Pachinko machine
The gaming machine addresses the lack of display mode variability in pachinko machines by implementing dynamic icon switching and multiple high-expectation levels, enhancing player engagement through unpredictable winning probabilities and display changes.
Patent Information
- Application Number
- JP2021027429
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-02-24
- Publication Date
- 2025-08-01
- Estimated Expiration
- 2041-02-24
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack variability in icon display modes, leading to reduced gaming interest as players expect high-expectation displays to remain high and do not switch to low-expectation modes, limiting engagement.
The gaming machine includes game control means for executing winning determinations and presentation control means for varying icon displays, allowing switching from high-expectation to low-expectation modes with specific preview presentations, and introducing multiple levels of high-expectation icons with differing winning probabilities.
Enhances gaming interest by providing dynamic and unpredictable icon displays that maintain player engagement through variable winning probabilities and display modes.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko gaming machine or the like.
Background Art
[0002] Conventionally, in a pachinko gaming machine which is an example of a gaming machine, it is possible to execute a winning determination as if it is a win, and it is well known to display an icon indicating that the winning determination has been executed in the display area. In this type of pachinko gaming machine, for example, like the gaming machine described in Patent Document 1 below, the display mode of the icon may be changed from a low-expectation display mode to a high-expectation display mode suggesting that the possibility of being determined as a win (winning possibility) is higher than that of the low-expectation display mode. In this way, the player is made to enjoy the change in the display mode of the icon.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the gaming machine described in Patent Document 1 above, Icon display area in some cases, it may switch from the Icon of the low-expectation display mode to the Icon of the high-expectation display mode. On the other hand, it does not switch from the Icon of the high-expectation display mode to the Icon of the low-expectation display mode. That is, a player who is looking at the Icon of the high-expectation display mode thinks that it will not switch to and be displayed as the Icon of the low-expectation display mode. Therefore, Icon there was room for improvement in the gaming interest when the display mode changed.
[0005] The present invention has been made in view of the above circumstances. That is, an object of the present invention is to provide a gaming machine capable of enhancing the gaming interest.
Means for Solving the Problems
[0006] The gaming machine of the present invention includes game control means capable of executing a winning determination as if it were a win, and presentation control means capable of controlling presentations. The game control means can variably display an identification symbol indicating the result of the winning determination. [[ID=1,5]] The presentation control means can display an icon indicating that the winning determination has been executed or that the winning determination is pending in an icon display area. As the icon, an icon in a low-expectation display mode or an icon in a high-expectation display mode suggesting a higher possibility of being determined as a win in the winning determination than the icon in the low-expectation display mode (hereinafter referred to as "winning possibility") can be displayed. A specific preview presentation suggesting a winning possibility equal to or higher than the winning possibility suggested by the icon in the high-expectation display mode can be executed. In the icon display area, it can be switched and displayed from the icon in the high-expectation display mode to the icon in the low-expectation display mode. After the midpoint of the time of the variable display of the identification symbol, it can be switched from the icon in the high-expectation display mode to the icon in the low-expectation display mode in the icon display area, and the specific preview presentation can be executed. and Among the icons in the high-expectation display mode, there are an icon in the first high-expectation display mode and an icon in the second high-expectation display mode that suggests a higher probability of winning than the icon in the first high-expectation display mode. When switching from the icon in the second high-expectation display mode to an icon in the low-expectation display mode with a low probability of winning, the specific preview effect is more likely to be executed than when switching from the icon in the first high-expectation display mode to an icon in the low-expectation display mode with a low probability of winning. A gaming machine characterized by the above.
Effects of the Invention
[0007] According to the gaming machine of the present invention, it is possible to enhance the gaming interest.
Brief Description of the Drawings
[0008]
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Mode for Carrying Out the Invention
[0009] 1. Structure of the gaming machine The pachinko gaming machine 1 which is an embodiment of the present invention will be described with reference to the drawings. In the following description, the left - right direction of each part of the pachinko gaming machine 1 as an example of a gaming machine is described as being the same as the left - right direction for a player facing the pachinko gaming machine 1. Also, the front direction of each part of the pachinko gaming machine 1 is described as the direction approaching the player facing the pachinko gaming machine 1, and the rear direction of each part of the pachinko gaming machine 1 is described as the direction away from the player facing the pachinko gaming machine 1.
[0010] As shown in FIG. 1, the pachinko gaming machine 1 of this embodiment includes a gaming machine frame 50 and a game board 2 (see FIG. 2) attached inside the gaming machine frame 50. The gaming machine frame 50 constitutes the outer part of the pachinko gaming machine 1 and includes an outer frame 51, an inner frame 52, and a front frame (glass door frame) 53. The outer frame (base frame part) 51 is a vertically rectangular frame body that forms the outer outline of the gaming machine frame 50. The inner frame (holding frame part) 52 is arranged inside the outer frame 51 and is a vertically rectangular frame body for attaching the game board 2. The front frame (front frame part) 53 is arranged on the front side of the outer frame 51 and the inner frame 52 and is a vertically rectangular one for protecting the game board 2.
[0011] The gaming machine frame 50 is configured to include a hinge part 54 on the left end side. Due to this hinge part 54, the front frame 53 is rotatable with respect to the outer frame 51 and the inner frame 52 respectively, and the inner frame 52 is rotatable with respect to the outer frame 51 and the front frame 53 respectively. An opening is formed in the central part of the front frame 53, and a transparent glass plate 55 is attached to the opening of the front frame 53 so that the player can visually recognize a game area 3 described later. Also, the gaming machine frame 50 (front frame 53) is provided with a frame lamp 66 that can emit light in various emission colors.
[0012] As shown in FIG. 1, the front frame 53 includes an upper decorative unit 200 on the upper side, a left decorative unit 210 on the left side, a right decorative unit 220 on the right side, and an operation mechanism unit 230 on the lower side. Speakers 67 (not shown in FIG. 1) for outputting sound are provided on the upper sides of the left decorative unit 210 and the right decorative unit 220. The operation mechanism unit 230 is provided with a handle (launch operation part) 60 for launching a game ball with a launch intensity corresponding to the rotation angle, a hitting ball supply dish (upper dish) 61 for storing game balls, and a surplus ball receiving dish (lower dish) 62 for storing game balls that cannot be completely accommodated in the hitting ball supply dish 61. Also, the operation mechanism unit 230 is provided with an effect button 63 and a select button (cross key) 64 that can be operated by the player during effects executed as the game progresses.
[0013] Next, the game board 2 will be described with reference to FIG. 2. As shown in FIG. 2, a game area 3 through which game balls launched by operating the handle 60 flow down is formed and surrounded by a rail member 4 on the game board 2. The game board 2 is also provided with a board lamp 5 (see FIG. 5) that can emit light in various emission colors. The game board 2 is an integrated unit of a plate-like member arranged on the front side and a back unit (a unit for attaching various control boards, an image display device 7, a harness, etc.) arranged on the back side.
[0014] A plurality of game pins for guiding game balls project in the game area 3. Near the center of the game area 3, an image display device (display means) 7, which is a liquid crystal display device, is arranged. On the display screen 7a of the image display device 7, there is an effect symbol display area for performing variable display and stop display of effect symbols (decorative symbols) 8L, 8C, 8R synchronized with the variable display (variable display) and stop display of the first special symbol and the second special symbol described later. The effect of displaying the effect symbols 8L, 8C, 8R is called an effect symbol variable effect. The effect symbol variable effect may also be referred to as a "decorative symbol variable effect" or simply a "variable effect".
[0015] The effect symbol display area consists of, for example, three effect symbol display areas of "left", "middle", and "right". The left effect symbol 8L is displayed in the left effect symbol display area, the middle effect symbol 8C is displayed in the middle effect symbol display area, and the right effect symbol 8R is displayed in the right symbol display area. Each of the effect symbols consists of a plurality of symbols (number symbols) representing numbers from, for example, "1" to "9". The image display device 7 clearly displays the results of the variable display of the first special symbol and the second special symbol (that is, the result of the big win lottery) displayed by the first special symbol display 41a and the second special symbol display 41b (see FIG. 3) described later according to the combination of the left, middle, and right effect symbols.
[0016] For example, when winning the jackpot, the performance symbols are stopped and displayed in a triple (jackpot stop mode) such as "777". Also, when losing, the performance symbols are stopped and displayed in a scattered pattern (losing stop mode) such as "637". This makes it easier for the player to grasp the progress of the game. That is, generally, the player grasps the result of the jackpot lottery not by the first special symbol display 41a or the second special symbol display 41b, but by the image display device 7. Note that the position of the performance symbol display area does not have to be fixed. Also, as a mode of the variable display of the performance symbols, for example, there is a mode of scrolling in the vertical direction. Also, it is possible to arbitrarily change which combination of performance symbols is stopped and displayed according to each lottery result.
