Gaming machine
The gaming machine uses dynamic display elements and anticipation mechanisms to enhance player interest and engagement by changing display modes and increasing the anticipation of big wins, addressing the lack of engagement in existing gaming machines.
Patent Information
- Application Number
- JP2023065295
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-04-13
- Publication Date
- 2025-07-15
- Estimated Expiration
- 2037-03-30
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack sufficient mechanisms to enhance player interest and engagement during variable effects, particularly in the display of dynamic elements and the anticipation of big wins.
The gaming machine incorporates an acquisition means to determine dynamic display conditions, a dynamic display execution means to display identification information, and various display modes to increase anticipation of big wins, including changing display elements and overlapping/non-overlapping image displays to enhance player engagement.
The solution diversifies gameplay experiences and enhances player interest by dynamically changing display modes and providing higher anticipation of big wins, thereby improving overall engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] In a gaming machine such as a pachinko machine, when a game medium such as a ball enters a start winning opening and a start winning is detected while a variable effect (variable display) such as a symbol is being performed on a display means such as a liquid crystal display device, there is a case where the variable effect related to the start winning is held with a predetermined number as an upper limit. When the ongoing variable effect ends, the execution of the held unexecuted variable effect is started.
[0003] In this variable effect, as part of the interest of the game, it is configured to execute a suggestive display (for example, "held change notice" or mini appearance notice, etc.) that suggests the degree of expectation of a big win. When executing this suggestive display, the display mode of a display object that is always visible to the player is changed from a first mode to a second mode, or a new display object is additionally presented, and the degree of expectation of a big win is suggested to the player by the display mode of the display object (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, it is necessary to improve the interest of the game from the conventional gaming machine, and there is still room for improvement in this regard.
[0006] The present invention has been made in view of the above-exemplified circumstances, and an object thereof is to provide a gaming machine that can suitably improve the interest of the game.
Means for Solving the Problems
[0007] In order to achieve this object, the gaming machine according to claim 1 includes an acquisition means for acquiring information upon the establishment of a predetermined start condition, a determination means for making a determination based on the information acquired by the acquisition means, and a dynamic display execution means for causing the display means to execute a dynamic display of identification information based on the determination result of the determination means, At least in the display area where the dynamic display can be executed, and an image display means for displaying a specific image in conjunction with the production content of the dynamic display during the execution of the dynamic display by the dynamic display execution means. The gaming machine is configured to confer a predetermined gaming value on a player when a predetermined identification information appears in the dynamic display of the identification information that can be executed by combining two or more dynamic elements. The gaming machine includes a storage means for storing the information acquired by the acquisition means with a predetermined number as an upper limit, a determination means for determining whether there is a dynamic display that causes the predetermined identification information to appear among the dynamic displays of the identification information executed based on each of the information stored in the storage means, a second display means capable of displaying the degree of expectation that the predetermined identification information can appear as information regarding the determination result of the determination means, a change means for changing the mode of the display element of the second display means from a predetermined first mode to a second mode in which the degree of expectation that the predetermined identification information can appear is higher than the first mode, and at least the execution of the dynamic display in which the predetermined identification information can appear as the start time for changing the mode of the display element of the second display means to the second mode by the change means before the result can appearan image lottery means for selecting one start timing from a plurality of start timings in the dynamic display in which the predetermined identification information can appear; an image display means for displaying the specific image so as to overlap with at least a part of the second display means when the specific image is to be displayed based on the lottery by the image lottery means; a situation determination means for determining, when the start timing is selected by the start time selection means during execution of the dynamic element, that it is a situation in which a state of a display element of the second display means should be changed to the second state; a specific display means for displaying the specific image in a situation in which a state of a display element of the second display means during execution of the dynamic element is not displayed in the second state; and a corresponding display means for displaying the second state in correspondence with the display of the specific image, by The specific image is generated within a period shorter than the execution period of the dynamic element being executed. is Appeared configured to be able to , the gaming machine, At least in the display area where the dynamic display can be executed, a non-overlapping image displaying means for displaying a non-overlapping specific image which is the same type of image as the specific image by the image displaying means and does not overlap with the display mode of the second display means; recorded first 2 display means in a pre-execution display element corresponding to said pre-execution dynamic display; is configured to be able to be changed to the second mode . Effect of the Invention
[0008] According to the gaming machine of claim 1, the gaming machine includes: an acquisition means for acquiring information when a predetermined start condition is satisfied; a determination means for making a determination based on the information acquired by the acquisition means; and a dynamic display execution means for causing a display means to dynamically display the identification information based on the determination result by the determination means. At least in the display area where the dynamic display can be executed,During the execution of the dynamic display by the dynamic display execution means, an image display means for displaying a specific image in conjunction with the production content of the dynamic display, and in the dynamic display of the identification information that can be executed by combining two or more dynamic elements, when a predetermined identification information appears, a gaming machine that gives a predetermined gaming value to a player, with a storage means for storing information acquired by the acquisition means with a predetermined number as an upper limit, and among the dynamic displays of the identification information executed based on each of the information stored in the storage means, a determination means for determining whether there is a dynamic display that shows the predetermined identification information, as information regarding the determination result by the determination means, a second display means capable of displaying the degree of expectation that the predetermined identification information can appear, a change means for changing the mode of the display element of the second display means from a predetermined first mode to a second mode in which the degree of expectation that the predetermined identification information can appear is higher than the first mode, and as a start time for changing the mode of the display element of the second display means to the second mode by the change means, at least the execution of the dynamic display in which the predetermined identification information can appear before the result can appear Start time selection means for selecting one start time from among a plurality of start timings in, an image lottery means for lottery whether to display the specific image in the dynamic display in which the predetermined identification information can appear, when the specific image is to be displayed based on the lottery by the image lottery means, an image display means for displaying the specific image so as to overlap at least a part of the second display means, during the execution of the dynamic element, when the start time is selected by the start time selection means, a situation determination means for determining that it is a situation where the mode of the display element of the second display means is changed to the second mode, a specific display means for displaying the specific image in a situation where the mode of the display element of the second display means is not displayed in the second mode during the execution of the dynamic element, and a corresponding display means for displaying the second mode corresponding to the display of the specific image, and the specific display means by The specific image in a period shorter than the execution period of the dynamic element being executed is Appears configured to be able to , the gaming machine is At least in the display area where the dynamic display can be executed,A non-overlapping image display means for displaying a non-overlapping specific image that is of the same type as the specific image by the image display means and does not overlap with the display mode of the second display means. recorded first 2 display means in Pre-execution display elements corresponding to the dynamic display before execution is configured to be able to be changed to the second mode As a result, there is an effect that the production can be diversified and the interest of the game can be enhanced.
Brief Description of Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] <First Embodiment> Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. First, with reference to FIGS. 1 to 33, a first embodiment when the present invention is applied to a pachinko machine (hereinafter simply referred to as "pachinko machine") 10 will be described. FIG. 1 is a front view of the pachinko machine 10 in the first embodiment, FIG. 2 is a front view of the game board 13 of the pachinko machine 10, and FIG. 3 is a rear view of the pachinko machine 10.
[0011] As shown in FIG. 1, the pachinko machine 10 includes an outer frame 11 whose outer shell is formed by a wooden frame combined in a substantially rectangular shape, and an inner frame 12 formed in substantially the same outer shape as the outer frame 11 and supported so as to be openable and closable with respect to the outer frame 11. On the outer frame 11, metal hinges 18 are attached at two upper and lower positions on the left side in the front view (see FIG. 1) to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable to the front side with the side provided with the hinge 18 as the axis of opening and closing.
[0012] A game board 13 (see FIG. 2) having a large number of nails and winning holes 63, 64, 65a, etc. is detachably attached to the inner frame 12 from the back side. A ball shooting game is performed by the flow of balls on the front surface of this game board 13. Note that a ball shooting unit 112a (see FIG. 6) for shooting balls into the front area of the game board 13 and a shooting rail (not shown) for guiding the balls shot from the ball shooting unit 112a to the front area of the game board 13 are attached to the inner frame 12.
[0013] On the front side of the inner frame 12, a front frame 14 covering the upper side of the front surface and a lower dish unit 15 covering the lower side thereof are provided. Metal hinges 19 are attached at two upper and lower positions on the left side in the front view (see FIG. 1) to support the front frame 14 and the lower dish unit 15, and the front frame 14 and the lower dish unit 15 are supported so as to be openable and closable to the front side with the side provided with the hinge 19 as the axis of opening and closing. Note that the locking of the inner frame 12 and the locking of the front frame 14 are each released by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a predetermined operation.
[0014] The front frame 14 is assembled with decorative resin parts, electrical parts, etc., and a window portion 14c having an approximately elliptical shape is formed at a substantially central portion thereof. A glass unit 16 having two plate glasses is disposed on the back surface side of the front frame 14, and the front surface of the game board 13 can be visually recognized on the front side of the pachinko machine 10 through the glass unit 16.
[0015] On the front frame 14, an upper tray 17 for storing balls is formed in a substantially box shape that protrudes forward and has an open upper surface, and prize balls, lent balls, etc. are discharged onto this upper tray 17. The bottom surface of the upper tray 17 is formed to slope downward on the right side in a front view (see FIG. 1), and the balls thrown into the upper tray 17 are guided to the ball launch unit 112a (see FIG. 6) by this slope. Further, a frame button 22 is provided on the left side in a front view of the upper surface of the upper tray 17.
[0016] The frame button 22 is, for example, a button that is pressed by a player when changing the stage of an effect displayed on the third symbol display device 81 (see FIG. 2) described later. Further, the frame button 22 is also used as an operation button for allowing the player to select the effect content in a preview display executed during the variable display of the third symbol (hereinafter, the variable display of the third symbol is referred to as a "variable effect").
[0017] The variable effect is an effect displayed on the third symbol display device 81, and as will be described later, it is executed when a ball launched into the front area of the game board 13 enters a specific winning opening (the first ball entry opening 64 described later; see FIG. 2) (hereinafter, the entry of the ball into the first ball entry opening 64 may be referred to as a "start winning"). After the symbols (the third symbols described later) are variably displayed for a predetermined time and then stopped and displayed, the combination of the displayed symbols presents the result (whether it is a big win or not) of the lottery conducted for the start winning to the player.
[0018] A stage refers to an effect mode that gives unity to various effects displayed on the third symbol display device 81. In this pachinko machine 10, three stages, namely the "street stage", the "empty stage", and the "island stage", are provided. Various effects such as the above-described variable effects and the "reach display" executed during the variable effects are designed to be performed in accordance with the themes given to each stage.
[0019] Note that the "reach display" refers to the display immediately before the "big win display" indicating the occurrence of a big win in the variable effect executed on the third symbol display device 81. Specifically, it refers to the state where the third symbols in the left symbol column Z1 and the right symbol column Z3 (see FIG. 4) described later stop at the same symbol, and the middle symbol column Z2 (see FIG. 4) has not yet stopped and continues to vary.
[0020] In the pachinko machine 10 of the first embodiment, as the "reach display", roughly speaking, an element of one unit that executes the "normal reach" effect (hereinafter, an element of one unit that executes the effect is referred to as a "variable element"), a "super reach" variable element that is developed from the variable element of the "normal reach" and has a higher big win expectancy than the variable element of the "normal reach", and a "special reach" variable element that is also developed from the variable element of the "normal reach" and has a higher big win expectancy than the "super reach" variable element are prepared. Details of each "reach display" and "variable element" will be described later.
[0021] The stage is changed when the player presses the frame button 22 during a period when no variable effect is being performed or during a variable element of "high-speed variation" in which the third symbol is varied at high speed and is not visible to the player. Each time the frame button 22 is operated, it is repeatedly changed in the order of "street stage" → "empty stage" → "island stage" → "street stage" → ···. Also, immediately after the power is turned on, the "street stage" is set as the initial stage.
[0022] In addition, when the variation element of "Normal Reach" is started in the variation performance performed by the third symbol display device 81, when it develops from the variation element of "Normal Reach" to the variation element of "Super Reach" or the variation element of "Special Reach", a selection screen for the variation element of "Super Reach" or the variation element of "Special Reach" may be configured to be displayed on the third symbol display device 81 during the variation element of "Normal Reach".
[0023] Specifically, on the selection screen, a plurality of candidates that can be selected as the variation element of "Super Reach" or the variation element of "Special Reach" are displayed. When the frame button 22 is pressed by the player while the selection screen is being displayed, the selected candidate is configured to be changed. Then, based on the candidate selected when developing into the variation element of "Super Reach" or the variation element of "Special Reach", the variation element of "Super Reach" or the variation element of "Special Reach" is determined, and the variation element of "Super Reach" or the variation element of "Special Reach" is executed on the third symbol display device 81 according to the determination.
[0024] In the first embodiment, it is configured as a button to be pressed by the frame button 22. However, instead of the frame button 22, it may be configured by an operation lever that can be tilted in a predetermined direction (for example, forward, backward, right, and left with respect to the pachinko machine 10) by the player with respect to the pachinko machine 10. Then, based on the direction in which the operation lever is tilted, the performance stage may be selected and changed, or the variation element of "Super Reach" or the variation element of "Special Reach" may be selected.
[0025] On the front frame 14, light-emitting means such as various lamps are provided around it (for example, at the corner portions). These light-emitting means change and control their light-emitting modes by lighting up or flashing in response to changes in the gaming state during a big win or a predetermined "reach display", etc., and play a role in enhancing the production effect during the game. At the periphery of the window portion 14c, there are provided decorative parts 29 to 33 incorporating light-emitting means such as light-emitting diodes (Light Emitting Diodes. Hereinafter abbreviated as "LEDs").
[0026] In the pachinko machine 10, these decorative parts 29 to 33 function as production lamps such as big win lamps, and during a big win or a "reach display", etc., each of the decorative parts 29 to 33 lights up or flashes by the lighting up or flashing of the built-in LEDs, thereby notifying that it is during a big win or during the "reach display" just before a big win. Also, on the upper left part of the front frame 14 when viewed from the front, there is provided a display lamp 34 incorporating light-emitting means such as LEDs that can display during the payout of prize balls and during an error occurrence.
[0027] Below the lower side of the right decorative part 32, a small window 35 is formed by attaching a transparent resin from the back side so that the back side of the front frame 14 can be visually recognized, and certificates or the like pasted in the pasting space K1 (see FIG. 2) in front of the game board 13 are made visible from the front of the pachinko machine 10. Also, in the pachinko machine 10, in order to create a more magnificent atmosphere, a plating member 36 made of acrylonitrile butadiene styrene (hereinafter abbreviated as "ABS") resin plated around the decorative parts 29 to 33 is attached.
[0028] Below the window portion 14c, a ball lending operation unit 40 is disposed. The ball lending operation unit 40 is provided with a frequency display unit 41, a ball lending button 42, and a return button 43. When the ball lending operation unit 40 is operated with a bill, a card, etc. inserted into a card unit (ball lending unit) (not shown) disposed on the side of the pachinko machine 10, balls are lent according to the operation. Specifically, the frequency display unit 41 is an area where balance information of a card or the like is displayed, and the built-in LED lights up and the balance is displayed numerically as balance information. The ball lending button 42 is operated to obtain lent balls based on information recorded on a card or the like (recording medium), and lent balls are supplied to the upper tray 17 as long as there is a balance on the card or the like. The return button 43 is operated when requesting the return of a card or the like inserted into the card unit.
[0029] Note that in a pachinko machine, so-called a cash machine, where balls are directly lent from a ball lending device or the like to the upper tray 17 without passing through a card unit, the ball lending operation unit 40 is unnecessary. In this case, a decorative sticker or the like may be added to the installation portion of the ball lending operation unit 40 so that the component configuration is common. It is possible to make the pachinko machine using a card unit and the cash machine common.
[0030] In the lower tray unit 15 located below the upper tray 17, a lower tray 50 for storing balls that could not be completely stored in the upper tray 17 is formed in a substantially box shape with an open upper surface at its central portion. On the right side of the lower tray 50, an operation handle 51 operated by a player to drive balls into the front surface of the game board 13 is disposed. Inside such an operation handle 51, a touch sensor 51a for permitting the drive of a ball launch unit 112a (see FIG. 6), a push button type stop switch 51b for stopping the launch of balls during the period of the pressing operation, and a variable resistor (not shown) for detecting the amount of rotational operation of the operation handle 51 by a change in electrical resistance are built in.
[0031] When the operation handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes corresponding to the operation amount, and the ball is launched with a strength corresponding to the resistance value of the variable resistor that changes according to the rotation operation amount of the operation handle 51. As a result, the ball is driven into the front surface of the game board 13 with a jumping amount corresponding to the player's operation. Also, when the operation handle 51 is not being operated by the player, the touch sensor 51a and the stop switch 51b are turned off.
[0032] At the lower front part of the lower tray 50, a ball removal lever 52 for operating when discharging the balls stored in the lower tray 50 downward is provided. This ball removal lever 52 is constantly biased to the right direction, and by sliding it to the left direction against the bias, the bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls naturally fall and are discharged from the bottom opening. The operation of this ball removal lever 52 is usually performed with a box (generally called a "senryo box") placed below the lower tray 50 to receive the balls discharged from the lower tray 50. To the right of the lower tray 50, the operation handle 51 is disposed as described above, and an ashtray 53 is attached to the left of the lower tray 50.
[0033] As shown in FIG. 2, the game board 13 is configured by assembling a wooden base plate 60 cut into a substantially square shape in front view, a number of nails, windmills, and rails 61, 62 for guiding the balls, a general winning opening 63, a first ball entry port 64, a variable winning device 65, a variable display device unit 80, etc., and the peripheral portion thereof is attached to the back side of the inner frame 12. The general winning opening 63, the first ball entry port 64, the variable winning device 65, and the variable display device unit 80 are disposed in through holes formed in the base plate 60 by routing and fixed from the front side of the game board 13 with wood screws or the like. Also, the central front portion of the game board 13 can be visually recognized from the front side of the inner frame 12 through the window portion 14c (see FIG. 1) of the front frame 14. Hereinafter, the configuration of the game board 13 will be mainly described with reference to FIG. 2.
[0034] On the front surface of the game board 13, an outer rail 62 formed by bending a strip-shaped metal plate into a substantially arc shape is erected. At a position inside the outer rail 62, an arc-shaped inner rail 61 formed of a strip-shaped metal plate similar to the outer rail 62 is erected. The inner rail 61 and the outer rail 62 surround the outer periphery of the front surface of the game board 13, and the front and back are surrounded by the game board 13 and the glass unit 16 (see FIG. 1), so that a game area where games are played according to the behavior of the balls is formed on the front surface of the game board 13. The game area is a substantially circular area (an area where a winning port and the like are arranged and the launched balls flow down) formed by partitioning on the front surface of the game board 13 by the two rails 61, 62 and the arc member 70.
[0035] The two rails 61, 62 are provided to guide the balls launched from the ball launch unit 112a (see FIG. 6) to the upper part of the game board 13. A return ball prevention member 68 is attached to the tip portion of the inner rail 61 (the upper left portion in FIG. 2), preventing a situation where the balls once guided to the upper part of the game board 13 return into the ball guide passage again. A return rubber 69 is attached to the tip portion of the outer rail 62 (the upper right portion in FIG. 2) at a position corresponding to the maximum flight portion of the balls. The balls launched with a momentum above a predetermined level hit the return rubber 69 and bounce back toward the central portion while the momentum is attenuated. Also, between the lower right tip portion of the inner rail 61 and the upper right tip portion of the outer rail 62, a resin arc member 70 formed by providing an arc connecting the rails on the inner surface side is driven into and fixed to the base plate 60.
[0036] On the upper right side in the front view of the game area (the upper right portion in FIG. 2), a first symbol display device 37 provided with a plurality of LEDs 37a as light emitting means and a 7-segment display 37b is arranged. The first symbol display device 37 performs a variable display of the first symbol (hereinafter, the variable display of the first symbol is referred to as "dynamic display") according to each control performed by a main control device 110 (see FIG. 6) described later, and mainly displays the game state of the pachinko machine 10.
[0037] The plurality of LEDs 37a perform dynamic display by indicating whether they are in the middle of the variation that occurs with the entry of balls into the first ball entry port 64 (starting winning), or indicate, as the stop symbol after the variation ends, a symbol corresponding to the result of the lottery conducted for the starting winning, by means of their lighting states, or indicate the number of held balls, which is the number of balls among those that have entered the first ball entry port 64 for which the variation has not been executed (held balls), by means of their lighting states. The 7-segment display 37b performs display of the number of rounds during jackpot and error display. Note that the LEDs 37a are configured such that the emission colors of the respective LEDs (for example, red, green, blue) are different, and by the combination of their emission colors, various gaming states of the pachinko machine 10 can be suggested with a small number of LEDs.
[0038] In addition, in this pachinko machine 10, a winning determination (jackpot lottery) as to whether or not it is a jackpot is made for the entry of balls into the first ball entry port 64, and when it is determined to be a jackpot, the type of jackpot is also determined. As the types of jackpot determined here, "15R certain variable jackpot", "2R certain variable jackpot", and "15R normal jackpot" are prepared.
[0039] The LEDs 37a show not only whether the result of the jackpot lottery is a jackpot or not as the stop symbol after the variation executed with the entry of balls into the first ball entry port 64 ends, but also show a symbol corresponding to the type of jackpot when it is a jackpot.
[0040] Here, the "15R certain variable jackpot" is a certain variable jackpot that transitions to the "probability variation state" after a jackpot with a maximum number of rounds of 15 rounds, and the "2R certain variable jackpot" is a certain variable jackpot that transitions to the "probability variation state" after a jackpot with a maximum number of rounds of 2 rounds. Also, the "15R normal jackpot" is a jackpot that transitions to the "time shortening state" after a jackpot with a maximum number of rounds of 15 rounds and remains in the "time shortening state" for a predetermined number of variations (for example, 100 variation times).
[0041] In addition, the "probability variation state" refers to a high-probability state in which the subsequent jackpot probability increases as added value after the jackpot ends, that is, the time during so-called probability variation. In other words, it is the state of the game that is likely to shift to a special game state. The high-probability state (during probability variation, probability variation state) in the first embodiment includes a game state in which the hit probability of the second symbol described later increases and balls are likely to enter the first ball entrance 64.
[0042] On the other hand, the "normal game state" refers to a low-probability state that is not the "probability variation state" or the "time shortening state", and means a state where the jackpot probability is normal, that is, lower than the jackpot probability during the "probability variation state". Also, the "time shortening state (so-called time shortening state)" refers to a game state in which the jackpot probability is in a low-probability state similar to the "normal game state", and only the hit probability of the second symbol increases and balls are likely to enter the first ball entrance 64.
[0043] Note that instead of changing the hit probability of the second symbol, according to the game state of the pachinko machine 10, it is also possible to change the opening time of the electric accessory associated with the first ball entrance 64 or the number of times the electric accessory opens per hit. Specifically, in the "time shortening state", the opening time of the electric accessory associated with the first ball entrance 64 may be made longer than in cases other than the "time shortening state", or the number of times the electric accessory opens per hit may be made more than in cases other than the "time shortening state". Also, in the "time shortening state", at least two of the increase in the hit probability of the second symbol, the lengthening of the opening time of the electric accessory, and the increase in the number of times the electric accessory opens may be performed simultaneously.
[0044] In the gaming area, a plurality of general winning openings 63 are provided, and when a ball wins, 5 to 15 balls are paid out as prize balls. Also, a variable display device unit 80 is provided in the central part of the gaming area. The variable display device unit 80 includes a liquid crystal display (hereinafter simply abbreviated as "display device") that performs a variable display effect of the third symbol while synchronizing with the dynamic display on the first symbol display device 37, triggered by the entry of a ball into the first ball entry port 64 (start winning). The third symbol display device 81 is configured, and a second symbol display device 83 composed of LEDs that variably display the second symbol (hereinafter, the variable display of the second symbol is referred to as "variable display") is triggered by the passage of a ball through the second ball entry port 67. Further, a center frame 86 is provided in the variable display device unit 80 so as to surround the outer periphery of the third symbol display device 81.
[0045] The third symbol display device 81 is composed of a large 17-inch liquid crystal display, and the display content is controlled by a display control device 114 (see FIG. 6) described later, so that, for example, three symbol columns Z1 to Z3 on the left, middle, and right (see FIG. 4) are displayed.
[0046] Each symbol column Z1 to Z3 (see FIG. 4) is composed of a plurality of symbols, and these symbols scroll vertically for each of the symbol columns Z1 to Z3 so that the third symbol is variably displayed on the display screen of the third symbol display device 81. The third symbol display device 81 of the first embodiment performs a decorative display corresponding to the display of the first symbol display device 37, while the display of the game state accompanying the control of the main control device 110 is performed by the first symbol display device 37. Note that, instead of the display device, for example, the third symbol display device 81 may be configured using a reel or the like.
[0047] Here, with reference to FIGS. 4 and 5, the display content of the third symbol display device 81 will be described. FIG. 4 is a drawing for explaining the display screen of the third symbol display device 81. FIG. 4(a) is a diagram schematically showing the area division setting and the effective line setting of the display screen, and FIG. 4(b) is a diagram illustrating the actual display screen. Further, FIGS. 5(a) to 5(d) are diagrams schematically showing the transition of the display content of the third symbol display device 81 when the "reach display" described later appears in the main display area Dm.
[0048] The third symbol is composed of 10 types of main symbols numbered from "0" to "9". Each main symbol is formed by attaching numbers from "0" to "9" on the rear symbol made of a wooden box. Among them, the main symbols with odd numbers (1, 3, 5, 7, 9) have large numbers almost covering the front surface of the wooden box. On the other hand, the main symbols with even numbers (0, 2, 4, 6, 8) have accessory symbols imitating characters such as a saw, a furoshiki, and a helmet added almost covering the front surface of the wooden box, and even numbers are added in small green characters on the lower right side of the accessory symbol and are displayed in front of the accessory symbol.
[0049] Also, in the pachinko machine 10 of the first embodiment, when the lottery result by the main control device 110 (see FIG. 6) described later is a big win, a variation effect in which the same main symbols are aligned is performed, and it is configured to generate a big win after the variation effect ends. When shifting to the "probability variation state (probability variation state)" after the big win ends and a maximum of 15 rounds of big wins are awarded, a variation effect in which the main symbols with odd numbers added (corresponding to "high probability symbols") are aligned is performed. Similarly, when shifting to the "probability variation state" after the big win ends and a maximum of 2 rounds of big wins are awarded, a variation effect in which the main symbols of a specific combination of symbol numbers (for example, "341") (corresponding to the so-called "sudden probability symbol") are aligned is performed. On the other hand, when shifting to the "time shortening state (time shortening state)" after the big win ends, a variation effect in which the main symbols with even numbers added (corresponding to "low probability symbols") are aligned is performed.
[0050] As shown in FIG. 4(a), the display screen of the third symbol display device 81 is roughly divided into two parts vertically. The lower 2 / 3 is the main display area Dm that variably displays the third symbol, and the upper 1 / 3 other than that is the sub-display area Ds that displays a preview effect, characters, etc. Further, at the central part on the lower bottom side of the display screen of the third symbol display device 81, a cockpit display area Db for displaying the number of hold balls, etc. is provided.
[0051] The main display area Dm is divided into three display areas Dm1 to Dm3 on the left, middle, and right. The left symbol column Z1 is displayed in the display area Dm1, the middle symbol column Z2 is displayed in the display area Dm2, and the right symbol column Z3 is displayed in the display area Dm3.
