Pachinko machine
The gaming machine addresses the lack of engagement in pachinko machines by implementing effects with varying durations and jackpot chances, enhancing player interest through dynamic visual and operational interactions.
Patent Information
- Application Number
- JP2022164732
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-13
- Publication Date
- 2025-07-01
- Estimated Expiration
- 2039-11-20
AI Technical Summary
Existing pachinko gaming machines lack sufficient mechanisms to enhance player interest through dynamic and engaging jackpot game effects.
A gaming machine that includes specific effects with varying durations and jackpot expectancy levels, featuring a first and second specific period with different control times, allowing for diverse and changing images and higher jackpot chances during the second period.
Enhances player interest by providing dynamic and engaging jackpot game experiences, increasing the sense of expectation and excitement through varied visual and operational interactions.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, in a pachinko gaming machine, which is a type of gaming machine, a jackpot game is provided in which a special ball entry port becomes open when a jackpot display result is shown in a symbol variation game. An effect is executed to enhance the expectation of winning the jackpot.
[0003] Among such pachinko gaming machines, for example, as described in Patent Document 1, in a specific period spanning a plurality of consecutive symbol variation games, a specific image such as a specific background image is displayed, and the jackpot expectation level is indicated according to the number of symbol variation games in which the specific image is displayed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in such a gaming machine, it is desired to improve the interest in the game by enhancing the effect of an effect in which a specific image is displayed. This invention has been made paying attention to such problems existing in the conventional technology, and its object is to provide a gaming machine capable of improving the interest in the game.
Means for Solving the Problems
[0006] The gaming machine that solves the above problems is a gaming machine in which a jackpot game is awarded after a jackpot display result is shown in a symbol variation game, and includes effect execution means for executing an effect. The effects executed by the effect execution means include a specific effect executed in a specific period that is part of the period during which one symbol variation game is executed, and a special effect that can be executed when the specific effect starts. The specific period includes a first specific period and a second specific period whose control time is longer than that of the first specific period. The specific effect may be executed in the first specific period or in the second specific period. The specific effect is an effect capable of displaying different specific images until a predetermined time elapses after being controlled by the first specific period when executed in the first specific period, and until the predetermined time elapses after being controlled by the second specific period when executed in the second specific period. When executed in the second specific period, the effect has a higher jackpot expectancy than when executed in the first specific period. The special effect is an effect that displays the same special image when the specific effect is executed in the first specific period and when it is executed in the second specific period. The specific effect is an effect capable of variably displaying an image indicating the jackpot expectancy. When executed in the second specific period, the effect is more likely to change to an image with a higher jackpot expectancy than when executed in the first specific period. During the execution of the specific effect, the image indicating the jackpot expectancy can change multiple times. The upper limit number of times the image indicating the jackpot expectancy can change is predetermined. A pseudo continuous effect can be executed when the specific effect is being executed. The pseudo continuous effect is an effect capable of executing a plurality of unit effects during one symbol variation game. When the specific effect is executed in the second specific period, the number of times the unit effect is continuously executed in the pseudo continuous effect performed when the specific effect is being executed is larger than when the specific effect is executed in the first specific period. When the unit effect is continuously executed in the pseudo continuous effect performed when the specific effect is being executed, an effect capable of specifying that the unit effect is continuously executed is executed. The effect capable of specifying that the unit effect is continuously executed isAn effect in which a continuous symbol combination is once stopped and displayed, and the specific effect may be executed during the execution of a plurality of consecutive unit effects during the single symbol variation game. When a plurality of consecutive unit effects are executed during the execution of the single symbol variation game, among the plurality of consecutive unit effects, the specific effect is executed during the execution of the unit effect that is executed first and during the execution of the unit effect that is executed after the unit effect that is executed first. There are cases where the specific effect is not executed during the execution of the unit effect that is executed first among the plurality of consecutive unit effects, and the specific effect is executed during the execution of the unit effect that is executed after the unit effect that is executed first. When a plurality of consecutive unit effects are executed during the execution of the single symbol variation game, the specific effect can be executed across the plurality of consecutive unit effects. In addition, although the image indicating the jackpot expectancy displayed during the specific performance may change and be displayed across a plurality of consecutive unit performances, the specific image displayed during the specific performance is displayed without changing even across a plurality of consecutive unit performances. This is the gist.
Effect of the Invention
[0007] According to the present invention, it is possible to improve the interest in the game.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] [First Embodiment] Hereinafter, an embodiment of a pachinko gaming machine will be described. In this specification, up, down, left, right, front (front side), and rear (back side) indicate the respective directions when viewed from the player.
[0010] As shown in FIG. 1, a pachinko gaming machine 10 as a gaming machine includes a frame 11. The frame 11 is a member for mounting various components such as a game board 20. The pachinko gaming machine 10 includes a firing handle 16. For example, the firing handle 16 is provided on the front side of the frame 11. In the pachinko gaming machine 10, a game ball (game medium) is fired toward the game area 21 of the game board 20 with an intensity corresponding to the operation amount (rotation amount) of the firing handle 16. That is, the pachinko gaming machine 10 is configured to be able to adjust the firing intensity of the game ball by operating the firing handle 16.
[0011] The pachinko gaming machine 10 includes a decorative lamp 17. For example, the decorative lamp 17 is provided on the front side of the frame 11. The decorative lamp 17 incorporates a light-emitting body (not shown), and is configured to be able to emit light, blink, and turn off by the light-emitting body. The decorative lamp 17 executes an effect of emitting light, blinking, and turning off (hereinafter referred to as a light-emitting effect) as one of the effects.
[0012] The pachinko gaming machine 10 is equipped with a speaker 18. For example, the speaker 18 is provided on the front side of the frame body 11. The speaker 18 is a device that outputs sound, and as one of the effects, it executes an effect (hereinafter referred to as a voice effect) that outputs voices such as those of people and animals, sound effects, and music.
[0013] The pachinko gaming machine 10 is provided with an operation button 19 at a position on the front side of the frame body 11 that can be operated by the player. The operation button 19 as an operation means is used, for example, during the effect.
[0014] The pachinko gaming machine 10 is equipped with an information display device 22. For example, the information display device 22 is provided at a position visible to the player on the game board 20. In the information display device 22, various types of information indicating the control state of the pachinko gaming machine 10 are notified.
[0015] The information display device 22 includes a first special symbol display unit 22a. The first special symbol display unit 22a is configured to be able to display one type or a plurality of types of first special symbols. The first special symbol display unit 22a can execute a first special symbol variation game (first variation game) in which a predetermined symbol is variably displayed and finally the first special symbol is fixedly stopped and displayed. In the following description, the "first special symbol variation game" may be abbreviated as the "first special game" in some cases.
[0016] The information display device 22 includes a second special symbol display unit 22b. The second special symbol display unit 22b is configured to be able to display one type or a plurality of types of second special symbols. The second special symbol display unit 22b can execute a second special symbol variation game (second variation game) in which a predetermined symbol is variably displayed and finally the second special symbol is fixedly stopped and displayed. In the following description, the "second special symbol variation game" may be abbreviated as the "second special game" in some cases.
[0017] In the following description, when the first special symbol variation game and the second special symbol variation game are not distinguished, they are collectively referred to as the "special symbol variation game (symbol variation game)", and the special symbol variation game may be referred to as the "special game". The first special symbol and the second special symbol are symbols for notifying the result of a lottery (a jackpot lottery described later) internally executed in the pachinko machine 10.
[0018] In this specification, "variable display" means a state in which the types of displayed symbols change over time. In this specification, "fixed stop display" means a state in which the symbols are fixedly stopped and displayed, and the types of displayed symbols do not change. In this specification, "fixed stop display" and "derivation" have the same meaning for symbols. The special symbols that can be derived in the first special symbol display unit 22a and the second special symbol display unit 22b include a jackpot symbol as a jackpot display result and a losing symbol as a losing display result, respectively. In the special game, when a jackpot symbol is derived, it can be recognized by the player that a jackpot has occurred. In the special game, when a losing symbol is derived, it can be recognized by the player that a loss has occurred.
[0019] In this embodiment, the first special game and the second special game are not executed simultaneously. In this embodiment, the second special game is executed with priority over the first special game. In this embodiment, when winning the jackpot lottery, a jackpot symbol is derived in the special game, and after the end of the special game, a jackpot game is awarded. That is, the jackpot game (winning game) is a game awarded on the condition of winning the jackpot lottery, and is a game awarded after a jackpot display result is displayed in the special game. Although it will be described in detail later, the jackpot game is a game in which a large number of prize balls can be obtained, and thus is an advantageous game (state) for the player.
[0020] The information display device 22 includes a first special hold display section 22c. The first special hold display section 22c displays information that can recognize the number of times of the first special game whose execution is held because the hold condition is satisfied but the execution condition is not yet satisfied. In the following description, the number of times of the first special game in hold is referred to as the "first special hold count". The information display device 22 includes a second special hold display section 22d. The second special hold display section 22d displays information that can recognize the number of times of the second special game whose execution is held because the hold condition is satisfied but the execution condition is not yet satisfied. In the following description, the number of times of the second special game in hold is referred to as the "second special hold count". For example, the maximum values of the first special hold count and the second special hold count are each "4".
[0021] The information display device 22 includes a normal symbol display section 22e. The normal symbol display section 22e is configured to be able to display one type or a plurality of types of normal symbols. The normal symbol display section 22e can execute a normal symbol variation game (normal variation game) in which a predetermined symbol is variably displayed and finally the normal symbol is fixedly stopped and displayed. In the following description, the normal symbol variation game is abbreviated as the "normal game". The normal symbols that can be derived on the normal symbol display section 22e include normal winning symbols and normal losing symbols. When a normal winning symbol is derived in the normal game, it becomes recognizable to the player that it is a normal win. When a normal losing symbol is derived in the normal game, it becomes recognizable to the player that it is a normal loss. In the present embodiment, when winning the normal symbol winning lottery, a normal winning symbol is derived in the normal game, and after the end of the normal game, a normal winning game is awarded. Although it will be described in detail later, the normal winning game is advantageous to the player because it makes it easier to satisfy the hold condition of the second special game.
[0022] The information display device 22 includes a normal hold display section 22f. The normal hold display section 22f displays information that can recognize the number of times of the normal game (normal hold game number) whose execution is held because the hold condition is satisfied but the execution condition is not yet satisfied. For example, the maximum value of the normal hold count is "4".
[0023] Next, the game board 20 will be described. The game board 20 has a game area 21 formed by partitioning the front surface side (front side) of the game board 20 into a substantially circular shape by rails. The pachinko gaming machine 10 includes a center frame 26 with various decorations at approximately the center of the game area 21. The center frame 26 has an opening 26a.
[0024] The pachinko gaming machine 10 includes an effect display device 27 as an effect execution means for executing effects. The effect display device 27 has a display area 27r on which an image is displayed. The effect display device 27 is assembled to the game board 20 so that the display area 27r can be visually recognized by the player through the opening 26a of the center frame 26. As one of the effects, the effect display device 27 executes an effect (hereinafter referred to as a display effect) of displaying an image (pattern) imitating a predetermined character or character.
[0025] In the present embodiment, the display effects executable by the effect display device 27 include an effect symbol variation game in which a plurality of columns of effect symbols are variably displayed and finally a combination of the effect symbols is derived. In the following description, the effect symbol variation game is abbreviated as an "effect game". The effect symbols are symbols (decorative symbols) with decorations such as characters and patterns, and are for diversifying the display effects. In the present embodiment, the effect game is performed by variably displaying (scrolling display) the symbol columns of the first column, the second column, and the third column in a predetermined direction.
[0026] The performance game starts with the start of the special game and ends with the end of the special game. In the performance game, a combination of performance symbols corresponding to the special symbols derived in the special game is derived. When a jackpot symbol is derived in the special game, a jackpot symbol combination by the performance symbols is derived in the performance game. For example, the jackpot symbol combination by the performance symbols is a symbol combination in which all the performance symbols in a row are the same, such as "333" or "777". When a losing symbol is derived in the special game, a losing symbol combination by the performance symbols is derived in the performance game. For example, the losing symbol combination by the performance symbols is a symbol combination in which at least some of the performance symbols in a row are different from the performance symbols in other rows, such as "787" or "556". In the performance game, the performance symbols may be temporarily stopped before being finally stopped and displayed. In this specification, "temporarily stopped" means a temporary stop state before the performance symbols are finally stopped and displayed. For example, it is a state in which the performance symbols are fluctuating and displayed.
[0027] The performance game may include a reach performance that forms a reach. A reach is a state in which the same performance symbols are temporarily stopped and displayed in specific columns (the first column and the third column in this embodiment) among a plurality of columns, and the performance symbols in a column different from the specific columns (the second column in this embodiment) continue to be fluctuating and displayed. For example, the reach performance may include a plurality of types of reach performances with different characters to be presented and operations of the performance symbols.
[0028] The pachinko gaming machine 10 is provided with a first starting port 28 that opens into the gaming area 21 below the center frame 26. The first starting port 28 is always open so that game balls can be entered. The first starting port 28 allows game balls to enter. The pachinko gaming machine 10 is provided with a first starting sensor SE1 that detects a game ball that has entered the first starting port 28. For example, the first starting sensor SE1 is provided in the passage through which a game ball that has entered the first starting port 28 passes. In the present embodiment, when a game ball is detected by the first starting sensor SE1, the holding condition of the first special game (the first holding condition) can be satisfied, and the condition for paying out prize balls is satisfied. Thus, the first starting sensor SE1 detects the entry of a game ball into the first starting port 28 (the game ball that has entered the first starting port 28). Also, the first special game may be executed (is executable) when a game ball enters the first starting port 28.
