Pachinko machine
The gaming machine addresses the challenge of maintaining operation effect quality and reducing hardware load by executing varied operation effects based on special game determinations, ensuring rich variations without excessive resource usage.
Patent Information
- Application Number
- JP2021144717
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-09-06
- Publication Date
- 2025-06-23
- Estimated Expiration
- 2041-09-06
AI Technical Summary
In gaming machines, providing a rich variation of operation effects while preventing an increase in hardware resource load and maintaining the effect of operation effects is challenging.
A gaming machine with operation means, storage for random numbers, and effect execution means that execute different variation effects based on the determination of a special game, allowing multiple executions of operation effects from various start timings without increasing hardware load.
The solution maintains the effect of operation effects while preventing an increase in hardware resource load, enriching the variations of operation effects without overwhelming the machine's resources.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as this type of gaming machine, a jackpot lottery (determination of whether to execute a special game) is performed when a game ball enters a start area provided in a game area. When winning the jackpot, a special game in which many prize balls can be obtained is executed is known. In such a gaming machine, a variation effect is executed to suggest the result of the jackpot lottery, and a preview effect or a development effect that displays an image such as a predetermined still image or video is executed during the variation effect to suggest the degree of expectation of winning the jackpot. In recent years, in order to improve the interest of players, during one variation effect, a gaming machine capable of executing an operation effect that suggests the degree of expectation of winning the jackpot or the execution of a predetermined effect by operating an operation means such as a button operable by the player multiple times, or an effect capable of obtaining the execution of the operation effect (obtaining an icon indicating that the operation effect can be executed) before the operation effect is executed has also been devised (see Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the gaming machine as described above, in order to improve the production effect by enriching the variations of the variation effects executed, a plurality of variation patterns with different variation times are provided for each result of the jackpot lottery and each variation of the variation effect. However, as described above, when performing a plurality of operation effects during a single variation effect, if a variation pattern is provided for each execution count of the operation effect, the number of variation patterns would become enormous, and there was a risk of imposing a great load on hardware resources such as ROM. On the other hand, if the execution count of the operation effect is reduced and the corresponding variation patterns are also decreased, there was also a risk that the effect of the operation effect would decline, and ultimately the interest of the player would decline.
[0005] Therefore, the present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of suppressing a decrease in the effect of an operation effect while preventing an increase in the load on hardware resources.
Means for Solving the Problems
[0006] In order to achieve the above object, the present invention is configured as follows.
[0007] (1) The gaming machine according to the present invention includes operation means operable by a player, Storage means for storing, as a hold, a random number acquired at a predetermined trigger determination means capable of determining whether or not to execute a special game advantageous to the player, and effect execution means capable of executing a variation effect suggesting the result of the determination by the determination means. When it is determined that the special game is not to be executed, the effect execution means can execute a first variation effect with a predetermined variation time. When it is determined that the special game is to be executed, the effect execution means can execute any one of a plurality of second variation effects with different variation times. In the first variation effect, from any one of a plurality of predetermined start timings, it is possible to start multiple executions of an operation effect that prompts the operation of the operation means, and the execution count of the operation effect may differ depending on the start timing. In any of the plurality of second variation effects, multiple executions of the operation effect may be started from the same or substantially the same start timing as any one of the start timings determined in the first variation effect. A gaming machine capable of executing a specific suggestion regarding a predetermined effect to be executed after a plurality of executions of the operation effect are completed when an operation of the operation means is performed each time the operation effect is executed, and capable of executing a change effect for changing a mode of a specific display based on the hold storage during the first variation effect and the second variation effect, and when the change effect is executed, the execution of the change effect can be suggested by the specific suggestion It is characterized by this. Here, "substantially the same" means within a range where the difference cannot be perceived, and can be set to a range that cannot be recognized by the player who is playing the game. For example, if the difference in start timing is within 1 second, it can be said to be substantially the same.
[0008] In the gaming machine according to the present invention, when it is determined that a special game is not to be executed, a first variation effect with a predetermined variation time can be executed. During this first variation effect, it is possible to start executing the operation effect multiple times from any of a plurality of start timings, and since the number of executions of the operation effect may differ depending on the start timing, without increasing the number of variation patterns, the number of executions of the operation effect during the variation effect becomes rich in variations, and it is possible to prevent an increase in the load on the hardware resources. Also, when it is determined that a special game is to be executed, a plurality of second variation effects with different variation times can be executed. During this second variation effect, since it is possible to start executing the operation effect multiple times from the same or substantially the same start timing as the start timing of the first variation effect, it becomes difficult to grasp whether or not it has been determined that a special game is to be executed depending on the above-mentioned start timing, and the effect of the operation effect can be enhanced.
[0009] (2) Also, the gaming machine according to the present invention During the first variation effect and the second variation effect, a reach effect in which a reach display is performed with a predetermined effect symbol may be executed, and when the reach effect is executed, the fact that a reach display is performed with the predetermined effect symbol can be suggested by the specific suggestion may be like this.
Effects of the Invention
[0010] According to the present invention, it is possible to provide a gaming machine capable of suppressing a decrease in the effect of the operation effect while preventing an increase in the load on the hardware resources.
Brief Description of the Drawings
[0011]
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Embodiments for Carrying Out the Invention
[0012] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. (External Configuration of Pachinko Machine P) The gaming machine according to this embodiment is a pachinko machine P that uses game balls as gaming media. Although not particularly shown, in a game hall where the pachinko machine P is installed, a plurality of pachinko machines P are arranged side by side in an installation area of the gaming machine called an island, and a game ball lending device for lending out game balls is installed adjacent to each pachinko machine P. Further, each pachinko machine P is connected to a corresponding game ball lending device R. The game ball lending device R can insert a storage medium (card) in which value information necessary for inserting banknotes and lending out game balls is stored. Then, after inserting banknotes (or inserting a card) into the game ball lending device R and performing a predetermined operation on the pachinko machine P, it is possible to receive the lending of game balls from the game ball lending device R.
[0013] As shown in FIG. 1 or FIG. 2, the pachinko machine P according to this embodiment is a rectangular frame fixed to an island, and includes a machine frame 1 having a hollow portion (not particularly shown), and a rectangular frame that is attached to the machine frame 1 by a hinge mechanism (not particularly shown) so as to be openable and closable, and has a main body frame 2 having a hollow portion (not particularly shown), and a front door 3 that is attached to the main body frame 2 by a hinge mechanism (not particularly shown) so as to be openable and closable and has an opening (not particularly shown) formed in the front surface.
[0014] As shown in FIG. 2, a speaker as a voice output device 10 is provided at the lower left portion of the machine frame 1. Further, a game board 11 for forming a game area 12 is accommodated in the hollow portion of the main body frame 2. Further, the front door 3 is provided with a transparent plate 4 that covers the opening, an upper plate 6 and a receiving plate 7 that are located below the transparent plate 4 and can receive game balls, an operation handle 5 that is attached to the right of the receiving plate 7 and is used for performing a shooting operation of the game balls, and speakers as voice output devices 10 that are respectively attached one by one to the upper left and upper right of the transparent plate 4.
[0015] In this pachinko machine P, when the main body frame 2 is closed with respect to the machine frame 1 and further the front door 3 is closed, the transparent plate 4 is positioned with a gap in front of the game board 11. As a result, the game board 11 located behind can be visually recognized through the transparent plate 4.
[0016] In addition, the upper tray 6 is configured to guide game balls lent out by the game ball lending device R and prize balls paid out from the pachinko machine P. The upper tray 6 can receive a predetermined amount of game balls. When the upper tray 6 is full of game balls, the game balls lent out or paid out thereafter are guided to the saucer 7. Although not particularly shown, a discharge hole for discharging the stored game balls and an opening / closing plate capable of opening and closing the discharge hole are provided on the bottom surface of the saucer 7. In a normal state, although the discharge hole is closed by the opening / closing plate, by moving the opening / closing lever 8 (see FIG. 1) attached integrally with the opening / closing plate in the lateral direction, the opening / closing plate also moves in the same direction, and the discharge hole is opened. Thereby, the game balls can be dropped from the discharge hole and discharged outside the saucer 7.
[0017] In addition, the operation handle 5 is formed so that a player can perform a rotation operation in a predetermined direction. When the player rotates the operation handle 5, the game balls received in the upper tray 6 are sent to a launching device (not particularly shown), and the game balls are launched toward the game area 12 by the launching device with an intensity corresponding to the rotation angle of the operation handle 5. The game balls launched in this way are guided by a pair of rails 13a, 13b fixed to the game board 11 and ascend to reach the game area 12.
[0018] Here, the game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 with the main body frame 2 and the front door 3 closed with respect to the machine frame 1, which is partitioned into a substantially circular shape by a pair of rails 13a, 13b fixed to the game board 11, and is an area where game balls can flow down. As shown in FIG. 3, this game area 12 is composed of a first game area 12a which is the area on the left when viewed from the player facing the pachinko machine P, and a second game area 12b which is the area on the right when viewed from the player facing the pachinko machine P. These two game areas 12 are designed such that the possibility of the game ball entering differs depending on the firing intensity of the firing device. Specifically, when the firing intensity of the firing device is less than a predetermined intensity (an intensity such that the game ball fired by the firing device does not reach the highest point of the game area 12), the game ball enters the first game area 12a. On the other hand, when the firing intensity of the firing device is equal to or greater than the predetermined intensity (an intensity such that the game ball fired by the firing device can reach the highest point of the game area 12), the game ball enters the second game area 12b.
[0019] Also, within this game area 12, as shown in FIG. 3, there are a windmill and a number of nails for making the flow direction of the game ball irregular, a general winning opening 14 into which the game ball can enter, a first starting winning opening 15 and a second starting winning opening 16 as starting areas, a gate 20 through which the game ball can pass, an attacker device 17 that operates by satisfying a predetermined condition, an out port 19 for guiding the game ball outside the game area 12, and an effect display device 21 as an effect device for performing effects as the game progresses, etc.
[0020] As shown in FIG. 3, the general winning opening 14 is provided at the lower left of the game area 12. When a game ball enters the general winning opening 14, a predetermined number (5 in this embodiment) of prize balls are paid out. Note that the number of installations and the installation positions of the general winning openings 14 are not particularly limited.
[0021] As shown in FIG. 3, the first start winning opening 15 is provided at a position slightly below the center of the game area 12. Game balls flowing down in the first game area 12a can enter the first start winning opening 15, while game balls flowing down in the second game area 12b can hardly enter. On the other hand, as shown in FIG. 3, the second start winning opening 16 is provided at a position shifted to the right from the center of the game area 12 (that is, within the second game area 12b). Game balls flowing down in the second game area 12b can enter the second start winning opening 16, while game balls flowing down in the first game area 12a can hardly enter.
[0022] Further, as shown in FIG. 3, the second start winning opening 16 is provided with a movable piece 16b (ordinary electric accessory) that can open and close left and right. When the movable piece 16b is closed, the second start winning opening 16 is in a closed state, and it is impossible or difficult for game balls to enter the second start winning opening 16. On the other hand, when the movable piece 16b opens, the second start winning opening 16 is in an open state, and the movable piece 16b functions as a guide member that guides game balls toward the second start winning opening 16, making it easier for game balls to enter the second start winning opening 16. Moreover, the configuration of the movable piece 16b is not particularly limited. For example, it may be constituted by a pair of blade members that rotate left and right around an axis orthogonal to the game board 11 to open and close the second start winning opening 16, or a lid member that rotates back and forth around a horizontal axis to open and close the second start winning opening 16. Alternatively, it may be constituted by a shutter member that slides up and down to open and close the second start winning opening 16. Note that the installation positions of the first start winning opening 15 and the second start winning opening 16 are not particularly limited. For example, the first start winning opening 15 and the second start winning opening 16 may be arranged at positions where game balls flowing down in any game area 12 (the first game area 12a, the second game area 12b) can easily enter.
[0023] When a game ball enters the first start winning opening 15 or the second start winning opening 16, a predetermined number of prize balls are paid out, and a jackpot lottery is conducted to determine one special symbol from among a plurality of predetermined special symbols. Various game benefits are associated with each special symbol, and depending on the type of the determined special symbol, game benefits such as the execution of a special game advantageous to the player and the setting of a predetermined game state can be obtained. Note that the number of prize balls paid out based on the entry of a game ball into the first start winning opening 15 or the second start winning opening 16 is not particularly limited as long as it is one or more, and can be any number. Also, the number of prize balls may be the same or different between the start winning opening (the second start winning opening 16) provided with the movable piece 16b and the start winning opening (the first start winning opening 15) not provided with the movable piece 16b. In the pachinko machine P according to this embodiment, the number of prize balls paid out based on the entry of a game ball into the first start winning opening 15 is three, and the number of prize balls paid out based on the entry of a game ball into the second start winning opening 16 is one.
[0024] As shown in FIG. 3, the gate 20 is provided above the second start winning opening 16. When a game ball passes through this gate 20, a lottery for normal symbols described later is conducted. And when the result of the lottery is a win, the movable piece 16b provided in the above-mentioned second start winning opening 16 is opened for a predetermined time.
[0025] As shown in FIG. 3, the attacker device 17 is provided below the second start winning opening 16. This attacker device 17 includes a large winning opening 18 into which a game ball can enter and an opening / closing door 18b that opens and closes this large winning opening 18. In the normal state, since the opening / closing door 18b is closed and the large winning opening 18 is closed, it is impossible for a game ball to enter the large winning opening 18. However, when the above-mentioned special game is executed, the opening / closing door 18b opens, the large winning opening 18 is opened, and the opening / closing door 18b functions as a receiving member that guides the game ball to the large winning opening 18, making it possible for a game ball to enter the large winning opening 18. When a game ball enters the big winning opening 18, a predetermined number (15 in this form) of prize balls are paid out. Also, as shown in FIG. 3, game balls flowing down the second game area 12b can enter the big winning opening 18, while game balls flowing down the first game area 12a cannot enter. In this way, game balls flowing down the first game area 12a can enter the first starting winning opening 15, and game balls flowing down the second game area 12b can pass through the gate 20, enter the second starting winning opening 16, and enter the big winning opening 18.
[0026] As shown in FIG. 3, the out port 19 is provided at the bottom of the game area 12 and accepts game balls that have not entered any of the general winning opening 14, the first starting winning opening 15, the second starting winning opening 16, and the big winning opening 18. Then, the game balls accepted by the out port 19 are guided to the back side of the game board 11 and collected.
[0027] As shown in FIG. 3, the effect display device 21 is provided substantially at the center of the game area 12. In the pachinko machine P according to this form, a liquid crystal display device is used as this effect display device 21. Further, this effect display device 21 is provided with a display unit 21a for displaying images such as moving images and still images. In this display unit 21a, in addition to a background image being displayed, the effect symbols 50 (dummy symbols) are variably displayed, and a variable effect is performed to suggest to the player the result of the jackpot lottery described later according to the stop display mode of each effect symbol 50. Note that the effect display device 21 is not limited to a liquid crystal display device, and for example, a drum-type display device that performs various displays using a plurality of drums with symbols attached to the outer periphery may be used.
[0028] The pachinko machine P according to this form, as an effect device, in addition to the effect display device 21, includes a speaker as the above-described audio output device 10 and a lamp (see FIG. 2) as an effect lighting device 23 that performs effects by emitting light in various colors and lighting patterns. Note that the production device is not limited to these, and for example, it may be provided with a production prop device that moves at various timings and in various modes.
[0029] Also, at the front position of the upper plate 6, there is provided a production operation device 9 that can be operated by the player to advance or switch the production executed during the game or during standby. The production operation device 9 in this embodiment is composed of an operation dial 9a that is a circular ring-shaped frame and can be rotated, and an operation button 9b that is fitted into the operation dial 9a and can be pressed. Then, when a predetermined production is being executed on the production display device 21, when the operation dial 9a is rotated or the operation button 9b is pressed, the above-mentioned predetermined production advances or switches to a different production. Note that the production operation device 9 is not limited to the operation dial 9a, the operation button 9b, etc., and a cross key or the like that can input in the up, down, left, and right directions may be provided. Also, while providing the production operation device 9 such as the operation dial 9a and the operation button 9b, the above-mentioned cross key may be provided separately.
[0030] Also, as shown in FIG. 3, at the lower right part of the pachinko machine 11 and outside the game area 12, as a device for displaying various situations regarding the game, a first special symbol display device 30, a second special symbol display device 31, a first special symbol hold display device 38, a second special symbol hold display device 39, a normal symbol display device 32, and a normal symbol hold display device 33 are provided.
[0031] Also, as described above, in the pachinko machine P according to this embodiment, a game ball lending device R is electrically connected, but operations on the game ball lending device R such as lending out game balls and discharging cards can be received by the pachinko machine P. Therefore, as shown in FIG. 1, the pachinko machine P is provided with a value information display device 35 that displays the value information (remaining balance information) stored in the card, a ball lending button 36 that can be pressed, and a card return button 37 that can be pressed.
[0032] (Configuration of the control means of the pachinko machine P) Next, the control means for controlling the games and effects of the pachinko machine P will be described. The above-described control means is constituted by various control boards. Specifically, as shown in FIG. 4, a main control board 100 that controls the basic operations of the game of the pachinko machine P, a launch payout control board 200 that controls the launch of game balls and the payout of bonus balls, a sub-control board 300 that controls various effects, and a game ball lending control board 400 that relays operations to the game ball lending device R are provided.
[0033] Also, as shown in FIG. 4, the launch payout control board 200 and the sub-control board 300 are connected to the main control board 100, and the game ball lending control board 400 is connected to the launch payout control board 200. Further, an external information terminal board 500 for outputting various information during the progress of the game to the outside of the pachinko machine P (for example, the hall computer of the game parlor, etc.) is connected to the main control board 100 and the launch payout control board 200. In the pachinko machine P according to the present embodiment, as described above, the launch payout control board 200 controls both the launch of game balls and the payout of bonus balls. However, a board for controlling the launch of game balls (launch control board) and a board for controlling the payout of bonus balls (payout control board) may be provided separately.
[0034] Also, although not particularly shown, a power supply board is connected to each board provided in the pachinko machine P according to the present embodiment. A backup power supply is provided on this power supply board. When the voltage value of the power supply supplied to the pachinko machine P becomes equal to or lower than a predetermined value, it is determined that there is a power failure, and a power failure signal is output to the main control board 100.
[0035] The main control board 100 controls the games performed in the pachinko machine P. Specifically, it controls a special figure game started when a game ball enters the first start winning opening 15 or the second start winning opening 16, a general figure game started when a game ball passes through the gate 20, and a special game. As shown in FIG. 4, this main control board 100 includes a main CPU 101 that performs various arithmetic processes, a main ROM 102 that stores control programs for advancing the game, data and tables necessary for the game, etc., and a main RAM 103 that is used as a temporary storage area during arithmetic processes. Based on signals from each detection sensor and timer described later, the main CPU 101 reads out the control program stored in the main ROM 102 to perform arithmetic processes, and also controls various devices connected to the main CPU 101 and transmits commands to other boards based on the results of the arithmetic processes.
[0036] Also, as shown in FIG. 4, the main control board 100 is connected to a general winning opening detection sensor 14a that detects when a game ball enters the general winning opening 14, a first start winning opening detection sensor 15a that detects when a game ball enters the first start winning opening 15, a second start winning opening detection sensor 16a that detects when a game ball enters the second start winning opening 16, a big winning opening detection sensor 18a that detects when a game ball enters the big winning opening 18, a gate detection sensor 20a that detects when a game ball passes through the gate 20, and a fraud detection sensor 35 that detects vibrations generated by magnetism, radio waves directed at the game board 11, and shaking of the game board 11, etc. Detection signals output from these respective detection sensors are input to the main control board 100. Note that the sensors connected to the main control board 100 are not limited to these, and for example, an out opening detection sensor that detects when a game ball enters the out opening 19 may be provided.
[0037] Furthermore, as devices to be controlled, the main control board 100 is connected to a start winning opening solenoid 16c that opens and closes the movable piece 16b of the second start winning opening 16, a big winning opening solenoid 18c that opens and closes the opening / closing door 18b of the big winning opening 18, a first special symbol display device 30, a second special symbol display device 31, a normal symbol display device 32, a first special symbol hold display device 38, a second special symbol hold display device 39, and a normal symbol hold display device 33. Then, by the main control board 100, each solenoid is driven to control the opening and closing of the second start winning opening 16 and the big winning opening 18, and also to control the display of each display device.
[0038] Although not particularly shown, the emission payout control board 200 includes a CPU, a ROM, and a RAM, similar to the main control board 100, and is connected so as to be capable of two-way communication with the main control board 100.
[0039] As shown in FIG. 4, on the emission payout control board 200, as devices for controlling the emission of game balls, there are a touch sensor 5a for detecting that a player has touched the operation handle 5, an operation volume 5b for detecting the operation angle (rotation angle) of the operation handle 5, an emission stop switch 5c for stopping the emission of game balls, a ball feed solenoid 60 for sending the game balls received in the upper tray 6 to a launcher (not shown), and a launch motor 61 for launching game balls, which are connected. Also, control signals output from the touch sensor 5a, the operation volume 5b, and the emission stop switch 5c are input to the emission payout control board 200.
[0040] When control signals from the touch sensor 5a and the operation volume 5b are input to the emission payout control board 200, control is performed to energize the ball feed solenoid 60 and the launch motor 61 to launch game balls. On the other hand, when a control signal from the emission stop switch 5c is input to the emission payout control board 200, control is performed to stop the energization of the ball feed solenoid 60 and the launch motor 61 to stop the emission of game balls. Note that as a device for launching game balls, a rotary solenoid may be used instead of the launch motor 61.
[0041] In addition, as shown in FIG. 4, on the launch payout control board 200, as equipment for controlling the payout of game balls, a payout motor 62 that pays out game balls stored in a game ball storage section (not particularly shown) as bonus balls, and a payout count switch 63 that detects and counts the payout game balls are connected. When the launch payout control board 200 receives a payout number command transmitted from the main control board 100, the launch payout control board 200 controls the payout motor 62 to payout a predetermined number of game balls (bonus balls) based on this payout number command. At this time, the number of game balls paid out is counted by the payout count switch 63, and it is possible to determine whether a predetermined number of game balls (bonus balls) have been paid out.
[0042] Furthermore, as shown in FIG. 4, on the launch payout control board 200, a front door open detection sensor 3a that detects the open state of the front door 3 and a tray full detection sensor 7a that detects the full state of the tray 7 are connected.
[0043] When the front door open detection sensor 3a detects that the front door 3 is open, it outputs an open detection signal to the launch payout control board 200, and while the front door 3 is open, the open detection signal is continuously output. When the launch payout control board 200 receives the open detection signal, it transmits a door open command to the main control board 100. On the other hand, when the front door open detection sensor 3a no longer detects that the front door 3 is open, it turns off and stops outputting the door open detection signal. When the input of the door open detection signal stops, the launch payout control board 200 determines that the front door 3 has been closed and stops transmitting the door open command to the main control board 100.
[0044] The tray full detection sensor 7a is provided at a predetermined position of the tray 7. When a predetermined amount or more of game balls paid out as bonus balls are stored in the tray 7 and it becomes full, the stored game balls reach the above-mentioned predetermined position. The tray full detection sensor 7a turns on when it detects that the game ball has reached the above-mentioned predetermined position and outputs a tray detection signal to the emission payout control board 200. While the stored game balls have reached the above-mentioned predetermined position, the tray detection signal is continuously output. Then, when the emission payout control board 200 receives the tray detection signal, it transmits a tray full command to the main control board 100. On the other hand, when the tray full detection sensor 7a no longer detects that the game ball has reached the above-mentioned predetermined position, it turns off and stops outputting the tray detection signal. Then, when the input of the tray detection signal stops, the emission payout control board 200 determines that the full state of the tray 7 has been released and stops transmitting the tray full command to the main control board 100.
[0045] Also, as described above, a game ball lending control board 400 that relays operations to the game ball lending device R is connected to the emission payout control board 200. As shown in FIG. 4, the emission payout control board 200 is connected to a value information display device 35, a ball lending switch 36a that detects a pressing operation of the ball lending button 36, and a card return switch 37a that detects a pressing operation of the card return button 37 via the game ball lending control board 400.
[0046] When the ball lending button 36 is pressed, a detection signal output from the ball lending switch 36a is input to the emission payout control board 200, and the emission payout control board 200 transmits a lending request signal to the game ball lending device R to request lending of game balls. Then, when the game ball lending device R receives the lending request signal, the game ball lending device R performs a process of subtracting predetermined value information from the stored value information and controls to pay out the number of game balls corresponding to the subtracted value information. Also, when the card return button 37 is pressed, a detection signal output from the card return switch 37a is input to the emission payout control board 200, and the emission payout control board 200 transmits a return request signal to the game ball lending device R to request return of the card. Then, when the game ball lending device R receives the return request signal, the game ball lending device R controls to eject the card.
[0047] The sub-control board 300 controls the effects executed during the game, standby, etc. As shown in FIG. 4, this sub-control board 300 includes a sub-CPU 301 that performs various arithmetic processes, a sub-ROM 302 that stores a control program for executing effects, data, tables, etc. necessary for the execution of effects, and a sub-RAM 303 used as a temporary storage area during arithmetic processes, and is connected so as to be communicable in one direction from the main control board 100 to the sub-control board 300.