[0052] In each symbol column Z1 to Z3, the above-described third symbol is displayed in a specified order. That is, in each symbol column Z1 to Z3, the main symbols are arranged in ascending or descending order of numbers, and a variable effect is performed by scrolling from top to bottom periodically for each of the symbol columns Z1 to Z3. In particular, in the left symbol column Z1, the numbers of the main symbols are arranged so as to appear in descending order, and in the middle symbol column Z2 and the right symbol column Z3, the numbers of the main symbols are arranged so as to appear in ascending order.
[0053] Also, in the main display area Dm, the third symbol is displayed in three upper, middle, and lower stages for each of the symbol columns Z1 to Z3. The middle part of this main display area Dm is set as the effective line L1. At each variable effect, the third symbol is stopped and displayed on the effective line L1 in the order of the left symbol column Z1 → the right symbol column Z3 → the middle symbol column Z2. If the combination of jackpot symbols (a combination of the same main symbols. "Jackpot display.") is aligned on the effective line L1 when the third symbol stops, a jackpot video is displayed as a jackpot.
[0054] The sub-display area Ds is provided horizontally above the main display area Dm and is equally divided into three small areas Ds1 to Ds3 in the left-right direction. The small areas Ds1 to Ds3 are areas for displaying characters and preview effect images, respectively. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of expectation of a big win as a result of the variable effect performed in the main display area Dm. The cockpit display area Db is an area for displaying a hold symbol indicating the number of held balls (balls for which the variable effect has not been executed) among the balls that have entered the first ball entry port 64, and an execution symbol related to the currently executed variable effect.
[0055] In the actual display screen, as shown in FIG. 4(b), a total of nine main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, in the left small area Ds1, a video such as a preview symbol appearing is displayed, suggesting to the player that the variable effect being performed in the main display area Dm is more likely to transition to a big win than usual.
[0056] Also, in the sub-display area Ds, in the central small area Ds2, usually, a predetermined character (a boy with a headband in the first embodiment) performs a predetermined action, and based on the variable effect being performed in the main display area Dm, performs a special action different from the predetermined action, or the color of the usually black hair of the boy or the color of the usually white headband changes, or another character appears, etc., to perform a preview effect.
[0057] Furthermore, in the sub-display area Ds, in the right small area Ds3, a level meter (not shown) that gradually suggests whether a big win will occur in the variable effect being performed in the main display area Dm appears and is displayed. This level meter increases (adds) each time the expectation level of the occurrence of a "reach display" or the expectation level of a big win in the currently executed variable effect increases based on the appearance of a preview symbol, etc. in the variable effect, and is configured to suggest that a big win is determined when the display limit (MAX display) of the level meter is reached. Therefore, the sub-display area Ds has a function of suggesting the occurrence of a "reach display" in the main display area Dm.
[0058] On the other hand, when the ball enters the first ball entry port 64 while the variable effect (dynamic display) is being performed by the third symbol display device 81 (the first symbol display device 37), the number of ball entries (number of held balls) is held up to a maximum of 4 times. The number of held balls is indicated by the first symbol display device 37, and when the cockpit display area Db is being displayed, it is also indicated in the first to fourth held symbol display areas Db1 to Db4 provided in the cockpit display area Db. In the first to fourth held symbol display areas Db1 to Db4, one held symbol (the "○" symbol (white circle symbol) in the normal display mode) is displayed for each held ball (number of held balls = 1 time), and the number of held balls is displayed according to the number of held symbols displayed in each held symbol display area Db1 to Db4.
[0059] That is, in the first to fourth held symbol display areas Db1 to Db4, when one held symbol is displayed in the first held symbol display area Db1, it indicates that the number of held balls is 1 time; when a total of two held symbols, one each in the first and second held symbol display areas Db1 and Db2, are displayed, it indicates that the number of held balls is 2 times; when a total of three held symbols, one each in the first to third held symbol display areas Db1 to Db3, are displayed, it indicates that the number of held balls is 3 times; and when a total of four held symbols, one each in the first to fourth held symbol display areas Db1 to Db4, are displayed, it indicates that the number of held balls is 4 times. Also, when no held symbol is displayed in the first to fourth held symbol display areas Db1 to Db4, it indicates that the number of held balls is 0 times and there is no variable effect being held.
[0060] In addition, the cockpit display area Db is provided with an execution symbol display area Db0 in which an execution symbol indicating that the variable effect is being executed in the main display area Dm is displayed. This execution symbol display area Db0 is provided on the left side of the first held symbol display area Db1 and is configured to be larger than each of the held symbol display areas Db1 to Db4. Also, in this execution symbol display area Db0, the held symbol displayed in the first held symbol display area Db1 moves (shifts) and is displayed as an execution symbol.
[0061] When the reserved symbol displayed in the first reserved symbol display area Db1 shifts to the execution symbol display area Db0 and is displayed as an execution symbol, the reserved symbol displayed in the first reserved symbol display area Db1 moves while being enlarged and is configured to be displayed as an execution symbol in the execution symbol display area Db0. Specifically, the execution symbol displayed in the execution symbol display area Db0 is configured to be displayed larger (for example, the radius is twice) than the reserved symbol displayed in the first reserved symbol display area Db1.
[0062] In addition, when shifting the reserved symbol from the first reserved symbol display area Db1 to the execution symbol display area Db0, in addition to the mode of moving while being enlarged, after once making the reserved symbol displayed in the first reserved symbol display area Db1 invisible, it may be re-displayed as an execution symbol in the execution symbol display area Db0, or it may be configured to be displayed as an execution symbol in the execution symbol display area Db0 while morphing the reserved symbol displayed in the first reserved symbol display area Db1.
[0063] The execution symbol displayed in the cockpit display area Db is erased when the variable effect ends, and with the erasure of the execution symbol, the displayed reserved symbol moves and is displayed as the reserved symbol on the lower side (left side). Specifically, when the execution symbol displayed in the execution symbol display area Db0 is erased with the end of the variable effect, when a reserved symbol is displayed in the first reserved symbol display area Db1, it moves (shifts) and is displayed as the execution symbol in the execution symbol display area Db0. Also, when a reserved symbol is displayed in the second reserved symbol display area Db2, it moves (shifts) and is displayed as the reserved symbol in the first reserved symbol display area Db1. Further, when a reserved symbol is displayed in the third reserved symbol display area Db3, it moves (shifts) and is displayed as the reserved symbol in the second reserved symbol display area Db2. Also, when a reserved symbol is displayed in the fourth reserved symbol display area Db4, it moves (shifts) and is displayed as the reserved symbol in the third reserved symbol display area Db3.
[0064] In the pachinko machine 10 of the first embodiment, while a variable effect is being executed in the main display area Dm, the execution symbol is continuously displayed in the execution symbol display area Db0 (excluding during the variable elements of "Super Reach" or "Special Reach"). On the other hand, when the variable effect ends, or when the variable element of "Super Reach" or the variable element of "Special Reach" is being executed, the execution symbol is configured to be erased. That is, when an execution symbol is displayed in the execution symbol display area Db0, it indicates that a variable effect is being executed (continuing) in the main display area Dm, and when no execution symbol is displayed in the execution symbol display area Db0, it indicates that no variable effect is being executed (not continued) in the main display area Dm, or that the variable element of "Super Reach" or the variable element of "Special Reach" is being executed.
[0065] Also, in the cockpit display area Db, it is configured to be able to execute a "pending change notice" using the pending symbols and execution symbols displayed in the cockpit display area Db. This "pending change notice" is a notice that suggests the jackpot expectation level of the variable effect executed in the main display area Dm by changing the display colors of the pending symbols and execution symbols in multiple stages from before the execution of the variable effect to during the execution.
[0066] In the pachinko machine 10 of the first embodiment, as the "pending change notice", the display colors of the pending symbols and execution symbols are configured to be changeable from white, which is the normal display mode, to "blue" in the blue display mode, "red" in the red display mode, or "rainbow" in the rainbow display mode. In this pachinko machine 10, since the selection ratios of the display colors of the pending symbols and execution symbols are configured to be different when a "jackpot display" occurs or a "reach display" occurs in the variable effect, by changing the display colors of these pending symbols and execution symbols from the normal display mode (white) to another display mode (for example, "blue"), it is possible to suggest to the player for each display color the possibility that a "reach display" or a "jackpot display" will occur in the variable effect indicated by the pending symbols and execution symbols.
[0067] Specifically, in the "Pending Change Notice", when the pending symbol and the execution symbol are in the "blue" display mode rather than the normal display mode (white), the ratio of "reach display" or "big win display" in the variation effects shown by the pending symbol and the execution symbol is set higher. Also, when the pending symbol and the execution symbol are in the "red" display mode rather than "blue", the ratio of "reach display" or "big win display" in the variation effects shown by the pending symbol and the execution symbol is set higher. Furthermore, when the pending symbol and the execution symbol are in the "rainbow" display mode rather than "red", the ratio of "reach display" or "big win display" in the variation effects shown by the pending symbol and the execution symbol is set higher. The setting ratio and the like of the "Pending Change Notice" will be described later.
[0068] Also, when the display mode of the pending symbol and the execution symbol is "red", in the variation effects shown by the "red" pending symbol or execution symbol, the mode of the effect mainly featuring "super reach" (hereinafter, the main mode of the effect is referred to as the "effect mode"), the "special reach" effect mode, or the "special variation" effect mode (hereinafter, the "super reach" effect mode, the "special reach" effect mode, or the "special variation" effect mode may be collectively referred to as "above super reach") is set to be determined. Furthermore, when the display mode of the pending symbol and the execution symbol is "rainbow", in the variation effects shown by the "rainbow" pending symbol or execution symbol, the appearance of the "big win display" is set to be determined. Therefore, in the first embodiment, the display modes of the pending symbol and the execution symbol are set so that the expected degree of appearance of the "reach display" or the "big win display" gradually increases in the order of normal (white) → "blue" → "red" → "rainbow".
[0069] Note that the display mode of "Rainbow" in the "Pending Change Notice" is not shown in the pending symbol but can only be shown in the executed symbol. This is because if, after showing the display mode of "Rainbow" in which the occurrence of a big win is determined in the pending symbol, the pending symbol is not executed due to some abnormality (e.g., power failure), the player will be dissatisfied because they do not get the big win they should have obtained. Therefore, by configuring the pending symbol so as not to show in advance the display mode of "Rainbow" in which the occurrence of a big win is determined, it is possible to prevent the above dissatisfaction from occurring.
[0070] Also, due to this "Pending Change Notice", when the display mode of the pending symbol changes and the pending symbol shifts along with the execution (consumption) of the variable effect, the changed display mode of the pending symbol is configured to be carried over (inherited) and reflected in the pending symbol or executed symbol at the shift destination. That is, when the display mode of the pending symbol changes, even when the changed pending symbol shifts to another pending symbol display area Db1~Db3 or the executed symbol display area Db0 along with the execution of the variable effect, the display mode before the shift is configured to be maintained as it is as the display mode of the pending symbol or executed symbol after the shift.
[0071] Therefore, for example, when the display color of the pending symbol changes to "red" in the fourth pending symbol display area Db4, when the pending symbol shifts to the third pending symbol display area Db3 → the second pending symbol display area Db2 → the first pending symbol display area Db1 → the executed symbol display area Db0, it is configured such that the "red" pending symbol or executed symbol continues to be displayed continuously. The details of this "Pending Change Notice" will be described later.
[0072] In the first embodiment, the number of balls held for the variable display based on the balls entering the first ball entrance 64 is configured to be held up to a maximum of 4 times. However, the maximum number of held balls is not limited to 4 times, and it may be set to 3 times or less, or 5 times or more (for example, 8 times). Also, instead of displaying the held symbol in the cockpit display area Db, the number of held balls may be displayed numerically on a part of the third symbol display device 81, or the areas divided into four may be made to differ in the number of held balls by different modes (for example, color or lighting pattern). Further, since the number of held balls is indicated by the first symbol display device 37, it may not be necessary to display the number of held balls on the third symbol display device 81. When the information regarding the number of held balls (held symbol, etc.) is not displayed on the third symbol display device 81, since the "forecast of held change" by the held symbol cannot be executed, it may be configured to execute a preview forecast similar to the "forecast of held change" by additionally showing other character symbols, etc.
[0073] Furthermore, the variable display device unit 80 may be provided with four held lamps indicating the number of held balls up to the maximum number of held balls, and the number of held balls may be displayed according to the number of lit held lamps. When configured to display the number of held balls by the held lamps, it is naturally possible to execute a preview forecast similar to the "forecast of held change" in the first embodiment by providing a plurality of display colors for the held lamps.
[0074] Here, referring to FIG. 5, in the variable display, the transition of the display content of the third symbol display device 81 when the variable elements of "Normal Reach" and the variable elements of "Super Reach" appear will be described. FIG. 5(a) is a diagram showing the state immediately before the "Reach Display (variable element of "Normal Reach")" appears in the main display area Dm of the third symbol display device 81. FIG. 5(b) is a diagram showing the state where the variable element of "Normal Reach" is started from the state of FIG. 5(a), the sub-display area Ds is erased, and the variable element of "Normal Reach" is being executed in the main display area Dm. FIG. 5(c) is a diagram showing the state where the variable element of "Super Reach" is started from the state of FIG. 5(b), the cockpit display area Db is erased, and the variable element of "Super Reach" is being executed in the main display area Dm. FIG. 5(d) is a diagram showing the state where the sub-display area Ds and the cockpit display area Db are redisplayed from the state of FIG. 5(c), and the "Lose Display" of the third symbol appears in the main display area Dm.
[0075] In the following description, for the sake of convenience of explanation, when expressing the third symbol, only the numerical symbols are used to represent the main symbol in the figure, and the background symbol made of a wooden box and the attached symbols imitating characters are omitted from the expression, and the description thereof is also omitted. Also, in FIG. 5, the variable element of "Super Reach" is exemplified and described as the "Reach Display" developed from the variable element of "Normal Reach". However, although the production contents such as the background display, character symbols, and variable time are different between the variable element of "Super Reach" and the variable element of "Special Reach", the screen configurations (such as erasure or redisplay) of the sub-display area Ds, the cockpit display area Db, etc. are the same configurations. Therefore, it is possible to replace the variable element of "Super Reach" with the variable element of "Special Reach".
[0076] First, in Fig. 5(a), in the left display area Dm1 of the main display area Dm, the third symbol of the "7" symbol is stopped and displayed. Also, in the right display area Dm3, it is just before the third symbol of the "7" symbol is stopped and displayed. Furthermore, in the middle display area Dm2, the third symbol is still in a state of "rapid fluctuation" where it cannot be visually recognized. Therefore, it is the state just before the so-called "reach display" by the "7" symbol appears.
[0077] Also, in the sub-display area Ds, in the central small area Ds2, a character symbol is displayed in a warning mode suggesting that the "reach display" appears. Specifically, the character symbol displayed in the central small area Ds2 is displayed in a manner as if it is cheering. Note that in the left small area Ds1 and the right small area Ds3, a predetermined background (not shown) is displayed, and no character symbols or the like are displayed.
[0078] Furthermore, in the cockpit display area Db, in the execution symbol display area Db0, an execution symbol is displayed, and in the first to fourth hold symbol display areas Db1 to Db4, hold symbols are respectively displayed. Therefore, the execution symbol indicates that a variation effect is being executed in the main display area Dm, and the four hold symbols indicate that the number of hold balls for the variation effect is four times.
[0079] In Fig. 5(b), from the state of Fig. 5(a), in the right display area Dm3 of the main display area Dm, the third symbol of the "7" symbol is stopped and displayed, and the "reach display" by the "7" symbol is confirmed. It shows a state where the variation element of "normal reach" is being executed in the main display area Dm. In this variation element of "normal reach", the entire main display area Dm is displayed as if it has expanded. Specifically, in the left display area Dm1 and the right display area Dm3, the stopped "7" symbol is enlarged and displayed, and in the middle display area Dm2, the third symbol is variably displayed at a low speed so that it can be visually recognized (for example, slowly scrolling from the "5" symbol to the "6" symbol).
[0080] On the other hand, the sub-display area Ds is erased as the main display area Dm expands based on the occurrence of variable elements in "Normal Reach", and the sub-display area Ds is in a non-visible state. This is because, as described above, the sub-display area Ds mainly functions to suggest whether "Reach Display" occurs in the variable effect in the main display area Dm. When "Reach Display" occurs in the main display area Dm, the significance of the existence of the sub-display area Ds is diminished.
[0081] Also, when "Reach Display" occurs in the main display area Dm, the player pays attention to whether the result of the "Reach Display" becomes a "Big Hit Display" or a "Miss Display", and the attention to the display content of the sub-display area Ds that suggests the occurrence of the "Reach Display" fades.
[0082] Therefore, when "Reach Display" occurs in the main display area Dm, in order to make it easier for the player to recognize the content of the "Reach Display" that the player pays attention to, the display content of the main display area Dm is enlarged and displayed, and the sub-display area Ds is erased as it expands.
[0083] In the state of this Figure 5(b), in the cockpit display area Db, similar to the display state of Figure 5(a), the execution symbol is displayed in the execution symbol display area Db0, and the hold symbols are respectively displayed in the first to fourth hold symbol display areas Db1 to Db4. Therefore, similar to Figure 5(a), the execution symbol indicates that a variable effect is being executed in the main display area Dm, and the four hold symbols indicate that the number of hold balls for the variable effect is four times.
[0084] In the pachinko machine 10 of the first embodiment, during the variable elements of "Normal Reach", the display in the cockpit display area Db is configured to be continuously displayed without being erased. This is because in the variable elements of "Normal Reach", in the variable effect that is only for the variable elements of the "Normal Reach", it often fails in the jackpot lottery and there is a high possibility of showing a "losing display". And when the variable elements of "Normal Reach" result in a "losing display", the next variable effect starts immediately. Therefore, it is necessary to suggest to the player whether the next variable effect is pending. Accordingly, during the execution of the variable elements of "Normal Reach", the display in the cockpit display area Db is maintained (continuously displayed) and is configured to suggest to the player how many pending variable effects there are.
[0085] Also, since the cockpit display area Db has a smaller display than the sub-display area Ds, even if it is continuously displayed during the variable elements of "Normal Reach", it does not inhibit the effect of the variable elements of the "Normal Reach". Therefore, there is no actual harm in continuously displaying the cockpit display area Db during the execution of the variable elements of "Normal Reach".
[0086] Furthermore, the pending symbols and execution symbols displayed in the cockpit display area Db can execute the above-mentioned "pending change notice". Even in the execution symbols that suggest the content of the variable effect during execution, they are configured to continue (inherit) the display mode of the pending symbols changed by the "pending change notice". That is, it is configured to be able to suggest to the player the jackpot expectancy of the variable effect during execution based on the display mode of the execution symbols. Therefore, by allowing the player to confirm the display mode of the execution symbols during the execution of the variable elements of "Normal Reach", it is configured to enable the player to predict whether the variable elements of the "Normal Reach" during execution will develop into the variable elements of "Super Reach" and result in a jackpot, and to impart the interest based on the prediction.
[0087] Specifically, for example, during the execution of the variable elements of "Normal Reach", if the execution pattern is displayed in "White" which is the normal display mode, or in "Blue" which has a higher jackpot expectation level than the "White", the player predicts that it is less likely for the variable elements of the "Normal Reach" to develop into the variable elements of "Super Reach" and result in a jackpot. On the other hand, during the execution of the variable elements of "Normal Reach", if the execution pattern is displayed in "Red" or "Rainbow", the player predicts that the variable elements of the "Normal Reach" may develop into the variable elements of "Super Reach" and result in a jackpot, or that a "Jackpot Display" may appear even if the variable elements of the "Normal Reach" remain as they are. Therefore, in the pachinko machine 10 equipped with the "Pending Change Notice", in order to give the player the above-mentioned interest during the execution of the variable elements of "Normal Reach", the cockpit display area Db is configured to be continuously displayed during the execution of the variable elements of "Normal Reach". Details of the "Pending Change Notice" will be described later.
[0088] In FIG. 5(c), from the state of FIG. 5(b), it shows a state where the variable elements of "Super Reach" are being executed in the main display area Dm. In this variable element of "Super Reach", a symbol indicating that a "Reach Display" has occurred based on the "7" symbol displayed in the variable element of "Normal Reach" (hereinafter, the symbol indicating the occurrence of this "Reach Display" is referred to as the "Reach Formation Symbol") is displayed in a reduced size in the upper left of the display area of the third symbol display device 81.
[0089] In addition, in FIG. 5(c), a "battle effect" (a "competition effect" in the variable element of "Special Reach") in which a plurality of character symbols compete using almost the entire display screen of the third symbol display device 81 is displayed. In this "battle effect", an effect in which the player's character symbol (for example, the left character symbol) and the enemy's character symbol (for example, the right character symbol) fight (kickboxing in the first embodiment) is executed. In the "battle effect", if the player's character symbol wins, it is a big win, and it is set so that "big win display" appears as the display result of the variable element of "Super Reach". On the other hand, in the "battle effect", if the enemy's character symbol wins, it is a loss, and it is set so that "loss display" appears as the display result of the variable element of "Super Reach".
[0090] Also, as shown in FIG. 5(c), in the pachinko machine 10 of the first embodiment, during the execution of the variable element of "Super Reach", the cockpit display area Db is erased, and instead, a digital symbol (in the first embodiment, "4") indicating the number of hold balls of the variable effect appears newly above the upper left of the display area of the third symbol display device 81 and below the reach formation symbol.
[0091] During the execution of the variable effect, when a variable element of "Super Reach" with a higher expectation of a big win than the variable element of "Normal Reach" occurs, the player focuses on whether the variable effect being executed results in a "big win display" or a "loss display" rather than the number of variable effects on hold (waiting). For this reason, the player does not pay attention to the hold symbol indicating the number of hold balls of the variable effect before execution. Rather, if the hold symbol is displayed in the cockpit display area Db during the execution of the variable element of "Super Reach", the player may not be able to concentrate on the effect of the variable element of "Super Reach" and may feel annoyed by the display of the hold symbol.
[0092] In addition, the hold symbols displayed in the first to fourth hold symbol display areas Db1 to Db4 of the cockpit display area Db have no direct relation to the ongoing variable effect. Further, the hold symbols displayed in the first to fourth hold symbol display areas Db1 to Db4 are display-controlled based on a setting (lottery) process different from the display control of the ongoing variable effect (in the voice lamp control device 113, for the variable effect, there is a variable effect process to be described later (see FIG. 31). For the hold symbols, there is a hold display setting process to be described later (see FIG. 30).). On the other hand, during the execution of the variable elements of "Super Reach", various character symbols are presented and many effect displays are performed on each character symbol, etc., so the processing load of display control is increasing. In such a situation, if the display control of a plurality of hold symbols that have no direct relation to the ongoing variable effect is performed, the processing load related to the display control of the entire third symbol display device 81 increases for each hold symbol, and there is a risk of display abnormalities such as so-called frame drops occurring.
[0093] Furthermore, the execution symbol displayed in the execution symbol display area Db0 of the cockpit display area Db has a direct relation to the ongoing variable effect in order to inherit (receive) the display mode of the hold symbol changed by the "hold change notice". However, the "hold change notice" suggests the appearance expectation degree of the "big win display" and also suggests the appearance expectation degree of the "reach display". Therefore, when the variable element of "Super Reach" appears, it is in a state where it fulfills the suggestion of the appearance expectation degree of the "reach display" as the "hold change notice". Also, when the variable element of "Super Reach" appears, by executing the "reach display" with a high big win expectation degree as the variable element of "Super Reach", it is in a state where it fulfills the suggestion of the appearance expectation degree of the "big win display" to a certain extent (for example, half). Further, as described above, when the variable element of "Super Reach" appears, the player focuses on the effect content of the variable element of "Super Reach", and the interest in the display mode of the "hold change notice" in the execution symbol has decreased.
[0094] Therefore, during the execution of the variable elements of "Super Reach", by erasing the hold symbols and execution symbols with low player attention and mainly executing the production of the variable elements of "Super Reach" on the display screen, the player can be made to focus (concentrate) on the production of the variable elements of "Super Reach". Further, by erasing the hold symbols and execution symbols with low player attention, the burden on the display control can be reduced, and the occurrence of display abnormalities such as frame drops can be prevented.
[0095] Also, in the state of FIG. 5(c), a reach formation symbol of the "7" symbol that is the cause of the variable element of this "Super Reach" is displayed in a reduced size at the upper left of the display area of the third symbol display device 81. The production of the variable element of "Super Reach" indicates whether the ongoing variable production will result in a "big win display" or a "loss display", but since it is performed by character symbols that have no direct relationship with the display mode of the third symbol, if one only focuses on only the character symbols in the variable element of "Super Reach" when the third symbol is not displayed at all, there may be a case where it cannot be recognized whether the production is a "reach display" (for example, when misinterpreting it as a "demo screen"). Also, since the production of the variable element of "Super Reach" is performed for a predetermined time (for example, 10 seconds), there may be a case where the player forgets which third symbol caused the "reach display" in the variable element of "Super Reach". However, if the reach formation symbol is displayed large during the execution of the variable element of "Super Reach", it will be difficult to see the production of the variable element of "Super Reach", and there is a risk of inhibiting the production of the variable element of "Super Reach" itself.
[0096] Therefore, in the variable element of "Super Reach", it is configured to display a reach formation symbol of the third symbol that is the cause of the variable element of "Super Reach" in a reduced size at the upper left of the display area of the third symbol display device 81. By configuring it in this way, it can suggest to the player that a "reach display" is occurring without inhibiting the production of the variable element of "Super Reach", and can clearly suggest to the player the type of the third symbol that caused the "reach display".
[0097] Also, in the state of FIG. 5(c), a numerical symbol (in the first embodiment, "4") indicating the number of held balls for the variable effect is displayed in the upper left of the display area of the third symbol display device 81 (below the "Reach display"). As described above, during the execution of the variable element of "Super Reach", the display in the cockpit display area Db is erased, so there is a possibility that the player cannot recognize at all the number of times of the variable effect held by the display content in the cockpit display area Db.
[0098] Therefore, during the execution of the variable element of "Super Reach", instead of erasing the cockpit display area Db, it is configured to display a numerical symbol indicating the number of held balls for the variable effect in the upper left of the display area of the third symbol display device 81. By configuring in this way, during the effect of the variable element of "Super Reach", the number of times of the variable effect held by the player can be shown without inhibiting the effect of the variable element of "Super Reach".
[0099] In FIG. 5(d), from the state of FIG. 5(c), the variable element effect of "Super Reach" fails (the enemy character symbol wins), and a "Loss display" appears in the main display area Dm, and the sub-display area Ds and the cockpit display area Db are re-displayed on the display screen of the third symbol display device 81. In this state, the character symbol in the central small area Ds2 of the sub-display area Ds, the execution symbol and the held symbol in the cockpit display area Db are visible again. Note that the character symbol in the central small area Ds2 of the sub-display area Ds is displayed in a manner showing a disappointed expression due to the appearance of the "Loss display".
[0100] In the pachinko machine 10 of the first embodiment, when the variable element of "Super Reach" ends and the variable effect stops being displayed (confirmed display), the display state of the third symbol display device 81 is set to the initial state, that is, it is configured such that each of the main display area Dm, the sub-display area Ds, and the cockpit display area Db is displayed. By configuring it in this way, it becomes easier for the player to recognize that the variable effect has stopped being displayed (confirmed display), and when there is a variable effect during hold (standby), it becomes possible to smoothly execute the next variable effect. Therefore, when the variable element of "Super Reach" ends, the execution symbol and the hold symbol in the cockpit display area Db are redisplayed, which is a natural expression in the flow of the execution process of the variable effect, so the player does not feel a sense of discomfort.
