Pachinko machine

The gaming machine addresses distracting sound notifications by using random number determinations and tailored effect displays to inform players of hold memory conditions, improving the gaming experience through synchronized sound and visual cues.

JP7711974B2Active Publication Date: 2025-07-23TAKAO KK
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Patent Information

Application Number
JP2023118269
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-07-20
Publication Date
2025-07-23
Estimated Expiration
2043-07-20

AI Technical Summary

Technical Problem

Existing gaming machines that output a winning sound based on hold memory occurrence can be distracting, especially when a hold symbol is not displayed, necessitating an improvement in sound notification strategies.

Method used

The gaming machine incorporates a system that acquires success/failure determination random numbers, stores them with a limit, executes symbol variations, and transitions to a privilege state based on symbol stops, with effect displays and sound outputs tailored to the game state, including prohibited sound outputs during certain effect displays.

Benefits of technology

This system effectively notifies players of hold memory conditions without distraction, enhancing the gaming experience by aligning sound outputs with the game's progression and player focus.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To execute a winning sound preferably by providing a limitation of output for a winning sound which is output due to a winning to a start port according to situations.SOLUTION: In a game machine, a reservation symbol is added and a winning sound is output when a winning to a start port occurs and a reservation memory is generated, the reservation symbol is hidden when a cut-in performance is executed, a player cannot confirm the reservation symbol but the player can understand it by the winning sound even when a new reservation memory is generated, the reservation symbol is also hidden during an SP ready-to-win, the player cannot confirm the reservation symbol even when a new reservation memory is generated, and the output of the winning sound is also prohibited.SELECTED DRAWING: Figure 24
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko machine.

Background Art

[0002] Conventionally, as this type of gaming machine, a winning or losing determination random number is obtained based on the entry of a game ball into a start port, a winning or losing determination is made for the obtained random number, symbols are variably displayed, and a symbol corresponding to the result of the winning or losing determination is stopped and displayed. When a jackpot symbol is stopped and displayed, a jackpot game is executed. In such a winning or losing determination random number, by displaying a held symbol corresponding to the hold memory on a presentation display device, it is made easier for the player to grasp the number of hold memories. Furthermore, there are some that output a winning sound based on the fact that it has been held in memory. (For example, Patent Document 1)

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a gaming machine that outputs a winning sound based on the fact that it has been held in memory, it is possible to notify the player of the occurrence of hold memory even in a scene where a held symbol is not displayed on the display device. However, depending on the situation, notifying the player can also be a disadvantage, so there is room for improvement.

[0005] The main object of the gaming machine of the present invention is to improve the case where a winning sound is output due to the occurrence of hold memory.

Means for Solving the Problems

[0006] The gaming machine of the present invention has taken the following means to achieve the above-described main object.

[0007] The gaming machine of the present invention acquires a success / failure determination random number based on the establishment of a predetermined condition, and has a holding storage means capable of holding and storing the acquired success / failure determination random number with a predetermined number as an upper limit, a success / failure determination execution means for executing a success / failure determination based on the establishment of a success / failure determination execution condition for the success / failure determination random number held and stored by the holding storage means, a symbol variation means for executing a symbol variation based on the result of the success / failure determination by the success / failure determination execution means and notifying the result of the success / failure determination by the stopped symbol, and a privilege state transition means for transitioning to a privilege state advantageous to the player when a symbol indicating a big win stops by the symbol variation means. It further includes an effect means for executing an effect display based on the symbol variation by the symbol variation means, a holding symbol display means for displaying the number of holding storages by displaying a holding symbol corresponding to the holding storage by the holding storage means by the effect means, and a success sound output means for outputting a success sound based on the establishment of the predetermined condition. The effect means includes a first effect display for making the holding symbol non-displayed during the execution of the effect display and a second effect display different from the first effect display. The first effect display is provided with an output prohibition means for outputting the success sound, while the second effect display prohibits the output of the success sound, which is a feature.

[0008] In the gaming machine of the present invention, when a predetermined condition is established (that is, when a success / failure determination random number is acquired), a holding symbol is displayed, and a success sound indicating that the predetermined condition has been established is output. The success sound can be output during the first effect display where the holding symbol is in a non-display state, appealing that the predetermined condition has been established despite the non-display of the holding symbol. However, during the second effect display, it is not output even if the predetermined condition is established, so it is possible to concentrate on the game. Therefore, it is possible to suitably suggest the establishment of the predetermined condition according to the situation of the effect display.

[0009] Furthermore, a pre-reading determination means for executing a pre-reading determination on the pass / fail determination random number obtained by the pass / fail determination means before the establishment of the pass / fail determination execution condition, and a pre-reading effect means for suggesting the result of the pre-reading determination before the execution of the pass / fail determination based on the result of the pre-reading determination means, wherein the established sound includes a normal established sound and a special established sound executed as the pre-reading effect, the output prohibition means may be characterized by prohibiting the output of the special established sound but not prohibiting the output of the normal established sound.

[0010] In the case of a special established sound with a high expectation as a pre-reading effect, there is a high possibility of being distracted from the ongoing effect display. By not outputting such an established sound depending on the type of effect display, it becomes possible to execute a suitable output of the established sound.

Advantages of the Invention

[0011] According to the gaming machine of the present invention, it is possible to suitably notify a player of the establishment of a predetermined condition that causes hold storage, and it is possible to improve the output of an established sound indicating that a predetermined condition for executing a pass / fail determination has been established.

Brief Description of the Drawings

[0012]

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Embodiments for Carrying Out the Invention

[0013] Next, embodiments of the present invention will be described using examples. [Example]

[0014] FIG. 1 is a front view of the pachinko machine 1 of the present invention, FIG. 2 is a rear view of the pachinko machine 1, FIG. 3 is a schematic configuration diagram of the game board 20 included in the pachinko machine 1, and FIG. 4 is a block diagram showing the electrical configuration of the pachinko machine 1. In this embodiment, an example in which the present invention is applied to a so-called seven machine type (first type) gaming machine that starts the variable display of a special symbol (also abbreviated as a special figure) when a game ball enters the start port, and starts a big win game when the special symbol stops and is displayed as a predetermined big win symbol will be described.

[0015] [External Configuration of Pachinko Machine 1] As shown in FIG. 1, the pachinko machine 1 of this embodiment includes a game board 20 in which the board surface is disposed so as to be visible through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper receiving tray 11 and a lower receiving tray 12 for storing game balls, and a firing handle 13 for firing the game balls stored in the upper receiving tray 11 toward the game board 20. The pachinko machine 1 of this embodiment is a CR machine corresponding to a prepaid card, and a CR unit 50 for reading and writing the prepaid card is provided on the left side of the pachinko machine 1.

[0016] The front frame 3 is fitted into the inner frame 5 and can be opened and closed with respect to the inner frame 5 with hinges provided on the upper and lower sides on the left side as fulcrums. Further, the inner frame 5 is fitted into the outer frame 2 and can be opened and closed with respect to the outer frame 2 with hinges provided on the upper and lower sides on the left side as fulcrums. The front frame 3 and the inner frame 5 are configured as substantially rectangular plastic frames. On the other hand, the outer frame 2 is configured as a substantially rectangular wooden frame and is fixed to the island frame of the island equipment in the game hall.

[0017] Inside the front frame 3, there is a speaker 14 (see Fig. 4) that emits various sound effects as the game progresses or emits warning sounds to alert the player. Also, inside the front frame 3, a plurality of LEDs 15 (see Fig. 4), which are decorative light-emitting elements that emit light according to the game state, are arranged so as to surround the periphery of the game board 20.

[0018] Prize balls and loan balls are paid out onto the upper receiving tray 11, and balls that overflow from the upper receiving tray 11 are paid out onto the lower receiving tray 12. Above the upper receiving tray 11, a settlement display device 52 for displaying the remaining balance of a prepaid card inserted into the CR unit 50 is provided. On one side of both sides of the settlement display device 52, a ball loan button 53 for instructing the lending of game balls is provided, and on the other side of both sides, a settlement button 54 for instructing the settlement (return) of the prepaid card inserted into the CR unit 50 is provided. Also, in front of the upper receiving tray 11, an effect button 16 for performing various effects according to the operation of the player is provided.

[0019] As shown in Fig. 2, on the back side of the inner frame 5 of the pachinko machine 1, a ball tank 77, a tank rail 7 8, and a payout device 72 are provided. When a game ball enters each winning hole provided in the game board 20, the payout device 72 pays out a predetermined number of game balls as prize balls from the ball tank 77 to the upper receiving tray 11 via the tank rail 78. Also, when the ball loan button 53 is operated, the payout device 72 pays out loan balls to the upper receiving tray 11.

[0020] The firing handle 13 is provided to the right of the lower receiving tray 12. When the player rotates it clockwise, a firing motor 83 (see Fig. 4) of a firing device (not shown) operates, and game balls are launched one by one toward the game board 20 with a firing power corresponding to the amount of rotation operation of the firing handle 13.

[0021] [Configuration of the game board 20] As shown in FIG. 3, the game board 20 has a game area 21 surrounded by an outer rail 21a and an inner rail 21b. This game board 20 includes an effect display device 37 provided at a substantially central portion of the game area 21, a center accessory 38 including a warp entrance, a warp gutter, a stage, etc. arranged around the effect display device 37, a normal symbol operation gate 22 arranged to the right of the center accessory 38, a first start port 23 that is always open and arranged below the center accessory 38, a second start port 24 that is openable and closable and arranged below the normal symbol operation gate 22, a big winning port 25 arranged at the lower right portion of the game area 21, a normal winning port 27 that is always open and arranged at the lower left portion of the game area 21, and an out port 29 for collecting game balls that have not entered any of the winning ports. Further, a large number of pins 21c for guiding and bouncing the game balls flowing down in the game area 21 are implanted in the game board 20.

[0022] The second start port 24 is a variable ball entry port configured as a normal electric accessory, and includes a pair of left and right opening and closing blades (opening and closing members) 24b and a second start port solenoid 24c (see FIG. 4) for operating the opening and closing blades 24b. Normally, the second start port 24 is in a closed state where the opening and closing blades 24b stand upright and it is difficult for game balls to enter. When the normal symbol stops and is displayed as a winning symbol and a winning game (normal symbol winning game) is executed, the opening and closing blades 24b are opened to the left and right by the second start port solenoid 24c, and the game ball entry becomes easy and it is in an open state. A second start port switch 24a for detecting the entry of game balls and counting the number of entered balls is attached to the second start port 24. The second start port 24 is closed when the second start port switch 24a counts a specified number of game ball entries or when a predetermined maximum opening time elapses before counting the specified number.