[0029] The pachinko gaming machine 10 is provided with a second starting port 29 that opens into the gaming area 21 below the center frame 26. The second starting port 29 allows game balls to enter. The pachinko gaming machine 10 is provided with a second starting sensor SE2 that detects a game ball that has entered the second starting port 29. For example, the second starting sensor SE2 is provided in the passage through which a game ball that has entered the second starting port 29 passes. In the present embodiment, when a game ball is detected by the second starting sensor SE2, the holding condition of the second special game (the second holding condition) can be satisfied, and the condition for paying out prize balls is satisfied. Thus, the second starting sensor SE2 detects the entry of a game ball into the second starting port 29 (the game ball that has entered the second starting port 29). Also, the second special game may be executed (is executable) when a game ball enters the second starting port 29.
[0030] The pachinko gaming machine 10 is provided with a normal variable member 30 that can operate between an open state (permissible state) and a closed state (regulated state) in the gaming area 21. The open state is a state where a game ball can be made to enter the second starting port 29, or a state where it is easy for a game ball to enter. The closed state is a state where a game ball cannot be made to enter the second starting port 29, or a state where it is difficult for a game ball to enter. The pachinko gaming machine 10 is provided with a normal actuator A1 (shown in FIG. 2) that operates the normal variable member 30. The normal variable member 30 is operated to the open state in a normal winning game. In this way, the normal variable member 30 operates so that the second starting port 29 can take on an open state and a closed state.
[0031] The pachinko gaming machine 10 is provided with a large winning port 31 that opens into the gaming area 21 in the lower right of the center frame 26. The pachinko gaming machine 10 is provided with a special winning sensor SE3 that detects a game ball that has entered the large winning port 31. For example, the special winning sensor SE3 is provided in the passage through which a game ball that has entered the large winning port 31 passes. In the present embodiment, when a game ball is detected by the special winning sensor SE3, the conditions for paying out prize balls are satisfied.
[0032] The pachinko gaming machine 10 is provided with a special variable member 32 that can operate between an open state (permissible state) and a closed state (regulated state) in the gaming area 21. The open state is a state where a game ball can be made to enter the large winning port 31, or a state where it is easy for a game ball to enter. The closed state is a state where a game ball cannot be made to enter the large winning port 31, or a state where it is difficult for a game ball to enter. The pachinko gaming machine 10 is provided with a special actuator A2 (shown in FIG. 2) that operates the special variable member 32. The special variable member 32 is operated to the open state in a big winning game. In this way, the special variable member 32 operates so that the large winning port 31 can take on an open state and a closed state. That is, the big winning game is a game in which the large winning port 31 becomes the open state (sets the large winning port 31 to the open state).
[0033] The pachinko gaming machine 10 is provided with a gate 33 through which a game ball can pass (enter) on the right side of the center frame 26 in the game area 21. The gate 33 is provided with a gate sensor SE4 (shown in FIG. 2) that can detect a game ball entering the gate 33. In this embodiment, when a game ball is detected by the gate sensor SE4, the holding conditions for the normal game can be satisfied.
[0034] The pachinko gaming machine 10 is provided with a general winning opening 34 that opens into the game area 21 on the right side of the center frame 26. The pachinko gaming machine 10 is provided with a general winning sensor SE5 (shown in FIG. 2) that detects a game ball entering the general winning opening 34. For example, the general winning sensor SE5 is provided in a passage (not shown) through which a game ball entering the general winning opening 34 passes. In this embodiment, when a game ball is detected by the general winning sensor SE5, the condition for paying out bonus balls is satisfied. Note that the pachinko gaming machine 10 may be provided with a plurality of general winning openings.
[0035] The pachinko gaming machine 10 of this embodiment is provided with a first start opening 28, a second start opening 29, a big winning opening 31, and a general winning opening 34 as winning openings. Note that the pachinko gaming machine 10 may be provided with winning openings different from the above-mentioned winning openings. "Winning" means that a game ball enters a winning opening. Further, the pachinko gaming machine 10 is provided with members such as pins and windmills for changing the behavior of the game balls flowing down in the game area 21.
[0036] Also, in this embodiment, a plurality of movable bodies KL, KR are provided in the pachinko gaming machine. Among the plurality of movable bodies KL, KR, there are a left movable body KL and a right movable body KR that mimic swords. In this embodiment, the left movable body KL moves by the drive of a first effect actuator A3 (shown in FIG. 2), and the right movable body KR moves by the drive of a second effect actuator A4 (shown in FIG. 2). The left movable body KL and the right movable body KR perform a movable effect. Thus, in this embodiment, the left movable body KL and the right movable body KR correspond to movable effect means.
[0037] Next, the game state of the pachinko gaming machine 10 will be described. The pachinko gaming machine 10 has a low-probability state and a high-probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning the jackpot in the jackpot lottery. The high-probability state is a gaming state with a higher jackpot probability than the low-probability state. In the high-probability state, since the possibility of winning the jackpot lottery is increased compared to the low-probability state, it becomes a gaming state advantageous to the player. The high-probability state is a so-called "probability variation state (probability change state)".
[0038] The pachinko gaming machine 10 has a low-base state and a high-base state as gaming states with different ratios of the number of prize balls to the number of launched game balls. The high-base state is a gaming state in which the probability of a game ball entering the second start port 29 is higher than that in the low-base state. The high-base state is a so-called "electric support state", and the low-base state is a so-called "non-electric support state". In the high-base state, since the probability of a game ball entering the second start port 29 is increased and the entry of the game ball into the second start port 29 becomes easier, it becomes a gaming state advantageous to the player (a state where ball entry is easy, a state where the ball entry rate is improved).
[0039] For example, the high-base state can be realized by performing any one of the following three controls described below, or by combining a plurality of controls. The first control is a variation time shortening control of the normal symbol that shortens the variation time of the normal game compared to when in the low-base state. The second control is a probability variation control of the normal symbol that varies the probability of winning the normal symbol lottery (normal winning probability) to a higher probability than when in the low-base state. The third control is an opening time extension control that makes the total opening time of the normal variable member 30 in one normal winning game longer than when in the low-base state. Note that as the opening time extension control, it is preferable to perform at least one of the control of increasing the number of opening times of the normal variable member 30 in one normal winning game compared to when in the low-base state, and the control of making the opening time of the normal variable member 30 in one normal winning game longer than when in the low-base state.
[0040] In this embodiment, the normal winning probability in the low base state exceeds 0. Therefore, the normal variable member 30 can be operated to the open state in the low base state. Note that the normal winning probability in the low base state may be 0. In this case, the normal variable member 30 is not operated to the open state in the low base state. That is, it can be said that the low base state is a state in which it is difficult for a game ball to enter the second starting port 29 or a state in which no game ball enters the second starting port 29 as compared with the high base state.
[0041] Further, the high base state may be realized by combining the fourth control described below. The fourth control is a special symbol variation time shortening control for shortening the variation time (for example, the average variation time) of the special game as compared with the case of the low base state. When performing the special symbol variation time shortening control, the high base state becomes a so-called "variation time shortening state" for the special symbol. On the other hand, the low base state becomes a so-called "non-variation time shortening state" for the special symbol.
[0042] Next, the jackpot in the pachinko game machine 10 will be described. The pachinko game machine 10 of this embodiment includes a plurality of types of jackpot symbols as the special symbol jackpot symbols. Each of the plurality of types of jackpot symbols has a defined jackpot type. Each of the plurality of types of jackpot symbols (jackpot types) has a defined jackpot game type.
[0043] In the jackpot game, first, an opening effect for notifying the start of the jackpot game is performed over a predetermined opening time. In the jackpot game, after the elapse of the opening time, a plurality of rounds of games for opening the big winning port 31 are performed. The round game is performed with an upper limit number of times as the upper limit. In this embodiment, the upper limit number of times is a predetermined number of times.
[0044] One round of the game is ended when the first end condition that a predetermined upper limit number (in this embodiment, "9") of game balls enter the big winning opening 31 is satisfied, or when the second end condition that a predetermined upper limit time elapses is satisfied. That is, the end conditions for each of the multiple rounds of the game include the first end condition where the number of game balls entering the big winning opening 31 reaches the upper limit number, and the second end condition where the predetermined upper limit time elapses without the number of game balls entering the big winning opening 31 reaching the upper limit number. In the round game, the big winning opening 31 is opened in a predetermined opening mode. Specifically, it takes an open state starting from the start of the round game and takes a closed state starting from the end of the round game. In the round game, a round effect is performed. In this way, the special variable member 32 operates so that the big winning opening 31 can take an open state in each of the multiple rounds of the game. When the start condition for each round game is satisfied, the big winning opening 31 takes an open state, and when the end condition for each round game is satisfied, the big winning opening 31 takes a closed state. And in the big win game, when the last round of the game ends, an ending effect for notifying the end of the big win game is performed over a predetermined ending time. The big win game ends as the ending time elapses.
[0045] Next, a specific big win in the pachinko gaming machine 10 will be described. In this embodiment, out of the 100 jackpot symbols displayed on the first special symbol display section 22a as the game result of the first special game, 65 jackpot symbols are classified as symbol ZA and 35 jackpot symbols are classified as symbol ZB. Also, out of the 100 jackpot symbols displayed on the second special symbol display section 22b as the game result of the second special game, 65 jackpot symbols are classified as symbol Za and 35 jackpot symbols are classified as symbol Zb. Thus, in this embodiment, there are two types of jackpots as the types of jackpots in the first special game, and there are two types of jackpots as the types of jackpots in the second special game, but it is not limited to this. Hereinafter, as the types of jackpots, using the types of jackpot symbols, they are expressed as jackpots based on symbols ZA, ZB, Za, and Zb. Also, as the types of jackpot games given based on the types of jackpots, using the types of jackpot symbols, they are expressed as jackpot games based on symbols ZA, ZB, Za, and Zb.
[0046] As the jackpot games based on symbols ZA and Za, the upper limit number of rounds of the round game is set to 10. As the jackpot games based on symbols ZB and Zb, the upper limit number of rounds of the round game is set to 4, which is less than 10.
[0047] In this embodiment, for each jackpot game, the upper limit time of the round game is specified as 25s. In this embodiment, for each of the multiple round games, an interval time between rounds (2s in this embodiment) is set (specified) after the end of the round game. When the interval time between rounds elapses, the next round game is started, or the ending time is started. Also, in this embodiment, for all types of jackpot games, the same opening time (8s in this embodiment) and the same ending time (10s in this embodiment) are respectively specified.
[0048] For the symbols ZA and Za, as the game state after the jackpot game ends, a high-probability state and a high-base state are defined. After the jackpot game based on the symbols ZA and Za ends, until the next jackpot game is awarded, the high-probability state and the high-base state are awarded. For the symbols ZB and Zb, as the game state after the jackpot game ends, a low-probability state and a high-base state are defined. After the jackpot game based on the symbols ZB and Zb ends, the low-probability state is awarded, and the high-base state is awarded until the predetermined upper limit number of times (100 times in this embodiment) of special games ends, or until a jackpot game is awarded before the upper limit number of times of special games ends.
[0049] In this embodiment, as the jackpot probability, 345 / 65536 is defined for the low-probability state and 734 / 65536 is defined for the high-probability state. As the normal winning probability, 1 / 65536 is defined for the low-base state and 65534 / 65535 is defined for the high-base state. In this embodiment, a normal winning lottery for determining whether it is a normal win is performed, but it is not limited to this. For example, a normal winning lottery may not be performed, and it may be determined that it is a normal win in the low-base state while it is determined that it is not a normal win in the high-base state. As the total opening time of the normal variable member 30 in one normal winning game, 396 ms is defined for the low-base state and 5680 ms is defined for the high-base state. As the number of prize balls, "4" is defined when a game ball is detected by the first start sensor SE1, "1" is defined when a game ball is detected by the second start sensor SE2, "15" is defined when a game ball is detected by the special winning sensor SE3, and "5" is defined when a game ball is detected by the general winning sensor SE5.
[0050] Next, the electrical configuration of the pachinko gaming machine 10 will be described. As shown in FIG. 2, the pachinko gaming machine 10 includes a main control board 40 on the back side (rear side) of the game board 20. The main control board 40 performs various processes and outputs a control signal (control command) according to the result of the process.
[0051] In addition, the pachinko gaming machine 10 includes a sub-control board 41 on the back side (rear side) of the game board 20. The sub-control board 41 executes predetermined processing based on the control signal input from the main control board 40. For example, the sub-control board 41 performs processing for causing the decorative lamp 17 to execute a lighting effect, the speaker 18 to execute a sound effect, and the effect display device 27 to execute a display effect.
[0052] First, the main control board 40 will be described. The main control board 40 includes a main control CPU 40a, a main control ROM 40b, and a main control RAM 40c. The main control CPU 40a performs various processes by executing the main control program.
[0053] The main control ROM 40b stores the main control program, tables and determination values used for predetermined lotteries, etc. The main control ROM 40b also stores a plurality of types of variation patterns. The variation pattern is information that can specify the variation time from the start of the special game to the end of the special game. Also, in the present embodiment, the variation pattern is information that can specify the effect content (effect mode) of the effect game performed during the period from the start of the special game to the end of the special game, such as the type of reach effect. Note that, for example, if the variation pattern is information that can specify the variation time from the start of the special game to the end of the special game, it does not have to be information that can specify the effect content of the effect game performed during the period from the start of the special game to the end of the special game.
[0054] The variable patterns include a jackpot variable pattern, a losing reach variable pattern, and a losing variable pattern. In the jackpot variable pattern, as the content of the production game, the production content that finally derives the jackpot symbol combination through the reach production is determined. In the losing reach variable pattern, as the content of the production game, the production content that finally derives the losing symbol combination through the reach production is determined. In the losing variable pattern, as the content of the production game, the production content that finally derives the losing symbol combination without going through the reach production is determined.
[0055] The main control RAM 40c is configured to be able to store various information that can be rewritten during the operation of the pachinko machine 10. The information stored in the main control RAM 40c is, for example, flags, counters, and timers. Also, the main control board 40 is configured to be able to generate random numbers. For example, the random numbers may be generated as hardware random numbers or as software random numbers.
[0056] The main control CPU 40a and the sensors SE1 to SE5 are connected. The main control CPU 40a is configured to be able to input the detection signals output when the sensors SE1 to SE5 detect the game balls.