[0101] As described above, as shown in FIGS. 5(a) to 5(d), in the pachinko machine 10 of the first embodiment, at each timing in the variable effect, the display state of the main display area Dm is enlarged or reduced, the display state of the sub-display area Ds is displayed, hidden (erased) or redisplayed, and the display state of the cockpit display area Db is displayed, hidden (erased) or redisplayed, so that the player can be made to easily recognize the display content with high importance at each timing.
[0102] Note that at each timing in the variable effect, the display states of the main display area Dm, the sub-display area Ds, or the cockpit display area Db may be appropriately rearranged to execute the variable effect. Specifically, for example, the main display area Dm and the sub-display area Ds may be displayed and the cockpit display area Db may be erased to execute the variable effect, or the variable effect may be executed by enlarging the main display area Dm while reducing the display of the sub-display area Ds and the cockpit display area Db.
[0103] Returning to FIG. 2, the description will be continued. The second symbol display device 83 performs variable display that alternately lights up the symbol "○" and the symbol "×" as the display symbol (second symbol) every time the ball passes through the second ball entry port 67. The pachinko machine 10 is configured such that when the variable display in the second symbol display device 83 stops at a predetermined symbol (the symbol "○" in the first embodiment), the first ball entry port 64 becomes operative (open) for a predetermined time.
[0104] The number of balls retained at the second ball entry port 67 of the ball is retained up to a maximum of 4 times. The number of retained balls is displayed by the first symbol display device 37 described above and is also lit and displayed on the second symbol retention lamp 84. Four second symbol retention lamps 84 corresponding to the maximum number of retained balls are provided and are arranged symmetrically left and right above the third symbol display device 81. Then, the number of retained balls is displayed by the number of lit second symbol retention lamps 84.
[0105] Note that the variable display of the second symbol is performed by switching on and off a plurality of lamps in the second symbol display device 83 as in the first embodiment, but it may also be performed using a part of the first symbol display device 37 or the third symbol display device 81. Similarly, the lighting of the second symbol retention lamp 84 may be performed using a part of the third symbol display device 81. Further, the passage of the second ball entry port 67, like the first ball entry port 64, is not limited to a maximum of 4 retained balls, and may be set to 3 or less times, or 5 or more times (for example, 8 times). Also, since the number of retained balls is indicated by the first symbol display device 37, it may not be lit and displayed by the second symbol retention lamp 84.
[0106] Below the variable display device unit 80, a first ball entry port 64 into which balls can enter is provided. When a ball enters the first ball entry port 64, a first ball entry port switch (not shown) provided on the back side of the game board 13 is turned on. Due to the turning on of the first ball entry port switch, a jackpot lottery is conducted by the main control device 110 (see FIG. 6), and a display corresponding to the lottery result is shown by the LED 37a of the first symbol display device 37, and a variable effect is executed by the third symbol display device 81. The first ball entry port 64 also serves as one of the winning ports from which 5 balls are paid out as prize balls when a ball enters.
[0107] The first ball entry port 64 is provided with an electric accessory having two blades that cover the opening through which the ball enters the first ball entry port 64. The electric accessory opens and closes the two blades to put the first ball entry port 64 in an open state (expanded state) or a closed state (contracted state). Normally, the first ball entry port 64 is in a closed state where the blades of the electric accessory are closed (the blades stand upright upward), and the ball cannot enter the first ball entry port 64 or it is difficult for the ball to enter.
[0108] On the other hand, when the variable display on the second symbol display device 83 stops at the symbol of "○", the electric accessory of the first ball entry port 64 is activated for a predetermined time. While the electric accessory is activated, the blades of the electric accessory move from the state where they stand upright upward to a state where they are movable in a substantially V shape (inverted V shape), and the first ball entry port 64 becomes an open state. When the first ball entry port 64 is in an open state, the ball can enter the first ball entry port 64 or the ball can enter more easily compared to the closed state. That is, when the variable display on the second symbol display device 83 stops at the symbol of "○" and wins, and the first ball entry port 64 is in an open state, it is possible to make the state such that more jackpot lotteries can be conducted when a ball enters the first ball entry port 64.
[0109] Below the first ball entry port 64, a variable winning device 65 is disposed, and a horizontally long rectangular specific winning port (large opening port) 65a is provided at a substantially central portion thereof. In the pachinko machine 10, when the lottery by the main control device 110 (see FIG. 6) results in a big win, after a predetermined time (fluctuation time) has elapsed, the LED 37a of the first symbol display device 37 is lit so as to be the stop symbol for the big win, and the stop symbol corresponding to the big win is displayed on the third symbol display device 81 to indicate the occurrence of the big win. Thereafter, the game state transitions to a special game state (big win) in which balls are likely to win. As this special game state, the specific winning port 65a, which is normally closed, is opened for a predetermined time (for example, until 30 seconds elapse, or until 10 balls win).
[0110] This specific winning port 65a is closed when a predetermined time has elapsed, and after the closure, the specific winning port 65a is opened again for a predetermined time. The opening and closing operation of this specific winning port 65a can be repeated up to, for example, 15 times (15 rounds) at most. The state in which this opening and closing operation is being performed is a form of a special game state advantageous to the player, and the player is paid out a larger number of prize balls as an imparting of game value (game value) than in the normal time.
[0111] Specifically, the variable winning device 65 includes a horizontally long rectangular opening and closing plate that covers the specific winning port 65a, and a large opening solenoid (not shown) for opening and closing drive forward around the lower side of the opening and closing plate as an axis. The specific winning port 65a is normally in a closed state where balls cannot win or can hardly win. At the time of a big win, the large opening solenoid is driven to tilt the opening and closing plate to the lower front side, temporarily forming an open state in which balls can easily win the specific winning port 65a, and operating so as to alternately repeat the open state and the normal closed state.
[0112] Note that the special game state is not limited to the above-described form. A large opening that is opened and closed separately from the specific winning opening 65a is provided in the game area, and when the LED 37a corresponding to a big win lights up in the first symbol display device 37, the specific winning opening 65a is opened for a predetermined time. During the opening of the specific winning opening 65a, when a ball wins into the specific winning opening 65a, a game state in which a large opening provided separately from the specific winning opening 65a is opened for a predetermined time and a predetermined number of times may be formed as the special game state.
[0113] On the left and right sides of the variable display device unit 80, second ball entry ports 67 are provided respectively. In the second ball entry port 67, through holes (not shown) for the balls to pass through are provided in the vertical direction. When the ball launched into the game area passes through the second ball entry port 67, a second ball entry port switch (not shown) provided in the through hole is turned on, and due to this being turned on, in the main control device 110, a hit lottery for the second symbol (also referred to as the normal symbol) is performed.
[0114] As a result of the lottery for the second symbol (normal symbol) performed on the ball that has passed through the second ball entry port 67, when it is determined as a hit, after the symbol "○" stops being displayed through the variable display in the second symbol display device 83, the electric accessory at the first ball entry port 64 operates. Thereby, the blades of the electric accessory that make it difficult for the ball to enter the first ball entry port 64 move from a state where they stand substantially vertically to a substantially V shape (inverted V shape) and the ball can enter the first ball entry port 64 for a predetermined time, or the state where the ball is more likely to enter compared to the closed state.
[0115] On the left and right corner portions on the lower side of the game board 13, sticking spaces K1, K2 for sticking certificates, identification labels, etc. are provided, and the certificates, etc. stuck in the sticking space K1 can be visually recognized through the small window 35 (see FIG. 1) of the front frame 14.
[0116] Furthermore, the game board 13 is provided with an out port 66. Balls that did not enter any of the winning ports 63, 64, 65a are guided through the out port 66 to a ball discharge path (not shown). A large number of pins are implanted in the game board 13 to appropriately disperse and adjust the falling direction of the balls, and various members (effect devices) such as windmills are arranged.
[0117] As shown in FIG. 3, on the back side of the pachinko machine 10, there are mainly provided control board units 90, 91 and a back pack unit 94. The control board unit 90 is unitized with a main board (main control device 110), an audio lamp control board (audio lamp control device 113), and a display control board (display control device 114) mounted thereon. The control board unit 91 is unitized with a payout control board (payout control device 111), a firing control board (firing control device 112), a power supply board (power supply device 115), and a card unit connection board 116 mounted thereon.
[0118] The back pack unit 94 is unitized with a back pack 92 that forms a protective cover portion and a payout unit 93. In addition, each control board is mounted with a micro - processing unit (hereinafter abbreviated as "MPU") as a one - chip microcomputer that controls each control, a port for communicating with various devices, a random number generator used in various lotteries, a clock pulse generation circuit used when performing time counting and synchronization, etc., as required.
[0119] Note that the main control device 110, the audio lamp control device 113, the display control device 114, the payout control device 111, the firing control device 112, the power supply device 115, and the card unit connection board 116 are respectively housed in substrate boxes 100 - 104. The substrate boxes 100 - 104 include a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to house each control device and each substrate.
[0120] Further, the substrate box 100 (main control device 110) and the substrate box 102 (payout control device 111 and launch control device 112) are connected in a non-openable manner (connected by a caulking structure) by a sealing unit (not shown) between the box base and the box cover. Further, a sealing tape (not shown) is attached across the connection portion between the box base and the box cover. This sealing tape is made of a brittle material, and if an attempt is made to peel off the sealing tape to open the substrate boxes 100 and 102, or if an attempt is made to forcibly open the substrate boxes 100 and 102, it will be cut between the box base side and the box cover side. Therefore, by checking the sealing unit or the sealing tape, it is possible to know whether the substrate boxes 100 and 102 have been opened.
[0121] The payout unit 93 includes a tank 130 that is located at the uppermost part of the back pack unit 94 and opens upward, a tank rail 131 that is connected below the tank 130 and gently slopes downward toward the downstream side, a case rail 132 that is vertically connected to the downstream side of the tank rail 131, and a payout device 133 that is provided at the lowermost downstream part of the case rail 132 and pays out balls according to a predetermined electrical configuration of a payout motor 216 (see FIG. 5). Balls supplied from the island facilities in the game hall are sequentially replenished in the tank 130, and the payout device 133 appropriately pays out the required number of balls. A vibrator 134 for applying vibration to the tank rail 131 is attached to the tank rail 131.
[0122] Further, a state return switch 120 is provided in the payout control device 111, an operation knob 121 of a variable resistor is provided in the launch control device 112, and a RAM erase switch 122 is provided in the power supply device 115. The state return switch 120 is operated, for example, to eliminate a ball jam (return to the normal state) when a payout error occurs, such as a ball jam in the payout motor 216 (see FIG. 6) section. The operation knob 121 is operated to adjust the launch force of the launch solenoid. The RAM erase switch 122 is operated when the power is turned on when it is desired to return the pachinko machine 10 to the initial state.
[0123] Next, referring to FIG. 6, the electrical configuration of the pachinko machine 10 will be described. FIG. 6 is a block diagram showing the electrical configuration of the pachinko machine 10.
[0124] The main control device 110 is equipped with an MPU 201 as a one-chip microcomputer which is an arithmetic device. The MPU 201 is provided with a read only memory (hereinafter abbreviated as "ROM") 202 that stores various control programs and fixed value data executed by the MPU 201, and a random access memory (hereinafter abbreviated as "RAM") 203 which is a memory for temporarily storing various data etc. when executing the control programs stored in the ROM 202. In addition, various circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit are built in.
[0125] Note that, in order to instruct operations to sub-control devices such as the payout control device 111 and the sound lamp control device 113, various commands are transmitted from the main control device 110 to the sub-control device by the data transmission / reception circuit. Such commands are transmitted only in one direction from the main control device 110 to the sub-control device.
[0126] The main control device 110 executes main processes of the pachinko machine 10 such as jackpot lottery, setting of dynamic display and variation effects in the first symbol display device 37 and the third symbol display device 81, and lottery of the display result of variable display in the second symbol display device 83. The RAM 203 is provided with a counter buffer for storing various counters for controlling these processes.
[0127] Also, the ROM 202 stores at least a jackpot random number table 202a, a jackpot type table 202b, a reservation number table 202c, a stop pattern table 202d, and a variation pattern table 202e. The main control device 110 executes the above main controls by the various counters stored in the RAM 203 and the various tables stored in the ROM 202.
[0128] Here, with reference to FIG. 7, the counters and the like provided in the RAM 203 of the main control device 110 will be described. These counters and the like are used by the MPU 201 of the main control device 110 to perform jackpot lotteries, setting of dynamic displays of the first symbol display device 37, setting of variable effects of the third symbol display device 81, and lottery of display results of variable displays in the second symbol display device 83. Also, in the description of various counters, with reference to FIGS. 8 to 13, various tables stored in the ROM 202 of the main control device 110 will also be described.
[0129] For jackpot lotteries, setting of dynamic displays of the first symbol display device 37, and setting of variable effects of the third symbol display device 81, a first hit random number counter C1 used for jackpot lotteries, a first hit type counter C2 used for selecting the stop type of jackpot symbols, a stop pattern selection counter C3 used for selecting the effect mode of variable effects, a first initial value random number counter CINI1 used for setting the initial value of the first hit random number counter C1, and a variable type counter CS1 used for selecting variable patterns are used.
[0130] Also, for the lottery of the second symbol display device 83, a second hit random number counter C4 is used, and a second initial value random number counter CINI2 is used for setting the initial value of the second hit random number counter C4. Each of these counters is a loop counter that is incremented by 1 from the previous value each time it is updated and returns to "0" after reaching the maximum value.
[0131] Each counter is updated, for example, at intervals of 4 milliseconds, which is the execution interval of the timer interrupt process (see Fig. 20). Also, some counters are updated irregularly during the main process (see Fig. 26), and their updated values are appropriately stored in the counter buffer set in a predetermined area of the RAM 203. Although details will be described later, the RAM 203 is provided with a reserved ball storage area 203b consisting of four reserved areas (reserved first to fourth areas). In each of these areas, in accordance with the timing of the ball entry into the first ball entry port 64, the values of the first random number counter C1 per hit, the first type counter C2 per hit, the stop pattern selection counter C3, and the variable type counter CS1 are stored respectively.
[0132] Each counter will be described in detail. The first random number counter C1 per hit is configured to be incremented by 1 in sequence within a predetermined range (for example, "0 to 899") and return to "0" after reaching the maximum value (for example, "899" in the case of a counter that can take values from "0 to 899"). In particular, when the update of the first random number counter C1 per hit is completed once, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the first random number counter C1 per hit, and the update of the first random number counter C1 per hit is performed from that initial value.
[0133] The first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the first random number counter C1 per hit. That is, for example, when the first random number counter C1 per hit is a loop counter that can take values from "0 to 899", the first initial value random number counter CINI1 is also a loop counter in the range of "0 to 899". This first initial value random number counter CINI1 is updated once each time the timer interrupt process (see Fig. 20) is executed and is repeatedly updated within the remaining time of the main process (see Fig. 26).
[0134] The value of the first hit random number counter C1 is updated, for example, periodically (once per timer interrupt process in the first embodiment), and is stored in any one of the hold areas of the hold first to fourth areas provided in the hold ball storage area 203b of the RAM 203 at the timing when the ball wins (starts winning) at the first winning port 64. The value of the random number for a big win is set by the big win random number table 202a stored in the ROM 202 of the main control device 110. When the value of the first hit random number counter C1 stored in the hold area matches the value of the random number for a big win set by the big win random number table 202a, it is determined as a big win.
[0135] Here, referring to FIG. 8(a), the details of the big win random number table 202a will be described. FIG. 8(a) is a schematic diagram schematically showing an example of the big win random number table 202a. The big win random number table 202a is for the low probability state (the period that is not the "probability variation state") when the gaming state of the pachinko machine 10 is the "normal gaming state" and the "time shortening state", and for the high probability state when the gaming state of the pachinko machine 10 is the "probability variation state (during probability variation)", which is a high probability state with a higher probability of a big win than the low probability state. And the number of random numbers for a big win included in each of the low probability state and the high probability state is set differently. In this way, by varying the number of random numbers for a big win, the probability of a big win is changed between the low probability state and the high probability state.
[0136] The first hit random number counter C1 in the pachinko machine 10 of the first embodiment is configured as a 2-byte loop counter in the range of "0 to 899". In this first hit random number counter C1, the number of values of the random number for a big win (big win random number value) in the case of the low probability state is 3, and the value "7,307,582" is stored in the big win random number table 202a.
[0137] On the other hand, the number of random numbers (big win random numbers) that result in a big win in the high-probability state is 30, and the values "28, 58, 85, 122, 144, 178, 213, 238, 276, 298, 322, 354, 390, 420, 448, 486, 506, 534, 567, 596, 618, 656, 681, 716, 750, 772, 809, 836, 866, 892" are stored in the big win random number table 202a.
[0138] In addition, in the first embodiment, the big win random numbers for the low-probability state and the big win random numbers for the high-probability state stored in the big win random number table 202a are set so that there are no overlapping values. Here, if there is a value that becomes a big win random number regardless of the situation of the pachinko machine 10, that value is likely to be predicted from the outside, and there is a high risk of being unfairly awarded a big win. In contrast, as in the first embodiment, by changing the value of the random number that results in a big win according to the situation (that is, according to whether the pachinko machine 10 is in a high-probability state or a low-probability state), it is possible to make it difficult to predict the value of the random number that results in a big win, so that suppression of fraud can be achieved.
[0139] Returning to FIG. 7, the description will be continued. The first win type counter C2 determines the win type when a big win occurs, and is incremented by 1 in order within a predetermined range (for example, "0 to 99"), and after reaching the maximum value (for example, "99" in the case of a counter that can take values from "0 to 99"), it returns to "0". The value of the first win type counter C2 is updated, for example, periodically (once per timer interrupt process in the first embodiment), and at the timing when the ball wins (starts winning) at the first winning port 64, it is stored in the same reserved area as the reserved area in which the first win random number counter C1 is stored among the first to fourth reserved areas provided in the reserved ball storage area 203b of the RAM 203.
[0140] Here, if the value of the first-hit random number counter C1 stored in the hold area 1 in the hold ball storage area 203b is not a random number for a jackpot, that is, if it is a losing random number, the variation pattern in the variation effect and the type of stop symbol (hereinafter referred to as "stop type") will be those for a loss. On the other hand, if the value of the first-hit random number counter C1 stored in the hold area 1 in the hold ball storage area 203b is a random number for a jackpot, the variation pattern and stop type in the variation effect will be those for a jackpot. In this case, the variation pattern and stop type for the jackpot are determined corresponding to the jackpot type indicated by the value of the first-hit type counter C2 stored in the same hold area.
[0141] The value of the first-hit type counter C2 in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99". Based on this first-hit type counter C2 and the jackpot type table 202b stored in the ROM 202, the jackpot type is determined. Here, referring to FIG. 8(b), the jackpot type table 202b will be described. FIG. 8(b) is a diagram schematically showing an example of the jackpot type table 202b. As shown in FIG. 8(b), the jackpot type table 202b is a table associating the jackpot type with the value of the first-hit type counter C2.
[0142] As the jackpot types, as described above, there are "15R probability-variable jackpot" that transitions to the "probability-variable state" where the jackpot probability becomes a high-probability state after a jackpot with a maximum round number of 15 rounds, "15R normal jackpot" that transitions to a low-probability state after a jackpot with a maximum round number of 15 rounds and transitions to the "time-shortened state" during 100 variation times, and "2R probability-variable jackpot" that transitions to the "probability-variable state" after a jackpot with a maximum round number of 2 rounds. In the following description, the 15-round jackpots of "15R probability-variable jackpot" and "15R normal jackpot" may be described as "15R jackpot common".
[0143] In the big win type table 202b, for each big win type, the value of the first win type counter C2 that determines that big win type is associated. In the example of Fig. 8(b), for "15R sure win big win", the values "0 to 39" of the first win type counter C2 are associated, for "15R normal big win", the values "40 to 79" of the first win type counter C2 are associated, and for "2R sure win big win", the values "80 to 99" of the first win type counter C2 are associated.
[0144] When the value of the first win random number counter C1 is a value that results in a big win, the big win type associated with the value of the first win type counter C2 stored in the same hold area is determined from the big win type table 202b. For example, if the value of the first win type counter C2 is "20", "15R sure win big win" is determined as the big win type, if the value of the first win type counter C2 is "60", "15R normal big win" is determined as the big win type, and if the value of the first win type counter C2 is "90", "2R sure win big win" is determined as the big win type.
[0145] Thus, in the first embodiment, when a big win occurs, "15R sure win big win" is selected with a probability of 40%, "15R normal big win" is selected with a probability of 40%, and "2R sure win big win" is selected with a probability of 20%. Note that the probability of each big win type being selected when a big win occurs is appropriately set according to the model. Then, according to the set probability, in the big win type table 202b, the values of the first win type counter C2 associated with each big win type are defined.
[0146] Note that the probability of selecting a big win type may be changed according to the game state of the pachinko machine 10. In this case, a big win type table 202b corresponding to each game state is prepared, and in each big win type table 202b, the number of values of the first win type counter C2 associated with each big win type may be changed.
[0147] Returning to FIG. 7, the description of the various counters will be continued. The stop pattern selection counter C3 is configured to be incremented by "1" in sequence within a range of, for example, "0 to 99", and to return to "0" after reaching the maximum value (i.e., "99").
[0148] In the first embodiment, depending on the number of pending variable effects and the value of the stop pattern selection counter C3, a general effect mode of the variable effect at the time of a big win and a loss displayed on the third symbol display device 81 is selected. Specifically, a "non-reach (shortened)" effect mode or a "non-reach (normal)" effect mode in which "reach display" does not occur, a "normal reach" effect mode in which only the variable elements of "normal reach" are executed as "reach display", a "super reach" effect mode in which the variable elements of "super reach" are executed by developing from the variable elements of the "normal reach", a "special reach" effect mode in which the variable elements of "special reach" are executed by developing from the variable elements of the "normal reach", and a "special variation" effect mode that occurs when "2R certain win big hit" is selected. Six effect modes are selected.
[0149] Here, each effect mode will be described in detail. Among the effect modes, the "non-reach (shortened)" effect mode and the "non-reach (normal)" effect mode are effect modes in which, after the variable elements of "high-speed variation" are performed in each display area Dm1 to Dm3 (see FIG. 4(a)) of the main display area Dm, the same third symbol does not stop in the left display area Dm1 and the right display area Dm3 and "reach display" is not generated.
[0150] Here, the variable element of "high-speed variation" refers to a state in which the third symbols displayed in each symbol column Z1 to Z3 (see FIG. 4(a)) are scrolled downward at high speed in the vertical direction of the display screen in the variable effect performed in the main display area Dm (see FIG. 4) of the third symbol display device 81. In this variable element of "high-speed variation", the third symbol is varied so that the player cannot clearly recognize the display content of the third symbol, and it is executed as an effect of irregularly mixing (shuffling) the stop results of the previous stopped variable effect.
[0151] In the pachinko machine 10 of the first embodiment, after the variation element of "high-speed variation" is performed, the variation element of "low-speed variation" is configured to be performed except for a specific effect mode ("non-reach (shortened)" effect mode). The variation element of "low-speed variation" refers to a state in which, in the variation effect performed in the main display area Dm (see Fig. 4(a)) of the third symbol display device 81, after the variation element of the above "high-speed variation", the third symbol is scrolled slowly at a speed visible to the player. In this variation element of "low-speed variation", while allowing the player to recognize the display content of the third symbol, the third symbol is stopped and displayed in the order of the left symbol column Z1 → the right symbol column Z3 → the middle symbol column Z2 (see Fig. 4(a)). When the same third symbol stops in the left symbol column Z1 and the right symbol column Z3, it is considered that a "reach display" has occurred and it develops into the variation element of "normal reach". On the other hand, when different third symbols stop in the left symbol column Z1 and the right symbol column Z3, the middle symbol column Z2 is stopped and displayed to end the variation effect (except when it develops into "pseudo link" described later).
[0152] Therefore, in the "non-reach (normal)" effect mode, after the variation element of "high-speed variation" is performed, the variation element of "low-speed variation" is performed, and each symbol column Z1 to Z3 (see Fig. 4(a)) stops in order, and one variation effect ends. On the other hand, in the "non-reach (shortened)" effect mode, after the variation element of "high-speed variation" is performed, the variation element of "low-speed variation" is not performed, and after the end of the variation element of the "high-speed variation", each symbol column Z1 to Z3 stops simultaneously, and one variation effect ends.
[0153] Among the performance modes, the "Normal Reach" performance mode is one of the "Reach Display" performance modes in which, in the variable performance of each symbol column Z1 to Z3 (see Fig. 4(a)) in the main display area Dm, immediately after the same third symbol stops in the left symbol column Z1 and the right symbol column Z3, the variable elements of "Normal Reach" are executed and do not develop into other "Reach Displays", that is, the variable elements of "Super Reach" or the variable elements of "Special Reach". In the variable elements of this "Normal Reach", as described above, the third symbol that is stopped and displayed in the left symbol column Z1 (left display area Dm1) and the right symbol column Z3 (right display area Dm3) of the main display area Dm is displayed enlarged compared to normal. Also, the third symbol in the middle symbol column Z2 (middle display area Dm2) scrolls downward in the vertical direction of the display screen at a low speed, and the third symbol in the middle display area Dm2 is displayed in a state where it can be visually recognized by the player. Furthermore, in the variable elements of this "Normal Reach", along with the enlarged display of the main display area Dm, the sub-display area Ds is erased (see Fig. 5(b)).
[0154] Among the performance modes, the "Super Reach" performance mode is one of the "Reach Display" performance modes in which the variable elements of "Super Reach" are executed by developing from the variable elements of the above "Normal Reach". In this "Super Reach" performance mode, during the execution of the variable elements of "Super Reach", from the display state of the variable elements of "Normal Reach", the cockpit display area Db (see Fig. 4(a)) is erased, and the reach formation symbol of the third symbol, which was the cause of this "Reach Display", is displayed in a reduced size in the upper left of the display area of the display screen. Then, while the background display of the main display area Dm changes from the variable elements of "Normal Reach", a plurality of character symbols appear to perform a "battle performance (kickboxing in the first embodiment)" (see Fig. 5(c)).
[0155] In the first embodiment, it is configured to suggest the validity of the variable effect based on the result (win or loss) of the "battle effect". Specifically, for example, in the above "battle effect", when the character symbol on the player's side wins against the character symbol on the enemy's side, it is suggested that the variable effect becomes a "big win display", and when the character symbol on the player's side loses against the character symbol on the enemy's side, it is configured to suggest that the variable effect becomes a "losing display".
[0156] Among the effect modes, the "special reach" effect mode is one of the "reach display" effect modes in which the variable elements of "special reach" are executed by developing from the variable elements of the above "normal reach". In this "special reach" effect mode, during the execution of the variable elements of "special reach", similar to the variable elements of the above "super reach", the cockpit display area Db (see Fig. 4(a)) is erased from the display state of the variable elements of "normal reach", and the reach formation symbol of the third symbol, which was the cause of this "reach display", is reduced and displayed in the upper left of the display area of the display screen. Then, while the background display of the main display area Dm (see Fig. 4(a)) changes from the variable elements of "normal reach", a plurality of characters different from the variable elements of "super reach" appear to perform a "competition effect (in the first embodiment, a car race)" (not shown).
