this success or failure determination, the pachinko machine 1 starts the variable display of the second special figure on the second special figure display device 283 and performs the confirmed display of the second special figure after a predetermined time has elapsed. Also, the pachinko machine 1 starts the variable display of the pseudo-performance symbol 700 corresponding to the second special figure on the effect symbol display device 47 and performs a confirmed display after a predetermined time has elapsed.
[0078] If the result of the determination of the first or second special figure of the pachinko machine 1 is a jackpot according to the confirmed display mode of the first or second special figure, a jackpot game is executed. In this jackpot game, the pachinko machine 1 opens and closes the first large winning opening 25. Specifically, the pachinko machine 1 closes the first large winning opening 25 when a predetermined time (for example, 29 seconds) has elapsed since the start of the opening of the first large winning opening 25, or when the number of game balls that have entered since the start of the opening of the first large winning opening 25 reaches the specified number of winning balls (9 in this embodiment). A round game in which a series of operations such as this is defined as one round is performed a predetermined number of times. For example, the jackpot game is configured to perform any one of 5 rounds, 10 rounds, or 15 rounds of a round game in which the first large winning opening 25 is opened in a predetermined opening mode. The pachinko machine 1 performs a game aiming at the first large winning opening 25 by a right-handed game in the jackpot game.
[0079] If the result of the determination of the second special figure of the pachinko machine 1 is a minor jackpot according to the confirmed display mode of the second special figure, a minor jackpot game is executed. In this minor jackpot game, the pachinko machine 1 opens and closes the second large winning opening 26. In the minor jackpot game, for example, an opening operation for opening the second large winning opening 26 for 1.600 seconds is executed once. The pachinko machine 1 performs a game aiming at the second large winning opening 26 by a right-handed game in the minor jackpot game.
[0080] (3-2. Production display) In the pachinko machine 1, the variable display and the fixed display in the first and second special figures are displayed small at the corners of the game board 2. Therefore, the pachinko machine 1 performs a "special figure hit or miss determination performance" with the pseudo-performance symbols 700 corresponding to the first and second special figures on the effect symbol display device 47 provided in the center of the game area 20, and notifies the player of the result of the hit or miss determination through the special figure hit or miss determination performance. In the special figure hit or miss determination performance of the pachinko machine 1, the variable display of the three pseudo-performance symbols 700 is performed. If the result of the hit or miss determination is a big win, the three pseudo-performance symbols 700 are stopped with the same symbol and fixed-displayed. Further, in the special figure hit or miss determination performance, the pachinko machine 1 can give the player a sense of expectation of achieving a big win in the hit or miss determination by performing a reach performance in which the variable display of the remaining one pseudo-performance symbol 700 is performed while the two pseudo-performance symbols 700 are stopped with the same symbol.
[0081] The pachinko machine 1 is configured to preferentially perform the hit or miss determination of the second special figure over the hit or miss determination of the first special figure. For example, even if there is a hold memory of the first special figure, when the hold memory of the second special figure is stored due to the ball entering the second special figure start port 24, the hit or miss determination of the hold memory of the second special figure is performed prior to the hold memory of the first special figure. In this case, the variation of the special figure and the pseudo-performance symbol is also preferentially performed for the variation of the second special figure. Note that it is not necessary to have a game configuration that preferentially performs the hit or miss determination of the second special figure in implementing the present invention, and a game configuration in which the first special figure and the second special figure vary simultaneously may also be used.
[0082] Further, before the hit or miss determination of the first special figure and the hit or miss determination of the second special figure, the pachinko machine 1 performs a preview determination to check (preview) the content of the hold memory of the first special figure and the content of the hold memory of the first special figure. In this case, a preview performance is implemented according to the preview determination, and in the preview performance, an effect is performed to enhance the player's expectation of achieving a big win by changing the display mode of the hold symbol indicating the existence of the hold memory on the effect symbol display device 47 to a special display different from the normal display.
[0083] Furthermore, as an effect to enhance the player's anticipation of hitting a jackpot, the pachinko machine 1 can perform a "pre-announcement effect" indicating that there is a possibility that the result of the winning / losing determination will be a winning outcome before the pseudo-effect symbol 700 is definitely displayed. For example, in the special symbol winning / losing determination effect by the effect symbol display device 47, the pre-announcement effect makes the background of the variable display of the pseudo-effect symbol corresponding to the first special symbol or the second special symbol a background image different from the normal one.
[0084] Furthermore, the pachinko machine 1 can perform a "definite pre-announcement effect" suggesting the determination of a jackpot when the result of the winning / losing determination is a jackpot as a pre-announcement effect. Also, the pachinko machine 1 can perform a "high anticipation pre-announcement effect" suggesting that the degree of anticipation of hitting a jackpot is higher than a predetermined level as a pre-announcement effect.
[0085] (3-3. Game state) Next, the game states used in the pachinko machine 1 will be described. The pachinko machine 1 is roughly classified into two game states: a game state in which the first big winning opening 25 is closed and a game state in which the first big winning opening 25 is open. Furthermore, in the game state where the first big winning opening 25 is closed, the pachinko machine 1 includes a normal game state, a probability-variable game state that is more advantageous to the player than the normal game state, and a time-saving game state that is more advantageous to the player than the normal game state.
[0086] In the normal game state, the probability of hitting a jackpot in the winning / losing determination of the first special symbol or the second special symbol is set low, and it is a game state to which the general power support function described later is not applied. In the normal game state, the pachinko machine 1 plays the game aiming at the first special symbol start opening 23 by left-handed play.
[0087] The probability of a big win in the probability-variable gaming state is set higher than that in the normal gaming state in the win / loss determination of the first special symbol or the second special symbol. Since the pachinko machine 1 uses the probability-variable gaming state and the time-reduced gaming state in combination as described later, it may be configured to have a high probability of a big win. However, in the probability-variable gaming state, there may be a time-reduced function that shortens the average variation time of the special symbol in the win / loss determination of the first special symbol or the second special symbol, a general symbol support function in which the winning probability at the time of the win / loss determination of the general symbol is set to a high probability, the variation time of the general symbol is shortened, and the opening time of the general power accessory 22 is extended. Not limited to this, there is also a configuration in which the probability-variable gaming state does not perform the time-reduced function and is provided with the general power support function.
[0088] The probability-variable gaming state is a gaming state that can be shifted through a big win game according to the big win symbol (or the type of big win game based on the big win symbol) determined at the time of win / loss determination that caused the big win game after the end of the big win game. The probability-variable gaming state is configured to shift to the normal gaming state when the end condition is satisfied, such as when the number of variations of the special symbol that did not result in a big win continuously in the win / loss determination of the first special symbol and the second special symbol in the game reaches a predetermined continuous number (for example, 10,000 times). In the pachinko machine 1, the probability-variable gaming state is substantially continued until the next big win. Incidentally, the pachinko machine 1 performs a right-handed game in the probability-variable gaming state.
[0089] The time-reduced gaming state is a gaming state provided with a time-reduced function that shortens the average variation time of the special symbol in the win / loss determination of the first special symbol or the second special symbol, and a general symbol support function in which the winning probability at the time of the win / loss determination of the general symbol is set to a high probability, the variation time of the general symbol is shortened, and the opening time of the general power accessory 22 is extended.
[0090] The pachinko machine 1 has a plurality of types of time-reduced gaming states. One of them is a time-reduced gaming state that can be shifted through a big win game after the end of the big win game (also referred to as an "a time-reduced gaming state"). The pachinko machine 1 is configured to always shift to the "a time-reduced gaming state" after the end of the big win game. For example, the pachinko machine 1 may be configured to shift to the probability-variable gaming state and the time-reduced gaming state after the end of the big win game.
[0091] In addition, in the types of time-saving game states, in the non-probability variable game state (low probability) after the jackpot game ends in the first and second special diagrams in the non-probability variable game state, when a continuous variation (small win variation or losing variation) that does not result in a jackpot is reached a predetermined number of times (also referred to as the b-time-saving reach number, for example, 900 times), the pachinko machine 1 is provided with a b-time-saving game state that can be shifted from the normal game state without going through a jackpot game. In this case, the counting of the b-time-saving reach number counts the total number of continuous variations that do not result in a jackpot in the first and second special diagrams in the non-probability variable game state after the jackpot game ends. Note that the counting of the b-time-saving reach number counts the number of variations that do not result in a jackpot even in the a-time-saving game state as long as it is non-probability variable (low probability).
[0092] Furthermore, in the types of time-saving game states, the pachinko machine 1 is provided with a time-saving game state (also referred to as the c-time-saving game state) that can be shifted from the normal game state without going through a jackpot game when a predetermined losing symbol is determined at the time of determining the success or failure of the first or second special diagram in the normal game state.
[0093] In any of these time-saving game states, when the end condition is satisfied, such as when the number of variations of the special diagram that has not resulted in a jackpot continuously in the determination of the success or failure of the first and second special diagrams reaches a predetermined number of continuous times (for example, a-time-saving: 10,000 times or 100 times, b-time-saving: 500 times, c-time-saving: 30 times, etc.), the game state shifts to the normal game state.
[0094] Note that depending on the game configuration, the time-saving game state may be configured such that only the general electric support function is provided without shortening the average variation time of the special diagram. In particular, in the case of a configuration that provides time-saving without going through a jackpot game, such as the "b-time-saving game state" or "c-time-saving game state", since it is not recognized by the rules to shift the winning probability to a high probability without going through a jackpot game, in the case of such a time-saving configuration, it is necessary to configure the time-saving game state without shifting the winning probability of the general diagram to a high probability. From this, it may be simply called a time-saving game state that makes it easy to win the general electric accessory. The pachinko machine 1 plays the game aiming at the general electric accessory 22 (the second special diagram starting port 24) by the right-handed game in the time-saving game state.
[0095] Thus, the pachinko machine 1 having a normal game state, a probability-variable game state, and a time-saving game state can have its game state transition to any one of a normal game state (low probability, non-time-saving), a probability-variable / time-saving game state (high probability, time-saving) consisting of probability-variable and time-saving, or a normal-probability / time-saving game state (low probability, time-saving) immediately after the end of a jackpot game.
[0096] In addition, the pachinko machine 1 switches the production mode of the special symbol winning / losing determination production according to the game state, increasing the fun of the game. By the way, when the pachinko machine 1 transitions to the normal game state after the end of the jackpot game, or when the normal-probability / time-saving game state (low probability, time-saving) after the end of the jackpot game ends and transitions to the normal game state (low probability, non-time-saving), there is a risk that the player will be discouraged and end the game. Therefore, in order to prevent the player from stopping the game, a special production mode period is provided for a predetermined period starting from when the game transitions to the normal game state after the end of the jackpot game, or a special production mode period is provided for a predetermined period from the end of the time-saving game state, so as to further increase the fun of the game after the end of the jackpot game or the end of the time-saving game state.
[0097] The pachinko machine 1 can implement a first special production mode and a second special production mode as special production modes during a predetermined period after the end of the jackpot game and a predetermined period after the end of the time-saving game state. In this case, in the first special production mode, the probability of implementing the SP reach production is higher than that of other production modes including the production mode in the normal game state. In the second special production mode, the possibility of a jackpot when the SP reach production is implemented is higher than that of other production modes including the production mode in the normal game state. Note that the first special production mode and the second special production mode after the end of the time-saving game state are configured such that the mode is switched by switching the variation pattern table for selecting the variation time of the special symbol. Details of these will be described later.
[0098] (3-4. Special Symbol and Jackpot) Referring to FIGS. 5 and 6, the jackpot symbols, small win symbols, and losing symbols used in the pachinko machine 1, and the types of jackpot games set according to the jackpot symbols will be described. The pachinko machine 1 has, for example, 13 special symbols such as "probability-variable jackpot symbol A", "probability-variable jackpot symbol B", "probability-variable jackpot symbol C", "normal jackpot symbol 1", "normal jackpot symbol 2", "normal jackpot symbol 3", "normal jackpot symbol 4", "small win symbol A", "small win symbol B", "losing symbol 1", "losing symbol 2", "losing symbol 3", and "losing symbol 4".