[0017] In addition to the performance symbol variable performance using the performance symbols as described above, the image display device 7 displays on the display screen 7a a jackpot performance performed in parallel with the jackpot game, a demo performance (waiting performance) for waiting for customers, and the like. In the performance symbol variable display performance, in addition to performance symbols such as numbers, performance images other than performance symbols such as background images and character images are also displayed.
[0018] Also, on the display screen 7a of the image display device 7, there are a first hold display area 17a, a second hold display area 17b, a third hold display area 17c, and a fourth hold display area 17d that display the icon 9 according to the number of first special figure holds or the number of second special figure holds to be described later. The icons 9 displayed in these hold display areas 17a to 17d will be appropriately referred to as "hold icons 9Y". Note that the hold icon 9Y can be said to be an icon indicating that the jackpot determination process has not been executed yet.
[0019] If the hold icon 9Y is displayed only in the first hold display area 17a, it indicates that the number of special figure holds (first special figure hold or second special figure hold) is one. If the hold icon 9Y is displayed in the first hold display area 17a and the second hold display area 17b, it indicates that the number of special figure holds is two. If the hold icon 9Y is displayed in the first hold display area 17a, the second hold display area 17b, and the third hold display area 17c, it indicates that the number of special figure holds is three. If the hold icon 9Y is displayed in all the hold display areas 17a to 17d, it indicates that the number of special figure holds is four. In this way, by the display of the hold icon 9Y, the stored number of the first special figure hold displayed by the first special figure hold display 43a (see FIG. 3) described later, or the stored number of the second special figure hold displayed by the second special figure hold display 43b can be clearly shown to the player. In this embodiment, in the non-time-saving state described later, the stored number of the first special figure hold is displayed as the hold icon 9, and in the time-saving state described later, the stored number of the second special figure hold is displayed as the hold icon 9.
[0020] Also, on the display screen 7a of the image display device 7, an icon 9 indicating that the jackpot determination process has been executed is displayed in the display area 17x. The icon 9 displayed in the display area 17x will be appropriately referred to as "the icon 9X". When the hold icons 9Y displayed in the hold display areas 17a to 17d stop displaying after undergoing variable display of a special symbol, they shift (move) to the left adjacent hold display areas 17a to 17c. At this time, the hold icon 9Y displayed in the first hold display area 17a will shift to the display area 17x as the icon 9X.
[0021] Also, on the display screen 7a of the image display device 7, the pedestal 18x is displayed below the icon 9X displayed in the display area 17x. The pedestal 18x makes it easier for the player to grasp the display position of the icon 9X. Also, below each of the hold icons 9Y displayed in each of the hold display areas 17a to 17d, hold pedestals 18a to 18d are respectively displayed.
[0022] That is, below the hold icon 9Y displayed in the first hold display area 17a, a first hold pedestal 18a is displayed. The first hold pedestal 18a makes it easier for the player to grasp the display position of the hold icon 9Y displayed in the first hold display area 17a. Also, below the hold icon 9Y displayed in the second hold display area 17b, a second hold pedestal 18b is displayed. The second hold pedestal 18b makes it easier for the player to grasp the display position of the hold icon 9Y displayed in the second hold display area 17b. Also, below the hold icon 9Y displayed in the third hold display area 17c, a third hold pedestal 18c is displayed. The third hold pedestal 18c makes it easier for the player to grasp the display position of the hold icon 9Y displayed in the third hold display area 17c. Also, below the hold icon 9Y displayed in the fourth hold display area 17d, a fourth hold pedestal 18d is displayed. The fourth hold pedestal 18d makes it easier for the player to grasp the display position of the hold icon 9Y displayed in the fourth hold display area 17d.
[0023] In this embodiment, the form of the pedestal 18x is a white trapezoidal shape, while the forms of the hold pedestals 18a to 18d (the first hold pedestal 18a, the second hold pedestal 18b, the third hold pedestal 18c, the fourth hold pedestal 18d) are white rectangular shapes. Also, the pedestal 18x is arranged above the hold pedestals 18a to 18d. Thus, by the difference in the form and arrangement position (height) of the pedestal 18x and the forms and arrangement positions (heights) of the hold pedestals 18a to 18d, it becomes easier to distinguish the icon 9X arranged above the pedestal 18x from the hold icons 9Y arranged above the hold pedestals 18a to 18d.
[0024] Near the center of the gaming area 3 and in front of the image display device 7, a center decorative body 10 is arranged. At the lower part of the center decorative body 10, a stage part 11 is formed which can guide the game balls rolling on the upper surface to the first starting port 20 described later. Also, on the center decorative body 10, a board movable body (effect movable body) 15 that can move in front of the display screen 7a of the image display device 7 is provided. The board movable body 15 can move from the standby position shown in Fig. 2(A) to an operating position that hides most of the area (more than half of the area) of the display screen 7a in front of the display screen 7a.
[0025] As shown in Fig. 2, below the image display device 7 in the gaming area 3, a fixed prize device 19 having a first starting port (first starting winning port, ball entry port) 20 where the ease of entry of game balls does not always change is provided. The winning of game balls into the first starting port 20 triggers the lottery of the first special symbol (big win lottery, that is, the acquisition and determination of big win random numbers, etc.).
[0026] Also, below the first starting port 20 in the gaming area 3, a normal variable prize device (so-called electric chu, variable ball entry means) 22 having a second starting port (second starting winning port, ball entry port) 21 is provided. The winning of game balls into the second starting port 21 triggers the lottery of the second special symbol (big win lottery, that is, the acquisition and determination of big win random numbers, etc.).
[0027] The electric chu 22 includes a movable member (ball entry port opening and closing member) 23 and opens and closes the second starting port 21 by the operation of the movable member 23. The movable member 23 is driven by an electric chu solenoid 24 (see Fig. 4). The second starting port 21 can allow game balls to enter only when the movable member 23 is in the open state. That is, the second starting port 21 is a starting port where the ease of entry of game balls can change. Note that the electric chu 22 does not have to make it impossible for game balls to enter the second starting port 21 when it is in the closed state as long as it makes it easier for game balls to enter the second starting port 21 when the movable member 23 is in the open state than when it is in the closed state.
[0028] In addition, above the upper right of the first start port 20 in the game area 3, a big winning port device (special variable winning port device, special winning means) 31 having a big winning port (special winning port) 30 is provided. The big winning port device 31 includes an opening / closing member (special winning port opening / closing member) 32, and opens and closes the big winning port 30 by the operation of the opening / closing member 32. The opening / closing member 32 is driven by a big winning port solenoid 33 (see FIG. 4). The big winning port 30 allows game balls to enter only when the opening / closing member 32 is open.
[0029] In addition, above the big winning port 30 in the game area 3, a gate (passage area) 28 through which game balls can pass is provided. The passage of game balls through the gate 28 serves as an opportunity to execute a normal symbol lottery (that is, to obtain and determine a normal symbol random number (winning random number)) that determines whether or not to open the electric chute 22.
[0030] In addition, a normal winning port 27 is provided at the lower part of the game area 3. Also, at the lowermost part of the game area 3, an out port 16 is provided for discharging game balls that have been launched into the game area 3 but have not won in any of the winning ports.
[0031] In the game area 3 where various winning ports and the like are arranged in this way, there are a left game area (first game area) 3A on the left side of the center in the left-right direction and a right game area (second game area) 3B on the right side. The way of shooting game balls so that the game balls flow down in the left game area 3A is called left shooting. On the other hand, the way of shooting game balls so that the game balls flow down in the right game area 3B is called right shooting. In the pachinko game machine 1 of this embodiment, the flow path through which game balls flow when playing with left shooting is called the first flow path R1, and the flow path through which game balls flow when playing with right shooting is called the second flow path R2.
[0032] On the first flow path R1, the first start port 20, the normal winning port 27, and the out port 16 are provided. By performing left shooting so that the player's game balls flow down the first flow path R1, the player can aim to win in the first start port 20 and the normal winning port 27. Note that the gate 28 is not arranged on the first flow path R1. Therefore, the electric chute 22 is not opened when left shooting is being performed.
[0033] On one side, a gate 28, a big winning device 31, an electric chew 22, and an out port 16 are provided on the second flow path R2. By making a right shot so that the player flows down the second flow path R2, it is possible to aim at passing through the gate 28 and winning at the big winning opening 30 and the second start opening 21.
[0034] Also, as shown in FIG. 2, a display unit 40 is arranged at the center of the right side of the game board 2. As shown in FIG. 3, the display unit 40 includes a first special symbol display 41a that variably displays a first special symbol, a second special symbol display 41b that variably displays a second special symbol, and a normal symbol display 42 that variably displays a normal symbol. The display unit 40 also includes a first special symbol hold display 43a that displays the stored number of the operation hold (first special symbol hold) of the first special symbol display 41a, a second special symbol hold display 43b that displays the stored number of the operation hold (second special symbol hold) of the second special symbol display 41b, and a normal symbol hold display 44 that displays the stored number of the operation hold (normal symbol hold) of the normal symbol display 42.