[0057] The main control CPU 40a and the actuators A1, A2 are connected. The main control CPU 40a is configured to be able to control the operations of the actuators A1, A2. The main control CPU 40a and the information display device 22 are connected. The main control CPU 40a is configured to be able to control the display content of the information display device 22.
[0058] Next, the sub-control board 41 will be described. The sub-control board 41 and the main control board 40 are connected. In the pachinko machine 10, it is configured to be able to output control signals in one direction from the main control board 40 to the sub-control board 41.
[0059] The sub-control board 41 includes a sub-control CPU 41a, a sub-control ROM 41b, and a sub-control RAM 41c. The sub-control CPU 41a performs various processes (for example, processes related to effects) by executing a sub-control program. The sub-control ROM 41b stores a sub-control program, tables and determination values used for lottery, and the like. The sub-control ROM 41b stores display effect data related to the display effect in the effect display device 27. The sub-control ROM 41b stores light emission effect data related to the light emission effect in the decorative lamp 17. The sub-control ROM 41b stores voice effect data related to the voice effect in the speaker 18.
[0060] The sub-control RAM 41c is configured to be able to store various information that can be appropriately rewritten during the operation of the pachinko gaming machine 10. The information stored in the sub-control RAM 41c is, for example, flags, counters, and timers. Also, the sub-control board 41 is configured to be able to generate random numbers. For example, the random numbers may be generated as hardware random numbers or as software random numbers.
[0061] The sub-control CPU 41a and the effect display device 27 are connected. The sub-control CPU 41a is configured to be able to control the display mode of the effect display device 27. The sub-control CPU 41a and the decorative lamp 17 are connected. The sub-control CPU 41a is configured to be able to control the light emission mode of the decorative lamp 17. The sub-control CPU 41a and the speaker 18 are connected. The sub-control CPU 41a is configured to be able to control the output mode of the speaker 18. The sub-control CPU 41a and the operation button 19 are connected. The sub-control CPU 41a is configured to be able to input an operation signal indicating that the operation button 19 has been operated.
[0062] The sub-control CPU 41a is connected to the actuators A3 and A4. The sub-control CPU 41a is configured to be able to control the operations of the actuators A3 and A4. The first effect actuator A3 is an actuator for moving (operating) the left movable body KL, such as a stepping motor, and the second effect actuator A4 is an actuator for moving the right movable body KR, such as a stepping motor.
[0063] Next, various processes performed in the pachinko gaming machine 10 will be described. First, the special symbol input process performed by the main control CPU 40a will be described. The special symbol input process is performed as an interrupt process.
[0064] In the special symbol input process, the main control CPU 40a determines whether a game ball has entered the first start port 28 based on whether a detection signal has been input from the first start sensor SE1. When a game ball enters the first start port 28, the main control CPU 40a determines whether the first special hold number stored in the main control RAM 40c is less than the upper limit number (in this embodiment, "4"). If the first special hold number is less than the upper limit number, the main control CPU 40a adds "1" to the first special hold number stored in the main control RAM 40c and updates it. As a result, the hold condition for the first special game is satisfied. In this process, the main control CPU 40a controls the information display device 22 to display the updated first special hold number. Also, the main control CPU 40a sets information (hereinafter referred to as the first hold number command) that can identify the updated first special hold number in the output buffer. The information (control command) set in the output buffer is output to the sub-control board 41 in subsequent interrupt processes.
[0065] Next, the main control CPU 40a acquires a random number generated within the main control board 40, and stores random number information based on the acquired random number in the main control RAM 40c. For example, the random number is a random number used for jackpot lottery, a random number used for determining a jackpot symbol, a random number used for determining a variation pattern, and the like. In this process, the main control CPU 40a stores the random number information so that it is random number information for the first special game and the storage order of the random number information can be specified. In the present embodiment, by storing the random number information for the first special game in the main control RAM 40c, the execution of the first special game can be suspended until the execution conditions of the first special game are satisfied. Note that the random number information may be the acquired random number itself, or may be information obtained by processing the random number by a predetermined method.
[0066] When no game ball has entered the first start port 28, when the first special hold count is not less than the upper limit number, and when the random number information for the first special game is stored in the main control RAM 40c, the main control CPU 40a determines whether a game ball has entered the second start port 29 based on whether a detection signal is input from the second start sensor SE2. When no game ball has entered the second start port 29, the main control CPU 40a ends the special symbol input process.
[0067] When a game ball has entered the second start port 29, the main control CPU 40a determines whether the second special hold count stored in the main control RAM 40c is less than the upper limit number (in this embodiment, "4"). When the second special hold count is not less than the upper limit number, the main control CPU 40a ends the special symbol input process. When the second special hold count is less than the upper limit number, the main control CPU 40a adds "1" to the second special hold count stored in the main control RAM 40c and updates it. As a result, the hold condition for the second special game is satisfied. In this process, the main control CPU 40a controls the information display device 22 to display the updated second special hold count. Also, the main control CPU 40a sets information (hereinafter referred to as the second hold count command) that can identify the updated second special hold count in the output buffer.
[0068] Next, the main control CPU 40a acquires the random numbers generated within the main control board 40, and stores the random number information based on the acquired random numbers in the main control RAM 40c. In this process, the main control CPU 40a stores the random number information such that it is the random number information for the second special game and the storage order of the random number information can be specified. In the present embodiment, by storing the random number information for the second special game in the main control RAM 40c, the execution of the second special game can be suspended until the execution conditions for the second special game are satisfied.
[0069] Next, the special symbol start process performed by the main control CPU 40a will be described. The special symbol start process is performed as an interrupt process. In the special symbol start process, the main control CPU 40a determines whether it is during a special game or a big win game. If it is during a special game or a big win game, the main control CPU 40a ends the special symbol start process.
[0070] On the other hand, if it is not during a special game or a big win game, the main control CPU 40a determines whether the second special hold number stored in the main control RAM 40c is "1" or more. If the second special hold number is "1" or more, the main control CPU 40a performs predetermined processing to start the second special game as the execution conditions for the second special game are satisfied. On the other hand, if the second special hold number is not "1" or more, the main control CPU 40a determines whether the first special hold number stored in the main control RAM 40c is "1" or more. If the first special hold number is "1" or more, the main control CPU 40a performs predetermined processing to start the first special game as the execution conditions for the first special game are satisfied. In this way, the main control CPU 40a gives priority to executing the second special game over the first special game. On the other hand, if the first special hold number is not "1" or more, the main control CPU 40a ends the special symbol start process.
[0071] When starting the first special game, the main control CPU 40a subtracts "1" from the first special hold count stored in the main control RAM 40c and updates it. In this process, the main control CPU 40a controls the information display device 22 so that the updated first special hold count is displayed. Next, the main control CPU 40a reads out the earliest stored random number information among the random number information for the first special game from the main control RAM 40c. Note that when the main control CPU 40a reads out the earliest stored random number information, it deletes the random number information from the main control RAM 40c.
[0072] Next, the main control CPU 40a determines whether or not to win the jackpot based on the read random number information and the jackpot determination value stored in the main control ROM 40b. The determination of whether or not to win the jackpot is made, for example, by whether or not the value of the random number specified from the random number information matches the jackpot determination value corresponding to the current probability state. Note that the determination of whether or not to win the jackpot may also be made by whether or not the value obtained by adding the value of the random number specified from the random number information and the jackpot determination value exceeds a predetermined value.
[0073] When winning the jackpot, the main control CPU 40a determines the jackpot symbol derived in the first special game and the variation pattern of the first special game. For example, the main control CPU 40a determines the jackpot symbol derived in the first special game and the variation pattern of the first special game by lottery using the read random number information for the first special game. When determining the jackpot symbol derived in the first special game, the main control CPU 40a sets information (hereinafter referred to as a symbol command) that can identify the determined jackpot symbol in the output buffer. When determining the variation pattern of the first special game, the main control CPU 40a sets information (hereinafter referred to as a game start command) that can identify the determined variation pattern and instructs the start of the production game based on the variation pattern in the output buffer. After setting the symbol command and the first game start command in the output buffer, the main control CPU 40a ends the special symbol start process. In this embodiment, as the game start command, there are a first game start command that instructs the start of the production game based on the variation pattern of the first special game and a second game start command that instructs the start of the production game based on the variation pattern of the second special game, and the information can identify which special game's variation pattern it is based on.
[0074] On the other hand, in the case of a miss where the jackpot is not won, the main control CPU 40a determines the miss symbol derived in the first special game and the variation pattern of the first special game. For example, the main control CPU 40a determines the miss symbol derived in the first special game and the variation pattern of the first special game by lottery using the read random number information for the first special game. When determining the miss symbol derived in the first special game, the main control CPU 40a sets information (hereinafter referred to as a symbol command) that can identify the determined miss symbol in the output buffer. When determining the variation pattern of the first special game, the main control CPU 40a sets a game start command that can identify the determined variation pattern in the output buffer based on the variation pattern. After setting the symbol command and the first game start command in the output buffer, the main control CPU 40a ends the special symbol start process.
[0075] When starting the second special game, the main control CPU 40a performs the same control as in the case of starting the first special game described above. That is, the main control CPU 40a subtracts the second special reservation number, conducts a jackpot lottery (jackpot determination), determines the jackpot symbol or losing symbol based on the result of the jackpot lottery, determines the variation pattern based on the result of the jackpot lottery, and sets the symbol command and the game start command. Then, the main control CPU 40a ends the special symbol start process.
[0076] After ending the special symbol start process, the main control CPU 40a executes the special game by performing a process different from the special symbol start process. Specifically, the main control CPU 40a controls the information display device 22 so that the special game is started. The main control CPU 40a measures the variation time defined in the variation pattern determined in the special symbol start process. When the variation time defined in the variation pattern has elapsed, the main control CPU 40a controls the information display device 22 so that the special symbol determined in the special symbol start process is derived. Also, when the variation time defined in the variation pattern determined in the special symbol start process has elapsed, the main control CPU 40a instructs the stop of the variation of the effect symbol and sets in the output buffer the information (hereinafter referred to as the game end command) for deriving the symbol combination by the effect symbol.
[0077] In this way, the main control CPU 40a can perform control regarding the first special game and the second special game, and perform control to execute the special game when the execution conditions of the special game are satisfied. In the present embodiment, the main control CPU 40a that determines the variation pattern that can specify the variation time of the special game corresponds to the variation pattern determination means.
[0078] Next, the jackpot process performed by the main control CPU 40a will be described. In the jackpot process, the main control CPU 40a performs control to grant a jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start process. That is, the main control CPU 40a grants a jackpot game by executing the jackpot process.
[0079] When the special game of hitting the jackpot ends, the main control CPU 40a first sets information (hereinafter referred to as the opening command) that can identify the start of the opening time in the output buffer. When the opening time has elapsed, the main control CPU 40a performs processing for executing a round game. Specifically, the main control CPU 40a controls the special actuator A2 so that the big winning port 31 is opened based on the opening pattern determined by the jackpot symbol (type of jackpot), and starts the round game. After starting the round game, when the first end condition or the second end condition is satisfied, the main control CPU 40a controls the special actuator A2 so that the big winning port 31 is closed, and ends the round game. The main control CPU 40a repeatedly performs such processing for executing a round game until a specified number of round games end.
[0080] Also, each time the main control CPU 40a starts a round game, it sets information (hereinafter referred to as the round command) that can identify the start of the round game in the output buffer. When the last round game ends, the main control CPU 40a sets information (hereinafter referred to as the ending command) that can identify the start of the ending time in the output buffer. When the ending time has elapsed, the main control CPU 40a ends the jackpot game.
[0081] Next, the game state processing performed by the main control CPU 40a will be described. When the main control CPU 40a assigns a jackpot game based on the symbols ZA, Za, when ending the jackpot game, it sets a value that can identify controlling to the high probability state in the main probability state flag stored in the main control RAM 40c. Also, when the main control CPU 40a assigns a jackpot game based on the symbols ZA, Za, when ending the jackpot game, it sets a value that can identify controlling to the high base state in the main base state flag stored in the main control RAM 40c. In this case, the main control CPU 40a controls the game state so as to be in the high probability state and the high base state until the next jackpot game starts.
[0082] When the main control CPU 40a assigns a jackpot game based on the symbols ZB and Zb, when ending the jackpot game, it sets a value that can specify controlling to a low probability state in the main probability state flag stored in the main control RAM 40c. Also, when the main control CPU 40a assigns a jackpot game based on the symbols ZB and Zb, when ending the jackpot game, it sets a value that can specify controlling to a high base state in the main base state flag stored in the main control RAM 40c. In this case, since the main control CPU 40a assigns a high base state with a defined upper limit number of times, it stores the number of times corresponding to the upper limit number of times (100 times in this embodiment) in the main control RAM 40c as the remaining number of special games for which the high base state is assigned.
[0083] Then, every time the special game is executed, the main control CPU 40a subtracts "1" from the remaining number stored in the main control RAM 40c. When the remaining number becomes "0", the main control CPU 40a sets a value that can specify controlling to a low base state in the main base state flag with the end of the special game for which the remaining number has become "0". That is, the main control CPU 40a ends the high base state and shifts to the low base state with the end of the special game with the upper limit number of times.
[0084] When the main control CPU 40a assigns a jackpot game, when starting the jackpot game, it sets a value that can specify controlling to a low probability state in the main probability state flag. Also, when the main control CPU 40a assigns a jackpot game, when starting the jackpot game, it sets a value that can specify controlling to a low base state in the main base state flag.
[0085] When the main control CPU 40a sets a value that can specify controlling to a low probability state in the main probability state flag, it sets information that can specify being in the low probability state (hereinafter referred to as a low probability state command) in the output buffer. On the other hand, when the main control CPU 40a sets a value that can specify controlling to a high probability state in the main probability state flag, it sets information that can specify being in the high probability state (hereinafter referred to as a high probability state command) in the output buffer.
[0086] When the main control CPU 40a sets a value that can specify control in the low base state to the main base state flag, it sets information (hereinafter referred to as the low base state command) that can specify the low base state in the output buffer. On the other hand, when the main control CPU 40a sets a value that can specify control in the high base state to the main base state flag, it sets information (hereinafter referred to as the high base state command) that can specify the high base state in the output buffer.