[0157] In the first embodiment, it is configured to suggest the validity of the variable effect based on the result (win or loss) of the "competition effect". Specifically, for example, in the above "competition effect", when the character symbol on the player's side wins against the character symbol on the enemy's side, it is suggested that the variable effect becomes a "big win display", and when the character symbol on the player's side loses against the character symbol on the enemy's side, it is configured to suggest that the variable effect becomes a "losing display".
[0158] Among the performance modes, the "special variation" performance mode is a performance mode that is surely executed even when a "2R certain-variation big win" is won. In this "special variation" performance mode, the sub-display area Ds and the cockpit display area Db are erased, and the entire main display area Dm changes from the normal background display, and a "movie" performance suggesting that a "2R certain-variation big win" has occurred is displayed.
[0159] The value of the stop pattern selection counter C3 is updated, for example, periodically (once per timer interrupt process in the first embodiment), and at the timing when the ball wins (starts winning) at the first winning port 64, it is stored in the same holding area as the holding area in which the first winning random number counter C1 among the first to fourth holding areas provided in the holding ball storage area 203b of the RAM 203 is stored.
[0160] In the pachinko machine 10 of the first embodiment, the stop pattern table 202d that refers to the value of the stop pattern selection counter C3 is configured to be different according to the success or failure of the variation performance, the current game state, and the number of variation performances currently on hold (number of holding balls). That is, a plurality of types of stop pattern tables 202d are provided and configured to be selected according to the number of variation performances on hold (number of holding balls), etc. In the first embodiment, when determining the detailed variation pattern of the variation performance, first, based on the holding number table 202c provided in the ROM 202, any stop pattern table 202d corresponding to the success or failure of the variation performance, the current game state, and the current number of variation performances (number of holding balls) is selected. Then, based on the selected stop pattern table 202d and the value of the stop pattern selection counter C3, a rough performance mode of the variation performance is selected. After that, based on the selected performance mode and the value of the variation type counter CS1 described later, the detailed variation pattern (variation time) of the variation performance is determined.
[0161] The plurality of provided stop pattern tables 202d are set such that the range of the random number values of the stop pattern selection counter C3 for which the presentation mode is selected for each stop pattern table 202d is different. The reason for preparing a plurality of these stop pattern tables 202d is to change the selection ratio of the presentation modes of the variable presentation according to the success or failure of the variable presentation, the gaming state, and the number of held balls. That is, it is for changing the selection ratio of the presentation mode according to (1) whether a jackpot occurs in the obtained variable presentation of the third symbol, (2) whether the current gaming state of the pachinko machine 10 is a "probability variation state", a "time reduction state", or a "normal gaming state", and (3) how many held balls of the variable presentation are there.
[0162] As a first reason for this, it is to change the expectation of hitting the jackpot for each presentation mode. That is, by configuring to make the selection ratios of the "non-reach" presentation mode, the "normal reach" presentation mode, the "super reach" presentation mode, and the "special reach" presentation mode different between the case of winning the jackpot lottery and the case of losing the jackpot lottery, the expectation of hitting the jackpot for each presentation mode is changed. Specifically, for example, when winning the jackpot lottery, it is configured to make it easy to select the "super reach" presentation mode or the "special reach" presentation mode, and when not winning the jackpot lottery, it is configured to make it easy to select the "non-reach" presentation mode or the "normal reach" presentation mode. By configuring in this way, the "super reach" presentation mode and the "special reach" presentation mode can be made into presentations that are likely to hit the jackpot, and the "normal reach" presentation mode and the "non-reach" presentation mode can be made into presentations that are difficult to hit the jackpot or do not hit the jackpot, and the jackpot expectation for each presentation mode can be differentiated. Therefore, when a presentation that is likely to hit the jackpot appears in the variable presentation, while the presentation that is likely to hit the jackpot is being performed, it suggests to the player that there is a high possibility of hitting the jackpot, enhancing the interest of the game.
[0163] Therefore, in the pachinko machine 10 of the first embodiment, when the obtained lottery result is a jackpot, it is configured to select an aspect of the variable effect based on the stop pattern table 202d (for example, the C table 202d3 (see FIG. 11(a))) that makes it easier to select an effect likely to result in a jackpot and more difficult to select an effect less likely to result in a jackpot. On the other hand, when the obtained lottery result is a loss, it is configured to use the stop pattern table 202d (for example, the A table 202d1 or the B table 202d2 (see FIG. 10(a) or FIG. 10(b))) that makes it more difficult to select an effect likely to result in a jackpot and easier to select an effect less likely to result in a jackpot. Thereby, when notifying the player of the lottery result of the third symbol in the variable effect, if an effect likely to result in a jackpot is being executed, a jackpot is more likely to occur in that variable effect, and if an effect less likely to result in a jackpot is being executed, a jackpot is less likely to occur in that variable effect. By providing a difference in the jackpot expectation value for each aspect of the effect, the excitement of the game can be enhanced during the execution of the variable effect.
[0164] Also, as a second reason, it is to minimize the waste balls (so-called non-lottery due to overflow winning) based on the balls entering the first ball entry port 64 in a state where the waiting count of the variable effect has reached the upper limit. Specifically, the waiting count of the variable effect is set with a maximum of 4 times, and since the variable effect is executed for at least a certain period of time, in a gaming state where balls are likely to enter the first ball entry port 64 in the "probability variable state" or "time shortening state", it is easy to reach the maximum number of held balls of the third symbol. In these gaming states, if a variable effect with a long variable time is selected, the balls frequently enter the first ball entry port 64 in a state where the maximum number of held balls of the third symbol has been reached. Despite the balls entering the first ball entry port 64, the opportunity to draw the third symbol cannot be obtained. Also, in the "normal gaming state", if a variable effect with a long variable time is selected in a state where the maximum number of held balls of the third symbol has been reached, the number of held balls of the third symbol is not consumed during the execution of the variable effect. Therefore, even if a ball enters the first ball entry port 64 during that time, the opportunity to draw the third symbol cannot be obtained. In such a state, the player determines that no gaming value can be obtained even if a ball is made to enter the first ball entry port 64, and stops firing the balls and interrupts the game until the variable effect is consumed and the number of held balls can be obtained again. When the game is interrupted, the operation rate of the pachinko machine 10 decreases, which affects the operation of the game parlor.
[0165] Therefore, in the pachinko machine 10 of the first embodiment, in a gaming state where it is easy to reach the maximum number of held balls of the third symbol or in a number of held balls close to (or equal to) the maximum number of held balls, the effect mode of the variable effect is configured to be selected based on a stop pattern table 202d (for example, B table 202d2 (see Fig. 10(b))) in which a relatively short variable time is likely to be selected. Thereby, it is possible to prevent the balls from entering the first ball entry port 64 in a state where the maximum number of held balls of the third symbol has been reached.
[0166] Furthermore, as a third reason, the execution time of the variable effect in the third symbol display device 81 is set to be long to delay the end of the variable effect, so as to maintain the state in which the variable effect is being executed for a long time. Specifically, when the number of held balls for the variable effect is small (none), if a ball is not newly entered into the first ball entry port 64 within the variable time of the variable effect being executed, the next variable effect cannot be started, and a demo screen or the like must be displayed on the third symbol display device 81. When the variable effect is not performed on the third symbol display device 81 even though the player is shooting balls and playing the game, the player cannot obtain the interest related to the jackpot lottery that the player desires, and the player will become bored with the game. In addition, since the variable effect is not performed on the third symbol display device 81, the player may recognize that the pachinko machine 10 is one in which it is difficult for a ball to enter the first ball entry port 64, and may judge that it is a machine with difficult-to-obtain game value, and there is a risk of stopping the game on the pachinko machine 10.
[0167] Therefore, in the pachinko machine 10 of the first embodiment, when the number of held balls for the variable effect is small, the effect mode of the variable effect is configured to be selected based on the stop pattern table 202d (for example, the A table 202d1 (see Fig. 10(a))) in which a relatively long variable time is easily selected. Thereby, it is configured to hardly cause a situation where the variable effect is not performed on the third symbol display device 81, and the execution state of the variable effect on the third symbol display device 81 can be maintained for a long time.
[0168] Here, with reference to FIGS. 9 to 11, the details of the reserved number table 202c and the stop pattern table 202d will be described. FIG. 9 is a diagram schematically showing the reserved number table 202c. As described above, in the pachinko machine 10 of the first embodiment, when performing a variable effect based on the ball entering the first ball entrance 64, with reference to the reserved number table 202c, based on the success or failure of the variable effect, the game state at that time, and the reserved number of the variable effect at that time, one of the stop pattern tables 202d1 to 202d4 is configured to be selected. And based on one of the selected stop pattern tables 202d1 to 202d4 and the value of the stop pattern selection counter C3, the general effect mode of the variable effect is determined.
[0169] Specifically, as shown in the reserved number table 202c of FIG. 9, when extracting a loss in the "normal game state" and the reserved ball number is "1" or "2 or 3", or when extracting a loss in the "probability variation state" or "time shortening state" and the reserved ball number is "1", the A table 202d1 (see FIG. 10(a)) of the stop pattern table 202d is selected. Also, when extracting a loss in the "normal game state" and the reserved ball number is "4", or when extracting a loss in the "probability variation state" or "time shortening state" and the reserved ball number is "2 or 3" or "4", the B table 202d2 (see FIG. 10(b)) of the stop pattern table 202d is selected. Further, at the time of extracting a "15R jackpot (either a '15R probability variation jackpot' or a '15R normal jackpot')", regardless of the game state or the reserved ball number, the C table 202d3 (see FIG. 11(a)) of the stop pattern table 202d is selected. Also, at the time of extracting a "2R probability variation jackpot", regardless of the game state or the reserved ball number, the D table 202d4 (see FIG. 11(b)) of the stop pattern table 202d is selected.
[0170] That is, when winning a jackpot, regardless of the number of held balls or the game state at that time, only the stop pattern table 202d (C table 202d3 or D table 202d4) based on the type of jackpot is selected. Only when not winning a jackpot (i.e., in the case of a loss), the stop pattern table 202d (A table 202d1 or B table 202d2) is selected based on the number of held balls and the game state at that time.
[0171] Note that even when winning a jackpot, the stop pattern table 202d may be configured to be different according to the number of held balls. For example, when the number of held balls is large when winning a jackpot, the stop pattern table 202d (for example, the variation element of "high-speed variation" is a "super reach" production mode or a "special reach" production mode, etc. with a time of 3 seconds) where a relatively short variation pattern is likely to be selected may be configured to be selectable. In this case, in each production mode where "reach display" is executed, it is configured to select a production mode in which only the time of the variation element of "high-speed variation" is changed from 7 seconds to only 3 seconds. By configuring in this way, for example, when starting a variation performance in a state where the maximum number of held balls is 4 times, even if the variation element of "high-speed variation" is performed for 3 seconds, at the time when the 3-second variation element of "high-speed variation" ends (the time recognized as 3 seconds of "high-speed variation"), "reach display" may occur in that variation performance. Even when the variation element of "high-speed variation" is performed for 3 seconds, by configuring so that a production mode in which "reach display" other than "non-reach (shortened)" is executed is executed, it is possible to make it unclear whether the variation performance will result in a jackpot or a loss at the time of execution of the 3-second variation element of "high-speed variation".
[0172] Also, in the "probability fluctuation state" or "time reduction state", when not winning the jackpot and the number of hold balls is small, a stop pattern table 202d with a relatively long fluctuation pattern (for example, A table 202d1) may be configured to be easily selected. By configuring in this way, even in the "probability fluctuation state" or "time reduction state", it is easy to maintain the state where the variable effect is being executed by the third symbol display device 81, it is difficult to cause a situation where the variable effect is not being performed by the third symbol display device 81, and the execution state of the variable effect in the third symbol display device 81 can be maintained for a long time.
[0173] Next, with reference to FIGS. 10 and 11, each stop pattern table 202d will be described. FIG. 10 is a diagram showing the stop pattern table 202d that can be selected when losing. FIG. 10(a) is a diagram schematically showing an example of the A table 202d1 of the stop pattern table 202d, and FIG. 10(b) is a diagram schematically showing an example of the B table 202d2 of the stop pattern table 202d. FIG. 11 is a diagram schematically showing the stop pattern table 202d selected when winning the jackpot. FIG. 11(a) is a diagram schematically showing an example of the C table 202d3 of the stop pattern table 202d, and FIG. 11(b) is a diagram schematically showing an example of the D table 202d4 of the stop pattern table 202d.
[0174] As shown in Fig. 10(a), in the A table 202d1 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (normal)" presentation mode is set from "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set from "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set from "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "98" and "99". Note that in the A table 202d1, no value of the stop pattern selection counter C3 is assigned to the "non-reach (shortened)" presentation mode, and it is set so that the "non-reach (shortened)" presentation mode is not selected.
[0175] Next, as shown in Fig. 10(b), in the B table 202d2 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "non-reach (shortened)" presentation mode is set from "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set from "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set from "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "98, 99". Note that in the C table 202d3, no value of the stop pattern selection counter C3 is assigned to the "non-reach (normal)" presentation mode, and it is set so that the "non-reach (normal)" presentation mode is not selected.
[0176] That is, in the A table 202d1, it is set so that the selection ratios are 75% for the "non-reach (normal)" presentation mode, 20% for the "normal reach" presentation mode, 3% for the "super reach" presentation mode, and 2% for the "special reach" presentation mode. Also, in the B table 202d2, it is set so that the selection ratios are 75% for the "non-reach (shortened)" presentation mode, 20% for the "normal reach" presentation mode, 3% for the "super reach" presentation mode, and 2% for the "special reach" presentation mode.
[0177] Therefore, in the A table 202d1, the "non-reach (normal)" production mode is selected, and in the B table 202d2, the "non-reach (shortened)" production mode is selected instead of the "non-reach (normal)" production mode. Therefore, it can be said that the variation time of the selected variation production in the A table 202d1 is relatively likely to be longer than that in the B table 202d2. In other words, it can be said that the variation time of the selected variation production in the B table 202d2 is likely to be shorter than that in the A table 202d1. Note that the selection ratios of the "normal reach", "super reach", and "special reach" production modes in the A table 202d1 and the B table 202d2 are set to be the same.
[0178] In this way, when the lottery result of a miss is extracted, the production mode of the variation production is configured to be selected based on the number of held balls of the variation production being held. For example, when the number of held balls of the variation production is large, it is easier to select the "non-reach (shortened)" production mode with a short variation production time. Thereby, when the number of held balls of the variation production is large, the execution time of the executed variation production can be shortened, and the number of executions of the variation production can be increased, so that the execution efficiency of the variation production can be improved.
[0179] Also, for example, when the number of held balls of the variation production is small, in order to ensure the ball entry time into the first ball entry port 64, it is easier to select the "non-reach (normal)" production mode with a longer variation production time than the "non-reach (shortened)" production mode. Thereby, since the "non-reach (normal)" with a longer variation production time than when the "non-reach (shortened)" production mode is selected can be performed, it becomes easier to ensure the ball entry time into the first ball entry port 64, and by increasing the possibility of a new start winning occurring during the execution time of the variation production in the third symbol display device 81, the situation where the variation production is being executed can be maintained.
[0180] Next, as shown in FIG. 11(a), in the C table 202d3 of the stop pattern table 202d, the range of the stop pattern selection counter C3 corresponding to the "Normal Reach" production mode is set from "0" to "4", the range of the stop pattern selection counter C3 corresponding to the "Super Reach" production mode is set from "5" to "39", and the range of the stop pattern selection counter C3 corresponding to the "Special Reach" production mode is set from "40" to "99". In the C table 202d3, no value of the stop pattern selection counter C3 is assigned to the "Special Variation" production mode, and it is set so that the "Special Variation" production mode is not selected. Also, since the C table 202d3 is the stop pattern table 202d selected at the time of jackpot, the "Non-Reach" production mode is not selected.
[0181] Next, as shown in FIG. 11(b), in the D table 202d4 of the stop pattern table 202d, a value of the stop pattern selection counter C3 is assigned only to the "Special Variation" production mode ("0" to "99"), and no value of the stop pattern selection counter C3 is assigned to other "Reach Displays". Therefore, it is set so that the stop type selected when winning the "2R Certain-Variation Jackpot" is always the "Special Variation" production mode. Also, since the D table 202d4 is the stop pattern table 202d selected at the time of jackpot, the "Non-Reach" production mode is not selected.
[0182] That is, in the C table 202d3, it is set so that the selection ratios are 5% for the "Normal Reach" production mode, 35% for the "Super Reach" production mode, and 60% for the "Special Reach" production mode. Also, in the D table 202d4, it is set so that the selection ratio of the "Special Variation" production mode is 100%.
[0183] Therefore, in the variation display during a big win, the selection ratios are high in the order of the "Special Reach" display mode > "Super Reach" display mode > "Normal Reach" display mode. In the variation display during a loss, the selection ratios are high in the order of the "Normal Reach" display mode > "Super Reach" display mode > "Special Reach" display mode. Accordingly, the big win expectancy at the appearance of each "Reach Display" is configured such that the possibility of the appearance of the big win display result is high in the order of the "Special Reach" display mode > "Super Reach" display mode > "Normal Reach" display mode. Thereby, the big win expectancy can be shown to the player according to the display mode of the variation display, and the player can experience the sense of exhilaration for the big win according to the display mode of the variation display executed by the player.
[0184] In addition, in the first embodiment, in the selection of the display mode in the variation display during a loss, the stop pattern table 202d selected based on the number of hold balls in the variation display is configured to be different. However, the same display mode is substantially selected in the determination of the variation display based on the ball entry into the first ball entry port 64 and the determination of the variation display at the start of the variation display based on the ball entry. Specifically, in the case of the variation display during a loss, either the A table 202d1 or the B table 202d2 is selected based on the number of hold balls in the variation display. In the A table 202d1 and the B table 202d2, the value of the stop pattern counter C3 assigned to the "Non-Reach (Shortened)" display mode or the "Non-Reach (Normal)" display mode is the same, and the values of the stop pattern counter C3 assigned to other display modes are also set to be the same respectively.
[0185] That is, based on the number of hold balls in the variable performance, only whether the "non-reach (shortened)" performance mode or the "non-reach (normal)" performance mode is selected differs, so substantially the same performance mode is selected. Therefore, even when the game state transitions (for example, from the "normal game state" to the "probability variation state"), the performance mode selected at the start winning is substantially the same as the performance mode selected at the start of the variation. As a result, even when a preview notice such as a "hold change notice" is given based on the performance mode selected at the start winning, in the variable performance targeted by the preview notice, a performance that does not conflict with the content of the preview notice can be executed.
[0186] From the above, by determining the performance mode of the variable performance to be executed based on the success or failure of the variable performance, the game state at that time, and the number of hold balls of the variable performance at that time, the execution time of the variable performance is shortened based on the situation in which the game is being played, and the number of executions of the variable performance is increased, so that a performance mode that improves the execution efficiency of the variable performance can be selected.
[0187] In addition, when the number of hold balls of the variable performance is large (for example, "4"), when the "reach display" is selected, a stop pattern table 202d in which the variable elements of the "high-speed variation" of each "reach display" are shortened may be provided. Also, when the number of hold balls of the variable performance is large, a stop pattern table 202d in which the variable elements of the "low-speed variation" are omitted in each performance mode may be provided. Further, a stop pattern table 202d in which the selection rates of each performance mode are completely different may be provided according to the number of hold balls of the variable performance. However, when the selection rates of each performance mode differ according to the number of hold balls of the variable performance, when giving a preview notice such as a "hold change notice", there may be a case where the number of hold balls at the time of determining the execution of the preview notice is different from the number of hold balls at the time of executing the variable performance targeted by the preview notice. In such a case, since a process for maintaining the consistency between the content of the preview notice and the content of the variable performance is required, the process becomes complicated.
[0188] Returning to FIG. 7, the description will be continued. The variable type counter CS1 is configured to be incremented by "1" in sequence within a range of, for example, "0 to 199", and to return to "0" after reaching the maximum value (that is, "199"). The value of the variable type counter CS1 is updated once each time the timer interrupt process (see FIG. 20) described later is executed once, and is repeatedly updated even within the remaining time in the main process (see FIG. 26).
[0189] The variable type counter CS1 is used to determine the detailed variation pattern of the variable effect. That is, in the effect mode selected by the stop pattern table 202d and the stop pattern selection counter C3 of the main control device 110, the MPU201 of the main control device 110 determines the detailed variation pattern based on the value of the variable type counter CS1 and the variation pattern table 202e stored in the ROM202. Specifically, the determination of the variation pattern is the determination of the variation time of the variable effect. The voice lamp control device 113 and the display control device 114 determine the reach type of the third symbol displayed on the third symbol display device 81 and the detailed symbol variation mode based on the variation pattern (variation time) determined by the variable type counter CS1, and also determine the presence or absence of the execution of the preview effect and the execution mode of the preview effect.
[0190] In this way, the MPU201 of the main control device 110 selects the rough variation pattern of the variable effect and determines only the variation time. By configuring in this way, in the MPU201 of the main control device 110, it is no longer necessary to perform control such as detailed preview lottery necessary for executing the variable effect, so that the processing of the MPU201 related to the variable effect can be reduced. In addition, it is no longer necessary to prepare commands for all the variation patterns of the variable effect in the main control device 110, and the ROM capacity of the main control device 110 can be reduced.
[0191] In addition, in the voice lamp control device 113 and the display control device 114, based on the variable time (approximate variable pattern) determined by the main control device 110, by determining the detailed variable pattern in the variable effect, the degree of freedom in selecting the variable effect is increased. Further, in the pachinko machine 10 where the gaming state changes moment by moment, it becomes possible to select or change the content of the variable effect at any time in response to the change, and an appropriate effect can be executed according to the gaming state.
[0192] Here, referring to FIGS. 12 and 13, the details of the variable pattern table 202e will be described. This pachinko machine 10 has, as the variable pattern table 202e, a jackpot variable pattern table 202e1 used at the time of jackpot and a losing variable pattern table 202e2 used at the time of loss. FIG. 12 is a diagram schematically showing an example of the jackpot variable pattern table 202e1 stored in the ROM 202.
[0193] The jackpot variable pattern table 202e1 is divided into groups (groups) based on the selected effect mode. Specifically, as the effect mode, for "E5: Normal Reach" to be referred to when the "Normal Reach" effect mode is determined, for "E6: Super Reach" to be referred to when the "Super Reach" effect mode is determined, for "E7: Special Reach" to be referred to when the "Special Reach" effect mode is determined, and for "E8: Special Variation" to be referred to when the "Special Variation" effect mode is determined. And the value of the variation type counter CS1 is associated with each of the divided groups.
[0194] When the value of the first jackpot random number counter C1 is a jackpot value (jackpot random number value), a jackpot type corresponding to the value of the first jackpot type counter C2 stored in the same hold area, the gaming state at the time of the start winning, and the number of hold balls at the time of the start winning are used to select the stop pattern table 202d, and an effect mode is selected based on the value of the stop pattern selection counter C3 stored in the same hold area and the stop pattern table 202d. Then, based on the effect mode, a group (group) to be referred to in the jackpot variable pattern table 202e1 is determined. In the group (group) of the jackpot variable pattern table 202e1, the variable pattern associated with the value of the variable type counter CS1 stored in the same hold area is determined as the variable pattern in the variable effect held in the hold area.
[0195] In the jackpot variable pattern table 202e1, for "E5: Normal Reach", six variable patterns are prepared so that they can be selected: "Normal Reach Only" with an overall variable time of 20 seconds, "Pseudo Gase + Normal Reach" with an overall variable time of 30 seconds, "Pseudo Consecutive 1 + Normal Reach" with an overall variable time of 40 seconds, "Normal Reach + Re - variation" with an overall variable time of 30 seconds, "Pseudo Gase + Normal Reach + Re - variation" with an overall variable time of 40 seconds, and "Pseudo Consecutive 1 + Normal Reach + Re - variation" with an overall variable time of 50 seconds, and the value of the variable type counter CS1 is associated with each variable pattern.
[0196] Here, referring to FIG. 14, each variable element constituting the variable pattern will be described. FIG. 14 is a diagram showing an example of the effect time for each variable element of the variable effect. A variable element is a part that constitutes a part of a variable effect, and one variable effect is composed by combining each variable element. In the pachinko machine 10 of the first embodiment, as variable elements, "high - speed variation", "low - speed variation", "pseudo gase", "pseudo consecutive 1", "pseudo consecutive 2", "normal reach", "super reach", "special reach", "re - variation", and "movie" are provided.
[0197] The variable element of "high-speed variation" is a variable element that scrolls and varies at high speed so that the player cannot clearly recognize the content of the third symbol. When the production mode of "non-reach (shortened)" is selected, this variable element of "high-speed variation" is performed for 3 seconds at the beginning of the variation production (see Fig. 14). When the production mode of a variable element other than "non-reach (shortened)" (for example, "non-reach (normal)") is selected, it is performed for 7 seconds at the beginning of the variation production (see Fig. 14). When this variable element of "high-speed variation" ends, the variable element of "low-speed variation" described later is started (executed), or the variation production ends as it is.
[0198] The variable element of "low-speed variation" is a variable element that starts after the execution of the variable element of "high-speed variation" for 7 seconds, scrolls and varies the third symbol so that it can be visually recognized, and shows whether a "reach display" occurs or not. When the production mode of "non-reach (shortened)" is selected, this variable element of "low-speed variation" is not executed. When a production mode other than the "non-reach (shortened)" production mode (for example, the "non-reach (normal)" production mode) is selected, it is performed for 3 seconds after the variable element of "high-speed variation". That is, in the "non-reach (shortened)" production mode, after the variable element of "high-speed variation" is performed, each symbol column Z1 to Z3 in the main display area Dm is configured to stop rapidly (so-called, sudden stop) without going through the variable element of "low-speed variation". When this variable element of "low-speed variation" ends, the variable element of "pseudo gas" described later is started (executed), the variable element of "normal reach" described later is started (executed), or the variation production ends as it is.
[0199] Therefore, in the pachinko machine 10 of the first embodiment, the production mode of "non-reach (normal)" is configured with a variation production having a variation pattern including a variable element of "high-speed variation" for 7 seconds and a variable element of "low-speed variation" for 3 seconds. Also, the production mode of "non-reach (shortened)" is configured with a variation production having a variation pattern of only the variable element of "high-speed variation" for 3 seconds.
[0200] The variable element of "pseudo-gas" is an effect that determines whether or not to generate a variable element of "pseudo-continuous 1" or a variable element of "pseudo-continuous 2" (hereinafter, the variable elements of "pseudo-continuous 1" and "pseudo-continuous 2" may be collectively referred to as "variable elements of 'pseudo-continuous'"), and it is a variable element that does not generate the variable elements of "pseudo-continuous".
[0201] The variable element of "pseudo-continuous" is a variable element in which the start of the variable effect occurs multiple times (pseudo-stop occurs one or more times) during one variable effect. Specifically, in each symbol column Z1 to Z3 of the third symbol display device 81, a variable element of "high-speed variation" is started and switched to a variable element of "low-speed variation", and then the variable effect in all symbol columns Z1 to Z3 is terminated and a predetermined stop result (for example, pseudo-continuous chance symbol "677") is displayed. This is a variable element in which the unit effect is performed multiple times during one variable effect. After the variable element of "low-speed variation", this variable element of "pseudo-continuous" causes the above-mentioned predetermined stop result to stop at least once or more, and from this stop result, a variable element of "high-speed variation" starts again, and an effect as if a variable effect has started again is executed.