[0099] As shown in FIGS. 5 and 6, the "probability-variable jackpot symbol A" is a symbol for selecting the "first jackpot". And the "first jackpot" is configured such that the game state is set to a probability-variable game and a time-saving game state after the jackpot game ends. In this case, the probability-variable game transitions to a non-probability-variable game (low probability) when the number of fluctuations of the special symbol that has not resulted in a jackpot continuously reaches a predetermined probability-variable continuation number (10,000 times, see FIG. 7) as described above. On the other hand, the type of the time-saving game is the "a time-saving game". The a time-saving game ends when the number of fluctuations of the special symbol that has not resulted in a jackpot continuously reaches a predetermined time-saving continuation number (10,000 times, see FIG. 7) as described above. Also, the selection rate of the "first jackpot" selected during the jackpot is 10%. The "first jackpot" transitions to a 5R (round) jackpot game.
[0100] The b time-saving arrival number, which is the condition for the b time-saving game state to be given to the "first jackpot", is set to 900 times. That is, when the number of fluctuations without a jackpot after the jackpot game of the "first jackpot" ends and the probability-variable game and the "a time-saving game" end reaches 900 times, the b time-saving game state will occur from the next fluctuation. Furthermore, for the "first jackpot", the b time-saving continuation number, during which the b time-saving game state continues, is set to 500 times. That is, when the number of fluctuations reaches 500 times in the b time-saving game state, the b time-saving game state ends and the normal game state (non-probability-variable and non-time-saving game) is entered.
[0101] The "Probability-Variable Big Win Symbol B" is the symbol for selecting the "Second Big Win". And the "Second Big Win" is configured such that the game state is set to a probability-variable game and a time-saving game state after the big win game ends. The type of time-saving game is the "a Time-Saving Game". The selection rate for the "Second Big Win" when a big win occurs is set to 45%. The "Second Big Win" transitions to a 10R big win game. The number of times to reach the b time-saving game state where the b time-saving game state is granted for the "Second Big Win" is set to 900 times. Furthermore, the number of times the b time-saving game state continues for the "Second Big Win" is set to 500 times.
[0102] The "Probability-Variable Big Win Symbol C" is the symbol for selecting the "Third Big Win". And the "Third Big Win" is configured such that the game state is set to a probability-variable game and a time-saving game state after the big win game ends. The type of time-saving game is the "a Time-Saving Game". The selection rate for the "Third Big Win" when a big win occurs is set to 5%. The "Third Big Win" transitions to a 15R big win game. The number of times to reach the b time-saving game state where the b time-saving game state is granted for the "Third Big Win" is set to 900 times. Furthermore, the number of times the b time-saving game state continues for the "Third Big Win" is set to 500 times.
[0103] The "Normal Big Win Symbol 1" is the symbol for selecting the "Fourth Big Win". And the "Fourth Big Win" is configured such that the game state is set to a non-probability-variable time-saving game state after the big win game ends. The type of time-saving game is the "a Time-Saving Game". In this case, the a time-saving game ends when the number of fluctuations of the special symbol that did not result in a big win continuously as described above reaches a predetermined number of times for continuous time-saving (100 times, see Figure 7). The selection rate for the "Fourth Big Win" when a big win occurs is set to 20%. The "Fourth Big Win" transitions to a 5R big win game. The number of times to reach the b time-saving game state where the b time-saving game state is granted for the "Fourth Big Win" is set to 900 times. In this case, since it is a non-probability-variable game that becomes time-saving after the big win game of the "Fourth Big Win" ends, when the number of fluctuations that do not result in a big win after the big win game ends reaches 900 times, the b time-saving game state will occur from the next fluctuation. Furthermore, the number of times the b time-saving game state continues for the "Fourth Big Win" is set to 500 times.
[0104] "Normal Jackpot Symbol 2" is the symbol for selecting the "Fifth Jackpot". And the "Fifth Jackpot" is configured such that after the jackpot game ends, when the game state is non-variable, it is set to a short-time game. The type of short-time game is the "a short-time game". The selection rate of the "Fifth Jackpot" when a jackpot is selected is set to 10%. The "Fifth Jackpot" transitions to a 5R jackpot game. The "Fifth Jackpot" is set with a b short-time game reach count of 900 times when the b short-time game state is granted. Furthermore, the b short-time game continuation count for continuing the b short-time game state is set to 500 times.
[0105] "Normal Jackpot Symbol 3" is the symbol for selecting the "Sixth Jackpot". And the "Sixth Jackpot" is configured such that after the jackpot game ends, when the game state is non-variable and non-short-time, it is set to the normal game state. The selection rate of the "Sixth Jackpot" when a jackpot is selected is set to 5%. The "Sixth Jackpot" transitions to a 5R jackpot game. The "Sixth Jackpot" is set with a b short-time game reach count of 900 times when the b short-time game state is granted. Furthermore, the b short-time game continuation count for continuing the b short-time game state is set to 500 times.
[0106] "Normal Jackpot Symbol 4" is the symbol for selecting the "Seventh Jackpot". And the "Seventh Jackpot" is configured such that after the jackpot game ends, when the game state is non-variable and non-short-time, it is set to the normal game state. The selection rate of the "Seventh Jackpot" when a jackpot is selected is set to 5%. The "Seventh Jackpot" transitions to a 5R jackpot game. The "Seventh Jackpot" is set with a b short-time game reach count of 900 times when the b short-time game state is granted. Furthermore, the b short-time game continuation count for continuing the b short-time game state is set to 500 times.
[0107] Furthermore, the "first jackpot" to the "seventh jackpot" differ in the degree of advantage of the game, such as the number of prize balls that can be obtained according to the number of rounds, or whether it is a probability-variable or non-probability-variable state after the jackpot game ends. For example, the "third jackpot" has the most rounds in the jackpot game and the largest number of prize balls that can be expected, and since it becomes probability-variable after the jackpot game ends, it has the highest degree of advantage for the player. On the other hand, the "sixth jackpot" and the "seventh jackpot" have the lowest degree of advantage for the player in terms of the number of prize balls that can be obtained and the game state that transitions after the jackpot game ends.
[0108] "Small win symbol A" and "small win symbol B" are symbols for carrying out a small win game.
[0109] Among "losing symbol 1", "losing symbol 2", "losing symbol 3", and "losing symbol 4", "losing symbol 3" and "losing symbol 4" are the above-mentioned predetermined losing symbols and are "time-saving symbols". After these symbols are determined, without going through a jackpot game, the game state is set to the "c time-saving game state" from the next variation. Incidentally, the probability of occurrence of the "c time-saving game state" is set to, for example, 1 / 76.
[0110] (4. Game specifications of the pachinko machine 1) Next, the basic specifications of the pachinko machine 1 will be described. As shown in FIG. 7, the pachinko machine 1 is configured to be able to change the winning probability of the jackpot of the first special figure and the second special figure according to the set value. For example, the jackpot probability in the normal game state with the set value 1 is set to 1 / 219 for both the first special figure and the second special figure, 1 / 214 for the set value 2, 1 / 209 for the set value 3, 1 / 204 for the set value 4, 1 / 199 for the set value 5, and 1 / 194 for the set value 6. The jackpot probability in the probability-variable game state is set to 1 / 20 commonly for both the first special figure and the second special figure, regardless of the set value 1 to the set value 6. In this embodiment, the jackpot probability in the probability-variable game state is made common for all of the set values 1 to 6, but it is not limited to this, and it may be made different for each set value.
[0111] The pachinko machine 1 is not determined to be a small win in the win / loss determination of the first special figure. On the other hand, the winning probability of the small win in the second special figure is set to 1 / 209 regardless of the normal game state, the probability-variable game state, and the set value. Not limited to this, the winning probability of the small win may be made different for each of the normal game state, the probability-variable game state, and the set value.
[0112] In the pachinko machine 1, regardless of the set value, the winning probability of the normal figure is constant. The winning probability of the normal figure is set to 1 / 6 in the normal state, and 5 / 6 in the probability-variable game state or the time-saving game state.
[0113] In the pachinko machine 1, the probability-variable entry rate for transitioning to the probability-variable game state after the end of the big win game is set to 60% for both the first special figure and the second special figure. Also, the continuation of the probability-variable game state is set to 10,000 times. This setting is such that the probability-variable game state continues until the next big win occurs.
[0114] In the pachinko machine 1, the time-saving entry rate for transitioning to the time-saving game state (a time-saving game state) after the end of the big win game is set to 90% for both the first special figure and the second special figure. Also, the continuation of the time-saving game state after the end of the big win game is set to 10,000 times or 100 times for the variable display times of the first special figure and the second special figure after the end of the big win game. Further, the continuation of the b time-saving game state that transitions when the variable display times of the first special figure and the second special figure in the non-probability-variable game state (low probability) after the end of the big win game reach the b time-saving arrival times continues until the variable display times of the first special figure and the second special figure reach 500 times. Furthermore, the continuation of the c time-saving game state based on the time-saving symbol in the non-probability-variable and non-time-saving game state after the end of the big win game continues until the variable display times of the first special figure and the second special figure reach 30 times.
[0115] When a jackpot occurs in the pachinko machine 1 as shown in the first or second specific figure, a jackpot game is carried out at the first large winning opening 25. In the jackpot game, a 5R jackpot game in which a round game for opening the first large winning opening 25 is carried out for 5 rounds, a 10R jackpot game in which it is carried out for 10 rounds, or a 15R jackpot game in which it is carried out for 15 rounds is selected. In each round game, the first large winning opening 25 is opened until the opening time reaches 29 seconds or the number of balls entering the first large winning opening 25 reaches the specified number of 9 balls.
[0116] When a small win occurs in the pachinko machine 1 as shown in the second specific figure, a small win game is carried out at the second large winning opening 26. In the small win game, the second large winning opening 26 is opened once over a period of 1.600 seconds.
[0117] In the pachinko machine 1, in the non-time-saving game state (normal), the general electric accessory 22 is opened once over a period of 1.0 second. Also, when the general figure wins in the time-saving game state, the general electric accessory 22 is opened once over a period of 3.0 seconds. Thus, the opening time of the general electric accessory 22 is configured to be changed according to the time-saving game state and the non-time-saving game state.
[0118] Next, the prize balls will be described. The prize balls for the first specific figure starting opening 23 are set to 3 for each ball entering. The prize balls for the second specific figure starting opening 24 are set to 1 for each ball entering. The prize balls for the first large winning opening 25 are set to 10 for each ball entering. The prize balls for the second large winning opening 26 are set to 10 for each ball entering. The number of prize balls for the general winning opening 27 is set to 10 for each ball entering.
[0119] (5. Startup process) Next, with reference to the flowchart shown in FIG. 8, the "startup process" executed by the main control device 40 will be described. The startup process is a process executed when the power of the pachinko machine 1 is turned on.
[0120] As shown in FIG. 8, as the first process of the startup process, the main control device 40 sets the stack pointer to the stack address (process S1). Subsequently, the main control device 40 sets the interrupt vector address of the interrupt vector table to the corresponding register (process S2) and sets the built-in register (process S3). Note that the interrupt vector address is used to specify the start address of the program related to the interrupt process described later within the address space (memory space).
[0121] Next, the main control device 40 reads the register of the input port (process S4) and determines whether the power-off stop signal is OFF (process S5). If the power-off detection signal remains ON and the determination is negative (process S5: No), the main control device 40 determines that the voltage supplied from the power supply board 45 has not reached the predetermined voltage. In this case, the main control device 40 returns to process S4 and repeatedly executes processes S4 and S5 until the power-off stop signal becomes OFF.
[0122] On the other hand, if the power-off detection signal switches to OFF and the determination is positive (process S5: Yes), the main control device 40 determines that the voltage supplied from the power supply board 45 has reached the predetermined voltage or higher and is in a state where the voltage is stably supplied, and permits writing to the RWM built in the main control device 40 (process S6).
[0123] After process S6, the main control device 40 executes the initial setting process (process S7). This initial setting process (process S7) mainly sets the transition mode. Thereafter, the main control device 40 prohibits interrupts (process S8) and executes register save (process S9). Further, the main control device 40 executes a game performance calculation process for calculating game performance such as the base value (process S10). That is, the main control device 40 performs calculations related to game performance outside the area of the RWM built in the main control device 40.
[0124] After process S10, the main control device 40 executes register restoration (process S11), enables interrupts (process S12), and returns to process S8. In this way, the main control device 40 repeatedly executes processes from S8 to S12 in the startup process. On the other hand, the main control device 40 periodically executes an interrupt process (see FIG. 9) (for example, at a cycle of 4 mS) between the execution of process S12 and the next execution of process S8.