[0087] Next, the normal symbol input process performed by the main control CPU 40a will be described. The normal symbol input process is performed as an interrupt process. In the normal symbol input process, the main control CPU 40a determines whether or not a game ball has passed (entered) through the gate 33 based on whether or not it has received a detection signal from the gate sensor SE4. If the game ball has not passed through the gate 33, the main control CPU 40a ends the normal symbol input process. On the other hand, if the game ball has passed through the gate 33, the main control CPU 40a determines whether or not the normal hold count stored in the main control RAM 40c is less than the upper limit number (in this embodiment, "4"). If the normal hold count is not less than the upper limit number, the main control CPU 40a ends the normal symbol input process.
[0088] If the normal hold count is less than the upper limit number, the main control CPU 40a adds "1" to the normal hold count stored in the main control RAM 40c and updates it. As a result, the hold condition for the normal game is satisfied. When the game ball enters the gate 33 and the normal hold count has not reached the predetermined upper limit number, the hold condition for the normal game is satisfied and the execution of the normal variable game is held. Also, the main control CPU 40a controls the information display device 22 to display the updated normal hold count. Also, the main control CPU 40a sets information (hereinafter referred to as the normal hold count command) that can specify the updated normal hold count in the output buffer.
[0089] Next, the main control CPU 40a acquires the random numbers generated within the main control board 40, and stores the random number information based on the acquired random numbers in the main control RAM 40c. For example, the random numbers are random numbers used for the winning lottery of the normal symbol, and random numbers used for determining the variable time of the normal game, etc. In this case, the main control CPU 40a stores the random number information for the normal game in such a way that it can be identified that it is the random number information for the normal game and the storage order of the random number information. In the present embodiment, by storing the random number information for the normal game in the main control RAM 40c, the execution of the normal game can be suspended until the execution conditions of the normal game are satisfied. After that, the main control CPU 40a ends the normal symbol input process.
[0090] Next, the normal symbol start process performed by the main control CPU 40a will be described. The normal symbol start process is performed as an interrupt process. In the normal symbol start process, the main control CPU 40a determines whether it is during the normal game or during the normal winning game. If it is during the normal game or during the normal winning game, the main control CPU 40a ends the normal symbol start process.
[0091] On the other hand, if it is not during the normal game and not during the normal winning game, the main control CPU 40a determines whether the normal hold count stored in the main control RAM 40c is "1" or more. If the normal hold count is "1" or more, the main control CPU 40a performs a predetermined process to start the normal game when the execution conditions of the normal game are satisfied. On the other hand, if the normal hold count is not "1" or more, the main control CPU 40a ends the normal symbol start process.
[0092] When starting the normal game, the main control CPU 40a subtracts "1" from the normal hold count stored in the main control RAM 40c and updates it. In this process, the main control CPU 40a controls the information display device 22 so that the updated normal hold count is displayed. Next, the main control CPU 40a reads out the earliest stored random number information among the random number information for the normal game from the main control RAM 40c. Note that when the main control CPU 40a reads out the earliest stored random number information, it deletes the random number information from the main control RAM 40c.
[0093] Next, the main control CPU 40a determines whether or not to win a normal win based on the read random number information and the normal win determination value stored in the main control ROM 40b (normal win lottery). The determination of whether or not to win a normal win is made, for example, by whether or not the value of the random number specified from the random number information matches the normal win determination value corresponding to the current base state. In this way, the main control CPU 40a conducts a normal win lottery and determines whether or not to provide a normal win game in which the second start port 29 can be in an open state by operating the normal variable member 30.
[0094] When winning a normal win, the main control CPU 40a determines the normal win symbol derived in the normal game and the variable time of the normal game. For example, when adopting the above-described control for shortening the variable time of the normal symbol, the main control CPU 40a determines the first variable time in the low base state and determines the second variable time shorter than the first variable time in the high base state. When determining the variable time of the normal game, the main control CPU 40a sets information (hereinafter referred to as a normal start command) that can specify the determined variable time in the output buffer. Note that the normal start command may be information that can specify the result of the win lottery of the normal symbol. Thereafter, the main control CPU 40a ends the normal symbol start process.
[0095] On the other hand, when not winning a normal win, the main control CPU 40a determines the normal losing symbol to be derived in the normal game and the variable time of the normal game. When the main control CPU 40a determines the variable time of the normal game, it sets a normal start command that can specify the determined variable time in the output buffer. Thereafter, the main control CPU 40a ends the normal symbol start process.
[0096] Then, the main control CPU 40a executes a normal game by performing a process different from the normal symbol start process. Specifically, the main control CPU 40a starts the normal game and controls the information display device 22 so that the normal symbol determined in the normal symbol start process is derived when the variable time determined in the normal symbol start process has elapsed.
[0097] Next, the normal winning process performed by the main control CPU 40a will be described. When winning normally, the main control CPU 40a determines the opening pattern of the second starting port 29 (the operation pattern of the normal variable member 30), and controls the normal actuator A1 so that the second starting port 29 is opened based on the determined opening pattern. For example, when adopting the above-described opening time extension control, the main control CPU 40a determines the first opening pattern in the low base state, and in the high base state, determines the second opening pattern in which the total opening time of the normal variable member 30 in one normal winning game is longer than the first opening pattern.
[0098] Next, various processes performed by the sub-control CPU 41a will be described. First, the effect game process performed by the sub-control CPU 41a will be described. The sub-control CPU 41a determines the symbol combination to be derived in the effect game based on the game start command and the symbol command. When the special symbol that can be specified from the symbol command is the big win symbol, the sub-control CPU 41a determines the symbol combination of the big win by the effect symbol. When the special symbol that can be specified from the symbol command is the losing symbol, the sub-control CPU 41a determines the symbol combination of the loss by the effect symbol.
[0099] In addition, when the execution condition of the reach effect is satisfied and the reach effect is executed in the effect game, the sub-control CPU 41a determines the symbol combination of the loss including the reach (for example, "787"). In the present embodiment, it is defined that the losing variation pattern with reach effect has been determined as the execution condition of the reach effect. Note that as the execution condition of the reach effect, it may be defined that the sub-control CPU 41a performs a predetermined reach lottery and wins the reach lottery.
[0100] Further, upon receiving an input of a game start command, the sub-control CPU 41a controls the effect display device 27 to variably display effect symbols in each column. That is, the sub-control CPU 41a starts an effect game. After starting the effect game, when a predetermined timing arrives, the sub-control CPU 41a temporarily stops displaying the symbol combination based on the determined effect symbol, and upon receiving an input of a game end command, causes the symbol combination based on the determined effect symbol to be derived. Note that the sub-control CPU 41a may measure the variable time that can be specified from the variable pattern regardless of the game end command, and cause the symbol combination to be derived when the variable time elapses. In this case, the game end command may be omitted.
[0101] Next, the jackpot effect process performed by the sub-control CPU 41a will be described. When the sub-control CPU 41a receives an input of an opening command, it controls the effect display device 27 so that an opening effect is performed. When the sub-control CPU 41a receives an input of a round command, it controls the effect display device 27 so that a round effect is performed. Also, when the sub-control CPU 41a receives an input of a round end command, it ends the round effect. When the sub-control CPU 41a receives an input of an ending command, it controls the effect display device 27 so that an ending effect is performed. Thus, during the jackpot game, the sub-control CPU 41a causes the opening effect, the round effect, and the ending effect to be executed as jackpot effects.
[0102] In this embodiment, the sub-control CPU 41a controls, in addition to the effect display device 27, the decorative lamp 17, the speaker 18, the left movable body KL, the right movable body KR, etc. so that various effects are performed.
[0103] Next, the game state process performed by the sub-control CPU 41a will be described. When the sub-control CPU 41a receives a low-probability state command, it sets a value that can identify the low-probability state in the sub-probability state flag stored in the sub-control RAM 41c. When the sub-control CPU 41a receives a high-probability state command, it sets a value that can identify the high-probability state in the sub-probability state flag stored in the sub-control RAM 41c. By referring to the sub-probability state flag stored in the sub-control RAM 41c, the sub-control CPU 41a can identify whether the current gaming state is in a low-probability state or a high-probability state.
[0104] When the sub-control CPU 41a receives a low-base state command, it sets a value that can identify the low-base state in the sub-base state flag stored in the sub-control RAM 41c. When the sub-control CPU 41a receives a high-base state command, it sets a value that can identify the high-base state in the sub-base state flag stored in the sub-control RAM 41c. By referring to the sub-base state flag stored in the sub-control RAM 41c, the sub-control CPU 41a can identify whether the current gaming state is in a low-base state or a high-base state.
[0105] Here, with reference to FIG. 3, the variation pattern will be described in detail. As shown in FIG. 3, the variation pattern of the present embodiment is selected according to whether it is a big win or not. Specifically, the variation patterns HP12, HP22, HP32, HP42, HP52 are defined as big win variation patterns. The variation patterns HP11, HP21, HP31, HP51 are defined as losing reach variation patterns, and the variation patterns HP01, HP02 are defined as losing variation patterns respectively.
[0106] In addition, the variation patterns HP11, HP12, HP21, HP22, HP31, HP32, HP42 are selectable variation patterns in the low-base state, the variation patterns HP51, HP52 are selectable variation patterns in the high-base state, and the variation patterns HP01, HP02 are selectable variation patterns common to both the low-base state and the high-base state.
[0107] In addition, the variation patterns HP11, HP12, HP21, HP22, HP31, HP32, HP42 are variation patterns in which a reach is formed in the production game (during the execution of the special game) and a first super reach (hereinafter sometimes referred to as "SR1") production is executed. The variation patterns HP51, HP52 are variation patterns in which a reach is formed in the production game (during the execution of the special game) and a second super reach (hereinafter sometimes referred to as "SR2") production is executed.
[0108] Each variation pattern corresponds to a variation time, and the variation time can be specified from the variation pattern. Specifically, in the present embodiment, the variation pattern HP02 is a variation pattern that shortens the variation time of the variation pattern HP01, and when in the high base state, it is more likely to be selected than when in the low base state. Further, the variation pattern HP02 can be selected when the first special hold number is large in the low base state, and the variation pattern HP01 can be selected when the second special hold number is small in the high base state.
[0109] In the present embodiment, the number of times (continuous number) of variation cycles executed in one special game is associated with the variation pattern. The variation cycle is a unit production executed in each of one or a plurality of predetermined periods in one special game, and is a unit production accompanying the variation of the production symbol. That is, the variation cycle is a unit production executed in one or a plurality of predetermined periods allocated (classified) for one special game. In the present embodiment, as the variation cycle other than the last one, from the start of the variation display of the production symbol until the production symbol is once stopped and displayed is defined as one variation cycle, and as the last variation cycle, from the start of the variation display of the production symbol until the production symbol is finally stopped and displayed is defined as one variation cycle.
[0110] In this embodiment, the upper limit number of variable cycles (upper limit consecutive number, which is 4 times in this embodiment) that can be executed during one special game is defined, and the big win expectancy can be indicated by the number of variable cycles executed during one special game. In particular, it is defined that as the number of variable cycles executed during one special game increases, the big win expectancy increases. Also, when the number of variable cycles executed during one special game reaches the upper limit number, it is defined that a big win is determined. Therefore, during one special game, by continuously executing the next variable cycle, the big win expectancy will increase.
[0111] Specifically, as variable patterns in which one variable cycle is executed during one special game, variable patterns HP01, HP02, HP11, HP12, HP51, and HP52 are defined. As variable patterns in which two variable cycles are executed during one special game, variable patterns HP21 and HP22 are defined. As variable patterns in which three variable cycles are executed during one special game, variable patterns HP31 and HP32 are defined. As variable patterns in which four variable cycles are executed during one special game, variable pattern HP42 is defined respectively. Hereinafter, the effect in which a plurality of variable cycles are performed during one special game is referred to as "pseudo continuous effect".
[0112] In this embodiment, when variable patterns HP31 and HP32 are determined, there are cases where three variable cycles are performed during one special game and cases where one or two variable cycles are performed during one special game. When one or two variable cycles are performed during one special game, it is controlled to a special zone.
[0113] In this embodiment, the special zone is in a state with a high expectation of a big win. In this special zone, on the effect display device 27, a background image (special background image) different from the normal background image (normal background image) is displayed, and points can be acquired according to the operation of the operation button 19. The points acquired in this way are numerical values that can specify the big win expectation level, and it can be specified that the higher the points, the higher the big win expectation level. Also, in this embodiment, the effects executed when controlled in the special zone are effects different from those using effect symbols, such as reach effects. Hereinafter, the effects executed when controlled in the special zone are referred to as special zone effects.
[0114] Here, with reference to FIGS. 4 to 7, a specific example of the effect modes of various effects will be described. As shown in FIG. 4(a), in the display area 27r of the effect display device 27, the effect symbol is fixedly stopped and displayed in the low base state. As shown in FIG. 4(b), when the execution of the special game is started, the effect symbol is variably displayed. In this case, the normal background image is being displayed. Then, as shown in FIG. 4(c), the effect symbol is fixedly stopped and displayed with a losing symbol combination, and the special game ends.
[0115] As shown in FIG. 4(d), when the execution of the next special game is started, the effect symbol that was fixedly stopped and displayed is variably displayed. Then, as shown in FIG. 4(e), the effect symbols in the left column and the right column are once stopped and displayed as "1", and after being once stopped and displayed as a reach symbol combination, as shown in FIG. 4(f), the effect symbol in the right column varies from "1" to "2", and the effect symbol in the middle column is once stopped and displayed as "2", and the continuous symbol combination is once stopped and displayed. The continuous symbol combination is a combination of the effect symbols in the middle column and the right column that are "1" larger than the effect symbol in the left column, and there is a next variation cycle in one special game, and it can be specified that the next variation cycle continues. In this case, it can be specified that the first variation cycle ends in one special game and there is a second variation cycle.