[0035] The variable display of the first special symbol is triggered by the winning of a game ball at the first start opening 20. The variable display of the second special symbol is triggered by the winning of a game ball at the second start opening 21. In the following description, the first special symbol and the second special symbol may be collectively referred to as special symbols (identification symbols). Also, the first special symbol display 41a and the second special symbol display 41b may be collectively referred to as a special symbol display (identification symbol display means) 41. Also, the first special symbol hold and the second special symbol hold may be collectively referred to as a special symbol hold. Also, the first special symbol hold display 43a and the second special symbol hold display 43b may be collectively referred to as a special symbol hold display 43.
[0036] In the special symbol display 41, after variably displaying (fluctuating display) the special symbols and then stopping the display, the result of the lottery (special symbol lottery, jackpot lottery) based on winning the first start port 20 or the second start port 21 is notified. The special symbol to be stopped and displayed (stopped symbol, special symbol derived and displayed as the display result of variable display) is one special symbol selected from a plurality of types of special symbols by the special symbol lottery. When the stopped symbol is a predetermined specific special symbol (special symbol in a specific stop mode, that is, jackpot symbol), a jackpot game (special game) is performed to open the big winning port 30 in an opening pattern corresponding to the type of the stopped jackpot symbol (that is, the type of the won jackpot). The opening pattern of the big winning port 30 in the jackpot game will be described later.
[0037] The special symbol display 41 is composed of, for example, 8 LEDs arranged side by side, and displays special symbols according to the result of the jackpot lottery by its lighting mode. For example, when winning a jackpot (one of a plurality of types of jackpots described later), a jackpot symbol in which the LEDs at the 1st, 2nd, 5th, and 6th positions from the left are lit is displayed, such as "○○●●○○●●" (○: lit, ●: extinguished). Also, when it is a loss, a loss symbol in which only the LED at the far right is lit is displayed, such as "●●●●●●●○". A mode of extinguishing all the LEDs may be adopted as the loss symbol. Also, before the special symbol is stopped and displayed, the special symbol is variably displayed (variable display) for a predetermined variable time, and the mode of the variable display is, for example, a mode in which each LED lights up so that light repeatedly flows from left to right. Note that the mode of the variable display may be anything, such as all the LEDs flashing simultaneously as long as each LED is not stopped and displayed (lit display in a specific mode).
[0038] In this pachinko gaming machine 1, when a game ball wins a prize at the first start port 20 or the second start port 21, the values of various random numbers (judgment information) such as the jackpot random number obtained for the prize are temporarily stored in the special figure retention memory unit 85 (see FIG. 4). Specifically, if it is a prize at the first start port 20, it is stored in the first special figure retention memory unit 85a as the first special figure retention, and if it is a prize at the second start port 21, it is stored in the second special figure retention memory unit 85b as the second special figure retention. There is an upper limit to the number of special figure retentions that can be stored in each special figure retention memory unit 85, and each upper limit value in this embodiment is four. Note that each upper limit value is not limited to four and can be changed as appropriate.
[0039] The special figure retention stored in the special figure retention memory unit 85 is consumed when the variable display of the special symbol based on the special figure retention becomes possible. The consumption of the special figure retention means determining the jackpot random number etc. corresponding to the special figure retention and executing the variable display of the special symbol to show the determination result. Therefore, in this pachinko gaming machine 1, when the variable display of the special symbol based on the winning of a game ball at the first start port 20 or the second start port 21 cannot be performed immediately after the winning, that is, even when a winning occurs during the execution of the variable display of the special symbol or during the execution of the jackpot game, the right to the jackpot lottery for the winning can be reserved up to a predetermined number.
[0040] And the number of such special figure retentions is displayed on the special figure retention display 43. Specifically, the special figure retention display 43 is composed of, for example, four LEDs (see FIG. 3), and the number of special figure retentions is displayed by lighting the LEDs corresponding to the number of special figure retentions.
[0041] The variable display of the normal symbol is triggered by the passage of the game ball through gate 28. The normal symbol display 42 notifies the result of the normal symbol lottery based on the passage of the game ball through gate 28 by variably displaying (fluctuating display) the normal symbol and then stopping the display. The normal symbol to be stopped and displayed (the normal symbol for stop display, the normal symbol derived and displayed as the display result of the variable display) is one normal symbol selected from a plurality of types of normal symbols by the normal symbol lottery. When the stopped and displayed normal symbol is a predetermined specific normal symbol (the normal symbol in a predetermined stop mode, that is, the normal winning symbol), an auxiliary game is performed to open the second start port 21 in an opening pattern according to the current game state. The opening pattern of the second start port 21 will be described later.
[0042] Specifically, the normal symbol display 42 is composed of, for example, two LEDs (see Fig. 3), and displays a normal symbol corresponding to the result of the normal symbol lottery according to its lighting mode. For example, when the lottery result is a win, it displays a normal winning symbol in which both LEDs are lit, such as "○○" (○: lit, ●: extinguished). When the lottery result is a loss, it displays a normal losing symbol in which only the right LED is lit, such as "●○". It is also possible to adopt a mode in which all LEDs are extinguished as the normal losing symbol. Before the normal symbol is stopped and displayed, the normal symbol is variably displayed (fluctuating display) for a predetermined fluctuation time, and the mode of the variable display is, for example, a mode in which both LEDs alternately light up. The mode of the variable display can be anything, such as all LEDs flashing simultaneously as long as each LED is not stopped and displayed (lit in a specific mode).
[0043] In this pachinko machine 1, when there is a passage of a game ball through gate 28, the value of the normal symbol random number (winning random number) obtained for that passage is temporarily stored as normal symbol reservation in the normal symbol reservation memory section 86 (see Fig. 4). There is an upper limit to the number of normal symbol reservations that can be stored in the normal symbol reservation memory section 86, and the upper limit value in this embodiment is 4.
[0044] The general pattern reservation stored in the general pattern reservation memory unit 86 is consumed when variable display of the normal symbol based on the general pattern reservation becomes possible. The consumption of the general pattern reservation means determining the normal symbol random number (winning random number) corresponding to the general pattern reservation and executing the variable display of the normal symbol to show the determination result. Therefore, in this pachinko gaming machine 1, when the variable display of the normal symbol based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, even when a winning occurs during the execution of the variable display of the normal symbol or during the execution of the auxiliary game, the right to the normal symbol lottery for the passage can be reserved up to a predetermined number.
[0045] And the number of such general pattern reservations is displayed on the general pattern reservation display 44. Specifically, the general pattern reservation display 44 is composed of, for example, 4 LEDs (see Fig. 3), and displays the number of general pattern reservations by lighting the LEDs corresponding to the number of general pattern reservations.
[0046] 2. Electrical Configuration of the Gaming Machine Next, based on Figs. 4 and 5, the electrical configuration of this pachinko gaming machine 1 will be described. As shown in Figs. 4 and 5, the pachinko gaming machine 1 includes a main control board (game control board) 80 that controls game benefits such as jackpot lottery and transition of game states, a sub-control board (effect control board) 90 that controls effects executed as the game progresses, a payout control board 110 that controls the payout of game balls, and the like. The main control board 80 constitutes the main control unit, and the sub-control board 90, together with the image control board 100, sub-drive board 107, and audio control board 106 described later, constitutes the sub-control unit. Note that the sub-control unit only needs to include at least the sub-control board 90 and be able to control game effects using effect means (image display device 7, panel lamp 5, frame lamp 66, speaker 67, panel movable body 15, etc.).
[0047] The pachinko gaming machine 1 also includes a power supply board 150. The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the payout control board 110, and supplies necessary power to other devices via these boards. The power supply board 150 is provided with a backup power supply circuit 151. When power is not supplied to the pachinko gaming machine 1 due to power failure such as at the end of business or during a power outage, the backup power supply circuit 151 can supply power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later. Therefore, the information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when the pachinko gaming machine 1 experiences a power outage. Also, a power switch 155 is connected to the power supply board 150. By operating the ON / OFF of the power switch 155, the power supply can be switched between on and off. Note that a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, or a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.
[0048] As shown in FIG. 4, a one-chip microcomputer for game control (hereinafter referred to as the "game control microcomputer") 81 that controls the progress of the game of the pachinko gaming machine 1 according to a program is mounted on the main control board 80. The game control microcomputer 81 includes a ROM 83 that stores programs and the like for controlling the progress of the game, a RAM 84 used as a work memory, a CPU 82 that executes the programs stored in the ROM 83, and an I / O port section (input / output circuit) 87 for inputting and outputting data and signals. The RAM 84 is provided with the above-mentioned special figure retention storage section 85 and the general figure retention storage section 86. Note that the ROM 83 may be external.