[0048] Then, based on the commands transmitted from the main control board 100 and the signals from the timer, the sub-CPU 301 reads out the control program stored in the sub-ROM 302 to perform arithmetic processes, and transmits commands for effect execution to an image control board (not particularly shown) for controlling image display, an audio control board (not particularly shown) for controlling audio output, and a lighting control board (not particularly shown) for controlling the lighting of illumination. Note that in the pachinko machine P according to this embodiment, as described above, the audio control board and the lighting control board are provided separately, but one board (audio and lighting control board) that integrates the functions of these boards may be provided, and the board may control both audio output and the lighting of illumination.
[0049] Also, an effect display device 21 is connected to the sub-control board 300 via an image control board, and an audio output device 10 is connected to the sub-control board 300 via an audio control board. Further, an effect lighting device 23, a rotation operation detection sensor 9c that detects the rotation operation of the operation dial 9a, and a depression operation detection sensor 9d that detects the depression operation of the operation button 9b are connected to the sub-control board 300 via a lighting control board.
[0050] Although not particularly shown, the image control board includes an image CPU, an image ROM, an image RAM, etc. The image ROM stores image data such as symbols and backgrounds to be displayed on the effect display device 21. Then, based on the command transmitted from the sub-control board 300, the image CPU controls the image display by the effect display device 21 by storing the image data read from the image ROM in the image RAM.
[0051] Although not particularly shown, the audio control board includes a sound chip (CPU), a sound ROM, a sound RAM, etc. The sound ROM stores sound data such as sounds output from the audio output device 10 and BGM. Then, based on the command transmitted from the sub-control board 300, the audio control board controls the audio output from the audio output device 10 by storing the sound data read from the sound ROM in the sound RAM.
[0052] Based on the command from the sub-control board 300, the decorative control board controls the lighting of the effect lighting device 23. Further, when a rotation operation detection signal output from the rotation operation detection sensor 9c based on the rotation operation of the operation dial 9a or a press operation detection signal output from the press operation detection sensor 9d based on the pressing operation of the operation button 9b is input to the decorative control board, the decorative control board transmits a predetermined command to the sub-control board 300.
[0053] (Outline of the game of the pachinko machine P) Next, the game in the pachinko machine P of this embodiment will be described based on various tables stored in the main ROM 102. As described above, in the pachinko machine P of this embodiment, the special figure game and the general figure game proceed in parallel. Further, as the game states when proceeding with these two games, any game state is set in which any one of the low-probability game state (so-called non-variable state) or the high-probability game state (so-called variable state) and any one of the non-time-limited game state or the time-limited game state are combined. In the pachinko machine P according to this embodiment, a game state in which a low-probability game state and a non-time-limited game state are combined (hereinafter also referred to as a normal game state), a game state in which a high-probability game state and a time-limited game state are combined (hereinafter also referred to as a high-probability time-limited game state), or a game state in which a low-probability game state and a time-limited game state are combined (hereinafter also referred to as a low-probability time-limited game state) is set.
[0054] Here, the low-probability game state is a game state in which the probability of winning a jackpot by the jackpot lottery described later is set to a predetermined value. The high-probability game state is a game state in which the probability of winning a jackpot by the jackpot lottery is set to a higher value than that in the low-probability game state. That is, it is easier to win a jackpot by the jackpot lottery in the high-probability game state than in the low-probability game state. The non-time-limited game state is a game state in which the movable piece 16b is difficult to open (that is, the second start winning opening 16 is difficult to be in an open state), and it is difficult for the game ball to enter the second start winning opening 16. The time-limited game state is a game state in which the movable piece 16b is easier to open than in the non-time-limited game state (that is, the second start winning opening 16 is easier to be in an open state), and it is easier for the game ball to enter the second start winning opening 16. Note that in the initial state immediately after factory shipment or after reset, the normal game state is set.
[0055] In the pachinko machine P according to this embodiment, when the game ball launched by the launching device (not shown) and flowing down the game area 12 enters the first start winning opening 15 or the second start winning opening 16, a jackpot lottery is performed. If a jackpot is won by this jackpot lottery, a special game is executed in which the big winning opening 18 is opened and it is possible to enter the game ball into the big winning opening 18. Further, after the end of the special game, the game state is set to either the high-probability time-limited game state or the low-probability time-limited game state. Here, in the pachinko machine P according to this embodiment, the game balls flowing down in the first game area 12a can enter the first start winning opening 15. Also, the game balls flowing down in the second game area 12b can enter the big winning opening 18, pass through the gate 20, and enter the second start winning opening 16. During the normal game state, the player is made to shoot out (so-called left shooting) the game balls toward the first game area 12a so that the game balls enter the first start winning opening 15. During the high-probability short game state, the low-probability short game state, and the special game, the player is made to shoot out (so-called right shooting) the game balls toward the second game area 12b so that the game balls enter the big winning opening 18, or the game balls pass through the gate 20 and enter the second start winning opening 16. Specifically, during the high-probability short game state, the low-probability short game state, and the special game, the effect display device 21 displays an instruction to shoot out the game balls toward the second game area 12b. When the normal game state is set, the effect display device 21 displays an instruction to shoot out the game balls toward the first game area 12a.
[0056] This jackpot lottery is performed based on various random numbers obtained when the game balls enter the first start winning opening 15 or the second start winning opening 16, and various tables stored in the main ROM 102 for determining the random numbers. Here, the pachinko machine P according to this embodiment has a jackpot random number used for determining the result of the jackpot lottery, a special symbol random number used for determining the type of the special symbol, and a variable pattern random number used for determining a variable pattern command described later. In the pachinko machine P according to this embodiment, the above-mentioned jackpot random number uses a hardware random number built into the main control board 100. This jackpot random number is updated according to a certain rule. The random number sequence is automatically changed every time the random number sequence makes a full cycle, and the start value is changed every time the system is reset. In addition, the variable pattern command is for determining the pattern (variable time, mode) of the variable effect executed when suggesting the result of the jackpot lottery. The random numbers used for determining the variable pattern command are not limited to those described above, and for example, other random numbers may be used in addition to these random numbers.
[0057] When a game ball enters the first start winning opening 15 or the second start winning opening 16, random number values are respectively obtained for the above-described random numbers, and each random number value is stored in the save storage area of the main RAM 103. This save storage area is composed of a first save storage area for storing each random number value (hereinafter referred to as the first special drawing random number) obtained by the entry of a game ball into the first start winning opening 15, and a second save storage area for storing each random number value (hereinafter referred to as the second special drawing random number) obtained by the entry of a game ball into the second start winning opening 16. And these save storage areas are each composed of a total of four storage areas from the first storage unit to the fourth storage unit, and can store a total of four sets of first special drawing random numbers and a total of four sets of second special drawing random numbers.
[0058] In addition, in the pachinko machine P according to this embodiment, when a game ball enters the first start winning hole 15, the first special random number is stored in order from the first storage section of the first reserved storage area. For example, when the first special random number is not stored in any storage section of the first reserved storage area and a game ball enters the first start winning hole 15, the first special random number acquired as a result of this is stored in the first storage section of the first reserved storage area. Also, when the first special random number is stored in the first storage section of the first reserved storage area and a game ball enters the first start winning hole 15, the first special random number acquired as a result of this is stored in the second storage section of the first reserved storage area. In addition, in a state where the first special random number is stored in the first memory section and the second memory section of the first reserved memory area, when a game ball enters the first start winning hole 15, the first special random number acquired as a result of this is stored in the third memory section of the first reserved memory area. In addition, in a state where the first special random number is stored in the first memory section to the third memory section of the first reserved memory area, when a game ball enters the first start winning hole 15, the first special random number acquired as a result of this is stored in the fourth memory section of the first reserved memory area. In a state where the first special random number is stored in the first memory section to the fourth memory section of the first reserved memory area, when a game ball enters the first start winning hole 15, the first special random number related to this ball entry is not stored.
[0059] Similarly, when a game ball enters the second start winning hole 16, the second special random number is stored in order from the first storage section of the second reserved storage area. The specific storage process is the same as the storage of the first special random number described above, so the explanation will be omitted. Furthermore, in the pachinko machine P of this embodiment, the number of sets of first special chart random numbers stored in the first reserve memory area (hereinafter referred to as the first special chart reserve number) is stored in a first special chart reserve number counter (not specifically shown), and the number of sets of second special chart random numbers stored in the second reserve memory area (hereinafter referred to as the second special chart reserve number) is stored in a second special chart reserve number counter (not specifically shown). In this specification, as described above, the storage of the first special figure random number and the second special figure random number in the hold memory area is also referred to as "hold" or "hold memory", and the first special figure hold number and the second special figure hold number are also simply referred to as "hold number".
[0060] And the pachinko machine P according to this embodiment has a jackpot random number determination table 110 for determining the result of the jackpot lottery, a special symbol random number determination table 111 for determining the type of special symbol, a special electric accessory operation table 112 for controlling the special game executed when winning the jackpot, a game state setting table 113 for setting the game state after the end of the special game, and a variation pattern table 114 for determining the variation pattern command. Note that the tables related to the jackpot lottery and the like are not limited to these, and when it is necessary to perform determination or decision based on random numbers, a table may be provided as appropriate.
[0061] The jackpot random number determination table 110 is for determining whether it is a jackpot. As shown in FIGS. 5(a) and (b), it includes a low probability determination table 110a referred to in the low probability game state and a high probability determination table 110b referred to in the high probability game state. In the pachinko machine P according to this embodiment, when a game ball enters the first start winning opening 15 or the second start winning opening 16, one jackpot random number is acquired within the numerical range of 0 to 65535. Then, according to the game state at the time of performing the jackpot lottery, one of the jackpot random number determination tables 110, i.e., the low probability determination table 110a or the high probability determination table 110b, is selected, and the jackpot lottery is performed based on the acquired jackpot random number and the selected jackpot random number determination table 110.
[0062] As shown in FIG. 5(a), according to the low-probability determination table 110a, when the jackpot random number is between 1000 and 1219, it is determined as a jackpot, and when the jackpot random number is other than this (0 to 999, 1220 to 65535), it is determined as a loss. Therefore, the winning probability of the jackpot in this low-probability determination table 110a is approximately 1 / 297.9.
[0063] Also, as shown in FIG. 5(b), according to the high-probability determination table 110b, when the jackpot random number is between 1000 and 2119, it is determined as a jackpot, and when the jackpot random number is other than this (0 to 999, 2120 to 65535), it is determined as a loss. Therefore, the winning probability of the jackpot in this high-probability determination table 110b is approximately 1 / 58.5. That is, the high-probability determination table 110b is set such that the winning probability of the jackpot is approximately 5 times that of the low-probability determination table 110a.
[0064] Note that the jackpot random numbers (1000 to 1219) determined as jackpots in the low-probability determination table 110a are set to be included in the jackpot random numbers (1000 to 2119) determined as jackpots in the high-probability determination table 110b. That is, the jackpot random numbers determined as jackpots in the low-probability determination table 110a are also determined as jackpots in the high-probability determination table 110b.
[0065] The special symbol random number determination table 111 is for determining the type of the special symbol, and as shown in FIGS. 6(a) and (b), it includes a first start winning opening determination table 111a that is referred to when winning the jackpot by the first special figure random number, and a second start winning opening determination table 111b that is referred to when winning the jackpot by the second special figure random number. In the pachinko machine P according to this embodiment, when a game ball enters the first start winning opening 15 or the second start winning opening 16, one special symbol random number is obtained within the numerical range of 0 to 199. And when winning a jackpot by the above-described jackpot lottery, according to the start winning opening into which the game ball has entered, one of the special symbol random number determination tables 111, i.e., the first start winning opening determination table 111a or the second start winning opening determination table 111b, is selected, and based on the obtained special symbol random number and the selected special symbol random number determination table 111, the type of the special symbol is determined.
[0066] Also, in the pachinko machine P according to this embodiment, five types of jackpot symbols (X1, X2, X3, X4, X5) are provided as the special symbols (hereinafter also referred to as jackpot symbols) determined when winning a jackpot, and two types of losing symbols (Y1, Y2) are provided as the special symbols (hereinafter also referred to as losing symbols) determined when losing.
[0067] As shown in FIG. 6(a), according to the first start winning opening determination table 111a, when the special symbol random number is from 0 to 69, the jackpot symbol X1 is determined, and when the special symbol random number is from 70 to 199, the jackpot symbol X2 is determined. That is, in this first start winning opening determination table 111a, the probability of determining the jackpot symbol X1 is 35%, and the probability of determining the jackpot symbol X2 is 65%.
[0068] Also, as shown in FIG. 6(b), according to the second start winning opening determination table 111b, when the special symbol random number is from 0 to 69, the jackpot symbol X3 is determined, when the special symbol random number is from 70 to 109, the jackpot symbol X4 is determined, and when the special symbol random number is from 110 to 199, the jackpot symbol X5 is determined. That is, in this second start winning opening determination table 111b, the probability of determining the jackpot symbol X3 is 35%, the probability of determining the jackpot symbol X4 is 20%, and the probability of determining the jackpot symbol X5 is 45%. In the pachinko machine P according to this embodiment, different jackpot symbols are determined in each special symbol random number determination table 111, but it is not limited to this, and any special symbol random number determination table 111 may be used to determine the same jackpot symbol.
[0069] Also, when a loss is determined by the jackpot lottery based on the first special figure random number, the loss symbol Y1 is determined without performing the above-described lottery based on the special symbol random number. Further, when a loss is determined by the jackpot lottery based on the second special figure random number, the loss symbol Y2 is determined without performing the above-described lottery based on the special symbol random number. That is, the special symbol random number determination table 111 is referred to only when a jackpot is won and is not referred to in the case of a loss.
[0070] The special electric accessory operation table 112 is for controlling the special game executed when a jackpot is won as described above, and is referred to for operating the big winning opening solenoid 18c during the execution of the special game. In the pachinko machine P according to this embodiment, as shown in FIGS. 7(a) and (b), as the special electric accessory operation table 112, a first operation table 112a referred to when the jackpot symbol X5 is determined and a second operation table 112b referred to when the jackpot symbols X1, X2, X3, or X4 are determined are provided.
[0071] Specifically, when the jackpot symbol X5 is determined, a special game is executed with reference to the first operation table 112a shown in FIG. 7(a). According to this first operation table 112a, a round game that ends when either the condition that the big winning opening 18 is opened for 29.0 seconds or 10 game balls enter the big winning opening 18 is satisfied is executed 10 times. Also, during the execution of each round game, the big winning opening 18 is opened only once, and the time (i.e., the interval time) for closing the big winning opening 18 between each round game is set to 2.0 seconds.
[0072] When the jackpot symbols X1, X2, X3, or X4 are determined, a special game is executed with reference to the second operation table 112b shown in FIG. 7(b). According to this second operation table 112b, a round game similar to the first operation table 112a is executed four times. Also, the number of opening and closing times of the big winning opening 18 and the interval time during the execution of each round game are set to the same content as the first operation table 112a. Note that the expected value of the prize balls that can be obtained during the special game is higher when the jackpot symbol X5 is determined than when the jackpot symbols X1, X2, X3, or X4 are determined.
[0073] The game state setting table 113 is for setting the game state after the end of the special game when the special game is executed. In the pachinko machine P according to this embodiment, as described above, according to the type of the jackpot symbol determined at the time of winning the jackpot, the game state after the end of the special game is set to the high-probability short-time game state or the low-probability short-time game state. Also, in the pachinko machine P according to this embodiment, as shown in FIGS. 8(a) and (b), as the game state setting table 113, there are provided a first state setting table 113a that is referred to when the jackpot symbols X2, X4, or X5 are determined, and a second state setting table 113b that is referred to when the jackpot symbols X1 or X3 are determined.
[0074] Specifically, as shown in FIG. 8(a), when the jackpot symbols X2, X4, or X5 are determined, the game state after the end of the special game is set to the high-probability game state and the short-time game state (that is, set to the high-probability short-time game state), and both the number of continuous times of the high-probability game state (hereinafter, also referred to as the high-probability times) and the number of continuous times of the short-time game state (hereinafter, also referred to as the short-time times) are set to 10,000 times. That is, after the end of the special game, the high-probability short-time game state continues until the result of the jackpot lottery is derived 10,000 times. And when a jackpot is won during this high-probability short-time game state, again, a game state corresponding to the type of jackpot symbol determined at the time of winning the jackpot is set. Also, if the results of 10,000 draws in this high-probability short-time game state are all non-jackpots, the high-probability game state is changed to a low-probability short-time game state and the short-time game state is changed to a non-short-time game state, whereby the game state is changed to a normal game state. Note that, as described above, in the pachinko machine P according to this embodiment, since the winning probability of the jackpot in the high-probability game state is approximately 1 / 58.5, substantially, the high-probability short-time game state continues until the jackpot is won again.
[0075] Also, as shown in FIG. 8(b), when the jackpot symbol X1 or X3 is determined, the game state after the end of the special game is set to a low-probability game state and a short-time game state (that is, a low-probability short-time game state is set after the end of the special game), and the short-time number of times is set to 100 times. That is, after the end of the special game, the low-probability short-time game state continues until the results of 100 jackpot draws are derived. And when a jackpot is won during this low-probability short-time game state, again, a game state corresponding to the type of jackpot symbol determined at the time of winning the jackpot is set. Also, if the results of 100 draws in this low-probability short-time game state are all losses, the short-time game state is changed to a non-short-time game state, whereby the game state is changed to a normal game state.
[0076] Note that the types of game states that can be set after the end of the special game are not limited to the above content. For example, when a predetermined jackpot symbol is determined, the game state after the end of the special game may be set to a normal game state, or a game state combining a high-probability game state and a non-short-time game state. In addition, the game state after the end of the special game may be determined based on the game result during the special game. Specifically, a specific area into which game balls can enter is provided within the big winning opening 18. During the special game, if a predetermined number of game balls enter the specific area, the game state after the end of the special game may be set to a high-probability short-time game state, and if a predetermined number of game balls do not enter the specific area, the game state after the end of the special game may be set to a low-probability short-time game state.
[0077] As described above, the variable pattern table 114 is for determining the variable pattern command. In the pachinko machine P according to this embodiment, when the special symbol is determined by the big win lottery as described above, the variable pattern command is determined based on the result of the determination. As described above, the variable pattern command is for determining the variable pattern of the variable effect, and the mode and variable time (the variable time of the variable display of the special symbol) of the variable effect are determined by the variable pattern command. In the pachinko machine P according to this embodiment, the variable effect is divided into a first half part and a second half part, and the mode and variable time of the first half part of the variable effect, as well as the mode and variable time of the second half part of the variable effect, are all determined by the variable pattern command. Specifically, the determined variable pattern command is transmitted from the main control board 100 to the sub-control board 300, and the sub-control board 300 determines the specific mode of the variable effect (for example, the image displayed on the display unit 21a, etc.) that suggests the result of the big win lottery based on the received variable pattern command.
[0078] In addition, in the pachinko machine P according to this embodiment, a plurality of types of variable pattern commands are provided, and each variable pattern command is associated with the variable pattern table 114. And for each variable pattern table 114, the type and determination ratio of the determined variable pattern command are set.
[0079] The pachinko machine P according to this embodiment includes, as a variation pattern table 114, a table A that is referred to during a normal game state, a table B that is referred to during a high-probability short-time game state, and a table C that is referred to during a low-probability short-time game state (see FIG. 9). When a game ball enters the first start winning opening 15 or the second start winning opening 16, one variation pattern random number is acquired within the numerical range of 0 to 249. Based on this acquired variation pattern random number, the current hold number (the first special figure hold number or the second special figure hold number), and the variation pattern table 114 corresponding to the set game state, a variation pattern command is determined. When determining the variation pattern command based on the entry of a game ball into the first start winning opening 15, the first special figure hold number at that time is referred to. In contrast, when determining the variation pattern command based on the entry of a game ball into the second start winning opening 16, the second special figure hold number at that time is referred to.
[0080] As shown in FIG. 9(a), according to table A, when the losing symbol Y1 is determined (that is, the result of the jackpot lottery based on the first special figure random number is a loss), and the current first special figure hold number is 0 or 1, when the variation pattern random number is 0 to 209, a variation pattern command "00H" associated with a variation pattern called "13-second variation" (a variation pattern in which the variation time of the first half is set to 0 seconds and the variation time of the second half is set to 13 seconds) is determined. When the variation pattern random number is 210 to 229, a variation pattern command "01H" associated with a variation pattern called "20-second variation" (a variation pattern in which the variation time of the first half is set to 13 seconds and the variation time of the second half is set to 7 seconds) is determined. When the variation pattern random number is 230 to 239, a variation pattern command "02H" associated with a variation pattern called "90-second variation" (a variation pattern in which the variation time of the first half is set to 30 seconds and the variation time of the second half is set to 60 seconds) is determined. When the variation pattern random number is 240 to 249, a variation pattern command "03H" associated with a variation pattern called "120-second variation" (a variation pattern in which the variation time of the first half is set to 30 seconds and the variation time of the second half is set to 90 seconds) is determined. Also, when the losing symbol Y1 is determined and the current number of reserved first special figures is 2 or more, if the variable pattern random number is 0 to 209, a variable pattern command "04H" associated with a variable pattern of "3 - second variation" (a variable pattern where the variation time of the first half is set to 0 seconds and the variation time of the second half is set to 3 seconds) is determined; if the variable pattern random number is 210 to 229, a variable pattern command "01H" associated with a variable pattern of "20 - second variation" is determined; if the variable pattern random number is 230 to 239, a variable pattern command "02H" associated with a variable pattern of "90 - second variation" is determined; if the variable pattern random number is 240 to 249, a variable pattern command "03H" associated with a variable pattern of "120 - second variation" is determined.
[0081] Also, when the jackpot symbol X1 or X2 is determined (that is, the result of the jackpot lottery based on the first special figure random number is a jackpot), regardless of the current number of reserved first special figures, if the variable pattern random number is 0 to 124, a variable pattern command "0AH" associated with a variable pattern of "90 - second variation" is determined; if the variable pattern random number is 125 to 249, a variable pattern command "0BH" associated with a variable pattern of "120 - second variation" is determined.
[0082] Also, when the losing symbol Y2 is determined (that is, the result of the jackpot lottery based on the second special figure random number is a loss), regardless of the current number of reserved second special figures, regardless of the value of the variable pattern random number (when the variable pattern random number is 0 to 249), a variable pattern command "00H" associated with a variable pattern of "13 - second variation" is determined. Also, when the jackpot symbols X3, X4, or X5 are determined (that is, the result of the jackpot lottery based on the second special figure random number is a jackpot), regardless of the current number of reserved second special figures, regardless of the value of the variable pattern random number, a variable pattern command "0AH" associated with a variable pattern of "90 - second variation" is determined.
[0083] As shown in FIG. 9(b), according to Table B, when the losing symbol Y2 is determined and the current number of reserved second special figures is 0, if the variation pattern random number is 0 to 179, the variation pattern command "10H" associated with the "13-second variation" variation pattern is determined; if the variation pattern random number is 180 to 199, the variation pattern command "11H" associated with the variation pattern of "60-second variation" (the variation time of the first half is set to 15 seconds and the variation time of the second half is set to 45 seconds) is determined; if the variation pattern random number is 200 to 249, the variation pattern command "12H" associated with the variation pattern of "70-second variation" (the variation time of the first half is set to 20 seconds and the variation time of the second half is set to 50 seconds) is determined. Also, when the losing symbol Y2 is determined and the current number of reserved second special figures is 1 or more, if the variation pattern random number is 0 to 179, the variation pattern command "13H" associated with the "3-second variation" variation pattern is determined; if the variation pattern random number is 180 to 199, the variation pattern command "11H" associated with the "60-second variation" variation pattern is determined; if the variation pattern random number is 200 to 249, the variation pattern command "12H" associated with the "70-second variation" variation pattern is determined.
[0084] Also, when the jackpot symbols X3, X4, or X5 are determined, regardless of the current second special figure reservation number, when the variable pattern random number is 0 to 99, the variable pattern command "1AH" associated with the "60 - second variation" pattern is determined; when the variable pattern random number is 100 to 149, the variable pattern command "1BH" associated with the "70 - second variation" pattern is determined; when the variable pattern random number is 150 to 199, the variable pattern command "1CH" associated with the "73 - second variation" pattern (a variation pattern with the first - half variation time set to 23 seconds and the second - half variation time set to 50 seconds) is determined; when the variable pattern random number is 200 to 249, the variable pattern command "1DH" associated with the "67 - second variation" pattern (a variation pattern with the first - half variation time set to 17 seconds and the second - half variation time set to 50 seconds) is determined.
[0085] Also, when the losing symbol Y1 is determined, regardless of the current first special figure reservation number, the variable pattern command "10H" associated with the "13 - second variation" pattern is determined regardless of the value of the variable pattern random number. Also, when the jackpot symbols X1 or X2 are determined, regardless of the current first special figure reservation number, the variable pattern command "1AH" associated with the "60 - second variation" pattern is determined regardless of the value of the variable pattern random number.