[0116] As shown in FIG. 4(g), when the next variation cycle (the second variation cycle) starts, the effect symbols that were once stopped and displayed start to vary and be displayed. Then, as shown in FIG. 4(h), the effect symbols in the left column and the right column are once stopped and displayed as "1", and after being once stopped and displayed as the symbol combination of a reach, as shown in FIG. 5(a), the effect symbol in the right column varies from "1" to "2", and the effect symbol in the middle column is once stopped and displayed as "2", and the continuous symbol combination is once stopped and displayed. In this case, it can be specified that the second variation cycle ends in one special game and there is a third variation cycle.
[0117] As shown in FIG. 5(b), when the next variation cycle (the third variation cycle) starts, the effect symbols that were once stopped and displayed start to vary and be displayed. Then, as shown in FIG. 5(c), the effect symbols in the left column and the right column are once stopped and displayed as "1", and after being once stopped and displayed as the symbol combination of a reach, without the continuous symbol combination being once stopped and displayed, it may result in a reach. Thereby, it can be specified that the third variation cycle is carried out in one special game. Then, as shown in FIG. 5(d), the effect symbols are definitely stopped and displayed as the symbol combination of a big win, and the special game ends.
[0118] Also, as shown in FIG. 5(e), the effect symbols are definitely stopped and displayed, and as shown in FIG. 5(f), when the execution of the special game starts, the effect symbols start to vary and be displayed. In this case, the normal background image is being displayed. Then, as shown in FIG. 5(g), the effect symbols in the left column and the right column are once stopped and displayed as "1", and after being once stopped and displayed as the symbol combination of a reach, as shown in FIG. 5(h), the effect symbol in the right column varies from "1" to "2", and the effect symbol in the middle column is once stopped and displayed as "2", and the continuous symbol combination is once stopped and displayed.
[0119] As shown in Fig. 6(a), normally the next variation cycle (the second variation cycle) is started, but there are cases where, instead of starting the next variation cycle (the second variation cycle), the special zone is entered. In this case, a special background image different from the normal background image is displayed. Also, when entering the special zone, an image of "Chance 4" is displayed, and it becomes possible to specify that the number of times controlled within the operation valid period during which the operation of operation button 19 is effective is "4".
[0120] As shown in Fig. 6(b), after entering the special zone and after the introduction effect is executed, an image that prompts a single-stroke operation of operation button 19 is displayed under control of the first operation valid period. Also, an image of "Chance 1 / 4" is displayed, and it becomes possible to specify that this is the first time out of 4 times controlled within the operation valid period. Then, as shown in Fig. 6(c), when operation button 19 is operated once, a point image of "+300" is displayed, and "300" is displayed as the cumulative points.
[0121] Next, as shown in Fig. 6(d), after the introduction effect is executed, an image that prompts a single-stroke operation of operation button 19 is displayed under control of the second operation valid period. Also, an image of "Chance 2 / 4" is displayed, and it becomes possible to specify that this is the second time out of 4 times controlled within the operation valid period. Then, as shown in Fig. 6(e), when operation button 19 is operated once, a point image of "+300" is displayed, and "600" is displayed as the cumulative points.
[0122] Next, as shown in Fig. 6(f), after the introduction effect is executed, an image that prompts a rapid-fire operation of operation button 19 is displayed under control of the third operation valid period. Also, an image of "Chance 3 / 4" is displayed, and it becomes possible to specify that this is the third time out of 4 times controlled within the operation valid period. Then, as shown in Fig. 6(g), when operation button 19 is rapidly fired, a point image of "+600" is displayed, and "1200" is displayed as the cumulative points.
[0123] Next, as shown in FIG. 6(h), after the introduction effect is executed, it is controlled during the fourth operation valid period, and an image prompting a long press operation of the operation button 19 is displayed. Also, an image of "CHANCE 4 / 4" is displayed, and it becomes possible to specify that the number of times controlled during the operation valid period is the fourth out of four times. Then, as shown in FIG. 7(a), when the operation button 19 is long-pressed, a point image of "+900" is displayed, and "2100" is displayed as the cumulative points. Finally, as shown in FIG. 7(b), a result image showing that the cumulative points obtained in the special zone is "2100" is displayed.
[0124] Then, as shown in FIG. 7(c), the effect symbols in the left column and the right column are once stopped and displayed as "1", and once stopped and displayed as a reach symbol combination. As shown in FIG. 7(d), the effect symbols are definitely stopped and displayed as a big win symbol combination, and the special game ends.
[0125] Also, as shown in FIG. 7(e), in the special zone, after the left movable body KL and the right movable body KR are displaced, it may be controlled during the operation valid period. In this case, after the introduction effect is executed, the left movable body KL and the right movable body KR are displaced. As shown in FIG. 7(f), it is controlled during the third operation valid period, and an image prompting a long press operation of the operation button 19 is displayed. Also, an image of "CHANCE 3 / 3" is displayed, and it becomes possible to specify that the number of times controlled during the operation valid period is the third out of three times. Then, as shown in FIG. 7(g), when the operation button 19 is long-pressed, a point image of "+3000" is displayed, and "4500" is displayed as the cumulative points. Finally, as shown in FIG. 7(h), a result image showing that the cumulative points obtained in the special zone is "4500" is displayed.
[0126] Here, with reference to FIGS. 8 and 9, the effect pattern determined when the variation patterns HP31 and HP32 are determined will be described. As shown in FIG. 8, as the production patterns determined when the variable patterns HP31 and HP32 are determined, there are a plurality of types of production patterns EP3A to EP3D. The production pattern EP3A is a production pattern in which a pseudo - continuous production in which three variable cycles are performed is executed without entering the special zone, and the SR1 production is executed. The production pattern EP3B is a production pattern in which a pseudo - continuous production in which two variable cycles are performed is executed, enters the special zone in the second variable cycle, and the SR1 production is executed. The production pattern EP3C is a production pattern in which it enters the special zone after the first variable cycle ends, and the SR1 production is executed. The production pattern EP3D is a production pattern in which it enters the special zone in the first variable cycle, and the SR1 production is executed.
[0127] Specifically, as shown in FIG. 9(a), in the production pattern EP3A, at the timing indicated by the symbol T0, the special game is started and the production game is started, and the execution of the first variable cycle is started. In this case, the production until before the reach is generated is executed. Then, at the timing indicated by the symbol T2, after the production symbols in the left column and the right column are temporarily stopped and displayed as the symbol combination of the reach, the production symbols in the right column fluctuate in the variable direction, and the production symbols in the right column fluctuate again, and a fanning production suggesting that the production symbols are temporarily stopped and displayed as the symbol combination of the continuation is executed. Subsequently, at the timing indicated by the symbol T3, the production symbols are temporarily stopped and displayed as the symbol combination of the continuation.
[0128] Next, at the timing indicated by the symbol T4, the variable display of the production symbols is started, and the second variable cycle is started. In this case, the production until before the reach is generated is executed. Then, at the timing indicated by the symbol T6, after the production symbols in the left column and the right column are temporarily stopped and displayed as the symbol combination of the reach, the production symbols in the right column fluctuate in the variable direction, and the production symbols in the right column fluctuate again, and a fanning production suggesting that the production symbols are temporarily stopped and displayed as the symbol combination of the continuation is executed. Subsequently, at the timing indicated by the symbol T7, the production symbols are temporarily stopped and displayed as the symbol combination of the continuation.
[0129] Next, at the timing indicated by symbol T8, the variable display of the effect symbols starts, and the third variable cycle starts. In this case, the effects until before the reach is generated are executed. Then, at the timing indicated by symbol T9, after the effect symbols in the left column and the right column are once stopped and displayed as the symbol combination of the reach, the effect symbols in the right column fluctuate in the variable direction, and the effect symbols in the right column fluctuate again, and a stimulating effect suggesting that the effect symbols are once stopped and displayed as the continuous symbol combination is executed. Subsequently, at the timing indicated by symbol T10, the execution of the SR1 effect starts without the effect symbols being once stopped and displayed as the continuous symbol combination.
[0130] Also, as shown in FIG. 9(b), in the effect pattern EP3B, at the timing indicated by symbol T4, the variable display of the effect symbols starts, and the second variable cycle starts. In this case, the effects when the variable cycle starts are executed. Then, it enters the special zone at the timing indicated by symbol T5, and the special zone ends at the timing indicated by symbol T10, and the execution of the SR1 effect starts. This special zone is a period controlled based on the special zone pattern ZP1.
[0131] Also, as shown in FIG. 9(c), in the effect pattern EP3C, the variable display of the effect symbols does not start at the timing indicated by symbol T4, it enters the special zone, the special zone ends at the timing indicated by symbol T10, and the execution of the SR1 effect starts. This special zone is a period controlled based on the special zone pattern ZP2, and is controlled for a longer time than the special zone controlled based on the special zone pattern ZP1.
[0132] Also, as shown in FIG. 9(d), in the effect pattern EP3D, the execution of the first variation cycle starts at the timing indicated by symbol T0. In this case, the effect executed when the variation cycle starts is performed. Then, at the timing indicated by symbol T1, it enters the special zone, and at the timing indicated by symbol T10, the special zone ends and the execution of the SR1 effect starts. This special zone is a period controlled based on the special zone pattern ZP3, and is controlled over a longer time than the special zones controlled based on the special zone patterns ZP1 and ZP2.
[0133] Here, referring to FIG. 10, the special zone pattern will be described. As shown in FIG. 10, there are multiple types of special zone patterns ZP1 to ZP3. The special zone pattern ZP1 is a pattern referred to when the effect pattern EP3B is determined when the variation patterns HP31 and HP32 are determined. The special zone pattern ZP2 is a pattern referred to when the effect pattern EP3C is determined when the variation patterns HP31 and HP32 are determined. The special zone pattern ZP3 is a pattern referred to when the effect pattern EP3D is determined when the variation patterns HP31 and HP32 are determined.
[0134] Multiple types of effect block patterns are associated with each of the multiple types of special zone patterns ZP1 to ZP3. Specifically, the effect block patterns BP10 to BP18 are associated with the special zone pattern ZP1, the effect block patterns BP20 to BP29 are associated with the special zone pattern ZP2, and the effect block patterns BP30 to BP51 are associated with the special zone pattern ZP3. Then, any one of the multiple types of effect block patterns corresponding to the special zone pattern is determined.
[0135] Also, for each of the plurality of types of effect block patterns, a plurality of effect blocks are associated in chronological order. Specifically, for the effect block pattern BP10, the effect blocks EB1, EB1, EB1, EB1, and EB3 are associated in chronological order.
[0136] One effect block is controlled within one operation valid period that accepts the operation of the operation button 19 as valid. Therefore, it can be said that the number of times of control within the operation valid period corresponds to the number of effect blocks corresponding to the effect block pattern.
[0137] Also, there are a plurality of types of effect blocks EB1 to EB5 in the effect blocks, and the points that can be obtained according to the operation of the operation button 19 differ depending on the type of the effect block. Specifically, the effect block EB1 is an effect block that obtains 300 points according to the operation of the operation button 19. The effect block EB2 is an effect block that obtains 450 points according to the operation of the operation button 19. The effect block EB3 is an effect block that obtains 600 points according to the operation of the operation button 19. The effect block EB4 is an effect block that obtains 900 points according to the operation of the operation button 19. The effect block EB5 is an effect block that obtains 3000 points according to the operation of the operation button 19. Therefore, it can be said that the points that can be obtained according to the operation of the operation button 19 correspond to the type of the effect block corresponding to the effect block pattern.
[0138] In this embodiment, common production blocks corresponding to the production block patterns include a special zone entry production block, a count notification production block, and an overall result production block. The special zone entry production block is a production block for executing a special zone entry production that can identify entry into a special zone, and is a production block executed when entering the special zone. The count notification production block is a production block for executing a count notification production that can identify the effective control count, which is the number of times controlled during the operation effective period, and is a production block executed after the special zone entry production block and before the production blocks EB1 to EB5. The overall result production block is a production block for executing an overall result production that can identify the accumulated points obtained, and is a production block executed after the production blocks EB1 to EB5. Thus, the special zone production is executed in the order of the special zone entry production, the count notification production, the production based on the production blocks EB1 to EB5, and the overall result production based on the production block pattern.
[0139] Here, with reference to FIG. 11, the production blocks will be described. As shown in FIG. 11, for a plurality of types of production blocks, the production modes (production contents) to be executed and their execution timings are associated with each other, and information that can identify the correspondence relationship is stored in the sub-control ROM 41b.
[0140] As shown in Fig. 11(a), in the effect block EB1, at the timing indicated by the symbol T11, the effect based on the effect block EB1 starts, and the execution of the first introduction effect starts. This first introduction effect is an introduction effect before the operation valid period starts. Then, at the timing indicated by the symbol T12, the first introduction effect ends, and the execution of the action effect in which a predetermined character performs an action starts and is controlled by the operation valid period. In this case, one operation is accepted as valid during the operation valid period. Then, with the timing indicated by the symbol T13 as the upper limit, the operation valid period ends, and the execution of the result effect corresponding to the operation of the operation button 19 starts. The result effect is an effect that displays the points obtained according to the operation of the operation button 19 during the operation valid period and the points accumulated in one special zone. Then, at the timing indicated by the symbol T15, the effect based on the effect block EB1 ends.
[0141] As shown in Fig. 11(b), in the effect block EB2, at the timing indicated by the symbol T11, the effect based on the effect block EB2 starts, and the execution of the second introduction effect starts. This second introduction effect is an introduction effect before the operation valid period starts and has a different effect mode from the first introduction effect. Then, at the timing indicated by the symbol T12, the second introduction effect ends, and the execution of the character effect in which a character image imitating a predetermined character is displayed starts. Subsequently, at the timing indicated by the symbol T14, the character effect ends, and the execution of the action effect in which a predetermined character performs an action starts and is controlled by the operation valid period. In this case, three operations are accepted as valid during the operation valid period. Then, with the timing indicated by the symbol T17 as the upper limit, the operation valid period ends, and the execution of the result effect corresponding to the operation of the operation button 19 starts. The result effect is an effect that displays the points obtained according to the operation of the operation button 19 during the operation valid period and the points accumulated in one special zone. Then, at the timing indicated by the symbol T18, the effect based on the effect block EB2 ends.