[0049] The RAM 84 (memory means) is provided with the above-described special drawing reserved memory section 85 (first special drawing reserved memory section 85a and second special drawing reserved memory section 85b) and the general drawing reserved memory section 86. More specifically, as shown in FIG. 6(A), the first special drawing reserved memory section 85a is composed of four memory areas corresponding to the number of first special drawing reserves that can be stored. Also, as shown in FIG. 6(B), the second special drawing reserved memory section 85b is composed of four memory areas corresponding to the number of second special drawing reserves that can be stored. As shown in FIG. 6(C), each memory area is further divided into four memory areas. These four memory areas are an area for storing a jackpot random number, an area for storing a winning type random number, an area for storing a reach random number, and an area for storing a variation pattern random number, which will be described later.
[0050] Also, as shown in FIG. 4, various sensors and solenoids are connected to the main control board 80 via the relay board 88. Therefore, signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors include a first start port sensor 20a, a second start port sensor 21a, a gate sensor 28a, a big winning port sensor 30a, and a normal winning port sensor 27a.
[0051] The first start port sensor 20a is provided inside the first start port 20 and detects a game ball that has won in the first start port 20. The second start port sensor 21a is provided inside the second start port 21 and detects a game ball that has won in the second start port 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The big winning port sensor 30a is provided inside the big winning port 30 and detects a game ball that has won in the big winning port 30. The normal winning port sensor 27a is provided inside each normal winning port 27 and detects a game ball that has won in the normal winning port 27.
[0052] Also, the solenoids include an electric chute solenoid 24 and a big winning port solenoid 33. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The big winning port solenoid 33 drives the opening and closing member 32 of the big winning device 31.
[0053] Further, a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reservation display 43a, a second special symbol reservation display 43b, and a normal symbol reservation display 44 are connected to the main control board 80. That is, the display control of these displays 40 is performed by the game control microcomputer 81.
[0054]
[0053] Also, the main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. A prize ball payout device 120, a loan ball payout device 130, and a card unit 135 (installed adjacent to the pachinko game machine 1 and enabling ball lending based on information such as a prepaid card inserted therein) are connected to the payout control board 110, and a firing device 112 is connected via a firing control circuit 111. The firing device 112 includes a handle 60 (see FIG. 1).
[0055] The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out prize balls or drives the ball loan motor 131 of the loan ball payout device 130 to pay out loan balls based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko game machine 1. The paid-out prize balls are detected by a prize ball sensor 122 for counting. Also, the paid-out loan balls are detected by a ball loan sensor 132 for counting. When the player operates the handle 60 (see FIG. 1) of the firing device 112, the touch switch 114 detects contact with the handle 60, and the firing volume 115 detects the amount of rotation of the handle 60. Then, the firing motor 113 is driven so that the game balls are fired with a strength corresponding to the magnitude of the detection signal of the firing volume 115. In this pachinko game machine 1, a game ball is fired about once every 0.6 seconds.
[0056] In addition, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (for example, a circuit using a diode), not shown in the figure, as a communication direction regulating means is interposed between the main control board 80 and the sub-control board 90.
[0057] As shown in FIG. 5, on the sub-control board 90, a one-chip microcomputer for performance control (hereinafter referred to as "performance control microcomputer") 91 that controls the performance of the pachinko game machine 1 according to a program is mounted. The performance control microcomputer 91 (performance control means) includes a ROM 93 that stores a program for controlling the performance as the game progresses, a RAM 94 used as a work memory, a CPU 92 that executes the program stored in the ROM 93, and an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. Note that the ROM 93 may be external.
[0058] Also, as shown in FIG. 7(A), in the RAM 94, there are provided a first special figure hold performance storage section 95a capable of storing a first start winning command (to be described in detail later) specified based on winning at the first start port 20, a second special figure hold performance storage section 95b capable of storing a second start winning command (to be described in detail later) specified based on winning at the second start port 21, and a variable performance storage section (first storage area) 95c common to the first special symbol and the second special symbol. As shown in FIG. 7(B), the first special figure hold performance storage section 95a is divided into four storage areas (first storage area to fourth storage area) corresponding to the number of first special figure holds that can be stored. Also, as shown in FIG. 7(C), the second special figure hold performance storage section 95b consists of four storage areas (first storage area to fourth storage area) corresponding to the number of second special figure holds that can be stored.
[0059] Furthermore, as shown in FIG. 7(D), each memory area contains two memory areas. These two memory areas are a start winning command memory area for storing a start winning command, and an icon display mode data memory area for storing data indicating the display modes of icons 9 (pending icon 9Y, icon 9X) described later (pending change scenario data shown in FIG. 39, etc.). Note that the variable effect memory unit 95c also includes these four memory areas.
[0060] As shown in FIG. 5, an image control board 100, an audio control board 106, and a sub-drive board 107 are connected to the sub-control board 90. The effect control microcomputer 91 of the sub-control board 90 causes the CPU 102 of the image control board 100 to perform display control of the image display device 7 based on the commands received from the main control board 80.
[0061] The image control board 100 includes a ROM 103 that stores programs for controlling image display and the like, a RAM 104 used as a work memory, and a CPU 102 that executes the programs stored in the ROM 103. Note that the ROM 103 stores still image data and moving image data to be displayed on the image display device 7, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including effect symbols) and background images. The CPU 102 of the image control board 100 reads out the image data from the ROM 103 based on the commands from the effect control microcomputer 91, and then executes display control based on the read image data.
[0062] Also, based on the commands received from the main control board 80, the effect control microcomputer 91 outputs voices, music, sound effects, etc. from the speaker 67 via the voice control board 106. The voice data such as voices output from the speaker 67 is stored in the ROM 93 of the sub-control board 90. Note that a CPU may be mounted on the voice control board 106, and in that case, the CPU may execute voice control. Further, in this case, a ROM may be mounted on the voice control board 106, and the voice data may be stored in the ROM. Also, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute voice control. Further, in this case, the voice data may be stored in the ROM 103 of the image control board 100.
[0063] Also, based on the commands received from the main control board 80, the effect control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 via the sub-drive board 107 and the relay board 108. Specifically, the effect control microcomputer 91 creates light emission pattern data (data that determines the light emission mode of each lamp, such as lighting / extinguishing and emission color, also referred to as lamp data), and controls the light emission of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission pattern data. Note that the data stored in the ROM 93 of the sub-control board 90 is used to create the light emission pattern data.
[0064] Furthermore, based on the commands received from the main control board 80, the effect control microcomputer 91 can drive the panel movable body 15 via the sub-drive board 107 and the relay board 108. Specifically, the effect control microcomputer 91 sets the panel movable body drive data that determines the operation mode of the panel movable body 15 in a predetermined drive data buffer of the RAM 94. As a result, the panel movable body drive motor 15a rotates and drives, and the panel movable body 15 can move from the standby position shown in Fig. 2(A) to the operation position.
[0065] As a modification example, a CPU may be mounted on the sub-driving board 107, and the CPU may execute lamp lighting control or driving control of the board movable body 15 or the frame movable body 600. Further, in this case, a ROM may be mounted on the sub-driving board 107, and data related to lamp data and driving data may be stored in the ROM.
[0066] An effect button detection SW (switch) 63a and a select button detection switch 64a are connected to the sub-control board 90. The effect button detection switch 63a detects that the effect button 63 (see FIG. 1) has been pressed. When the effect button 63 is pressed, a detection signal is output from the effect button detection switch 63a to the sub-control board 90. The select button detection switch 64a detects that the select button 64 (see FIG. 1) has been pressed. When the select button 64 is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.
[0067] Note that FIGS. 4 and 5 are functional block diagrams for explaining the electrical configuration in the pachinko gaming machine 1, and not only the boards shown in FIGS. 4 and 5 are provided. Except for the main control board 80, any plurality of the boards shown in FIG. 4 or FIG. 5 may be configured as one board, or one board shown in FIG. 4 or FIG. 5 may be configured as a plurality of boards.
[0068] 3. Explanation of jackpot, etc. In the pachinko gaming machine 1 of this embodiment, as a result of the jackpot lottery (special symbol lottery), there are "jackpot" and "miss". In the case of "jackpot", a "jackpot symbol" is stopped and displayed on the special symbol display 41. In the case of "miss", a "losing symbol" is stopped and displayed on the special symbol display 41. When winning the jackpot, a "jackpot game" for opening the big winning opening (big winning opening 30) is executed in an opening pattern according to the type of the stopped special symbol (type of jackpot). The jackpot game is also referred to as a special game.
[0069] In this form, the jackpot game includes multiple rounds of round games (unit opening games), an opening (also denoted as OP) before the first round game starts, and an ending (also denoted as ED) after the last round game ends. Each round game starts when the OP ends or the previous round game ends, and ends when the next round game starts or the ED starts. The closing time (interval time) of the big winning opening between round games is included in the opening round game before the closing.