[0202] In the variable element of "pseudo-gas", an effect is performed to determine whether or not a predetermined stop result appears after the execution of the variable element of "low-speed variation" (for example, an effect to determine whether or not the symbols forming the above-mentioned predetermined stop result reciprocate and stop on the effective line L1 (see Fig. 4(a)). Hereinafter, it is referred to as "pseudo-variation"). If the predetermined stop result does not appear in this "pseudo-variation" and does not develop into a variable element of "pseudo-continuous", it is a variable element of "pseudo-gas". Therefore, after the end of the variable element of "pseudo-gas", this variable element of "pseudo-gas" develops into a variable element of "normal reach" or a "losing display" appears (for example, "687") and the variable effect ends as it is.
[0203] The variable element of "pseudo - consecutive 1" shows a predetermined stop result after the execution of "pseudo - variation" following the variable element of "low - speed variation", and then the variable element of the second "high - speed variation" is executed again. In the second "pseudo - variation" thereafter, it develops into the variable element of "normal reach" without showing the predetermined stop result again. That is, the variable element of "pseudo - consecutive 1" is a variable element in which a pseudo - stop (hereinafter referred to as "pseudo - stop") where a pseudo - consecutive chance target is displayed occurs once, and then a predetermined stop result appears in that pseudo - stop, and again, the variable element of "high - speed variation" is started. Therefore, after the end of the variable element of "pseudo - consecutive 1", it develops into the variable element of "normal reach" or the variation effect ends as it is.
[0204] The variable element of "pseudo - consecutive 2" shows a predetermined stop result after the execution of "pseudo - variation" following the variable element of "low - speed variation", and then the variable element of the second "high - speed variation" is executed again. In the second "pseudo - variation" thereafter, a predetermined stop result appears again, and the variable element of the third "high - speed variation" is executed, and then it develops into the variable element of "normal reach". That is, "pseudo - consecutive 2" is a variable element in which pseudo - stops are performed a total of 2 times, and a predetermined stop result appears in each pseudo - stop, and again, the variable element of "high - speed variation" is started. In the pachinko machine 10 of the first embodiment, the variable element of "pseudo - consecutive 2" is set to the maximum number of pseudo - variations among the variable elements of "pseudo - consecutive". Therefore, after the end of the variable element of "pseudo - consecutive 1", it always develops into the variable element of "normal reach".
[0205] Therefore, the variable element of "pseudo gas" is an effect in which the pseudo consecutive chance symbols do not stop after the variable element of the first "slow fluctuation", and it is performed for a total of 10 seconds. The variable element of "pseudo consecutive 1" is an effect in which the pseudo consecutive chance symbols stop after the variable element of the first "slow fluctuation", and then "pseudo fluctuation" is performed, and in this "pseudo fluctuation", a reach formation symbol appears instead of the pseudo consecutive chance symbols, and it is performed for a total of 20 seconds. The variable element of "pseudo consecutive 2" is an effect in which the first pseudo consecutive chance symbols stop after the variable element of the first "slow fluctuation", and then the first "pseudo fluctuation" is performed, and in this first "pseudo fluctuation", the pseudo consecutive chance symbols stop again, and then "pseudo fluctuation" is performed again and a reach formation symbol appears, and it is performed for a total of 30 seconds (see Fig. 14).
[0206] As described above, in the pachinko machine 10 of the first embodiment, after the execution of the variable element of "pseudo gas", there are prepared a pattern in which a "losing display" appears as it is without showing a predetermined stop result, and a pattern in which a reach formation symbol stops without showing a predetermined stop result and a variable element of "normal reach" occurs. Also, after the execution of the variable element of "pseudo consecutive 1", similar to the variable element of "pseudo gas", there are prepared a pattern in which a "losing display" appears as it is without showing a predetermined stop result, and a pattern in which a reach formation symbol stops without showing a predetermined stop result and a variable element of "normal reach" occurs. Further, after the execution of the variable element of "pseudo consecutive 2", a pattern in which a "losing display" does not directly appear and a reach formation symbol stops and "normal reach" occurs is prepared.
[0207] Also, in the pachinko machine 10 of the first embodiment, the variable element of "pseudo consecutive 2" is configured to be selected only when the "super reach" effect mode or the "special reach" effect mode is selected. Therefore, when the variable element of "pseudo consecutive 2" is performed, it is certain that a variable element of "super reach" or a variable element of "special reach" will occur via the variable element of "normal reach" thereafter.
[0208] Furthermore, in the pachinko machine 10 of the first embodiment, as the execution timing of the "reservation change notice", during the period from the start of the variation of the variation effect to before the "reach display" is executed, that is, during the execution of the variation elements of "high-speed variation", "low-speed variation" or "pseudo-consecutive", the execution timing of "before reach" when the execution symbol changes is provided. However, since the period of "before reach" is extended by the execution of the variation element of "pseudo-consecutive", as a player, it feels as if the execution timing of the "reservation change notice" has increased, and the player can enjoy the interest of an increased probability of hitting the jackpot based on the execution of "pseudo-consecutive" and the interest due to the increased possibility of the execution of the "reservation change notice". Therefore, the interest of the game can be enhanced.
[0209] In addition, a variation element of "pseudo-consecutive" with the number of pseudo-stop times (number of times of stopping at the pseudo-consecutive chance symbols) of 3 or more may be provided. Also, it may be configured to develop into an effect related to the variation element of "pseudo-consecutive" by presenting a predetermined stop result in the variation element of "low-speed variation" without executing "pseudo-variation".
[0210] The variation element of "normal reach" is a variation element that shows whether a jackpot occurs depending on the variation result of the middle symbol column Z2 when reach formation symbols stop and are displayed in the left symbol column Z1 and the right symbol column Z3 in the variation elements of "low-speed variation", "pseudo-bias", "pseudo-consecutive 1" or "pseudo-consecutive 2" (hereinafter, the variation elements of "low-speed variation", "pseudo-bias", "pseudo-consecutive 1" or "pseudo-consecutive 2" may be collectively referred to as the variation elements of "low-speed variation etc."). This variation element of "normal reach" is performed for 10 seconds after the variation element of "low-speed variation" etc. (see Fig. 14).
[0211] In the pachinko machine 10 of the first embodiment, after the execution of the variation element of "normal reach", there are prepared a pattern that directly shows a "losing display", a pattern that directly shows a "jackpot display", a pattern that develops into the variation element of "super reach", a pattern that develops into the variation element of "special reach", and a pattern that executes the variation element of "re-variation" after once showing a "losing display".
[0212] The variable element of "Super Reach" develops and is executed when the variation of the middle symbol column Z2 continues without the "losing display" stopping in the variable element of "Normal Reach", and it is a variable element that shows whether a jackpot occurs by performing a "battle effect" in the main display area Dm. This variable element of "Super Reach" is performed for 10 seconds after the execution of the variable element of "Normal Reach" (see Fig. 14).
[0213] In the pachinko machine 10 of the first embodiment, after the execution of the variable element of "Super Reach", there are prepared a pattern that directly shows a "losing display", a pattern that directly shows a "jackpot display", and a pattern that executes the variable element of "re-variation" after once showing a "losing display".
[0214] The variable element of "Special Reach" develops and is executed when the variation of the middle symbol column Z2 continues without the "losing display" stopping in the variable element of "Normal Reach", and it is a variable element that shows whether a jackpot occurs by performing a "competition effect" in the main display area Dm. This variable element of "Special Reach" is performed for 20 seconds after the execution of the variable element of "Normal Reach" (see Fig. 14).
[0215] In the pachinko machine 10 of the first embodiment, after the execution of the variable element of "Special Reach", there are prepared a pattern that directly shows a "losing display", a pattern that directly shows a "jackpot display", and a pattern that executes the variable element of "re-variation" after once showing a "losing display".
[0216] Note that although it is configured to develop into the variable element of "Super Reach" or the variable element of "Special Reach" after the execution of the variable element of "Normal Reach", instead of this configuration, when the reach formation symbol stops after the variable element of "Low-speed Variation", it may be configured to directly develop into the variable element of "Super Reach" or the variable element of "Special Reach without going through the variable element of "Normal Reach". Also, it may be configured such that the variable element of "Special Reach" is performed after the execution of the variable element of "Super Reach".
[0217] The variable element of "Re-variation" develops and is executed after "Loss Display" once appears in any "Reach Display", and it is a variable element that causes "Big Hit Display" to appear. This variable element of "Re-variation" is performed for 10 seconds after any "Reach Display" (see Figure 14).
[0218] In the pachinko machine 10 of the first embodiment, only the pattern in which "Big Hit Display" appears is prepared after the execution of the variable element of "Re-variation". That is, when "Re-variation" is executed, it is configured such that "Big Hit Display" will surely appear thereafter.
[0219] The variable element of "Movie" is performed after the execution of "Low-speed Variation" when winning the "2R Certain Variable Big Hit", and it is a variable element that causes the "Big Hit Display" corresponding to the "2R Certain Variable Big Hit" to appear. This variable element of "Movie" is performed for 40 seconds after "Low-speed Variation" (see Figure 14), and an effect is executed in which a specific character symbol (for example, a premium character) speaks a predetermined message in the entire main display area Dm (not shown).
[0220] In the pachinko machine 10 of the first embodiment, only the pattern in which the "Big Hit Display" corresponding to the "2R Certain Variable Big Hit" appears is prepared after the execution of the variable element of "Movie". That is, when "Movie" is executed, it is configured such that the "Big Hit Display" of the "2R Certain Variable Big Hit" will surely appear thereafter.
[0221] Returning to FIG. 12, the description will be continued. In the example shown in FIG. 12, the association between the variation pattern in "E5: NORMAL REACH" and the value of the variation type counter CS1 is as follows: for "ONLY NORMAL REACH (01H)", it is "0 to 9"; for "PSEUDO GAS + NORMAL REACH (02H)", it is "10 to 19"; for "PSEUDO CONTINUOUS 1 + NORMAL REACH (03H)", it is "20 to 59"; for "NORMAL REACH + RE-VARIATION (04H)", it is "60 to 79"; for "PSEUDO GAS + NORMAL REACH + RE-VARIATION (05H)", it is "80 to 99"; for "PSEUDO CONTINUOUS 1 + NORMAL REACH + RE-VARIATION (06H)", it is "100 to 199".
[0222] That is, in the "NORMAL REACH" presentation mode at the time of a big win, the variation pattern of "ONLY NORMAL REACH (01H)" is set to be selected at a rate of 5%, the variation pattern of "PSEUDO GAS + NORMAL REACH (02H)" is set to be selected at a rate of 5%, the variation pattern of "PSEUDO CONTINUOUS 1 + NORMAL REACH (03H)" is set to be selected at a rate of 20%, the variation pattern of "NORMAL REACH + RE-VARIATION (04H)" is set to be selected at a rate of 10%, the variation pattern of "PSEUDO GAS + NORMAL REACH + RE-VARIATION (05H)" is set to be selected at a rate of 10%, and the variation pattern of "PSEUDO CONTINUOUS 1 + NORMAL REACH + RE-VARIATION (06H)" is set to be selected at a rate of 50%.
[0223] Therefore, in the "NORMAL REACH" presentation mode selected at the time of a big win, the variation pattern including the variation element of "RE-VARIATION" is likely to be selected (70% of the total). In particular, the variation pattern of "PSEUDO CONTINUOUS 1 + NORMAL REACH + RE-VARIATION (06H)" is likely to be selected (50% of the total). However, by configuring so that "ONLY NORMAL REACH (01H)" or "PSEUDO GAS + NORMAL REACH (02H)" that does not include the variation element of "RE-VARIATION" is also selected, a game property that allows expecting a big win from any variation pattern can be provided.
[0224] In the variable pattern table 202e1 for big wins, for "E6: Super Reach", there are eight variable patterns available for selection: "Super Reach only (01H)" with a total variable time of 30 seconds, "Pseudo Gas + Super Reach (02H)" with a total variable time of 40 seconds, "Pseudo Chain 1 + Super Reach (03H)" with a total variable time of 50 seconds, "Pseudo Chain 2 + Super Reach (04H)" with a total variable time of 60 seconds, "Super Reach + Re - variation (05H)" with a total variable time of 40 seconds, "Pseudo Gas + Super Reach + Re - variation (06H)" with a total variable time of 50 seconds, "Pseudo Chain 1 + Super Reach + Re - variation (07H)" with a total variable time of 60 seconds, and "Pseudo Chain 2 + Super Reach + Re - variation (08H)" with a total variable time of 70 seconds. The value of the variation type counter CS1 is associated with each variable pattern.
[0225] In the example shown in Fig. 12, the association between the variable pattern and the value of the variation type counter CS1 in "E6: Super Reach" is as follows: for "Super Reach only (01H)", it is "0 - 9"; for "Pseudo Gas + Super Reach (02H)", it is "10 - 19"; for "Pseudo Chain 1 + Super Reach (03H)", it is "20 - 59"; for "Pseudo Chain 2 + Super Reach (04H)", it is "60 - 99"; for "Super Reach + Re - variation (05H)", it is "100 - 119"; for "Pseudo Gas + Super Reach + Re - variation (06H)", it is "120 - 139"; for "Pseudo Chain 1 + Super Reach + Re - variation (07H)", it is "140 - 169"; and for "Pseudo Chain 2 + Super Reach + Re - variation (08H)", it is "170 - 199".
[0226] That is, in the "Super Reach" presentation mode during a big win, the variation patterns are set to be selected at the following rates: the variation pattern of "Super Reach only (01H)" is 5%, the variation pattern of "Pseudo Gas + Super Reach (02H)" is 5%, the variation pattern of "Pseudo Consecutive 1 + Super Reach (03H)" is 20%, the variation pattern of "Pseudo Consecutive 2 + Super Reach (04H)" is 20%, the variation pattern of "Super Reach + Re - variation (05H)" is 10%, the variation pattern of "Pseudo Gas + Super Reach + Re - variation (06H)" is 10%, the variation pattern of "Pseudo Consecutive 1 + Super Reach + Re - variation (07H)" is 15%, and the variation pattern of "Pseudo Consecutive 2 + Super Reach + Re - variation (08H)" is 15%.
[0227] Therefore, in the "Super Reach" presentation mode selected during a big win, the variation patterns including the variation element of "Re - variation" and the variation patterns not including the variation element of "Re - variation" are selected evenly (50% each). Also, the variation patterns including the variation element of "Pseudo Consecutive 2" are likely to be selected (35%). However, by configuring it so that "Super Reach only (01H)" and "Pseudo Gas + Super Reach (02H)", which do not include the variation element of "Re - variation" or the variation element of "Pseudo Consecutive 2", are also selected, a gaming property that allows expecting a big win from any variation pattern can be provided.
[0228] In the variable pattern table 202e1 for big wins, for "E7: Special Reach", there are eight selectable variable patterns: "Special Reach only (01H)" with a total variable time of 40 seconds, "Pseudo Gas + Special Reach (02H)" with a total variable time of 50 seconds, "Pseudo Chain 1 + Special Reach (03H)" with a total variable time of 60 seconds, "Pseudo Chain 2 + Special Reach (04H)" with a total variable time of 70 seconds, "Special Reach + Re - variation (05H)" with a total variable time of 50 seconds, "Pseudo Gas + Special Reach + Re - variation (06H)" with a total variable time of 60 seconds, "Pseudo Chain 1 + Special Reach + Re - variation (07H)" with a total variable time of 70 seconds, and "Pseudo Chain 2 + Special Reach + Re - variation (08H)" with a total variable time of 80 seconds. For each variable pattern, the value of the variable type counter CS1 is associated.
[0229] In the example shown in FIG. 12, the association between the variable pattern and the value of the variable type counter CS1 in "E7: Special Reach" is as follows: for "Special Reach only (01H)", it is "0 - 9"; for "Pseudo Gas + Special Reach (02H)", it is "10 - 19"; for "Pseudo Chain 1 + Special Reach (03H)", it is "20 - 39"; for "Pseudo Chain 2 + Special Reach (04H)", it is "40 - 99"; for "Special Reach + Re - variation (05H)", it is "100 - 109"; for "Pseudo Gas + Special Reach + Re - variation (06H)", it is "110 - 119"; for "Pseudo Chain 1 + Special Reach + Re - variation (07H)", it is "120 - 139"; and for "Pseudo Chain 2 + Special Reach + Re - variation (08H)", it is "140 - 199".
[0230] That is, in the "Special Reach" performance mode during a big win, the variation patterns are set to be selected at the following rates: the variation pattern of "Special Reach Only (01H)" is 5%, the variation pattern of "Pseudo Gas + Special Reach (02H)" is 5%, the variation pattern of "Pseudo Consecutive 1 + Special Reach (03H)" is 10%, the variation pattern of "Pseudo Consecutive 2 + Special Reach (04H)" is 30%, the variation pattern of "Special Reach + Re-variation (05H)" is 5%, the variation pattern of "Pseudo Gas + Special Reach + Re-variation (06H)" is 5%, the variation pattern of "Pseudo Consecutive 1 + Special Reach + Re-variation (07H)" is 10%, and the variation pattern of "Pseudo Consecutive 2 + Special Reach + Re-variation (08H)" is 30%.
[0231] Therefore, in the "Special Reach" performance mode selected during a big win, the variation patterns including the variation element of "Re-variation" and the variation patterns not including the variation element of "Re-variation" are selected evenly (50% each). Also, the variation patterns including the variation element of "Pseudo Consecutive 2" are likely to be selected (60%). However, by configuring it so that "Special Reach Only (01H)" and "Pseudo Gas + Special Reach (02H)", which do not include the variation element of "Re-variation" or the variation element of "Pseudo Consecutive 2", are also selected, a game playability where a big win can be expected from any variation pattern can be provided.
[0232] In the big win variation pattern table 202e1, for "E8: Special Variation", only one variation pattern of "Movie (01H)" with a total variation time of 50 seconds is prepared. In the example shown in FIG. 12, the correspondence between the variation pattern in "E8: Special Variation" and the value of the variation type counter CS1 is "0 to 199" for "Movie (01H)", and only "Movie (01H)" is set to be selectable. That is, when the stop type of the big win is "2R Certain Win Big Win", "Movie (01H)" is always selected as the variation pattern.
[0233] When "Movie (01H)" is selected by the main control device 110, the voice lamp control device 113 and the display control device 114 determine detailed variation patterns corresponding to "Movie (01H)". In this pachinko machine 10, as detailed variation patterns corresponding to "Movie (01H)", for example, while displaying characters such as "chicken" or "girl" in the small areas Ds1 and Ds3 of the third symbol display device 81, the variation patterns in which the third symbol finally stops at a specific symbol (for example, "341"), or the variation patterns in which the third symbol finally stops at a specific symbol along with the lighting or blinking of specific lamps, etc. are included.
[0234] Note that although the variation pattern at the time of a big win is determined using only the variation type counter CS1, it may be configured to be determined using a plurality of other variation type counters. For example, whether to add a preview effect that previews the start of a big win or "reach display" before or during the variation start may be determined by another variation type counter, or when a reach is established, by how many symbols the third symbol that finally stops is shifted and stopped (for example, the front and back non-winning with a one-symbol shift) may be determined by another variation type counter.
[0235] Also, in the big win variation pattern table 202e1, a group dedicated to "2R certain win big win" is provided. However, in this pachinko machine 10, when it becomes a "2R certain win big win", only the variation pattern of "Movie (01H)" is selected. Therefore, a group dedicated to "2R certain win big win" is not provided, and in the big win variation pattern table 202e1, only the association between the variation type counter CS1 and the variation pattern when it becomes a "15R certain win big win" or "15R normal big win" may be defined. In this case, when the big win type becomes "2R certain win big win", instead of referring to the big win variation pattern table 202e1, the variation pattern "Movie (01H)" may be determined.
[0236] Also, in this pachinko machine 10, when a "2R certain-variable jackpot" occurs, only "movie (01H)" is selected. However, when a "2R certain-variable jackpot" occurs, one variable pattern may be selected from a plurality of variable patterns. In this case, similar to the "15R jackpot common" group, even in the "2R certain-variable jackpot" dedicated group, the variable type counter CS1 is associated with the variable pattern selected when a "2R certain-variable jackpot" occurs, and the variable pattern associated with the value of the variable type counter CS1 stored in a certain hold area may be determined as the variable pattern in the variable effect held in that hold area.
[0237] Next, with reference to FIG. 13, the losing variable pattern table 202e2 will be described. FIG. 13 is a diagram schematically showing an example of the losing variable pattern table 202e2 stored in the ROM 202. As shown in FIG. 13, the losing variable pattern table 202e2 is grouped based on the selected effect mode.
[0238] Specifically, as the effect mode, it is divided into those for "E0: non-reach (shortened)" referred to when "non-reach (shortened)" is determined, those for "E1: non-reach (normal)" referred to when "non-reach (normal)" is determined, those for "E2: normal reach" referred to when "normal reach" is determined, those for "E3: super reach" referred to when "super reach" is determined, and those for "E4: special reach" referred to when "special reach" is determined. And the values of the variable type counter CS1 are associated with the divided groups respectively.
[0239] When the value of the first hit random number counter C1 stored in a certain hold area is not a jackpot value (jackpot random number value), that is, when it is a losing value, the stop pattern table 202d is selected based on the game state at that time and the number of hold balls at that time, and an effect mode is selected based on the value of the stop pattern selection counter C3 stored in the same hold area and the stop pattern table 202d. Then, based on the effect mode, a group to be referred to in the losing variation pattern table 202e2 is determined. In the group of the losing variation pattern table 202e2, the variation pattern associated with the value of the variation type counter CS1 stored in the same hold area is determined as the variation pattern in the variation effect held in that hold area.
[0240] In the losing variation pattern table 202e2, for "E0: non-reach (shortened)", only one variation pattern of "non-reach (shortened) only" with a total variation time of 3 seconds is prepared. In the example shown in FIG. 13, the association between the variation pattern in "E0: non-reach (shortened)" and the value of the variation type counter CS1 is "0 to 199" for "non-reach (shortened) only (01H)", and only "non-reach (shortened) only (01H)" is set to be selectable. That is, when the "non-reach (shortened)" effect mode is selected in the losing variation pattern table 202e2, "non-reach (shortened) only (01H)" is associated with all possible values (from "0 to 199") that the variation type counter CS1 can take. That is, in the case of the "non-reach (shortened)" effect mode, "non-reach (shortened) only (01H)" is always selected as the variation pattern.
[0241] In the losing variation pattern table 202e2, for "E1: non-reach (normal)", three variation patterns are prepared for selection: "non-reach (normal) only (01H)" with a total variation time of 10 seconds, "pseudo gas + non-reach (normal) (02H)" with a total variation time of 20 seconds, and "pseudo consecutive 1 + non-reach (normal) (03H)" with a total variation time of 30 seconds, and the value of the variation type counter CS1 is associated with each variation pattern.
[0242] In the example shown in FIG. 13, the correspondence between the variation pattern in "E1: non-reach (normal)" and the value of the variation type counter CS1 is as follows: for "non-reach (normal) only (01H)", it is "0 to 179"; for "pseudo gas + non-reach (normal) (02H)", it is "180 to 189"; for "pseudo consecutive 1 + non-reach (normal) (03H)", it is "190 to 199".
[0243] That is, in the variation effect of "non-reach (normal)" at the time of a miss, the variation pattern of "non-reach (normal) only (01H)" is set to be selected at a ratio of 90%, the variation pattern of "pseudo gas + non-reach (normal) (02H)" is set to be selected at a ratio of 5%, and the variation pattern of "pseudo consecutive 1 + non-reach (normal) (03H)" is set to be selected at a ratio of 5%. Therefore, in the variation effect of "non-reach (normal)" selected at the time of a miss, the variation pattern of "non-reach (normal) only (01H)" is likely to be selected (90%).
[0244] In the miss variation pattern table 202e2, for "E2: normal reach", three variation patterns are prepared for selection: "normal reach only (01H)" with an overall variation time of 20 seconds, "pseudo gas + normal reach (02H)" with an overall variation time of 30 seconds, and "pseudo consecutive 1 + normal reach (03H)" with an overall variation time of 40 seconds. The value of the variation type counter CS1 is associated with each variation pattern.
[0245] In the example shown in FIG. 13, the correspondence between the variation pattern in "E2: normal reach" and the value of the variation type counter CS1 is as follows: for "normal reach only (01H)", it is "0 to 49"; for "pseudo gas + normal reach (02H)", it is "50 to 149"; for "pseudo consecutive 1 + normal reach (03H)", it is "150 to 199".
[0246] That is, in the "Normal Reach" performance mode when losing, the variation patterns of "Only Normal Reach (01H)" are set to be selected at a rate of 25%, the variation patterns of "Pseudo Gas + Normal Reach (02H)" are set to be selected at a rate of 50%, and the variation patterns of "Pseudo Consecutive 1 + Normal Reach (03H)" are set to be selected at a rate of 25%. Therefore, in the variation performance including the variation elements of "Normal Reach" selected when losing, the variation pattern of "Pseudo Gas + Normal Reach (02H)" is likely to be selected (50%).
[0247] In the losing variation pattern table 202e2, for "E3: Super Reach", four variation patterns are prepared for selection, namely, "Only Super Reach (01H)" with an overall variation time of 30 seconds, "Pseudo Gas + Super Reach (02H)" with an overall variation time of 40 seconds, "Pseudo Consecutive 1 + Super Reach (03H)" with an overall variation time of 50 seconds, and "Pseudo Consecutive 2 + Super Reach (04H)" with an overall variation time of 60 seconds. The value of the variation type counter CS1 is associated with each variation pattern.
[0248] In the example shown in FIG. 13, the association between the variation patterns in "E3: Super Reach" and the values of the variation type counter CS1 is as follows: for "Only Super Reach (01H)", it is "0 - 49"; for "Pseudo Gas + Super Reach (02H)", it is "50 - 99"; for "Pseudo Consecutive 1 + Super Reach (03H)", it is "100 - 179"; for "Pseudo Consecutive 2 + Super Reach (04H)", it is "180 - 199".
[0249] That is, in the "Super Reach" performance mode when losing, the variation patterns of "Only Super Reach (01H)" are set to be selected at a rate of 25%, the variation patterns of "Pseudo Gas + Super Reach (02H)" are set to be selected at a rate of 25%, the variation patterns of "Pseudo Consecutive 1 + Super Reach (03H)" are set to be selected at a rate of 40%, and the variation patterns of "Pseudo Consecutive 2 + Super Reach (04H)" are set to be selected at a rate of 10%. Therefore, in the "Super Reach" performance mode selected when losing, the variation pattern of "Pseudo Consecutive 1 + Super Reach (03H)" is likely to be selected.
[0250] In the losing variation pattern table 202e2, for "E4: Special Reach", there are four selectable variation patterns: "Special Reach only (01H)" with a total variation time of 40 seconds, "Pseudo Gas + Special Reach (02H)" with a total variation time of 50 seconds, "Pseudo Chain 1 + Special Reach (03H)" with a total variation time of 60 seconds, and "Pseudo Chain 2 + Special Reach (04H)" with a total variation time of 70 seconds. The value of the variation type counter CS1 is associated with each variation pattern.
[0251] In the example shown in FIG. 13, the association between the variation pattern in "E4: Special Reach" and the value of the variation type counter CS1 is as follows: "0 to 79" for "Special Reach only (01H)", "80 to 159" for "Pseudo Gas + Special Reach (02H)", "160 to 179" for "Pseudo Chain 1 + Special Reach (03H)", and "180 to 199" for "Pseudo Chain 2 + Special Reach (04H)".