[0142] As shown in FIG. 11(c), in the effect block EB3, at the timing indicated by the symbol T11, the effect based on the effect block EB3 is started, and the execution of the first introduction effect is started. This first introduction effect is an introduction effect before the operation valid period starts, and has the same effect mode as the first introduction effect in the effect block EB1. Then, at the timing indicated by the symbol T12, the first introduction effect ends, and a development effect in which a character image imitating a predetermined character is displayed is executed. This development effect is an effect that can be specified as not being an effect based on the effect block EB1. In this case, a movable effect in which the left movable body KL and the right movable body KR swing is executed. Subsequently, at the timing indicated by the symbol T14, the development effect ends, and the execution of an action effect in which a predetermined character performs an action is started and is controlled during the operation valid period. In this case, a rapid-fire operation is accepted as valid during the operation valid period. That is, a plurality of operations are accepted as valid during the operation valid period. Then, at the timing indicated by the symbol T17, the operation valid period ends, and the execution of a result effect corresponding to the operation of the operation button 19 is started. The result effect is an effect that displays the points obtained according to the operation of the operation button 19 during the operation valid period and the points accumulated in one special zone. Then, at the timing indicated by the symbol T18, the effect based on the effect block EB3 ends.
[0143] As shown in FIG. 11(d), in the production block EB4A of the production block EB4, at the timing indicated by the symbol T11, the production based on the production block EB4A starts, and the execution of the first introduction production starts. This first introduction production is an introduction production before the operation valid period starts, and is the same introduction production in terms of production mode as the first introduction production in the production blocks EB1 and EB3. Then, at the timing indicated by the symbol T12, the first introduction production ends, and a development production in which a character image imitating a predetermined character is displayed is executed. This development production is a production that can be specified as not being a production based on the production block EB1. In this case, a movable production in which the left movable body KL and the right movable body KR swing is executed. Subsequently, at the timing indicated by the symbol T14, the development production ends, and the execution of an action production in which a predetermined character performs an action starts and is controlled during the operation valid period. In this case, a long-press operation is accepted as valid during the operation valid period. That is, an operation is accepted as valid within a predetermined time during the operation valid period. Then, at the timing indicated by the symbol T17, the operation valid period ends, and the execution of a result production corresponding to the operation of the operation button 19 starts. The result production is a production that displays the points obtained according to the operation of the operation button 19 during the operation valid period and the points accumulated in one special zone. Then, at the timing indicated by the symbol T18, the production based on the production block EB4A ends.
[0144] As shown in FIG. 11(e), in the production block EB4B of the production block EB4, at the timing indicated by the symbol T11, the production based on the production block EB4B starts, and the execution of the second introduction production starts. This second introduction production is an introduction production before the operation valid period starts, and is the same introduction production in terms of production mode as the second introduction production in the production block EB2. Then, at the timing indicated by the symbol T12, the second introduction production ends, and thereafter, it is controlled in the same manner as the production based on the production block EB4A.
[0145] In the present embodiment, when the effect block pattern corresponds to the effect block EB4, either one of the effect blocks EB4A and EP4B is determined based on whether the variation pattern HP31 or the variation pattern HP32 is determined. In particular, when the variation pattern HP32 is determined, the effect block EB4B is determined with a higher probability than when the variation pattern HP31 is determined, but it is not limited thereto. For example, when the variation pattern HP32 is determined, the effect block EB4A may be determined with a higher probability than when the variation pattern HP31 is determined, or may have the same probability.
[0146] As shown in FIG. 11(f), in the effect block EB5, an effect based on the effect block EB5 starts at the timing indicated by symbol T11, and the execution of the first introduction effect starts. This first introduction effect is an introduction effect before the operation valid period starts, and has the same effect mode as the first introduction effects in the effect blocks EB1, EB3, and EB4A. Then, at the timing indicated by symbol T12, the first introduction effect ends and a freeze effect is executed. This freeze effect is an effect that continuously displays the image that was being displayed when the first introduction effect ended. In this case, after the left movable body KL and the right movable body KR are displaced to a specific position, a movable effect of displacing back to the original position is executed. This specific position is a position arranged on the front side of the effect display device 27. That is, different from the effect blocks EB3, EB4A, and EB4B, the effect block EB5 is an effect block in which a movable effect is executed in a mode of large displacement. Subsequently, at the timing indicated by symbol T15, the freeze effect ends and the third introduction effect is executed. The third introduction effect has a different effect mode from the first introduction effect and the second introduction effect, and is an effect that can be specified as an effect based on the effect block EB5. Then, at the timing indicated by symbol T16, the third introduction effect ends, and the execution of an action effect in which a predetermined character performs an action starts and is controlled during the operation valid period. In this case, a long-press operation is accepted as valid during the operation valid period. That is, an operation is accepted as valid within a predetermined time during the operation valid period. Then, at the timing indicated by symbol T19, the operation valid period ends, and the execution of a result effect corresponding to the operation of the operation button 19 starts. The result effect is an effect that displays the points obtained according to the operation of the operation button 19 during the operation valid period and the points accumulated in one special zone. Then, the effect based on the effect block EB5 ends at a timing later than the timing indicated by symbol T19.
[0147] Also, this effect block EB5 has a longer effect time than the effect blocks EB1 to EB4. The effect blocks EB2 to EB4 have the same effect time. The effect block EB1 has a shorter effect time than the effect blocks EB2 to EB5.
[0148] In this way, when the variation patterns HP31 and HP32 are determined, the special zone is controlled during a part of the period in which one special game is executed. That is, the special zone effect is executed during a part of the period in which one special game is executed. In particular, there are multiple types of special zones in the special zone based on the special zone patterns ZP1 to ZP3 with different control times. There are cases where the special zone is controlled by the special zone based on the special zone pattern ZP1, cases where the special zone is controlled by the special zone based on the special zone pattern ZP2, and cases where the special zone is controlled by the special zone based on the special zone pattern ZP3. That is, when the variation patterns HP31 and HP32 are determined, it is controlled to any one of multiple types of special zones with different control times.
[0149] Next, the effect determination process executed by the sub-control CPU 41a will be described. The effect determination process is a process called at every predetermined cycle. First, the sub-control CPU 41a determines whether a game start command has been input. If it is determined that the game start command has not been input, the sub-control CPU 41a ends the effect determination process. On the other hand, if it is determined that the game start command has been input, the sub-control CPU 41a determines the content of the effect of the effect to be executed, stores the information indicating the determination result in the sub-control RAM 41c, and ends the effect determination process.
[0150] Specifically, the sub-control CPU 41a determines the effect pattern based on the input game start command and stores it in the sub-control RAM 41c. In particular, when the input game start command is a game start command that can specify the variation patterns HP31 and HP32, the sub-control CPU 41a determines any one of the effect patterns EP3A to EP3D. In this case, the effect pattern is determined with different probabilities when it is a game start command that can specify the variation pattern HP31 which is a miss reach variation pattern and when it is a game start command that can specify the variation pattern HP32 which is a jackpot variation pattern.
[0151] In particular, when a game start command capable of specifying the variation patterns HP31 and HP32 is determined, the production pattern EP3D is determined at a higher probability of a big win than the production pattern EP3C. Also, when a game start command capable of specifying the variation patterns HP31 and HP32 is determined, the production pattern EP3C is determined at a higher probability of a big win than the production pattern EP3B. Also, when a game start command capable of specifying the variation patterns HP31 and HP32 is determined, the production pattern EP3B is determined at a higher probability of a big win than the production pattern EP3A. Also, when the production pattern EP3B is determined, it is controlled to a special zone based on the special zone pattern ZP1. When the production pattern EP3C is determined, it is controlled to a special zone based on the special zone pattern ZP2. When the production pattern EP3D is determined, it is controlled to a special zone based on the special zone pattern ZP3. That is, when being controlled to the special zone based on the special zone pattern ZP3, the probability of a big win is higher than when being controlled to the special zone based on the special zone pattern ZP2, and when being controlled to the special zone based on the special zone pattern ZP2, the probability of a big win is higher than when being controlled to the special zone based on the special zone pattern ZP1. Also, when being controlled to the special zone based on the special zone pattern ZP3, the control time is longer than when being controlled to the special zone based on the special zone pattern ZP2, and when being controlled to the special zone based on the special zone pattern ZP2, the control time is longer than when being controlled to the special zone based on the special zone pattern ZP1. That is, when being controlled to a special zone with a long control time, the probability of a big win is higher than when being controlled to a special zone with a short control time.
[0152] The sub-control CPU 41a determines one of a plurality of types of production block patterns corresponding to the determined production pattern and stores it in the sub-control RAM 41c. In particular, when the cumulative points that can be obtained are large, the production block pattern is determined at a higher rate of jackpot expectation than when they are small. That is, the points are a numerical value that can specify the jackpot expectation, and the jackpot expectation is higher when the points are large than when they are small. Also, when controlled in a special zone with a long control time, there is a higher probability that the points (points that can be obtained during a single operation validity period, points accumulated in the special zone) will be larger than when controlled in a special zone with a short control time. That is, when controlled in a special zone with a long control time, it is easier to change to points with a higher jackpot expectation than when controlled in a special zone with a short control time, and it can be said that the jackpot expectation becomes higher.
[0153] Also, when the number of effective control operations controlled during the operation validity period is large, the production block pattern is determined at a higher rate of jackpot expectation than when it is small. That is, the number of effective control operations has a higher jackpot expectation when it is large than when it is small. In other words, when the number of effective control operations is the first number, the jackpot expectation is higher than when it is the second number smaller than the first number. Also, when controlled in a special zone with a long control time, there is a higher probability that the number of effective control operations will be larger than when controlled in a special zone with a short control time. That is, when controlled in a special zone with a long control time, it is easier for the number of effective control operations to become larger than when controlled in a special zone with a short control time, and it can be said that the jackpot expectation becomes higher.
[0154] Also, the performance block pattern is determined in the order of performance blocks EB1, EB2, EB3, EB4, and EB5 at a ratio that makes them high-expectation jackpot performance blocks. Also, in performance block EB1, a single-press operation is notified, in performance block EB2, three operations are notified, in performance block EB3, a rapid-fire operation is notified, and in performance blocks EB4 and EB5, a long-press operation is notified, and it is determined whether the condition for adding points is satisfied. That is, the jackpot expectation level varies depending on the type of operation mode of operation button 19 to be notified, and the jackpot expectation level increases in the order of single-press operation, three operations, rapid-fire operation, and long-press operation. In other words, when the second operation mode is notified, the jackpot expectation level is higher than when the first operation mode is notified. Also, when controlled in a special zone with a long control time, the operation mode is determined so that the jackpot expectation level is higher in the order of single-press operation, three operations, rapid-fire operation, and long-press operation than when controlled in a special zone with a short control time. That is, when controlled in a special zone with a long control time, it can be said that the second operation mode is more likely to be determined (the second operation mode is more likely to be notified) and the jackpot expectation level is higher than when controlled in a special zone with a short control time.
[0155] Also, performance blocks EB3 to EB5 are performance blocks in which a movable performance is executed, and performance blocks EB1 and EB2 are performance blocks in which a movable performance is not executed. That is, when a movable performance is executed, the jackpot expectation level is higher than when a movable performance is not executed. Also, when controlled in a special zone with a long control time, a movable performance is executed with a higher probability than when controlled in a special zone with a short control time. That is, when controlled in a special zone with a long control time, it can be said that a movable performance is more likely to be executed and the jackpot expectation level is higher than when controlled in a special zone with a short control time.
[0156] In a process separate from the performance determination process, the sub-control CPU 41a controls the performance display device 27 and the actuators A3 and A4 based on the determination results (performance pattern, special zone pattern, and performance block pattern) determined in the performance determination process and the information regarding the performance blocks stored in advance in the sub-control ROM 41b, and executes a special zone performance.
[0157] Specifically, the sub-control CPU 41a controls the special zone at the timing corresponding to the performance pattern determined in the performance determination process. In this case, the sub-control CPU 41a causes the performance display device 27 to display a special background image corresponding to the special zone. Further, the sub-control CPU 41a executes a special zone entry performance, a count notification performance, and a comprehensive result performance at the timing corresponding to the performance pattern and the performance block pattern determined in the performance determination process. Also, the sub-control CPU 41a executes various introduction performances, character performances, development performances, action performances, and result performances at the timing corresponding to the performance pattern and the performance block pattern determined in the performance determination process and a predetermined performance block.
[0158] In this way, even when the types of the controlled special zones are different, the sub-control CPU 41a causes the same images, such as a background image and an image based on the special zone entry performance, to be displayed on the performance display device 27 and executes the performance in the same performance mode until a predetermined time has elapsed since the start of the special zone. Also, when controlled by the special zone, the sub-control CPU 41a displays an image capable of specifying the number of effective control operations.
[0159] In particular, the sub-control CPU 41a controls the effective operation period at the timing corresponding to each performance block based on the performance pattern and the performance block pattern determined in the performance determination process, and causes the performance display device 27 to display the operation mode corresponding to each performance block. In this way, when controlled by the special zone, the sub-control CPU 41a notifies the operation mode of the operation button 19 by causing the operation mode of the operation button 19 to be displayed on the performance display device 27.
[0160] Then, when the sub-control CPU 41a determines that the condition for adding points is satisfied in response to an operation signal from the operation button 19 during the operation valid period, it stores in the sub-control RAM 41c to add a predetermined number of points and causes the effect display device 27 to display it. Specifically, the sub-control CPU 41a stores in the sub-control RAM 41c the addition points corresponding to one operation valid period and the cumulative points in one special zone. On the other hand, when the sub-control CPU 41a determines that the condition for changing a numerical value is not satisfied in response to an operation signal from the operation button 19 during the operation valid period, it does not add a predetermined number of points and does not update the addition points and the cumulative points. In this way, when controlled by the special zone, the sub-control CPU 41a causes the effect display device 27 to display the points indicating the jackpot expectation degree in a changeable manner.