[0086] As shown in FIG. 9(c), according to Table C, when the losing symbol Y2 is determined and the current second special figure reservation number is 0, when the variable pattern random number is 0 to 209, the variable pattern command "20H" associated with the "13 - second variation" pattern is determined; when the variable pattern random number is 210 to 249, the variable pattern command "21H" associated with the "60 - second variation" pattern is determined. Also, when the losing symbol Y2 is determined and the current second special figure reservation number is 1 or more, when the variation pattern random number is 0 to 209, the variation pattern command "22H" associated with the "3-second variation" variation pattern is determined, and when the variation pattern random number is 210 to 249, the variation pattern command "21H" associated with the "60-second variation" variation pattern is determined.
[0087] Also, when the jackpot symbols X3, X4, or X5 are determined, regardless of the current second special figure reservation number, the variation pattern command "2AH" associated with the "60-second variation" variation pattern is determined regardless of the value of the variation pattern random number.
[0088] Also, when the losing symbol Y1 is determined, regardless of the current first special figure reservation number, the variation pattern command "20H" associated with the "13-second variation" variation pattern is determined regardless of the value of the variation pattern random number. Also, when the jackpot symbols X1 or X2 are determined, regardless of the current first special figure reservation number, the variation pattern command "2AH" associated with the "60-second variation" variation pattern is determined regardless of the value of the variation pattern random number.
[0089] During the normal game state, so-called left shooting is performed. Therefore, in principle, when a game ball enters the first start winning opening 15, a jackpot lottery is conducted based on the first special figure random number. However, when so-called right shooting is performed due to an operation error or the like, the game ball may enter the second start winning opening 16, and at this time, a jackpot lottery is conducted based on the second special figure random number. Therefore, Table A also defines the variation pattern commands that can be determined when a jackpot lottery is conducted based on the second special figure random number as described above. Similarly, since so-called right hitting is performed during the high-probability short-game state or the low-probability short-game state, in principle, when a game ball enters the second start winning opening 16, a jackpot lottery is conducted based on the second special figure random number. However, if so-called left hitting is performed due to an operation error or the like, the game ball may enter the first start winning opening 15, and at this time, a jackpot lottery is conducted based on the first special figure random number. Therefore, as described above, table B and table C also define variable pattern commands that can be determined when a jackpot lottery is conducted based on the first special figure random number.
[0090] The variable pattern command determined as described above is transmitted to the sub-control board 300, and based on the variable pattern command, the specific mode of the first half of the variable effect and the specific mode of the second half of the variable effect are determined. Then, the variable effect is executed according to the specific mode determined in this way, and the total of the variable time of the first half and the variable time of the second half set in the variable pattern command is the time from the start to the end of the variable effect (the variable display of the special symbol). For example, when the determined variable pattern command is "02H" (the variable time of the first half is 30 seconds and the variable time of the second half is 60 seconds), the total value of 90 seconds (= 30 seconds + 60 seconds) of the variable time of the first half and the variable time of the second half is the variable time of the entire variable effect (the entire variable display of the special symbol). Note that for the variable pattern commands of "00H", "04H", "10H", "13H", "20H", and "22H", "0 seconds" is defined as the variable time of the first half. When these variable pattern commands are determined, the entire variable effect is executed according to the mode determined according to the corresponding variable pattern command during the variable time of the second half.
[0091] Also, based on the above-described variation time, a variation effect is performed by the effect display device 21, and a variation display of a special symbol is performed by the special symbol display device (the first special symbol display device 30 or the second special symbol display device 31). Specifically, when the start winning opening into which the game ball has entered is the first start winning opening 15, the first special symbol display device 30 is blink-displayed during the above-described variation time. When the start winning opening into which the game ball has entered is the second start winning opening 16, the second special symbol display device 31 is blink-displayed during the above-described variation time. Then, after the elapse of the variation time, the determined special symbol is stopped and displayed.
[0092] Note that regarding the mode of the variation effect, instead of determining either the mode of the first half of the variation effect or the mode of the second half of the variation effect based on the variation pattern command, other commands are determined in addition to the variation pattern command, and the mode of the first half of the variation effect is determined based on one of the commands, and the mode of the second half of the variation effect is determined based on another command. Also, the variation effect may not be divided into the first half and the second half, but may be divided into more parts, and the mode of each part may be determined based on the corresponding commands.
[0093] Next, the processing related to the normal pattern game will be described. In the pachinko machine P according to this embodiment, when a game ball launched by a launching device (not shown) and flowing down the game area 12 passes through the gate 20, a lottery for a normal symbol is performed to determine whether to operate the movable piece 16b of the second start winning opening 16 and open the movable piece 16b. When a win is obtained by this lottery of the normal symbol, the movable piece 16b opens, and the second start winning opening 16 becomes an open state, so that it becomes easier for the game ball to enter the second start winning opening 16. This lottery for the normal symbol is performed based on a winning determination random number obtained when the game ball passes through the gate 20 and a winning determination random number determination table 116 stored in the main ROM 102 for determining the random number.
[0094] When the game ball passes through gate 20, the above-mentioned winning determination random number is acquired, and the random number value is stored in the general pattern retention memory area of the main RAM 103 with a maximum of four. Specifically, this general pattern retention memory area is composed of a total of four memory parts from the first memory part to the fourth memory part, and is stored in the first memory part in the order of passing through gate 20. Also, when the winning determination random number has already been stored in some memory parts, the winning determination random number is stored in the memory part with the smallest number among the empty memory parts. And when four winning determination random numbers have already been stored in the general pattern retention memory area, even if the game ball passes through gate 20, the winning determination random number related to this passing is not stored in the general pattern retention memory area. In the pachinko machine P according to this embodiment, the hardware random number built into the main control board 100 is used as the winning determination random number. This winning determination random number is updated according to a certain rule, and the random number sequence is automatically changed every time the random number sequence makes a full cycle, and the start value is changed every time the system is reset. Also, in the pachinko machine P according to this embodiment, the number of winning determination random numbers stored in the general pattern retention memory area (hereinafter referred to as the general pattern retention number) is stored in a general pattern retention counter (not particularly shown). In this specification, as described above, the fact that the winning determination random number is stored in the general pattern retention memory area is also referred to as "general pattern retention".
[0095] The winning determination random number determination table 116 is for determining whether it is a win by lottery of the normal symbol. As shown in FIGS. 10(a) and (b), it includes a first determination table 116a referred to in the non-time-limited game state and during the special game, and a second determination table 116b referred to in the time-limited game state. In the pachinko machine P according to this embodiment, when a game ball passes through the gate 20, one winning determination random number is acquired within the numerical range of 0 to 65535. Then, if the game state at the time of performing the normal symbol lottery is a non-time-limit game state, or if the time of performing the normal symbol lottery is during a special game, the first determination table 116a is selected, and the normal symbol lottery is performed based on the acquired winning determination random number and the selected first determination table 116a. Also, if the game state at the time of performing the normal symbol lottery is a time-limit game state, the second determination table 116b is selected, and the normal symbol lottery is performed based on the acquired winning determination random number and the selected second determination table 116b.
[0096] According to the first determination table 116a, when the winning determination random number is 1, it is determined as a win, and when the winning determination random number is other than 1 (0, 2 to 65535), it is determined as a loss. Therefore, the probability of winning in this first determination table 116a is 1 / 65536. Also, according to the second determination table 116b, when the winning determination random number is from 1 to 65500, it is determined as a win, and when the winning determination random number is other than this (0, 65501 to 65535), it is determined as a loss. Therefore, the probability of winning in this second determination table 116b is approximately 99 / 100. Note that when winning is determined by the normal symbol lottery, the winning symbol is determined, and when losing is determined, the losing symbol is determined.
[0097] The pachinko machine P according to this embodiment includes a normal symbol variation pattern determination table 117 and a second start winning opening release control table 118 as tables for determining the variation pattern of the normal symbol and controlling the opening and closing of the movable piece 16b.
[0098] The normal symbol variation pattern determination table 117 is for determining the variation pattern of the normal symbol. As described above, when the normal symbol lottery is performed by the game ball passing through the gate 20, the variation pattern of the normal symbol is determined based on this normal symbol variation pattern determination table 117. In the pachinko machine P according to this embodiment, as shown in FIG. 11, when the game state is a non-time-limited game state or during a special game, a variation pattern of the normal symbol with a variation time of 3 seconds is determined. When the game state is a time-limited game state, a variation pattern of the normal symbol with a variation time of 0.6 seconds is determined. Then, when the variation pattern of the normal symbol is determined, the normal symbol display device 32 (see FIG. 3) blinks for the variation time set for this variation pattern of the normal symbol. And when a winning is determined by the lottery of the normal symbol and the winning symbol is determined, the normal symbol display device 32 lights up. When a loss is determined and the losing symbol is determined, the normal symbol display device 32 turns off. In this specification, the blinking display of the normal symbol display device 32 is referred to as "variation of the normal symbol", and the lighting or turning off of the normal symbol display device 32 is referred to as "stop display of the normal symbol", "stop of the variation of the normal symbol", "variation stop of the normal symbol", etc.
[0099] Also, the second start winning opening control table 118 is referred to for controlling the operation of the movable piece 16b provided at the second start winning opening 16. In the pachinko machine P according to this embodiment, when the normal symbol display device 32 lights up, the movable piece 16b of the second start winning opening 16 opens and closes in the manner defined in the second start winning opening control table 118. Specifically, when the game state is a non-time-limited game state or during a special game, as shown in FIG. 12, since the start winning opening solenoid 16c is energized for 0.05 seconds (= 0.05 seconds × 1 time), the movable piece 16b of the second start winning opening 16 is opened for 0.05 seconds. Also, when the game state is a time-limited game state, as shown in FIG. 12, since the start winning opening solenoid 16c is energized for 1.8 seconds (= 0.9 seconds × 2 times), the movable piece 16b of the second start winning opening 16 is opened for a total of 1.8 seconds.
[0100] As described above, conditions for opening and closing the second start winning opening 16 are defined for the non-time-limited game state and the time-limited game state, respectively. Due to the content of these conditions, in the time-limited game state, it is easier for game balls to enter the second start winning opening 16 than in the non-time-limited game state. That is, in the time-limited game state, as long as the game balls pass through the gate 20, the normal symbol lottery is continuously conducted, and the second start winning opening 16 is frequently opened. Therefore, while suppressing the decrease in the number of game balls accompanying the progress of the game, it becomes possible to obtain an opportunity for the jackpot lottery.
[0101] (Outline of processing in the pachinko machine P) Next, the outline of the processing executed by the main control board 100 as the above-described special symbol game, normal symbol game, and special game progress will be described using a flowchart. First, the main processing of the main control board 100 will be described. When power is supplied by the power supply board, a system reset occurs in the main CPU 101, and the main CPU 101 executes the main processing shown in the flowchart of FIG. 13.
[0102] In step 100, as an initialization process, in response to power-on, the main CPU 101 reads a startup program from the main ROM 102, initializes flags and the like stored in the main RAM 103, and stores various commands to be transmitted to the sub-control board 300 in the production transmission data storage area provided in the main RAM 103. Then, the process proceeds to the next step 101. In step 101, the main CPU 101 updates the initial value update random number for the special symbol random number, which is referred to when updating the special symbol random number. This initial value update random number for the special symbol random number is for determining the initial value of the special symbol random number. That is, the special symbol random number is updated with the initial value update random number for the special symbol random number at the start of the update as the initial value. When one cycle of this random number range is completed, the update of the special symbol random number continues with the initial value update random number for the special symbol random number at that time as the initial value. Then, the process proceeds to the next step 102.
[0103] In step 102, the main CPU 101 updates the variable pattern random number for determining the variable pattern. Then, when the process of step 102 ends, hereinafter, until a predetermined interrupt process is performed, the processes of step 101 and step 102 are repeatedly executed.
[0104] Next, the timer interrupt process of the main control board 100 will be described. By the reset clock pulse generation circuit provided on the main control board 100, clock pulses are generated every predetermined period (in the pachinko machine P according to this embodiment, 4 milliseconds), and thus the timer interrupt process shown in the flowchart of FIG. 14 is executed.
[0105] In step 200, the main CPU 101 executes a timer update process for updating various timer counters. Then, it proceeds to the next step 201. Note that in the pachinko machine P according to this embodiment, a subtraction timer is adopted, and each time the timer interrupt process of the main control board 100 is executed, the timer counter is decremented by 1, and when it reaches 0, the subtraction stops. In step 201, the main CPU 101 updates the special symbol random number. Specifically, the random number counter is updated by adding "1", and when the added result exceeds the maximum value of the random number range, the random number counter is reset to "0", and when the random number counter makes one full cycle, the random number is updated from the value of the initial value update random number for the special symbol random number at that time. Then, it proceeds to the next step 202.
[0106] In step 202, the main CPU 101 determines whether there is an input to the gate detection sensor 20a, the first start winning port detection sensor 15a, and the second start winning port detection sensor 16a, and executes a sensor detection time process for performing a predetermined process based on this. Then, it proceeds to the next step 203. In step 203, the main CPU 101 executes a special figure related control process for controlling the special figure game and the special game. Then, it proceeds to the next step 204.
[0107] In step 204, the main CPU 101 executes general drawing related control processing for performing control related to general drawing games. Then, it proceeds to the next step 205. In step 205, the main CPU 101 executes error related processing for performing control related to the occurrence and cancellation of various errors. Specifically, when the main control board 100 receives a door open command based on the opening of the front door 3, a tray full command based on the full state of the tray 7, etc., the main CPU 101 generates a corresponding error designation command (for example, a door open command, a tray full command, etc.) and stores (sets) it in the production transmission data storage area. Also, when the main control board 100 stops receiving the above commands, the main CPU 101 generates a corresponding error cancellation designation command (for example, a door closed command, a full cancellation command, etc.) and stores it in the production transmission data storage area. Then, it proceeds to the next step 206.
[0108] In step 206, when detection signals from the general winning opening detection sensor 14a, the first start winning opening detection sensor 15a, the second start winning opening detection sensor 16a, and the big winning opening detection sensor 18a are input to the main CPU 101, the main CPU 101 updates the prize ball counters provided corresponding to the respective detection signals, and transmits a payout number designation command corresponding to each detection signal to the launch payout control board 200. When the launch payout control board 200 pays out prize balls, a payout command is transmitted to the main control board 100 for each payout, and when the main CPU 101 receives the payout command, it subtracts from the prize ball counter. Then, it proceeds to the next step 207. In step 207, the main CPU 101 executes the creation of external information data for outputting the gaming state of the pachinko machine P to the outside of the pachinko machine P, start winning opening solenoid data for opening and closing the movable piece 16b of the second start winning opening 16, big winning opening solenoid data for controlling the opening and closing of the big winning opening 18, display data of various display devices (the first special symbol display device 30, the second special symbol display device 31, the normal symbol display device 32, the first special symbol hold display device 38, the second special symbol hold display device 39, and the normal symbol hold display device 33), etc. Then, it proceeds to the next step 208.
[0109] In step 208, the main CPU 101 executes output control processing such as port output for outputting signals of each data created in step 207 above, and command transmission for transmitting commands stored in the production transmission data storage area. Then, it ends the timer interrupt processing of the main control board 100.
[0110] Next, regarding the sensor detection time processing in step 202 described above, it will be described with reference to the flowchart in FIG. 15. In step 300, the main CPU 101 executes gate detection time processing for performing a normal symbol lottery based on the fact that the game ball has passed through the gate 20. Then, it proceeds to the next step 301. In step 301, the main CPU 101 executes first start winning opening detection time processing for performing a big hit lottery based on the fact that the game ball has entered the first start winning opening 15. Then, it proceeds to the next step 302.
[0111] In step 302, the main CPU 101 executes second start winning opening detection time processing for performing a big hit lottery based on the fact that the game ball has entered the second start winning opening 16. Then, it ends the sensor detection time processing.
[0112] Next, regarding the gate detection time processing in step 300 described above, it will be described with reference to the flowchart in FIG. 16. In step 400, the main CPU 101 determines whether a detection signal from the gate detection sensor 20a has been input. If it is determined that the detection signal from the gate detection sensor 20a has not been input, the process at the time of gate detection ends. On the other hand, if it is determined that the detection signal from the gate detection sensor 20a has been input, the process proceeds to the next step 401. In step 401, the main CPU 101 determines whether the value of the general drawing reservation number counter (i.e., the current general drawing reservation number) is less than "4". If it is determined that the value is not less than "4" (i.e., "4"), the process at the time of gate detection ends. On the other hand, if it is determined that the value is less than 4, the process proceeds to the next step 402.
[0113] In step 402, the main CPU 101 increments the value of the general drawing reservation number counter by "1". Then, the process proceeds to the next step 403. In step 403, the main CPU 101 acquires the current hit determination random number and stores it in the general drawing reservation storage area, and ends the process at the time of gate detection.
[0114] Next, the process at the time of detecting the first start winning opening in step 301 described above will be described with reference to the flowchart of FIG. 17. In step 500, the main CPU 101 determines whether a detection signal from the first start winning opening detection sensor 15a has been input. If it is determined that the detection signal from the first start winning opening detection sensor 15a has not been input, the process at the time of detecting the first start winning opening ends. On the other hand, if it is determined that the detection signal from the first start winning opening detection sensor 15a has been input, the process proceeds to the next step 501. In step 501, the main CPU 101 determines whether the value of the first special drawing reservation number counter (i.e., the current first special drawing reservation number) is less than "4". If it is determined that the value is not less than "4" (i.e., "4"), the process at the time of detecting the first start winning opening ends. On the other hand, if it is determined that the value is less than "4", the process proceeds to the next step 502.
[0115] In step 502, the main CPU 101 increments the value of the first special figure reservation number counter by "1". Then, it proceeds to the next step 503. In step 503, the main CPU 101 acquires a jackpot random number and stores it in the storage unit of the first reservation memory area. Then, it proceeds to the next step 504.
[0116] In step 504, the main CPU 101 acquires the special symbol random number updated in the above step 201 and stores it in the storage unit of the first reservation memory area where the jackpot random number was stored in the above step 503. Then, it proceeds to the next step 505. In step 505, the main CPU 101 acquires the variable pattern random number updated in the above step 102 and stores it in the storage unit of the first reservation memory area where the jackpot random number was stored in the above step 503. Thus, all of the acquired jackpot random number, special symbol random number, and variable pattern random number will be stored in the storage unit of the same first reservation memory area. Then, it proceeds to the next step 506.
[0117] In step 506, the main CPU 101 generates a start winning command indicating that the first special figure random number has been stored and stores it in the production transmission data storage area. Then, it proceeds to the next step 507. In step 507, the main CPU 101 determines whether the current game state is a non-time-limited game state (i.e., a normal game state). If it is determined that it is not a non-time-limited game state (i.e., a high-probability time-limited game state or a low-probability time-limited game state), the first start winning port detection time process ends. On the other hand, if it is determined that it is a non-time-limited game state, it proceeds to the next step 508.
[0118] In step 508, the main CPU 101 executes a pre-determination process for making various determinations regarding the lottery for a jackpot before the start of variation based on the stored first special figure random number (at the time when the first special figure random number was acquired (stored as a reservation)). Then, the first start winning port detection time process ends.
[0119] Next, regarding the process at the time of detecting the second start winning opening described above in step 302, it will be described with reference to the flowchart of FIG. 18. In step 600, the main CPU 101 determines whether a detection signal from the second start winning opening detection sensor 16a has been input. If it is determined that the detection signal from the second start winning opening detection sensor 16a has not been input, the process at the time of detecting the second start winning opening ends. On the other hand, if it is determined that the detection signal from the second start winning opening detection sensor 16a has been input, the process proceeds to the next step 601. In step 601, the main CPU 101 determines whether the value of the second special figure hold counter (i.e., the current second special figure hold number) is less than "4". If it is determined that the value is not less than "4" (i.e., "4"), the process at the time of detecting the second start winning opening ends. On the other hand, if it is determined that the value is less than "4", the process proceeds to the next step 602.
[0120] In step 602, the main CPU 101 increments the value of the second special figure hold counter by "1". Then, the process proceeds to the next step 603. In step 603, the main CPU 101 acquires a jackpot random number and stores it in the storage unit of the second hold storage area. Then, the process proceeds to the next step 604.
[0121] In step 604, the main CPU 101 acquires the special symbol random number updated in step 201 above and stores it in the storage unit of the second hold storage area where the jackpot random number was stored in step 603 above. Then, the process proceeds to the next step 605. In step 605, the main CPU 101 acquires the variable pattern random number updated in step 102 above and stores it in the storage unit of the second hold storage area where the jackpot random number was stored in step 603 above. As described above, all of the acquired jackpot random number, special symbol random number, and variable pattern random number will be stored in the storage unit of the same second hold storage area. Then, the process proceeds to the next step 606.
[0122] In step 606, the main CPU 101 generates a start winning command indicating that the second special figure random number has been stored, and stores it in the production transmission data storage area. Then, it proceeds to the next step 607. In step 607, the main CPU 101 determines whether the current game state is a time-saving game state (i.e., a high-probability time-saving game state or a low-probability time-saving game state). If it is determined that it is not a time-saving game state (i.e., it is a normal game state), the process for detecting the second start winning opening ends. On the other hand, if it is determined that it is a time-saving game state, it proceeds to the next step 608.
[0123] In step 608, for the stored second special figure random number, the main CPU 101 executes a pre-determination process for performing various determinations regarding the jackpot lottery before the start of variation based on the second special figure random number (at the time when the second special figure random number was acquired (stored as a hold)). Then, the process for detecting the second start winning opening ends.
[0124] Next, the pre-determination processes of step 508 and step 608 described above will be described with reference to the flowchart of FIG. 19. In the pre-determination process of step 508 described above, the following processes are executed based on the jackpot random number, special symbol random number, variation pattern random number stored in the storage unit of the first hold storage area, and the first special figure hold number. In the pre-determination process of step 608 described above, the following processes are executed based on the jackpot random number, special symbol random number, variation pattern random number stored in the storage unit of the second hold storage area, and the second special figure hold number. In step 650, the main CPU 101 checks the current hold numbers (the first special figure hold number, the second special figure hold number). Then, it proceeds to the next step 651. In step 651, the main CPU 101 checks the type of the start winning opening into which the game ball has entered (the first start winning opening 15 (the first special figure random number), the second start winning opening 16 (the second special figure random number)). Also, the main CPU 101 checks the current game state. Then, it proceeds to the next step 652.
[0125] In step 652, the main CPU 101 acquires one of the jackpot random number determination tables 110 (low probability determination table 110a, high probability determination table 110b) corresponding to the game state at the time when the variation based on the entered game ball is executed, and based on the acquired table and the stored jackpot random number, executes a jackpot determination process for determining the result of the jackpot lottery. Then, data related to the result of the determination (jackpot or loss) is stored in a predetermined processing area of the main RAM 103. And then, it proceeds to the next step 653.
[0126] In step 653, the main CPU 101 executes a special symbol determination process for determining the type of the special symbol. Specifically, when the start winning opening into which the game ball has entered is the first start winning opening 15 (first special symbol random number) and the result of the determination in step 652 above is a jackpot, the first start winning opening determination table 111a is acquired, and based on the table and the stored special symbol random number, the type of the jackpot symbol (X1, X2) is determined. Also, when the start winning opening into which the game ball has entered is the second start winning opening 16 (second special symbol random number) and the result of the determination in step 652 above is a jackpot, the second start winning opening determination table 111b is acquired, and based on the table and the stored special symbol random number, the type of the jackpot symbol (X3, X4, X5) is determined. Also, when the start winning opening into which the game ball has entered is the first start winning opening 15 and the result of the determination in step 652 above is a loss, it is determined that it is a loss symbol Y1. Also, when the start winning opening into which the game ball has entered is the second start winning opening 16 and the result of the determination in step 652 above is a loss, it is determined that it is a loss symbol Y2. And then, data related to the result of the determination (type of the special symbol) is stored in a predetermined processing area of the main RAM 103. And then, it proceeds to the next step 654.
[0127] In step 654, the main CPU 101 acquires the variation pattern table 114 corresponding to the game state at the current time confirmed in step 651 above. And then, it proceeds to the next step 655. In step 655, the main CPU 101 executes a variable pattern command determination process for determining a variable pattern command based on the current number of held numbers (first special figure held number, second special figure held number) confirmed in step 650 described above, the type of special symbol determined in step 653 described above, the variable pattern table 114 acquired in step 654 described above, and the stored variable pattern random number. Then, it proceeds to the next step 656.
[0128] In step 656, the main CPU 101 stores a pre-determination command including the result of the jackpot lottery (jackpot or loss) determined in step 652 described above, the type of special symbol determined in step 653 described above, and the variable pattern command determined in step 655 described above in the production transmission data storage area. Then, the pre-determination process ends. Through the above processing, for the first special figure random number or the second special figure random number stored as a hold, the result of the jackpot lottery determined at the start of the special symbol variation, the type of special symbol, and the variable pattern command are transmitted to the sub-control board 300 in advance (that is, before the variation starts) by the pre-determination command at the time of acquisition of the random number.