[0252] That is, in the "Special Reach" performance mode at the time of losing, the variation pattern of "Special Reach only (01H)" is set to be selected at a rate of 40%, the variation pattern of "Pseudo Gas + Special Reach (02H)" is set to be selected at a rate of 40%, the variation pattern of "Pseudo Chain 1 + Special Reach (03H)" is set to be selected at a rate of 10%, and the variation pattern of "Pseudo Chain 2 + Special Reach (04H)" is set to be selected at a rate of 10%. Therefore, in the "Special Reach" performance mode selected at the time of losing, the variation patterns of "Special Reach only (01H)" and "Pseudo Gas + Special Reach (02H)" are likely to be selected equally (40% each).
[0253] In this way, when winning a jackpot, by configuring it so that a relatively long variation pattern is likely to be selected, the entertainment value of the game can be enhanced by enriching the content of the variation effect in which the jackpot occurs. Further, when not winning a jackpot, that is, in the case of a loss, by configuring it so that a relatively short variation pattern is likely to be selected, the content of the variation effect at the time of loss can be shortened, and the variation effect can be efficiently completed.
[0254] Note that although the variation pattern at the time of loss is selected using only the variation type counter CS1, it may be selected using a plurality of variation type counters in combination (selecting the presence or absence of a preview display, etc.).
[0255] Returning to FIG. 7, the second winning random number counter C4 is configured as a loop counter that is incremented by 1 in order within a range of, for example, "0 to 250", and returns to "0" after reaching the maximum value (that is, "250"). Further, when the second winning random number counter C4 makes one round, the value of the second initial value random number counter CINI2 at that time is read as the initial value of the second winning random number counter C4.
[0256] The value of the second winning random number counter C4 is updated every timer interrupt process (see FIG. 20) in the first embodiment, and is acquired when it is detected that the ball has passed through either the left or right second ball entry port (through gate) 67. The number of values of the random number to be won is 149, and the range is "5 to 153". That is, when the value of the acquired second winning random number counter C4 is within the range of "5 to 153", it is determined as a win, and a symbol "○" is lit and displayed as a stop symbol (second symbol) on the second symbol display device 83. At the same time, the electric accessory at the first ball entry port 64 operates, and the first ball entry port 64 is opened for a predetermined time.
[0257] Note that the second initial value random number counter CINI2 is configured as a loop counter that is updated within the same range as the second winning random number counter C4 (value = "0 to 250"), is updated once every timer interrupt process (see FIG. 20), and is repeatedly updated within the remaining time of the main process (see FIG. 26).
[0258] As described above, various counters and the like are provided in the RAM 203. In the main control device 110, major processes of the pachinko machine 10, such as jackpot lottery, setting of dynamic display and variation effects in the first symbol display device 37 and the third symbol display device 81, and lottery of display results in the second symbol display device 83, can be executed according to the values of these counters and the like.
[0259] Returning to FIG. 6 and continuing the explanation. In addition to the counter buffer shown in FIG. 7, the RAM 203 has a stack area in which the contents of the internal registers of the MPU 201 and the return destination addresses of the control programs executed by the MPU 201 are stored, and a work area (work region) in which various flags, counters, values of input / output (hereinafter abbreviated as "I / O"), etc. are stored. Note that the RAM 203 is configured to be able to hold (backup) data by receiving a backup voltage from the power supply device 115 even after the power of the pachinko machine 10 is cut off, and all the data stored in the RAM 203 is backed up.
[0260] When the power is cut off due to a power failure or the like, the stack pointer and the values of each register at the time of power cut-off (including the occurrence of a power failure; the same applies hereinafter) are stored in the RAM 203. On the other hand, when the power is turned on (including power-on due to the resolution of a power failure; the same applies hereinafter), based on the information stored in the RAM 203, the state of the pachinko machine 10 is restored to the state before the power cut-off. Writing to the RAM 203 is executed at the time of power cut-off by the main process (see FIG. 26), and the restoration of each value written to the RAM 203 is executed in the startup process (see FIG. 19) at the time of power-on. Note that the non-maskable interrupt (hereinafter abbreviated as "NMI") terminal of the MPU 201 is configured such that a power failure signal SG1 from the power failure monitoring circuit 252 is input at the time of power cut-off due to the occurrence of a power failure or the like. When the power failure signal SG1 is input to the MPU 201, the NMI interrupt process (see FIG. 24) as the process at the time of power failure is immediately executed.
[0261] The RAM 203 further has at least a held ball number counter 203a, a held ball storage area 203b, and a held ball execution area 203c.
[0262] The held ball number counter 203a is a counter that counts the number of held balls (number of standby times) of the dynamic display (variable effect performed by the third symbol display device 81) performed by the first symbol display device 37 based on the ball entry into the first ball entry port 64 (hereinafter referred to as "starting winning") detected in the timer interrupt process (see FIG. 20) that is periodically executed every 4 milliseconds. The initial value of this held ball number counter 203a is set to "0" by the initial setting process of the RAM 203 (S613 in FIG. 25) after power-on. Then, every time a starting winning is detected and the number of held balls of the dynamic display (variable effect) increases, it is incremented by 1 up to the maximum value "4" (see S203 in FIG. 21). On the other hand, the held ball number counter 203a is decremented by 1 every time the dynamic display (variable effect) is executed (see S305 in FIG. 22).
[0263] The value of this held ball number counter 203a (i.e., the number of held balls) is notified to the voice lamp control device 113 by the held ball number command (see S205 in FIG. 21). The held ball number command is a command transmitted from the main control device 110 to the voice lamp control device 113 every time a starting winning is detected and the held ball number counter 203a is incremented by 1.
[0264] The voice lamp control device 113 can obtain the value of the number of held balls of the dynamic display (variable effect) held by the main control device 110 by the held ball number command. Thereby, in the voice lamp control device 113, the number of standby times of the dynamic display (variable effect) can be managed without accessing the main control device 110. Also, every time a starting winning is detected, by transmitting the held ball number command from the main control device 110 to the voice lamp control device 113, even if the number of held balls of the dynamic display (variable effect) managed by the voice lamp control device 113 deviates from the actual number of held balls of the dynamic display (variable effect) held by the main control device 110 due to the influence of noise or the like, the deviation can be corrected by the next received held ball number command.
[0265] Also, each time the number of balls in hold managed inside the voice lamp control device 113 changes, the voice lamp control device 113 transmits a display hold ball number command for notifying the display control device 114 of the number of balls in hold. Based on the number of balls in hold notified by this display hold ball number command, the display control device 114 displays a hold symbol in the cockpit display area Db of the third symbol display device 81.
[0266] Also, in the first embodiment, when the main control device 110 transmits a hold ball number command to the voice lamp control device 113, in that hold ball number command, not only the value of the hold ball number counter 203a incremented by 1, but also along with the start winning that triggered the increment of the hold ball number counter 203a, the values of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 acquired from the counter buffer (see FIG. 7) are also included.
[0267] That is, when there is a start winning, the values of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 acquired by the main control device 110 from the counter buffer are transmitted to the voice lamp control device 113 by the hold ball number command.
[0268] In the voice lamp control device 113, the values of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 transmitted by the hold ball number command are read ahead before the variation effect based on each value is executed, and it is determined before the execution of the variation effect what the variation effect will be (whether it will be a big win, what the variation time will be, etc.). Then, based on the determination result by this read-ahead, the execution of various effects can be determined, and the content and execution timing (timing) of the "hold change notice" effect can be determined.
[0269] Note that the hold count command indicating the number of hold balls for variable effects and the command indicating values such as the first hit random number counter C1 may be transmitted separately. As the command indicating values such as the first hit random number counter C1 different from the hold count command, a hold count command is generated at the timing of the ball entering the first ball entry port 64, and a variable pattern command and a command similar to the stop type command (pre-variable pattern command and pre-stop type command) based on the ball entry are generated and may be configured to be transmitted to the voice lamp control device 113. In this case, regarding the program for generating the pre-variable pattern command and the pre-stop type command, the program for the variable pattern command and the stop type command can be reused to facilitate the creation of the program.
[0270] The hold ball storage area 203b is a memory for storing the values of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 obtained from the counter buffer (see FIG. 7) along with the detection of the start winning. When the MPU 201 detects in the timer interrupt process (see FIG. 20) that the ball has won (start winning) at the first ball entry port 64, it acquires the values of the counters C1 to C3 and CS1 from the counter buffer and stores them in the hold ball storage area 203b. The hold ball storage area 203b has four hold areas (hold first to fourth areas) so that data (values of the counters C1 to C3 and CS1) corresponding to one start winning can be stored (held) up to a maximum of four times (see FIG. 7).
[0271] The hold ball execution area 203c is a memory for storing data (values of the counters C1 to C3 and CS1) to be referred to in processes such as jackpot lottery, dynamic display of the first symbol display device 37 and the third symbol display device 81, and setting of variable effects.
[0272] When the MPU201 detects that it is the execution start timing of the variable effect, in order to execute processes such as jackpot lottery, dynamic display of the first symbol display device 37 and the third symbol display device 81, and setting of variable effects, among the data (each value of counters C1 to C3, CS1) corresponding to each start winning stored in the above-mentioned held ball storage area 203b, the data corresponding to one start winning is shifted to this held ball execution area 203c. Note that the shift in the first embodiment means moving the data stored in one area to another area.
[0273] Here, referring to FIG. 7 again, the details of the held ball storage area 203b and the held ball execution area 203c will be described. The held ball storage area 203b and the held ball execution area 203c are used by the MPU201 of the main control device 110 to perform jackpot lottery, dynamic display of the first symbol display device 37 and the third symbol display device 81, and setting of variable effects.
[0274] For jackpot lottery, dynamic display of the first symbol display device 37 and the third symbol display device 81, and setting of variable effects, a first winning random number counter C1 used for jackpot lottery, a first winning type symbol counter C2 used for determining the jackpot type, a stop pattern selection counter C3 used for determining the effect mode of the variable effect, and a variable type counter CS1 used for determining the variable pattern are used. The held ball storage area 203b stores each value of the above-mentioned counters C1 to C3, CS1 acquired from the counter buffer by the MPU201 when the ball wins (start winning) at the first ball entry port 64.
[0275] The hold ball storage area 203b is composed of four hold areas (the first to fourth hold areas). In each of the four hold areas (the first to fourth hold areas), there are provided a first random number counter storage area 203b1 for storing the value of the first random number counter C1, a first type counter storage area 203b2 for storing the value of the first type counter C2, a stop pattern selection counter storage area 203b3 for storing the value of the stop pattern selection counter C3, and a variable type counter storage area 203b4 for storing the value of the variable type counter CS1.
[0276] In the first embodiment, the first random number counter storage area 203b1, the first type counter storage area 203b2, the stop pattern selection counter storage area 203b3, and the variable type counter storage area 203b4 are provided in one hold ball storage area 203b. However, a plurality of hold ball storage areas may be provided, and each of the four areas 203b1, 203b2, 203b3, 203b4 may be provided in any of the hold ball storage areas.
[0277] As described above, the hold ball storage area 203b stores up to four pieces of data (the values of the counters C1 to C3 and CS1) acquired at the timing when the ball wins (starts winning) the first winning port 64. In that case, among the empty areas of the four hold areas (the first to fourth hold areas), the data is stored in order from the area with the smallest area number (the first to fourth). That is, the smaller the area number, the more data corresponding to the older start winning is stored. The first hold area stores the data corresponding to the oldest start winning in terms of time.
[0278] On the other hand, the hold ball execution area 203c is composed of only one area. Similar to the hold ball storage area 203b, in this hold ball execution area 203c, there are provided a first hit random number counter storage area 203c1 for storing the value of the first hit random number counter C1, a first hit type counter storage area 203c2 for storing the value of the first hit type counter C2, a stop pattern selection counter storage area 203c3 for storing the value of the stop pattern selection counter C3, and a variable type counter storage area 203c4 for storing the value of the variable type counter CS1.
[0279] When the MPU 201 determines that it is the execution start timing of the variable effect, it shifts the data (the values of the respective counters C1 to C3 and CS1) stored in the first hold area of the hold ball storage area 203b to the respective areas 203c1 to 203c4 of this hold ball execution area 203c. Then, the data shifted to the hold ball execution area 203c is referred to in the variable start process (see FIG. 23), and a jackpot lottery is performed based on the reference data, and the variable pattern and stop type corresponding to the lottery result are determined. In the first symbol display device 37, under the control of the main control device 110, dynamic display is performed based on the determined variable pattern and stop type.
[0280] Also, the variable pattern and stop type determined here are notified to the voice lamp control device 113 and the display control device 114 by the variable pattern command and the stop type command. Then, under the control of the display control device 114, in the third symbol display device 81, a variable effect is performed based on the variable pattern and stop type notified by the variable pattern command and the stop type command.
[0281] Details of data shift will be described. When the MPU 201 determines that it is the execution start timing of the variable effect, the random number value in the random number counter storage area 203b1 of the save first area is shifted to the random number counter storage area 203c1 in the save ball execution area 203c. Similarly, the random number value in the first hit type counter storage area 203b2 is shifted to the first hit type counter storage area 203c2, the random number value in the stop pattern selection counter storage area 203b3 is shifted to the stop pattern selection counter storage area 203c3, and the random number value in the variable type counter storage area 203b4 is shifted to the variable type counter storage area 203c4.
[0282] And when the data shift to the save ball execution area 203c is completed, since the save first area becomes empty, a shift process is performed to pack the data stored (saved) in each area (the second to the fourth) of the save ball storage area 203b into the area with the area number one less (the first to the third). Note that in the present embodiment, data shift is performed only for the save areas (the first to the fourth) in which data is stored (saved) in the save ball storage area 203b.
[0283] Here, the data shift performed for each save area in the save ball storage area 203b will be described. For example, assume that the value of the save ball number counter 203a when the start determination of the variable effect is made is "4", and data is stored in all areas (the first to the fourth) of the save ball storage area 203b. In this state, when the data in the save first area is shifted to the save ball execution area 203c and the save first area becomes empty, the MPU 201 shifts the data in the other areas (the second to the fourth) to the area with the area number one less (the first to the third), respectively. That is, the data in the save second area is shifted to the save first area, the data in the save third area is shifted to the save second area, and the data in the save fourth area is shifted to the save third area.
[0284] Also, for example, if the value of the hold ball counter 203a when the start determination of the variable effect is made is "2", the MPU 201 shifts only the data in the second hold area to the first hold area and ends the data shift. As described above, in the present embodiment, for the hold areas (the third to the fourth) where data is not stored (held), the data shift process is not performed, so the number of data shifts can be reduced and the control burden can be reduced.
[0285] Note that, regardless of the presence or absence of data, each data in the hold areas (the second to the fourth) may be configured to be shifted to the area with an area number one smaller. In that case, since it is not necessary to determine whether data is stored (held) in the hold areas (the second to the fourth), the creation of the program can be facilitated.
[0286] Returning to FIG. 6, the description will be continued. An input / output port 205 is connected to the MPU 201 of the main control device 110 via a bus line 204 composed of an address bus and a data bus. Connected to the input / output port 205 are a payout control device 111, a voice lamp control device 113, a first symbol display device 37, a second symbol display device 83, a second symbol hold lamp 84, and a solenoid 209 including a large opening solenoid for driving the opening / closing plate of the specific winning port 65a to open / close forward about the lower side and solenoids for driving electric accessories. The MPU 201 transmits various commands and control signals to these via the input / output port 205.
[0287] Also, connected to the input / output port 205 are various switches 208 including a switch group and a sensor group (not shown) and a RAM erase switch circuit 253 provided in the power supply device 115, which will be described later. The MPU 201 executes various processes based on the signals output from the various switches 208 and the RAM erase signal SG2 output from the RAM erase switch circuit 253.
[0288] The payout control device 111 drives the payout motor 216 to perform payout control of prize balls and loaned balls. The MPU 211, which is an arithmetic unit, has a ROM 212 that stores control programs, fixed value data, etc. executed by the MPU 211, and a RAM 213 used as a work memory, etc.
[0289] Similar to the RAM 203 of the main control device 110, the RAM 213 of the payout control device 111 has a stack area that stores the contents of the internal registers of the MPU 211, the return destination address of the control program executed by the MPU 211, etc., and a work area (working area) that stores various flags, counters, values of I / O, etc. The RAM 213 is configured such that backup voltage is supplied from the power supply device 115 even after the power of the pachinko machine 10 is cut off, and data can be held (backed up). All the data stored in the RAM 213 is backed up. Similar to the MPU 201 of the main control device 110, the NMI terminal of the MPU 211 is also configured such that a power failure signal SG1 is input from the power failure monitoring circuit 252 when a power failure or the like occurs and the power is cut off. When the power failure signal SG1 is input to the MPU 211, NMI interrupt processing (see FIG. 24) as power failure time processing is immediately executed.
[0290] An input / output port 215 is connected to the MPU 211 of the payout control device 111 via a bus line 214 composed of an address bus and a data bus. The main control device 110, the payout motor 216, the launch control device 112, etc. are respectively connected to the input / output port 215. In addition, a prize ball detection switch 217 for detecting the paid-out prize balls is connected to the payout control device 111. Note that the prize ball detection switch 217 is connected to the payout control device 111 but not to the main control device 110.
[0291] When the main control device 110 gives an instruction to launch the ball, the launch control device 112 controls the ball launch unit 112a so that the launching strength of the ball corresponds to the amount of rotation operation of the operation handle 51. The ball launch unit 112a includes a launch solenoid and an electromagnet (not shown), and the launch solenoid and the electromagnet are permitted to be driven when predetermined conditions are met. Specifically, the touch sensor 51a detects that the player is touching the operation handle 51, and on the condition that the stop switch 51b for stopping the launch of the ball is off (not operated), the launch solenoid is excited corresponding to the amount of rotation of the operation handle 51, and the ball is launched with a strength corresponding to the operation amount of the operation handle 51.
[0292] The voice lamp control device 113 controls the output of voice from a voice output device (such as a speaker not shown) 226, the lighting and extinguishing output of a lamp display device (such as the electric decoration parts 29 to 33 and the display lamp 34) 227, and the setting of the display mode of effects performed by the third symbol display device 81 such as variable effects and continuous preview effects.
[0293] The MPU 221, which is an arithmetic unit, has a ROM 222 that stores a control program, fixed value data, etc. executed by the MPU 221, and a RAM 223 used as a work memory, etc.
[0294] An input / output port 425 is connected to the MPU 221 of the voice lamp control device 113 via a bus line 224 composed of an address bus and a data bus. The main control device 110, the display control device 114, the voice output device 226, the lamp display device 227, and the frame button 22, etc. are respectively connected to the input / output port 425.
[0295] The voice lamp control device 113 monitors the input from the frame button 22, and when the frame button 22 is operated by the player, it controls the voice output device 226 and the lamp display device 227 so as to change the stage of the effect displayed on the third symbol display device 81 or change the effect mode such as "super reach", etc., and also gives an instruction to the display control device 114.
[0296] When the stage is changed, in order to display the back image corresponding to the changed stage on the third symbol display device 81, a back image change command including information on the changed stage is transmitted to the display control device 114. Here, the back image is an image displayed on the back side of the third symbol, which is the main image to be displayed on the third symbol display device 81.
[0297] When the frame button 22 is operated for purposes other than changing the stage, such as changing the production mode of "Super Reach", a frame button operation command is transmitted to the display control device 114. In the display control device 114, upon receiving the frame button operation command, an image corresponding to the operation of the frame button 22 is displayed on the third symbol display device 81.
[0298] Here, referring to FIG. 15, the detailed electrical configurations of the voice lamp control device 113 and the display control device 114 will be described. FIG. 15 is a block diagram mainly showing the electrical configurations of the voice lamp control device 113 and the display control device 114. In the ROM 222 of the voice lamp control device 113, in addition to various control programs executed by the MPU 221, at least the jackpot random number table 222a, jackpot type table 222b, stop pattern table 222c, variation pattern table 222d, pending change table 222e, and scenario table 222f are stored as fixed value data. Among these tables 222a to 222f, the tables 222a to 222d are the same as the jackpot random number table 202a, jackpot type table 202b, stop pattern table 202d, and variation pattern table 202e provided in the ROM 202 of the main control device 110.
[0299] The voice lamp control device 113 executes a look-ahead process based on the values of the first hit random number counter C1, the first hit type counter C2, the stop pattern selection counter C3, and the variation type counter CS1, which are acquired from the counter buffer in the main control device 110 upon a start winning and transmitted by the held ball number command, and the jackpot random number table 222a, the jackpot type table 222b, the stop pattern table 222c, and the variation pattern table 222d.
[0300] Then, by this look-ahead process, before the execution of the variable effect that is the target of the look-ahead process, it is determined what kind of effect the variable effect will result in (whether it will be a jackpot or not, what the variable time will be, etc.), and control is executed to determine the execution of various effects or to determine the content and execution timing (timing) of the "held change notice" effect. The details of the held change table 222e and the scenario table 222f will be described later.
[0301] The RAM 223 is provided with at least a variation start flag 223a, a sub-held ball number counter 223b, a held change counter 223c, a scenario counter 223d, a held information storage area 223e, and an execution information storage area 223f.
[0302] The variation start flag 223a is a flag indicating that the variation effect should be started in the on state. This variation start flag 223a is set to off as an initial value when the power is turned on, and is turned on when the stop type command output from the main control device 110 is received (see S1207 in FIG. 29). Then, it is turned off when the variation effect is set in the third symbol display device 81 (see S1401 in FIG. 31). When this variation start flag 223a is turned on, the MPU 221 performs a variation effect process (see FIG. 31) for executing the standby variation effect if there is a standby variation effect.
[0303] Similar to the hold ball count counter 203a of the main control device 110, the sub-hold ball count counter 223b is a counter that counts the number of hold balls (standby times) of the variable effect (dynamic display) performed by the third symbol display device 81 (first symbol display device 37) up to a maximum of 4 times.
[0304] As described above, the voice lamp control device 113 cannot directly access the main control device 110 to obtain the value of the hold ball count counter 203a stored in the RAM 203 of the main control device 110. Therefore, the voice lamp control device 113 stores and updates the hold ball count based on the command transmitted from the main control device 110, and manages the hold ball count with the sub-hold ball count counter 223b.
[0305] Specifically, when the voice lamp control device 113 receives a hold ball count command transmitted from the main control device 110 when the number of hold balls of the variable effect is increased by the ball entry into the first ball entry port 64 and the value of the hold ball count counter 203a in the main control device 110 is added, it stores the value after the addition of the hold ball count counter 203a of the main control device 110 (i.e., the number of hold balls of the variable effect held in the main control device 110) included in the hold ball count command in the sub-hold ball count counter 223b (see S1301 in FIG. 30).
[0306] Also, when the voice lamp control device 113 receives a variable pattern command transmitted from the main control device 110 when the value of the hold ball count counter 203a in the main control device 110 is decreased, and sets the mode of the variable effect in the third symbol display device 81 in accordance with the reception, it subtracts 1 from the value of the sub-hold ball count counter 223b (see S1411 in FIG. 31). In this way, in accordance with the command transmitted from the main control device 110 in accordance with the update of the hold ball count counter 203a, the voice lamp control device 113 updates the value of the sub-hold ball count counter 223b, so that the value of the sub-hold ball count counter 223b can be updated while being synchronized with the hold ball count counter 203a of the main control device 110.
[0307] The value of the sub-hold ball counter 223b is used for displaying the hold symbols on the third symbol display device 81. That is, upon receiving a hold ball count command, the voice lamp control device 113 stores the hold ball count indicated by the command in the sub-hold ball counter 223b, or upon receiving a variation pattern command, at the timing of updating the value of the sub-hold ball counter 223b, the voice lamp control device 113 transmits a display hold ball count command to the display control device 114 to notify the display control device 114 of the value of the sub-hold ball counter 223b after storage or update (see S1313 in Fig. 30 or S1412 in Fig. 31).
[0308] Also, the value of the sub-hold ball counter 223b is referred to for determining the timing of executing the "hold change notice" described later when the "hold change notice" is performed. Specifically, in the hold display setting process (see Fig. 30) described later, when it is determined that the "hold change notice" is to be executed, the value of the sub-hold ball counter 223b is referred to when determining the execution timing of the "hold change notice" by the scenario counter 223d and the scenario table 222f described later, and the hold ball count of the variation effect at that time is configured to be determined.
[0309] When the display control device 114 receives this display hold ball count command, it controls the drawing of the image so as to display the hold symbol number corresponding to the value of the hold ball count indicated by the command, that is, the value of the sub-hold ball counter 223b of the voice lamp control device 113, in the cockpit display area Db of the third symbol display device 81.
[0310] As described above, the sub-hold ball counter 223b has its value changed while being synchronized with the hold ball counter 203a of the main control device 110. Therefore, the number of hold symbols displayed in the cockpit display area Db of the third symbol display device 81 can also be changed while being synchronized with the value of the hold ball counter 203a of the main control device 110. Thus, the third symbol display device 81 can accurately display the number of hold balls for which the variation effect is held.
[0311] The hold change counter 223c is a counter that randomly selects whether to execute a "hold change notice" for the hold symbols and execution symbols in the cockpit display area Db. In the first embodiment, as described above, as the "hold change notice", the display colors of the hold symbols and execution symbols can be changed from white, which is the normal display mode, to "blue" in the blue display mode, "red" in the red display mode, or "rainbow" in the rainbow display mode.
[0312] As described above, the voice lamp control device 113 can execute a look-ahead process based on the values of the first random number counter C1, the first type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 received from the main control device 110 by the hold ball number command, and the jackpot random number table 222a, the jackpot type table 222b, the stop pattern table 222c, and the variation pattern table 222d. In the look-ahead process, the production mode of the variation effect indicated by the hold ball number command is grasped, and it is randomly selected whether to perform a "hold change notice" by the hold change counter 223c and the hold change table 222e based on the production mode.
[0313] This hold change counter 223c is configured to be incremented by 1 in sequence within a predetermined range (for example, "0 to 99") in the counter update process (see S1111 in FIG. 28) of the main process of the voice lamp control device 113, and return to "0" after reaching the maximum value (for example, "99" in the case of a counter that can take values from "0 to 99"). The value of the hold change counter 223c is updated (for example, incremented by 1) once every time the main process loops once (see S1111 in FIG. 28). In the pachinko machine 10 of the first embodiment, when a hold ball number command is received from the main control device 110, the production mode of the variation effect indicated by the hold ball number command is grasped, and based on the production mode, the value of the hold change counter 223c and the hold change table 222e are referred to, and the execution possibility and display mode of the "hold change notice" are determined (see S1303 in FIG. 30).
[0314] Here, referring to FIG. 16, the hold change table 222e will be described. FIG. 16 is a diagram schematically showing an example of the hold change table 222e. When the voice lamp control device 113 receives a hold ball number command from the main control device 110, it refers to the hold change table 222e based on the value of the hold change counter 223c at that time, and determines whether to perform a "hold change notice" and the display mode of the "hold change notice". As shown in FIG. 16, the hold change table 222e is grouped based on the selected effect mode.
[0315] Specifically, it is divided into those for the "non-reach (shortened)" effect mode at the time of a loss, those for the "non-reach (normal)" effect mode at the time of a loss, those for the "normal reach" effect mode at the time of a loss, those for the "super reach" effect mode at the time of a loss, those for the "special reach" effect mode at the time of a loss, those for the "normal reach" effect mode at the time of a jackpot, those for the "super reach" effect mode at the time of a jackpot, those for the "special reach" effect mode at the time of a jackpot, and those for the "special variation" effect mode at the time of a jackpot. And the possible values of the hold change counter 223c are associated with the divided groups respectively.