[0023] The large winning opening 25 is a variable ball entry opening configured as a special electric accessory, and includes an opening and closing plate (opening and closing member) 25b and a large winning opening solenoid 25c (see FIG. 4) that actuates the opening and closing plate 25b. Normally, the large winning opening 25 is in a closed state blocked by the opening and closing plate 25b, making it impossible for game balls to enter. When the special symbol stops and is displayed as a jackpot symbol and the jackpot game is executed, the opening and closing plate 25b is opened forward by the large winning opening solenoid 25c, bringing it into an open state where game balls can enter. A large winning opening switch 25a for detecting the entry of game balls and counting the number of entered balls is attached to the large winning opening 25. The large winning opening 25 is closed when the large winning opening switch 25a counts a specified number of game ball entries or when a predetermined maximum opening time elapses before the specified number is counted (round game). The jackpot game is conducted by repeating the above-described round game a predetermined number of times.

[0024] The first start opening 23 allows game balls to enter by rotating the firing handle 13 (so-called left shot) so that the player causes the game balls to flow down into the left region (first game region) of the game area 21. On the other hand, it is impossible to enter game balls by left shot into the second start opening 24 and the large winning opening 25. Game balls can enter by rotating the firing handle 13 (so-called right shot) so that the game balls flow down into the right region (second game region) of the game area 21. However, since the second start opening 24 and the large winning opening 25 are variable winning openings, game balls can enter only when they are opened when the normal symbol wins or when the special symbol wins as a jackpot, respectively.

[0025] At the lower right part of the game board 20, a first special symbol display device (first special symbol display device) 31, a second special symbol display device (second special symbol display device) 32, a first special symbol hold count display device (first special symbol hold count display device) 33, a second special symbol hold count display device (second special symbol hold count display device) 34, a normal symbol display device (normal symbol display device) 35, and a normal symbol hold count display device (normal symbol hold count display device) 36 are arranged.

[0026] In this embodiment, the first special symbol display device 31 and the second special symbol display device 32 are configured as seven-segment display devices, and express a plurality of types of display modes by combinations of lighting and extinguishing of each segment. The first special symbol display device 31 and the second special symbol display device 32 start the variable display of the special symbol by sequentially switching the display mode based on the entry of a game ball into the start port, and stop and display the special symbol by stopping and displaying in any one of a plurality of predetermined stop display modes when a predetermined variable time has elapsed. When the special symbol stops and is displayed in a predetermined stop display mode (big win symbol), a big win game is executed. The first special symbol display device 31 is a display device for the first start port entry for variably displaying the special symbol based on the entry of a game ball into the first start port 23, and the second special symbol display device 32 is a display device for the second start port entry for variably displaying the special symbol based on the entry of a game ball into the second start port 24. Note that the special symbol displayed by the first special symbol display device 31 is also referred to as the first special symbol (first special figure), and the special symbol displayed by the second special symbol display device 32 is also referred to as the second special symbol (second special figure).

[0027] In addition, when a game ball enters the first start port 23 during the variable display of the special symbol or during the big win game, the variable display of the first special symbol is temporarily stored (also simply referred to as "held") up to a predetermined number (for example, 4), and after the current variable display ends, the held variable display of the first special symbol is sequentially started. The number of held first special symbols is displayed on the first special figure hold number display device 33. Also, when a game ball enters the second start port 24 during the variable display of the special symbol or during the big win game, the variable display of the second special symbol is temporarily stored up to a predetermined number (for example, 4), and after the current variable display ends, the held variable display of the second special symbol is sequentially started. The number of held second special symbols is displayed on the second special figure hold number display device 34.

[0028] In this embodiment, the normal symbol display device 35 is configured as an LED display device having a plurality of display units. Based on the detection of a game ball by the gate switch 22a provided in the normal symbol operation gate 22, the normal symbol display device 35 variably displays the normal symbol by repeating lighting and extinguishing for each of the plurality of display units, and when a predetermined variable time elapses, the normal symbol is stopped and displayed by lighting or extinguishing each of the plurality of display units. When a specific display unit among the plurality of display units is lit, it becomes a winning symbol, and in other cases, it becomes a losing symbol. When the normal symbol is stopped and displayed as a winning symbol, the second start port 24 is opened.

[0029] In this embodiment, when a game ball passes through the normal symbol operation gate 22 during the variable display of the normal symbol, the variable display of the normal symbol is temporarily stored up to a predetermined number (for example, 4), and when the current variable display ends, the temporarily stored variable display of the normal symbol is sequentially started. The number of temporarily stored normal symbols is displayed on the normal symbol temporary storage number display device 36.

[0030] The performance display device 37 is an image display device composed of a liquid crystal display or the like, and performs various performance displays such as a performance symbol 192 that varies with three symbols corresponding to special symbols on the display screen, a reach performance and a preview performance that announces a big win, and a button performance accompanied by an operation of a performance button 16. FIG. 5 is an explanatory diagram showing an example of the performance display of the performance display device 37. As shown in the figure, in the central part of the display screen of the performance display device 37, a performance symbol 192 composed of three performance symbols on the left, middle, and right, consisting of numbers, English letters, characters, symbols, characters, etc. (numbers in the example of the figure) is displayed. When a game ball enters the start port (the first start port 23 or the second start port 24), the performance symbol 192 is variably displayed so as to scroll from top to bottom, and when a predetermined variation time elapses, it stops and is displayed in the order of left, right, and middle. When the right performance symbol stops being displayed and the right performance symbol does not match the left performance symbol, it is a miss (a miss without a reach). On the other hand, when the right performance symbol matches the left performance symbol, it becomes a reach and shifts to a reach performance. And when the middle performance symbol stops being displayed after the reach performance and the middle performance symbol does not match the left and right performance symbols, it is a miss (a reach miss), and when the middle performance symbol matches the left and right performance symbols, it is a big win. In addition, on the performance display device 37, along with the variable display of the performance symbol 192, for example, a cut-in performance 193 that suggests the possibility (reliability) of a big win described later is also displayed.

[0031] Also, in the corner (lower part) of the display screen of the performance display device 37, as shown in FIG. 5, a variable symbol display part 196 in the shape of a cylinder and a hold symbol display part 197 in the shape of a rectangular cube are also displayed. The round symbol displayed in the variable symbol display part 196 indicates the variable symbol, and the round symbol displayed in the hold symbol display part 197 is the hold symbol. Note that the hold symbol is not limited to a round symbol, and symbols with different shapes or colors may be provided. In this embodiment, hold symbols indicating different reliabilities are used as a preview performance. Also, the size of the hold symbol display part 197 is such that a maximum of 4 hold symbols can fit on the rectangle. In this embodiment, by providing a cylinder and a cube, the display of the variable symbol and the hold symbol is made easy to see. However, this cylinder and cube do not have to be provided, and of course, there is no problem with different shapes. The hold symbol display section 197 is a place for displaying hold symbols corresponding to the hold memory of the first special symbol. In the hold symbol display section 197, each time a game ball enters the first start port 23 during the variable display of the special symbol or the like, one corresponding hold symbol is additionally displayed, and each time the variable display of the first special symbol is started, it is shifted to the variable symbol display section one by one and erased. When the hold symbol is shifted to the variable symbol display section 196, it becomes a variable symbol and is displayed as the original hold symbol corresponding to the variable production symbol 192 during the variation. The hold symbol display section 197 can display up to 4 hold symbols, which is the upper limit of hold memory. Also, in this embodiment, if the time-saving state is not activated, only the hold symbols of the first special symbol are displayed. Since FIG. 5 is a display example showing the normal state, the hold symbols of the second special symbol are not displayed. However, although not shown, if it is in the time-saving state, conversely, only the hold symbols of the second special symbol are displayed and the hold symbols of the first special symbol are not displayed. In this case as well, when the second special symbol varies with the variable symbol display section provided, the hold symbol may be shifted and displayed as a variable symbol. In addition, the number of hold memories (the number of holds) of the first special symbol and the second special symbol may be shown in a predetermined display position as numbers at a location different from the position of the hold symbol. These numbers should be small and less conspicuous than the hold symbols. These numbers indicating the number of hold memories may be displayed in any situation.

[0032] [Configuration of the control circuit] Further, as shown in FIG. 4, the pachinko machine 1 includes, as its control circuit, a main control device 60, a payout control device 70, a firing control device 80, a sub-integrated control device 90, an effect display control device 91, and a power supply board 95 (see FIG. 2). The main control device 60 is configured as a microprocessor centered around a CPU 60a. In addition to the CPU 60a, it includes a ROM 60b that stores processing programs and tables, a RAM 60c that temporarily stores data when executing processing programs, input / output ports, communication ports, and the like. Although not shown, the payout control device 70 and the firing control device 80 are also configured as microprocessors centered around a CPU, and in addition to the CPU, they include a ROM, a RAM, input / output ports, communication ports, and the like. Further, an external connection terminal board 65 is provided on the pachinko machine 1, and signals indicating the game state and game results are transmitted to the hall computer 100 (see FIG. 4) through the external connection terminal board 65.

[0033] The main control device 60 controls the basic progress of the game. As shown in FIG. 4, detection signals from a front frame opening switch 3a that detects the opening of the front frame 3, an inner frame opening switch 5a that detects the opening of the inner frame 5, etc. are input to the main control device 60 via the back wiring relay terminal board 64. Further, detection signals (detection signals) from a gate switch 22a that detects the passage of a game ball through the normal symbol operation gate 22, a first start port switch 23a that detects the entry of a game ball into the first start port 23, a second start port switch 24a that detects the entry of a game ball into the second start port 24, a big winning port switch 25a that detects the entry of a game ball into the big winning port 25, a normal winning port switch 27a that detects the entry of a game ball into the normal winning port 27, etc. are input to the main control device 60 via the game board relay terminal board 61. Furthermore, operation signals from a setting key switch 67 and a RAM clear switch 68 provided on the back side of the pachinko machine 1 are directly input to the main control device 60, and the setting contents using the setting key switch 67 and the RAM clear switch 68 can be displayed on a setting display device (performance display device) 69 provided on the back side of the pachinko machine 1. On the other hand, drive signals to a second start port solenoid 24c, a big winning port solenoid 25c, etc. are output from the main control device 60 via the game board relay terminal board 61. Also, display signals to a first special symbol display device 31, a second special symbol display device 32, a first special symbol hold count display device 33, a second special symbol hold count display device 34, a normal symbol display device 35, a normal symbol hold count display device 36, etc. are output from the main control device 60 via the symbol display device relay terminal board 62. Further, signals from the main control device 60 to the hall computer 100 are output via the back wiring relay terminal board 64 and the external connection terminal board 65.