[0125] (6. Interrupt Process) Next, the "interrupt process" executed by the main control device 40 will be described with reference to the flowchart shown in FIG. 9. As shown in FIG. 9, as the first process executed in the interrupt process, the main control device 40 sets a timer and a watchdog timer (process S21). In process S21, the main control device 40 sets various timers provided in the main control device 40, and clears and restarts the watchdog timer.
[0126] After process S21, the main control device 40 determines whether the transition mode that the pachinko machine 1 transitions to after power-on is the "game stop mode" (process S22). As a result, if it is the "game stop mode" (process S22: Yes), it can be determined that the pachinko machine 1 is in a state where the game cannot be started and is waiting for the power switch to be turned off. Therefore, in this case, the main control device 40 performs interrupt permission (process S36) and returns to the startup process (see FIG. 8).
[0127] On the other hand, if the determination in process S22 is negative, i.e., not in the "game stop mode" (process S22: No), the main control device 40 executes a timer update process to update various timers provided in the main control device 40 (process S23). Subsequently, the main control device 40 executes an input determination process (process S24), which is a process related to the entry of game balls into various start ports and various winning ports. The details of the input determination process (process S24) will be described later with reference to the flowchart shown in FIG. 11. After process S24, the main control device 40 executes a determination process (process S25), which is a process related to the determination of success or failure and jackpot games. The details of the determination process (process S25) will be described later with reference to the flowchart shown in FIG. 13.
[0128] After process S25, the main control device 40 executes a game state setting process (process S26). In this process, the main control device 40 usually sets various tables such as the setting of game states such as normal variable probability, time shortening, tables for selecting jackpot symbols and losing symbols, and tables for selecting variation patterns. Also, in this process, when various game states transition, a process of transmitting a signal indicating that to the hall computer 500 is executed. The main control device 40 transmits a signal to the hall computer 500, for example, after a predetermined time has elapsed after the end of a jackpot game (special game) or a winning game (ordinary symbol game) in the above-described determination process (process S25).
[0129] When the pachinko machine 1 is connected to a test firing test device (not shown), the main control device 40 transmits a test signal indicating that the game state has transitioned to the test firing test device in process S26.
[0130] After process S26, the main control device 40 performs an error monitoring process (process S27) to monitor whether an error has occurred. Examples of the errors monitored by the main control device 40 in the error monitoring process (process S27) include an opening error indicating that the front frame 11 or the inner frame 30 is open, a radio wave error indicating that abnormal radio waves have been detected by a radio wave sensor (not shown), and a vibration error indicating that abnormal vibrations have been detected by a vibration sensor (not shown).
[0131] After process S27, the main control device 40 executes a prize ball command transmission process (process S28) of transmitting a prize ball command to the payout control device 41. Then, based on the received prize ball command, the payout control device 41 executes the payout of the prize balls set for each of the various start ports or various winning ports where a ball has been entered.
[0132] After process S28, the main control device 40 executes a production data output process (process S29) of creating image data, audio data, etc. according to the game content during execution and outputting them to the sub-integration control device 42. Further, when the main control device 40 detects the occurrence of an error in the above error monitoring process (process S27), according to the content of the detected error, it appropriately performs error notifications such as error display on the production symbol display device 47, lighting and flashing of the frame side decoration lamp 113, and audio output from the speaker 112.
[0133] After process S29, the main control device 40 executes an external output process (process S30) to the hall computer 500 via the external connection terminal board 38. In process S30, based on the processing content in the above pass / fail determination process (process S25), the main control device 40 transmits data regarding the first large winning port solenoid 510, the second large winning port solenoid 511, and the general electric accessory solenoid 512 to the hall computer 500. Also, in process S30, when the main control device 40 detects the occurrence of an error in the above error monitoring process (process S27), it transmits a security signal to the hall computer 500. Incidentally, when a test firing test device is connected to the pachinko machine 1, in process S30, the main control device 40 transmits data regarding the first large winning port solenoid 510, the second large winning port solenoid 511, and the general electric accessory solenoid 512 and the security signal to the test firing test device.
[0134] As shown in FIG. 9, after the process S30, the main control device 40 performs register save (process S31) and executes performance display data creation processing (process S32). In the process S32, the main control device 40 creates data for displaying the calculation result of the performance display calculation process (process S10) executed outside the area of the RWM built in the main control device 40 in the startup process (see FIG. 8) and the test result of the firing test on the performance display device. After the process S31, the main control device 40 executes register restoration (process S33).
[0135] After the process S33, the main control device 40 executes segment data creation processing (process S34). In the process S34, the main control device 40 creates segment data for performing emission control for each common (display area in 8-bit units related to the LED segment) of various LEDs provided in the performance display device as preparation for displaying the data created in the process S31 on the performance display device.
[0136] After the process S34, as display processing (process S35) for various display devices, the main control device 40 displays the game performance and firing test data on the performance display device. Also, in the process S35, the main control device 40 performs variable display and determination display of various symbols on the first special figure display device 281, the second special figure display device 283, and the normal symbol display device 285 according to the game situation during execution. After the process S35, the main control device 40 permits interrupts (process S36) and returns to the startup process (see FIG. 8).
[0137] Note that the main control device 40 executes the performance display calculation process (process S10) in the startup process (FIG. 8), and performs the process related to the display of the calculation result in the performance display calculation process (process S10) by interrupt processing. In this regard, the main control device 40 can prevent the interrupt prohibition (process S8, see FIG. 8) from being executed before the performance display calculation process (process S10) ends by executing the performance display calculation process (process S10) with a large processing amount in the startup process. On the other hand, the main control device 40 can improve the efficiency of display control by executing the display processing for the performance display device at the same timing as the display processing for the first special figure display device 281 and the like.
[0138] (7. Input determination process) Next, referring to the flowchart shown in FIG. 11, the "input determination process" (process S24) executed in the interrupt process (see FIG. 9) will be described. As shown in FIG. 11, the main control device 40 executes a special drawing ball entry confirmation process (process S101) as the first process of the input determination process (process S24). The special drawing ball entry confirmation process (process S101) is a process executed when a game ball enters the first special drawing start port 23 or the second special drawing start port 24. Note that the details of the special drawing ball entry confirmation process (process S101) will be described later with reference to the flowchart shown in FIG. 12.
[0139] After process S101, the main control device 40 executes a general drawing ball entry confirmation process (process S102). The general drawing ball entry confirmation process (process S102) is a process executed when a game ball enters the general drawing operation port 21.
[0140] After process S102, the main control device 40 executes a winning count process (process S103). The winning count process (process S103) is a process executed when a game ball enters the first major winning port 25, the second major winning port 26, or the general winning port 27. Specifically, in process S103, when the main control device 40 detects a game ball by the first count switch 506, the second count switch 507, or the general winning port switch 508, the value of the counter that counts the number of game balls entering the first major winning port 25, the second major winning port 26, or the general winning port 27 is incremented by 1.
[0141] After process S103, the main control device 40 executes an out count process (process S104). The out count process (process S104) is a process for aggregating the out count used in the calculation of game performance. Specifically, in process S104, when the first special drawing start port switch 503, the second special drawing start port switch 504, the normal symbol operation switch 505, the first count switch 506, the second count switch 507, the general winning port switch 508, and the out port switch 509 for detecting the entry of a game ball into the out port 203 detect a game ball, the main control device 40 adds 1 to the value of the counter that counts the out count.
[0142] After process S104, the main control device 40 determines whether the ball entry frequency into the general winning port 27 is abnormal (process S105). Specifically, in process S105, when the number of game balls that have entered the general winning port 27 within a predetermined time (for example, 60 seconds) exceeds the specified winning number (for example, 10), the main control device 40 determines that fraud has been committed. As a result, if the ball entry frequency is normal and the determination is negative (process S105: No), the main control device 40 simply ends this process and returns to the interrupt process (see FIG. 15).
[0143] On the other hand, if the ball entry frequency is abnormal and the determination is positive (process S105: Yes), the main control device 40 sends a fraud notification command to the payout control device 41 and the sub-integrated control device 42 (process S106) and ends this process. In process S106, the payout control device 41 that has received the fraud notification command from the main control device 40 turns on the fraud notification lamp provided in the payout control device 41.
[0144] In addition, the sub-integrated control device 42 that has received an illegal notification command from the main control device 40 performs error notification by lighting or flashing the frame-side decorative lamp 113, voice output from the speaker 112, and the like. Further, the effect symbol control device 43 that has received an illegal notification command from the sub-integrated control device 42 performs a warning display indicating that an illegal act has been committed on the effect symbol display device 47. Note that the error notification by voice output from the speaker 112 ends 30 seconds after the start of the error notification, and the warning display on the effect symbol display device 47 and the error notification by the frame-side decorative lamp 113 end 5 minutes after the start of the error notification.
[0145] (7-1. Special Figure Ball-In Confirmation Process) Next, with reference to the flowchart shown in FIG. 12, the special figure ball-in confirmation process (process S101) executed in the input determination process (process S24, see FIG. 11) will be described. The special figure ball-in confirmation process (process S101) extracts and temporarily stores a plurality of types of random numbers of the first special figure in response to the ball-in to the first special figure start port 23, and extracts and temporarily stores a plurality of types of random numbers of the second special figure in response to the ball-in to the second special figure start port 24. And it is a process of transmitting various commands caused by the ball-in to the first special figure start port 23 and the second special figure start port 24 to the sub-integrated control device 42.
[0146] As shown in FIG. 12, in the "special figure ball-in confirmation process", first, in process S110, it is determined whether or not the ball-in to the first special figure start port 23 is detected by the first special figure start port switch 503. If the determination is negative (process S110: No), the process proceeds to process S115.
[0147] If the determination in process S110 is affirmative (process S110: Yes), in process S111, it is determined whether or not the number of temporarily stored first special figures stored in the first special figure temporary storage area is full (whether or not the upper limit number has been reached). If the determination is affirmative (process S111: Yes), the process proceeds to process S115.
[0148] If the determination in the process S111 is negative (process S111: No), in process S112, random numbers for jackpot determination, random numbers for jackpot symbol determination, random numbers for reach determination, random numbers for variation pattern determination, etc. of the first special figure are extracted. The extracted various random numbers are stored in a temporary storage area of the reserved storage area for the first special figure. Further, the various random numbers stored in the temporary storage area are stored as reserved storage for the first special figure in the main storage area of the reserved storage area for the first special figure. Even if the number of reserved storage of the first special figure is "0", various random numbers such as the win / loss random number extracted when a game ball enters the first special figure start port 23 are stored in the same manner as when there is a storage number less than the maximum value.
[0149] Subsequently, in process S113, a pre-reading determination process of the first special figure is executed. This pre-reading determination process checks whether the random numbers for jackpot determination, random numbers for jackpot symbol determination, etc. stored in the temporary storage area of the reserved storage area for the first special figure are specific numerical values before the win / loss determination of whether it is a jackpot is made. For example, as specific numerical values, it is checked whether they are numerical values determined as a jackpot, numerical values determined as a reach, etc., and further, in the case of a jackpot, whether it is a jackpot to which a certain variable game state, etc. is assigned. Also, in this process, a pre-reading command indicating the determination result of the pre-reading determination of the first special figure is transmitted to the sub-integrated control device 42. After that, in process S114, a reserved storage counter indicating the number of reserved storage is incremented, and a reserved number instruction command indicating the value of the incremented reserved storage counter of the first special figure is transmitted to the sub-integrated control device 42.
[0150] In addition, it is desirable to transmit the pre-reading command to the sub-integrated control device 42 when there is a possibility of a jackpot, a reach, etc. Of course, regardless of the determination content, a configuration may be adopted in which the pre-reading command is transmitted to the sub-integrated control device 42 every time. In response to the pre-reading command, in the sub-integrated control device 42, a pre-reading effect indicating the possibility of a jackpot or a reach is performed on the reserved storage symbols of the effect symbol display device 47.
[0151] In the subsequent process S115, it is determined whether or not the second special figure start port switch 504 has detected the entry of a game ball into the second special figure start port 24. If the determination is negative (process S115: No), the process returns to the input determination process (see FIG. 11), and this process ends.
[0152] If the determination in process S115 is affirmative (process S115: Yes), in process S116, it is determined whether or not the number of reserved memories of the second special figure stored in the second special figure reserved memory area is full (whether or not the upper limit number has been reached). If the determination is affirmative (process S116: Yes), the process returns.