[0161] Also, the sub-control CPU 41a executes a movable effect of displacing the left movable body KL and the right movable body KR at the timing corresponding to each effect block. In the present embodiment, the period controlled by the special zone corresponds to a specific period, and the special zone effect corresponds to a specific effect. In the present embodiment, among the special zones based on the special zone patterns ZP1 to ZP3, the period controlled by the special zone with a short control time corresponds to the first specific period, and the period controlled by the special zone with a long control time corresponds to the second specific period. In the present embodiment, the special background image displayed when controlled by the special zone corresponds to a specific image. In the present embodiment, the points that can be obtained in the special zone correspond to a numerical value. In the present embodiment, as operation modes of the operation button 19 during the operation valid period, there are a plurality of types of operation modes such as a single hit operation, a three-time operation, a continuous hit operation, and a long press operation. Among these plurality of types of operation modes, the operation mode with a low jackpot expectation degree corresponds to the first operation mode, and the operation mode with a high jackpot expectation degree corresponds to the second operation mode. In the present embodiment, at least one of the variation patterns HP31 and HP32 corresponds to a specific variation pattern.
[0162] As described in detail above, the present embodiment has the following effects. (1) During a part of the period in which a special game is executed, it is controlled to a special zone, and when it is controlled to the special zone, a special zone effect is executed. There are multiple types of special zones with different control times during the period of being controlled to the special zone. The special zone effect is an effect that displays the same image, such as a background image, until a predetermined time elapses in multiple types of special zones with different control times. When controlled to a special zone with a long control time, it is an effect with a higher jackpot expectation than when controlled to a special zone with a short control time. For this reason, until a predetermined time elapses after being controlled to the special zone, it is impossible to specify which of the special zones with different control times has been controlled from the displayed image. Therefore, it is possible to make the control time of the special zone diverse, and while making the player pay attention to the time during which the special zone effect is continuously executed, it is possible to enhance the sense of expectation for hitting the jackpot, and improve the interest in the game.
[0163] (2) The special zone effect is an effect that variably displays a point indicating the jackpot expectation. When controlled to a special zone with a long control time, it is an effect that is more likely to change to a higher point of jackpot expectation than when controlled to a special zone with a short control time. For this reason, while making the player pay attention to the time during which the special zone effect is continuously executed, it is possible to enhance the sense of expectation for the point changing favorably in that special zone, and improve the interest in the game.
[0164] (3) The special zone effect is an effect that displays an image that can specify the number of effective control times controlled during the operation effective period when the operation of the operation button 19 becomes effective. The greater the number of effective control times, the higher the jackpot expectation. For this reason, while making the player pay attention to the time during which the special zone effect is continuously executed and the image that can specify the number of effective control times controlled during the operation effective period, it is possible to enhance the sense of expectation for the number of effective control times to increase, and improve the interest in the game.
[0165] (4) The special zone effect is an effect that is controlled to one of the special zones with different control times when the variation patterns HP31 and HP32 are determined as variation patterns that can specify the variation time. Therefore, even when the same variation patterns HP31 and HP32 are determined, it may be controlled to a special zone with a different control time, and it is possible to make the player pay attention to the time during which the special zone effect is continuously executed, and it is possible to improve the interest in the game.
[0166] (5) Also, the special zone effect is an effect that displays an image that can specify the number of effective control operations controlled during the operation effective period. When controlled to a special zone with a long control time, the number of effective control operations is more likely to be larger than when controlled to a special zone with a short control time. Therefore, it is possible to give diversity to the degree to which the number of effective control operations increases depending on the special zone, and it is possible to vary the operation opportunities for the player. At the same time, it is possible to make the player pay attention to the time during which the special zone effect is continuously executed and the increase in the number of effective control operations, and it is possible to improve the interest in the game.
[0167] (6) Also, the special zone effect is an effect that notifies the operation mode of the operation button 19. As the operation mode of the operation means, when notifying the continuous pressing operation and the long pressing operation, it is an effect with a higher jackpot expectation than when notifying the single pressing operation. Also, when controlled to a special zone with a long control time, the continuous pressing operation and the long pressing operation are more likely to be notified than when controlled to a special zone with a short control time. Therefore, it is possible to give diversity to the operation modes notified in the special zone, and while making the player pay attention to the time during which the special zone effect is continuously executed and the notified operation modes, it is possible to raise the sense of expectation for hitting the jackpot, and it is possible to improve the interest in the game.
[0168] (7) Also, since the execution conditions controlled by the special zone may be different, it is possible to give diversity to the execution conditions controlled by the special zone while making the player pay attention to the execution conditions, and it is possible to improve the interest in the game.
[0169] (8) Also, in the case where the special zone effect is executed when the movable effect is executed, the expectation of a big win is higher than when the movable effect is not executed. When controlled to a special zone with a longer control time, the movable effect is more likely to be executed than when controlled to a special zone with a shorter control time. Therefore, while paying attention to the time during which the special zone effect continues to be executed and the execution of the movable effect, it is possible to raise the sense of expectation for achieving a big win, and it is possible to improve the interest in the game.
[0170] [Second Embodiment] Next, a second embodiment embodying the present invention will be described. In the first embodiment, control was performed to a special zone during a part of the period in which one special game is executed, but it is not limited to this. For example, control may be performed to a special zone during a part of the period in which a plurality of consecutive special games are executed. In the following description, the same reference numerals are given to the same configurations and the same control contents as those of the already described embodiments, and the overlapping descriptions are omitted or simplified.
[0171] As shown in FIG. 12, in the second embodiment, the first special game is being executed at the timing indicated by reference numeral T21, the execution of the second special game starts at the timing indicated by reference numeral T23, and the execution of the second special game ends at the timing indicated by reference numeral T26.
[0172] As shown in FIG. 12(a), in this case, as in the first embodiment, after the execution of the second special game starts at the timing indicated by reference numeral T23, control is performed to the special zone at the timing indicated by reference numeral T24, and during the execution of the second special game, the special zone may end at the timing indicated by reference numeral T25.
[0173] As shown in FIG. 12(b), at the timing indicated by reference numeral T22, during the execution of the first special game, the player may be controlled to enter the special zone, and then, during the execution of the second special game, the special zone may end at the timing indicated by reference numeral T25. That is, the player may be controlled to enter the special zone during a part of the period in which one special game is executed, or during a part of the period in which a plurality of consecutive special games are executed.
[0174] Here, with reference to FIG. 13, the pre-reading command setting process executed by the main control CPU 40a will be described. This pre-reading command setting process is a process of setting a pre-reading command as information specified by the result of referring to various random numbers. Further, the pre-reading command setting process is a process executed immediately after the end of the special symbol input process when the hold condition is satisfied, and is not executed when a game ball enters the first start port 28 when the first special hold number is at the upper limit.
[0175] First, as shown in FIG. 13, when in the high base state, or when in the low base state but the hold condition of the second special game is satisfied, etc., the main control CPU 40a determines whether or not the regulation condition is satisfied (step S101). If the regulation condition is satisfied, the main control CPU 40a ends the pre-reading command setting process without executing steps S102 and S103. If the regulation condition is not satisfied, the main control CPU 40a proceeds to step S102.
[0176] In step S102, the main control CPU 40a refers to various random numbers acquired with the entry of a game ball into the first start port 28. Then, based on the reference result, the main control CPU 40a sets a pre-reading command in the main control RAM 40c (step S103), and ends the pre-reading command setting process.
[0177] More specifically, upon the ball entry into the first start port 28, the main control CPU 40a specifies the special hold number. Also, the main control CPU 40a reads out the value of the random number used for the jackpot lottery obtained along with the ball entry into the first start port 28, and specifies whether or not the value matches the jackpot determination value. In particular, the main control CPU 40a specifies whether the value of the random number used for the jackpot lottery matches the common jackpot determination value among the jackpot determination values, matches the high-probability dedicated jackpot determination value, or does not match the jackpot determination value. That is, the main control CPU 40a specifies whether the value of the random number used for the jackpot lottery matches the jackpot determination value regardless of whether it is in the high-probability state, matches the jackpot determination value only when it is in the high-probability state, or does not match the jackpot determination value regardless of whether it is in the high-probability state.
[0178] Also, the main control CPU 40a reads out the value of the random number for special symbol allocation obtained along with the ball entry into the first start port 28, and based on the read value, specifies the jackpot symbol (type of jackpot) in the case of a jackpot.
[0179] Also, the main control CPU 40a reads out the value of the random number used for determining the variation pattern obtained along with the ball entry into the first start port 28, and based on the read value, specifies whether or not the variation pattern that forms a reach state in the case of a loss. In the present embodiment, regardless of the first special hold number and the second special hold number, it is configured such that it is determined whether or not a reach state is formed until the execution of the special game is started.
[0180] Then, the main control CPU 40a determines a pre-read command corresponding to the result specified in this way. Specifically, the pre-read command is a command that can specify the current special hold number, whether or not to win the jackpot lottery according to whether or not it is in the high-probability state, the type of jackpot in the case of a jackpot, and whether or not the variation pattern that forms a reach state in the case of a loss is determined.
[0181] In this way, when the main control CPU 40a receives a ball entry into the first start port 28, before the start of a special game based on the ball entry, it generates a pre-reading command that can at least identify whether the special game corresponding to the ball entry will result in a big win. Such a pre-reading command is information that can identify the current number of special holds, whether it is a big win or not, the type of big win, and whether it will be a deviation reach variation. It can be said that it is information that can identify whether it wins the big win lottery in a high-probability state. In this way, the pre-reading command corresponds to specific information, and the main control CPU 40a that generates the pre-reading command corresponds to specific information generation means respectively.
[0182] Then, the main control CPU 40a sets the generated pre-reading command in the output buffer. In this embodiment, when outputting the pre-reading command, it is configured such that a hold designation command is output before that.
[0183] On the other hand, when the sub-control CPU 41a receives the pre-reading command and the hold designation command, it identifies the number of special holds from the pre-reading command and stores the pre-reading command in the sub-control RAM 41c corresponding to the number of special holds. In particular, the sub-control CPU 41a can identify the input order of the pre-reading commands by the pre-reading commands.
[0184] Then, when the sub-control CPU 41a receives the pre-reading command and the hold designation command, it determines whether the variable patterns HP31 and HP32 are determined based on the input pre-reading command. When the sub-control CPU 41a determines that the variable patterns HP31 and HP32 are determined, it causes a special background image to be displayed on the effect display device 27 with a predetermined probability. Thereby, when the sub-control CPU 41a determines that the variable patterns HP31 and HP32 are determined in a special game whose execution is on hold based on the input of the pre-reading command, it causes the special background image to be displayed over a plurality of consecutive special games and controls to a special zone.
[0185] In this embodiment, when the execution of a special game in which the variation patterns HP31 and HP32 are determined is suspended, a special background image is displayed and is not controlled during the operation valid period. However, it is not limited to this. For example, it may be configured to be controlled during the operation valid period according to the number of executions of the special game controlled in the special zone.
[0186] In this embodiment, even when a game start command capable of specifying the variation patterns HP31 and HP32 is input, it is controlled in the special zone in the same manner as in the first embodiment. That is, there are cases where it is controlled in the special zone during a part of the period in which one special game is executed, and cases where it is controlled in the special zone during a part of the period in which a plurality of consecutive special games are executed. In other words, as execution conditions for being controlled in the special zone, there are cases where it is satisfied when a special game in which a jackpot expectation level is shown by the execution of the special zone effect is being executed (first execution condition), and cases where it is satisfied when the execution of a special game in which a jackpot expectation level is shown by the execution of the special zone effect is suspended (second execution condition).
[0187] As described in detail above, the second embodiment has the following effects in addition to the effects (1) to (8) in the first embodiment. (9) As execution conditions for being controlled in the special zone, there are cases where it is satisfied when a special game in which a jackpot expectation level is shown by the execution of the special zone effect is being executed, and cases where it is satisfied when the execution of a special game in which a jackpot expectation level is shown by the execution of the special zone effect is suspended. For this reason, when the special zone effect is executed, the target of the jackpot expectation level shown by the execution of the special zone effect may be the special game being executed or the special game whose execution is suspended. Therefore, it is possible to make the player pay attention to the special game that is the target of the jackpot expectation level shown by the execution of the special zone effect, and it is possible to improve the interest in the game.
[0188] In particular, when the special game that is the target for which the jackpot expectation level is shown by executing the special zone effect is a special game whose execution is suspended, it is possible to continuously enhance the sense of expectation of hitting the jackpot across multiple special games, and it is possible to improve the interest in the game.
[0189] Incidentally, the above embodiment can be embodied in the following another embodiment (another example). · In the above embodiment, when the variation patterns HP31 and HP32 are determined, any one of the effect patterns EP3A to EP3D is determined. However, the present invention is not limited to this. For example, at least any one of the effect patterns EP3A to EP3D may not be determined, or an effect pattern different from the effect patterns EP3A to EP3D may be determined.
[0190] · In the above embodiment, the variation patterns HP31 and HP32 are variation patterns in which three variation cycles can be performed. However, the present invention is not limited to this. For example, it may be a variation pattern in which two variation cycles can be performed, or a variation pattern in which four variation cycles can be performed. Further, for example, it may be a variation pattern in which one variation cycle is performed. Also, combinations thereof may be used.
[0191] · In the above embodiment, when being controlled in the special zone, the effect symbols are variably displayed in a small size on the effect display device 27 without being once stopped and displayed in a continuous symbol combination. However, the present invention is not limited to this. For example, the effect symbols may be once stopped and displayed in a continuous symbol combination. That is, the pseudo - continuous effect may be continued or interrupted when being controlled in the special zone.
[0192] ·In the above embodiment, until a predetermined time has elapsed since the timing controlled by the special zone, regardless of the type of the special zone, at least the same special background image was displayed for any type of special zone, but it is not limited to this. For example, if an entry effect into the special zone, a count notification effect, an effect based on the same effect block, etc. are executed by displaying the same image for any type of special zone, different types of special background images may be displayed.