[0034] The setting key switch 67 is a switch for performing various settings such as the probability of a big win of a special symbol. Also, the RAM clear switch 68 is a switch for executing RAM clear. The manager of the game hall can execute RAM clear by turning on the power while pressing the RAM clear switch 68. In this embodiment, the RAM clear switch 68 is also used for selecting a set value of the probability of a big win of a special symbol. That is, the setting key switch 67 and the RAM clear switch 68 are used to select and set any one of six setting values (settings 1 to 6) to which different big win probabilities are assigned as the big win probability of the special symbol. The setting display device 69 is configured as a 7-segment display device and displays setting values in various settings, the performance of the pachinko machine 1, error codes at the time of error occurrence, and the like. The manager of the game hall inserts a predetermined key into the setting key switch 67 and rotates it, and then turns on the power while pressing the RAM clear switch 68. Then, the pachinko machine 1 is in a state where RAM clear is performed and the setting value can be changed. When the pachinko machine 1 is in this state, the manager can select a desired setting value from among settings 1 to 6 by pressing the RAM clear switch 68. In this embodiment, each time the RAM clear switch 68 is pressed, the pachinko machine 1 sequentially displays the numbers "1" to "6" corresponding to the currently selected setting value on the setting display device 69. Therefore, the manager can select a desired setting value by repeatedly pressing the RAM clear switch 68 so that the number displayed on the setting display device 69 corresponds to the number of the desired setting value. The setting value selected by operating the RAM clear switch 68 is confirmed by rotating the key inserted into the setting key switch 67 by the manager back to the initial position and is set as the big win probability of the special symbol. By performing such an operation, the manager can set any one of settings 1 to 6 for each pachinko machine 1.In this embodiment, the configuration is such that the setting key switch 67 and the RAM clear switch 68 are used to select and set the set values. However, the present invention is not limited to this. For example, any other operating means may be used as long as it can be externally operated, such as a rotary knob, and the set values may be selected and set using any other operating means, or a dedicated switch for selecting the set values may be provided. Further, the pachinko machine 1 is configured to display the set values on the setting display device 69, but they may be displayed on other display devices or may be notified by voice. Further, the set values are not limited to six values from setting 1 to setting 6, and any number may be selected as long as they can be selected from a plurality of set values. Note that the above description is for the case where there are set values from setting 1 to setting 6. However, in this embodiment, since there is only setting 1, it is not possible to select values other than setting 1.

[0035] The payout control device 70 is in charge of controlling the payout of prize balls and loan balls. A detection signal from the ball empty switch 76 that detects the emptying of the ball tank 77 for storing the game balls to be paid out to the upper receiving tray 11 is input to the payout control device 70 via the back wiring relay terminal board 64. A detection signal from the payout switch 74 that detects the game balls paid out to the upper receiving tray 11 is input via the payout relay terminal board 71 and the back wiring relay terminal board 64. A detection signal from the full switch 75 that detects the full state of the lower receiving tray 12 is directly input. On the other hand, a drive signal to the payout motor 73 is output from the payout control device 70 via the back wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to be capable of two-way communication with the main control device 60, and drives the payout motor 73 in accordance with a command transmitted from the main control device 60 to pay out the prize balls. When the payout control device 70 receives a detection signal from either the ball empty switch 76 or the full switch 75, it stops driving the payout motor 73 and interrupts the payout operation of the prize balls until the detection situation is resolved and the detection signal is no longer input.

[0036] Further, the payout control device 70 is configured to be communicable with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to enable two-way communication with the settlement display device 52, and detection signals from the ball lending switch 53a and the settlement switch 54a provided in the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. Note that the ball lending switch 53a detects the operation of the ball lending button 53 and outputs a detection signal, and the settlement switch 54a detects the operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 receives a ball lending command, it drives the payout motor 73 to pay out loaned balls. Also, the payout control device 70 is configured to enable two-way communication with the launch control device 80, and when a predetermined launch stop condition such as receiving a detection signal from the full switch 75 is satisfied, it transmits a launch stop command to the launch control device 80.

[0037] The launch control device 80 controls the launch of game balls into the game area 21. Input to this launch control device 80 are a rotation amount signal output according to the rotation operation of the launch handle 13, a launch stop signal from the launch stop switch 81 that detects the operation of the launch stop button, a touch signal from the touch switch 82 that detects that the player is touching the launch handle 13, and the like. On the other hand, a drive signal to the launch motor 83 is output from the launch control device 80. The launch control device 80 controls the launch motor 83 so that game balls are launched into the game area 21 with a launch intensity based on the rotation amount signal. Note that when no touch signal is being input or when a launch stop command is being input, the launch control device 80 stops driving the launch motor 83 regardless of the operation of the launch handle 13 and does not launch game balls.

[0038] The sub-integrated control device 90 is responsible for controlling the effects of the game. The sub-integrated control device 90 is configured as a microprocessor centered around a CPU 90a, and in addition to the CPU 90a, it includes a ROM 90b, a RAM 90c, input / output ports, communication ports, and the like. This sub-integrated control device 90 can receive various commands from the main control device 60 via the effect relay terminal board 63 by one-way communication, and performs effect control according to the received commands. A detection signal from an effect button switch 16a that detects the operation of the effect button 16 is input to the sub-integrated control device 90. On the other hand, an audio signal to the speaker 14 and a lighting signal to the LED 15 are output from the sub-integrated control device 90. Also, a command for effect display control to the effect display control device 91 is output from the sub-integrated control device 90 by one-way communication. The effect display control device 91 receives the command for effect display control from the sub-integrated control device 90, and controls the display of the effect display device 37 so that an effect image corresponding to the command is displayed on the effect display device 37.

[0039] The power supply board 95 is a DC power supply that converts an AC voltage from an external AC power supply into a DC voltage, and supplies power to each part of the pachinko machine 1 by operating a power switch 95a. The power supply board 95 supplies power from the AC power supply to the RAM 60c etc. of the main control device 60 even when the power switch 95a is turned off and the power of the pachinko machine 1 is turned off, and the data in the RAM 60c is held by the power from the AC power supply. Also, the power supply board 95 is provided with an auxiliary power supply composed of a capacitor etc., and stores the power supplied from the AC power supply in the auxiliary power supply. Thereby, at the time of a power failure in which the supply of power from the AC power supply is interrupted, the power from the auxiliary power supply is supplied to the RAM 60c etc. of the main control device 60, and the data etc. in the RAM 60c of the main control device 60 are held for a certain period of time. In this way, the main control device 60 has a backup function of holding the memory of the RAM 60c by the power from the AC power supply or the auxiliary power supply even when the power switch 95a is turned off or a power failure occurs. On the other hand, since the sub-integrated control device 90 does not have such a backup function, when the power switch 95a is turned off or a power failure occurs, the memory of the RAM 90c is cleared.

[0040] [Outline of the game of Pachinko machine 1] Next, an outline of the game in the pachinko machine 1 configured in this way will be described. FIG. 6 is an explanatory diagram for explaining the specifications of the pachinko machine 1. In the pachinko machine 1 of this embodiment, the jackpot probability of the special symbol varies depending on the game state and the set value. That is, as shown in FIG. 6(a), when the game state is the normal state (normal game state), the jackpot probability of setting 1 is 1 / 320. On the other hand, when the game state is the probability-variable game state (probability-variable state), the jackpot probability of setting 1 is 1 / 64. As described above, this embodiment is only for setting 1. When a jackpot occurs with the special symbol, a 4-round (4R) jackpot game (a jackpot game in which a round game with a specified number of 10 and a maximum opening time of 30 seconds is repeated 4 times) or a 10-round (10R) jackpot game (a jackpot game in which the above round game is repeated 10 times) is executed. When the jackpot game is executed, the game state after the end of the jackpot game becomes the probability-variable state with a probability of 65% (probability-variable jackpot). The probability-variable state is a game state in which the winning probability (jackpot probability) of the special symbol is higher than that in the normal state. Also, when the jackpot game is executed, a time-saving state (time-saving game state, easy ball-in state) also occurs as the game state after the end of the jackpot game.

[0041] Also, as shown in FIG. 6(b), the winning probability of the normal symbol varies depending on the game state. When the game state is the normal state, it is 1 / 100, and when the game state is the time-saving state, it is 1 / 1.1. When a win occurs with the normal symbol, a normal-symbol winning game (a game for each normal-symbol win) in which the second start port 24 (normal electric accessory) is opened is executed. When a win occurs with the normal symbol when the game state is the normal state, a game for each normal-symbol win with a specified number of 10 and a maximum opening time of 0.1 second is executed. When a win occurs with the normal symbol when the game state is the time-saving state, a game for each normal-symbol win with a specified number of 10 and a maximum opening time of 5.8 seconds is executed. In this embodiment, the time-saving state is a game state that activates a time-saving function in which the variation time of the normal symbol is shortened compared to the normal state, a general-symbol probability variation function in which the winning probability of the normal symbol becomes higher than that in the normal state, and an opening extension function in which the opening time of the second start port 24 when the normal symbol is won is extended compared to the normal state. Note that in the time-saving state, some of these three functions may be omitted.

[0042] In the pachinko machine 1 with such specifications, when a game ball enters the first start port 23 by a left shot (launching the game ball into the first game area) (when a predetermined condition is satisfied), a win / loss determination is made and the variable display of the first special symbol is started. Then, when the first special symbol stops and is displayed as the big winning symbol, a big winning game in which the big winning port 25 is opened is executed. The big winning port 25 cannot receive a game ball by a left shot, and a game ball can enter by a right shot (launching the game ball into the second game area). Therefore, when the big winning game is executed, the player can complete the big winning game by making a right shot. Note that the winning symbol of the special symbol may include a small winning symbol for which a small winning game with an opening time of the big winning port 25 shorter than that of the big winning game is executed. Also, in addition to the winning symbol (big winning symbol), the special symbol may include a time-saving symbol that generates a time-saving state without generating a big win.

[0043] There are usually winning symbols and probability-variable winning symbols among the winning symbols. When the special symbol stops and is displayed as a usually winning symbol, after the end of the winning game, the variable display of the special symbol will be in a time-saving state until it is executed a predetermined number of times (100 times). Therefore, by hitting the right side, the player can easily enter the game ball into the second starting port 24. When a game ball enters the second starting port 24 (when a predetermined condition is satisfied), the variable display of the second special symbol starts. When the special symbol stops and is displayed as a probability-variable winning symbol, after the end of the winning game, it will be in a probability-variable state and a time-saving state. In the probability-variable state, until the variable display of the special symbol is executed a predetermined number of times (10,000 times), that is, until the next winning is substantially drawn, the winning probability (big win probability) of the special symbol becomes higher than that in the normal state. Therefore, in the probability-variable state and the time-saving state, the player can easily enter the game ball into the second starting port 24 by hitting the right side, suppress the decrease of the held balls, and advantageously generate a big win, which becomes a chance to obtain a large number of game balls in a short time.

[0044] [Main control process] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be described in more detail. FIG. 7 is a flowchart showing an example of the main control process executed by the CPU 60a of the main control device 60. This process is executed when the power switch 95a of the pachinko machine 1 is operated. After executing the power-on process (S10) necessary for turning on the power of the pachinko machine 1, the main control process repeatedly executes a random number update process (S20), a winning confirmation process (S30), a start winning process (S40), a normal symbol game process (S50), a normal symbol winning game process (S60), a special symbol game process (S70), and a big win game process (S80). In this embodiment, the time required for the processes of S20 to S80 is about 2 msec, and these processes are repeatedly executed at intervals of about 2 msec. The main control device 60 advances the overall game of the pachinko machine 1 by transmitting various commands to the control devices in charge of the commands and causing them to execute the processes according to the commands.