[0129] Note that in the pachinko machine P according to this embodiment, in the above pre-determination process, the random number (first special figure random number) stored in the hold storage area (first hold storage area) acquired based on the entry of a game ball into the first start winning opening 15, or the random number (second special figure random number) stored in the hold storage area (second hold storage area) acquired based on the entry of a game ball into the second start winning opening 16 was determined. However, it is not limited to this. For example, in the pre-determination process, instead of directly determining the random number stored in the hold storage area, the random number stored in another storage area (such as a register, etc.) may be determined.
[0130] Next, the special figure related control process of step 203 described above will be described with reference to the flowchart of FIG. 20. In step 700, the main CPU 101 loads the value of the execution phase data. This execution phase data indicates which of a plurality of functional modules (subroutines) constituting the control process related to the special drawing will be executed. Specifically, this execution phase data includes data "00" indicating the execution of the special symbol variation start process described later, data "01" indicating the execution of the special symbol variation stop process described later, data "02" indicating the execution of the post-stop process described later, data "03" indicating the execution of the special game control process described later, and data "04" indicating the execution of the special game end process described later. Then, based on the value of the execution phase data loaded in step 700 described above, the main CPU 101 executes either the special symbol variation start process (step 701), the special symbol variation stop process (step 702), the post-stop process (step 703), the special game control process (step 704), or the special game end process (step 705). And the control process related to the special drawing is terminated.
[0131] Next, the special symbol variation start process in step 701 described above will be described with reference to the flowchart of FIG. 21. In step 800, the main CPU 101 determines whether the execution phase data is the data "00" indicating the execution of the special symbol variation start process. If it is determined that the execution phase data is "00", the process proceeds to the next step 801. On the other hand, if it is determined that the execution phase data is not "00", the special symbol variation start process is terminated. In step 801, the main CPU 101 determines whether the second special drawing random number is stored in the storage unit of the second reserved storage area, that is, whether the second special drawing reserved number counter is "1" or more. If it is determined that the second special drawing random number is stored, the process proceeds to step 804. On the other hand, if it is determined that the second special drawing random number is not stored, the process proceeds to the next step 802.
[0132] In step 802, the main CPU 101 determines whether the first special figure random number is stored in the storage unit of the first reserved storage area, that is, whether the first special figure reserved number counter is "1" or more. If it is determined that the first special figure random number is not stored, the process proceeds to step 811. On the other hand, if it is determined that the first special figure random number is stored, the process proceeds to the next step 803. In step 803, the main CPU 101 decrements the value of the first special figure reserved number counter by "1" and executes a shift process on the first reserved storage area. Specifically, each random number stored in the first storage unit of the first reserved storage area is stored in a predetermined processing area provided in the main RAM 103, and each random number stored in the second to fourth storage units of the first reserved storage area is shifted to a storage unit with a smaller number by one. As a result, each random number stored in the first reserved storage area is in a so-called first-in, first-out (FIFO) manner and is used for the jackpot determination process described later. Then, the process proceeds to step 805.
[0133] Also, in step 804 where the process proceeds when it is determined in step 801 described above that the second special figure random number is stored, the main CPU 101 decrements the value of the second special figure reserved number counter by "1" and executes a shift process on the second reserved storage area. Specifically, each random number stored in the first storage unit of the second reserved storage area is stored in a predetermined processing area provided in the main RAM 103, and each random number stored in the second to fourth storage units of the second reserved storage area is shifted to a storage unit with a smaller number by one. As a result, each random number stored in the second reserved storage area is in a so-called first-in, first-out (FIFO) manner and is used for the jackpot determination process described later. Then, the process proceeds to the next step 805.
[0134] In step 805, the main CPU 101 acquires one of the jackpot random number determination tables 110 corresponding to the current game state (low probability determination table 110a, high probability determination table 110b), and based on the acquired table and the jackpot random number stored in a predetermined processing area in step 803 or step 804 above, executes a jackpot determination process for deriving the result of the jackpot lottery. Then, it proceeds to the next step 806. In step 806, the main CPU 101 executes a special symbol determination process for determining the type of the special symbol. Specifically, when the start winning port into which the game ball has entered is the first start winning port 15 (first special symbol random number), and the result of the lottery in step 805 above is a jackpot, the first start winning port determination table 111a is acquired, and based on the table and the special symbol random number stored in a predetermined processing area in step 803 or step 804 above, the type of the jackpot symbol (X1, X2) is determined. Also, when the start winning port into which the game ball has entered is the second start winning port 16 (second special symbol random number), and the result of the lottery in step 805 above is a jackpot, the second start winning port determination table 111b is acquired, and based on the table and the special symbol random number stored in a predetermined processing area in step 803 or step 804 above, the type of the jackpot symbol (X3, X4, X5) is determined. On the other hand, when the result of the lottery in step 805 above is a loss, if the jackpot random number used for the determination of the lottery is due to the entry of the game ball into the first start winning port 15, the loss symbol Y1 is determined, and if the jackpot random number used for the determination of the lottery is due to the entry of the game ball into the second start winning port 16, the loss symbol Y2 is determined. Then, the data corresponding to the determined special symbol is stored in a predetermined temporary storage area of the main RAM 103. Also, in this special symbol determination process, the current game state, that is, the game state at the time when the special symbol is determined, is stored in the game state buffer. Then, it proceeds to the next step 807. Note that in the special symbol variation start process of the pachinko machine P according to this embodiment, when both the first special symbol random number and the second special symbol random number are stored, the second special symbol random number is processed with priority over the first special symbol random number. However, the present invention is not limited to this, and the processing may be performed in the order in which they are stored in the save memory area.
[0135] In step 807, the main CPU 101 stores a symbol determination command indicating the type of the special symbol determined in step 806 described above in the production transmission data storage area. As a result, the information related to the type of the determined special symbol will be transmitted to the sub-control board 300 at the start of the variation. Then, the process proceeds to the next step 808. In step 808, the main CPU 101 executes a variation pattern determination process for determining a variation pattern based on the variation pattern random number stored in the processing area in step 803 or step 804 described above. Then, the process proceeds to the next step 809.
[0136] In step 809, the main CPU 101 sets variation display data for starting the variation display of the special symbol on the first special symbol display device 30 or the second special symbol display device 31. As a result, when the variation display of the special symbol is performed based on the first special symbol random number, the first special symbol display device 30 starts the blinking display, and when the variation display of the special symbol is performed based on the second special symbol random number, the second special symbol display device 31 starts the blinking display. Here, the blinking display means that "-" blinks at a predetermined interval on each display device. Further, in the pachinko machine P according to this embodiment, when the first special drawing random number is stored in the first hold memory area, the first special drawing hold display device 38 is displayed in a manner that can recognize the first special drawing hold number, and when the second special drawing random number is stored in the second hold memory area, the second special drawing hold display device 39 is displayed in a manner that can recognize the second special drawing hold number. And when the above-described variable display of the special symbol is performed based on the first special drawing random number, at the same time as the start of the variable display, the first special drawing hold display device 38 is display-controlled so as to indicate that the first special drawing hold number is decreased by one, and when the above-described variable display of the special symbol is performed based on the second special drawing random number, at the same time as the start of the variable display, the second special drawing hold display device 39 is display-controlled so as to indicate that the second special drawing hold number is decreased by one. Then, the process proceeds to the next step 810.
[0137] In step 810, the main CPU 101 sets the data "01" indicating the special symbol variable state in the execution phase data so that the special symbol variable stop process is executed in the special drawing related control process, and ends the special symbol variable start process. Also, in step 811 which proceeds when it is determined in step 802 described above that the first special drawing random number is not stored in the first hold memory area, the main CPU 101 executes a customer waiting determination process for performing a customer waiting display on the effect display device 21 based on the fact that the variable display is not being performed. Specifically, the main CPU 101 measures the time during which the variable display of the special symbol is not performed, and when a predetermined customer waiting time (for example, 30 seconds) has elapsed without the variable display of the special symbol being performed, the main CPU 101 stores a customer waiting command for displaying a customer waiting screen on the effect display device 21 in the effect transmission data storage area as being in a customer waiting state. Then, the special variable start process is ended.
[0138] Next, the variable pattern determination process in step 808 described above will be described with reference to the flowchart of FIG. 22. In step 900, the main CPU 101 checks the current hold numbers (the first special drawing hold number, the second special drawing hold number). Then, the process proceeds to the next step 901. In step 901, the main CPU 101 checks the type of the start winning opening (the first start winning opening 15 (the first special drawing random number), the second start winning opening 16 (the second special drawing random number)) into which the game ball has entered. Also, the main CPU 101 checks the current game state. Then, it proceeds to the next step 902.
[0139] In step 902, the main CPU 101 acquires the variation pattern table 114 corresponding to the current game state checked in the above step 901. Then, it proceeds to the next step 903. In step 903, based on the current hold count (the first special drawing hold count, the second special drawing hold count) checked in the above step 900, the type of the special symbol determined in the above step 806, the variation pattern table 114 acquired in the above step 902, and the variation pattern random number stored in the processing area in the above step 803 or 804, the main CPU 101 determines a variation pattern command and stores this determined variation pattern command in a predetermined processing area. Then, it proceeds to the next step 904.
[0140] In step 904, the main CPU 101 stores the variation pattern command determined in the above step 903 in the production transmission data storage area. Then, it proceeds to the next step 905. In step 905, based on the variation pattern table 114, the main CPU 101 determines the variation time associated with the variation pattern command. Then, it sets the determined variation time in the variation time timer counter. Then, the variation pattern determination process ends.
[0141] Next, regarding the special symbol variation stop process in step 702 described above, it will be described with reference to the flowchart of FIG. 23. In step 1000, the main CPU 101 determines whether the execution phase data is the data "01" indicating the execution of the special symbol variation stop process. If it is determined that the execution phase data is not "01", the special symbol variation stop process ends. On the other hand, if it is determined that the execution phase data is "01", the process proceeds to the next step 1001.
[0142] In step 1001, the main CPU 101 determines whether the variation time set in the variation time timer counter in step 905 has elapsed. If it is determined that the variation time has not elapsed, the special symbol variation stop process ends. On the other hand, if it is determined that the variation time has elapsed, the process proceeds to the next step 1002. In step 1002, the main CPU 101 sets stop display data for stopping and displaying the special symbol determined in step 806 above on the first special symbol display device 30 or the second special symbol display device 31, and executes the stop display of the special symbol. Then, the process proceeds to the next step 1003.
[0143] In step 1003, the main CPU 101 stores a symbol determination command indicating that the special symbol has been determined in the production transmission data storage area. Then, the process proceeds to the next step 1004. In step 1004, the main CPU 101 sets the stop display time for stopping and displaying the special symbol in the stop display time timer counter. In the pachinko machine P according to this embodiment, a stop display time of 0.5 seconds is always set. Note that instead of always setting the same stop display time, different stop display times may be set according to the result of the jackpot lottery or the number of variations after each game state is set. Then, the process proceeds to the next step 1005.
[0144] In step 1005, the main CPU 101 sets "02" in the execution phase data so that the post-stop process is executed in the special figure related control process. Then, the special symbol variation stop process ends.
[0145] Next, the post-stop processing of step 703 described above will be described with reference to the flowchart of FIG. 24. In step 1100, the main CPU 101 determines whether the execution phase data is the data "02" indicating the execution of post-stop processing. If it is determined that the execution phase data is not "02", the post-stop processing is terminated. On the other hand, if it is determined that the execution phase data is "02", the process proceeds to the next step 1101. In step 1101, the main CPU 101 determines whether the stop display time set in the stop display time timer counter in step 1004 described above has elapsed. If it is determined that the stop display time has not elapsed, the post-stop processing is terminated. On the other hand, if it is determined that the stop display time has elapsed, the process proceeds to the next step 1102.
[0146] In step 1102, the main CPU 101 stores a stop display end command indicating that the stop display time has elapsed in the production transmission data storage area. Thereby, the fact that the stop display time has elapsed is transmitted to the sub-control board 300. Also, the main CPU 101 stores the current game state in the game state buffer. Then, the process proceeds to the next step 1103. In step 1103, the main CPU 101 executes the short-time count update process. Specifically, the main CPU 101 determines whether a short-time game flag indicating that the current game state is a short-time game state is on. If it is determined that the short-time game flag is on, the short-time count storage area provided in the main RAM 103 is updated. The remaining number of variations until the end of the short-time game state is stored in this short-time count storage area. Then, the stored remaining number of variations is decremented by "1". Also, when the remaining number of variations becomes "0" due to the update of the remaining number of variations, a process of turning off the short-time game flag is also executed. If it is determined that the short-time game flag is not on, the main CPU 101 does not perform any processing. Then, the process proceeds to the next step 1104.
[0147] In step 1104, the main CPU 101 performs a high-probability count update process. Here, the main CPU 101 determines whether a high-probability game flag indicating that the current game state is a high-probability game state is on. And when it is determined that the high-probability game flag is on, the high-probability count storage area provided in the main RAM 103 is updated. In this high-probability count storage area, the remaining number of variable counts until the end of the high-probability game state is stored. And this stored remaining number of variable counts is decremented by "1". Also, when the remaining number of variable counts becomes "0" due to the update of the remaining number of variable counts, a process of turning off the high-probability game flag is also executed. Also, when it is determined that the high-probability game flag is not on, the main CPU 101 does not perform any process. And it proceeds to the next step 1105. In step 1105, the main CPU 101 determines whether the special symbol that is stopped and displayed is a jackpot symbol. And when it is determined that the special symbol that is stopped and displayed is not a jackpot symbol (that is, it is a losing symbol), it proceeds to step 1111. On the other hand, when it is determined that the special symbol that is stopped and displayed is a jackpot symbol, it proceeds to the next step 1106.
[0148] In step 1106, the main CPU 101 sets a jackpot winning command for transmitting the game state at the time of jackpot winning and the type (X1, X2, X3, X4, X5) of the jackpot symbol that is stopped and displayed to the sub-control board 300. And it proceeds to the next step 1107. In step 1107, the main CPU 101 resets the current game state. And it proceeds to the next step 1108.
[0149] In step 1108, the main CPU 101 sets the opening time, which is the standby time set at the start of the special game, to the opening time timer counter, and stores an opening command indicating that the opening process is started in the production transmission data storage area. And it proceeds to the next step 1109. In step 1109, the main CPU 101 sets the round number in the main RAM 103 based on the type of jackpot symbol that is stopped and displayed. Specifically, if the jackpot symbol that is stopped and displayed is X5, the main CPU 101 sets "10" as the round number, and if the jackpot symbol X1, X2, X3, or X4 that is stopped and displayed, the main CPU 101 sets "4" as the round number. Then, it proceeds to the next step 1110.
[0150] In step 1110, the main CPU 101 sets "03" in the execution phase data so that the special game control process is executed in the special figure related control process. Then, it ends the post-stop process. Also, in step 1111 where it proceeds when it is determined that the special symbol that is stopped and displayed in step 1105 described above is not a jackpot symbol, the main CPU 101 checks the current game state and stores the game state command indicating the game state in the production transmission data storage area. Then, it proceeds to the next step 1112.
[0151] In step 1112, the main CPU 101 sets "00" in the execution phase data so that the special symbol variation start process is executed in the special figure related control process. Then, it ends the post-stop process.
[0152] Next, regarding the special game control process of step 704 described above, it will be described with reference to the flowchart of FIG. 25. In step 1200, the main CPU 101 determines whether the execution phase data is the data "03" indicating the execution of the special game control process. If it is determined that the execution phase data is not "03", the special game control process ends. On the other hand, if it is determined that the execution phase data is "03", it proceeds to the next step 1201. In step 1201, the main CPU 101 determines whether the opening time set in the opening time timer in step 1108 described above has elapsed. If it is determined that the opening time has not elapsed, the special game control process ends. On the other hand, if it is determined that the opening time has elapsed, the process proceeds to the next step 1202.
[0153] In step 1202, the main CPU 101 determines whether it is in the ending process, which is a standby process performed after all-round games are completed in this special game control process. If it is determined that it is in the ending process, the process proceeds to step 1210. On the other hand, if it is determined that it is not in the ending process, the process proceeds to the next step 1203. In step 1203, the main CPU 101 executes a big winning opening / closing control process for opening and closing the big winning opening 18 based on the special electric accessory operation table 112 corresponding to the type of the stopped big winning symbol. Then, the process proceeds to the next step 1204.
[0154] In step 1204, the main CPU 101 determines whether it is the time when the round game is started based on the big winning opening / closing control in step 1203 described above. If it is determined that it is not the time when the round game is started, the process proceeds to step 1206. On the other hand, if it is determined that it is the time when the round game is started, the process proceeds to the next step 1205. In step 1205, the main CPU 101 stores a round game start command indicating the start of the round game in the production transmission data storage area. Then, the process proceeds to the next step 1206. Note that the round game start command is provided for each number of round games, so that the sub-control board 300 can be informed of which round game is started.
[0155] In step 1206, the main CPU 101 determines whether the round game has ended based on the big winning opening / closing control in step 1203 described above. If it is determined that the round game has not ended, the special game control process ends. On the other hand, if it is determined that the round game has ended, the process proceeds to the next step 1207. In step 1207, the main CPU 101 decrements the number of rounds stored in the main RAM 103 by "1". Then, the process proceeds to the next step 1208.
[0156] In step 1208, the main CPU 101 determines whether the number of rounds decremented in step 1207 described above is "0". If it is determined that the number of rounds is not "0", the special game control process ends. On the other hand, if it is determined that the number of rounds is "0", the process proceeds to the next step 1209. In step 1209, the main CPU 101 sets the ending time, which is the standby time set at the end of the special game, to the ending time timer counter, and stores an ending command indicating that the ending process has started in the production transmission data storage area. Then, the special game control process ends.
[0157] Also, in step 1210, which is entered when it is determined in step 1202 described above that the ending process is in progress, the main CPU 101 determines whether the ending time set to the ending time timer counter in step 1209 described above has elapsed. If it is determined that the ending time has not elapsed, the special game control process ends. On the other hand, if it is determined that the ending time has elapsed, the process proceeds to the next step 1211. In step 1211, the main CPU 101 stores a special game end command indicating that the special game has ended in the production transmission data storage area. Then, the process proceeds to the next step 1212.
[0158] In step 1212, the main CPU 101 sets "04" in the execution phase data so that the special game end process is executed in the special figure related control process. Then, the special game control process ends.
[0159] Next, the special game end process of step 705 described above will be described with reference to the flowchart of FIG. 26. In step 1300, the main CPU 101 determines whether the execution phase data is the data "04" indicating the execution of the special game end process. If it is determined that the execution phase data is not "04", the special game end process ends. On the other hand, if it is determined that the execution phase data is "04", the process proceeds to the next step 1301. In step 1301, the main CPU 101 sets the game state after the end of the special game based on the game state setting table 113. Specifically, the main CPU 101 sets the high probability game flag, the time shortening game flag, the high probability count, and the time shortening count. In the pachinko machine P according to this embodiment, when the jackpot symbol that triggered the ended special game is any one of X2, X4, or X5, both the high probability game flag and the time shortening game flag are turned on, and "10000" is set for both the high probability count and the time shortening count. Also, when the jackpot symbol is any one of X1 or X3, the high probability game flag is turned off, the time shortening game flag is turned on, and "100" is set for the time shortening count. Then, the process proceeds to the next step 1302.
[0160] In step 1302, the main CPU 101 sets a game state designation command in the production transmission data storage area according to the game state set in step 1301 above. This game state designation command includes information indicating whether the high probability game flag set in step 1301 above is on or off, information indicating that the time shortening game flag is on, information on the high probability count, and information on the time shortening count. Then, the process proceeds to the next step 1303. In step 1303, the main CPU 101 sets "00" in the execution phase data so that the special symbol variation start process is executed in the special figure related control process. Then, the special game end process is terminated.
[0161] Next, the general figure related control process of step 204 described above will be described with reference to the flowchart of FIG. 27. In step 1400, the main CPU 101 loads the value of the general figure execution phase data. This general figure execution phase data indicates which of a plurality of function modules (subroutines) constituting the general figure related control process is to be executed. Specifically, this general figure execution phase data includes data "10" indicating the execution of the normal symbol variation start process described later, data "11" indicating the execution of the normal symbol variation stop process described later, data "12" indicating the execution of the process after the normal symbol stops described later, and data "13" indicating the execution of the movable piece control process described later. Then, based on the value of the general figure execution phase data loaded in step 1400 above, the main CPU 101 executes either the normal symbol variation start process (step 1401), the normal symbol variation stop process (step 1402), the process after the normal symbol stops (step 1403), or the movable piece control process (step 1404). Then, the general figure related control process is terminated.
[0162] Next, the normal symbol variation start process of step 1401 described above will be described with reference to the flowchart of FIG. 28. In step 1500, the main CPU 101 determines whether the general figure execution phase data is "10" indicating the execution of the normal symbol variation start process. If it is determined that the general figure execution phase data is not "10", the normal symbol variation start process is terminated. On the other hand, if it is determined that the general figure execution phase data is "10", the process proceeds to the next step 1501. In step 1501, the main CPU 101 determines whether a winning determination random number is stored in the general drawing reservation memory area, that is, whether the general drawing reservation number counter is "1" or more. If it is determined that the general drawing reservation number counter is not "1" or more (that is, "0"), the normal symbol variation start process is terminated. On the other hand, if it is determined that the general drawing reservation number counter is "1" or more, the process proceeds to the next step 1502.
[0163] In step 1502, the main CPU 101 decrements the value of the general drawing reservation number counter by "1". Then, the process proceeds to the next step 1503. In step 1503, the main CPU 101 executes a shift process on the general drawing reservation memory area. Specifically, the winning determination random number stored in the first storage unit is stored in a predetermined processing area provided in the main RAM 103, and the winning determination random numbers stored in the second to fourth storage units are shifted to a storage unit with a smaller number by one. As a result, the winning determination random numbers stored in the general drawing reservation memory area are in a so-called first-in-first-out (FIFO) manner and are used for the winning determination process described later. Then, the process proceeds to step 1504.
[0164] In step 1504, the main CPU 101 selects a winning determination random number determination table 116 (either the first determination table 116a or the second determination table 116b) corresponding to the current game state (non-time-limited game state, time-limited game state, special game in progress), and based on the selected table and the winning determination random number stored in the processing area in step 1503 described above, executes a winning determination process for deriving the result of the lottery of the normal symbol. Specifically, when the current game state is a non-time-limited game state or during a special game, the main CPU 101 refers to the first determination table 116a and determines the winning determination random number stored in the processing area. In contrast, when the current game state is a time-limited game state, the main CPU 101 refers to the second determination table 116b and determines the winning determination random number stored in the processing area. Then, the process proceeds to the next step 1505. In step 1505, the main CPU 101 determines whether the result of the winning determination process in the above-mentioned step 1504 is a win. If it is determined that it is a win, the process proceeds to the next step 1506. On the other hand, if it is determined that it is not a win (i.e., a loss), the process proceeds to step 1507.
[0165] In step 1506, the main CPU 101 stores the winning symbol data in a predetermined processing area of the main RAM 103. Then, the process proceeds to step 1508. Also, in step 1507, which is the step to proceed when it is determined in the above-mentioned step 1505 that the result of the winning determination process is not a win (i.e., a loss), the main CPU 101 stores the losing symbol data in a predetermined processing area of the main RAM 103. Then, the process proceeds to the next step 1508.
[0166] In step 1508, the main CPU 101 checks whether the current game state is a non-time-limited game state, a time-limited game state, or a special game in progress, and refers to the normal symbol variation pattern determination table 117 to set the variation time of the normal symbol according to the current game state in the normal symbol variation time timer counter. Specifically, when the current game state is a non-time-limited game state or during a special game, the main CPU 101 sets "3 seconds" in the normal symbol variation time counter, and when it is a time-limited game state, the main CPU 101 sets "0.6 seconds" in the normal symbol variation time counter. Then, the process proceeds to the next step 1509. In step 1509, the main CPU 101 sets the variation display data for starting the variation display of the normal symbol. As a result, when the variation display of the normal symbol is performed, the normal symbol display device 32 starts the blinking display. Also, in the pachinko machine P according to this embodiment, when the winning determination random number is stored in the normal symbol hold storage area, the normal symbol hold display device 33 is displayed in a manner that the normal symbol hold number can be recognized. And when the variation display of the normal symbol is performed, at the same time as the start of the variation display, the normal symbol hold display device 33 is controlled to display so as to indicate that the normal symbol hold number decreases by one. Then, the process proceeds to the next step 1510.
[0167] In step 1510, the main CPU 101 stores the current gaming state in the gaming state buffer as the gaming state at the start of the change. Then, it proceeds to the next step 1511. In step 1511, the main CPU 101 sets "11" in the normal symbol execution phase data so that the normal symbol variation stop process is executed in the normal symbol related control process. Then, the normal symbol variation start process ends.
[0168] Next, regarding the normal symbol variation stop process of step 1402 described above, it will be described with reference to the flowchart of FIG. 29. In step 1600, the main CPU 101 determines whether the normal symbol execution phase data is the data "11" indicating the execution of the normal symbol variation stop process. If it is determined that the normal symbol execution phase data is not "11", the normal symbol variation stop process ends. On the other hand, if it is determined that the normal symbol execution phase data is "11", it proceeds to the next step 1601. In step 1601, the main CPU 101 determines whether the variation time of the normal symbol set in the normal symbol variation time timer counter in step 1508 has elapsed. If it is determined that the variation time has not elapsed, the normal symbol variation stop process ends. On the other hand, if it is determined that the variation time has elapsed, it proceeds to the next step 1602.