[0193] ·In the above embodiment, in each of the effect blocks EB1, EB2, EB3, EB4A, EB4B, and EB5, the effect was executed in the same effect mode, but it is not limited to this. For example, in each of the effect blocks, the effect may be executed in different effect modes. In this case, for example, there may be an effect mode with a low jackpot expectation degree and an effect mode with a high jackpot expectation degree. Also, for example, there may be an effect mode with a low expectation degree that there is a next effect block and an effect mode with a high expectation degree that there is a next effect block. Also, for example, there may be an effect mode with a low jackpot expectation degree of the next effect block and an effect mode with a high jackpot expectation degree of the next effect block. Also, these combinations may exist.
[0194] ·In the above embodiment, for example, there may be an effect block (so-called "continuous suggestion effect block") in which the effect is executed in an effect mode in which it is possible to specify whether there is a next effect block after it is suggested whether there is a next effect block.
[0195] ·In the above embodiment, for example, regarding the number of times of operation effective control controlled during the operation effective period, even if a digital image is not displayed, the number of times of operation effective control may be displayed in a manner that enables specification of the number of times of operation effective control by the number of images indicating the number of times of operation effective control.
[0196] ·In the above embodiment, for example, the total number of times of operation effective control in one special zone and the current number of times of operation effective control in one special zone could be specified, but it is not limited to this. For example, the remaining number of times of operation effective control in one special zone may be specifiable. Also, for example, these combinations may be possible.
[0197] ·In the above embodiment, an image capable of specifying the number of effective control operations was displayed. However, it is not limited to this. For example, an image capable of specifying the minimum number of effective control operations, such as "3 times + α", may be displayed. Also, for example, an image capable of specifying the upper limit of the number of effective control operations, such as "maximum 6 times", may be displayed.
[0198] ·In the above embodiment, the expected jackpot probability became specifiable by adding points. However, it is not limited to this. For example, the expected jackpot probability may become specifiable by subtracting points. That is, it is only necessary that the points can be changed to points where the expected jackpot probability increases according to the operation of the operation button 19. Also, for example, there may be a case where the points change to points where the expected jackpot probability decreases.
[0199] ·In the above embodiment, when a condition is satisfied according to the operation of the operation button 19 during the operation effective period, the points to be added were displayed all at once. However, it is not limited to this. For example, by performing a rapid-fire operation, the points to be added corresponding to one operation among the rapid-fire operations may be displayed, so that the points to be added may be displayed in multiple stages. Also, for example, when controlled to a special zone with a long control time, more stages of point addition may be possible than when controlled to a special zone with a short control time.
[0200] ·In the above embodiment, for example, a plurality of operation means may be provided, and a plurality of operation modes may be notified by displaying an image prompting the operation of any one of the plurality of operation means. Also, for example, a combination of a plurality of operation means, such as the operation order of the cross buttons, may be notified as a plurality of operation modes.
[0201] ·In the above-described embodiment, although a predetermined point is added in response to the operation of the operation button 19 during the operation valid period, it is not limited thereto. For example, a predetermined lower limit point may be added, or a point equal to or higher than the lower limit point may be added. Further, for example, a predetermined upper limit point may be added, and the points may be added in multiple stages until the upper limit point is added.
[0202] ·In the above-described embodiment, for example, it may be configured such that points are added according to the passage of time regardless of the operation of the operation button 19. ·In the above-described embodiment, the timing (entry timing) controlled by the special zone is varied depending on the type of the special zone, but it is not limited thereto. For example, the timing at which the special zone ends may be varied, or a combination thereof may be used.
[0203] ·In the above-described embodiment, the execution conditions for controlling the special zone are varied depending on the type of the produced pattern to be determined and the type of the control command to be referred to, but it is not limited thereto. For example, the execution conditions for controlling the special zone may be varied depending on the type of the variable pattern that can be specified from the game start command. As a specific example, when a variable pattern in which two variable cycles can be performed is determined, the special zone patterns ZP1 and ZP2 are determined, while when a variable pattern in which three variable cycles can be performed is determined, the special zone patterns ZP2 and ZP3 may be determined.
[0204] ·In the above-described embodiment, an image capable of specifying the remaining time controlled by the special zone is not displayed on the production display device 27, and the remaining time controlled by the special zone cannot be specified, but it is not limited thereto. For example, the remaining time controlled by the special zone may be counted, and an image capable of specifying the remaining time may be displayed on the production display device 27.
[0205] · In the above embodiment, it is configured to be controlled to any one of a plurality of types of effect modes, and when a normal background image corresponding to the plurality of types of effect modes is displayed, it may be controlled to a special zone when it is controlled to a specific effect mode. Specifically, among the effect modes in the low base state, in the effect mode that is controlled across a predetermined number of special games after being controlled from the high base state to the low base state, it may be configured to be controlled to a special zone.
[0206] · In the above embodiment, it is controlled to a special zone in the low base state, but not limited thereto. For example, it may be controlled to a special zone in the high base state, or a combination thereof may also be possible.
[0207] · In the above embodiment, for example, after the end of a jackpot game, a high probability state may be configured to be given until a predetermined number of special games (for example, 100 times, etc.) are executed.
[0208] · In the above embodiment, based on the type of jackpot, it is determined whether to control to a high probability state or a low probability state after the end of the jackpot game, but not limited thereto. For example, during the jackpot game, when the game ball that has entered the big winning opening 31 passes through the special passage area, it is controlled to a high probability state after the end of the jackpot game, while during the jackpot game, when the game ball that has entered the big winning opening 31 does not pass through the special passage area, it may be controlled to a low probability state after the end of the jackpot game. Also, for example, there may be a jackpot in which the game ball that has entered the big winning opening 31 easily passes through the special passage area and a jackpot in which the game ball that has entered the big winning opening 31 hardly passes through the special passage area. In this case, a distributing member for distributing the game balls that have entered the big winning opening 31 is provided, and the distribution mode of the distributing member is determined based on the type of jackpot. Then, according to the distribution mode of the distributing member, the probability that the game ball that has entered the big winning opening 31 passes through the special passage area may be controlled to be different.
[0209] ·In the above-described embodiment, a probability state and a base state are adopted as the game states. However, the present invention is not limited to this. For example, only the base state may be adopted as the game state without adopting the probability state. Further, for example, only the probability state may be adopted as the game state without adopting the base state.
[0210] ·In the above-described embodiment, for example, after the end of the big win game, there may be a type of big win that results in a low base state. ·In the above-described embodiment, for example, there may be both a big win and a small win.
[0211] ·In the above-described embodiment, the second special game was preferentially executed over the first special game. However, the present invention is not limited to this. For example, the first special game may be preferentially executed over the second special game. Further, for example, it may be executed in the order in which game balls enter the first start port 28 and the second start port 29. For example, the first special game and the second special game may be executable simultaneously. Further, for example, there may be only one type of special game, and either the first special game or the second special game may be executed.
[0212] ·In the above-described embodiment, the main control board 40 and the sub-control board 41 are arranged and various functions are mounted. However, the present invention is not limited to this. For example, the functions on one board may be mounted as the functions on the other board. Further, means for controlling the effect display device 27 may be separately provided. Further, the present invention is not limited to such two types of boards. For example, it may be configured as an integrated board, or may be configured as three or more types of boards. As a specific example, the functions of the sub-control board 41 may be divided into a general control board that comprehensively controls the control related to the effect, and a display control board that controls the display of the image.
[0213] ·In the above-described embodiment, the type of big win (big win game) was specified by the symbol command. However, the type of big win may be specified by a game start command or other dedicated control commands.
[0214] ·In the above embodiment, various random number information related to the special game may be stored in a storage area provided according to the special hold number. In this case, each time the special game is executed, the random number information may be shifted and stored in a storage area where the special hold number is decremented by "1".
[0215] ·In the above embodiment, for example, a gaming machine (so-called "two types of gaming machines") in which a special variable member 32 operates to an open state by a predetermined lottery, and a jackpot game is awarded when a game ball that has entered the big winning opening 31 passes through a specific passage area may be used. Further, for example, a gaming machine (so-called "three types of gaming machines") in which a jackpot game is started when a game ball enters a predetermined ball entry port may be used. Further, for example, a high probability state may not be provided.
[0216] Next, the technical idea that can be grasped from the above embodiment and alternative example will be described. In a gaming machine in which a jackpot game is awarded after a jackpot display result is shown in a symbol variation game, the gaming machine includes operation means operable by a player and effect execution means for executing an effect. Among the effects executed by the effect execution means, there is a specific effect executed during a specific period that is part of the period during which one symbol variation game is executed. The specific period includes a first specific period and a second specific period having a longer control time than the first specific period. The specific effect may be executed during the first specific period or the second specific period. When executed during the first specific period, the same specific image is displayed until a predetermined time has elapsed since being controlled during the first specific period. When executed during the second specific period, the same specific image is displayed until the predetermined time has elapsed since being controlled during the second specific period. When executed during the second specific period, the effect has a higher jackpot expectancy than when executed during the first specific period. The operation modes of the operation means include a first operation mode and a second operation mode different from the first operation mode. The first operation mode is an operation mode in which a single strike operation of the operation means is performed during an operation effective period in which the operation of the operation means is effective. The second operation mode is an operation mode in which a plurality of single strike operations of the operation means are performed during the operation effective period, an operation mode in which a continuous strike operation of the operation means is performed during the operation effective period, and an operation mode in which a long press operation of the operation means is performed during the operation effective period. The specific effect is an effect for notifying the operation mode of the operation means. When notifying the second operation mode as the operation mode of the operation means, the effect has a higher jackpot expectancy than when notifying the first operation mode. When executed during the second specific period, the second operation mode is more likely to be notified than when executed during the first specific period. In addition to the effect for notifying the operation mode of the operation means, the specific effect is an effect for variably displaying an image indicating the jackpot expectancy. When executed during the second specific period, the image is more likely to change to an image with a higher jackpot expectancy than when executed during the first specific period. A pseudo continuous effect can be executed while the specific effect is being executed. The pseudo continuous effect is an effect capable of executing a plurality of unit effects during one symbol variation game.When the specific performance is executed during the second specific period, the number of times the unit performance is continuously executed in the pseudo - continuous performance performed when the specific performance is executed is greater than when the specific performance is executed during the first specific period. When the unit performance is continuously executed in the pseudo - continuous performance performed when the specific performance is executed, a gaming machine that executes a performance capable of specifying that the unit performance is continuously executed.
Explanation of symbols
[0217] A1… Normal actuator, A2… Special actuator, A3… First performance actuator, A4… Second performance actuator, KL… Left movable body (movable performance means), KR… Right movable body (movable performance means), SE1… First start sensor, SE2… Second start sensor, SE3… Special winning sensor, SE4… Gate sensor, SE5… General winning sensor, 10… Pachinko gaming machine, 17… Decorative lamp, 18… Speaker, 19… Operation button (operation means), 20… Game board, 21… Game area, 22a… First special symbol display section, 22b… Second special symbol display section, 27… Performance display device (performance execution means), 28… First start port, 29… Second start port, 30… Normal variable member, 31… Big winning port, 32… Special variable member, 33… Gate, 34… General winning port, 40… Main control board, 40a… Main control CPU (variation pattern determination means), 40b… Main control ROM, 40c… Main control RAM, 41… Sub - control board, 41a… Sub - control CPU, 41b… Sub - control ROM, 41c… Sub - control RAM.
Claims
【Claim 1】 In a gaming machine in which a jackpot game is awarded after a jackpot display result is shown in a symbol variation game, it is provided with effect execution means for executing an effect, the effects executed by the effect execution means include a specific effect executed during a specific period, which is a part of the period during which one symbol variation game is executed, and a special effect executable when the specific effect is started, the specific period includes a first specific period and a second specific period whose control time is longer than that of the first specific period, the specific effect may be executed in the first specific period or in the second specific period. When executed in the first specific period, it is an effect capable of displaying different specific images until a predetermined time elapses after being controlled by the first specific period. When executed in the second specific period, it is an effect with a higher jackpot expectancy than when executed in the first specific period, the special effect is an effect of displaying the same special image whether the specific effect is executed in the first specific period or in the second specific period, the specific effect is an effect of variably displaying an image indicating the jackpot expectancy, and when executed in the second specific period, it is an effect that is more likely to change to an image with a higher jackpot expectancy than when executed in the first specific period, during the execution of the specific effect, the image indicating the jackpot expectancy can change a plurality of times, and the upper limit number of times the image indicating the jackpot expectancy can change is predetermined, a pseudo - continuous effect can be executed when the specific effect is being executed, the pseudo - continuous effect is an effect capable of executing a plurality of unit effects during one symbol variation game, when the specific effect is executed in the second specific period, the number of times the unit effect is continuously executed in the pseudo - continuous effect performed when the specific effect is being executed is larger than when the specific effect is executed in the first specific period, when the unit effect is continuously executed in the pseudo - continuous effect performed when the specific effect is being executed, an effect capable of specifying that the unit effect is continuously executed is executed, The effect that can identify that the unit effect is continuously executed is an effect in which the combination of symbols for continuation is once stopped and displayed. The specific effect may be executed during the execution of a plurality of consecutive unit effects during one symbol variation game. When a plurality of consecutive unit effects are executed during the execution of one symbol variation game, among the plurality of consecutive unit effects, during the execution of the unit effect that is executed first and during the execution of the unit effect that is executed after the unit effect that is executed first, there are cases where the specific effect is executed, and among the plurality of consecutive unit effects, there are cases where the specific effect is not executed during the execution of the unit effect that is executed first and the specific effect is executed during the execution of the unit effect that is executed after the unit effect that is executed first. When a plurality of consecutive unit effects are executed during the execution of one symbol variation game, it is possible to execute the specific effect across the plurality of consecutive unit effects. The image indicating the jackpot expectancy displayed during the specific effect may change and be displayed across a plurality of consecutive unit effects. The specific image displayed during the specific effect is a gaming machine that is displayed without changing even across a plurality of consecutive unit effects.
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