[0153] If the determination in process S116 is negative (process S116: No), in process S117, random numbers for determining a big win of the second special figure, random numbers for determining a big win symbol, random numbers for determining a small win symbol, random numbers for determining a reach, random numbers for determining a variation pattern, etc. are extracted. The various extracted random numbers are stored in a temporary memory area of the second special figure reserved memory area. Further, the various random numbers stored in the temporary memory area are stored as the second special figure reserved memory in the main memory area of the second special figure reserved memory area. Further, the random numbers stored in a predetermined memory area are stored as reserved memories. Note that even if the number of reserved memories of the second special figure is "0", various random numbers such as win / loss random numbers extracted when a game ball enters the second special figure start port 24 are stored in the same manner as when there is a memory number less than the maximum value.
[0154] Subsequently, in process S118, a pre-reading determination process of the second special figure is executed. In this pre-reading determination process, before determining whether or not it is a big win, it is confirmed whether or not the random numbers for determining a big win and the random numbers for determining a big win symbol stored in the temporary memory area of the second special figure reserved memory area are specific numerical values. For example, as specific numerical values, it is confirmed whether or not they are numerical values determined to be a big win, numerical values determined to be a reach, etc., and further, in the case of a big win, whether or not it is a big win to which a probability variable game state or the like is assigned. Also, in this process, a pre-reading command indicating the determination result of the pre-reading determination of the second special figure is transmitted to the sub-integrated control device 42. Thereafter, in process S119, a reserved memory counter indicating the number of reserved memories is incremented, and a reserved number instruction command indicating the value of the incremented reserved memory counter of the first special figure is transmitted to the sub-integrated control device 42.
[0155] Still, it is desirable to transmit the pre-reading command to the sub-integrated control device 42 when there is a possibility of a big win or a reach. Of course, regardless of the determination content, a configuration may be adopted in which the pre-reading command is transmitted to the sub-integrated control device 42 every time. In response to the pre-reading command, the sub-integrated control device 42 performs a pre-reading effect indicating the possibility of a big win or a reach on the held memory symbols of the effect symbol display device 47 and the like.
[0156] In the special figure ball entry confirmation process (process S101), if the number of held memories is not full, the extracted random number is stored in a preset temporary storage area, and then the random number stored in the temporary storage area is stored in the main held memory area. Not limited to this, if the number of held memories is not full, the extracted random number may be stored in the temporary storage area and the main held memory area respectively. Further, when a random number is extracted due to a ball entry into the first special figure starting port 23 or the second special figure starting port 24, the extracted random number is stored in the temporary storage area. Then, it is confirmed whether the number of held memories is full, and if it is not full, the random number stored in the temporary storage area may be stored in the main held memory area. In this case, if the number of held memories is full, the random number stored in the temporary storage area is erased.
[0157] Still, in the special figure ball entry confirmation process (process S101), the pre-reading determination process determines the pre-reading of the random number stored in the temporary storage area, but is not limited to this, and the random number stored in the main held memory area may be determined for pre-reading.
[0158] (8. Right or wrong determination process) Next, with reference to the flowchart shown in FIG. 13, the right or wrong determination process (process S25) executed in the interrupt process (see FIG. 9) will be described. As shown in FIG. 13, as the first process executed by the main control device 40 in the right or wrong determination process (process S25), the main figure right or wrong determination process (process S200), which is a process related to the right or wrong determination of the main figure and the winning game (main figure game), is executed.
[0159] Still, in process S200, the main control device 40 also executes processing related to the general pattern winning game (general pattern game) according to the validity determination of the general pattern in the general diagram. In this case, if the result of the validity determination of the general pattern is a winning, the main control device 40 performs control processing of the general pattern game for opening and closing the general electric accessory in a predetermined manner. In this general pattern game process, when a general pattern win occurs due to the validity determination of the general pattern, the main control device 40 opens the general electric accessory in a predetermined open mode after the elapse of the start interval time. Then, the main control device 40 performs processing to close the general electric accessory when a specified number of balls enter the general electric accessory or when the opening end time elapses. On the other hand, if it is not a general pattern win according to the validity determination of the general pattern, the process returns to the validity determination process (process S25) without opening the general electric accessory.
[0160] Subsequently, the main control device 40 executes a special pattern validity determination process (process S300), which is a process related to the validity determination of the first special diagram or the second special diagram, the small winning game, and the big winning game. Subsequently, the details of the special pattern validity determination process (process S300) will be described with reference to the flowcharts shown in FIGS. 14 to 24.
[0161] (8-1. Special Pattern Validity Determination Process) As shown in FIG. 14, in the "special pattern validity determination process", first, in process S300, it is confirmed whether the special electric accessory is not operating and it is determined whether it is not during the big winning game. If the determination is negative (process S300: No), the process proceeds to the "special game process" (process S400) (see FIG. 15).
[0162] If the determination is affirmative in the process S300 (process S300: Yes), it is determined in process S301 whether the first special diagram or the second special diagram is in the variable stop state. If the determination is affirmative (process S301: Yes), it is determined in process S302 whether the determined symbols of the first special diagram or the second special diagram are not being displayed.
[0163] If it is an affirmative determination in the process S302 (process S302: Yes), it is determined in process S303 whether there is a hold memory of the second special figure. If it is an affirmative determination (process S303: Yes), in process S304, the number of hold memories of the second special figure is subtracted, and a shift process of the hold memory is performed. By this shift process, the oldest hold memory among the hold memories of the second special figure becomes the target of the win / loss determination.
[0164] If it is a negative determination in the process S303 (process S303: No), it is determined in process S305 whether there is a hold memory of the first special figure. If it is an affirmative determination (process S305: Yes), in process S306, the number of hold memories of the first special figure is subtracted, and a shift process of the hold memory is performed. By this shift process, the oldest hold memory among the hold memories of the first special figure becomes the target of the win / loss determination.
[0165] Subsequent to the process S304 or the process S306, in process S310 shown in FIG. 15, the probability variation flag is confirmed, and it is determined whether the current game state is a special figure probability variation game state. If it is an affirmative determination (process S310: Yes), in process S311, a determination is made by comparing the win / loss determination table at the time of probability variation (high probability) with the jackpot determination random number of the hold memory that is the target of the win / loss determination.
[0166] If it is a negative determination in the process S310 (process S310: No), in process S312, a determination is made by comparing the win / loss determination table with the normal probability (low probability) and the jackpot determination random number of the hold memory that is the target of the win / loss determination.
[0167] Subsequently, in process S313, it is determined whether the win / loss determination in the process S311 or the process S312 is a jackpot. If it is an affirmative determination (process S313: Yes), in process S314, a jackpot symbol is determined based on the jackpot symbol determination random number of the hold memory that is the target of the win / loss determination. Subsequently, in process S315, a variation pattern such as the variation time of the jackpot symbol of the special figure is determined based on the variation pattern determination random number of the hold memory that is the target of the win / loss determination.
[0168] After determining the variation pattern, a jackpot setting process is performed in process S316. In this process, based on the determined jackpot symbol, the content of the jackpot game is set. Also, after the jackpot game ends, settings are made as to whether to shift to the probability variation game state or the time shortening game state, the number of continuous probability variation times when shifting to the probability variation game state, and the number of continuous time shortening times when shifting to the time shortening game state. Further, in this process, settings are made for the number of times to reach the special time shortening, the number of times to reach the variation switching, the number of continuous special time shortening times, the setting of the time for the jackpot start effect of the jackpot game executed by the effect symbol display device 46, the time for the jackpot end effect, etc.
[0169] Subsequently, in process S317, a process is performed to transmit information on the suspended storage after the execution of the success / failure determination (for example, information indicating a decrease in the suspended storage after the execution of the success / failure determination) to the sub-integrated control device 42. In the subsequent process S318, the symbol variation start control of the first special symbol display device 281 or the second special symbol display device 283 is performed, a symbol variation start command and a symbol designation command are transmitted to the sub-integrated control device 42, and the process shifts to the "special game process" (process S400). Note that the symbol variation start command and the symbol designation command include the variation pattern of the special symbol, the determination result of the success / failure determination of the special symbol, etc. Note that depending on the configuration, a symbol determination command for instructing the end of the variation time may be sent. However, since the variation time is specified in advance by the variation pattern or the like, it is not essential.
[0170] If the determination in process S313 is a negative determination (process S313: No), in process S320, it is determined whether the success / failure determination in process S311 or process S312 is a minor win. If the determination is an affirmative determination (process S320: Yes), in process S321, a minor win symbol is determined based on the minor win symbol determination random number of the second special symbol that is the subject of the success / failure determination.
[0171] Subsequently, in process S322, based on the variation pattern determination random number of the second special symbol that is the subject of the success / failure determination, a variation pattern such as the variation time of the minor win symbol of the second special symbol is determined from a variation pattern table for variations other than during the jackpot time selected in advance.
[0172] Subsequently, in process S323, a small hit setting process is performed. In this process, based on the determined small hit symbol, settings are made for the content of the small hit game, the setting of the time for the small hit start effect implemented by the small hit effect display device 46, the time of the small hit end effect, and the like. Then, processes S317 and S318 are executed and the routine returns.
[0173] If a negative determination (process S320: No) is made in process S320, since the first special symbol or the second special symbol is a losing determination, the losing symbol of the second special symbol is determined in process S325. In process S326, based on the random number for determining the variation pattern of the second special symbol that is the subject of the pass / fail determination, a variation pattern such as the variation time of the losing symbol is determined from a variation pattern table for variations other than during a jackpot that has been selected in advance. Next, a losing setting process is performed in process S327. Then, processes S317 and S318 are executed, and then the routine returns.
[0174] If a negative determination is made in process S301 shown in FIG. 14 (process S301: No), as shown in FIG. 16, in process S330, it is confirmed whether or not the symbol variation time has elapsed. If a negative determination is made (process S330: No), the process proceeds to "Special game process" (process S400, see FIG. 15).
[0175] If an affirmative determination is made (process S330: Yes), in the confirmed symbol display process of process S331, control is performed to end the variation display of the special symbol of the first special symbol display device 281 or the second special symbol display device 283. Then, the process proceeds to "Special game process" (process S400).
[0176] If a negative determination is made in process S302 shown in FIG. 14 (process S302: No), as shown in FIG. 17, in process S340, it is determined whether or not the confirmed symbol display time of the first special symbol or the second special symbol has elapsed. If a negative determination is made (process S340: No), the process proceeds to "Special game process" (process S400, see FIG. 15).
[0177] On the one hand, if it is an affirmative determination (Process S340: Yes), in Process S341, control is performed to end the display of the determined symbol of the first special figure by the first special figure display device 281 or the display of the determined symbol of the second special figure by the second special figure display device 283, and a command is transmitted to the sub-integration control device 42 to end the display of the determined pseudo-performance symbol corresponding to the first special figure or the second special figure.
[0178] Subsequently, in Process S342, it is determined whether or not the combination of the symbols of the first special figure or the second special figure is a winning combination. If it is an affirmative determination (Process S342: Yes), in Process S343, it is determined whether or not the probability variation flag indicating the probability variation game state is "1". If it is a negative determination (Process S343: No), the process proceeds to Process S345. If it is an affirmative determination (Process S343: Yes), in Process S344, the probability variation flag is reset to "0".
[0179] In Process S345, it is determined whether or not the time shortening flag indicating the time shortening game state is "1". If it is a negative determination (Process S345: No), the process proceeds to Process S347. If it is an affirmative determination (Process S345: Yes), in Process S346, the time shortening flag is reset to "0".
[0180] The time shortening flag is a flag indicating that the game state is in the time shortening game state. When it is set (when the value of the flag becomes "1"), the time shortening game state is set. On the other hand, when it is released (when the value of the flag becomes "0"), the non-time shortening game state is set.
[0181] By these processes, the game states related to the probability variation game and the time shortening game during the winning game are reset to the normal game state.
[0182] Next, in Process S347, the operation of the condition device is started. The condition device operates when the determination of the first special figure or the second special figure is a winning and the winning symbol is determined to be displayed, and establishes the start condition of the winning game. Moreover, it is a device necessary for the operation of the accessory continuous operation device in the winning game.
[0183] In the subsequent process S348, the accessory continuous operation device is operated. Further, a special electric accessory is operated according to the operation of the accessory continuous operation device. As a result, a jackpot game can be started, and in the subsequent process S349, a jackpot game start process is performed.
[0184] In the jackpot game start process, a command to start the jackpot game and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) are transmitted to the sub-integrated control device 42. Then, it proceeds to the "special game process" (process S400, see FIG. 15).