[0070] There are multiple types of jackpots. The types of jackpots are as shown in Fig. 8(A). As shown in Fig. 8(A), in this form, there are two types: the certain-variation jackpot and the normal jackpot. The "certain-variation jackpot" is a jackpot that will be controlled to a high-probability state described later after the jackpot game. The "normal jackpot" is a jackpot that will be controlled to a normal-probability state described later after the jackpot game.
[0071] The "10R certain-variation jackpot 1" that can be won in the lottery of Special Figure 1 (the first special symbol), or the "10R certain-variation jackpot 2" that can be won in the lottery of Special Figure 2 (the second special symbol), or the "10R normal jackpot 2" that can be won in the lottery of Special Figure 2 is a jackpot that opens the big winning opening 30 from 1R to 10R for up to 25.0 seconds per 1R as shown in Fig. 8(B). When winning the "certain-variation jackpot" by the lottery of Special Figure 1, "Special Figure 1 - Jackpot Symbol 1" will be stopped and displayed on the first special symbol display 41a. Also, when winning the "certain-variation jackpot" by the lottery of Special Figure 2, "Special Figure 2 - Jackpot Symbol 1" will be stopped and displayed on the second special symbol display 41b. Also, when winning the "normal jackpot" by the lottery of Special Figure 2, "Special Figure 2 - Jackpot Symbol 2" will be stopped and displayed on the second special symbol display 41b.
[0072] On the other hand, "4R Normal Jackpot 1" that can be won in the lottery of Special Figure 1 is a jackpot that opens the big winning opening 30 for up to 25.0 seconds per 1R from 1R to 4R as shown in Fig. 8(B). When winning the "Normal Jackpot" by the lottery of Special Figure 1, "Special Figure 1_Jackpot Symbol 2" is stopped and displayed on the first special symbol display 41a.
[0073] However, even when winning the "Normal Jackpot" and being controlled to the normal probability state after the jackpot game, it is controlled to the short-time state described later. The number of short-time times in this case is set to 100 times. The number of short-time times refers to the upper limit number of executions of the variable display of the special symbol in the short-time state. In this embodiment, as shown in Fig. 8(A), the jackpot distribution rate in the lottery of Special Figure 1 and the jackpot distribution rate in the lottery of Special Figure 2 are both set so that the probability-variable jackpot is 80% and the normal jackpot is 20%.
[0074] Here, in this pachinko gaming machine 1, the lottery for whether it is a jackpot is performed based on the "jackpot random number", and the lottery for the type of the won jackpot is performed based on the "winning type random number". As shown in Fig. 9(A), the jackpot random number takes values in the range of 0 to 65535. The winning type random number takes values in the range of 0 to 99. In addition to the jackpot random number and the winning type random number, there are a "reach random number" and a "variation pattern random number" in the random numbers obtained based on the winning in the first start opening 20 or the second start opening 21.
[0075] The reach random number is a random number that determines whether to generate a reach in the production symbol variation production indicating the result when the result of the jackpot determination is a miss. A reach is a state where among a plurality of production symbols, the production symbol being variably displayed remains one, and it is a state of a combination of production symbols indicating a jackpot win depending on which symbol the variably displayed production symbol stops and is displayed (for example, the state of "7↓7"). Note that the production symbol stopped and displayed in the reach state may be displayed as slightly shaking within the display screen 7a, or may be displayed as repeating expansion and contraction. This reach random number takes values in the range of 0 to 127.
[0076] In addition, the variable pattern random number is a random number for determining a variable pattern including a variable time. The variable pattern random number takes a value in the range of 0 to 99. Also, among the random numbers obtained based on passing through gate 28, there is a normal symbol random number (winning random number) shown in FIG. 9(B). The normal symbol random number is a random number for a lottery (normal symbol lottery) to determine whether or not to perform an auxiliary game for opening the electric chute 22. The normal symbol random number takes a value in the range of 0 to 255.
[0077] 4. Explanation of game states Next, the game states of the pachinko gaming machine 1 of this embodiment will be described. The special symbol display 41 and the normal symbol display 42 of the pachinko gaming machine 1 each have a probability variation function and a variation time shortening function. The state in which the probability variation function of the special symbol display 41 is operating is called a "high probability state", and the state in which it is not operating is called a "normal probability state (non-high probability state)". In the high probability state, the jackpot probability is higher than that in the normal probability state. That is, the jackpot determination is performed using a jackpot determination table in which the value of the jackpot random number determined to be a jackpot is larger than the jackpot determination table used in the normal probability state (see FIG. 10(A)). That is, when the probability variation function of the special symbol display 41 operates, the probability that the display result (i.e., the stop symbol) of the variable display of the special symbol by the special symbol display 41 becomes a jackpot symbol is higher than when it is not operating.
[0078] Also, the state in which the variable time shortening function of the special symbol display 41 is operating is referred to as the "time shortening state", and the state in which it is not operating is referred to as the "non-time shortening state". In the time shortening state, the variable time of the special symbol (the time from the start of variable display to the derived display of the display result) is shorter than in the non-time shortening state. That is, the determination of the variable pattern is performed using a special figure variable pattern table defined so that a variable pattern with a shorter variable time is selected more often than in the non-time shortening state (see Fig. 11). That is, when the variable time shortening function of the special symbol display 41 operates, a shorter variable time is more likely to be selected as the variable time of the variable display of the special symbol compared to when it is not operating. As a result, in the time shortening state, the pace of digestion of the special figure hold is accelerated, and a valid winning (a winning that can be stored as a special figure hold) to the start opening is likely to occur. Therefore, it is possible to aim for a big win under smooth game progress.
[0079] The probability variation function and the variable time shortening function of the special symbol display 41 may operate simultaneously or only one of them may operate. And the probability variation function and the variable time shortening function of the normal symbol display 42 are set to operate in synchronization with the variable time shortening function of the special symbol display 41. That is, the probability variation function and the variable time shortening function of the normal symbol display 42 operate in the time shortening state and do not operate in the non-time shortening state. Therefore, in the time shortening state, the winning probability in the normal symbol lottery is higher than in the non-time shortening state. That is, the determination of a win (the determination of the normal symbol) is performed using a normal symbol win determination table with more values of normal symbol random numbers (winning random numbers) determined to be wins than the normal symbol win determination table used in the non-time shortening state (see Fig. 10(C)). That is, when the probability variation function of the normal symbol display 42 operates, the probability that the display result of the variable display of the normal symbol by the normal symbol display 42 becomes a normal winning symbol is higher compared to when it is not operating.
[0080] Also, in the time-saving state, the variation time of the normal symbol is shorter than that in the non-time-saving state. In this embodiment, the variation time of the normal symbol is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (see Fig. 10(D)). Further, in the time-saving state, the opening time of the electric chute 22 in the auxiliary game is longer than that in the non-time-saving state (see Fig. 12). That is, the opening time extension function of the electric chute 22 is activated. In addition, in the time-saving state, the number of times the electric chute 22 is opened in the auxiliary game is more than that in the non-time-saving state (see Fig. 12). That is, the opening number increase function of the electric chute 22 is activated.
[0081] In the situation where the probability variation function and the variation time shortening function of the normal symbol display 42, and the opening time extension function and the opening number increase function of the electric chute 22 are activated, compared with the case where these functions are not activated, the electric chute 22 is frequently opened, and the game balls frequently win the second start port 21. As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes high. Therefore, the state in which these functions are activated is called the "high base state", and the state in which they are not activated is called the "low base state". In the high base state, it is possible to aim for a big win without significantly reducing the number of held game balls. Note that the high base state is a state in which so-called electric support control (control that supports winning the second start port 21 by the electric chute 22) is being executed. Therefore, the high base state is also referred to as the electric support control state or the easy ball entry state. On the other hand, the low base state is also referred to as the non-electric support control state or the non-easy ball entry state.
[0082] The high base state does not necessarily require all of the above functions to be activated. That is, if the activation of one or more of the probability variation function of the normal symbol display 42, the variation time shortening function of the normal symbol display 42, the opening time extension function of the electric chute 22, and the opening number increase function of the electric chute 22 makes the electric chute 22 more likely to be opened than when the function is not activated, it is sufficient. Also, the high base state may be controlled independently without being accompanied by the time-saving state.
[0083] In the pachinko gaming machine 1 of this embodiment, the gaming state after a jackpot game based on winning a high-probability jackpot is a high-probability state, a time-saving state, and a high-base state. This gaming state is particularly referred to as the "high-probability high-base state". As will be described later, the high-probability high-base state of this embodiment continues substantially until winning the next jackpot and starting the jackpot game thereafter. That is, the high-probability high-base state is a very advantageous state in which the player can obtain the winning of the next jackpot without significantly reducing the number of game balls in hand.
[0084] Also, the gaming state after a jackpot game based on winning a normal jackpot is a normal-probability state (non-high-probability state, that is, low-probability state), a time-saving state, and a high-base state. This gaming state is particularly referred to as the "low-probability high-base state". The low-probability high-base state ends when a variable display of special symbols is executed a predetermined number of times (100 times in this embodiment), or when winning a jackpot and starting the jackpot game.