[0169] In step 1602, the main CPU 101 sets the stop display data for stopping and displaying the normal symbol on the normal symbol display device 32 and executes the stop display of the normal symbol. Then, it proceeds to the next step 1603. In step 1603, the main CPU 101 sets the variation stop display time for stopping and displaying the normal symbol in the normal symbol stop display time timer counter. Then, it proceeds to the next step 1604.
[0170] In step 1604, the main CPU 101 sets "12" in the general drawing execution phase data so that the post-stop process of the normal symbol is executed in the general drawing related control process. Then, the normal symbol variation stop process is terminated.
[0171] Next, the post-stop process of the normal symbol in step 1403 described above will be described with reference to the flowchart of FIG. 30. In step 1700, the main CPU 101 determines whether the general drawing execution phase data is the data "12" indicating the execution of the post-stop process of the normal symbol. If it is determined that the general drawing execution phase data is not "12", the post-stop process of the normal symbol is terminated. On the other hand, if it is determined that the general drawing execution phase data is "12", the process proceeds to the next step 1701. In step 1701, the main CPU 101 determines whether the variation stop display time set in the general drawing stop display time timer in step 1603 has elapsed. If it is determined that the variation stop display time has not elapsed, the post-stop process of the normal symbol is terminated. On the other hand, if it is determined that the variation stop display time has elapsed, the process proceeds to the next step 1702.
[0172] In step 1702, the main CPU 101 determines whether the normal symbol being stopped and displayed is a winning symbol. If it is determined that the normal symbol being stopped and displayed is not a winning symbol (i.e., a losing symbol), the process proceeds to step 1704. On the other hand, if it is determined that the normal symbol being stopped and displayed is a winning symbol, the process proceeds to the next step 1703. In step 1703, the main CPU 101 sets "13" in the general drawing execution phase data so that the movable piece control process is executed in the general drawing related control process. Then, the post-stop process of the normal symbol is terminated.
[0173] Also, in step 1704 that proceeds when it is determined that the normal symbol that was stopped and displayed in step 1702 described above is not a winning symbol (i.e., it is a losing symbol), the main CPU 101 sets "10" in the normal symbol execution phase data so that the normal symbol variation start process is executed in the normal symbol related control process. Then, the process after the normal symbol stops is terminated.
[0174] Next, regarding the movable piece control process of step 1404 described above, it will be described with reference to the flowchart of FIG. 31. In step 1800, the main CPU 101 determines whether the normal symbol execution phase data is the data "13" indicating the execution of the movable piece control process. If it is determined that the normal symbol execution phase data is not "13", the movable piece control process is terminated. On the other hand, if it is determined that the normal symbol execution phase data is "13", the process proceeds to the next step 1801. In step 1801, the main CPU 101 determines whether the movable piece 16b is under operation control, that is, whether the start winning opening solenoid 16c is energized. If it is determined that the movable piece 16b is under operation control, the process proceeds to step 1804. On the other hand, if it is determined that the movable piece 16b is not under operation control, the process proceeds to the next step 1802.
[0175] In step 1802, the main CPU 101 checks whether the game state at the start of the normal symbol variation was any of the non-time-limited game state, the time-limited game state, or the special game. Then, the process proceeds to the next step 1803. In step 1803, the main CPU 101 refers to the second start winning opening release control table 118 and sets the energization control data (release data) of the start winning opening solenoid 16c, that is, the number of energizations (number of releases) and the energization time (release time), according to the game state confirmed in step 1802 described above. Then, the movable piece control process is terminated.
[0176] Also, in step 1804 that proceeds when it is determined in the above-described step 1801 that the movable piece 16b is under operation control, the main CPU 101 determines whether or not the energization time (release time) set in the above-described step 1803 has elapsed. If it is determined that the energization time (release time) has not elapsed, the movable piece control process is terminated. On the other hand, if it is determined that the energization time (release time) has elapsed, the process proceeds to the next step 1805. In step 1805, the main CPU 101 executes the stop of the operation of the movable piece 16b, that is, the stop of the energization of the start winning opening solenoid 16c. Then, the process proceeds to the next step 1806.
[0177] In step 1806, the main CPU 101 sets "10" in the normal drawing execution phase data so that the normal drawing variation start process is executed in the normal drawing related control process. Then, the movable piece control process is terminated.
[0178] (Outline of the effect in the pachinko machine P) As described above, by executing various processes on the main control board 100, special drawing games, normal drawing games, and special games proceed. During the progress of these games, various commands are transmitted from the main control board 100 to the sub-control board 300, and when the sub-control board 300 receives this command, the sub-control board 300 executes the control of the effect accompanying the progress of the game. Hereinafter, a variation effect that is executed during the variation display of the special symbol and suggests the result of the jackpot lottery, a hold display effect that performs hold display in a predetermined display mode, and a special effect that is executed in a predetermined variation effect during the high-probability short-time game state will be described.
[0179] (Outline of the variation effect) In the pachinko machine P according to this embodiment, as described above, during the variable display of the special symbol, a variable effect that suggests the result of the jackpot lottery is executed according to the display mode of the effect symbol 50. In this variable effect, the variable display of the effect symbol 50 (dummy symbol) is performed superimposed on the background image displayed on the display unit 21a of the effect display device 21. Then, the result of the jackpot lottery is suggested to the player according to the combination (stop display mode) of the effect symbol 50 that has stopped being displayed after the variable display.
[0180] Specifically, when the variable display of the special symbol starts, the variable display of all the effect symbols 50 starts from the state where all the effect symbols 50 are stopped being displayed (see FIGS. 32(a) and (b), FIGS. 33(a) and (b)). Note that the downward arrows in the figures indicate that the effect symbol 50 is being scrolled from above to below. After that, they are stopped and displayed in the order of the effect symbol 50 located on the left side (hereinafter also referred to as the first stop symbol), the effect symbol 50 located on the right side (hereinafter also referred to as the second stop symbol), and the effect symbol 50 located in the center (hereinafter also referred to as the third stop symbol) (see FIGS. 32(c) to (e), FIGS. 33(c) to (e)). When the result of the jackpot lottery is a jackpot, all the effect symbols 50 are stopped and displayed with the same symbol (see FIG. 33(e)). That is, the fact that the result of the jackpot lottery is a jackpot is suggested by the fact that all the effect symbols 50 are stopped and displayed with the same symbol. On the other hand, when the result of the jackpot lottery is a miss, the fact that the result of the jackpot lottery is a miss is suggested by the fact that at least one effect symbol 50 is stopped and displayed with a symbol different from the other effect symbols 50 (see FIG. 32(e)).
[0181] Also, the third stop symbol is stopped and displayed almost simultaneously with the special symbol being stopped and displayed on the first special symbol display device 30 or the second special symbol display device 31. This prevents the special symbol from being stopped and displayed on the first special symbol display device 30 or the second special symbol display device 31 before the effect symbol 50 is stopped and displayed, and prevents the result of the jackpot lottery from being grasped according to the type of the special symbol.
[0182] Also, as the modes of the first half of the variable effect, there are provided a non-reach variable pattern in which the first stop symbol and the second stop symbol are stopped and displayed as different symbols, and a reach variable pattern in which the first stop symbol and the second stop symbol are stopped and displayed as the same symbol (so-called reach display is performed). The non-reach variable pattern and the reach variable pattern each have a plurality of modes, and various settings are made for the way of variation, the display content of the effect symbol 50, the displayed image, etc. in each mode. In the pachinko machine P according to this embodiment, when the variable pattern command is "00H", "04H", "10H", "13H", "20H", "22H", the first half of the variable effect is executed by the non-reach variable pattern, and when it is "01H", "02H", "03H", "0AH", "0BH", "11H", "12H", "1AH", "1BH", "1CH", "1DH", "21H", "2AH", the first half of the variable effect is executed by the reach variable pattern.
[0183] As the reach variable pattern, a reach pattern A, a reach pattern B, a reach pattern C, and a reach pattern D are provided. The reach pattern A is a mode in which, after the variable display of the effect symbol 50 is started, without any particular change in the way of variation or display content, the reach display is performed simply by stopping and displaying the first stop symbol and the second stop symbol as the same symbol (see FIG. 33).
[0184] The reach pattern B is a mode in which various first-half effect images (for example, cut-in images suggesting the degree of expectation for a big win, etc.) are displayed between the start of the variable display of the effect symbol 50 and the performance of the reach display (see FIG. 34).
[0185] Reach pattern C is a display mode in which, after all the production symbols 50 are temporarily stopped in a predetermined stop display mode (the first stop symbol and the second stop symbol are temporarily stopped with symbols of different numbers, and the third stop symbol is temporarily stopped with a temporary stop symbol suggesting a temporary stop), the variable display is restarted a predetermined number of times (so-called pseudo - continuous production is performed), and then the reach display is performed (see Fig. 35). In this reach pattern C, there are provided patterns in which a temporary stop is performed once and patterns in which a temporary stop is performed twice between the start of the variable production and the performance of the reach display.
[0186] Reach pattern D is a mode in which a reach display is performed after the above - mentioned special production is executed. The reach pattern D in which this special production is executed will be described later in detail.
[0187] Note that the reach variable pattern is not limited to the above - mentioned mode. For example, a mode in which a predetermined suggestion is made by pressing the operation button 9b, a mode in which the accessory production device operates in a predetermined mode (accessory operation production), etc. may be provided. Also, a mode in which the same type of production or different types of production are executed multiple times may be provided. In addition, in the variable production according to reach pattern C, the number of times of performing the temporary stop and the timing of performing the temporary stop can be set to various numbers of times and various time points. Also, it may be set such that the variable production according to reach pattern C in which the above - mentioned temporary stop is performed a specific number of times (for example, 4 times) is executed only when a big win is selected, and when the variable production according to reach pattern C is executed, it may be possible to grasp that a big win has been selected. In addition, in the reach variable pattern, instead of performing a reach display in which the first stop symbol and the second stop symbol are stopped and displayed with the same symbol, it may be suggested by displaying a predetermined image indicating that a reach has occurred.
[0188] In addition, as the mode of the latter half of the variable effect when the mode of the first half of the variable effect is the reach variable pattern, a reach development effect is executed in which a predetermined development effect image (see FIG. 36(e)) is displayed on the effect display device 21 after the reach display, and then a development-with pattern that suggests that the result of the jackpot lottery is a jackpot or a loss, and a development-without pattern (see FIG. 33) that suggests that the result of the jackpot lottery is a loss without executing the reach development effect after the reach display are provided. In the pachinko machine P according to this embodiment, the variable effect by the development-without pattern can be executed only when the result of the jackpot lottery is a loss, but the variable effect by the development-without pattern may also be executed when the result of the jackpot lottery is a jackpot. That is, it may be configured such that the result of the jackpot lottery is suggested to be a jackpot without executing the reach development effect after the reach display.
[0189] In addition, as the mode of the latter half of the variable effect when the mode of the first half of the variable effect is a non-reach variable pattern, a normal-loss pattern (see FIG. 33) is provided in which it is suggested that the result of the jackpot lottery is a loss after the elapse of the latter half variable time.
[0190] Multiple types of modes of the development-without pattern, the development-with pattern, and the normal-loss pattern are provided. For example, the development-with pattern is provided with multiple modes in which the displayed development effect images are different. In addition, the development-with pattern includes a mode in which a loss or a jackpot is suggested without any particular execution of an effect other than the display of a predetermined development effect image after the start of the display of the development effect image, a mode in which a loss or a jackpot is suggested after a chance-up effect in which the displayed development effect image is switched to a high-expectation development effect image with a higher expectation of winning the jackpot, and the like. In addition, as the no-development pattern, development pattern, and normal-losing pattern, there may be provided a mode (cut-in effect) in which a cut-in image suggesting the degree of expectation for a jackpot win is displayed superimposed on the effect symbol 50, a mode in which a predetermined suggestion is made by pressing the operation button 9b, a mode in which the accessory effect device operates in a predetermined mode (accessory operation effect), and the like. Further, a mode in which the same type of effect or different types of effects are executed multiple times may be provided.
[0191] In addition, in each of the above-described effects, not only the display of an image and the output of sound, but also the effect illumination device 23 (lamp) may emit light in a predetermined lighting pattern or color.
[0192] Note that in the pachinko machine P according to this embodiment, the period from the start of the variable display of the effect symbol 50 until the presence or absence of a reach display is suggested (that is, until the second stop symbol is stopped and displayed) corresponds to the first half of the variable effect, and the period from when the presence or absence of a reach display is suggested until the third stop symbol is stopped and displayed (that is, until the variation of the effect symbol 50 ends) corresponds to the second half of the variable effect.
[0193] Also, here, in the pachinko machine P according to this embodiment, a mode of variable effect that can be executed is predetermined according to the variable pattern command received from the main CPU 101 of the main control board 100. That is, in the pachinko machine P according to this embodiment, the variable effect is executed in a mode associated with the received variable pattern command.
[0194] Specifically, when the variable pattern command is "00H", "04H", "10H", "13H", "20H", or "22H", the variable effect is executed in a mode (hereinafter also referred to as mode 1) in which the first half is a non-reach variable pattern and the second half is a normal-losing pattern, and it is configured to suggest that it is a loss. That is, the variation effect according to Mode 1 can be executed when, in the normal game state, it is a loss based on the first special drawing random number or the second special drawing random number and "00H" or "04H" is determined; when, in the high-probability short game state, it is a loss based on the first special drawing random number or the second special drawing random number and "10H" or "13H" is determined; or when, in the low-probability short game state, it is a loss based on the first special drawing random number or the second special drawing random number and "20H" or "22H" is determined (see FIGS. 9 and 37).
[0195] When the variation pattern command is "01H", the variation effect is executed according to any one of the modes where the first half is the reach pattern A and the second half is the non-development pattern (hereinafter also referred to as Mode 2), the mode where the first half is the reach pattern B and the second half is the non-development pattern (hereinafter also referred to as Mode 3), or the mode where the first half is the reach pattern C and the second half is the non-development pattern (hereinafter also referred to as Mode 4), and it is made to suggest that it is a loss. That is, the variation effect according to Mode 2, Mode 3, and Mode 4 can be executed when, in the normal game state, it is a loss based on the first special drawing random number and "01H" is determined (see FIGS. 9 and 37).
[0196] When the variation pattern command is "02H" or "03H", the variation effect is executed according to any one of the modes where the first half is the reach pattern A and the second half is the development pattern (hereinafter also referred to as Mode 5), the mode where the first half is the reach pattern B and the second half is the development pattern (hereinafter also referred to as Mode 6), or the mode where the first half is the reach pattern C and the second half is the development pattern (hereinafter also referred to as Mode 7), and it is made to suggest that it is a loss. When the variation pattern command is "0AH" or "0BH", the variation effect is executed according to any one of Mode 5, Mode 6, or Mode 7, and it is made to suggest that it is a big win. When the variation pattern is "11H" or "21H", the variation effect is executed according to any one of Mode 5 or Mode 6, and it is made to suggest that it is a loss. When the variable pattern command is "1AH" or "2AH", a variable effect is executed according to either Mode 5 or Mode 6, suggesting that it is a big win. That is, the variable effects according to Mode 5 and Mode 6 can be executed when, in the normal gaming state, a loss is determined as "02H" or "03H" based on the first special figure random number, a big win is determined as "0AH" or "0BH" based on the first special figure random number or the second special figure random number, in the high-probability short-time gaming state, a loss is determined as "11H" based on the second special figure random number, a big win is determined as "1AH" based on the first special figure random number or the second special figure random number, in the low-probability short-time gaming state, a loss is determined as "21H" based on the second special figure random number, or a big win is determined as "2AH" based on the first special figure random number or the second special figure random number (see FIGS. 9 and 37). Also, the variable effect according to Mode 7 can be executed when, in the normal gaming state, a loss is determined as "02H" or "03H" based on the first special figure random number, or a big win is determined as "0AH" or "0BH" based on the first special figure random number or the second special figure random number (see FIGS. 9 and 37).
[0197] When the variable pattern command is "12H", a variable effect is executed according to a mode in which the first half is a reach pattern D and the second half is a developing pattern (hereinafter also referred to as Mode 8), suggesting that it is a loss. When the variable pattern command is "1BH", "1CH", or "1DH", a variable effect is executed according to Mode 8, suggesting that it is a big win. That is, the variation effect according to Mode 8 can be executed when it results in a loss and "12H" is determined based on the second special figure random number in the high-probability short game state, or when it results in a big win and "1BH", "1CH", or "1DH" is determined based on the second special figure random number in the high-probability short game state (see FIGS. 9 and 37). Thus, in the pachinko machine P according to this embodiment, the variation effect according to Mode 8 can be executed only in the high-probability short game state.
[0198] Although not particularly shown, in the pachinko machine P according to this embodiment, different background images are displayed during the normal game state, the high-probability short game state, and the low-probability short game state, respectively, so that the set game state can be grasped by the background image. Also, in the variation effect, images (such as the effect symbol 50, the cut-in image, the development effect image, etc.) corresponding to the set game state are displayed. Note that the same type of images may be displayed during the normal game state, the high-probability short game state, and the low-probability short game state, or different types of images may be displayed.
[0199] (Determination of the Mode of the Variation Effect) Next, the determination of the mode of the above-described variation effect will be explained. As shown in FIG. 37, a variation effect determination table 119 for determining the mode of the variation effect (that is, any one of Modes 1 to 8) is stored in the sub-ROM 302 of the sub-control board 300.
[0200] Then, when the sub-CPU 301 of the sub-control board 300 receives a variation pattern command at the start of variation, it acquires a variation effect random number from 0 to 249, and determines the mode of the variation effect based on the acquired variation effect random number, the received variation pattern command, and the variation effect determination table 119.
[0201] Note that in FIG. 39, the numbers shown in each selection area where the variation pattern command and the mode of the variation effect are associated indicate the range of random numbers assigned to the selection area, that is, the selection ratio of the selection area. In the pachinko machine P according to this embodiment, regarding the mode of variable effects, the probabilities of execution when winning a jackpot are set separately. As a result, the degree of expectation for winning a jackpot changes according to the mode of variable effects to be executed.
[0202] Then, as described above, when the mode of variable effects is determined, the sub-CPU 301 also determines various images and the like to be displayed when executing the variable effects in the determined mode. For example, when the mode in which the first half part becomes the reach pattern B is determined, the sub-CPU 301 determines the type of the first half effect image to be displayed. When the mode in which the first half part becomes the reach pattern C is determined, the sub-CPU 301 determines the execution pattern of the pseudo continuous effect (the pattern in which the pseudo stop is performed once or twice). When the mode in which the second half part becomes the developed pattern is determined, the sub-CPU 301 determines the type of the developed effect image to be displayed. Further, the sub-CPU 301 also determines the type of the effect symbol 50 to be stopped and displayed.
[0203] Here, in the pachinko machine P according to this embodiment, the effect symbol 50 is a numeric symbol from "1" to "8". When winning a jackpot by jackpot lottery and determining the jackpot symbol X5 (that is, when a 10-round round game is executed during a special game based on winning a jackpot, and a high-probability time-short game state is set after the end of the special game), the symbol "7" is determined as the effect symbol 50 to be finally stopped and displayed. Also, when winning a jackpot by jackpot lottery and determining the jackpot symbol X2 or X4 (that is, when a 4-round round game is executed during a special game based on winning a jackpot, and a high-probability time-short game state is set after the end of the special game), any odd symbol other than "7" (that is, any of "1", "3", "5") is determined as the effect symbol 50 to be finally stopped and displayed. Also, when winning a jackpot through jackpot lottery and determining the jackpot symbol X1 or X3 (that is, when four rounds of round games are executed during a special game based on winning the jackpot, and a low-probability short-time game state is set after the end of the special game), any of the even symbols (that is, any of "2", "4", "6", "8") can be determined as the effect symbol 50 to be finally stopped and displayed. That is, when all the effect symbols 50 are stopped and displayed as odd symbols, this suggests that a high-probability short-time game state is set after the end of the special game based on winning the jackpot. Further, when all the effect symbols 50 are stopped and displayed as the symbol "7", this suggests that in addition to setting a high-probability short-time game state, ten rounds of round games are executed during the special game based on winning the jackpot (that is, a special game with a relatively large number of prize balls that can be obtained is executed). On the contrary, when all the effect symbols 50 are stopped and displayed as even symbols, this suggests that a low-probability short-time game state is set after the end of the special game based on winning the jackpot. Thus, in the pachinko machine P according to this embodiment, more advantageous game benefits are given in the order of when any of the even symbols is stopped and displayed → when the symbols "1", "3", or "5" are stopped and displayed → when the symbol "7" is stopped and displayed. That is, it can be said that the symbol "7" is the most advantageous symbol for the player, and the even symbol is the least advantageous symbol for the player. Thereby, the player can be made to expect that the symbols "1", "3", or "5" are stopped and displayed rather than the even symbol, and the symbol "7" is stopped and displayed rather than the symbols "1", "3", or "5".
[0204] (Outline of the hold display effect) The hold display effect is to perform a hold display in a predetermined display mode on the effect display device 21 when a hold memory is made or when the hold memory is read out. Here, only the hold display effect based on the hold memory of the second special drawing random number will be described, and the description of the hold display effect based on the hold memory of the first special drawing random number will be omitted. As shown in FIG. 38 and the like, a hold display area 52 for the second special drawing random number is provided below the display unit 21a in the effect display device 21. When a hold memory is made for the second special drawing random number, a hold display indicating that the hold memory has been made is performed in this hold display area 52, and the number of holds is suggested to the player by this hold display. Specifically, a read hold display unit 52a for displaying the read hold (that is, the hold that is the target of the variable display of the special symbol during execution) is provided at the leftmost part of the hold display area 52, and on the right side of the read hold display unit 52a, a first hold display unit 52b, a second hold display unit 52c, a third hold display unit 52d, and a fourth hold display unit 52e for displaying the stored holds in the order of storage are provided. And the second special drawing hold number is shown by the four hold display units of the first hold display unit 52b, the second hold display unit 52c, the third hold display unit 52d, and the fourth hold display unit 52e.
[0205] Here, in the pachinko machine P according to this embodiment, as described above, a second hold memory area for storing the second special drawing random number is provided in the main RAM 103 of the main control board 100, but also in the sub RAM 303 of the sub control board 300, when the second special drawing random number is stored in hold memory, a second hold memory area for storing information such as the result of the jackpot lottery determined by the pre-determination process, the type of special symbol, and the variation pattern command (hereinafter also referred to as hold information) is provided. The second hold memory area provided in this sub RAM 303 is composed of a total of four memory units, the first memory unit to the fourth memory unit. The first memory unit corresponds to the first hold display unit 52b, and hereinafter, the second memory unit to the fourth memory unit correspond to the second hold display unit 52c to the fourth hold display unit 52e, respectively. When hold information is stored in each memory unit, a hold display is performed in the corresponding hold display unit. Also, when a variation pattern command is received, the hold information stored in the first memory unit is read out, the hold information is stored in a predetermined processing area of the sub RAM 303, and a variation effect is started along with the start of the variable display of the special symbol. And accordingly, a hold display for the hold read out in the read hold display unit 52a is performed. Also, the sub-CPU 301 can grasp the second special figure hold count by checking which memory section in the second hold memory area stores hold information. For example, when no hold information is stored in any memory section, the second special figure hold count can be grasped as "0", and when hold information is stored up to the second memory section, the second special figure hold count can be grasped as "2".
[0206] For example, when the variable display and variable effect of the special symbol are not being executed and the second special figure hold count is "0", no hold display is performed on any of the read hold display section 52a, the first hold display section 52b, the second hold display section 52c, the third hold display section 52d, and the fourth hold display section 52e. And in this case, when the hold memory of the second special figure random number is performed, since hold information is stored in the first memory section, a hold display is performed in the first hold display section 52b. After that, when the hold memory is read out and the variable display and variable effect of the special symbol are started, the hold display in the first hold display section 52b is shifted to the read hold display section 52a, a hold display is performed in the read hold display section 52a, and the hold display in the first hold display section 52b is erased. Also, for example, when the variable display and variable effect of the special symbol are being executed and the second special figure hold count is "3", since hold information is stored in the first to third memory sections, a hold display is performed in the read hold display section 52a, and hold displays are also performed in the first hold display section 52b, the second hold display section 52c, and the third hold display section 52d. After that, when the ongoing variable display and variable effect of the special symbol end, the hold memory in the first memory section is read out, and when the next variable display and variable effect of the special symbol are started, the hold display in the first hold display section 52b is shifted to the read hold display section 52a, the hold display in the second hold display section 52c is shifted to the first hold display section 52b, the hold display in the third hold display section 52d is shifted to the second hold display section 52c, the hold displays in each hold display section are updated, and the hold display in the third hold display section 52d is erased (see FIGS. 38(a) to (c)).