[0185] If a negative determination is made in the process S342 (process S342: No), as shown in FIG. 18, in the process S351, it is determined whether the combination of the symbols in the second special figure is a small win. If a negative determination is made (process S351: No), the process proceeds to S354. If an affirmative determination is made (process S351: Yes), in the process S352, a process of starting the operation of the special electric accessory is performed. In the subsequent process S353, a small win game start process is performed. In this process, a command to start the small win game and information related to the small win game (small win opening time, opening pattern, small win ending time, etc.) are transmitted to the sub-integrated control device 42.
[0186] Next, in the process S354, it is determined whether the probability variation flag is "1". If a negative determination is made (process S354: No), the process proceeds to S358. If an affirmative determination is made (process S354: Yes), in the process S355, a process of counting (counting) the number of variations of the first special figure and the second special figure after shifting to the probability variation game state is performed using a probability variation counter. In this case, the number of variations is the sum of the number of variations of the first special figure and the second special figure.
[0187] For example, in this embodiment, the number of consecutive times of the probability-variable gaming state is 10,000 times, and for the counting process by the probability-variable counter, it is desirable to perform a process of subtracting "1" each time there is a variation other than the big wins in the first special figure and the second special figure from the count value of the probability-variable counter of the number of consecutive times "10,000". Not limited to this, for the process of counting the number of variations, a process of adding "1" each time there is a variation other than the big wins in the first special figure and the second special figure from the initial value "0" of the count value of the probability-variable counter may be performed.
[0188] Next, in process S356, it is determined whether or not the number of variations of the first special figure and the second special figure has reached the end number of times (10,000 times) at which the probability-variable gaming state ends. That is, it is determined whether or not the value counted in process S355 is "0" (in the configuration of adding, it is determined whether or not it is 10,000). If it is a negative determination (process S356: No), the process proceeds to process S358. If it is a positive determination (process S356: Yes), in process S357, the probability-variable flag is reset to "0". As a result, the probability-variable gaming state ends, and the gaming state shifts to the non-probability-variable gaming state.
[0189] In the subsequent process S358, it is determined whether or not the time-saving flag is "1". If it is a negative determination (process S358: No), the process proceeds to process S370. If it is a positive determination (process S358: Yes), in process S359, a process of counting (counting) the number of variations of the first special figure and the second special figure after shifting to the time-saving gaming state with the time-saving counter is performed. In this case, the number of variations is the sum of the number of variations of the first special figure and the second special figure.
[0190] For example, in this embodiment, the number of consecutive times of the time-saving gaming state is 10,000 times, 100 times, or 500 times (b time-saving), and for the counting process by the time-saving counter, it is desirable to perform a process of subtracting "1" each time there is a variation other than the big wins in the first special figure and the second special figure from the count value of the time-saving counter of the number of consecutive times "10,000", "100", or "500". Not limited to this, for the process of counting the number of variations, a process of adding "1" each time there is a variation other than the big wins in the first special figure and the second special figure from the initial value "0" of the count value of the time-saving counter may be performed.
[0191] Next, in process S360, it is determined whether or not the number of fluctuations in the first and second special figures has reached the end count (10,000 times, 100 times, or 500 times) at which the time-saving game state ends. That is, it is determined whether or not the value counted in process S359 is "0" (in the configuration where addition is performed, it is determined whether or not it is 10,000, 100, or 500). If the determination is negative (process S360: No), the process proceeds to process S370. If the determination is positive (process S360: Yes), in process S361, the time-saving flag is reset to "0". As a result, the time-saving game ends, and the game state shifts to a non-time-saving game state.
[0192] In the subsequent process S370, a "special variation pattern table setting process" is executed to set a special variation pattern table for implementing the above-described first special effect mode or second special effect mode in the effect after the end of the time-saving game state. The details of the special variation pattern table and the special variation pattern table setting process will be described later with reference to FIGS. 25 and 26.
[0193] In the subsequent process S390, a "b time-saving setting process" for setting whether or not to shift to the b time-saving game state is executed. In this process, first, the number of non-jackpot variation displays of the first and second special figures after the end of the previous jackpot game is counted by a "b time-saving counter". The count in this case is the sum of the number of non-jackpot variation displays of the first and second special figures.
[0194] For example, in the process of counting with the short-time b counter, it is desirable to perform a process of adding "1" to the count value of the short-time b counter every time there is a change other than the big win in FIGS. 1 and 2 from the initial value "0". Not limited to this, in the process of counting the number of changes other than the big win, the short-time b counter may be set with the short-time b reach count (900 times) determined in advance after the previous big win game ends as the count value, and a process of subtracting "1" from the count value may be performed every time there is a change other than the big win in FIGS. 1 and 2. Incidentally, the short-time b counter resets (clears) the count value to the initial value when a big win game occurs or when the short-time b reach count is reached.
[0195] Then, it is determined whether or not the number of changes other than the big win in FIGS. 1 and 2 has reached the short-time b reach count that gives the short-time b game state. That is, it is determined whether or not the count value of the short-time b counter is the short-time b reach count.
[0196] When the number of changes other than the big win in FIGS. 1 and 2 has reached the short-time b reach count that gives the short-time b game state, the continuation count of the short-time b game state (for example, 500 times) is set, and "1" is set in the short-time flag. As a result, the game state shifts to the short-time b game state. Incidentally, in the short-time b game state, the symbol variation time associated with the win / loss determination of FIGS. 1 and 2 is shortened, and the short-time function of the general drawing and the extended opening function of the general electric accessory (the second special drawing start port 24) are provided. On the other hand, the winning probability of the general drawing does not become a high probability.
[0197] In this case, when the number of times of reaching the short b time is a small win variation display, after the end of the small win game, it shifts to the short b time game state. On the other hand, when the number of times of reaching the short b time is a losing variation display, it shifts to the short b time game state after the end of the variation of the special figure. Note that in the pachinko machine 1 of this embodiment, when reaching the number of times of reaching the short b time in the short time game state (short c time), the shift to the short b time game state due to this is made effective. That is, after the end of the variation, a new short b time game state is started (the count of the short time counter is updated). However, this is an example, and a configuration in which the shift to the short b time game state is invalid even if the number of times of reaching the short b time is reached immediately in the short time game state, or a configuration in which when a new short time game is started in the short time game state, it shifts to the longer number of continuous times may be adopted. It is desirable to appropriately adopt it when determining the playability.
[0198] In the subsequent process S391, a "short c time setting process" for setting whether to shift to the short c time game state described above is executed. In this process, first, it is determined whether or not a predetermined losing symbol (losing symbol 3 or losing symbol 4) determined in advance is definitely displayed at the time of determining the winning or losing of the first special figure or the second special figure in the normal game state.
[0199] If it is a predetermined losing symbol, it will shift to the short c time game state. Therefore, a predetermined number of continuous times (30 times) determined in advance according to the losing symbol is set in the short time counter, and "1" is set in the short time flag. Thereby, the short c time game state is given.
[0200] In this case, it shifts to the short time game state after the end of the variation of the special figure. Note that in the pachinko machine 1, even if a short time symbol is displayed in the short time game state (short b time), it is made invalid. That is, instead of starting a new short time game state after the end of the variation, the short time game state before the variation is continued (the count of the short time counter is continued). However, a configuration in which the short c time game state is started from there when the short time symbol is definitely displayed in the short time game state, or a configuration in which when a new short time game is started in the short time game state, it shifts to the longer number of continuous times may be adopted. It is conceivable to appropriately adopt it when determining the playability.
[0201] Subsequently, in process S392, a state designation command indicating a state such as whether the current gaming state is a probability-variable gaming state or a time-shortening gaming state is transmitted to the sub-integrated control device 42 after the special symbol determination time. Note that, although the timing for transmitting the state designation command from the main control device 40 to the sub-integrated control device 42 is after the special symbol determination time, it may be configured to transmit the state designation command also at the start of special symbol variation and at power recovery. Thereafter, the process proceeds to "special gaming process" (process S400, see FIG. 21).
[0202] (8-2. Special gaming process) Next, the "special gaming process" will be described with reference to FIGS. 19 to 24. As shown in FIG. 19, in the "special gaming process", first, in process S400, it is determined whether or not the accessory continuous operation device is in operation. If the determination is negative (process S400: No), the process ends and the process proceeds to the "small win gaming process". On the other hand, if the determination is positive (process S400: Yes), in process S401, it is determined whether or not the first big winning opening 25 is open.
[0203] If the determination in process S401 is negative (process S401: No), in process S402, it is determined whether or not it is during the interval of the big win gaming. If the determination is negative (process S402: No), in process S403, it is determined whether or not it is during the big win end effect. If the determination is negative (process S403: No), in process S404, it is determined whether or not the big win start effect time has elapsed. If the determination is negative (process S404: No), the process returns to the special symbol win / loss determination process.
[0204] If the determination in process S404 is positive (process S404: Yes), in the first big winning opening opening process of process S405, control is performed to open the first big winning opening 25 in the first round. Also in process S405, a command indicating the start of the big win gaming is transmitted to the sub-integrated control device 42. Thereafter, the process returns.
[0205] If the determination in the process S401 is affirmative (process S401: Yes), as shown in FIG. 20, it is determined whether there are 9 winnings in the first major winning opening 25 (the specified number of winnings) (process S410), or it is determined whether the opening time of the first major winning opening 25 has ended (process S411). If any of the determinations is affirmative (process S410 or process S411: Yes), in process S412, the first major winning opening 25 is closed, and in the subsequent process S413, a process of starting the jackpot interval is executed. Then, the process returns (see FIG. 19). Incidentally, if both the process S410 and the process S411 are negative determinations (process S410: No, process S411: No), the process returns.
[0206] If the determination in the process S402 (see FIG. 19) is affirmative (process S402: Yes), as shown in FIG. 21, in process S420, it is determined whether the jackpot interval time has elapsed. If the determination is negative (process S420: No), the process returns (see FIG. 19). If the determination is affirmative (process S420: Yes), in process S421, it is determined whether it is the final round. If the determination is affirmative (process S421: Yes), the process of the jackpot end effect in process S422 is executed, and in this process, a jackpot end command is sent to the sub-integrated control device 42 and the effect symbol control device 43, and the jackpot game ends and the process returns.
[0207] On the other hand, if the determination in the process S421 is negative (process S421: No), the opening of the first major winning opening 25 in the next round is executed by the first major winning opening opening process in process S423, and the process returns.
[0208] If the determination in the process S403 (see FIG. 19) is affirmative (process S403: Yes), as shown in FIG. 22, in process S430, it is determined whether the jackpot end effect time has elapsed. If the determination is negative (process S430: No), the process returns (see FIG. 19). If the determination is affirmative (process S430: Yes), in process S431, a process of stopping the operation of the accessory continuous operation device is executed, and subsequently, in process S432, a process of stopping the operation of the condition device and the special electric accessory is executed.
[0209] Subsequently, in process S433, it is determined whether or not to set the probability variable gaming state after the big win game ends according to the big win symbol. If the determination is negative (process S433: No), the process proceeds to process S436. If the determination is positive (process S433: Yes), in process S434, the number of consecutive probability variable gaming states to continue the probability variable gaming state is set. In this case, the number of consecutive probability variable gaming states is set to 10,000 times. Next, in process S435, "1" is set to the probability variable flag. As a result, the probability variable gaming state is given after the big win game ends.
[0210] Next, in process S436, it is determined whether or not to set the short time gaming state after the big win game ends according to the big win symbol. If the determination is negative (process S436: No), the process proceeds to process S439. If the determination is positive (process S436: Yes), in process S437, the number of consecutive short time gaming states to continue the short time gaming state is set. In this case, the number of consecutive short time gaming states is set to 100 times. Next, in process S438, "1" is set to the short time flag. As a result, the short time gaming state is given after the big win game ends. Since the pachinko machine 1 is configured to be given the short time gaming state at a 100% entry rate after the big win game ends, the short time flag is set to "1" in the process S438.
[0211] Subsequently, in process S440, it is determined whether or not the big win symbol that caused the big win game is "normal big win symbol 1" or "normal big win symbol 3". If the determination is negative (process S440: No), the process proceeds to process S442. If the determination is positive (process S440: Yes), in process S441, "1" is set to the "first variable pattern table preparation flag" which is preparation for setting the variable pattern table for selecting the variable pattern to the "first special variable pattern table".