[0045] [Power-on process] FIG. 8 is a flowchart showing an example of a power-on process. In the power-on process of S10, the CPU 60a of the main control device 60 first sets an access permission that enables reading and writing of data to the RAM 60c after the security check is completed (S100). Subsequently, it is determined whether the backup flag is OFF (S102) and whether the RAM clear signal is OFF (S104), respectively. The backup flag is a flag indicating whether the stored content of the RAM 60c is normal. The backup flag is determined, for example, by checksum processing as to whether the stored content of the RAM 60c is normal. When it is determined to be normal, it is turned ON, and when it is determined to be abnormal, it is turned OFF. The RAM clear signal is turned ON when the power is turned on with the RAM clear switch 68 operated, and is turned OFF when the power is turned on with the RAM clear switch 68 not operated.

[0046] If it is determined that the backup flag is OFF, or if the backup flag is ON but the RAM clear signal is determined to be ON, it starts up from the initial state. That is, the CPU 60a clears and initializes the game information storage area that stores the game information of the RAM 60c and performs an initialization process to start the game from the initial state (S106), transmits initial commands corresponding to the payout control device 70 and the sub-integrated control device 90, respectively (S108), and ends the power-on process. As described above, if the power is turned on while the setting key switch 67 and the RAM clear switch 68 are operated, the RAM clear signal becomes ON, and the CPU 60a stores, in the setting value storage area of the RAM 60c, one setting value set (selected) by the setting key switch 67 from among settings 1 to 6 along with the initialization process, and validates the setting value. The setting value storage area is not cleared by the initialization process. As also shown above, this is the content when provided with settings 1 to 6, and this embodiment has only setting 1.

[0047] On the other hand, if it is determined in S102 and S104 that the backup flag is ON and the RAM clear signal is OFF, the system starts up from the state immediately before power-off. That is, first, the CPU 60a reads out the game information immediately before power-off stored and held in the game information storage area of the RAM 60c (S110). The game information immediately before power-off is information indicating the state of the game that was in progress immediately before power-off. Then, a power-on recovery process for resuming the game according to the read game information is performed (S112), and a recovery command corresponding to each of the payout control device 70 and the sub-integrated control device 90 is transmitted (S114), and the power-on process is terminated. When the power-on process is terminated, the process returns to the main control process and proceeds to the next random number update process (S20).

[0048] In the pachinko machine 1 of this embodiment, as described above, the main control device 60 has a backup function for retaining the memory of the RAM 60c. If game information is normally stored in the RAM 60c and the RAM is not cleared at power-on, the game can resume in the game state before power-off. On the other hand, since the sub-integrated control device 90 does not have such a backup function, it cannot recognize the game state of the pachinko machine 1 at power-on. Therefore, in this embodiment, in the power-on process, by selectively transmitting an initial command and a recovery command from the main control device 60 to the sub-integrated control device 90 according to the game information stored at the time of recovery, the sub-integrated control device 90 determines the game state immediately after the power-on of the pachinko machine 1 based on the received command.

[0049] [Random number update process] The random number update process of S20 is a process for updating various types of random numbers for determination. Examples of the random numbers for determination include the jackpot determination random number (special symbol win / loss determination random number) used for jackpot determination (win / loss determination) performed based on the entry of a game ball into a start port (the first start port 23 or the second start port 24), the jackpot symbol determination random number used for determining the jackpot symbol to be stopped and displayed on the special symbol display device (the first special symbol display device 31 or the second special symbol display device 32) when the result of the jackpot determination is a jackpot, the non-jackpot symbol determination random number used for determining the non-jackpot symbol to be stopped and displayed on the special symbol display device (the first special symbol display device 31 or the second special symbol display device 32) when the result of the jackpot determination is a miss, the variation pattern determination random number used for determining the variation pattern (variation time) of the special symbol, the normal symbol win / loss determination random number used for win / loss determination performed based on the passage of a game ball through the normal symbol operation gate 22, and so on. When the random number update process ends, the process returns to the main control process and proceeds to the next winning confirmation process (S30).

[0050] [Winning Confirmation Process] The winning confirmation process of S30 detects the states of various sensors (such as the first start port switch 23a, the second start port switch 24a, the gate switch 22a, the big winning port switch 25a, the normal winning port switch 27a, etc.) and stores them in a predetermined state storage area of the RAM 60c. Also, it determines whether a game ball has been detected by the switches related to the prize balls (the above-mentioned winning port switches except the gate switch 22a). If it is determined that a game ball has been detected, it calculates the number of prize balls to be paid out and stores it as prize ball information in a predetermined prize ball information storage area of the RAM 60c. Then, when the prize ball information is not equal to the value 0, it sends a prize ball number designation command (prize ball information) to the payout control device 70 to end the winning confirmation process. When the payout control device 70 receives the prize ball number designation command, it drives the payout motor 73 to pay out game balls one by one, and at the same time, it executes a prize ball payout process of decrementing the prize ball information (the number of unpayout game balls) by 1 each time a game ball paid out is detected by the payout switch 74. This prize ball payout process is repeatedly executed until the prize ball information becomes 0. However, when the entry of a game ball is detected and a new prize ball number designation command is received from the main control device 60, the process is repeated until the prize ball information also becomes 0. After ending the winning confirmation process, it returns to the main control process and proceeds to the next start winning process (S40).

[0051] [Start Winning Process] FIG. 9 is a flowchart showing an example of the start winning process. In the start winning process of S40, the CPU 60a of the main control device 60 first inputs a detection signal from the first start port switch 23a to determine whether or not a game ball has entered the first start port 23 (S200). When it is determined that a game ball has entered the first start port 23, it is determined whether or not the current number of holds of the first special symbol (the first special symbol hold number) is less than its upper limit number (in this embodiment, the value 4) (S202). When it is determined that the number of holds of the first special symbol is less than the upper limit number, the number of holds of the first special symbol is incremented by a value of 1, the display of the first special symbol hold number display device 33 is updated, a random number for determining the first special symbol is acquired, and it is stored in a predetermined random number storage area for determination in the RAM 60c (S204). Here, examples of the random number for determination acquired in S204 include information related to the progress of the variable game of the first special symbol, such as the jackpot determination random number, the jackpot symbol determination random number, the off symbol determination random number, and the variation pattern determination random number described above. Then, the acquired random number for determination is pre-read and determined, and the information of the result is stored (S206). By doing so, it is possible to grasp what kind of result the hold memory stored before the execution of the win / loss determination will be. Then, a first special symbol hold number instruction command and a command indicating the result of the pre-read determination in S206 are transmitted to the sub-integrated control device 90 (S208), and the process proceeds to the process of S210. The first special symbol hold number instruction command includes information regarding the number of holds of the first special symbol for causing the effect display device 37 to display the first hold symbol 372a. If it is determined in S200 that a game ball has not entered the first start port 23, or if it is determined in S202 that the number of holds of the first special symbol has reached the upper limit number, the processes of S204 to S208 are skipped and the process proceeds to the next process of S210.

[0052] Next, a detection signal from the second start port switch 24a is input to determine whether or not a game ball has entered the second start port 24 (S210). When it is determined that a game ball has entered the second start port 24, it is determined whether or not the current number of holds of the second special symbol (the second special symbol hold number) is less than its upper limit number (in this embodiment, the value 4) (S212). When it is determined that the number of holds of the second special symbol is less than the upper limit number, the number of holds of the second special symbol is incremented by a value of 1, the display of the second special symbol hold number display device 34 is updated, a random number for determining the second special symbol is acquired, and it is stored in a predetermined random number storage area for determination in the RAM 60c (S214). Here, as the random number for determination acquired in S214, information regarding the progress of the variable game of the second special symbol, such as the jackpot determination random number, the jackpot symbol determination random number, the off symbol determination random number, and the variation pattern determination random number described above, can be cited. Then, the acquired random number for determination is pre-read and determined, and the information of the result is stored (S216). Then, a second special symbol hold number instruction command and a command indicating the result of the pre-read determination in S216 are transmitted to the sub-integrated control device 90 (S218), and the process proceeds to the process of S220. The second special symbol hold number instruction command includes information regarding the number of holds of the second special symbol for causing the effect display device 37 to display the second held symbol 372b. Note that when it is determined in S210 that a game ball has not entered the second start port 24, or when it is determined in S212 that the number of holds of the second special symbol has reached the upper limit number, the processes of S214 to S218 are skipped and the process proceeds to the next process of S220.

[0053] Next, the detection signal from the gate switch 22a is input to determine whether or not the game ball has passed through the normal symbol operation gate 22 (S220). When it is determined that the game ball has passed through the normal symbol operation gate 22, it is determined whether or not the current hold count of the normal symbol is less than its upper limit number (for example, value 4) (S222). When it is determined that the hold count of the normal symbol is less than the upper limit number, the hold count of the normal symbol is incremented by a value of 1, the display of the normal symbol hold count display device 36 is updated, a random number for normal symbol determination is acquired and stored in a predetermined random number storage area for determination in the RAM 60c (S224). Then, the acquired random number for normal symbol determination is pre-read and the result information is stored (S226). Examples of the random number for normal symbol determination include information related to the progress of variable games of normal symbols such as the above-described normal symbol pass / fail determination random number. Then, a normal symbol hold count instruction command and a command indicating the result of the pre-read determination in S226 are transmitted to the sub-integrated control device 90 (S228), and the start winning process is terminated. If it is determined in S220 that the game ball has not passed through the normal symbol operation gate 22, or if it is determined in S222 that the hold count of the normal symbol has reached the upper limit value, the processes of S224 to S228 are skipped and the start winning process is terminated. When the start winning process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S50). Note that in this embodiment, the effect related to the pre-read determination of the normal symbol is not particularly executed, and the display of the number of hold symbols is not performed in terms of the effect display either. However, since they may be used in different gaming machines and the programs can be used interchangeably, these processes are provided.

[0054] [Normal Symbol Game Process] FIG. 10 is a flowchart showing an example of normal symbol game processing. In the normal symbol game processing of S50, the CPU 60a of the main control device 60 first determines whether a normal symbol win flag (general symbol win flag) has a value of 1 (S300). The general symbol win flag is a flag indicating whether it is during a game with a win of the normal symbol. When it is determined that the general symbol win flag has a value of 1, it is determined that it is during a game with a win of the normal symbol, and the normal symbol game processing ends. When the normal symbol game processing ends, it proceeds to the normal symbol win game processing of the next S60. On the other hand, when it is determined that the general symbol win flag is not 1 but 0, it is determined whether the normal symbol is in variable display (S302) and whether it is during the display time of the determined symbol of the normal symbol (S304). When it is determined that the normal symbol is not in variable display and not during the display time of the determined symbol, it is determined whether the number of holds of the normal symbol is more than 0 (S306). When it is determined that the number of holds of the normal symbol is not more than 0, that is, 0, the normal symbol game processing ends. On the other hand, when it is determined that the number of holds of the normal symbol is more than 0, the oldest one among the normal symbol determination random numbers stored in the determination random number storage area is read out (S308), the normal symbol variable display related processing for performing the variable display of the normal symbol is executed (S310), and the normal symbol game processing ends. Hereinafter, the details of the normal symbol variable display related processing of S310 will be described using the flowchart of FIG. 11.