[0316] In the hold change table 222e, for the "non-reach (shortened)" effect mode at the time of a loss, two display modes are prepared for selection: "none" where the color of the hold symbol or the execution symbol does not change from the normal display mode ("white"), and "blue" where it changes to blue. The values of the hold change counter 223c are associated with each display mode. In the first embodiment, when "none" where the color of the hold symbol or the execution symbol does not change is selected, the "hold change notice" is not executed.
[0317] In addition, for the "non-reach (shortened)" effect mode in the case of a loss, the value of the hold change counter 223c is not associated so that the display modes of "red" in which the color of the hold symbol or the execution symbol changes to red and "rainbow" in which the color changes to a rainbow are not selected. This is because in the pachinko machine 10 of the first embodiment, in the "hold change notice", if the color of the hold symbol or the execution symbol is "red", it is to ensure that the "super reach or more" effect mode is executed in the variation effect indicated by the hold symbol or the execution symbol. Also, in the "hold change notice", if the color of the hold symbol or the execution symbol is "rainbow", it is to ensure that the "big win display" appears in the variation effect indicated by the hold symbol or the execution symbol. Therefore, in the "non-reach (shortened)" effect mode in which "super reach or more" and "big win display" do not appear, it is set so that "red" or "rainbow" in the "hold change notice" is not selected.
[0318] In the example shown in FIG. 16, the association between the value of the hold change counter 223c and the "hold change notice" in the "non-reach (shortened)" effect mode at the time of a loss is "0 to 98" for "none", "99" for "blue", and "-" is used to indicate that no value is assigned for "red" and "rainbow".
[0319] That is, when the "non-reach (shortened)" effect mode at the time of a loss is selected, it is set so that the display mode of "hold change notice" being "none" is selected at a rate of 99%, the display mode of "blue" is 1%, and the display modes of "red" and "rainbow" are 0%.
[0320] Therefore, in the "hold change notice" selected at the time of "non-reach (shortened)" at the time of a loss, the display mode of "none" is likely to be selected (99%), and the setting is such that the "hold change notice" itself is unlikely to occur.
[0321] In the hold change table 222e, for the "non-reach (normal)" effect mode in case of a loss, two display modes are prepared for selection: "none" where the color of the hold symbol or execution symbol does not change from the normal display mode ("white"), and "blue" where it changes to blue. For each display mode, a value of the hold change counter 223c is associated. Note that in the "non-reach (normal)" effect mode in case of a loss, similar to the "non-reach (shortened)" in case of a loss, "super reach or more" and "big win display" do not appear. Therefore, the values of the hold change counter 223c are not associated so that the display modes of "red" where the color of the hold symbol or execution symbol changes to red and "rainbow" where it changes to rainbow are not selected.
[0322] In the example shown in FIG. 16, the association between the value of the hold change counter 223c and the "hold change notice" in the "non-reach (normal)" effect mode in case of a loss is "0 to 98" for "none", and "99" for "blue". Since no values are assigned to "red" and "rainbow", they are denoted as "-".
[0323] That is, when the "non-reach (normal)" effect mode in case of a loss is selected, it is set so that the display mode of "hold change notice" being "none" is selected at a rate of 99%, the display mode of "blue" is selected at 1%, and the display modes of "red" and "rainbow" are selected at 0%.
[0324] Therefore, in the "hold change notice" selected in the "non-reach (normal)" effect mode in case of a loss, the display mode of "none" is likely to be selected (99%), and the setting is such that the "hold change notice" itself is unlikely to occur.
[0325] In the hold change table 222e, for the "Normal Reach" effect mode in case of a loss, two display modes are prepared for selection: "None" where the color of the hold symbol or execution symbol does not change from the normal display mode ("white"), and "Blue" where it changes to blue. For each display mode, a value of the hold change counter 223c is associated. Note that in the "Normal Reach" effect mode in case of a loss, similar to the "Non-Reach (Shortened)" effect mode and the like in case of a loss, "Super Reach or more" and "Big Hit display" do not appear. Therefore, the values of the hold change counter 223c are not associated so that the display modes of "Red" where the color of the hold symbol or execution symbol changes to red and "Rainbow" where it changes to rainbow are not selected.
[0326] In the example shown in FIG. 16, the association between the value of the hold change counter 223c and the "Hold Change Notice" in the "Normal Reach" effect mode in case of a loss is "0 to 79" for "None" and "80 to 99" for "Blue". Note that since no values are assigned to "Red" and "Rainbow", they are denoted as "-".
[0327] That is, when the "Normal Reach" effect mode in case of a loss is selected, the display mode of "Hold Change Notice" being "None" is set to be selected at a rate of 80%, the display mode of "Blue" is set to be selected at a rate of 20%, and the display modes of "Red" and "Rainbow" are set to be selected at a rate of 0%.
[0328] Therefore, in the "Hold Change Notice" selected in the "Normal Reach" effect mode in case of a loss, the display mode of "None" is likely to be selected (80%), but the display mode of "Blue" is more likely to be selected (1% → 20%) than in the "Non-Reach (Shortened)" effect mode and the "Non-Reach (Normal)" effect mode in case of a loss.
[0329] In the hold change table 222e, for the "Super Reach" effect mode in case of a loss, three display modes are prepared for selection: "None" where the color of the hold symbol or execution symbol does not change from the normal display mode ("white"), "Blue" where it changes to blue, and "Red" where it changes to red. The value of the hold change counter 223c is associated with each display mode. Note that in the "Super Reach" effect mode in case of a loss, just like in the "Non-Reach (Shortened)" effect mode in case of a loss, since the "Big Hit Display" does not appear, the value of the hold change counter 223c is not associated so that the display mode of "Rainbow" where the color of the hold symbol or execution symbol changes to rainbow is not selected. On the other hand, for the "Super Reach" effect mode in case of a loss, since it executes the variable elements of "Super Reach", the value of the hold change counter 223c is associated so that the display mode of "Red" indicating "Super Reach or more" is selected.
[0330] In the example shown in FIG. 16, the association between the value of the hold change counter 223c and the "Hold Change Notice" in the "Super Reach" effect mode in case of a loss is "0 to 19" for "None", "20 to 89" for "Blue", and "90 to 99" for "Red". Since no value is assigned to "Rainbow", it is denoted as "-".
[0331] That is, when the "Super Reach" effect mode in case of a loss is selected, it is set so that the display mode of "Hold Change Notice" being "None" is selected at a rate of 20%, the display mode of "Blue" is selected at a rate of 70%, the display mode of "Red" is selected at a rate of 10%, and the display mode of "Rainbow" is selected at a rate of 0%.
[0332] Therefore, in the "Hold Change Notice" selected in the "Super Reach" effect mode in case of a loss, the display mode of "Blue" is set to be more likely to be selected (70%) than the display mode of "None". Also, the display mode of "Red" with a higher big hit expectation than the display mode of "Blue" is also set to be selectable.
[0333] In the hold change table 222e, for the "Special Reach" effect mode in case of a loss, three display modes are prepared for selection for the color of the hold symbol or the execution symbol, which are "None (white)" where the color does not change, "Blue" where it changes to blue, and "Red" where it changes to red. For each display mode, the value of the hold change counter 223c is associated. Note that in the "Special Reach" effect mode in case of a loss, just like in the "Non-Reach (Shorten)" effect mode in case of a loss, since the "Big Hit Display" does not appear, the value of the hold change counter 223c is not associated so that the display mode of "Rainbow" where the color of the hold symbol or the execution symbol changes to rainbow is not selected. On the other hand, in the "Special Reach" effect mode in case of a loss, since the variable elements of "Special Reach" are executed, the value of the hold change counter 223c is associated so that the display mode of "Red" indicating "Super Reach or more" is selected.
[0334] In the example shown in FIG. 16, the association between the value of the hold change counter 223c and the "Hold Change Notice" in the "Special Reach" effect mode in case of a loss is "0 to 9" for "None", "10 to 49" for "Blue", and "50 to 99" for "Red". Since no value is assigned to "Rainbow", it is denoted as "-".
[0335] That is, when the "Special Reach" effect mode in case of a loss is selected, it is set so that the display mode of "Hold Change Notice" being "None" is selected at a rate of 10%, the display mode of "Blue" is selected at a rate of 40%, the display mode of "Red" is selected at a rate of 50%, and the display mode of "Rainbow" is selected at a rate of 0%.
[0336] Therefore, in the "Hold Change Notice" selected in the "Special Reach" effect mode in case of a loss, the display mode of "Red" is set to be more likely to be selected (50%) than the display modes of "Blue" or "None".
[0337] In the hold change table 222e, for the "Normal Reach" effect mode during a big win, three display modes are prepared for selection: "None" where the color of the hold symbol or execution symbol does not change from the normal display mode ("white"), "Blue" where it changes to blue, and "Rainbow" where it changes to rainbow. The value of the hold change counter 223c is associated with each display mode. Note that in the "Normal Reach" effect mode during a big win, since "Super Reach or higher" does not occur, the value of the hold change counter 223c is not associated so that the display mode of "Red" where the color of the hold symbol or execution symbol changes to red is not selected.
[0338] In the example shown in FIG. 16, the association between the value of the hold change counter 223c and the "Hold Change Notice" in the "Normal Reach" effect mode during a big win is as follows: "0 - 9" for "None", "10 - 89" for "Blue", and "90 - 99" for "Rainbow". Note that since no value is assigned to "Red", it is denoted as "-".
[0339] That is, when the "Normal Reach" effect mode during a big win is selected, the display modes of the "Hold Change Notice" are set to be selected at the ratios of 10% for "None", 80% for "Blue", 0% for "Red", and 10% for "Rainbow".
[0340] Therefore, in the "Hold Change Notice" selected during the "Normal Reach" effect mode during a big win, since the display mode of "Blue" is likely to be selected (80%) and the display mode of "Rainbow" is also set to be selected (10%), it is set to be likely to generate the "Hold Change Notice".
[0341] In the hold change table 222e, for the "Super Reach" effect mode during a big win, four display modes are prepared for selection: "None" where the color of the hold symbol or execution symbol does not change from the normal display mode ("white"), "Blue" where it changes to blue, "Red" where it changes to red, and "Rainbow" where it changes to rainbow. The value of the hold change counter 223c is associated with each display mode.
[0342] In the example shown in FIG. 16, the association between the value of the hold change counter 223c and the "hold change notice" in the "super reach" effect mode at the time of a big win is as follows: "none" corresponds to "0 to 9", "blue" corresponds to "10 to 39", "red" corresponds to "40 to 89", and "rainbow" corresponds to "90 to 99".
[0343] That is, when the "super reach" effect mode at the time of a big win is selected, the display modes of the "hold change notice" are set to be selected at the ratios of 10% for the display mode of "none", 30% for the display mode of "blue", 50% for the display mode of "red", and 10% for the display mode of "rainbow".
[0344] Therefore, in the "hold change notice" selected in the "super reach" effect mode at the time of a big win, the display mode of "red" is likely to be selected (40%), the display mode of "blue" is also likely to be selected (30%), and the display mode of "rainbow" is also set to be selected (10%). Thus, it is set to easily generate the "hold change notice".
[0345] In the hold change table 222e, for the "special reach" effect mode at the time of a big win, four display modes are prepared for selection: "none" where the color of the hold symbol or execution symbol does not change from the normal display mode ("white"), "blue" which changes to blue, "red" which changes to red, and "rainbow" which changes to rainbow. The value of the hold change counter 223c is associated with each display mode.
[0346] In the example shown in FIG. 16, the association between the value of the hold change counter 223c and the "hold change notice" in the "special reach" effect mode at the time of a big win is as follows: "none" corresponds to "0 to 9", "blue" corresponds to "10 to 19", "red" corresponds to "20 to 89", and "rainbow" corresponds to "90 to 99".
[0347] That is, when the "Special Reach" performance mode at the time of a big win is selected, the display modes of "No" for "Pending Change Notice" is 10%, the display mode of "Blue" is 10%, the display mode of "Red" is 70%, and the display mode of "Rainbow" is 10% are set to be selected at such ratios.
[0348] Therefore, in the "Pending Change Notice" selected at the time of the "Special Reach" performance mode at the time of a big win, the display mode of "Red" is likely to be selected (70%), the display mode of "Blue" is also selected (10%), and furthermore, since the display mode of "Rainbow" is also set to be selected (10%), it is set to be likely to generate a "Pending Change Notice".
[0349] In the pending change table 222e, for the "Special Variation" performance mode at the time of a big win, four display modes are prepared for selection: "No" where the color of the pending symbol or execution symbol does not change from the normal display mode ("White"), "Blue" that changes to blue, "Red" that changes to red, and "Rainbow" that changes to rainbow, and the value of the pending change counter 223c is associated with each display mode.
[0350] In the example shown in FIG. 16, the association between the value of the pending change counter 223c and the "Pending Change Notice" in the "Special Variation" performance mode at the time of a big win is "0 - 69" for "No", "70 - 79" for "Blue", "80 - 89" for "Red", and "90 - 99" for "Rainbow".
[0351] That is, when the "Special Variation" performance mode at the time of a big win is selected (when winning the "2R Certain Variable Big Win"), the display modes of "No" for "Pending Change Notice" is 70%, the display mode of "Blue" is 10%, the display mode of "Red" is 10%, and the display mode of "Rainbow" is 10% are set to be selected at such ratios.
[0352] Therefore, in the "Pending Change Notice" selected during the "Special Variation" performance mode in the case of a big win, the display mode of "None" is likely to be selected (70%), and the display modes of "Blue", "Red", or "Rainbow" are also set to be selected equally (10%) respectively. So, it is difficult for the "Pending Change Notice" to occur, but when it does occur, it is set to be selected almost equally.
[0353] Therefore, the appearance probability of the "Pending Change Notice" in the case of a loss is, for example, when the number of pending balls is the first one during the "Normal Game State", that is, when the performance mode is selected by the A table 202d1, the "Pending Change Notice" is selected at a rate of 91.05% for "None" without change, 7.65% for "Blue", and 1.3% for "Red". Also, the appearance probability of the "Pending Change Notice" in the case of a big win is, for example, when winning the "15R Probability-Variable Big Win", that is, when the performance mode is selected by the C table 202d3, the "Pending Change Notice" is selected at a rate of 10% for "None" without change, 20.5% for "Blue", 59.5% for "Red", and 10% for "Rainbow". Therefore, when winning the big win lottery of the third symbol, among the "Pending Change Notices", "Red" and "Rainbow" are likely to be selected, and "None" and "Blue" are difficult to be selected. On the other hand, when losing the big win lottery, "None" and "Blue" are likely to be selected, and "Red" is difficult to be selected ( "Rainbow" is not selected in the case of a loss).
[0354] In this way, when receiving the pending ball number command from the main control device 110, the voice lamp control device 113 grasps the success or failure of the variation performance indicated by the pending ball number command and the performance mode, and is configured to determine the execution feasibility and display mode of the "Pending Change Notice" based on the success or failure and the performance mode. By configuring in this way, before the execution of the variation performance, the result of the variation performance is suggested to the player by the pending symbol, and during the period until the variation performance is executed, the player is made to predict whether the variation performance held by the player will result in a big win, thereby enhancing the interest of the game.
[0355] Note that the hold change information of the "hold change notice" determined (selected) based on the values of the hold change table 222e and the hold change counter 223c is stored in the hold change information storage area 223e5 (see FIG. 19) of the hold information storage area 223e indicated by the value of the sub-hold ball number counter 223b. In the pachinko machine 10 of the first embodiment, the "hold change notice" is executed in the hold symbol or the execution symbol based on the hold change information stored in the hold change information storage area 223e5 and the scenario data described later.
[0356] Returning to FIG. 15, the description will be continued. The scenario counter 223d is a counter for determining the execution timing of the determined "hold change notice". As described above, based on the hold ball number command received from the main control device 110, the voice lamp control device 113 determines the executability and the display mode of the "hold change notice". In the pachinko machine 10 of the first embodiment, when the execution of the "hold change notice" is determined, the execution timing of the "hold change notice" is determined by the scenario counter 223d and the scenario table 222f.
[0357] This scenario counter 223d is configured to be incremented by 1 in order within a predetermined range (for example, "0 to 99") in the counter update process (see S1111 in FIG. 28) of the main process of the voice lamp control device 113, and return to "0" after reaching the maximum value (for example, "99" in the case of a counter that can take values from "0 to 99"). The value of the scenario counter 223d is updated (for example, incremented by 1) once every time the main process loops once (see S1111 in FIG. 28). In the pachinko machine 10 of the first embodiment, when receiving a hold ball number command from the main control device 110, it grasps the effect mode of the variable effect indicated by the hold ball number command, and based on the effect mode, determines the executability and the display mode of the "hold change notice". Then, when the execution of the "hold change notice" is determined, the value of the scenario counter 223d and the scenario table 222f are referred to, and the execution timing of the "hold change notice" is determined (see S1305 in FIG. 30).
[0358] Here, referring to FIGS. 17 and 18, the scenario table 222f will be described. As described above, in the pachinko machine 10 of the first embodiment, when the execution of the "hold change notice" is determined, the voice lamp control device 113 refers to the value of the scenario counter 223d and the scenario table 222f to determine the execution timing of the "hold change notice". In this case, even for the same "hold change notice (for example, "blue")", the execution timing of the "hold change notice" at the time of a loss is made different from the execution timing of the "hold change notice" at the time of a big win, so that the big win expectancy differs depending on the difference in the execution timing of the "hold change notice". FIG. 17 is a diagram schematically showing an example of the big win scenario table 222f1.
[0359] In the big win scenario table 222f1 of FIG. 17, in each vertical row, for each number of held balls in the variable effect (4 patterns of the number of held balls from "1" to "4") at the time when the "hold change notice" is determined, it is divided into a total of 12 situation patterns, each of which is further divided according to the display mode of the "hold change notice" (3 patterns of "blue", "red", and "rainbow"). Also, in the horizontal row, as the timing for executing (starting) the "hold change notice", it is divided into a total of 8 timing patterns, namely 4 patterns at the time of display or shift to each number of held balls (number of held balls from "1" to "4") and 4 patterns of "start (shift)", "before reach", "after reach", or "after hold cancellation" when the number of held balls is "0" (during the execution of the variable effect). And the possible values of the scenario counter 223d are associated with the divided groups respectively.
[0360] In the first embodiment, the "hold change notice" is set so that the determined display mode of the "hold change notice" is executed (appears) in the timing pattern determined by the scenario counter 223d and the scenario table 222f for each of the above-described situation patterns.
[0361] Specifically, for example, when the execution timing of the "hold change notice" is 0 hold balls and "start time" is selected, the "hold change notice" is executed at the timing when the variable effect that determined the "hold change notice" starts. Also, when the execution timing of the "hold change notice" is 0 hold balls and "before reach" is selected, the "hold change notice" is executed at the timing during the variable effect in the variable effect that determined the "hold change notice" and before the "reach display" appears (for example, during the execution of the variable element of "high-speed fluctuation" or when the left symbol column Z1 stops during the execution of the variable element of "low-speed fluctuation"). Also, when the execution timing of the "hold change notice" is 0 hold balls and "after reach" is selected, the "hold change notice" is executed at the timing during the execution of the "reach display" (for example, during the execution of the variable element of "normal reach") in the variable effect that determined the "hold change notice". Also, when the execution timing of the "hold change notice" is 0 hold balls and "after hold cancellation" is selected, the "hold change notice" is executed at the timing when the cockpit display area Db after the execution of the variable element of "super reach" or the variable element of "special reach" is redisplayed (the timing before the execution of the variable element of "re-variation") in the variable effect that determined the "hold change notice".
[0362] Also, for example, when the execution timing of the "Pending Change Notice" is such that the number of pending balls selected is "1", the pending symbol indicating the variable effect that determined the "Pending Change Notice" is displayed in the first pending symbol display area Db1, or at the shifted timing, the "Pending Change Notice" is executed. Also, when the execution timing of the "Pending Change Notice" is such that the number of pending balls selected is "2", the pending symbol indicating the variable effect that determined the "Pending Change Notice" is displayed in the second pending symbol display area Db2, or at the shifted timing, the "Pending Change Notice" is executed. Also, when the execution timing of the "Pending Change Notice" is such that the number of pending balls selected is "3", the pending symbol indicating the variable effect that determined the "Pending Change Notice" is displayed in the third pending symbol display area Db3, or at the shifted timing, the "Pending Change Notice" is executed. Also, when the execution timing of the "Pending Change Notice" is such that the number of pending balls selected is "4", the "Pending Change Notice" is executed at the timing when the pending symbol indicating the variable effect that determined the "Pending Change Notice" is displayed in the fourth pending symbol display area Db4.
[0363] In the pachinko machine 10 of the first embodiment, when a pending ball number command is transmitted from the main control device 110 to the voice lamp control device 113 based on the entry of a ball into the first ball entry port 64, a lottery for the "Pending Change Notice" is performed in the voice lamp control device 113, and it is determined whether to execute the "Pending Change Notice". When the execution of the "Pending Change Notice" is determined, first, the number of pending balls at the time of the determination and the display mode of the determined "Pending Change Notice" are grasped. Then, when the variable effect indicated by the pending ball number command is a jackpot, the execution timing (appearance timing) of the "Pending Change Notice" at the time of the jackpot is determined by referring to the value of the scenario counter 223d and the jackpot scenario table 222f1.
[0364] As shown in FIG. 17, in the jackpot scenario table 222f1, situation patterns are prepared for the number of pending balls of the variable effect at the time of determination of the "Pending Change Notice" and each display mode of the "Pending Change Notice", and the value of the scenario counter 223d is associated with each situation pattern.
[0365] First, the case where the number of hold balls in the variation effect at the time of determining the "hold change notice" of the big win is "1" will be described. In this case, for the number of hold balls from "2" to "4", they do not exist at the time when the first hold ball occurs. That is, the hold symbols with the number of hold balls from "2" to "4" are not displayed when the first hold ball occurs. Therefore, in this big win scenario table 222f1, at the time when the number of hold balls is "1" at the time of determining the "hold change notice", the value of the scenario counter 223d is not allocated to the number of hold balls from "2" to "4" at the time of executing the "hold change notice" (see Fig. 17).
[0366] First, as shown in the example of Fig. 17, when the number of hold balls at the time of determining the "hold change notice" is "1" and the display mode is "blue", the correspondence between the execution timing of the "hold change notice" and the value of the scenario counter 223d is as follows: for the "start time" with the number of hold balls "0", it is "0 to 4"; for the "before reach" with the number of hold balls "0", it is "5 to 9"; for the "after reach" with the number of hold balls "0", it is "10 to 14"; for the "after hold cancellation" with the number of hold balls "0", it is "15 to 49"; and for the number of hold balls "1", it is "50 to 99".
[0367] That is, when the number of hold balls at the time of determining the "hold change notice" is "1" and the display mode is "blue", as the execution timing of the "hold change notice", the selection ratios are set as follows: 5% for the "start time" with the number of hold balls "0", 5% for the "before reach" with the number of hold balls "0", 5% for the "after reach" with the number of hold balls "0", 35% for the "after hold cancellation" with the number of hold balls "0", and 50% for the number of hold balls "1" (i.e., when the hold symbol is displayed).
[0368] Therefore, the "reservation change notice" of the execution symbol or the reserved symbol corresponding to the jackpot variation effect is most likely to be selected at the timing of displaying the reserved symbol (50%) when the number of reserved balls at the time of its determination is "1" and the display mode is "blue". Next, it is set so that the timing at the time of redisplay after the reserved symbol in the cockpit display area Db is erased by the variation element such as the "super reach" is likely to be selected (35%).
[0369] In addition, in the first embodiment, when determining the execution timing of the "reservation change notice", the effect mode of the corresponding variation effect is not judged. Therefore, for example, even when the execution timing of "after reservation cancellation" is selected, when the variation effect is in the "normal reach" effect mode, a situation may occur where the "reservation change notice" cannot be given at the execution timing of "after reservation cancellation". However, in such a case, in the pachinko machine 10 of the first embodiment, when the effect mode is such that the "reservation change notice" cannot be given at the determined execution timing, it is configured to change to another executable execution timing (for example, "after reach") (see Fig. 32). Therefore, when winning the execution lottery of the "reservation change notice", the "reservation change notice" can be surely executed at any timing. Therefore, even if the execution timing of the "reservation change notice" is determined without grasping the effect mode of the variation effect, the "reservation change notice" can be surely executed, and the interest of the game can be enhanced. The details of the change control will be described later.
[0370] Next, as shown in the example of Fig. 17, when the number of reserved balls at the time of determination of the "reservation change notice" is "1" and the display mode is "red", the correspondence between the execution timing of the "reservation change notice" and the value of the scenario counter 223d is "0 to 9" for "start" with 0 reserved balls, "10 to 19" for "before reach" with 0 reserved balls, "20 to 29" for "after reach" with 0 reserved balls, "30 to 89" for "after reservation cancellation" with 0 reserved balls, and "90 to 99" for 1 reserved ball.
[0371] That is, when the number of hold balls at the time of the "hold change notice" decision is "1" and the display mode is "red", the execution timing of the "hold change notice" is as follows: 10% for the "start" with 0 hold balls, 10% for "before reach" with 0 hold balls, 10% for "after reach" with 0 hold balls, 60% for "after hold cancellation" with 0 hold balls, and 10% for 1 hold ball (i.e., when the hold symbol is displayed), and it is set so that the selection ratios are as such.
[0372] Therefore, for the "hold change notice" of the execution symbol or hold symbol corresponding to the jackpot variation effect, when the number of hold balls at the time of the decision is "1" and the display mode is "red", it is set to be most likely to be selected (60%) at the timing of redisplay after the hold symbol in the cockpit display area Db is erased by "super reach" or the like.
[0373] Next, as shown in the example of FIG. 17, when the number of hold balls at the time of the "hold change notice" decision is "1" and the display mode is "rainbow", the association between the execution timing of the "hold change notice" and the value of the scenario counter 223d is as follows: 0 to 4 for "start" with 0 hold balls, 5 to 9 for "before reach" with 0 hold balls, 10 to 49 for "after reach" with 0 hold balls, and 50 to 99 for "after hold cancellation" with 0 hold balls. Note that since the "rainbow" display mode of the "hold change notice" does not appear in the hold symbol and can only appear in the execution symbol, in this jackpot scenario table 222f1, no value of the scenario counter 223d is assigned to the execution timing with 1 hold ball.
[0374] That is, when the number of hold balls at the time of the "hold change notice" decision is "1" and the display mode is "rainbow", the execution timing of the "hold change notice" is set so that the selection ratios are as follows: 5% for the "start" with 0 hold balls, 5% for "before reach" with 0 hold balls, 40% for "after reach" with 0 hold balls, 50% for "after hold cancellation" with 0 hold balls, and 0% for 1 hold ball (i.e., when the hold symbol is displayed).
[0375] Therefore, for the "Pending Change Notice" of the execution symbol or pending symbol corresponding to the jackpot variation display, when the number of pending balls at the time of its determination is "1" and the display mode is "rainbow", it is most likely to be selected (50%) at the timing of redisplay after the pending symbol in the cockpit display area Db is erased by "Super Reach" or the like. Next, it is set to be likely to be selected (40%) at the timing during the execution of the "Reach Display". Note that the "rainbow" display mode of the "Pending Change Notice" at the time of jackpot is set to the above selection ratio regardless of the number of pending balls at the time of determination of the "Pending Change Notice". Therefore, the explanation of the "rainbow" display mode of the "Pending Change Notice" at the time of jackpot when the number of pending balls at the time of determination of the "Pending Change Notice" is from "2" to "4" is omitted.