[0212] In process S442, it is determined whether the jackpot symbol that caused the jackpot game is "Normal Jackpot Symbol 2" or "Normal Jackpot Symbol 4". If the determination is negative (process S442: No), the process proceeds to process S444. If the determination is positive (process S442: Yes), in process S443, a "1" is set in the "Second Variable Pattern Table Preparation Flag", which is preparation for setting the variable pattern table for selecting the variable pattern to the "Second Special Variable Pattern Table".
[0213] Next, in process S444, the process of transmitting the jackpot end command is executed, and the jackpot end command is transmitted to the sub-integrated control device 42 and the like in this process. Further, in process S445, a state designation command such as a probability-variable game state or a time-shortening game state is transmitted to the sub-integrated control device 42 and the like. Then, the process returns (see FIG. 19).
[0214] If the accessory continuous operation device is not operating in the process S400 (see FIG. 19) (process S400: No), the process proceeds to the "Small Win Game Process".
[0215] (8-3. Small Win Game Process) Next, the "Small Win Game Process" will be described with reference to FIGS. 23 and 24. As shown in FIG. 23, in the "Small Win Game Process", first, in process S450, it is determined whether the special electric accessory is operating. If the determination is negative (process S450: No), the process ends and returns to the special drawing winning or losing determination process. If the determination is positive (process S450: Yes), in process S451, it is determined whether it is during the small win start effect.
[0216] If the determination in process S451 is positive (process S451: Yes), in process S452, it is determined whether the small win start effect time has elapsed. If the determination is negative (process S452: No), the process returns. If the determination is positive (process S452: Yes), in process S453, the second big winning opening 26 is opened in a predetermined opening mode. Then, the process returns.
[0217] If the determination in the process S451 is negative (process S451: No), it is determined whether or not the second largest winning opening 26 is open in the process S454. If the determination is affirmative (process S454: Yes), a determination (process S455) as to whether or not there have been 9 wins in the second largest winning opening 26 (the specified number of winning times), or a determination (process S456) as to whether or not the opening time of the second largest winning opening 26 has ended is made. If either determination is affirmative (process S455 or process S456: Yes), the second largest winning opening 26 is closed in the process S457. Then the process returns. Incidentally, if all determinations are negative (process S455 or process S456: No), the process returns.
[0218] If the determination in the process S454 is negative (process S454: No), as shown in FIG. 24, the operation of the special electric accessory is stopped in the process S460.
[0219] Next, a small win end command is transmitted to the sub-integrated control device 42 in the process S461. After that, a state designation command is transmitted to the sub-integrated control device 42 in the process S462, and the process returns. Thereby, the small win game ends.
[0220] (9. Regarding the special variation pattern table) The special variation pattern table including the normal variation pattern table used for the pachinko machine 1 will be described.
[0221] In the pachinko machine 1, in the main control device 40, the variation pattern (mainly the variation time) of the special figure is determined according to the win / loss determination of the special figure (see FIG. 15). At that time, the main control device 40 selects any one of the plurality of types of variation patterns included in the variation pattern table. In this way, the variation pattern table is a table for the main control device 40 to select the variation pattern.
[0222] Also, the pachinko machine 1 determines the content of the variable performance display in the special symbol win / loss determination performance that the sub-integrated control device 42 performs on the effect symbol display device 47 according to the variable pattern determined by the main control device 40. Then, the sub-integrated control device 42 also determines whether to perform an N-reach performance or an SP-reach performance according to the variable pattern. In this case, the sub-integrated control device 42 is configured to perform an N-reach performance according to a pre-determined variable pattern for N-reach and an SP-reach performance according to a pre-determined variable pattern for SP-reach. For example, the N-reach performance is performed with a variable pattern having a longer variable time than the normal variation, and furthermore, the SP-reach performance tends to be performed with a variable pattern having a longer variable time than the N-reach performance.
[0223] Furthermore, the pachinko machine 1 is provided with a plurality of types of variable pattern tables, and switches the variable pattern table for selecting the variable pattern according to the game state so as to change the average variable time in each game state. For example, in the time-saving game state, the variable time is shortened by using a time-saving variable pattern table composed of a variable pattern having an average variable time shorter than that in the normal game state.
[0224] Furthermore, the pachinko machine 1 also changes the performance mode in the special symbol win / loss determination performance by the sub-integrated control device 42 by switching the variable pattern table in the main control device 40. For example, by providing a variable pattern table having many variable patterns for N-reach performance and SP-reach performance and selecting a variable pattern from this, a performance mode with many N-reach performances and SP-reach performances can be realized.
[0225] Therefore, the pachinko machine 1 is provided with a special variable pattern table having many variable patterns for SP-reach performance, and selects a variable pattern from the special variable pattern table in the first special performance mode and the second special performance mode when shifting from a predetermined big win game end to the normal game state (low probability, non-time-saving) or after the end of the normal probability, time-saving game state (low probability, time-saving).
[0226] (9-1. Types of Special Variation Pattern Tables) As shown in Fig. 25, the pachinko machine 1 is equipped with four types of variation pattern tables: "Normal Variation Pattern Table", "Short Time Variation Pattern Table", "First Special Variation Pattern Table", and "Second Special Variation Pattern Table". Incidentally, when there is no particular need to distinguish between the "First Special Variation Pattern Table" and the "Second Special Variation Pattern Table", they are simply referred to as the Special Variation Pattern Table as a general term for both.
[0227] The "Normal Variation Pattern Table" is a table set in the non-probability variation game state and non-short time game state. The average variation time of the variation patterns included in this table is set to about 13 seconds.
[0228] The "Short Time Pattern Table" is a table set in the probability variation game state and short time game state. The average variation time of the variation patterns included in this table is set to about 2 seconds. Incidentally, since the pachinko machine 1 is given this state 10,000 times when in the probability variation game state, a substantial consecutive jackpot is ensured. If the probability variation game state ends, the normal variation pattern table is set. The special variation pattern table is not set when the probability variation game state ends. This is because when the probability variation game state ends, there is a high possibility that some malfunction has occurred in the main control device 40 etc., and it is not a situation where the player's gaming motivation is continued by the performance of the performance mode according to the special variation pattern table. For this reason, a configuration that disables the game rather than switching the setting of the variation pattern table etc. is desirable.
[0229] The "First Special Variation Pattern Table" is a table set after the end of the short-time game state (a short-time) that transitions after the end of the "Fourth Jackpot Game" (see Fig. 5) caused by the "Normal Jackpot Symbol 1", or is set after the end of the "Sixth Jackpot Game" (see Fig. 5) caused by the "Normal Jackpot Symbol 3". The average variation time of the variation patterns of this table is set to about 15 seconds. The First Special Variation Pattern Table is set such that when the total number of variations of the First Special Symbol and the Second Special Symbol after the setting of this table reaches a predetermined number of variations (for example, 30 times), it is switched, and when this switching condition is satisfied, it is switched to the Normal Variation Pattern Table. Note that the switching condition to the Normal Variation Pattern Table may not be limited to the number of variations, and may be switched at a predetermined probability or by performing a predetermined variation pattern.
[0230] The "Second Special Variation Pattern Table" is a table set after the end of the short-time game state (a short-time) that transitions after the end of the "Fifth Jackpot Game" (see Fig. 5) caused by the "Normal Jackpot Symbol 2", or is set after the end of the "Seventh Jackpot Game" (see Fig. 5) caused by the "Normal Jackpot Symbol 4". The average variation time of the variation patterns of this table is set to about 10 seconds. The Second Special Variation Pattern Table is set such that when the total number of variations of the First Special Symbol and the Second Special Symbol after the setting of this table reaches a predetermined number of variations (for example, 30 times), it is switched, and when this switching condition is satisfied, it is switched to the Normal Variation Pattern Table. Note that the switching condition to the Normal Variation Pattern Table may not be limited to the number of variations, and may be switched at a predetermined probability or by performing a predetermined variation pattern.
[0231] In the pachinko machine 1, the variable pattern table set in the normal game state (non-probability variation, non-time shortening) is one of the "normal variable pattern table", "first special variable pattern table", and "second special variable pattern table". The "first special variable pattern table" is a table in which the probability of implementing the SP reach effect is higher than that of the other "normal variable pattern tables" and "second special variable pattern tables". Incidentally, the pachinko machine 1 basically has a configuration in which it becomes a jackpot after going through the SP reach effect when hitting a big win. The fact that the probability of implementing the SP reach effect in the "first special variable pattern table" is high means that the probability of the SP reach effect during a losing variation is high.
[0232] The "second special variable pattern table" is a table in which the possibility of becoming a jackpot when the SP reach effect is implemented is higher than that of the other "normal variable pattern tables" and "second special variable pattern tables". Substantially, the "second special variable pattern table" is desirably a table in which the SP reach effect is implemented only when hitting a big win and the SP reach effect is not implemented in a losing variation.
[0233] And the "normal variable pattern table" is set such that the probability of implementing the SP reach effect during a losing variation is lower than that of the "first special variable pattern table" and higher than that of the "second special variable pattern table".
[0234] The types of variable pattern tables shown in FIG. 25 are just examples and are not limited thereto. For example, it is conceivable to provide dedicated variable pattern tables for the probability-variable game state and the time-limited game state respectively, and switch the variable pattern tables between the probability-variable game state and the time-limited game state. Also, it is conceivable to provide multiple types of time-limited variable pattern tables in the time-limited game state, and change the variable pattern table between the time-limited game state after the "Fourth Jackpot Game" caused by "Normal Jackpot Symbol 1" ends and the time-limited game state after the "Fifth Jackpot Game" caused by "Normal Jackpot Symbol 2" ends. In this case, it is desirable that the former be an effect mode with a high probability of implementing the SP reach effect during the losing variation in the time-limited game state according to the variable pattern table, and the latter be an effect mode with a high probability of winning when the SP reach effect is implemented in the time-limited game state. In this way, it may be possible to determine whether it will be the first special effect mode or the second special effect mode after the end of the time limit according to the effect mode corresponding to the variable pattern table in the time-limited game state.
[0235] (9-2. Special Variable Pattern Table Setting Process) The "Special Variable Pattern Table Setting Process", which is a subroutine of the "Special Symbol Winning / Losing Judgment Process" (see FIG. 18, Process S370), will be described with reference to FIG. 26. As shown in FIG. 26, in this process, in Process S371, in order to check whether the game state is not the probability-variable game state, it is determined whether the probability-variable flag is "0". If the determination is negative (Process S371: No), the process returns to the "Special Symbol Winning / Losing Judgment Process".
[0236] If the determination in Process S371 is affirmative (Process S371: Yes), in Process S372, in order to check whether the game state is not the time-limited game state, it is determined whether the time-limited flag is "0". If the determination is negative (Process S372: No), the process returns.
[0237] If the determination in the process S372 is affirmative (process S372: Yes), in the process S373, in order to check whether the first special variation pattern table is set, it is determined whether the first variation pattern table setting flag is "1". If the determination is affirmative (process S373: Yes), the process proceeds to the process S385 (see FIG. 27).
[0238] If the determination in the process S373 is negative (process S373: No), in the process S374, in order to check whether the second special variation pattern table is set, it is determined whether the second variation pattern table setting flag is "1". If the determination is affirmative (process S374: Yes), the process proceeds to the process S385 (see FIG. 27).
[0239] If the determination in the process S374 is negative (process S374: No), in the process S375, in order to check whether the previous big win game was the "fourth big win game" caused by the "normal big win symbol 1" or the "sixth big win game" caused by the "normal big win symbol 3", it is determined whether the first variation pattern table preparation flag is "1". If the determination is affirmative (process S375: Yes), in the process S376, a process of setting the first special variation pattern table is performed. By this process, for example, the first special variation pattern table is set in the game state setting process of the "interrupt process" (process S26 in FIG. 9). As a result, with the next win / loss determination, the variation pattern is selected from the first special variation pattern table.
[0240] Subsequently, in the process S377, "1" is set to the "first variation pattern table setting flag". In the subsequent process S378, the "first variation pattern table preparation flag" is reset to "0". Then, the process returns.
[0241] If the determination in the process S375 is negative (process S375: No), in the process S380, in order to confirm whether the previous big win game was the "fifth big win game" caused by the "normal big win symbol 2" or the "seventh big win game" caused by the "normal big win symbol 4", it is determined whether the second variation pattern table preparation flag is "1". If the determination is negative (process S380: No), return.
[0242] If the determination in the process S380 is affirmative (process S380: Yes), in the process S381, a process of setting the second special variation pattern table is performed. By this process, for example, the second special variation pattern table is set in the game state setting process of the "interrupt process" (process S26 in FIG. 9). As a result, with the next win / loss determination, the variation pattern is selected from the second special variation pattern table.