[0055] In the normal symbol variation display related processing, it is determined whether the time-saving flag has a value of 0 (S350). The time-saving flag is a flag indicating whether the current game state is a time-saving state. If it is determined that the time-saving flag has a value of 0, that is, the current game state is not a time-saving state, a hit determination is made using the low-probability normal symbol hit determination table based on the obtained random number for normal symbol hit determination (S352). On the other hand, if it is determined that the time-saving flag has a value of 1, that is, the current game state is a time-saving state, a hit determination is made using the high-probability normal symbol hit determination table based on the obtained random number for normal symbol hit determination (S354). The hit determination of the normal symbol is performed by comparing the random number for normal symbol hit determination with the hit values included in the normal symbol hit determination table. When the random number for normal symbol hit determination matches the hit value, it is determined as a hit, and when they do not match, it is determined as a miss. The high-probability normal symbol hit determination table has more hit values defined compared to the low-probability normal symbol hit determination table. As a result, the hit probability of the normal symbol is set to a high probability in the case of the time-saving state and a low probability in the case of not being in the time-saving state. As a result of the hit determination, when it is determined as a hit (''YES'' in S356), the winning symbol is determined as the confirmed symbol of the normal symbol (S358), and the variation time (winning variation pattern) of the normal symbol from the start of the variation display of the normal symbol to the confirmed display with the winning symbol is determined (S362). Also, as a result of the hit determination, when it is determined as a miss (''NO'' in S356), the losing symbol is determined as the confirmed symbol of the normal symbol (S360), and the variation time (losing variation pattern) of the normal symbol from the start of the variation display of the normal symbol to the confirmed display with the losing symbol is determined (S362). The variation time of the normal symbol is set to a shorter time in the time-saving state than in the normal state. After thus determining the confirmed symbol and the variation time (variation pattern) of the normal symbol, the variation display of the normal symbol is started (S364), the reserved number of the normal symbol is decremented by a value of 1 and the display of the normal symbol reserved number display device 36 is updated (S366), the variation start command of the normal symbol is transmitted to the sub-integrated control device 90 (S368), and the normal symbol game processing is terminated.

[0056] Returning to the normal symbol game process of FIG. 10 and starting the variable display of the normal symbol, when the normal symbol game process is executed next, the CPU 60a of the main control device 60 determines in S302 that the normal symbol is in the variable display state. Next, it determines whether the variable time of the normal symbol determined in S362 has elapsed (the variation according to the determined variation pattern has ended) (S312). If it is determined that the variable time of the normal symbol has not elapsed, the normal symbol game process is temporarily terminated. If it is determined that the variable time of the normal symbol has elapsed, a fixed symbol display process for displaying the fixed symbol of the normal symbol in the variable display is performed (S314). Then, it determines whether the fixed symbol display time (for example, 0.5 seconds) has elapsed (S316). If it is determined that the fixed symbol display time has not elapsed, the normal symbol game process is temporarily terminated. After the fixed symbol of the normal symbol is displayed, when the normal symbol game process is executed, since it is determined in S304 that it is during the display time of the fixed symbol, it again determines in S316 whether the fixed symbol display time has elapsed. If it is determined that the fixed symbol display time has elapsed, the display of the fixed symbol is terminated (S318), and it is determined whether the fixed symbol of the normal symbol is a winning symbol (S320).

[0057] If it is determined that the fixed symbol of the normal symbol is not a winning symbol but a losing symbol, the normal symbol game process is terminated. On the other hand, if it is determined that the fixed symbol of the normal symbol is a winning symbol, a value of 1 is set in the normal symbol win flag (ordinary symbol win flag) (S322), and the normal symbol game process is terminated. When the normal symbol game process is terminated, it proceeds to the normal symbol win game process of the next S60.

[0058] [Normal Symbol Win Game Process] FIG. 12 is a flowchart showing an example of the normal symbol win game process. In the normal symbol win game process of S60, the CPU 60a of the main control device 60 first determines whether the ordinary symbol win flag has a value of 1 (S400). If it is determined that the ordinary symbol win flag does not have a value of 1 but a value of 0, it is determined that the normal symbol win game is not in progress, and the normal symbol win game process is terminated. On the other hand, if it is determined that the ordinary symbol win flag has a value of 1, it is determined that the normal symbol win game is in progress, and the second start port It is determined whether the second start port 24 is open (S402). If it is determined that the second start port 24 is not open, it is determined whether the opening wait time has elapsed (S404). If it is determined that the opening wait time has not elapsed, the game process per normal symbol is terminated. On the other hand, if it is determined that the opening wait time has elapsed, the opening pattern (maximum opening time) of the second start port 24 is determined (S406), and the second start port solenoid 24c is controlled so that the second start port 24 opens in the determined opening pattern (S408), and the game process per normal symbol is once terminated. The opening pattern of the second start port 24 varies depending on the game state. In this embodiment, when the game state is the normal state, an opening pattern in which it opens once for a maximum of 0.1 seconds is set, and when the game state is the time-saving state, an opening pattern in which it opens once for a maximum of 5.8 seconds is set.

[0059] When the second start port 24 is opened, when the game process per normal symbol is executed next, in order to determine in S402 that the second start port 24 is open, it is determined whether a prescribed number (for example, 10) of game balls have entered the second start port 24 based on the detection signal from the second start port switch 24a (S410), and whether the elapsed time since the start of the opening of the second start port 24 has reached the maximum opening time determined in S406 (S412). If it is determined that the prescribed number of game balls have not entered the second start port 24 and the elapsed time since the start of the opening of the second start port 24 has not reached the maximum opening time, the game process per normal symbol is once terminated while maintaining the opening of the second start port 24. On the other hand, if it is determined that the prescribed number of game balls have entered the second start port 24 or the elapsed time since the start of the opening of the second start port 24 has reached the maximum opening time, the second start port 24 is closed (S414). Then, in order to end the game per normal symbol, the value 0 is set in the flag per normal symbol (S416), and the game process per normal symbol is terminated. When the game process per normal symbol is terminated, next, the special symbol game process of S70 is advanced to.

[0060] [Special Symbol Game Process] FIG. 13 and FIG. 14 are flowcharts showing an example of a special symbol game process. In the special symbol game process of S70, the CPU 60a of the main control device 60 first determines whether the jackpot flag has a value of 1 (S500). If it is determined that the jackpot flag has a value of 1, it is determined that a jackpot game is in progress, and the special symbol game process ends. When the special game process ends, the process returns to the main control process and proceeds to the next jackpot game process (S80). On the other hand, if it is determined that the jackpot flag does not have a value of 1 but has a value of 0, it is determined that a jackpot game is not in progress, and it is determined whether either the first special symbol or the second special symbol is in a variable display state (S502) and whether a determined symbol is being displayed (S504). If it is determined that neither the first special symbol nor the second special symbol is in a variable display state and the determined symbol is not being displayed, it is determined whether the number of holds for the second special symbol is greater than 0 (S506). If it is determined that the number of holds for the second special symbol is greater than 0, the oldest of the determination random numbers for the second special symbol stored in the determination random number storage area is read out (S508), and the second special symbol variable display related process for performing the variable display of the second special symbol is executed (S510), and the special symbol game process ends.

[0061] On the one hand, when it is determined that the hold count of the second special symbol is 0, it is determined whether the hold count of the first special symbol is more than 0 (S512). When it is determined that the hold count of the first special symbol is more than 0, the oldest one among the determination random numbers of the first special symbol stored in the determination random number storage area is read out (S514), and the first special symbol variation display related process for performing the variation display of the first special symbol is executed (S516), and the special symbol game process is terminated. When it is determined in S512 that the hold count of the first special symbol is 0, the special symbol game process is terminated. In S506 to S516, when both the hold count of the first special symbol and the hold count of the second special symbol are more than 0, the variation display (consumption of hold) of the second special symbol is preferentially executed (special figure 2 priority variation). Of course, it is not limited to this, and the variation display (consumption of hold) of the first special symbol may be preferentially performed (special figure 1 priority variation), the variation display of the special symbol may be performed in the order of entry of the game balls into the start ports (the first start port 23 and the second start port 24) (entry order variation), or the variation display of the first special symbol and the variation display of the second special symbol may be performed in parallel (simultaneous variation). Hereinafter, the details of the second special symbol variation display related process in S510 and the first special symbol variation display related process in S516 will be described. In order to avoid duplication, the first special symbol variation display related process and the second special symbol variation display related process will be described using a common flowchart. FIG. 15 is a flowchart showing an example of the common variation display related process.

[0062] In the variable display related processing, first, it is determined whether the probability flag is equal to value 0, that is, whether it is in the normal state (S600). If it is determined that the probability flag is equal to value 0 (normal state), a big win determination process (win / loss determination) for low probability with a low big win probability is performed (S602). If it is determined that the probability flag is equal to value 1 (probability variable state), a big win determination process for high probability with a high big win probability is performed (S604). The big win determination process is performed by comparing the big win determination random number obtained based on the entry of the game ball into the first start port 23 or the second start port 24 with the big win values included in the big win determination table. When the big win determination random number matches any of the big win values, it is determined as a big win. When the big win determination random number does not match any of the big win values, it is determined as a miss. The big win determination table uses the big win determination table for low probability with fewer big win values when the probability flag is equal to value 0 (low probability state) and the big win determination table for high probability with more big win values when the probability flag is equal to value 1 (high probability state) among the big win determination tables for low probability and high probability according to the current set value of the big win probability (in this embodiment, only setting 1). After performing the big win determination process, it is determined whether the result of the big win determination is a big win (S606).

[0063] If it is determined that the result of the big win determination process is a big win, a big win symbol is determined based on the big win symbol determination random number read in S508 or S514 (S608). This process is performed by selecting one symbol from a plurality of big win symbols (for example, 4R normal big win symbol, 4R probability variable big win symbol, 10R probability variable big win symbol, etc.) with different contents of the big win game (number of rounds) and game states (time shortening state, probability variable state) after the end of the big win game using the big win symbol determination random number. Note that the determined big win symbol is stored in the RAM60c and saved until the end of the big win game. Then, based on the variable pattern determination random number read in S508 or S514 and the big win variable pattern table, the variable time (big win variable pattern) of the special symbol from the start of the variable display of the special symbol until it stops displaying with the determined big win symbol is determined (S610).

[0064] On the other hand, if it is determined in S606 that the jackpot determination result is a miss, a losing symbol is determined based on the losing symbol determination random number read in S508 or S514 (S612). Then, based on the variation pattern determination random number read in S508 or S514 and the losing variation pattern table, the variation time (losing variation pattern) of the special symbol from the start of the variable display of the special symbol to the stop display with the determined losing symbol is determined (S614). Note that different variation pattern tables may be used according to the gaming state, such as using a variation pattern table with a long average variation time in the normal state and a variation pattern table with a short average variation time in the time-saving state.