[0207] Also, in the pachinko machine P according to this embodiment, as display modes of the hold display, there are provided modes in which a hold image of a white round mark is displayed (hereinafter also referred to as white hold), a hold image of a blue round mark is displayed (hereinafter also referred to as blue hold), a hold image of a green round mark is displayed (hereinafter also referred to as green hold), a hold image of a red round mark is displayed (hereinafter also referred to as red hold), a hold image of a gold round mark is displayed (hereinafter also referred to as gold hold), and a hold image of a rainbow-colored round mark is displayed (hereinafter also referred to as rainbow hold) (see FIG. 38 etc.), and the hold display is performed in any of these display modes. And regarding these display modes of the hold display, the likelihood (i.e., the expectation level of winning a jackpot) of being displayed when winning a jackpot is set separately. Specifically, in the order of white hold → blue hold → green hold → red hold → gold hold, the expectation level of winning a jackpot gradually increases. Thereby, according to the mode in the hold display, the player's sense of expectation for the jackpot can be changed. Note that the rainbow hold is displayed only when winning a jackpot and is not displayed in the case of a loss. That is, when the rainbow hold is displayed, it is suggested that the player has won a jackpot. Also, in the drawings, a round mark with the character "white" attached indicates a white hold, a round mark with the character "blue" attached indicates a blue hold, a round mark with the character "green" attached indicates a green hold, a round mark with the character "red" attached indicates a red hold, a round mark with the character "gold" attached indicates a gold hold, and a round mark with the character "rainbow" attached indicates a rainbow hold.
[0208] Also, in the pachinko machine P according to this embodiment, the display mode of the hold display (hereinafter referred to as the initial hold) at the time when the hold storage of the second special figure random number is made is determined to be either a white hold or a blue hold, and the hold display of the corresponding initial hold is performed in the corresponding hold display section according to the mode corresponding to the determined initial hold.
[0209] (Outline of Hold Change Presentation) Furthermore, in the pachinko machine P according to this embodiment, a hold change effect can be executed in which the display mode of the hold display being displayed related to the stored hold switches to another display mode with a higher expectation of a big win (see FIGS. 39, 40, etc.). Here, only the hold change effect executed for the hold display based on the storage of the second special figure random number during the high-probability short game state will be described, and the description of the hold change effect executed for other game states or the hold display based on the storage of the first special figure random number will be omitted.
[0210] In the pachinko machine P according to this embodiment, when the hold stored in the first storage unit is read out and the variation effect based on the read-out hold (hereinafter referred to as the said hold) is started, it is possible to determine the execution of the hold change effect for the said hold. And when the execution of the hold change effect is determined, the switching mode of the hold display for the said hold is determined. When the switching mode of the hold display is determined, at a predetermined switching timing, the display mode of the hold display of the said hold switches to another display mode with a higher expectation of a big win. As the above-mentioned switching timing, a first timing which is the start timing of the variation effect (hereinafter referred to as the said variation effect) based on the said hold, and a second timing which is the reach display timing of the said variation effect are set.
[0211] For example, during the variable display of the special symbol and the execution of the variation effect, when the number of first special figure holds is "0" and a white hold display is made in the read-out hold display unit 52a (see FIG. 39(a)), it is assumed that a new storage of the second special figure random number is made and the storage information related to the new hold is stored in the first storage unit. Then, when a blue hold is determined as the initial hold for this newly stored hold, and it is assumed that the execution of the hold change effect is determined at the start of the variation effect (the said variation effect) based on this hold (the said hold). Specifically, at the first timing (the start timing of the said variation effect), it is determined that the hold display of the blue hold for the said hold switches to the hold display of the green hold with a one-step higher expectation of winning a big win. Then, when the hold is stored, a hold display of blue hold is performed in the first hold display unit 52b (see Fig. 39(b)). Then, when the ongoing variable effect ends (see Fig. 39(c)) and the hold information stored in the first storage unit (i.e., the hold information of the hold) is read out and the variable effect is started based on the hold information, a display is performed to shift the hold display of blue hold being performed in the first hold display unit 52b to the readout hold display unit 52a (see Fig. 39(d)), and at the same time, the hold display of blue hold in the readout hold display unit 52a is switched to the hold display of green hold (see Fig. 39(e)). As a result, a hold display of green hold is performed for the hold in the readout hold display unit 52a.
[0212] Also, for example, during the variable display of the special symbol and the execution of the variable effect, when the first special symbol hold count is "0" and a hold display of white hold is being performed in the readout hold display unit 52a (see Fig. 40(a)), assume that a new hold memory of the second special symbol random number is made and the hold information related to the new hold is stored in the first storage unit. Then, assume that white hold is determined as the initial hold for this newly stored hold, and it is determined that a hold change effect is to be executed at the start of the variable effect (the variable effect) based on this hold (the hold). Specifically, at the second point in time (the reach display point in time of the variable effect), assume that it is determined that the hold display of the hold is to be switched from the hold display of white hold to the hold display of red hold with a three-step higher probability of winning a big hit for the hold. Then, when the hold is stored, a hold display of a white hold is performed on the first hold display unit 52b (see Fig. 40(b)). Then, when the ongoing variable effect ends (see Fig. 40(c)) and the hold information stored in the first storage unit is read out and the variable effect is started based on the hold information, a display is performed to shift the hold display of the white hold being performed on the first hold display unit 52b to the readout hold display unit 52a (see Fig. 40(d)). After that, when reaching the reach display timing of the variable effect, the hold display of the white hold on the readout hold display unit 52a is switched to the hold display of a red hold (see Fig. 40(e)). As a result, on the readout hold display unit 52a, a hold display of a red hold is performed for the hold. And if the variable effect is executed according to a developed pattern, then, thereafter, a reach development effect is executed (see Fig. 40(f)).
[0213] Note that the switching timing is not limited to the above-mentioned timing, and any timing from the start to the end of a variable effect (for example, a variable effect executed two times before the variable effect based on the hold, a variable effect executed one time before the variable effect based on the hold, etc.) executed before the variable effect from the time the hold is stored (for example, the start timing of the variable effect, the end timing of the variable effect, when a specific effect (temporary stop of the effect symbol 50, chance-up effect, etc.) is executed during the variable effect, then the execution timing of the specific effect, etc.) or any timing from the start to the end of the variable effect may be set. Also, in the pachinko machine P according to this embodiment, a plurality of switching timings are set during one variable effect, but it is not limited to this, and only one switching timing may be set during one variable effect. Also, although it is set so that only one hold change effect is executed during one variable effect, it is not limited to this, and a plurality of hold change effects may be executed during one variable effect.
[0214] (Outline of various determinations regarding hold display) Regarding the mode of the initial hold of the newly stored hold, it is determined based on the information of the variation pattern command included in the preliminary determination command transmitted from the main control board 100 at the time when this hold is stored.
[0215] As shown in FIG. 41, in the sub-ROM 302 of the sub-control board 300, an initial hold determination table 121 for determining the mode of the initial hold is stored. The sub-CPU 301 determines the mode of the initial hold with reference to the initial hold determination table 121.
[0216] In the initial hold determination table 121, the information of the variation pattern command included in the preliminary determination command acquired from the main control board 100 at the time when the second special figure random number is stored in hold, and the mode of the initial hold are defined in association with each initial hold determination random number acquired within a predetermined numerical range (in this embodiment, 0 to 249). When the sub-control board 300 receives a preliminary determination command from the main CPU 101 of the main control board 100, the sub-CPU 301 acquires an initial hold determination random number of 1 from a predetermined numerical range (0 to 249). Then, the sub-CPU 301 determines the mode of the initial hold based on the initial hold determination table 121, the information of the variation pattern command included in the preliminary determination command, and the acquired initial hold determination random number.
[0217] Also, the numbers written in each selection area in FIG. 41 where the variation pattern command and the mode of the initial hold are associated indicate the range of random numbers (the selection ratio of the selection area) allocated to the selection area. In the pachinko machine P according to this embodiment, regarding the mode of the initial hold, the probabilities of execution when winning a jackpot are set separately. Accordingly, the degree of expectation for winning a jackpot changes according to the mode of the initial hold.
[0218] In addition, whether or not to execute the hold change effect for the hold, the execution time when the hold change effect is executed, and the mode of the hold display after the hold change are determined based on the hold change pattern command of the hold transmitted from the main control board 100 at the start time of the variable effect.
[0219] As shown in FIG. 42, in the sub-ROM 302 of the sub-control board 300, a hold change effect determination table 122 for determining whether or not to execute the hold change effect for the hold, the execution time when the hold change effect is executed, and the mode of the hold display after the hold change is stored. The sub-CPU 301 refers to the hold change effect determination table 122 and determines whether or not to execute the hold change effect for the hold, the execution time when the hold change effect is executed, and the mode of the hold display after the hold change.
[0220] In the hold change effect determination table 122, for each initial hold mode, the change pattern command acquired from the main control board 100 at the start time of the variable effect, and the hold change determination random number acquired within a predetermined numerical range (0 to 249 in this embodiment), whether or not to execute the hold change effect for the hold, the execution time when the hold change effect is executed, and the mode of the hold display after the hold change are defined. When the sub-control board 300 receives the change pattern command from the main CPU 101 of the main control board 100, the sub-CPU 301 acquires a hold change determination random number of 1 from a predetermined numerical range (0 to 249). Then, based on the hold change effect determination table 122, the initial hold mode, the change pattern command, and the acquired hold change determination random number, the sub-CPU 301 determines whether or not to execute the hold change effect for the hold, the execution time when the hold change effect is executed, and the mode of the hold display after the hold change.
[0221] Specifically, as shown in FIG. 42, according to the hold change effect determination table 122, when the variation pattern command received by the sub-CPU 301 is "10H" or "13H" (that is, when the variation effect according to mode 1 (the first half is a reachless variation pattern and the second half is a normal miss pattern) is executed), if the mode of the initial hold of the hold is a white hold, the execution or non-execution of the hold change effect is determined. As the execution time point of the hold change effect when the execution of the hold change effect is determined, the first time point is always determined. As the mode of the hold display after the hold change, either a blue hold or a green hold is determined.
[0222] Also, when the variation pattern command received by the sub-CPU 301 is "11H" (that is, when the variation effect according to mode 5 (the first half is a reach pattern A and the second half is a pattern with development) or mode 6 (the first half is a reach pattern B and the second half is a pattern with development) is executed), if the mode of the initial hold of the hold is a white hold, the execution or non-execution of the hold change effect is determined. As the execution time point of the hold change effect when the execution of the hold change effect is determined, either the first time point or the second time point is determined. As the mode of the hold display after the hold change, either a blue hold, a green hold, a red hold, or a gold hold is determined. If the mode of the initial hold of the hold is a blue hold, the execution or non-execution of the hold change effect is determined. As the execution time point of the hold change effect when the execution of the hold change effect is determined, either the first time point or the second time point is determined. As the mode of the hold display after the hold change, either a green hold, a red hold, or a gold hold is determined.
[0223] Also, when the variation pattern command received by the sub-CPU 301 is "12H" (i.e., when the variation effect according to Mode 8 (the first half is the reach pattern D and the second half is the developing pattern) is executed), if the initial hold mode of the hold is a white hold, it is determined whether to execute or not execute the hold change effect. When it is determined to execute the hold change effect, one of the second time points is always determined as the execution time point of the hold change effect, and one of the blue hold, green hold, red hold, or gold hold is determined as the hold display mode after the hold change. When the initial hold mode of the hold is a blue hold, it is determined whether to execute or not execute the hold change effect. When it is determined to execute the hold change effect, the second time point is always determined as the execution time point of the hold change effect, and one of the green hold, red hold, or gold hold is determined as the hold display mode after the hold change. Note that as the execution time point of the hold change effect, not only the second time point but also the first time point may be determined.
[0224] Also, when the variation pattern command received by the sub-CPU 301 is "1AH" (i.e., when the variation effect according to Mode 5 (the first half is the reach pattern A and the second half is the developing pattern) or Mode 6 (the first half is the reach pattern B and the second half is the developing pattern) is executed), if the initial hold mode of the hold is a white hold, it is determined whether to execute or not execute the hold change effect. When it is determined to execute the hold change effect, either the first time point or the second time point is determined as the execution time point of the hold change effect, and one of the blue hold, green hold, red hold, gold hold, or rainbow hold is determined as the hold display mode after the hold change. When the initial hold mode of the hold is a blue hold, it is determined whether to execute or not execute the hold change effect. When it is determined to execute the hold change effect, either the first time point or the second time point is determined as the execution time point of the hold change effect, and one of the green hold, red hold, gold hold, or rainbow hold is determined as the hold display mode after the hold change.
[0225] Also, when the variation pattern command received by the sub-CPU 301 is "1BH", "1CH", or "1DH" (that is, when the variation effect according to Mode 8 (the first half is the reach pattern D and the second half is the pattern with development) is executed), if the initial hold state of the hold is a white hold, it is determined whether or not to execute the hold change effect. When it is determined to execute the hold change effect, one of the second time points is always determined as the execution timing of the hold change effect, and as the state of the hold display after the hold change, one of a blue hold, a green hold, a red hold, a gold hold, or a rainbow hold is determined. When the initial hold state of the hold is a blue hold, it is determined whether or not to execute the hold change effect. When it is determined to execute the hold change effect, the second time point is always determined as the execution timing of the hold change effect, and as the state of the hold display after the hold change, one of a green hold, a red hold, a gold hold, or a rainbow hold is determined. Note that as the execution timing of the hold change effect, not only the second time point is determined, but the first time point may also be determined.
[0226] Also, in FIG. 42, the numbers described in each selection area in which the variation pattern command and the initial hold state are associated with the availability of execution of the hold change effect, the execution timing when the hold change effect is executed, and the state of the hold display after the hold change indicate the range of random numbers (the selection ratio of the selection area) assigned to the selection area. Note that in the pachinko machine P according to this embodiment, the hold change effect can be executed regardless of whether or not the reach display is performed in the variation effect. However, when the reach display is not performed in the variation effect, the hold change effect may not be executed. Also, the hold change effect may be set to be executable only when the reach development effect is executed in the variation effect. By setting in this way, the expectation for winning a jackpot when the hold change effect is executed can be increased, and the interest of the player can be enhanced.
[0227] In addition, the display mode of the hold display is not limited to the above-described content. For example, a mode in which round marks of other colors are displayed or a mode in which other shapes (such as characters) are displayed may be provided. Also, the switching mode of the hold display is not limited to the above-described content. Further, a switching mode may be provided such that the hold display is switched when a player performs a predetermined operation (for example, pressing the operation button 9b). By doing so, the player's interest in the hold change effect can be enhanced.
[0228] In addition, in the pachinko machine P according to this embodiment, at the start point of the variable effect, it is determined whether or not to execute the hold change effect for the hold related to the started variable effect, but it is not limited to this. For example, at the time when the hold is stored, the initial hold mode may be determined and whether or not to execute the hold change effect may be determined. Also, when determining whether or not to execute the hold change effect in this way, when a predetermined hold change prohibition condition (for example, it has been determined to execute the hold change effect for any of the stored holds, the hold change effect is being executed for any of the stored holds, etc.) is not satisfied, it may be possible to determine to execute the hold change effect. By doing so, the load on hardware resources such as the sub-CPU 301 at the start point of the variable effect can be reduced, and in the variable effect executed before the variable effect of the hold, a predetermined effect based on the determination result of whether or not to execute the hold change effect for the hold can be executed. Also, it is possible to prevent a situation where the player feels uncomfortable with the hold change effect due to the overlapping execution of the hold change effects.
[0229] (Outline of Special Effects) The special performance is executed in the first half of the variation performance according to Mode 8 (Reach Pattern D and the mode of the developing pattern) during the high-probability short-game state (from the start of the variation performance until the reach display is performed). That is, in the high-probability short-game state, when the lottery for a big win based on the second special figure random number results in a loss and a variation pattern command of "12H" (a variation pattern with a 70-second variation) is determined, or when the lottery for a big win based on the second special figure random number results in a big win and variation pattern commands of "1BH", "1CH", "1DH" (variation patterns with 70-second variation, 73-second variation, 67-second variation) are determined, the special performance is executed in the first half of the variation performance based on such determination.
[0230] In this special performance, it is possible to execute an operation performance that prompts the player to press the operation button 9b a predetermined number of times. After a number suggestion performance that suggests the number of times of execution of the operation performance is performed for a predetermined number suggestion performance execution time (5 seconds in this form) (see Fig. 46(d)), the execution of the predetermined number of times of the operation performance starts from a predetermined execution start point in the first half of the above-described variation performance (see Fig. 46(e)). In the pachinko machine P according to this form, the period from the execution start point until the reach display is performed is divided into a predetermined number of operation performance execution sections, and the time of one operation performance execution section is set to 3 seconds. And one operation performance is executed in one operation performance execution section. Note that instead of executing one operation performance in one operation performance execution section, one operation performance may be executed across a plurality of consecutive (for example, two) operation performance execution sections. And each time the operation performance is executed, a specific suggestion that performs various suggestions such as the expected degree of winning a big win and the execution of a predetermined performance is executed when the operation button 9b is pressed (see Fig. 46(f), Fig. 46(h), Fig. 46(j), etc.).
[0231] In addition, for the special effects, there are two patterns for the temptation effect that provokes whether the special effect is to be executed or not at the start of the special effect: one where the temptation effect is executed and one where it is not. In the pattern where it is executed, after the above-mentioned temptation effect is executed to suggest the execution of the special effect (see FIGS. 46(b) to (c)), the above-mentioned number suggestion effect is executed, and then the execution of the predetermined number of operations of the operation effect is started. On the other hand, in the pattern where it is not executed, the above-mentioned temptation effect is not executed, and after the above-mentioned number suggestion effect is executed, the execution of the predetermined number of operations of the operation effect is started. Also, in the pachinko machine P according to this embodiment, as the execution modes of the temptation effect, three types of modes A, B, and C are provided, in which the execution time from start to end (hereinafter also referred to as the temptation effect execution time) and the displayed temptation images are different. As shown in FIGS. 46(b) to (c), Mode A is an execution mode in which the temptation effect execution time is 3 seconds and a temptation image A (for example, a moving image that displays whether an icon (such as an icon with the words "Treasure Attack") that suggests the execution of a special effect stops or not) is displayed. Mode B, although not particularly illustrated, is an execution mode in which the temptation effect execution time is 6 seconds and a temptation image B (for example, a moving image that displays whether a treasure box opens and an icon that suggests the execution of a special effect appears from inside) is displayed. Mode C, although not particularly illustrated, is a mode in which the temptation effect execution time is 9 seconds and a temptation image C (for example, a moving image that shows a battle between a plurality of characters and the battle result (suggesting the execution of a special effect by the victory of a specific character) of whether a specific character wins or not) is displayed. And in the above-mentioned pattern where it is executed, the temptation effect is executed in any one of the execution modes of Mode A, Mode B, or Mode C.
[0232] In the pachinko machine P according to this embodiment, even when variable pattern commands other than "12H", "1BH", "1CH", and "1DH" ("10H", "11H", "13H", "1AH") are determined, a fanning effect according to Mode A, Mode B, or Mode C can be executed. In this case, when the fanning effect is executed, it is finally suggested that a special effect is not executed. As a result, even when the same fanning effect is executed, both cases where the execution of the special effect is suggested and cases where the non-execution is suggested can occur. Therefore, the production effect of the fanning effect can be improved and the expectation for the execution of the special effect can be enhanced. Further, the execution mode of the fanning effect is not limited to the above, and it may be provided with an execution mode that is executed only when a variable pattern command of "12H", "1BH", "1CH", or "1DH" is determined, and that always suggests the execution of a special effect (that is, an execution mode in which the execution of the special effect is determined).
[0233] Also, in each operation effect, as described above, an operation display (for example, display of a button image imitating the operation button 9b and a character image of "Push!") that prompts the player to press the operation button 9b is performed (see FIGS. 46(e), 46(g), 46(i), etc.). Then, if the operation button 9b is pressed during the period from when the display is performed until a predetermined operation valid time (2 seconds in this embodiment) elapses (hereinafter also referred to as the operation valid period), the button image is erased, and the above-described specific suggestion is executed until the operation effect execution period (3 seconds) ends. That is, in the pachinko machine P according to this embodiment, one operation effect execution period corresponds to the period from when one operation effect is started until it ends (the period from when the operation display is started until the specific suggestion ends, hereinafter also referred to as the operation effect execution period), and this period is set to 3 seconds. Note that if the operation button 9b is not pressed during the operation valid period, the above-described specific suggestion is not executed, and although not particularly illustrated, a non-execution image (for example, a card image with a "?" mark displayed) indicating that the specific suggestion is not executed is displayed until the operation effect execution period ends.
[0234] In the specific suggestion, a specific suggestion image (for example, a card image on which the suggestion content is displayed) that gives various suggestions such as the expectation level of winning the jackpot and the execution of a predetermined effect is displayed. Specifically, as a specific suggestion image that suggests the expectation level of winning the jackpot (hereinafter also referred to as the expectation level suggestion image), there are six types: a white chance image (a card image on which the characters "White Chance" are displayed), a blue chance image (a card image on which the characters "Blue Chance" are displayed), a green chance image (a card image on which the characters "Green Chance" are displayed), a red chance image (a card image on which the characters "Red Chance" are displayed), a gold chance image (a card image on which the characters "Gold Chance" are displayed), and a rainbow chance image (a card image on which the characters "Rainbow Chance" are displayed). They are set in this order so that the expectation level of winning the jackpot gradually increases. Also, the rainbow chance image is set to be displayed only when winning the jackpot (when the variable pattern commands of "1BH", "1CH", "1DH" are determined). When the rainbow chance image is displayed, it suggests winning the jackpot.
[0235] Also, as specific suggestion images that suggest the execution of a predetermined effect, there are provided a specific suggestion image that suggests the execution of a hold change effect (hereinafter also referred to as the hold change suggestion image), and a specific suggestion image that suggests the execution of a reach display with a predetermined symbol (hereinafter also referred to as the tempai symbol suggestion image).
[0236] The retention change suggestion images include five types: a blue retention change suggestion image (a card image with the words "blue retention change" displayed) that suggests the execution of a retention change to blue retention, a green retention change suggestion image (a card image with the words "green retention change" displayed) that suggests the execution of a retention change to green retention, a red retention change suggestion image (a card image with the words "red retention change" displayed) that suggests the execution of a retention change to red retention, a gold retention change suggestion image (a card image with the words "gold retention change" displayed) that suggests the execution of a retention change to gold retention, and a rainbow retention change suggestion image (a card image with the words "rainbow retention change" displayed) that suggests the execution of a retention change to rainbow retention. When any of the retention change suggestion images is displayed in a specific suggestion, at the time when the reach display is performed, a retention change is executed in the manner suggested by the retention change suggestion image (see FIGS. 46(j) and 47(b)).
[0237] The tempai symbol suggestion images include eight types: a 1-symbol tempai suggestion image (a card image with the words "1-symbol tempai" displayed) that suggests that a reach display is performed with the symbol "1", a 2-symbol tempai suggestion image (a card image with the words "2-symbol tempai" displayed) that suggests that a reach display is performed with the symbol "2", a 3-symbol tempai suggestion image (a card image with the words "3-symbol tempai" displayed) that suggests that a reach display is performed with the symbol "3", a 4-symbol tempai suggestion image (a card image with the words "4-symbol tempai" displayed) that suggests that a reach display is performed with the symbol "4", a 5-symbol tempai suggestion image (a card image with the words "5-symbol tempai" displayed) that suggests that a reach display is performed with the symbol "5", a 6-symbol tempai suggestion image (a card image with the words "6-symbol tempai" displayed) that suggests that a reach display is performed with the symbol "6", a 7-symbol tempai suggestion image (a card image with the words "7-symbol tempai" displayed) that suggests that a reach display is performed with the symbol "7", and an 8-symbol tempai suggestion image (a card image with the words "8-symbol tempai" displayed) that suggests that a reach display is performed with the symbol "8". When any of the tempai symbol suggestion images is displayed in the specific suggestion, a reach display using the symbol suggested by the tempai symbol suggestion image is executed (see FIGS. 46(h) and 47(b)).
[0238] Note that the specific suggestion images (contents that can be suggested in the specific suggestion) that can be displayed in the specific suggestion are not limited to the above-mentioned expectancy suggestion images, hold change suggestion images, and tempai symbol suggestion images. For example, a reach development performance suggestion image that suggests the type of development performance image displayed in the reach development performance (that is, suggests that a reach development performance in which a predetermined development performance image is displayed is executed), a high-probability suggestion image that suggests that a high-probability short-time game state is set after a jackpot win and a special game based on the win, a maximum special game suggestion image that suggests that 10 rounds of round games are executed during a jackpot win and a special game based on the win, a next-expectancy suggestion image that suggests the expectancy of displaying a specific suggestion image with a high expectancy of a jackpot in the next operation performance (for example, a gold chance image, etc.) or a specific suggestion image with a high advantage for the player (for example, a gold hold change suggestion image, a 7-symbol tempai suggestion image, etc.), etc. may be displayed as well.