[0243] Subsequently, in the process S382, "1" is set to the "second variation pattern table setting flag". In the subsequent process S383, the "first variation pattern table preparation flag" is reset to "0". Then, return.
[0244] If the determination in the process S373 or the process S374 is affirmative (process S373 or S374: Yes), as shown in FIG. 27, in the process S385, it is determined whether a predetermined switching condition for switching the set first special variation pattern table or second special variation pattern table to the normal variation pattern table is satisfied. In this case, it is determined whether the total number of variations of the first special figure and the second special figure after the end of the time-saving game state from the "fourth big win game" or the "fifth big win game" has reached "30 times", or whether the total number of variations of the first special figure and the second special figure in the normal game state after the end of the "sixth big win game" or the "seventh big win game" has reached "30 times". If the determination is negative (process S385: No), return.
[0245] If the determination in the process S385 is affirmative (process S385: Yes), in the process S386, a process of switching to the normal variation pattern table is performed. By this process, for example, in the game state setting process of "interrupt process" (process S26 in FIG. 9), the normal variation pattern table is set. As a result, with the next win / loss determination, the variation pattern is selected from the normal variation pattern table.
[0246] Subsequently, in the process S387, the "first variation pattern table setting flag" is reset to "0". In the subsequent process S388, the "second variation pattern table setting flag" is reset to "0". Then, it returns.
[0247] (10. Special Figure Win / Loss Judgment Performance) Next, the special figure win / loss judgment performance implemented in accordance with the win / loss judgment of the first special figure or the second special figure will be described. When the win / loss judgment of the first special figure or the second special figure is performed in the pachinko machine 1, the sub-integrated control device 42 controls the special figure win / loss judgment performance according to the variable display of the first special figure by the first special figure display device 281 or the variable display of the second special figure by the second special figure display device 283. As a result, on the effect symbol display device 47, a variable effect display using pseudo-effect symbols corresponding to the first special figure or the second special figure is performed.
[0248] In the variable effect display of the pachinko machine 1, as shown in FIG. 28(a), a pseudo-effect symbol 700 composed of three numerical symbols or the like corresponding to the variation of the first special figure or the second special figure is variably displayed largely in the lower half of the display screen of the effect symbol display device 47. Also, on the upper right side of the display screen, a character image 710 of "Kuma no Tatsukichi", which is the main character of the pachinko machine 1, is displayed. And on the lower left side of the display screen, a first hold memory display image 721 indicating the existence of the hold memory of the first special figure is displayed. Similarly, on the lower right side, a second hold memory display image 722 indicating the existence of the hold memory of the second special figure is displayed.
[0249] When the probability of a big win is high during the variation of the pseudo-performance symbol 700, the pachinko machine 1 develops into an N-reach performance. In this case, as shown in Fig. 28(b), on the display screen of the performance symbol display device 47, a reach suggestion display section 731 is displayed at the upper left, and a large reach pseudo-performance symbol 701 is displayed prominently in the lower half of the display screen. The reach pseudo-performance symbol 701 has two symbols on both sides stopping as the same symbol, with only the central symbol in a variable state.
[0250] If the result of the win / loss determination of the first or second special figure is a big win, as shown in Fig. 28(c), a big win suggestion display section 732 is displayed at the upper left of the display screen of the performance symbol display device 47. Then, a big win pseudo-performance symbol 702 consisting of three identical symbols corresponding to the big win symbol of the first or second special figure is fixedly displayed prominently in the lower half of the display screen. Also, as the character image 710, "Kuma no Tatsukichi" with a big smile is displayed.
[0251] If the result of the win / loss determination is a small win, as shown in Fig. 28(d), a small win pseudo-performance symbol 703 consisting of three identical small win symbols corresponding to the small win symbol of the second special figure is fixedly displayed prominently in the lower half of the display screen of the performance symbol display device 47.
[0252] Also, the pachinko machine 1 is configured to be able to develop from the N-reach performance (see Fig. 28(b)) into the "SP reach performance" shown in Fig. 29 as a performance to increase the player's expectation of a big win. The SP reach performance developed from the N-reach performance, as shown in Fig. 29(a), on the display screen of the performance symbol display device 47, for example, a confrontation reach video 741 in which fighter A and fighter B confront each other is played.
[0253] If the win / loss determination is a big win, as shown in Fig. 29(b), an SP big win suggestion display section 742 such as "Victory, Entering the Big Win" is displayed on the display screen of the performance symbol display device 47, and a fight victory big win video 743 in which the protagonist fighter A defeats the enemy fighter B is played.
[0254] On the other hand, if the win / loss determination is a loss, as shown in Fig. 29(c), on the display screen of the effect symbol display device 47, an SP loss display section 744 such as "DEFEAT" and a loss symbol 704 are displayed, and a fighting loss video 745 in which the protagonist fighter A is defeated by the enemy fighter B is played.
[0255] (10-1. Variable effect display of the first special effect mode) After the end of the time-saving game state from the "Fourth big win game" (see Fig. 5) caused by the "Normal big win symbol 1", or when shifting from the "Sixth big win game" (see Fig. 5) caused by the "Normal big win symbol 3" to the normal game state, the pachinko machine 1 sets the first special variable pattern table and performs an effect by the first special effect mode of selecting a variable pattern from the first special variable pattern table. The first special effect mode is an effect mode in which the probability of performing an SP reach effect during a loss variation is higher than that of other effect modes including the effect mode of the normal game state.
[0256] In the first special effect mode, as shown in Fig. 30(a), on the display screen of the effect symbol display device 47, a first character image 751 such as "SP development rate increasing" is displayed at an upper position of the variable pseudo-effect symbol 700. This appeals to the player that the current game is a game in the first special effect mode and is highly interesting.
[0257] In addition, in the first special effect mode, it is also conceivable to display a first character image 751 such as "SP development rate increasing" not only on the display screen of the effect symbol display device 47 but also by using an effect movable accessory arranged to be able to move forward and backward in front of the display screen.
[0258] (10-2. Variable effect display of the second special effect mode) After the end of the time-saving game state from the "Fifth Jackpot Game" (see Fig. 5) caused by the "Normal Jackpot Symbol 2", or when shifting from the "Seventh Jackpot Game" (see Fig. 5) caused by the "Normal Jackpot Symbol 4" to the normal game state, the Pachinko machine 1 sets the Second Special Variation Pattern Table and performs an effect by the Second Special Effect Mode that selects a variation pattern from the Second Special Variation Pattern Table. The Second Special Effect Mode is an effect mode in which, compared to other effect modes including the effect mode of the normal game state, the SP Reach effect is not performed during a losing variation, and the SP Reach effect is performed only when a jackpot occurs. Incidentally, in the Second Special Effect Mode, when the SP Reach effect is performed, it is not necessarily a confirmed jackpot, but it may be set to result in a jackpot with a high probability.
[0259] In the First Special Effect Mode, as shown in Fig. 30(b), on the display screen of the effect symbol display device 47, the Pachinko machine 1 displays a second character image 752 such as "This is the attacking time" at an upper position of the fluctuating pseudo-effect symbol 700, and a third character image 753 such as "If the SP develops, it's a jackpot" at a lower position of the fluctuating pseudo-effect symbol 700. This appeals to the player that the current game is a game in the Second Special Effect Mode and is highly interesting.
[0260] Incidentally, in the Second Special Effect Mode, not limited to the display screen of the effect symbol display device 47, it is also conceivable to display a second character image 752 such as "This is the attacking time" and a third character image 753 such as "If the SP develops, it's a jackpot" using an effect movable accessory arranged to be able to move forward and backward in front of the display screen.
[0261] (10-3. Advance Notice Effect Display of the First Special Effect Mode) The Pachinko machine 1 can perform a "High Expectation Advance Notice Effect" that suggests that the degree of expectation of a jackpot is higher than a predetermined level before the pseudo-effect symbol 700 is confirmed and displayed in the variable display of the special figure win / loss determination effect. And in the First Special Effect Mode that selects a variation pattern from the First Special Variation Pattern Table, the probability (also referred to as the appearance rate) of performing the high expectation advance notice effect is particularly high.
[0262] For example, in the case where a high-expectation preview performance develops into an N-reach performance after the main preview performance is carried out, it indicates that the expectation level of a big win is higher than when it develops into an N-reach performance without a preview performance. Incidentally, the high-expectation preview performance is implemented by conducting a lottery on whether to give a preview when a variation pattern for the high-expectation preview performance determined in advance in the winning / losing determination of the special figure is selected, and winning this lottery.
[0263] Of course, the high-expectation preview performance is not limited to the first special performance mode according to the first special variation pattern table, but is also a preview performance that can be implemented in a performance mode according to a variation pattern table other than the first special variation pattern table. On the other hand, in the first special performance mode in particular, the first special variation pattern table has many variation patterns for the high-expectation preview performance, and the appearance rate is higher than that of other performance modes including the performance mode of the normal variation pattern table. In this case, the appearance rate is increased at least during the losing variation. However, since there is a risk that the expectation level of the high-expectation preview performance may drop too much only during the losing variation, it is desirable to adjust the appearance rate also during the winning variation so that the expectation level of the high-expectation preview performance does not drop too much.
[0264] Incidentally, in the first special performance mode, the first special variation pattern table has a configuration in which many variation patterns for the high-expectation preview performance are arranged, but it is not limited to this. Even if the number of variation patterns for the high-expectation preview performance is the same as that of other variation pattern tables, a configuration with a high probability of selecting the variation pattern for the high-expectation preview performance may be used.
[0265] With reference to FIG. 31(a), an example of the display mode of the high-expectation preview performance will be described. As shown in the figure, in the high-expectation preview performance, a meteor shower image 761 is displayed in the background of the pseudo-performance symbol 700 that is changing on the display screen of the performance symbol display device 47 to conduct a preview performance. This appeals that the expectation level of a big win is high. In this case, the high-expectation preview performance is carried out before the N-reach performance. It is not limited to this, and the high-expectation preview performance may also be carried out during the N-reach performance and before developing into the SP-reach performance.
[0266] (10-4. Advance Performance Display of the Second Special Performance Mode) The pachinko machine 1 can perform a "definite advance performance" that suggests the determination of a big win before the virtual performance symbol 700 is definitely displayed in the variable display of the special figure win / loss determination performance. And in the second special performance mode where the variable pattern is selected from the second special variable pattern table, the configuration is such that the probability (also referred to as the appearance rate) of performing the definite advance performance is particularly high.
[0267] The definite advance performance is a notice that is only performed when the result of the win / loss determination is a big win, and is not performed during a losing variation. The definite advance performance conducts a lottery on whether to give a notice when a variable pattern for the definite advance performance determined in advance in the special figure win / loss determination is selected, and is performed by winning this lottery.
[0268] Of course, the definite advance performance is not limited to the second special performance mode corresponding to the second special variable pattern table, and can also be a notice performance in an performance mode corresponding to a variable pattern table other than the second special variable pattern table. On the other hand, in the second special performance mode in particular, the second special variable pattern table is provided with many variable patterns for the definite advance performance, and the probability of performing the notice is made higher than other performance modes including the performance mode of the normal variable pattern table.
[0269] In addition, in the second special performance mode, the second special variable pattern table is configured to have many variable patterns for the definite advance performance, but not limited to this, even if the number of variable patterns for the definite advance performance is the same as that of other variable pattern tables, the configuration may be such that the probability of selecting the variable pattern for the definite advance performance is high.
[0270] Referring to FIG. 31(b), an example of the display mode of the confirmed prediction effect will be described. As shown in the figure, in the confirmed prediction effect, a large preview character image 762 such as a lion is displayed in the background of the pseudo-effect symbol 700 that is changing on the display screen of the effect symbol display device 47 to implement the confirmed prediction effect. This appeals to the confirmation of a big win. In this case, the confirmed prediction effect is performed before the N-reach effect. Not limited to this, the confirmed prediction effect may be performed during the N-reach effect and before developing into the SP-reach effect.