[0085] In addition, when playing the pachinko gaming machine 1 for the first time, the gaming state after power-on is a normal-probability state, a non-time-saving state, and a low-base state. This gaming state is particularly referred to as the "low-probability low-base state". The low-probability low-base state may also be referred to as the "normal gaming state". Further, the state during the execution of a jackpot game (special game) shall be referred to as the "jackpot game state (special game state)". Furthermore, the state controlled to be in at least one of the high-probability state and the high-base state shall be referred to as the "privilege gaming state".
[0086] In a high base state such as a high certainty high base state or a low certainty high base state, it is more advantageous to advance the game ball into the right game area 3B (see Fig. 2) by hitting the ball to the right to progress the game. This is because, under power assist control, the power chute 22 is more likely to open compared to the low base state, making it easier to win at the second starting port 21 than to win at the first starting port 20. Therefore, while passing the game ball through the gate 28 which triggers the normal symbol lottery, a right hit is made to win the game ball at the second starting port 21. This enables obtaining a larger number of starting wins (wins at the starting ports) compared to hitting the ball to the left. In this pachinko gaming machine 1, the game is also played with a right hit even during a big win game.
[0087] On the other hand, in the low base state, it is more advantageous to advance the game ball into the left game area 3A (see Fig. 2) by hitting the ball to the left to progress the game. Since power assist control is not being executed, the power chute 22 is less likely to open compared to the high base state, making it easier to win at the first starting port 20 than to win at the second starting port 21. Therefore, a left hit is made to win the game ball at the first starting port 20. This enables obtaining a larger number of starting wins compared to hitting the ball to the right.
[0088] 5. Regarding the starting win command The pachinko gaming machine 1 of this embodiment is capable of executing a so-called advance notice performance as described later. The advance notice performance is a notice performance that suggests the big win expectancy (winning expectancy) or the probability variation big win expectancy for that starting win (i.e., special figure hold) before the win / loss determination immediately before the start of the special figure variation (variation display of the special symbol) based on the starting win command (winning information) specified based on the determination information (random number value such as a big win random number) obtained by the starting win. Note that the notice performance is a performance that suggests the big win expectancy (winning expectancy) before the determination result of whether it is a big win or a loss for the determination information obtained by the starting win is notified, so the advance notice performance is one type of notice performance.
[0089] As shown in FIG. 13, the start winning command generated in this embodiment consists of 2 bytes (a 1-byte upper command and a 1-byte lower command). This start winning command includes win / loss information indicating whether it is a big win or not. In this embodiment, if the value of the lower digit of the lower command (2 digits in hexadecimal) is "1" or "2", it includes win / loss information indicating a big win. Furthermore, the start winning command includes win type information indicating whether it is a probability-variable big win or a normal big win. In this embodiment, if the lower digit of the lower command is "1", it includes win type information indicating a probability-variable big win, and if it is "2", it includes win type information indicating a normal big win.
[0090] In addition, the start winning command includes start port information indicating which start port, the first start port 20 or the second start port 21, the winning occurred in, game state information indicating in which game state, the non-time-short state or the time-short state, the winning occurred in, special figure reserved ball number information indicating the number of special figure reserved balls at the time of winning, reach information indicating whether a reach is formed or not, SP reach information indicating whether an SP reach is formed or not, and the like. Here, an SP reach (super reach) is a reach with a longer variation time after the reach than a normal reach. Note that the start winning command only needs to include at least win / loss information indicating whether it is a big win or not, and what information is included in the start winning command can be changed as appropriate.
[0091] 6. Operation of the game control microcomputer 81 [Main Control Main Process] Next, the operation of the game control microcomputer 81 will be described based on FIGS. 14 to 28. Note that the counters, timers, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM 84. When the power of the pachinko game machine 1 is turned on, the game control microcomputer 81 provided on the main control board 80 reads out and executes the program of the main control main process shown in FIG. 14 from the ROM 83. As shown in the figure, in the main control main process, first, initial settings are performed (step S001). In the initial settings, for example, stack settings, constant settings, interrupt time settings, CPU 82 settings, SIO, PIO, CTC (circuit for managing interrupt time) settings, and reset of various flags, statuses, counters, etc. are performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initial settings (S001) are executed only once after the power is turned on and are not executed thereafter.
[0092] Next to the initial settings (S001), interrupts are prohibited (S002), and the normal symbol and special symbol main random number update process (S003) is executed. In this normal symbol and special symbol main random number update process (S003), the various random number counter values shown in FIG. 9 are incremented by 1 and updated. When each random number counter value reaches the upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be randomly changed. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like.
[0093] When the normal symbol and special symbol main random number update process (S003) ends, interrupts are enabled (S004). While interrupts are enabled, the main-side timer interrupt process (S005) can be executed. The main-side timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the CPU 82, for example, at a cycle of 4 msec. That is, it is executed, for example, at a cycle of 4 msec. Then, between the end of the main-side timer interrupt process (S005) and the start of the next main-side timer interrupt process (S005), the update process of various counter values by the normal symbol and special symbol main random number update process (S003) is repeatedly executed. When an interrupt pulse is input to the CPU 82 while interrupts are disabled, the main-side timer interrupt process (S005) is not started immediately, but is started after interrupts are enabled (S004).
[0094] [Main-side Timer Interrupt Process] Next, the main-side timer interrupt process (S005) will be described. As shown in FIG. 15, in the main-side timer interrupt process (S005), first, an output process (S101) is executed. In the output process (S101), commands and the like set in the output buffer provided in the RAM 84 of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like.
[0095] In the input process (S102) that is performed next to the output process (S101), detection signals detected by various sensors (first start port sensor 20a, second start port sensor 21a, big winning port sensor 30a, normal winning port sensor 27a, etc. (see FIG. 4)) attached to the pachinko game machine 1 are mainly read, and are stored (set) in the output buffer of the RAM 84 as prize ball information. Also, the detection signal from the bottom tray full switch that detects the fullness of the bottom tray 62 is also captured and stored in the output buffer of the RAM 84 as bottom tray full data.
[0096] The ordinary symbol and special symbol main random number update process (S103) to be performed next is the same as the ordinary symbol and special symbol main random number update process (S003) performed in the main control main process of FIG. 14. That is, the update process of various random number counter values (including the ordinary symbol random number counter value) shown in FIG. 9 is performed in both the execution period of the main side timer interrupt process (S005) and the other period (after the end of the main side timer interrupt process (S005) and until the next main side timer interrupt process (S005) starts).
[0097] Following the ordinary symbol and special symbol main random number update process (S103), the sensor detection process (S104), ordinary operation process (S105), and special operation process (S106) described later are executed. Then, other processes (S107) are executed to end the main side timer interrupt process (S005). As the other processes (S107), the second special symbol hold display 43b is controlled to a display mode indicating the number based on the number of balls held in the special figure 2 described later, or the first special symbol hold display 43a is controlled to a display mode indicating the number based on the number of balls held in the special figure 1 described later. Then, until an interrupt pulse is input to the CPU 82 next, the processes of steps S002 to S004 of the main control main process are repeatedly executed (see FIG. 14). When an interrupt pulse is input (after about 4 msec), the main side timer interrupt process (S005) is executed again. In the output process (S101) of the main side timer interrupt process (S005) executed again, commands and the like set in the output buffer of the RAM 84 in the previous main side timer interrupt process (S005) are output.
[0098] [Sensor Detection Process] As shown in FIG. 16, in the sensor detection process (S104), first, it is determined whether a game ball has passed through the gate 28, that is, whether a game ball has been detected by the gate sensor 28a (S201). If a game ball has passed through the gate 28 (YES in S201), the gate passing process described later is performed (S202). On the other hand, if a game ball has not passed through the gate 28 (NO in S201), the gate passing process (S202) is skipped and the process proceeds to step S203.
[0099] In step S203, it is determined whether a game ball has won a prize at the second start port 21, that is, whether a game ball has been detected by the second start port sensor 21a (S203). If a game ball has not won a prize at the second start port 21 (NO in S203), the process proceeds to step S209. However, if a game ball has won a prize at the second start port 21 (YES in S203), it is determined whether the number of special figure 2 reserved balls (the number of second special figure reservations, specifically, the value of the counter that counts the number of second special figure reservations provided in the RAM 84) has reached "4" (the upper limit) (S204). If the number of special figure 2 reserved balls has reached "4" (YES in S204), the process proceeds to step S209. However, if the number of special figure 2 reserved balls is less than "4" (NO in S204), 1 is added to the number of special figure 2 reserved balls (S205). Note that the upper limit of the number of special figure 2 reserved balls is not limited to "4" and can be changed as appropriate.
[0100] Subsequently, a special figure 2 related random number acquisition process is performed (S206). In the special figure 2 related random number acquisition process (S206), the jackpot random number counter value (label - TRND - A), the winning type random number counter value (label - TRND - AS), the reach random number counter value (label - TRND - RC), and the variation pattern random number counter value (label - TRND - T1) are acquired (that is, the random number value group shown in FIG. 9(A) is acquired).