[0065] FIG. 16 is an explanatory diagram showing an example of a variation pattern. As shown in the figure, the variation patterns include a variation pattern of normal variation (without a reach), a variation pattern from normal variation to a normal reach (for example, normal reaches 1 and 2), and a variation pattern that develops from a normal reach to an SP reach (for example, SP reaches 1 and 2). In the case of a jackpot, the variation pattern of normal variation (without a reach) is not included, and the selection rates of normal reaches 1 and 2 and SP reaches 1 and 2 are 1%, 2%, 17%, and 80% respectively. Also, in the case of a miss, the selection rates of normal variation, normal reaches 1 and 2, and SP reaches 1 and 2 are 80%, 9%, 6%, 4%, and 1% respectively. For this reason, each variation pattern, from the one with a higher jackpot expectancy, is SP reach 2, SP reach 1, normal reach 2, normal reach 1, and a jackpot does not occur during normal variation. Note that normal reach 1 is a version with a long time after reaching a reach, and normal reach 2 is a version with a short time after reaching a reach. A normal reach is also a passing point for whether it develops into an SP reach. It is a branching point for whether the symbol stops as it is or develops into an SP reach at the stop timing of normal reach 2, and normal reach 1 is the one where the normal reach continues without developing into an SP reach as it is. The types of production displays are different between SP reach 1 and SP reach 2, and SP reach 1 is the reach shown in FIG. 23 described later. Although SP reach 2 is omitted, it is different from SP reach 1.

[0066] When the variation pattern is determined in this way, the variable display of the special symbol is started (S616), the hold count of the special symbol is decremented by a value of 1, and the display of the special symbol hold count display device is updated (S618). This process, when starting the variable display of the first special symbol, becomes a process of decrementing the hold count of the first special symbol by a value of 1 and updating the display of the first special symbol hold count display device 33, and when starting the variable display of the second special symbol, becomes a process of decrementing the hold count of the second special symbol by a value of 1 and updating the display of the second special symbol hold count display device 34. Also, along with the update of the hold count of the special symbol, the random number for determination related to the hold consumed this time is cleared. Then, a variation start command for the special symbol is transmitted to the sub-integrated control device 90 (S620), and the variable display related process is ended. The sub-integrated control device 90 that has received the variation start command transmits a control command to the effect display control device 91 so that the symbol variation effect is started on the effect display device 37. The variation start command includes the result of the big win determination, the variation pattern (variation time) of the special symbol, the determined symbol (normal big win symbol, probability-variable big win symbol, or losing symbol), and the like.

[0067] Returning to the special symbol game process of FIGS. 13 and 14, when the special symbol game process is executed after the variable display of the special symbol (the first special symbol or the second special symbol) is started, in order to determine in S502 that either the first special symbol or the second special symbol is in variable display, the CPU 60a of the main control device 60 determines whether or not the variable time has elapsed (S518). Since the variable time is set according to the variable pattern of the special symbol determined in S610 or S614, whether or not the variable time has elapsed can be determined by comparing the elapsed time since the start of the variable display of the special symbol with the variable time corresponding to the variable pattern. If it is determined that the variable time has not elapsed, the special symbol game process is temporarily terminated. If it is determined that the variable time has elapsed, a symbol stop command is transmitted to the sub-integration control device 90 (S520), and the determined symbol of the special symbol in variable display is displayed (S522). The sub-integration control device 90 that has received the symbol stop command transmits a control command to the effect display control device 91 so as to end the symbol variable effect on the effect display device 37. Then, it is determined whether or not the determined symbol display time has elapsed (S524). Here, the determined symbol display time is set to 0.5 seconds in this embodiment. If it is determined that the determined symbol display time has not elapsed, the special symbol game process is temporarily terminated. When the special symbol game process is executed after the stop display of the special symbol is made, in order to determine in S504 that the determined symbol is being displayed, again it is determined in S524 whether or not the determined symbol display time has elapsed. If it is determined that the determined symbol display time has elapsed, the display of the determined symbol is ended (S526), and it is determined whether or not the determined symbol is a big win symbol (S528).

[0068] When it is determined in S528 that the winning symbol is the jackpot symbol, in order to generate a jackpot, the operation of the condition device is started (S530), the operation of the accessory continuous operation device is started (S532), and the value of the jackpot flag is set to 1 (S534). Then, in order to stop the probability variation function and the time shortening function during the jackpot game, when the probability variation flag has a value of 1 (probability variation state), the probability variation flag is set to 0 (S536, S538), when the time shortening flag has a value of 1 (time shortening state), the time shortening flag is set to 0 (S540, S542), a game state designation command is transmitted to the sub-integrated control device 90 (S544), and the special symbol game process is terminated. Note that the game state designation command includes the value of the jackpot flag, the value of the probability variation flag, and the value of the time shortening flag. When the special symbol game process is terminated, the process returns to the main control process and proceeds to the jackpot game process of the next S80.

[0069] On the other hand, when it is determined in S528 that the symbol is not the jackpot symbol, it is determined whether the probability variation flag has a value of 1 (S546). When it is determined that the probability variation flag does not have a value of 1 but has a value of 0, the process proceeds to the process of S554. When it is determined that the probability variation flag has a value of 1, the probability variation counter is decremented by 1 (S548), and it is determined whether the probability variation counter has a value of 0 (S550). Here, the probability variation counter indicates the remaining number of variations of the special symbol that maintains the probability variation state, and a predetermined value is set in the probability variation counter at the end of the jackpot game. In this embodiment, when winning with a probability variation jackpot, a value of 10,000 is set in the probability variation counter as the number of variations of the special symbol for which the probability variation state continues (the number of continuous times of the probability variation state), so that the probability variation state is substantially maintained until the next jackpot is drawn. When it is determined that the probability variation counter does not have a value of 0, the process proceeds to the process of the next S554 while maintaining the probability variation state. When it is determined that the probability variation counter has a value of 0, in order to terminate the probability variation state, the probability variation flag is set to 0 (S552), and the process proceeds to the process of the next S554.

[0070] Next, it is determined whether the time-saving flag has a value of 1 (S554). If it is determined that the time-saving flag has a value of 0 instead of 1, the process proceeds to the process of S544. If it is determined that the time-saving flag has a value of 1, the time-saving counter is decremented by 1 (S556), and it is determined whether the time-saving counter has a value of 0 (S558). Here, the time-saving counter indicates the remaining number of variations of the special symbol that maintains the time-saving state, and a predetermined value is set in the time-saving counter when the jackpot game ends. In this embodiment, when winning a certain probability jackpot, a value of 10,000 is set, so the time-saving state is substantially maintained until the next jackpot is drawn. Also, when winning a normal jackpot, a value of 100 is set. If it is determined that the time-saving counter does not have a value of 0, the special symbol game process ends while maintaining the time-saving state. If it is determined that the time-saving counter has a value of 0, in order to end the time-saving state, the time-saving flag is set to a value of 0 (S560). Then, a game state designation command is transmitted to the sub-integrated control device 90 (S544), and the special symbol game process ends.

[0071] [Jackpot game process] Figs. 17 and 18 are flowcharts showing an example of jackpot game processing. In the jackpot game processing of S80, the CPU 60a of the main control device 60 first determines whether the jackpot flag has a value of 1 (during jackpot game) (S700). If it is determined that the jackpot flag has a value other than 1, i.e., 0, the jackpot game processing ends. On the other hand, if it is determined that the jackpot flag has a value of 1, it is determined whether the big winning opening 25 is open (S702), whether a jackpot game start effect is in progress (S704), whether a jackpot game end effect is in progress (S706), and whether it is during the opening interval (S708). If any of the determinations in S702 to S708 are negative, a jackpot game start effect command is sent to the sub-integrated control device 90 (S710), and the jackpot game processing ends. The sub-integrated control device 90 that has received the jackpot game start effect command starts the jackpot game start effect. When the jackpot game start effect is started, when the jackpot game processing is executed next, in order to determine that the jackpot game start effect is in progress in S704, it is determined whether the jackpot game start effect time has elapsed (S712). If it is determined that the jackpot game start effect time has not elapsed, the jackpot game processing is temporarily ended, and if it is determined that the jackpot game start effect time has elapsed, the big winning opening 25 is opened by driving the big winning opening solenoid 25c (S714), and the jackpot game processing ends. The main control device 60 transmits a round game effect command to the sub-integrated control device 90 along with the opening of the big winning opening 25.

[0072] When the large winning opening 25 is opened, when the jackpot game process is executed next, in order to determine in S702 that the large winning opening 25 is open, based on the detection signal from the large winning opening switch 25a, whether the number of game balls entering the large winning opening 25 has reached a specified number (10 in the embodiment) (S716), and whether the elapsed time (opening time) since the large winning opening 25 was opened has reached the maximum opening time (30 seconds in the embodiment) (S718) are respectively determined. If it is determined that the number of game balls entering the large winning opening 25 has not reached the specified number and the opening time of the large winning opening 25 has not reached the maximum opening time, the jackpot game process is temporarily terminated while maintaining the opening of the large winning opening 25. On the other hand, if it is determined that the number of game balls entering the large winning opening 25 has reached the specified number, or even if the number of game balls has not reached the specified number, if it is determined that the opening time of the large winning opening 25 has reached the maximum opening time, the large winning opening 25 is closed (S720), and it is determined whether the current round game is the final round (S722). Since the number of rounds of the jackpot game is set according to the jackpot symbol (such as "4R normal jackpot symbol", "10R normal jackpot symbol", "10R sure change jackpot symbol"), the determination of whether the current round game is the final round is made by determining whether the number of repetitions of the round game has reached the number determined according to the jackpot symbol. If it is determined that the current round game is not the final round, an opening interval is generated (S724), and the jackpot game process is terminated. The main control device 60 transmits an opening interval generation command to the sub-integrated control device 90 along with the generation of the opening interval. When the opening interval occurs, when the jackpot game process is executed next, in order to determine in S708 that it is during the opening interval, it is determined whether the opening interval time (for example, 2 seconds) has elapsed (S726). If it is determined that the opening interval time has not elapsed, the jackpot game process is temporarily terminated with the large winning opening 25 closed, and if it is determined that the opening interval time has elapsed, the large winning opening 25 is opened again (S714), and the jackpot game process is terminated.

[0073] After repeating the round game of opening and closing the big winning opening 25 with the open interval in between like this, when it is determined at S722 that the current round game is the final round, a big win game end production command is transmitted to the sub-integrated control device 90 (S728), and the big win game process is ended. The sub-integrated control device 90 that has received the big win game end production command starts the big win game end production. When the big win game end production is started, when the big win game process is started next, in order to determine at S706 that it is during the big win game end production, it is determined whether or not the big win game end production time has elapsed (S730). If it is determined that the big win game end production time has not elapsed, the big win game process is temporarily ended, and if it is determined that the big win game end production time has elapsed, the operation of the accessory continuous operation device is stopped (S732), and the operation of the condition device is stopped (S734). Subsequently, it is determined whether or not the current big win symbol is a probability-variable big win symbol (S736). If it is determined that the big win symbol is a probability-variable big win symbol, in order to generate a probability-variable state and a time-shortened state, a value of 1 is set to the probability-variable flag (S738), a value of 10000 is set to the probability-variable counter (S740), a value of 1 is set to the time-shortened flag (S742), and a value of 10000 is set to the time-shortened counter (S744). On the other hand, if it is determined that the big win symbol is not a probability-variable big win symbol but a normal big win symbol, in order to generate a time-shortened state, a value of 1 is set to the time-shortened flag (S746), and a value of 100 is set to the time-shortened counter (S748). Then, in order to end the big win game, a value of 0 is set to the big win flag (S750), a game state designation command is transmitted to the sub-integrated control device 90 (S752), and the big win game process is ended. Note that the game state designation command includes the value of the probability-variable flag, the value of the time-shortened flag, the value of the big win flag, and the like.