[0239] (Number of times of execution of operation performance, possibility of execution of excitement performance, and outline of execution mode) Here, in the pachinko machine P according to this embodiment, for each variable pattern command (variable pattern) in which a special performance is executed, a plurality of types of the above-mentioned execution start times (hereinafter, also referred to as operation performance start positions) are provided. According to this operation performance start position, the number of times of execution of the operation performance (the number of operation performance execution sections) is predetermined, and the possibility of execution of the above-mentioned excitement performance and the types of execution modes in the case of execution are predetermined.
[0240] Specifically, as shown in FIG. 43, in the case of a special effect when a variation pattern command of "12H" associated with a losing variation pattern (20 seconds in the first half and 50 seconds in the second half) is determined, and in the case of a special effect when a variation pattern command of "1BH" associated with a winning variation pattern is determined, four types are provided: pattern A1 where the operation effect start position is set at the point when 5 seconds have elapsed since the start of the variation effect, pattern A2 where the operation effect start position is set at the point when 8 seconds have elapsed since the start of the variation effect, pattern A3 where the operation effect start position is set at the point when 11 seconds have elapsed since the start of the variation effect, and pattern A4 where the operation effect start position is set at the point when 14 seconds have elapsed since the start of the variation effect.
[0241] In pattern A1, the time from the operation effect start position (the point when 5 seconds have elapsed since the start of the variation effect) to the reach display time (the point when 20 seconds have elapsed since the start of the variation effect) is 15 seconds. Since the execution period of one operation effect in this form (one operation effect execution section) is set to 3 seconds, the number of times the operation effect is executed is 5 times. Also, the execution time of the number suggestion effect in this form is set to 5 seconds, and the total execution time of the number suggestion effect and the 5 times of the operation effect is 20 seconds. That is, when these effects are executed, the time from the start of the variation effect to the reach display time, which is 20 seconds, is reached, so the excitement effect cannot be executed. From the above, in pattern A1, when the variation effect starts, the number suggestion effect is executed without executing the excitement effect. By this number suggestion effect, it is suggested that the number of times the operation effect is executed is 5 times, and then the operation effect is executed 5 times. And when the 5 times of the operation effect ends, the reach display is performed, and then the reach development effect is executed to suggest a win or a loss.
[0242] In pattern A2, since the time from the start position of the operation effect (8 seconds after the start of the variable effect) to the reach display time (20 seconds after the start of the variable effect) is 12 seconds, the number of times the operation effect is executed is 4 times. Also, the execution time of the number suggestion effect (5 seconds) and the 4 times of the operation effect is 17 seconds, which is 3 seconds shorter than the 20 seconds from the start of the variable effect to the reach display time. Therefore, the exciting effect is executed during this remaining 3 seconds. As described above, since the exciting effect execution time is set to 3 seconds for mode A, 6 seconds for mode B, and 9 seconds for mode C, in pattern A2, the exciting effects of mode B and mode C cannot be executed, and the exciting effect of mode A is executed. From the above, in pattern A2, when the variable effect starts, the exciting effect of mode A is executed to suggest the execution of the exciting effect, and then the number suggestion effect is executed. This number suggestion effect suggests that the number of times the operation effect is executed is 4 times, and then the operation effect is executed 4 times. When the 4 times of the operation effect are completed, the reach display is performed, and then the reach development effect is executed to suggest a big win or a miss.
[0243] In pattern A3, since the time from the start position of the operation effect (11 seconds after the start of the variable effect) to the reach display time (20 seconds after the start of the variable effect) is 9 seconds, the number of times the operation effect is executed is 3 times. Also, the execution time of the number suggestion effect (5 seconds) and the 3 times of the operation effect is 14 seconds, which is 6 seconds shorter than the 20 seconds from the start of the variable effect to the reach display time. Therefore, the exciting effect is executed during this remaining 6 seconds. In pattern A3, the exciting effect of mode C with an exciting effect execution time set to 9 seconds cannot be executed, and the exciting effect of mode A or mode B is executed. When the exciting effect of mode A is executed, since the exciting effect execution time of mode A (3 seconds) is shorter than the above remaining time (6 seconds), the final image of the exciting effect of mode A remains displayed until the remaining time elapses. From the above, in Pattern A3, when the variable effect is started, after the agitation effect of Mode A or Mode B is executed to suggest the execution of the agitation effect, the number-of-times suggestion effect is executed. By this number-of-times suggestion effect, it is suggested that the number of times the operation effect is executed is 3 times, and then the operation effect is executed 3 times. When the 3 times of operation effects are completed, a reach display is performed, and then, a reach development effect is executed to suggest a big win or a loss.
[0244] In Pattern A4, since the time from the operation effect start position (the time point when 14 seconds have elapsed since the variable effect started) to the reach display time point (the time point when 20 seconds have elapsed since the variable effect started) is 6 seconds, the number of times the operation effect is executed is 2 times. Also, the number-of-times suggestion effect (5 seconds) and the execution time of the 2 times of operation effects are 11 seconds, which is 9 seconds shorter than 20 seconds, which is the time from the start of the variable effect to the reach display time point. Therefore, the agitation effect is executed during this remaining 9 seconds. In Pattern A4, the agitation effect of Mode A, Mode B, or Mode C is executed. When the agitation effect of Mode A or Mode B is executed, since the execution time of the agitation effect of Mode A or Mode B (3 seconds, 6 seconds) is shorter than the above remaining time (9 seconds), the final image of the agitation effect of Mode A or Mode B remains displayed until the remaining time elapses. From the above, in Pattern A4, when the variable effect is started, after the agitation effect of Mode A, Mode B, or Mode C is executed to suggest the execution of the agitation effect, the number-of-times suggestion effect is executed. By this number-of-times suggestion effect, it is suggested that the number of times the operation effect is executed is 2 times, and then the operation effect is executed 2 times. When the 2 times of operation effects are completed, a reach display is performed, and then, a reach development effect is executed to suggest a big win or a loss.
[0245] Also, as shown in FIG. 44, for the special effects when the variation pattern command of "1CH" associated with a big win and a 73-second variation (the first half is 23 seconds and the second half is 50 seconds) is determined, there are five types: pattern B1 where the operation effect start position is set at the time 5 seconds after the start of the variation effect, pattern B2 where the operation effect start position is set at the time 8 seconds after the start of the variation effect, pattern B3 where the operation effect start position is set at the time 11 seconds after the start of the variation effect, pattern B4 where the operation effect start position is set at the time 14 seconds after the start of the variation effect, and pattern B5 where the operation effect start position is set at the time 17 seconds after the start of the variation effect.
[0246] In pattern B1, since the time from the operation effect start position (the time 5 seconds after the start of the variation effect) to the reach display time (the time 23 seconds after the start of the variation effect) is 18 seconds, the number of times the operation effect is executed is 6 times. Also, the total of the number indication effect (5 seconds) and the execution time of the 6 times of operation effects is 23 seconds. That is, when these effects are executed, the time from the start of the variation effect to the reach display time, which is 23 seconds, is reached, so the excitement effect cannot be executed. From the above, in pattern B1, when the variation effect starts, the number indication effect is executed without executing the excitement effect. By this number indication effect, it is suggested that the number of times the operation effect is executed is 6 times, and then the operation effect is executed 6 times. And when the 6 times of operation effects are completed, the reach display is performed, and then the reach development effect is executed to suggest a big win.
[0247] In Pattern B2, since the time from the start position of the operation effect (8 seconds after the start of the variable effect) to the reach display time (23 seconds after the start of the variable effect) is 15 seconds, the number of times the operation effect is executed is 5 times. Also, the execution time of the number suggestion effect (5 seconds) and the 5 times of the operation effect is 20 seconds, which is 3 seconds shorter than the 23 seconds from the start of the variable effect to the reach display time. Therefore, the exciting effect is executed during this remaining 3 - second period. In Pattern B2, the exciting effects with the execution time set to 6 seconds in Mode B and 9 seconds in Mode C cannot be executed, and the exciting effect in Mode A is executed. From the above, in Pattern B2, when the variable effect starts, after the exciting effect in Mode A is executed to suggest the execution of the exciting effect, the number suggestion effect is executed. By this number suggestion effect, it is suggested that the number of times the operation effect is executed is 5 times, and then the operation effect is executed 5 times. When the 5 - time operation effect ends, the reach display is performed, and then the reach development effect is executed to suggest a big win.
[0248] In Pattern B3, since the time from the start position of the operation effect (11 seconds after the start of the variable effect) to the reach display time (23 seconds after the start of the variable effect) is 12 seconds, the number of times the operation effect is executed is 4 times. Also, the execution time of the number suggestion effect (5 seconds) and the 4 times of the operation effect is 17 seconds, which is 6 seconds shorter than the 23 seconds from the start of the variable effect to the reach display time. Therefore, the exciting effect is executed during this remaining 6 - second period. In Pattern B3, the exciting effect with the execution time set to 9 seconds in Mode C cannot be executed, and the exciting effect in Mode A or Mode B is executed. When the exciting effect in Mode A is executed, since the execution time of the exciting effect in Mode A (3 seconds) is shorter than the above - mentioned remaining time (6 seconds), the final image of the exciting effect in Mode A remains displayed until the remaining time elapses. As described above, in Pattern B3, when the variable effect starts, after the fanning effect of Mode A or Mode B is executed to suggest the execution of the fanning effect, the number-of-times suggestion effect is executed. By this number-of-times suggestion effect, it is suggested that the number of times the operation effect is executed is 4, and then the operation effect is executed 4 times. When the 4 times of operation effects are completed, a reach display is performed, and then a reach development effect is executed to suggest a big win.
[0249] In Pattern B4, since the time from the operation effect start position (when 14 seconds have elapsed since the variable effect started) to the reach display time point (when 23 seconds have elapsed since the variable effect started) is 9 seconds, the number of times the operation effect is executed is 3 times. Also, the number-of-times suggestion effect (5 seconds) and the execution time of the 3 times of operation effects are 14 seconds, which is 9 seconds shorter than 23 seconds, the time from the start of the variable effect to the reach display time point. Therefore, the fanning effect is executed during this remaining 9 - second time. In Pattern B4, the fanning effect of Mode A, Mode B, or Mode C is executed. When the fanning effect of Mode A or Mode B is executed, since the execution time of the fanning effect of Mode A or Mode B (3 seconds, 6 seconds) is shorter than the above - mentioned remaining time (9 seconds), the final image of the fanning effect of Mode A or Mode B remains displayed until the remaining time elapses. As described above, in Pattern B4, when the variable effect starts, after the fanning effect of Mode A, Mode B, or Mode C is executed to suggest the execution of the fanning effect, the number-of-times suggestion effect is executed. By this number-of-times suggestion effect, it is suggested that the number of times the operation effect is executed is 3, and then the operation effect is executed 3 times. When the 3 times of operation effects are completed, a reach display is performed, and then a reach development effect is executed to suggest a big win.
[0250] In Pattern B5, since the time from the start position of the operation effect display (when 17 seconds have elapsed since the start of the variable effect) to the reach display time (when 23 seconds have elapsed since the start of the variable effect) is 6 seconds, the number of times the operation effect is executed is 2 times. Also, the number indication effect (5 seconds) and the execution time of the two operation effects are 11 seconds, which is 12 seconds shorter than the 23 seconds from the start of the variable effect to the reach display time. Therefore, the excitement effect is executed during this remaining 12 - second period. In Pattern B5, the excitement effect of Mode A, Mode B, or Mode C is executed. Note that regardless of which excitement effect is executed, since the execution time of the excitement effect is shorter than the above - mentioned remaining time (12 seconds), the final image of the excitement effect of Mode A, Mode B, or Mode C remains displayed until the remaining time elapses. From the above, in Pattern B5, when the variable effect starts, after the excitement effect of Mode A, Mode B, or Mode C is executed to suggest the execution of the excitement effect, the number indication effect is executed. This number indication effect suggests that the number of times the operation effect is executed is 2 times, and then the operation effect is executed 2 times. When the two operation effects are completed, the reach display is performed, and then the reach development effect is executed to suggest a big win.
[0251] Also, as shown in FIG. 45, for the special effect when the variable pattern command of "1DH" associated with a big - win variable pattern (67 - second variation, 17 seconds in the first half and 50 seconds in the second half) is determined, there are three types: Pattern C1 where the start position of the operation effect is set at the time when 5 seconds have elapsed since the start of the variable effect, Pattern C2 where the start position of the operation effect is set at the time when 8 seconds have elapsed since the start of the variable effect, and Pattern C3 where the start position of the operation effect is set at the time when 11 seconds have elapsed since the start of the variable effect.
[0252] In pattern C1, since the time from the start position of the operation effect (when 5 seconds have elapsed since the start of the variable effect) to the reach display time (when 17 seconds have elapsed since the start of the variable effect) is 12 seconds, the number of times the operation effect is executed is 4 times. Also, the total of the number indication effect (5 seconds) and the execution time of the 4 operation effects is 17 seconds. That is, when these effects are executed, the time from the start of the variable effect to the reach display time, which is 17 seconds, is reached, so the excitement effect cannot be executed. From the above, in pattern C1, when the variable effect is started, the number indication effect is executed without executing the excitement effect. By this number indication effect, after suggesting that the number of times the operation effect is executed is 4 times, the operation effect is executed 4 times. And when the 4 operation effects are completed, the reach display is performed, and then the reach development effect is executed to suggest a big win.
[0253] In pattern C2, since the time from the start position of the operation effect (when 8 seconds have elapsed since the start of the variable effect) to the reach display time (when 17 seconds have elapsed since the start of the variable effect) is 9 seconds, the number of times the operation effect is executed is 3 times. Also, the number indication effect (5 seconds) and the execution time of the 3 operation effects are 14 seconds, which is 3 seconds shorter than the 17 seconds from the start of the variable effect to the reach display time. Therefore, the excitement effect is executed during this remaining 3 - second period. In pattern C2, the excitement effects in mode B with an execution time of 6 seconds and mode C with an execution time of 9 seconds cannot be executed, and the excitement effect in mode A is executed. From the above, in pattern C2, when the variable effect is started, the excitement effect in mode A is executed to suggest the execution of the excitement effect, and then the number indication effect is executed. By this number indication effect, after suggesting that the number of times the operation effect is executed is 3 times, the operation effect is executed 3 times. And when the 3 operation effects are completed, the reach display is performed, and then the reach development effect is executed to suggest a big win.
[0254] In pattern C3, since the time from the start position of the operation effect (when 11 seconds have elapsed since the start of the variable effect) to the reach display time (when 17 seconds have elapsed since the start of the variable effect) is 6 seconds, the number of times the operation effect is executed is 2 times. Also, the execution time of the number suggestion effect (5 seconds) and the two executions of the operation effect is 11 seconds, which is 6 seconds shorter than the 17 seconds from the start of the variable effect to the reach display time. Therefore, a fanning effect is executed during this remaining 6 - second period. In pattern C3, the fanning effect of mode C with a fanning effect execution time set to 9 seconds cannot be executed, and the fanning effect of mode A or mode B is executed. When the fanning effect of mode A is executed, since the execution time of the fanning effect of mode A (3 seconds) is shorter than the above - mentioned remaining time (6 seconds), the final image of the fanning effect of mode A remains displayed until the remaining time elapses. From the above, in pattern C3, when the variable effect is started, after the fanning effect of mode A or mode B is executed to suggest the execution of the fanning effect, the number suggestion effect is executed. By this number suggestion effect, it is suggested that the number of times the operation effect is executed is 2 times, and then the operation effect is executed 2 times. When the two executions of the operation effect are completed, a reach display is performed, and then a reach development effect is executed to suggest a big win.
[0255] (Specific example) Hereinafter, specific examples will be given to explain the special effects. For example, it is assumed that when a big win is selected based on the second special figure random number stored in the first storage unit and the big win symbol X4 is determined, a variable pattern command of "1DH" associated with a variable pattern of 67 - second fluctuation is determined. Also, it is assumed that the initial hold related to the second special figure random number is a blue hold, and the execution of a hold change effect that changes the hold to a red hold at the second point is determined. And in this case, as a special effect mode, pattern C2 (a three-time operation effect) is determined, and the execution of the fanning effect according to mode A is determined. As a specific suggestion in the first operation effect, the display of a red chance image is determined. As a specific suggestion in the second operation effect, the display of a 5-symbol tenpai suggestion image is determined. As a specific suggestion in the third operation effect, the display of a red hold change suggestion image is determined.
[0256] In this case, when the special effect starts with the start of the variable effect, as described above, the fanning effect according to mode A is executed, suggesting the execution of the special effect (see FIGS. 46(a) to (c)). Then, by executing the number suggestion effect, a suggestion display of the number of times of execution of the operation effect (for example, the display of a button image and a number image (an image such as "×3") indicating the number of times of execution)) is performed, suggesting that the operation effect will be executed three times (see FIG. 46(d)).
[0257] After that, an execution start image (for example, a character image saying "Attack Start!") indicating the start of the execution of the three operation effects is displayed, and the first operation effect (operation display) is executed (see FIG. 46(e)). Although not particularly shown, in this operation effect, an image of a gauge indicating the remaining operation valid time is also displayed, and a display is performed in which the gauge gradually decreases as the operation valid time elapses. If the operation button 9b is pressed before the operation valid time (2 seconds) elapses, the button image displayed in the above operation display is erased, and until the operation effect execution period (3 seconds) ends, the specific suggestions in the first operation effect (the display of a red chance image and a character image saying "Get!") are executed (see FIG. 46(f)).
[0258] When the above-described operation effect execution period ends, the specific suggestion in the first operation effect ends, and the second operation effect is executed (see Fig. 46(g)). In the pachinko machine P according to this embodiment, until the reach display is performed, a suggestion icon image indicating the content suggested by the specific suggestion in each operation effect is displayed at a predetermined position (the right display area in this embodiment) of the display unit 21a (see Figs. 46(g) to 46(j), Fig. 47(a)). Thereby, even after the operation effect ends, the player can grasp the content of the specific suggestion, and the interest in the game can be enhanced. Similar to the first operation effect, when the operation button 9b is pressed within the operation valid time (2 seconds), the button image is erased, and until the operation effect execution period (3 seconds) ends, the specific suggestion (display of the 5-symbol tempai suggestion image and the character image "GET!") in the second operation effect is executed (see Fig. 46(h)).
[0259] When the above-described operation effect execution period ends, the specific suggestion in the second operation effect ends, and the third operation effect is executed (see Fig. 46(i)). Similar to the first and second operation effects, when the operation button 9b is pressed within the operation valid time (2 seconds), the button image is erased, and until the operation effect execution period (3 seconds) ends, the specific suggestion (display of the red hold change suggestion image and the character image "GET!") in the third operation effect is executed (see Fig. 46(j)).
[0260] Then, when the above-described operation effect execution period ends, the specific suggestion in the third operation effect ends (see Fig. 47(a)). When this specific suggestion ends, the reach display point is reached, and the reach display is performed. The reach display is performed with the symbol "5" as suggested by the second specific suggestion (see Fig. 47(b)). Furthermore, as suggested by the third specific suggestion, at this time, the hold display mode of the hold changes from a blue hold to a red hold (see Fig. 47(b)). After that, a reach development effect using a predetermined development effect image is executed (see Fig. 47(c)), and finally, it is suggested that the player has won the jackpot.
[0261] (Outline of various decisions regarding special effects) Regarding the pattern of the special effect, at the start of the variable effect, it is determined based on the variable pattern command of "12H", "1BH", "1CH", or "1DH" received from the main control board 100. As shown in Fig. 48, a special effect pattern determination table 123 for determining the pattern of the special effect is stored in the sub-ROM 302 of the sub-control board 300. The sub-CPU 301 refers to this special effect pattern determination table 123 to determine the pattern of the special effect.
[0262] In the special effect pattern determination table 123, the pattern of the special effect is defined in association with each received variable pattern command (12H, 1BH, 1CH, 1DH) and a special effect pattern determination random number obtained within a predetermined numerical range (in this embodiment, 0 to 249). When a variable pattern command of "12H", "1BH", "1CH", or "1DH" is received at the start of the variable effect, the sub-CPU 301 obtains a special effect pattern determination random number of 1 from a predetermined numerical range (0 to 249). Then, the sub-CPU 301 determines the pattern of the special effect based on the special effect pattern determination table 123, the received variable pattern command, and the obtained special effect pattern determination random number.
[0263] Specifically, as shown in FIG. 48, according to the special effect pattern determination table 123, when a variation pattern command of "12H" or "1BH" is determined, any one of patterns A1, A2, A3, or A4 is determined as the special effect pattern. Also, when a variation pattern command of "1CH" is determined, any one of patterns B1, B2, B3, B4, or B5 is determined as the special effect pattern. Further, when a variation pattern command of "1DH" is determined, any one of patterns C1, C2, or C3 is determined as the special effect pattern. Note that the numbers written in each selection area in FIG. 48 where the special effect pattern and the variation pattern command are associated indicate the range of the special effect pattern determination random numbers allocated to the selection area (the selection ratio of the selection area).
[0264] As shown in FIG. 48, in the pachinko machine P according to this embodiment, a pattern in which the number of executions of the operation effect is set to be larger in the case of a jackpot (when a variation pattern command of "1BH", "1CH", or "1DH" is determined) than in the case of a loss (when a variation pattern command of "12H" is determined) is more likely to be determined. Thus, the expectation level of winning the jackpot is higher when the number of executions of the operation effect is larger than when it is smaller. Note that, as shown in FIG. 48, the pattern in which the operation effect is executed six times is determined only in the case of a jackpot (when a variation pattern command of "1CH" is determined). Therefore, when the operation effect is executed six times in the special effect, winning the jackpot is certain.
[0265] And when the special effect pattern is determined as described above, based on the determined special effect pattern, the possibility of executing the exciting effect and the execution mode when executing are determined. In the sub-ROM 302 of the sub-control board 300, as shown in FIG. 49, a flicker effect determination table 124 for determining whether to execute the flicker effect and the execution mode when executing is stored. The sub-CPU 301 refers to the flicker effect determination table 124 to determine whether to execute the flicker effect and the execution mode when executing.
[0266] In the flicker effect determination table 124, for each determined special effect pattern and each flicker effect determination random number obtained within a predetermined numerical range (in this embodiment, 0 to 249), the availability of executing the flicker effect (execution or non-execution), and the execution mode (mode A, mode B, mode C) when executing are defined. When the special effect pattern is determined, the sub-CPU 301 obtains one flicker effect determination random number from a predetermined numerical range (0 to 249). Then, based on the flicker effect determination table 124, the determined special effect pattern, and the obtained flicker effect determination random number, the sub-CPU 301 determines whether to execute the flicker effect and the execution mode when executing.
[0267] Specifically, as shown in FIG. 49, according to the flicker effect determination table 124, when pattern A1, pattern B1, or pattern C1 is determined as the special effect pattern, non-execution of the flicker effect is determined. Also, when pattern A2, pattern B2, or pattern C2 is determined as the special effect pattern, execution of the flicker effect in mode A is determined. Also, when pattern A3, pattern B3, or pattern C3 is determined as the special effect pattern, execution of the flicker effect in mode A or mode B is determined. Also, when pattern A4, pattern B4, or pattern B5 is determined as the special effect pattern, execution of the flicker effect in mode A, mode B, or mode C is determined. Note that the numbers written in each selection area in FIG. 49 where the special effect pattern is associated with non-execution of the flicker effect or the mode when executing indicate the range of the flicker effect determination random numbers assigned to the selection area (the selection ratio of the selection area).
[0268] Also, when the pattern of the special effect is determined as described above, based on the type of the special symbol determined at the start of the variation (losing symbol Y2, big hit symbol X3, big hit symbol X4, big hit symbol X5) and whether or not to execute the hold change effect, the content of the specific suggestion in each operation effect executed in the determined pattern (that is, the displayed specific suggestion image) is determined. As shown in FIG. 50, in the sub-ROM 302 of the sub-control board 300, a specific suggestion determination table 125 for determining the specific suggestion image displayed in the specific suggestion in each operation effect is stored. The sub-CPU 301 refers to the specific suggestion determination table 125 and determines the specific suggestion image displayed in the specific suggestion in each operation effect.
[0269] In the specific suggestion determination table 125, the type of the specific suggestion image is defined in association with the type of the special symbol determined at the start of the variation, whether or not to execute the hold change, and each specific suggestion determination random number obtained within a predetermined numerical range (in this embodiment, 0 to 249). Then, based on this specific suggestion determination table 125, the specific suggestion image displayed in each specific suggestion from the first operation effect to the last operation effect is determined. Specifically, after the sub-CPU 301 obtains a specific suggestion determination random number of 1 from the predetermined numerical range (0 to 249), it determines the specific suggestion image based on the specific suggestion determination table 125, the determined type of the special symbol, whether or not to execute the hold change effect, and the obtained specific suggestion determination random number. By repeating this process a predetermined number of times from the first operation effect to the last operation effect, the specific suggestion image displayed in each specific suggestion is determined.