[0271] (11. Operational effects of this embodiment) The pachinko machine 1 of this embodiment has the following configuration. That is, the pachinko machine 1 includes a determination means (processing S311, processing S312) for executing a win / loss determination of a special figure, and a symbol display means (281, 283) for executing a variable display of symbols according to a variable pattern set based on the result of the win / loss determination. Further, when the result of the win / loss determination is a big win and a predetermined symbol is definitely displayed on the symbol display means, a big win game execution means (processing S400) for executing a big win game, an advantageous state transition means (processing S438) for transitioning the game state to an advantageous state (time-saving game state) advantageous to the player after the end of the big win game, and a production display means (47) for executing a variation and a production display of production symbols are provided. Furthermore, a specific production display (SP reach production) can be executed when the production symbol becomes a predetermined mode (N reach production) by the production display means. The pachinko machine 1 includes a special variable pattern table setting means (processing S370) for setting a special variable pattern table when the big win game ends and the game state transitions to a normal game state different from the advantageous state. Then, the special variable pattern table setting means sets a first special variable pattern table when transitioning from a big win game caused by the definite display of a first predetermined symbol to a normal game state. On the other hand, a second special variable pattern table is set when transitioning from a big win game caused by the definite display of a second predetermined symbol to a normal game state. Also, when a predetermined switching condition is satisfied during the setting of the first special variable pattern table or the second special variable pattern table, the special variable pattern table setting means switches to the normal variable pattern table. And when the first special variable pattern table is set, the probability of executing the specific production display is made higher than that in the case of the normal variable pattern table, and when the second special variable pattern table is set, the possibility of a big win when the specific production display is executed is made higher than that in the case of the normal variable pattern table.
[0272] According to the pachinko machine 1 of this embodiment, after the jackpot game ends according to the type of jackpot game, the first special effect mode based on the first special variation pattern table or the second special effect mode based on the second special variation pattern table is set, and in these effect modes, an effect with a high probability of performing the SP reach effect over a predetermined period is performed. Therefore, the effect of the game can be enhanced in the normal game state after the jackpot game state ends, the fun of the game can be increased, and the interest of the gameplay can be improved. As a result, it is also possible to enhance the effect of preventing (i.e., preventing quitting) the player from immediately ending the game after the jackpot game state ends.
[0273] In addition, the pachinko machine 1 of this embodiment includes a special variation pattern table setting means (processing S370) for setting a special variation pattern table when the advantageous state shifted to after the jackpot game ends ends. Then, the special variation pattern table setting means sets the first special variation pattern table after the advantageous state from the jackpot game caused by the first predetermined symbol being determined and displayed ends. On the other hand, the second special variation pattern table is set after the advantageous state from the jackpot game caused by the second predetermined symbol being determined and displayed ends. Also, the special variation pattern table setting means switches to the normal variation pattern table when a predetermined switching condition is satisfied during the setting of the first special variation pattern table or the second special variation pattern table. And when the first special variation pattern table is set, the probability of performing a specific effect display is made higher than when the normal variation pattern table is set, and when the second special variation pattern table is set, the possibility of a jackpot when a specific effect display is performed is made higher than when the normal variation pattern table is set.
[0274] According to this, depending on the type of jackpot game, after the end of the non-probability-variable and time-saving game state, the first special effect mode according to the first special variation pattern table or the second special effect mode according to the second special variation pattern table is set, and in these effect modes, an effect is performed in which the probability of performing the SP reach effect over a predetermined period is high. Therefore, the effect of the game can be enhanced and the fun of the game can be increased by enhancing the effect of the game in the normal game state after the end of the time-saving game state. In addition, it is possible to enhance the effect of preventing the player from immediately ending the game after the end of the time-saving game state (i.e., preventing quitting).
[0275] Also, in the pachinko machine 1 of the present embodiment, when the second special variation pattern table is set, the probability of performing a confirmation notice effect for confirming a jackpot when the result of the win / loss determination is a jackpot is made higher than that in the case of the normal variation pattern table. As a result, since the confirmation notice effect is likely to appear, it is possible to enhance the intention of the player who wants to see limited effects such as the confirmation notice effect to continue the game further.
[0276] Furthermore, in the pachinko machine 1 of the present embodiment, when the SP reach effect is performed when the first special variation pattern table is set, the probability of performing a high expectation notice effect indicating that the expectation degree of a jackpot is equal to or higher than a predetermined expectation degree is made higher than that in the case of the normal variation pattern table. According to this, although there is a risk that the player's expectation for the SP reach effect may decrease by increasing the probability of performing the SP reach effect, it is possible to avoid decreasing the player's expectation for the SP reach effect by making the high expectation notice effect likely to appear. This is because when the implementation rate of the SP reach effect increases, the appearance rate of the high expectation notice effect decreases, and there is an increase in the case where a predictable notice that can be expected does not appear even when the SP reach effect is performed, resulting in a decrease in the player's expectation. This is done to prevent this.
[0277] Currently, the pachinko machine 1 of this embodiment has one type of SP reach effect, but it is not limited to this, and a plurality of types may be provided. When there are multiple types of SP reach effects, the appearance rate (implementation probability) of all types of SP reach effects may be increased, or in the second effect mode, all types of SP reach effects may be configured to be jackpot. Furthermore, it is also conceivable to increase the appearance rate of a specific type of SP reach effect, or to configure that a specific type of SP reach effect becomes a jackpot in the second effect mode.
[0278] Also, when the pachinko machine 1 has a function of storing information regarding the obtained payout balls during consecutive wins in the probability variable game state and the number of consecutive wins and displaying them as game results at the end of the time-saving game state, in the period when the first special variation pattern table or the second special variation pattern table is set after the end of the time-saving game state, when a jackpot occurs, the game result from the previous time may be carried over.
[0279] Furthermore, the pachinko machine 1 is not limited to a configuration in which a plurality of types of jackpots (jackpot symbols) that shift to the non-probability variable time-saving game state after the jackpot game ends are provided and the first or second special variation pattern table is set according to these types after the time-saving ends, and a configuration in which a plurality of types of jackpots (jackpot symbols) that shift to the normal game state (non-probability variable non-time-saving) after the jackpot game ends are provided and the first or second special variation pattern table is set according to these types when shifting to the normal game. For example, one of the first or second special variation pattern tables may be set according to the jackpot (jackpot symbol) that shifts to the non-probability variable time-saving game state after the jackpot game ends, while the other special variation pattern table may be set according to the jackpot (jackpot symbol) that shifts to the normal game state (non-probability variable non-time-saving) after the jackpot game ends.
[0280] Furthermore, the pachinko machine 1 may be an ST machine that ends the probability variable gaming state according to the number of variable times in the special drawing, rather than a probability variable loop machine in which the probability variable gaming state continues until the next jackpot. In this case, a configuration may be considered in which the first special variable pattern table is set at the end of the probability variable / short time gaming state, and the second special variable pattern table is set at the end of the non-probability variable / short time gaming state. Note that each special variable pattern table may be set conversely. Furthermore, in the ST machine, a plurality of types of jackpots that become probability variable / short time gaming states may be provided, and the first special variable pattern table may be set at the end of the probability variable / short time gaming state of one jackpot, and the second special variable pattern table may be set at the end of the probability variable / short time gaming state of the other jackpot.
[0281] Furthermore, depending on the type of jackpot symbol (type of jackpot), the pachinko machine 1 may set a normal variable pattern table without setting a special variable pattern table after the end of the short time gaming state. Also, except when jackpots are consecutive (except for consecutive jackpots), a normal variable pattern table may be set without setting a special variable pattern table. Furthermore, a special variable pattern table may be set at the end of the above-mentioned b short time gaming state or c short time gaming state. A configuration may be considered in which it is determined which special variable pattern table to set based on the previous jackpot symbol at the end of the b short time gaming state. At the end of the c short time gaming state, a configuration may be used to determine which special variable pattern table to set based on the previous jackpot symbol, or a configuration may be considered to determine which special variable pattern table to set based on the symbol for which the c short time is activated.
[0282] In the pachinko machine 1 of this embodiment, at least the special variation pattern table selects the variation pattern of the first special drawing, and the variation pattern table of the second special drawing may be set as a fixed variation pattern table regardless of being special or normal. Also, the special variation pattern table may be configured to be set not only at the end of the time-saving game state, but also after the hold memory of the second special drawing stored during the time-saving game state is cleared. Further, the first special effect mode and the second special effect mode may also be set after the hold memory of the second special drawing is cleared, and during the clearing of the hold memory of the second special drawing, they may be cleared in different effect modes. Of course, the variation pattern of the second special drawing may also be determined by the special variation pattern table.
[0283] Moreover, the present invention is not limited to the above-described embodiments, and it goes without saying that various implementations can be made without departing from the gist of the present invention. For example, it may be applied to an enclosed gaming machine that collects the game balls displayed and launched as a gaming machine inside the gaming machine, launches them again by a launching device, and manages the number of balls held by the player as data using a storage medium such as an IC card.
Explanation of Reference Numerals
[0284] 1: Pachinko machine, 2: Game board, 20: Game area, 23: First special drawing start port, 24: Second special drawing start port, 25: First large winning port, 26: Second large winning port, 281: First special drawing display device (symbol display means), 283: Second special drawing display device (symbol display means), 40: Main control device (correct / incorrect determination means, game state transition means, special variation pattern table setting means), 42: Sub-integrated control device, 47: Effect symbol display device (effect display means)
Claims
1. A pass / fail determination means for executing a pass / fail determination when a predetermined condition is satisfied, A symbol display means for executing a variable display of symbols according to a variable pattern set based on the result of the pass / fail determination, A jackpot game execution means for executing a jackpot game when the result of the pass / fail determination is a jackpot and a predetermined symbol is definitely displayed on the symbol display means, An advantageous state transition means for transitioning the game state to an advantageous state favorable to the player after the end of the jackpot game, An effect display means for executing a change in the effect symbol and an effect display according to the variable display of the symbol, and comprising: In a gaming machine capable of executing a specific effect display when the effect symbol becomes a predetermined form by the effect display means, A special variable pattern table setting means for setting a special variable pattern table by transitioning from the jackpot game to a normal game state different from the advantageous state after the end of the jackpot game, The special variable pattern table setting means sets a first special variable pattern table when transitioning from the jackpot game to the normal game state due to the definite display of a first predetermined symbol as the predetermined symbol, while setting a second special variable pattern table when transitioning from the jackpot game to the normal game state due to the definite display of a second predetermined symbol as the predetermined symbol, Further, the special variable pattern table setting means switches to a normal variable pattern table when a predetermined switching condition is satisfied while the first special variable pattern table or the second special variable pattern table is being set, A gaming machine characterized in that when the second special variable pattern table is set, the probability of the jackpot in the case where the specific effect display is executed is higher than that in the case of the normal variable pattern table.
2. A pass / fail determination means for executing a pass / fail determination when a predetermined condition is satisfied, Symbol display means for performing variable display of symbols according to a variable pattern set based on the result of the pass / fail determination; When the result of the pass / fail determination is a big win and a predetermined symbol is fixedly displayed on the symbol display means, jackpot game execution means for executing a jackpot game; Advantageous state transition means for transitioning the game state to an advantageous state favorable to the player after the end of the jackpot game; Effect display means for performing variable display and effect display of effect symbols according to the variable display of the symbols, comprising: In a gaming machine capable of performing a specific effect display when the effect symbol assumes a predetermined aspect by the effect display means, Special variable pattern table setting means for setting a special variable pattern table when the advantageous state ends; The special variable pattern table setting means sets a first special variable pattern table after the end of the advantageous state shifted from the jackpot game caused by the first predetermined symbol being fixedly displayed as the predetermined symbol, while setting a second special variable pattern table after the end of the advantageous state shifted from the jackpot game caused by the second predetermined symbol being fixedly displayed as the predetermined symbol; Further, the special variable pattern table setting means switches to a normal variable pattern table when a predetermined switching condition is satisfied during the setting of the first special variable pattern table or the second special variable pattern table; A gaming machine characterized in that when the second special variable pattern table is set, the probability of the jackpot when the specific effect display is performed is higher than that when the normal variable pattern table is set.
3. It is possible to perform a preview effect indicating the expectation degree of the jackpot as the effect display, The gaming machine according to claim 1 or 2, wherein when the second special variable pattern table is set, the probability of performing a definite preview effect for determining the jackpot as the preview effect is higher than that when the normal variable pattern table is set.
4. It is possible to perform a preview effect indicating the expectation level of the big win as the effect display, When the specific effect display is performed when the first special variation pattern table is set, the probability of performing a high-expectation preview effect indicating that the expectation level of the big win is equal to or higher than a predetermined expectation level as the preview effect is higher than that in the case of the normal variation pattern table. The gaming machine according to any one of claims 1 to 3.
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