[0101] Subsequently, a second start winning command specifying process is performed (S207). In the second start winning command specifying process (S207), based on the random number value group acquired in step S206, a start winning command (hereinafter also referred to as the "second start winning command") is specified using the start winning command specifying table shown in FIG. 13. As described above, the specified second start winning command includes win / loss information, winning type information, start port information, special figure reserved ball number information, reach information, SP reach information, and the like. The specified second start winning command is set in the output buffer of the RAM 84.
[0102] Then, the game control microcomputer 81 stores the random number value group (specific drawing 2 related random numbers) shown in FIG. 9(A) acquired in step S206 in the storage area corresponding to the current specific drawing 2 reserved ball number in the second specific drawing reserved memory unit 85b (S208). Specifically, when the specific drawing 2 reserved ball number is "1", the specific drawing 2 related random numbers are stored in the first storage area of the second specific drawing reserved memory unit 85b; when the specific drawing 2 reserved ball number is "2", the specific drawing 2 related random numbers are stored in the second storage area of the second specific drawing reserved memory unit 85b; when the specific drawing 2 reserved ball number is "3", the specific drawing 2 related random numbers are stored in the third storage area of the second specific drawing reserved memory unit 85b; when the specific drawing 2 reserved ball number is "4", the specific drawing 2 related random numbers are stored in the fourth storage area of the second specific drawing reserved memory unit 85b (see FIG. 6(B)).
[0103] Subsequently, in the sensor detection process (S104), it is determined whether a game ball has won a prize in the first start port 20, that is, whether a game ball has been detected by the first start port sensor 20a (S209). If a game ball has not won a prize in the first start port 20 (NO in S209), the process ends. However, if a game ball has won a prize in the first start port 20 (YES in S209), it is determined whether the specific drawing 1 reserved ball number (the number of specific drawing 1 reservations, specifically, the value of the counter that counts the number of specific drawing 1 reservations provided in the RAM 84) has reached "4" (the upper limit number) (S210). If the specific drawing 1 reserved ball number has reached "4" (YES in S210), the process ends. However, if the specific drawing 1 reserved ball number is less than "4" (NO in S210), "1" is added to the specific drawing 1 reserved ball number (S211). Note that the upper limit number of the specific drawing 1 reserved ball number is not limited to "4" and can be changed as appropriate.
[0104] Subsequently, a specific drawing 1 related random number acquisition process is performed (S212). In the specific drawing 1 related random number acquisition process (S212), the values of the jackpot random number counter (the value of label - TRND - A), the hit type random number counter (the value of label - TRND - AS), the reach random number counter (the value of label - TRND - RC), and the variation pattern random number counter (the value of label - TRND - T1) are acquired (that is, the random number value group shown in FIG. 9(A) is acquired).
[0105] Subsequently, the first start winning command specifying process is performed (S213). In the first start winning command specifying process (S213), based on the random number value group acquired in step S212, a start winning command (hereinafter also referred to as the "first start winning command") is specified using the start winning command specifying table shown in FIG. 13. As described above, the specified first start winning command includes win / loss information, winning type information, start port information, special figure reserved ball number information, reach information, SP reach information, etc. The specified first start winning command is set in the output buffer of the RAM 84.
[0106] Then, the game control microcomputer 81 stores the random number value group (special figure 1 related random numbers) shown in FIG. 9(A) acquired in step S212 in the storage area corresponding to the current special figure 1 reserved ball number in the first special figure reserved storage unit 85a (S214), and ends this process. Specifically, when the special figure 1 reserved ball number is "1", the special figure 1 related random numbers are stored in the first storage area of the first special figure reserved storage unit 85a; when the special figure 1 reserved ball number is "2", the special figure 1 related random numbers are stored in the second storage area of the first special figure reserved storage unit 85a; when the special figure 1 reserved ball number is "3", the special figure 1 related random numbers are stored in the third storage area of the first special figure reserved storage unit 85a; when the special figure 1 reserved ball number is "4", the special figure 1 related random numbers are stored in the fourth storage area of the first special figure reserved storage unit 85a (see FIG. 6(A)).
[0107] [Gate passing process] As shown in FIG. 17, in the gate passing process (S202), it is determined whether the normal symbol reserved ball number (the number of normal symbol reservations, specifically, the value of the counter that counts the number of normal symbol reservations provided in the RAM 84) is 4 or more (S301). If the normal symbol reserved ball number is 4 or more (YES in S301), the process ends. On the other hand, if the normal symbol reserved ball number is less than 4 (NO in S301), "1" is added to the normal symbol reserved ball number (S302), and the normal symbol random number acquisition process is performed (S303). In the normal symbol random number acquisition process (S303), the normal symbol random number counter value (the value of label - TRND - H, see FIG. 12(B)) is acquired, and the acquired random number value is stored in the storage area corresponding to the current normal symbol reserved ball number in the normal symbol reserved storage unit 86 of the RAM 84.
[0108] [Normal Operation Processing] The game control microcomputer 81 performs normal operation processing (S105) following the sensor detection processing (S104) (see FIG. 15). As shown in FIG. 18, in the normal operation processing (S105), first, it is determined whether the electric chewing gum 22 is in operation (S401). If the electric chewing gum 22 is not in operation (NO in S401), then it is subsequently determined whether the normal symbol is in the stopped display state (S402). If the normal symbol is not in the stopped display state (NO in S402), then it is subsequently determined whether the normal symbol is in the variable display state (S403). If the normal symbol is not in the variable display state (NO in S403), then it is subsequently determined whether the number of hold balls of the normal symbol is "0" (S404). If the number of hold balls of the normal symbol is "0" (YES in S404), this process ends.
[0109] If the number of hold balls of the normal symbol is not "0" in step S404 (NO in S404), a winning determination process is performed (S405). In the winning determination process (S405), the normal symbol random number counter value (the value of label - TRND - H) stored in the normal symbol hold memory unit 86 is read, and it is determined whether it is a win based on the normal symbol winning determination table shown in FIG. 10(C). Then, a symbol determination process is performed to set the normal symbol stop symbol data corresponding to the result of the winning determination in a predetermined storage area of the RAM 84 (S406). That is, in the symbol determination process (S406), if it is a "loss", data corresponding to the "normal symbol loss symbol" is set, and if it is a "win", data corresponding to the "normal win symbol" is set.
[0110] Subsequently, the game control microcomputer 81 performs normal symbol variable time determination processing (S407). In the normal symbol variable time determination processing (S407), referring to the normal symbol variable pattern selection table shown in FIG. 10(D), if the game state is the time - shortening state, a normal symbol variable pattern with a variable time of 1 second for the normal symbol is selected. On the other hand, if the game state is the non - time - shortening state, a normal symbol variable pattern with a variable time of 30 seconds for the normal symbol is selected.
[0111] Next, the game control microcomputer 81 decrements the number of ordinary symbol hold balls by one (S408). Then, while shifting each storage location (memory area) of the ordinary symbol holds in the ordinary symbol hold memory unit 86 by one position toward the side to be read from the current position, the memory area corresponding to the fourth hold in the ordinary symbol hold memory unit 86 (the memory area farthest from the side to be read) is cleared (S409). In this way, the ordinary symbol holds are consumed in the order in which they are held. After that, the game control microcomputer 81 starts the variable display of the ordinary symbol with the ordinary symbol variable pattern selected in step S407 (S410). Along with this, in order to notify the sub-control board 90 of the start of the ordinary symbol variation, an ordinary symbol variation start command is set.
[0112] If the variable display of the ordinary symbol is in progress in step S403 described above (YES in S403), then subsequently, it is determined whether or not the variable time of the ordinary symbol has elapsed (S411). If it has not elapsed, the process ends. On the other hand, if it has elapsed (YES in S411), the variable display of the ordinary symbol is stopped with the display result (ordinary winning symbol or ordinary losing symbol) according to the determination result of the ordinary symbol random number (S412). Then, while setting an ordinary symbol variation stop command for notifying the sub-control board 90 of the stop of the ordinary symbol variation (S413), the stop time of the ordinary symbol is set (S414) and this process ends.
[0113] Also, if the normal symbol is in the stop display state in step S402 above (YES in S402), then subsequently, it is determined whether the stop time of the normal symbol set in step S414 has elapsed (S415). If it has not elapsed, the process ends. On the other hand, if it has elapsed (YES in S415), it is determined whether the normal winning symbol's normal stop symbol data is set (S416). If it is not the data of the normal winning symbol (that is, if it is not a win (NO in S416)), this process ends. On the other hand, if it is the data of the normal winning symbol (that is, if it is a win (YES in S416)), the release pattern of the electric chute 22 is set (S417). Specifically, if it is in the time-saving state, the release pattern during the time-saving state (refer to the electric chute release TBL2 in FIG. 12) is set as the release pattern of the electric chute 22. In contrast, if it is in the non-time-saving state, the release pattern during the non-time-saving state (refer to the electric chute release TBL1 in FIG. 12) is set as the release pattern of the electric chute 22. Then, according to the release pattern set in step S417, the electric chute 22 is activated (S418).