[0376] Next, the case where the number of pending balls of the variation display at the time of determination of the "Pending Change Notice" of the jackpot is "2" will be explained. In this case, for the number of pending balls "3" or "4", they do not exist at the time of occurrence of the second pending ball. That is, the pending symbols for the number of pending balls "3" or "4" are not displayed at the time of occurrence of the second pending ball. Therefore, in this jackpot scenario table 222f1, at the time when the number of pending balls at the time of determination of the "Pending Change Notice" is "2", the value of the scenario counter 223d is not allocated to the number of pending balls "3" or "4" at the time of execution of the "Pending Change Notice" (see FIG. 17).
[0377] As shown in the example of FIG. 17, when the number of pending balls at the time of determination of the "Pending Change Notice" is "2" and the display mode is "blue", the association between the execution timing of the "Pending Change Notice" and the value of the scenario counter 223d is "0 - 4" for "start" when the number of pending balls is "0", "5 - 9" for "before reach" when the number of pending balls is "0", "10 - 14" for "after reach" when the number of pending balls is "0", "15 - 39" for "after pending erasure" when the number of pending balls is "0", "40 - 49" for the number of pending balls "1", and "50 - 99" for the number of pending balls "2".
[0378] That is, when the number of hold balls at the time of the "Pending Change Notice" decision is "2" and the display mode is "blue", the execution timing of the "Pending Change Notice" is as follows: the "start" with 0 hold balls is 5%, the "before reach" with 0 hold balls is 5%, the "after reach" with 0 hold balls is 5%, the "after hold cancellation" with 0 hold balls is 25%, the "when the number of hold balls is 1" (i.e., when the hold symbol shifts) is 10%, and the "when the number of hold balls is 2" (i.e., when the hold symbol is displayed) is 50%.
[0379] Therefore, for the "Pending Change Notice" of the execution symbol or hold symbol corresponding to the big win variation effect, when the number of hold balls at the time of its decision is "2" and the display mode is "blue", it is most likely to be selected (50%) at the timing of the display of the hold symbol. Next, it is set so that the timing at the time of redisplay after the hold symbol in the cockpit display area Db is erased by "Super Reach" or the like is likely to be selected (25%).
[0380] Next, as shown in the example of FIG. 17, when the number of hold balls at the time of the "Pending Change Notice" decision is "2" and the display mode is "red", the association between the execution timing of the "Pending Change Notice" and the value of the scenario counter 223d is as follows: "0 to 9" for the "start" with 0 hold balls, "10 to 19" for the "before reach" with 0 hold balls, "20 to 29" for the "after reach" with 0 hold balls, "30 to 79" for the "after hold cancellation" with 0 hold balls, "80 to 89" for 1 hold ball, and "90 to 99" for 2 hold balls.
[0381] That is, when the number of hold balls at the time of the "Pending Change Notice" decision is "2" and the display mode is "red", the execution timing of the "Pending Change Notice" is as follows: the "start" with 0 hold balls is 10%, the "before reach" with 0 hold balls is 10%, the "after reach" with 0 hold balls is 10%, the "after hold cancellation" with 0 hold balls is 50%, the "when the number of hold balls is 1" (i.e., when the hold symbol shifts) is 10%, and the "when the number of hold balls is 2" (i.e., when the hold symbol is displayed) is 10%.
[0382] Therefore, the "reservation change notice" of the execution symbol or the reserved symbol corresponding to the jackpot variation effect is set so that when the number of reserved balls at the time of its determination is "2" and the display mode is "red", the timing at the time of redisplay after the reserved symbol in the cockpit display area Db is erased by "Super Reach" or the like is most likely to be selected (50%).
[0383] Next, the case where the number of reserved balls of the variation effect at the time of determination of the "reservation change notice" of the jackpot is "3" will be described. In this case, for the number of reserved balls "4", it does not exist at the time of occurrence of the third reserved ball. That is, the reserved symbol with the number of reserved balls "4" is not displayed at the time of occurrence of the third reserved ball. Therefore, in this jackpot scenario table 222f1, at the time of the number of reserved balls "3" at the time of determination of the "reservation change notice", the value of the scenario counter 223d is not allocated to the number of reserved balls "4" at the time of execution of the "reservation change notice" (see FIG. 17).
[0384] As shown in the example of FIG. 17, when the number of reserved balls at the time of determination of the "reservation change notice" is "3" and the display mode is "blue", the association between the execution timing of the "reservation change notice" and the value of the scenario counter 223d is "0 to 4" for "start" with the number of reserved balls "0", "5 to 9" for "before reach" with the number of reserved balls "0", "10 to 14" for "after reach" with the number of reserved balls "0", "15 to 29" for "after reservation erasure" with the number of reserved balls "0", "30 to 39" for the number of reserved balls "1", "40 to 49" for the number of reserved balls "2", and "50 to 99" for the number of reserved balls "3".
[0385] That is, when the number of hold balls at the time of the decision of "hold change notice" is "3" and the display mode is "blue", the execution timing of the "hold change notice" is as follows: 5% at the "start" with 0 hold balls, 5% before "reach" with 0 hold balls, 5% after "reach" with 0 hold balls, 15% after "hold cancellation" with 0 hold balls, 10% with 1 hold ball (i.e., at the time of hold symbol shift), 10% with 2 hold balls (i.e., at the time of hold symbol shift), and 50% with 3 hold balls (i.e., at the time of hold symbol display). It is set so that the selection ratios are as above.
[0386] Therefore, for the "hold change notice" of the execution symbol or hold symbol corresponding to the jackpot variation effect, when the number of hold balls at the time of its decision is "3" and the display mode is "blue", the timing at the time of hold symbol display is most likely to be selected (50%). Next, it is set so that the timing at the time of redisplay after the hold symbol in the cockpit display area Db is erased by "super reach" etc. is likely to be selected (15%).
[0387] Next, as shown in the example of FIG. 17, when the number of hold balls at the time of the decision of the "hold change notice" is "3" and the display mode is "red", the association between the execution timing of the "hold change notice" and the value of the scenario counter 223d is as follows: "0 to 9" for the "start" with 0 hold balls, "10 to 19" for before "reach" with 0 hold balls, "20 to 29" for after "reach" with 0 hold balls, "30 to 69" for after "hold cancellation" with 0 hold balls, "70 to 79" for 1 hold ball, "80 to 89" for 2 hold balls, and "90 to 99" for 3 hold balls.
[0388] That is, when the number of hold balls at the time of the decision of "hold change notice" is "3" and the display mode is "red", as for the execution timing of the "hold change notice", the "start time" with the number of hold balls "0" is 10%, the "before reach" with the number of hold balls "0" is 10%, the "after reach" with the number of hold balls "0" is 10%, the "after hold cancellation" with the number of hold balls "0" is 40%, the number of hold balls "1" (i.e., at the time of hold symbol shift) is 10%, the number of hold balls "2" (i.e., at the time of hold symbol shift) is 10%, and the hold symbol "3" (i.e., at the time of hold symbol display) is 10%. It is set so that the selection ratio is as follows.
[0389] Therefore, for the "hold change notice" of the execution symbol or hold symbol corresponding to the big win variation effect, when the number of hold balls at the time of its decision is "3" and the display mode is "red", it is set so that the timing at the time of redisplay after the hold symbol in the cockpit display area Db is erased by "super reach" etc. is most likely to be selected (40%).
[0390] Next, the case where the number of hold balls of the variation effect at the time of the decision of the "hold change notice" of the big win is "4" will be described.
[0391] As shown in the example of FIG. 17, when the number of hold balls at the time of the decision of the "hold change notice" is "4" and the display mode is "blue", the association between the execution timing of the "hold change notice" and the value of the scenario counter 223d is "0 to 4" for the "start time" with the number of hold balls "0", "5 to 9" for the "before reach" with the number of hold balls "0", "10 to 14" for the "after reach" with the number of hold balls "0", "15 to 19" for the "after hold cancellation" with the number of hold balls "0", "20 to 29" for the number of hold balls "1", "30 to 39" for the number of hold balls "2", "40 to 49" for the number of hold balls "3", and "50 to 99" for the number of hold balls "4".
[0392] That is, when the number of hold balls at the time of the decision of "hold change notice" is "4" and the display mode is "blue", the execution timing of the "hold change notice" is as follows: the "start time" with 0 hold balls is 5%, the "before reach" with 0 hold balls is 5%, the "after reach" with 0 hold balls is 5%, the "after hold cancellation" with 0 hold balls is 5%, the "when the number of hold balls is 1" (i.e., at the time of hold symbol shift) is 10%, the "when the number of hold balls is 2" (i.e., at the time of hold symbol shift) is 10%, the "when the number of hold balls is 3" (i.e., at the time of hold symbol shift) is 10%, and the "when the hold symbol is 4" (i.e., at the time of hold symbol display) is 50%. It is set so that the selection ratio is as above.
[0393] Therefore, for the "hold change notice" of the execution symbol or hold symbol corresponding to the jackpot variation effect, when the number of hold balls at the time of its decision is "4" and the display mode is "blue", it is set so that the timing at the time of hold symbol display is most likely to be selected (50%).
[0394] Next, as shown in the example of FIG. 17, when the number of hold balls at the time of the decision of the "hold change notice" is "4" and the display mode is "red", the association between the execution timing of the "hold change notice" and the value of the scenario counter 223d is as follows: for the "start time" with 0 hold balls, it is "0 to 9", for the "before reach" with 0 hold balls, it is "10 to 19", for the "after reach" with 0 hold balls, it is "20 to 29", for the "after hold cancellation" with 0 hold balls, it is "30 to 59", for 1 hold ball, it is "60 to 69", for 2 hold balls, it is "70 to 79", for 3 hold balls, it is "80 to 89", and for 4 hold balls, it is "90 to 99".
[0395] That is, when the number of hold balls at the time of determining "hold change notice" is "3" and the display mode is "red", the execution timing of the "hold change notice" is as follows: the "start time" with 0 hold balls is 10%, the "before reach" with 0 hold balls is 10%, the "after reach" with 0 hold balls is 10%, the "after hold cancellation" with 0 hold balls is 30%, the "when the number of hold balls is 1" (i.e., at the time of hold symbol shift) is 10%, the "when the number of hold balls is 2" (i.e., at the time of hold symbol shift) is 10%, the "when there are 3 hold symbols" (i.e., at the time of hold symbol shift) is 10%, and the "when there are 4 hold symbols" (i.e., at the time of hold symbol display) is 10%, and it is set so as to be the selection ratio of each.
[0396] Therefore, for the "hold change notice" of the execution symbol or hold symbol corresponding to the big win variation effect, when the number of hold balls at the time of its determination is "4" and the display mode is "red", it is set so that the timing at the time of redisplay after the hold symbol in the cockpit display area Db is erased by "super reach" or the like is most likely to be selected (30%).
[0397] In this way, when performing a "hold change notice" in the hold symbol and execution symbol indicating a variation effect that causes a big win, the execution symbol displayed in the execution symbol display area Db0 of the cockpit display area Db is erased by "super reach" or the like, and the "hold change notice" can be manifested (executed) at the timing when the execution symbol in the execution symbol display area Db0 of the cockpit display area Db is redisplayed after the effect of the "super reach" ends. As a result, compared with the case of directly changing and notifying the object to be notified (object to be changed. In the first embodiment, it is the execution symbol) that is always visible, or the case of newly manifesting and notifying the object to be notified, it is possible to make it difficult for the player to clearly recognize the change of the object to be notified, while changing the display mode of the object to be notified inconspicuously. By making the object to be notified invisible once and then changing it inconspicuously, first, a sense of discomfort is given to the player, and then, by making the player recognize that the root cause of the discomfort is directly related to the game value (for example, a big win), it is possible to provide an unexpected effect to the player while diversifying the effects and enhancing the interest of the game.
[0398] Also, by allocating a large portion of the execution timing of the "pending change notice" to the latter half of the variable effect (after "reach" or after "pending cancellation"), it is possible to make the player play the game while expecting the occurrence (appearance) of the "pending change notice" which increases the jackpot expectation even in the latter half of the variable effect. Therefore, since the player can be made to play the game while expecting a jackpot until the latter half of the variable effect, it is possible to arouse the player's interest over a long period of time.
[0399] Next, with reference to FIG. 18, the losing scenario table 222f2 will be described. FIG. 18 is a diagram schematically showing an example of the losing scenario table 222f2. In the losing scenario table 222f2 of FIG. 18, similar to the jackpot scenario table 222f1, in each of the number of pending balls (4 patterns of 1 to 4 pending balls) of the variable effect at the time when the "pending change notice" is determined in the vertical row, it is divided into a total of 12 situation patterns each divided according to the display mode of the "pending change notice" (3 patterns of "blue", "red", and "rainbow") for each number of pending balls. Also, in the horizontal row, as the timing for executing (starting) the "pending change notice", it is divided into a total of 8 timing patterns, which are 4 patterns at the time of display or shift to each number of pending balls (from "1" to "4" pending balls) and 4 patterns of "at start (at shift)", "before reach", "after reach", or "after pending cancellation" when the number of pending balls is "0" (during the execution of the variable effect). And the possible values of the scenario counter 223d are associated with the divided groups respectively.
[0400] As shown in FIG. 18, in the losing scenario table 222f2, situation patterns are prepared for the number of hold balls in the variable display at the time of determining the "hold change notice" and each display mode of the "hold change notice", and the value of the scenario counter 223d is associated with each situation pattern. Note that the "rainbow" in the display mode of the "hold change notice" suggests the occurrence of a jackpot when the display mode of the "rainbow" appears, and it is not selected in the case of a loss. Therefore, in the situation pattern of the "rainbow" in the losing scenario table 222f2, the value of the scenario counter 223d is not assigned to any of the number of hold balls in the variable display at the time of determining the "hold change notice", so the explanation thereof is omitted.
[0401] First, the case where the number of hold balls in the variable display at the time of determining the "hold change notice" for a loss is "1" will be described. In this case, for the number of hold balls from "2" to "4", they do not exist at the time of occurrence of the first hold ball. That is, the hold symbols for the number of hold balls from "2" to "4" are not displayed at the time of occurrence of the first hold ball. Therefore, in this losing scenario table 222f2, at the time of the number of hold balls being "1" at the time of determining the "hold change notice", the value of the scenario counter 223d is not assigned to the number of hold balls from "2" to "4" at the time of executing the "hold change notice" (see FIG. 18).
[0402] As shown in the example of FIG. 18, when the number of hold balls at the time of determining the "hold change notice" is "1" and the display mode is "blue", the correspondence between the execution timing of the "hold change notice" and the value of the scenario counter 223d is "0 to 9" for "start" with the number of hold balls being "0", "10 to 19" for "before reach" with the number of hold balls being "0", "20 to 29" for "after reach" with the number of hold balls being "0", "-" for "after hold cancellation" with the number of hold balls being "0", and "30 to 99" for the number of hold balls being "1".
[0403] That is, when the number of hold balls at the time of the "Pending Change Notice" decision is "1" and the display mode is "blue", the execution timing of the "Pending Change Notice" is as follows: the "start time" with 0 hold balls is 10%, the "before reach" with 0 hold balls is 10%, the "after reach" with 0 hold balls is 10%, the "after hold cancellation" with 0 hold balls is 0%, and the "when the number of hold balls is 1" (i.e., when the hold symbol is displayed) is 70%. It is set with such selection ratios.
[0404] Therefore, for the "Pending Change Notice" of the execution symbol or hold symbol corresponding to the jackpot variation effect, when the number of hold balls at the time of its decision is "1" and the display mode is "blue", it is set so that the timing when the hold symbol is displayed is most likely to be selected (70%).
[0405] In addition, in the losing scenario table 222f2, the scenario counter 223d is not assigned to the execution timing "after hold cancellation" with 0 hold balls. This is because in order to issue a "Pending Change Notice" at the execution timing "after hold cancellation", it is necessary to perform some kind of effect such as a variation element of "re-variation" after the "reach display" effect. In the first embodiment, after the "reach display" is performed, except in the case of a jackpot, no effect such as a variation element of "re-variation" is performed, and it is configured to determine the "losing display". Therefore, in the losing variation effect, since no variation element of "re-variation" where a jackpot is determined after the "reach display" effect is performed, if a "Pending Change Notice" is executed at the timing of re-displaying the execution symbol (hold symbol) after the "reach display", an inconsistency in the effect will occur. Therefore, it is set so that the scenario counter 223d is not assigned to the execution timing "after hold cancellation" so that such a situation does not occur.
[0406] Next, as shown in the example of FIG. 18, when the number of hold balls at the time of determining the "hold change notice" is "1" and the display mode is "red", the correspondence between the execution timing of the "hold change notice" and the value of the scenario counter 223d is as follows: for "start" with 0 hold balls, it is "0 - 19"; for "before reach" with 0 hold balls, it is "20 - 39"; for "after reach" with 0 hold balls, it is "40 - 59"; for "after hold cancellation" with 0 hold balls, it is "-"; and for 1 hold ball, it is "60 - 99".
[0407] That is, when the number of hold balls at the time of determining the "hold change notice" is "1" and the display mode is "red", as the execution timing of the "hold change notice", the selection ratios are set as follows: for "start" with 0 hold balls, it is 20%; for "before reach" with 0 hold balls, it is 20%; for "after reach" with 0 hold balls, it is 20%; for "after hold cancellation" with 0 hold balls, it is 0%; and for 1 hold ball (i.e., when the hold symbol is displayed), it is 40%.
[0408] Therefore, for the "hold change notice" of the execution symbol or hold symbol corresponding to the losing variation effect, when the number of hold balls at the time of its determination is "1" and the display mode is "red", it is set so that the timing when the hold symbol is displayed is most likely to be selected (40%).
[0409] Next, the case where the number of hold balls of the variation effect at the time of determining the "hold change notice" of a loss is "2" will be described. In this case, for 3 or 4 hold balls, they do not exist at the time when the second hold ball occurs. That is, the hold symbols of 3 or 4 hold balls are not displayed when the second hold ball occurs. Therefore, in this losing scenario table 222f2, at the time of 2 hold balls at the time of determining the "hold change notice", the value of the scenario counter 223d is not allocated to 3 or 4 hold balls at the time of executing the "hold change notice" (see FIG. 18).
[0410] As shown in the example of FIG. 18, when the number of hold balls at the time of determining the "hold change notice" is "2" and the display mode is "blue", the association between the execution timing of the "hold change notice" and the value of the scenario counter 223d is as follows: for "start" with 0 hold balls, it is "0 to 9"; for "before reach" with 0 hold balls, it is "10 to 19"; for "after reach" with 0 hold balls, it is "20 to 29"; for "after hold cancellation" with 0 hold balls, it is "-"; for 1 hold ball, it is "30 to 39"; for 2 hold balls, it is "40 to 99".
[0411] That is, when the number of hold balls at the time of determining the "hold change notice" is "2" and the display mode is "blue", as the execution timing of the "hold change notice", the selection ratios are set as follows: for "start" with 0 hold balls, it is 10%; for "before reach" with 0 hold balls, it is 10%; for "after reach" with 0 hold balls, it is 10%; for "after hold cancellation" with 0 hold balls, it is 0%; for 1 hold ball (i.e., at the time of hold symbol shift), it is 10%; for 2 hold balls (i.e., at the time of hold symbol display), it is 60%.
[0412] Therefore, for the "hold change notice" of the execution symbol or hold symbol corresponding to the losing variation effect, when the number of hold balls at the time of its determination is "2" and the display mode is "blue", it is set so that the timing at the time of hold symbol display is most likely to be selected (60%).
[0413] Next, when the number of hold balls at the time of determining the "hold change notice" shown in the example of FIG. 18 is "2" and the display mode is "red", the association between the execution timing of the "hold change notice" and the value of the scenario counter 223d is as follows: for "start" with 0 hold balls, it is "0 to 19"; for "before reach" with 0 hold balls, it is "20 to 39"; for "after reach" with 0 hold balls, it is "40 to 59"; for "after hold cancellation" with 0 hold balls, it is "-"; for 1 hold ball, it is "60 to 69"; for 2 hold balls, it is "70 to 99".
[0414] That is, when the number of hold balls at the time of the "Pending Change Notice" decision is "2" and the display mode is "red", the execution timing of the "Pending Change Notice" is as follows: the "start time" with 0 hold balls is 20%, the "before reach" with 0 hold balls is 20%, the "after reach" with 0 hold balls is 20%, the "after hold cancellation" with 0 hold balls is 0%, the "when the number of hold balls is 1" (i.e., when the hold symbol shifts) is 10%, and the "when the number of hold balls is 2" (i.e., when the hold symbol is displayed) is 30%, and it is set to these selection ratios.
[0415] Therefore, for the "Pending Change Notice" of the execution symbol or hold symbol corresponding to the losing variation effect, when the number of hold balls at the time of its decision is "2" and the display mode is "red", the timing at the time of displaying the hold symbol is set to be most likely to be selected (30%).
[0416] Next, the case where the number of hold balls of the variation effect at the time of the "Pending Change Notice" decision for a loss is "3" will be described. In this case, for 4 hold balls, they do not exist at the time of the occurrence of the third hold ball. That is, the hold symbol with 4 hold balls is not displayed at the time of the occurrence of the third hold ball. Therefore, in this losing scenario table 222f2, at the time of 3 hold balls at the time of the "Pending Change Notice" decision, no value of the scenario counter 223d is assigned to 4 hold balls at the time of the "Pending Change Notice" execution (see Fig. 18).
[0417] As shown in the example of Fig. 18, when the number of hold balls at the time of the "Pending Change Notice" decision is "3" and the display mode is "blue", the association between the execution timing of the "Pending Change Notice" and the value of the scenario counter 223d is as follows: for the "start time" with 0 hold balls, it is "0 - 9", for the "before reach" with 0 hold balls, it is "10 - 19", for the "after reach" with 0 hold balls, it is "20 - 29", for the "after hold cancellation" with 0 hold balls, it is "-", for 1 hold ball, it is "30 - 39", for 2 hold balls, it is "40 - 49", and for 3 hold balls, it is "50 - 99".
[0418] That is, when the number of hold balls at the time of the "hold change notice" decision is "3" and the display mode is "blue", the execution timing of the "hold change notice" is as follows: the "start time" with 0 hold balls is 10%, the "before reach" with 0 hold balls is 10%, the "after reach" with 0 hold balls is 10%, the "after hold cancellation" with 0 hold balls is 0%, the "when the number of hold balls is 1" (i.e., when the hold symbol shifts) is 10%, the "when the number of hold balls is 2" (i.e., when the hold symbol shifts) is 10%, and the "when the number of hold balls is 3" (i.e., when the hold symbol is displayed) is 50%.
[0419] Therefore, for the "hold change notice" of the execution symbol or hold symbol corresponding to the losing variation effect, when the number of hold balls at the time of its decision is "3" and the display mode is "blue", the timing at the time of the hold symbol display is set to be most likely to be selected (50%).
[0420] Next, as shown in the example of FIG. 18, when the number of hold balls at the time of the "hold change notice" decision is "3" and the display mode is "red", the association between the execution timing of the "hold change notice" and the value of the scenario counter 223d is as follows: for the "start time" with 0 hold balls, it is "0 to 19", for the "before reach" with 0 hold balls, it is "20 to 39", for the "after reach" with 0 hold balls, it is "40 to 59", for the "after hold cancellation" with 0 hold balls, it is "-", for 1 hold ball, it is "60 to 69", for 2 hold balls, it is "70 to 79", and for 3 hold balls, it is "80 to 99".
[0421] That is, when the number of hold balls at the time of the "hold change notice" decision is "3" and the display mode is "red", the execution timing of the "hold change notice" is as follows: the "start time" with 0 hold balls is 20%, the "before reach" with 0 hold balls is 20%, the "after reach" with 0 hold balls is 20%, the "after hold cancellation" with 0 hold balls is 0%, the "when the number of hold balls is 1" (i.e., when the hold symbol shifts) is 10%, the "when the number of hold balls is 2" (i.e., when the hold symbol shifts) is 10%, and the "when the number of hold balls is 3" (i.e., when the hold symbol is displayed) is 20%.
[0422] Therefore, for the "reservation change notice" of the execution symbol or the reserved symbol corresponding to the losing variation effect, when the number of reserved balls at the time of its determination is "3" and the display mode is "red", the timing at the time of displaying the reserved symbol and the "start", "before reach", or "after reach" of the said variation effect are likely to be selected (20% each).
[0423] Next, the case where the number of reserved balls of the variation effect at the time of determining the "reservation change notice" of losing is "4" will be described.
[0424] As shown in the example of FIG. 18, when the number of reserved balls at the time of determining the "reservation change notice" is "4" and the display mode is "blue", the association between the execution timing of the said "reservation change notice" and the value of the scenario counter 223d is as follows: for "start" with the number of reserved balls "0", it is "0 - 9"; for "before reach" with the number of reserved balls "0", it is "10 - 19"; for "after reach" with the number of reserved balls "0",...
Claims
【Claim 1】 An acquisition means for acquiring information upon the establishment of predetermined start conditions; A determination means for making a determination based on the information acquired by the acquisition means; A dynamic display execution means for causing a display means to execute a dynamic display of identification information based on the determination result by the determination means; An image display means for displaying a specific image in conjunction with the production content of the dynamic display during the execution of the dynamic display by the dynamic display execution means in at least a display area where the dynamic display can be executed; and In a gaming machine that imparts a predetermined gaming value to a player when a predetermined identification information appears in the dynamic display of the identification information that can be executed by combining two or more dynamic elements, A storage means for storing information acquired by the acquisition means with a predetermined number as an upper limit; A judgment means for determining whether there is a dynamic display that exhibits the predetermined identification information among the dynamic displays of the identification information executed based on each of the information stored in the storage means; A second display means capable of displaying an expectation degree that the predetermined identification information can appear as information regarding the judgment result by the judgment means; A change means for changing the mode of the display element of the second display means from a predetermined first mode to a second mode in which the expectation degree that the predetermined identification information can appear is higher than the first mode; An start timing selection means for selecting one start timing from a plurality of start timings before at least the execution result of the dynamic display in which the predetermined identification information can appear appears as the start timing for changing the mode of the display element of the second display means to the second mode by the change means; An image lottery means for lottery whether to display the specific image in the dynamic display in which the predetermined identification information can appear; An image appearance means for causing the specific image to appear so as to overlap at least a part of the second display means when the specific image is caused to appear based on the lottery by the image lottery means; A situation judgment means for judging that it is a situation in which the mode of the display element of the second display means is changed to the second mode when the start timing is selected by the start timing selection means during the execution of the dynamic element; A specific appearance means for causing the specific image to appear in a situation where the mode of the display element of the second display means is not displayed in the second mode during the execution of the dynamic element; and A corresponding display means for displaying the second mode corresponding to the display of the specific image. configured such that the specific image can be displayed for a period shorter than the execution period of the dynamic element being executed by the specific display means, the gaming machine, at least in the display area where the dynamic display can be executed, a non-overlapping image display means for displaying a non-overlapping specific image that is the same type of image as the specific image by the image display means and does not overlap with the display mode of the second display means, configured such that a pre-execution display element corresponding to the dynamic display before execution in the second display means can be changed to the second mode characterized by a gaming machine.
Citation Information
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