[0270] Specifically, as shown in FIG. 50, according to the specific suggestion determination table 125, when the losing symbol Y2 is determined and it is determined not to execute the hold change, any one of the white chance image, blue chance image, green chance image, red chance image, gold chance image, 1-symbol tempai suggestion image, 2-symbol tempai suggestion image, 3-symbol tempai suggestion image, 4-symbol tempai suggestion image, 5-symbol tempai suggestion image, 6-symbol tempai suggestion image, 7-symbol tempai suggestion image, or 8-symbol tempai suggestion image is determined. When it is determined to execute the hold change, any one of these specific suggestion images or hold change suggestion images is determined. Note that as the hold change suggestion image, one corresponding to the mode of the hold change to be executed can be determined. For example, when the hold change to the red hold is executed, a red hold change suggestion image can be determined.
[0271] Also, when the big win symbol X3 is determined and it is determined not to execute the hold change, any one of the white chance image, blue chance image, green chance image, red chance image, gold chance image, rainbow chance image, 2-symbol tempai suggestion image, 4-symbol tempai suggestion image, 6-symbol tempai suggestion image, or 8-symbol tempai suggestion image is determined. When it is determined to execute the hold change, any one of these specific suggestion images or hold change suggestion images (corresponding to the mode of the hold change to be executed) is determined. Also, when the big win symbol X4 is determined and it is determined not to execute the hold change, any one of the white chance image, blue chance image, green chance image, red chance image, gold chance image, rainbow chance image, 1-symbol tempai suggestion image, 3-symbol tempai suggestion image, or 5-symbol tempai suggestion image is determined. When it is determined to execute the hold change, any one of these specific suggestion images or hold change suggestion images (corresponding to the mode of the hold change to be executed) is determined. Also, when it is determined that no hold change is to be executed when the jackpot symbol X5 is determined, one of the white chance image, blue chance image, green chance image, red chance image, gold chance image, rainbow chance image, or 7-symbol tempai suggestion image is determined. When it is determined that a hold change is to be executed, one of these specific suggestion images or hold change suggestion images (corresponding to the mode of the hold change to be executed) is determined.
[0272] Note that in the pachinko machine P according to this embodiment, since no special restriction is imposed when determining the specific suggestion image, the same specific suggestion image may be determined repeatedly as the specific suggestion image displayed in the specific suggestion of each operation effect. However, various restrictions may be imposed when determining the specific suggestion image. For example, it may be ensured that the same specific suggestion image is not determined to overlap more than a predetermined number of times. Specifically, for example, if the white chance image is determined as the specific suggestion image displayed in the specific suggestion of the first operation effect, the white chance image may not be determined as the specific suggestion image displayed in the specific suggestion of the subsequent operation effects. Also, after a specific suggestion image suggesting a predetermined jackpot expectancy is determined, specific suggestion images suggesting an expectancy lower than that of the specific suggestion image may not be determined. Specifically, for example, if the green chance image is determined as the specific suggestion image displayed in the specific suggestion of the second operation effect, blue chance images or white chance images suggesting a lower jackpot expectancy than the green chance image may not be determined as the specific suggestion image displayed in the specific suggestion of the subsequent operation effects. Also, for example, when all of the specific suggestion images displayed in the specific suggestion of the operation performance other than the final round are specific suggestion images (such as white chance images) that suggest the degree of expectation of a big win, the specific suggestion image displayed in the specific suggestion of the operation performance of the final round may be determined to be other than the specific suggestion image that suggests the degree of expectation of a big win. Specifically, for example, when five operation performances are executed, if all of the specific suggestion images displayed in the specific suggestion of the operation performances from the first to the fourth round are white chance images, blue chance images, or green chance images, the tempai symbol suggestion image may be determined as the specific suggestion image displayed in the specific suggestion of the fifth operation performance. In the case of the above, the production effect of the specific suggestion can be improved.
[0273] Also, in the pachinko machine P according to this embodiment, there may be a case where a plurality of different tempai symbol suggestion images are determined. In this case, it is set so that the reach display is performed based on the symbol suggested by the tempai symbol suggestion image determined last. For example, when the 3-symbol tempai suggestion image is determined as the specific suggestion image displayed in the specific suggestion of the first operation performance and the 1-symbol tempai suggestion image is determined as the specific suggestion image displayed in the specific suggestion of the final operation performance, the reach display is performed based on the symbol "1". Note that the control of the reach display in the case where a plurality of different tempai symbol suggestion images are determined is not limited to the above content. For example, among the plurality of determined tempai symbol suggestion images, the reach display may be performed based on the symbol suggested by the tempai symbol suggestion image with the largest number, or the reach display may be performed based on the symbol suggested by the tempai symbol suggestion image with the smallest number. In this case, the production effect in the case where the tempai symbol suggestion image is determined as the specific suggestion image can be improved. Also, among the determined plurality of temporary symbol suggestion images, a reach display may be performed using the symbol suggested by the temporary symbol suggestion image of the symbol with the highest degree of advantage. Specifically, for example, if a three-symbol temporary suggestion image is determined as the specific suggestion image displayed in the specific suggestion of the first operation effect, a two-symbol temporary suggestion image is determined as the specific suggestion image displayed in the specific suggestion of the first operation effect, and a seven-symbol temporary suggestion image is determined as the specific suggestion image displayed in the specific suggestion of the final operation effect, the reach display may be performed using the symbol "7". In this case, the player's expectation for the provision of a more advantageous gaming profit can be enhanced.
[0274] Next, the control process in the sub-control board 300 for executing the various processes as described above will be described. First, the main process of the sub-control board 300 will be described with reference to the flowchart shown in FIG. 51. In step 2000, in response to power-on, the main process program is read from the sub-ROM 302, and initialization and setting processes such as flags stored in the sub-RAM 303 are executed. Then, the process proceeds to the next step 2001. In step 2001, the sub-CPU 301 performs a process of updating each effect random number (variation effect random number, initial hold determination random number, hold change determination random number, special effect pattern determination random number, excitement effect determination random number, specific suggestion determination random number), and thereafter, the process of step 2001 is repeatedly executed until an interrupt process is performed. Here, each effect random number is updated asynchronously.
[0275] Next, the timer interrupt process of the sub-control board 300 will be described with reference to the flowchart shown in FIG. 52. The sub-control board 300 is provided with a reset clock pulse generation circuit (not particularly shown) that generates clock pulses at a predetermined period (4 milliseconds). Then, due to the generation of the clock pulses by this reset clock pulse generation circuit, the sub-CPU 301 reads a timer interrupt processing program and starts the timer interrupt processing shown in FIG. 52.
[0276] In step 2100, the sub-CPU 301 executes the update process of various timer counters used in the sub-control board 300. Then, it proceeds to the next step 2101. Note that in the pachinko machine P according to this embodiment, a subtraction timer is adopted, and each time the timer interrupt processing of the sub-control board 300 is executed, the timer counter is decremented by 1, and when it reaches 0, the subtraction stops. In step 2101, the sub-CPU 301 analyzes the commands stored in the reception buffer of the sub-RAM 303 and executes various processes according to the received commands. Specifically, in the sub-control board 300, when a command is transmitted from the main control board 100, command reception interrupt processing is performed, and the command transmitted from the main control board 100 is stored in the reception buffer. Then, the sub-CPU 301 analyzes the commands stored in the reception buffer by the command reception interrupt processing. Then, it proceeds to the next step 2102.
[0277] In step 2102, the sub-CPU 301 determines whether to accept the operation of the effect operation device 9 according to the progress of the variable effect or the like in progress, and determines whether an operation signal is input from the rotation operation detection sensor 9c and the press operation detection sensor 9d. When an operation signal is input from the rotation operation detection sensor 9c or the press operation detection sensor 9d, and the effect operation device 9 is accepting operations, a command is stored in the transmission buffer to be transmitted to various control boards such as an image control board (not particularly shown), an audio control board (not particularly shown), and a decorative control board (not particularly shown). Then, it proceeds to the next step 2103. In step 2103, the sub-CPU 301 transmits the commands set in the transmission buffer of the sub-RAM 303 to various control boards such as the image control board, the audio control board, and the lighting control board. Then, the timer interrupt process of the sub-control board 300 is terminated.
[0278] Next, regarding the pre-determination command reception process that is executed when a pre-determination command is received among the command analysis processes in step 2101 described above, it will be described with reference to the flowchart of FIG. 53. As described above, the pre-determination command is stored in the main control board 100 at step 656 of the pre-determination process and then transmitted to the sub-control board 300 by the output control process of step 208.
[0279] In step 2200, based on the received pre-determination command, the sub-CPU 301 stores the information on the result of the jackpot lottery, the information on the type of special symbol, and the hold information of the variable pattern command included in the pre-determination command in the corresponding storage unit of the second hold storage area of the sub-RAM 303. Then, it proceeds to the next step 2201. In step 2201, the sub-CPU 301 acquires the initial hold determination random number updated in step 2001 described above. Then, it proceeds to the next step 2202.
[0280] In step 2202, based on the initial hold determination table 121, the initial hold determination random number acquired in step 2201 described above, and the information on the variable pattern command included in the hold information, the sub-CPU 301 determines the mode of the initial hold (white hold or blue hold). Then, it proceeds to the next step 2203. In step 2203, the sub-CPU 301 sets an initial hold display command for performing hold display in the hold display area 52 in the transmission buffer according to the initial hold mode (white hold or blue hold) determined in step 2202 described above. The initial hold display command set here is transmitted to various control boards in step 2103 described above, and in the control board, processing for performing hold display in the hold display unit corresponding to the newly stored hold is executed according to the determined initial hold mode. Then, the pre-determination command reception process ends.
[0281] Next, the variable pattern command reception process executed when a variable pattern command is received in the command analysis process of step 2101 described above will be described with reference to the flowchart of FIG. 54. As described above, the variable pattern command is stored in step 904 of the variable pattern determination process in the main control board 100 and then transmitted to the sub-control board 300 by the output control process of step 208. In step 2300, the sub-CPU 301 executes a hold shift process for shifting the hold display of the corresponding hold display unit as the second special figure hold number stored in the second hold storage area decreases by 1. Specifically, when the sub-CPU 301 receives a variable pattern command, it performs a shift process on each storage unit of the second hold storage area. Here, the hold information stored in the first storage unit is shifted to a predetermined process storage unit provided in the sub-RAM 303, and the information stored in the second to fourth storage units is shifted to a storage unit with a smaller number by 1. At the same time, the hold display is also shifted. In this embodiment, only the storage and hold shift process of the hold information related to the second special figure random number are described. However, the sub-RAM 303 is also provided with a first hold storage area (the first to fourth storage units) for storing the first special figure random number, and hold information related to the first special figure random number is stored in this first hold storage area in the same manner as the second special figure random number. Also, the hold shift process is performed in the same manner as the hold storage of the second special figure random number. Then, it proceeds to the next step 2301. In step 2301, the sub-CPU 301 executes a pending change effect determination process for making a determination regarding a pending change effect. Then, it proceeds to the next step 2302.
[0282] In step 2302, the sub-CPU 301 acquires the variable effect random number updated in the above step 2001. Then, it proceeds to the next step 2303. In step 2303, the sub-CPU 301 determines the mode of the variable effect based on the variable effect determination table 119, the variable effect random number acquired in the above step 2302, and the received variable pattern command. Then, it proceeds to the next step 2304.
[0283] In step 2304, the sub-CPU 301 determines whether the received variable pattern command is a predetermined variable pattern command (a variable pattern command for executing a special effect, that is, "12H", "1BH", "1CH", or "1DH"). If it is determined that it is not a predetermined variable pattern command, it proceeds to step 2306. On the other hand, if it is determined that it is a predetermined variable pattern command, it proceeds to the next step 2305. In step 2305, a special effect determination process for making a determination regarding a special effect is executed. Then, the variable pattern command reception process ends.
[0284] Also, in step 2306 where it proceeds when it is determined in the above step 2304 that it is not a predetermined variable pattern command, the sub-CPU 301 determines the stop display effect symbol 50 and various effect images (front half effect image, development effect image, etc.) based on the mode of the variable effect determined in the above step 2303, and sets a variable effect execution command corresponding to the determined content in the transmission buffer. The variable effect execution command set here is transmitted to various control boards in the above step 2103, and these control boards perform control to execute a variable effect based on the received variable effect execution command. Then, the variable pattern command reception process ends.
[0285] Next, the hold change effect determination process in step 2301 described above will be described with reference to the flowchart of FIG. 55. In step 2400, the sub-CPU 301 acquires the hold change determination random number updated in step 2001 described above. Then, it proceeds to the next step 2401. In step 2401, the sub-CPU 301 determines whether it is possible to execute the hold change effect and the mode of the hold change effect (execution time point, change mode) when the execution of the hold change effect is determined, based on the hold change effect determination table 122, the hold change determination random number acquired in step 2400 described above, the received variation pattern command, and the mode of the initial hold (white hold or blue hold). Then, it proceeds to the next step 2402.
[0286] In step 2402, the sub-CPU 301 sets the hold change effect execution command corresponding to the determined mode of the hold change effect in the transmission buffer. The hold change effect execution command set here is transmitted to various control boards in step 2103 described above, and these control boards perform control to execute the hold change effect at a predetermined time point based on the received hold change effect execution command. Note that when it is determined not to execute the hold change effect, the hold change effect execution command is not set in the transmission buffer here. Then, the hold change effect determination process ends.
[0287] Next, the special effect determination process in step 2305 described above will be described with reference to the flowchart of FIG. 56. In step 2500, the sub-CPU 301 acquires the special effect pattern determination random number updated in step 2001 described above. Then, it proceeds to the next step 2501. In step 2501, the sub-CPU 301 determines the pattern of the special effect in which the operation effect start position is determined, based on the special effect pattern determination table 123, the special effect pattern determination random number acquired in step 2500 described above, and the received variation pattern commands (12H, 1BH, 1CH, 1DH). Then, it proceeds to the next step 2502.
[0288] In step 2502, the sub-CPU 301 derives the number of times of executing the operation effect based on the pattern of the special effect determined in the above-mentioned step 2501, and then proceeds to the next step 2503. In step 2503, the sub-CPU 301 acquires the fanning effect determination random number updated in the above-mentioned step 2001, and then proceeds to the next step 2504.
[0289] In step 2504, the sub-CPU 301 determines the executability of the fanning effect and the execution mode (mode A, mode B, mode C) when executing based on the fanning effect determination table 124, the fanning effect determination random number acquired in the above-mentioned step 2503, and the pattern of the special effect determined in the above-mentioned step 2501, and then proceeds to the next step 2505. In step 2505, the sub-CPU 301 executes a specific suggestion image determination process for determining the specific suggestion image displayed in the specific suggestion of each operation effect, and then ends the special effect determination process.
[0290] Next, the specific suggestion image determination process in the above-mentioned step 2505 will be described with reference to the flowchart of FIG. 57. In step 2600, the sub-CPU 301 sets 1 to the variable N, and then proceeds to the next step 2601. In step 2601, the sub-CPU 301 acquires the specific suggestion determination random number updated in the above-mentioned step 2001, and then proceeds to the next step 2602.
[0291] In step 2602, the sub-CPU 301 confirms the type of the special symbol determined at the start of the variation (losing symbol Y2, jackpot symbols X3, X4, X5), and the executability of the execution of the reserved change determined in the above-mentioned step 2401 and the mode when executing, and then proceeds to the next step 2603. In step 2603, the sub-CPU 301 determines a specific suggestion image to be displayed in the specific suggestion of the Nth operation effect based on the specific suggestion determination table 125, the type of special symbol confirmed in step 2602 above, the possibility of executing the reserved change and the mode in the case of execution, and the specific suggestion determination random number obtained in step 2601 above. Then, it proceeds to the next step 2604.
[0292] In step 2604, the sub-CPU 301 increments the variable N by 1. Then, it proceeds to the next step 2605. In step 2605, the sub-CPU 301 determines whether the value of the variable N is greater than the number of executions of the operation effect derived in step 2502 above. If it is determined that it is not greater (i.e., it is less than or equal to the number of executions of the operation effect), it returns to step 2601. On the other hand, if it is determined that it is greater, it proceeds to the next step 2606.
[0293] In step 2606, the sub-CPU 301 determines the effect symbols 50 to be stopped and displayed and various effect images (front-half effect images, development effect images, etc.) based on the mode of the variable effect determined in step 2303 above and the modes of the special effects determined in steps 2501, 2504, and 2603 above (the pattern of the special effect, the possibility of executing the fanning effect and the execution mode in the case of execution, the specific suggestion image to be displayed in the specific suggestion of each operation effect). At the same time, it sets the variable effect execution command corresponding to the determined content in the transmission buffer. The variable effect execution command set here is transmitted to various control boards in step 2103 above, and these control boards perform control to execute the variable effect and the special effect based on the received variable effect execution command. Then, the specific suggestion image determination process ends.
[0294] As described above, in the pachinko machine P according to this embodiment, when the lottery for a jackpot based on the second special figure random number in the high-probability short game state results in a loss, and a "12H" variation pattern command associated with a variation pattern of 70-second variation (the first half is 20 seconds and the second half is 50 seconds) is determined, in the variation effect based on the variation pattern command, it is possible to start executing a predetermined number of operation effects from any of a plurality of operation effect start positions. Also, the number of times of executing the operation effect differs according to the operation effect start position. As a result, when it results in a loss, it is not necessary to provide a variation pattern in which different variation times are determined for each number of times of executing the operation effect. In the variation effect based on a single variation pattern (70-second variation), it is possible to execute operation effects with different execution times, so it is possible to prevent an increase in the load on hardware resources such as the main ROM 102. Also, when the lottery for a jackpot based on the second special figure random number in the high-probability short game state results in a jackpot, and a "1BH" variation pattern command associated with a variation pattern of 70-second variation (the first half is 20 seconds and the second half is 50 seconds) is determined, when a "1CH" variation pattern command associated with a variation pattern of 73-second variation (the first half is 23 seconds and the second half is 50 seconds) is determined, or when a "1DH" variation pattern command associated with a variation pattern of 67-second variation (the first half is 17 seconds and the second half is 50 seconds) is determined, in the variation effect based on these variation pattern commands, it is possible to start executing a predetermined number of operation effects. And in this variation effect, it is possible to start executing the operation effect a plurality of times from the same operation effect start position as the operation effect start position during the variation effect based on the "12H" variation pattern command. As a result, it becomes difficult to grasp whether it is a jackpot or a loss based on this operation effect start position, so the effect of the operation effect can be improved.
[0295] Next, a modification of the above-described embodiment will be described. In the above-described embodiments, in any pattern of special effects, the number indication effect was set to always have the same length of 5 seconds, and the execution period of each operation effect was set to 3 seconds. However, the present invention is not limited to this, and these times may be set to have different lengths for each pattern of special effects. Also, in the above-described embodiments, when the start position of the operation effect was different, the number of executions of the operation effect was always set to be different. However, the present invention is not limited to this. For example, it may be set such that the number of executions of the operation effect is the same even when the start position of the operation effect is different. Specifically, in the variation effect when the variation pattern command of "12H" is determined, by varying the length of the number indication effect and the execution period of the operation effect, the number of executions of the operation effect in pattern A2 (the operation start position is the point in time when 8 seconds have elapsed since the start of the variation effect) and the number of executions of the operation effect in pattern A3 (the operation start position is the point in time when 11 seconds have elapsed since the start of the variation effect) may both be set to 3 times. Also, in pattern A2, one operation effect may be executed across two operation execution periods, and in pattern A3, one operation effect may be executed within one operation execution period, so that the number of executions of the operation effect may both be set to 3 times. Even in such a case, the same operational effects as those of the pachinko machine P according to the above-described embodiments can be achieved, and the variations in the execution of special effects can be enriched.
[0296] In the above-described embodiment, when the variable pattern command of "12H" is determined, the operation effect start position of pattern A1, when the variable pattern command of "1BH" is determined, the operation effect start position of pattern B1, and when the variable pattern command of "1CH" is determined, each operation effect start position of pattern C1 were all at the same time point (the time point 5 seconds after the start of the variation). However, it is not limited to this, and they may be set to be at approximately the same time point. For example, the operation effect start position of pattern A1 may be the time point 5 seconds after the start of the variation, the operation effect start position of pattern B1 may be the time point 5.2 seconds after the start of the variation, the operation effect start position of pattern C1 may be the time point 4.8 seconds after the start of the variation, and so on. Similarly, the operation effect start positions of pattern A2, pattern B2, and pattern C2, the operation effect start positions of pattern A3, pattern B3, and pattern C3, and the operation effect start positions of pattern A4 and pattern B4 do not have to be at the same time point, and they may be set to be at approximately the same time point. Even in this case, the same operational effects as those of the pachinko machine P according to the above-described embodiment will be achieved.
[0297] In the above-described embodiment, multiple operation effects were executed in any of the special effect patterns. However, it is not limited to this, and a case where one operation effect is executed may be provided. Further, it may be configured such that one operation effect is executed only when a big win is won. Even in this case, the same operational effects as those of the pachinko machine P according to the above-described embodiment will be achieved.
[0298] In the above-described embodiment, for any of the variable effects in which the special effect is executed, the variation time in the latter half was the same length (50 seconds). However, it is not limited to this, and the variation time in the latter half may be set to be of different lengths. Even in this case, the same operational effects as those of the pachinko machine P according to the above-described embodiment will be achieved.
[0299] In the above-described embodiment, a special effect (execution of an operation effect a predetermined number of times) was performed in the first half from the start of the variable effect until the reach display was performed. However, the execution timing of the special effect is not limited to this. For example, the special effect may be executed in the second half from the start of the reach display until the result of the jackpot lottery is suggested, or the special effect may be executed during the period from the start to the end of the variable effect. Further, the special effect may be executed not only in the high-probability short-game state but also in the normal game state or the low-probability short-game state. Further, the special effect may be executed not only in the variable effect in which the reach development effect is executed but also in the variable effect with a non-development pattern in which the reach development effect is not executed or the variable effect with a non-reach variable pattern in which the reach display is not performed. Even in the case as described above, the same operational effects as those of the pachinko machine P according to the above-described embodiment are obtained.
[0300] In the above-described embodiment, the operation button 9b was used as the device for executing the operation effect. However, the present invention is not limited to this, and a lever capable of a tilting operation, a touch panel capable of a contact operation, a touch sensor, or the like may be used. Further, a plurality of devices may be used, and the expected degree of winning a jackpot may be set to be different according to the type of the device operated in the operation effect. Further, as the operation mode, not only a pressing operation but also a so-called long pressing operation, continuous hitting, or the like may be used. Even in the case as described above, the same operational effects as those of the pachinko machine P according to the above-described embodiment are obtained. Note that the above-described modification examples can be combined with each other within a possible range.
[0301] Also, the operation button 9b in the above-described embodiment corresponds to the operation means of the present invention. Further, the main CPU 101 that executes the process of step 805 in the above-described embodiment corresponds to the determination means of the present invention. Further, the sub CPU 301 that executes the variable pattern command reception process in the above-described embodiment corresponds to the effect execution means of the present invention. Further, the variable effect executed based on the variable pattern command of "12H" associated with the variable pattern of 70-second variation in the above-described embodiment corresponds to the first variable effect of the present invention. Further, the variable effects executed based on the variable pattern command of "1BH" associated with the variable pattern of 70-second variation, the variable effect executed based on the variable pattern command of "1CH" associated with the variable pattern of 73-second variation, and the variable effect executed based on the variable pattern command of "1DH" associated with the variable pattern of 67-second variation in the above-described embodiment correspond to the second variable effect of the present invention. Further, the operation effect start position in the above-described embodiment corresponds to the start timing of the present invention. Further, the pachinko machine P in the above-described embodiment corresponds to the gaming machine of the present invention.
Explanation of Signs
[0302] P Pachinko machine 21 Effect display device 100 Main control board 101 Main CPU 102 Main ROM 103 Main RAM 300 Sub control board 301 Sub CPU 302 Sub ROM 303 Sub RAM
Claims
1. An operation means operable by a player, A storage means for storing a random number obtained at a predetermined timing as being held, A determination means capable of determining whether to execute a special game advantageous to the player by a lottery based on the random number, An effect execution means capable of executing a variable effect suggesting the result of the determination by the determination means, and comprising: The effect execution means, When it is determined that the special game is not to be executed, is capable of executing a first variable effect with a predetermined variable time defined, When it is determined that the special game is to be executed, is capable of executing any one of a plurality of second variable effects with different variable times, In the first variable effect, it is possible to start execution of a plurality of operation effects for prompting operation of the operation means from any one of a plurality of predetermined start timings, and the number of executions of the operation effect may differ depending on the start timing, In any of the plurality of second variable effects, a gaming machine in which execution of a plurality of the operation effects may be started from the same or substantially the same start timing as any one of the start timings defined in the first variable effect, Each time the operation effect is executed and an operation of the operation means is performed, it is possible to execute a specific suggestion regarding a predetermined effect to be executed after the execution of the plurality of operation effects has ended, During the first variable effect and during the second variable effect, it is possible to execute a change effect for changing a mode of a specific display based on the storage of the hold, A gaming machine characterized in that when the change effect is executed, the execution of the change effect can be suggested by the specific suggestion.
2. There may be a reach effect in which a reach display is performed with a predetermined effect symbol during the first variable effect and during the second variable effect, The gaming machine according to claim 1, characterized in that when the reach effect is executed, the specific suggestion can suggest that a reach display is performed with the predetermined effect symbol.
Citation Information
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