[0074] Next, various processes executed by the sub-integrated control device 90 that receives various commands from the main control device 60 will be described. As described above, the commands received by the sub-integrated control device 90 from the main control device 60 include an initial command, a return command, a special figure change start command (first special figure change start command, second special figure change start command), a symbol stop command, a game state designation command, a jackpot game start effect command, a jackpot game end effect command, and the like. As processes of the sub-integrated control device 90 that has received various commands, there are a hold display effect process for displaying a hold when a game ball enters the first start port 23 or the second start port 24, a symbol change effect process for executing a symbol change effect in which an effect symbol changes in accordance with the change display of a special symbol, a jackpot game effect process for executing a jackpot game effect when a jackpot occurs, and the like. Hereinafter, the details of the hold display effect process and the symbol change effect process will be described. Note that the description of the jackpot game effect process is omitted because it does not form the gist of the present invention.

[0075] [Hold Display Effect Process] FIG. 19 is a flowchart showing an example of the hold display effect process executed by the CPU 90a of the sub-integrated control device 90. In the hold display effect process, the CPU 90a of the sub-integrated control device 90 first determines whether or not it has received a special figure hold number instruction command (first special figure hold number instruction command or second special figure hold number instruction command) transmitted from the main control device 60 (S800). If it is determined that the special figure hold number instruction command has not been received, this process ends. On the other hand, if it is determined that the special figure hold number instruction command has been received, it is determined whether the game state is a special figure hold memory in which a hold symbol can be displayed (S805). As described above, in this embodiment, when in the time-saving state, a hold symbol for the second special figure hold memory can be displayed, and when not in the time-saving state, a hold symbol for the first special figure hold memory can be displayed. If it is not a special figure hold memory in which a hold symbol can be displayed, this process ends. If it is a special figure hold memory in which a hold symbol can be displayed, the type of hold symbol to be added is determined (S810).

[0076] In this embodiment, as a preview effect, in addition to the default hold symbols shown in FIG. 21(c), there are a plurality of hold symbols with different jackpot expectations (also referred to as preview hold symbols), and they are selected based on the command indicating the result of the preview determination transmitted from the main control device 60. The hold symbols are classified by color, and it indicates that the expectation degree is higher in the order of blue, green, and red from the default white. Also, a winning sound is output based on the occurrence of hold memory due to winning at the start port of the special symbol. However, as shown in FIG. 21(c), this winning sound also differs depending on the type of hold symbol that occurs. By making the winning sounds different in this way, it is possible to grasp the types of hold symbols added only by sound. In FIG. 21(c), for easy understanding in the explanation, colored characters are described inside the circles of the hold symbols, but there are no characters in the actually displayed hold symbols, and only these colored hold symbols are displayed. Note that the command indicating the result of the preview determination is transmitted simultaneously with the special drawing hold number instruction command.

[0077] Returning to the explanation of FIG. 19, when determining the type of hold symbol to be added in S810, it is determined whether a winning sound can be output (S815). As will be described later, in this embodiment, there are timings when a winning sound can be output and timings when it cannot. Here, the winning sound refers to the sound emitted when a hold symbol is added, and if one hears the sound, it can be determined that a hold symbol is added. The winning sound is output when the special drawing hold number instruction command is received, that is, when a hold symbol is added. Therefore, even if one wins at the start port when the hold number is at the upper limit, the winning sound is not output. If it is determined that a winning sound can be output, the execution of the winning sound is determined, and the hold symbol determined in S810 is added by the hold symbol increase update process in S825. If the execution of the winning sound has been determined in S820, the winning sound is output and this process ends. If a winning sound cannot be output, the hold symbol determined in S810 is added by the hold symbol increase update process in S825, and this process ends without outputting the winning sound. Note that in the non-display state of the hold symbol described later, the hold symbol is added internally, and the display of the hold symbol itself is not performed when adding.

[0078] FIG. 20 is a flowchart showing an example of a symbol variation effect process executed by the CPU 90a of the sub-integrated control device 90. In the symbol variation effect process, first, it is determined whether a special symbol variation start command (the first special symbol variation start command or the second special symbol variation start command) transmitted from the main control device 60 has been received (S900). When it is determined that the special symbol variation start command has been received, the stop symbol of the effect symbol is determined based on the determined symbol of the special symbol included in the received special symbol variation start command (normal big win symbol, certain variable big win symbol, or losing symbol) (S905), and the effect pattern is determined based on the variation pattern of the special symbol (S910). Here, the determination of the effect symbol can be performed by determining the stop symbol of the effect symbol corresponding to the determined symbol of the special symbol from among the effect symbol setting tables stored in advance in the ROM 90b. For the stop symbol of the effect symbol, for example, when the determined symbol of the special symbol is the normal big win symbol, a double-zero of even symbols such as "444" or "666" is determined, and when it is the certain variable big win symbol, a double-zero of odd symbols such as "333" or "777" is determined. Also, the determination of the effect pattern can be performed by determining the effect pattern corresponding to the variation pattern of the special symbol from among the effect pattern setting tables stored in advance in the ROM 90b. Note that the variation pattern of the special symbol is determined by the allocation as shown in the table shown in FIG. 16 as described above.

[0079] After thus determining the stop symbol of the effect symbol and the effect pattern, the type of the preview effect to be executed in the current symbol variation effect is determined (S915), the symbol variation effect is started (S920), and the hold symbols to be the target of the current variation are shifted to the symbols in variation by the hold symbol subtraction update process, thereby erasing the hold symbols in the hold symbol display section and shifting and moving the other hold symbols to the left if there are any (S925).

[0080] If the variable start command has not been received by S900, it is determined whether the symbol stop command transmitted from the main control device 60 has been received (S930). If the symbol stop command has not been received, this process ends. If the symbol stop command has been received, the symbol variation effect is ended, that is, the effect symbol is stopped (S935). Note that the effect symbol has already been in a state where it has stopped while shaking little by little as a temporary stop before the timing of receiving the symbol stop command according to the effect pattern, and by receiving the symbol stop command, the shaking is stopped and the symbol is completely stopped, thus ending the symbol variation effect.

[0081] The display of the hold symbol and the output of the winning sound in this embodiment will be described with reference to FIGS. 21 to 24. FIG. 21(a) shows a state in which the hold symbol of this embodiment is displayed and a state in which the winning sound is output. As shown in FIG. 21(a), during the cut-in effect and the SP reach described later, the hold symbol is not displayed and is in a non-display state, and the winning sound is output during the cut-in effect, and the winning sound is not output during the SP reach. FIGS. 22 and 23 show effect display examples, and FIG. 24 shows a time chart of the time series of the effects executed in FIGS. 22 and 23. FIG. 22 shows an example of effect display executed by one of the multiple effect patterns of the effect display device 37. FIG. 22(a) shows an example when the variation of the effect symbol 192 is started, and it is a situation where all of the effect symbols 192 are varying. In this situation, the varying symbol is displayed on the varying symbol display section 196 and the held symbol is displayed on the held symbol display section 197. When the variation of the effect symbol 192 is executed and time elapses, the cut-in effect 193 is executed. In the cut-in effect 193, as shown in FIG. 21(a), the varying symbol and the held symbol are not displayed. Note that the fact that the varying symbol and the held symbol are not displayed means that they are not displayed including the varying symbol display section and the held symbol display section. In the cut-in effect 193, in order to make a large display using the entire screen and create an impactful effect, the effect symbol 192 is displayed in a reduced size in the upper left corner. As shown in the timing chart of FIG. 24, since the held symbol is not displayed during the cut-in effect, although a new held memory is generated but cannot be determined visually, the winning sound is output, so the generation of the held memory can be grasped. Note that the cut-in effect uses a large part of the effect display screen and is an impactful effect for the player. If the expectation level of a big win is low with such an effect, the player will feel bored, so it is desirable that it is at least an expectation level where a big win can be expected by its appearance. Therefore, in this embodiment, it is assumed that the expectation level when the cut-in effect appears at the timing when it appears is higher than when it does not appear.

[0082] Then, when the cut-in effect 193 ends, it reaches a reach state as shown in Fig. 22(c). This indicates that the left and right symbols of the effect symbol 192 have stopped at 7 and are in a reach state. This state is called a normal reach, and it is also a stage that whets the appetite for whether it ends here or further develops into an SP reach. Since new hold memories have occurred during the cut-in effect 193, the number of hold symbols has increased by one. And when it develops into an SP reach as shown in Fig. 23(a), the effect symbol 192 is reduced and displayed in the upper left as in the case of the cut-in effect 193, and the symbols in fluctuation and the hold symbols are not displayed. In the SP reach of this example, the character symbol 194 (also simply referred to as a character) breaks the rock symbol 195 (a display imitating a rock, also simply referred to as a rock), resulting in the content of a big win SP reach.

[0083] In Fig. 23(b), it shows a miss by having the character 194 show a disappointed expression without breaking the rock 195. The effect symbol 192 is temporarily stopped with a combination of 767 and the symbol combination where the reach is missed, and then the SP reach ends, the screen returns, the effect symbol 192 is displayed large, and when the symbol stop command is received, the symbol in fluctuation is erased, the temporarily stopped effect symbol stops, and if there is a hold memory, the next fluctuation is executed. Note that when the SP reach ends and the screen returns, the symbol in fluctuation and the hold symbols are displayed. As shown in Fig. 24, a start win occurs during the SP reach, but there is no hold display and the winning sound is not output, so a player who does not see the winning at the start port 23 cannot grasp it. When the SP reach ends and the screen returns, the number of hold symbols has increased, so it is possible to notice it there.

[0084] In Fig. 23(c), it shows a big win by having the character 194 show a happy expression after breaking the rock 195. The effect symbol 192 is temporarily stopped with a combination of 777 and the big win symbol. When the SP reach ends, it shifts to the dedicated background at the time of big win notification and the effect symbol 192 is displayed large. When the symbol stop command is received, the temporarily stopped effect symbol is stopped, and it shifts to the big win gaming state. When the SP reach ends and the screen returns, the changing symbols and the held symbols are displayed. As shown in Fig. 24, a start winning occurred during the SP reach, but no hold display was made and no winning sound was output, so the player cannot grasp it if they did not see the winning at the start port 23. Furthermore, even on the dedicated screen at the time of jackpot notification, no held symbols are displayed and the game directly transitions to the jackpot game state, so the player cannot determine whether a hold has occurred. However, since the game transitions to the jackpot game state, the presence or absence of hold memory has no meaning until the jackpot game state ends, so there is no need to deliberately inform the player, making it possible to focus on the jackpot game.

[0085] As described above, in the pachinko machine 1 of the first embodiment, there are situations where held symbols are displayed and situations where held symbols are not displayed. In the situation where held symbols are not displayed, it corresponds to the cut-in effect 193 that informs the player that the probability of a jackpot is high and the period during the SP reach that incites the player to win the jackpot. By not displaying the held symbols and concentrating on these effects, the sense of anticipation is enhanced. Also, in the cut-in effect 193, when it ends, the changing display returns and the held symbols are displayed. Therefore, by outputting a winning sound so that the player can understand even if it is not displayed, it is possible to prevent the player from being startled by the sudden increase. During the SP reach, no winning sound is output, but when a jackpot is notified during the SP reach, the game directly transitions to the jackpot game state. Therefore, it is possible to incite the sense of anticipation for the jackpot by the SP reach rather than the presence or absence of a hold. Also, during the SP reach, if the player has accumulated a certain amount of hold memory, there is a high possibility that the player will stop firing the game balls. Therefore, by not even outputting the winning sound, the player cannot grasp that hold symbols (hold memory) are accumulating, and it is possible to increase the possibility that the player will continue to fire the game balls during the SP reach, thus suppressing a decrease in the operation of the gaming machine.

[0086] In the first embodiment, only one type of winning sound was used, but it may be configured to include a normal winning sound and a special winning sound whose anticipation level becomes higher when executed than when it is not executed. In this case, as shown in Fig. 21(b), even when the special winning sound is provided, it may be configured to be outputtable during the execution of the cut-in effect 193 in the same way as the winning sound, but not to be output during the SP reach. In such a case, the normal winning sound described in claim 2 corresponds to the normal winning sound, and the special winning sound corresponds to an example of the special winning sound. Also, when a ball enters the start port, both the normal winning sound and the special winning sound may be executed as separate types of winning sounds, or either one may be executed as the same type of effect. Although the SP reach example shown is one where the character 194 breaks the rock 195, it may also be provided with a plurality of different SP reaches. In this case, the anticipation level of a big win may be made different according to the type of SP reach. In the SP reach with a high anticipation level, the held symbol may not be displayed, but in the SP reach with a low anticipation level, since there may be players who do not have much expectation for that reach and want to store the held memory, the held symbol may be displayed. A system for a high-anticipation SP reach and a system for a low-anticipation SP reach may be provided, and the held symbol may be displayed in the system for the low-anticipation SP reach. Of course, the variable symbol may also be displayed during the SP reach where the held symbol is displayed.

[0087] When the special winning sound is executed, the anticipation level of a big win is high. If it is executed during the SP reach, the held memory of the execution of that special winning sound will be more concerning than the ongoing SP reach, which is not very preferable. Therefore, even in the case where the normal winning sound itself is output during the SP reach, it is better not to output the special winning sound.

[0088] In this embodiment, as shown in FIG. 21(c), there are a plurality of pre-reading hold symbols with different degrees of expectation as pre-reading effects. However, the winning sound may be output as different sounds depending on the types of hold symbols with different degrees of expectation that occur when the hold symbol is generated by winning at the start port of the first special symbol. For the hold symbol, a hold change effect that changes to a hold symbol with a different degree of expectation may be enabled. In such a case, even when the cut-in effect 193 is being displayed in the hold change effect, it may be made executable, but it is preferably configured not to be executed during the SP reach.

[0089] Also, a change effect may be executed in the same manner for the variable symbol during the variation. In this case, when the cut-in effect 193 is being displayed, neither the hold symbol nor the variable symbol is displayed. However, during the SP reach, the hold symbol may not be displayed but the variable symbol may be displayed, and the variable symbol may be made changeable even during the SP reach. Since the variable symbol indicates the degree of expectation of the variation, by making it changeable even during the SP reach, it is possible to enjoy the period during the SP reach while maintaining the expectation that even a variable symbol with a low degree of expectation may increase to a high degree of expectation due to the change effect.

[0090] Also, the pre-reading hold symbol itself may be made selectable during the display of the cut-in effect 193, but not selectable during the SP reach. That is, during the display of the cut-in effect 193, since the pre-reading hold symbol may be selected when the hold symbol is added, when the cut-in effect 193 ends and the hold symbol is displayed, the pre-reading hold symbol may be added. However, during the SP reach, since the pre-reading hold symbol is not selected, when the SP reach is lost and the SP reach ends and the hold symbol is displayed, the pre-reading hold symbol is not added.

[0091] In this embodiment, the description was for the normal gaming state which is not the time-saving state. Of course, there is no problem in using the relationship between the winning sound and the hold display in the case of the time-saving state or the probability-variable state as well.

[0092] In the embodiment, the present invention has been described by applying it to a so-called seven-game type gaming machine, but it is not limited thereto. A specific area is provided inside the big winning opening that is opened during a small win game. When a game ball enters the big winning opening during a small win game and the entered game ball passes through the specific area, it may be applied to a so-called one-type two-type hybrid machine that develops into a big win game.

[0093] In the embodiment, the game balls supplied from the island facility in the game hall are paid out to the upper receiving tray 11 as prize balls or loan balls, but it may also be a so-called enclosed pachinko machine. The enclosed pachinko machine conducts games by circulating the game balls enclosed inside. Further, the pachinko machines in the embodiment and the modified examples may be applied to so-called regulated gaming machines. A regulated gaming machine restricts external access to the main control device, and allows transmission to the main control device from the frame control device (corresponding to the payout control device in the embodiment) only of information other than specific information (information that affects the performance of the game or information that may affect the result of the game). The frame control device is connected to the CR unit and is configured to be able to communicate with the outside only via the frame control device.

[0094] The correspondence between the main elements of the embodiment and the main elements of the invention described in the column of means for solving the problems will be described. In the embodiment, S200, S202, and S204 or S210, S212, and S214 of the start winning process correspond to an example of the hold storage means, the effect display device 37 corresponds to an example of the effect means, the cut-in effect 193 corresponds to an example of the first effect display, and the SP reach shown in FIG. 23 corresponds to an example of the second effect display. Note that the correspondence between the main elements of the embodiment and the main elements of the invention described in the column of means for solving the problems is an example for specifically explaining the form for implementing the invention described in the column of means for solving the problems in the embodiment, and does not limit the elements of the invention described in the column of means for solving the problems. That is, the interpretation of the invention described in the column of means for solving the problems should be made based on the description in that column, and the embodiment is merely a specific example of the invention described in the column of means for solving the problems.

[0095] As described above, the embodiments of the present invention have been described using examples. However, the present invention is not limited to such examples, and it goes without saying that the present invention can be implemented in various forms without departing from the gist of the present invention.

Explanation of Reference Signs

[0096] 1 Pachinko machine, 2 Outer frame, 3 Front frame, 3a Front frame opening switch, 4 Glass plate, 5 Inner frame, 5a Inner frame opening switch, 11 Upper tray, 12 Lower tray, 13 Launch handle, 14 Speaker, 15 LED, 16 Performance button, 16a Performance button switch, 20 Game board, 21 Game area, 21a Outer rail, 21b Inner rail, 21c Peg, 22 Normal symbol operation gate, 22a Gate switch, 23 First start port, 23a First start port switch, 24 Second start port, 24a Second start port switch, 24b Opening and closing blade, 24c Second start port solenoid, 25 Big winning port, 25a Big winning port switch, 25b Opening and closing plate, 25c Big winning port solenoid, 27 Normal winning port, 27a Normal winning port switch, 29 Out port, 31 First special symbol display device (First special figure display device), 32 Second special symbol display device (Second special figure display device), 33 First special symbol hold count display device (First special figure hold count display device), 34 Second special symbol hold count display device (Second special figure hold count display device), 35 Normal symbol display device (Normal figure display device), 36 Normal symbol hold count display device (Normal figure hold count display device), 37 Performance display device, 192 Performance symbol (pseudo symbol), 196 Changing symbol display section, 197 Hold symbol display section, 194 Character symbol, 195 Rock symbol, 38 Center accessory, 50 CR unit, 51 CR unit terminal board, 52 Settlement display device, 53 Ball loan button, 53a Ball loan switch, 54 Settlement button, 54a Settlement switch, 60 Main control device, 60a CPU, 60b ROM, 60c RAM, 61 Game board relay terminal board, 62 Symbol display device relay terminal board, 63 Performance relay terminal board, 64 Back wiring relay terminal board, 65 External connection terminal board, 67 Setting key switch, 68 RAM clear switch, 69 Setting display device, 70 Payout control device, 71 Payout relay terminal board, 72 Payout device, 73 Payout motor, 74 Payout switch, 75 Full switch, 76 Ball depletion switch, 77 Ball tank, 78 Tank rail, 80 Launch control device, 81 Launch stop switch, 82 Touch switch, 83 Launch motor, 90 Sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 Performance display control device, 95 Power supply board, 95a Power switch, 100 Hall computer.

Claims

【Claim 1】 A holding memory means that acquires a random number for pass / fail determination based on the establishment of predetermined conditions and can hold and store the acquired random number for pass / fail determination with a predetermined number as the upper limit, A pass / fail determination execution means that executes a pass / fail determination based on the establishment of pass / fail determination execution conditions for the random number for pass / fail determination held and stored by the holding memory means, A symbol variation means that executes symbol variation based on the result of the pass / fail determination by the pass / fail determination execution means and notifies the result of the pass / fail determination by the stopped symbol, A privilege state transition means that transitions to a privilege state advantageous to the player when a symbol indicating a big win stops by the symbol variation means, and is provided with, An effect means that executes an effect display based on the symbol variation by the symbol variation means, A holding symbol display means that displays the number of holding memories by displaying a holding symbol corresponding to the holding and storage by the holding memory means by the effect means, An establishment sound output means that outputs an establishment sound based on the establishment of the predetermined conditions, and is provided with, The effect means includes a first effect display that makes the holding symbol non-displayed during the execution of the effect display and a second effect display different from the first effect display, The second effect display is a reach effect executed as the effect display, The first effect display is provided with an output prohibition means that can output the establishment sound, but prohibits the output of the establishment sound in the second effect display, A pre-reading determination means that executes a pre-reading determination on the random number for pass / fail determination acquired by the pass / fail determination execution means prior to the establishment of the pass / fail determination execution conditions, A pre-reading effect means that suggests the result of the pre-reading determination prior to the execution of the pass / fail determination based on the result of the pre-reading determination means, and is provided with, The establishment sound includes a normal establishment sound and a special establishment sound whose output as the pre-reading effect has a high probability of being a big win, When the special establishment sound is output, the normal establishment sound is also output, The output prohibition means is a gaming machine characterized by not prohibiting the output of the normal establishment sound and prohibiting the output of the special establishment sound.

Citation Information

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