[0114] Also, if the electric chute 22 is operating in step S401 above (YES in S401), then subsequently, it is determined whether the operating time of the electric chute 22 has elapsed (S419). If it has not elapsed, the process ends. On the other hand, if it has elapsed (YES in S419), the operation of the electric chute 22 is terminated (S420).
[0115] [Special operation process] The game control microcomputer 81 performs a special operation process (S106) following the normal operation process (S105) (see Fig. 15). As shown in Fig. 19, in the special operation process (S106), the processing related to the special symbol display 41 and the big winning device 31 is divided into four stages, and "special operation status 1, 2, 3, 4" are assigned to each of these stages. Then, when the "special operation status" is "1" (YES in S1301), the game control microcomputer 81 performs a special symbol standby process (S1302). When the "special operation status" is "2" (NO in S1301, YES in S1303), it performs a special symbol variation process (S1304). When the "special operation status" is "3" (NO in both S1301 and S1303, YES in S1305), it performs a special symbol determination process (S1306). When the "special operation status" is "4" (all of S1301, S1303, and S1305 are NO), it performs a special electric accessory process (S1307). Note that the special operation status is "1" in the initial setting.
[0116] [Special symbol standby process] As shown in Fig. 20, in the special symbol standby process (S1302), first, it is determined whether the number of held balls in the second start port 21 (i.e., the number of special symbol 2 held balls) is "0" (S1401). If the number of special symbol 2 held balls is "0" (YES in S1401), that is, when there is no memory of the random number counter value group obtained due to winning in the second start port 21, it is determined whether the number of held balls in the first start port 20 (i.e., the number of special symbol 1 held balls) is "0" (S1407). And when the number of special symbol 1 held balls is also "0" (YES in S1407), that is, when there is no memory of the random number counter value group obtained due to winning in the first start port 20 either, it is determined whether the customer waiting flag is ON (S1415). If it is ON (YES in S1415), this process ends. If it is not ON (NO in S1415), a customer waiting command is set in the output buffer of the RAM 84 (S1416), the customer waiting flag is turned ON (S1417), and this process ends.
[0117] In step S1401, if the number of held balls in Special Figure 2 is not "0" (NO in S1401), that is, if there is one or more pieces of stored random number counter value groups (held information in Special Figure 2) obtained due to winning the second start port 21, then the Special Figure 2 jackpot determination process (S1402) and the Special Figure 2 variation pattern selection process (S1403) described later are performed. After that, the game control microcomputer 81 decrements the number of held balls in Special Figure 2 by 1 (S1404). Then, the storage location (memory area) of each counter value in the second special figure held memory unit 85b is shifted one position to the side from which it is read currently, and the memory area corresponding to the first held item in the second special figure held memory unit 85b is cleared (S1405). Subsequently, the game control microcomputer 81 executes the Special Figure 2 variation start process (S1406) and proceeds to step S1413. In the Special Figure 2 variation start process (S1406), the special operation status is set to "2", and the variation start command is set in the output buffer of the RAM 84 to start the variation display of the second special symbol. Note that the variation start command (also referred to as the Special Figure 2 variation start command) set in the Special Figure 2 variation start process (S1406) includes the information of the special figure stop symbol data set in the Special Figure 2 jackpot determination process (S1402) and the information of the variation pattern (information including the variation time information) set in the Special Figure 2 variation pattern selection process (S1403).
[0118] Also, when the number of hold balls in Special Figure 2 is "0" but the number of hold balls in Special Figure 1 is not "0" (YES in S1401 and NO in S1407), that is, when there is no hold information for Special Figure 2 but there is one or more pieces of stored random number counter value groups (hold information for Special Figure 1) obtained due to winning the first start port 20, the Special Figure 1 jackpot determination process (S1408) and the Special Figure 1 variation pattern selection process (S1409) described later are performed. After that, the game control microcomputer 81 decrements the number of hold balls in Special Figure 1 by 1 (S1410). Then, the storage location (memory area) of various counter values in the first special figure hold memory unit 85a is shifted one position to the side to be read from the current position, and the memory area corresponding to the fourth hold in the first special figure hold memory unit 85a (the memory area farthest from the side to be read) is cleared (S1411). In this way, the first special figure holds are consumed in the order in which they are held. Subsequently, the game control microcomputer 81 executes the Special Figure 1 variation start process (S1412) and proceeds to step S1413. In the Special Figure 1 variation start process (S1412), the special operation status is set to "2", and the variation start command is set in the output buffer of the RAM 84 to start the variation display of the first special symbol. Note that the variation start command (also referred to as the Special Figure 1 variation start command) set in the Special Figure 1 variation start process (S1412) includes the information of the special figure stop symbol data set in the Special Figure 1 jackpot determination process (S1408) and the information of the variation pattern (information including the variation time information) set in the Special Figure 1 variation pattern selection process (S1409).
[0119] When proceeding to step S1413, it is determined whether the customer waiting flag is ON. If it is ON, the customer waiting flag is turned OFF (S1414), and the process ends. As described above, in this embodiment, the variation display of the special symbol based on the first special figure hold is performed only when the second special figure hold is "0" (when YES in S1401). That is, the digestion of the second special figure hold is executed with priority over the digestion of the first special figure hold.
[0120] [Special Drawing 2 Jackpot Determination Process (Special Drawing 1 Jackpot Determination Process)] The Special Drawing 2 Jackpot Determination Process (S1402) and the Special Drawing 1 Jackpot Determination Process (S1408) have the same processing flow, so they will be explained together based on FIG. 21. As shown in FIG. 21, in the Special Drawing 2 Jackpot Determination Process (S1402) or the Special Drawing 1 Jackpot Determination Process (S1408), first, as a determination value, the jackpot random number counter value (the value of Label - TRND - A) is read (S1501). Specifically, in the Special Drawing 2 Jackpot Determination Process (S1402), the jackpot random number counter value stored in the first storage area (see FIG. 6(B)) of the second special drawing reserved storage unit 85b of the RAM 84 is read. Also, in the Special Drawing 1 Jackpot Determination Process (S1408), the jackpot random number counter value stored in the first storage area (see FIG. 6(A)) of the first special drawing reserved storage unit 85a of the RAM 84 is read.
[0121] Next, the jackpot determination table (FIG. 10(A)) is set (S1502). Then, it is determined whether the probability change flag is ON, that is, whether it is in the high - probability state (S1503). And if it is not in the high - probability state (NO in S1503), that is, if it is in the normal - probability state (non - high - probability state), it is determined whether it is a jackpot based on the non - high - probability - state table (jackpot determination value is from "0" to "218") in the jackpot determination table (FIG. 10(A)) (S1504). On the other hand, if it is in the high - probability state (YES in S1503), it is determined whether it is a jackpot based on the high - probability - state table (jackpot determination value is from "0" to "1499") in the jackpot determination table (FIG. 10(A)) (S1505).
[0122] If the result of the big win determination (S1504, S1505) is "big win", the big win type random number counter value (value of label - TRND - AS) is read, and the win type is determined based on the big win type determination table shown in Fig. 8(A) (S1506). After determining the win type (S1506), the big win flag is turned ON (S1507), and the special figure stop symbol data corresponding to the win type (see Fig. 8(B)) is set in the win type buffer provided in the RAM84 (S1508), and the process ends. On the other hand, if the result of the big win determination (S1504, S1505) is "loss", the special figure stop symbol data corresponding to the loss symbol is set (S1508), and the process ends.
[0123] [Special figure 2 variation pattern selection process (special figure 1 variation pattern selection process)] The special figure 2 variation pattern selection process (S1403) and the special figure 1 variation pattern selection process (S1409) have the same processing flow, so they will be explained together based on Figs. 22 and 23. As shown in Fig. 22, in the special figure 2 variation pattern selection process (S1403) or the special figure 1 variation pattern selection process (S1409), first, it is determined whether the game state is the time - shortening state (whether the time - shortening flag is ON) (S1601).
[0124] If it is not in the time - shortening state (NO in S1601), that is, if it is in the non - time - shortening state, then it is subsequently determined whether the big win flag is ON (S1602). If it is ON (YES in S1602), referring to the non - time - shortening state big win normal table (the part of the special figure variation pattern determination table shown in Fig. 11 that corresponds to the non - time - shortening state and big win), the variation pattern is selected based on the variation pattern random number counter value (value of label - TRND - T1) (S1603). As shown in Fig. 11, once the variation pattern is determined, the variation time is also determined.
[0125] In this pachinko gaming machine 1, a variation pattern is selected so that a SP reach (super reach) with a longer variation time after the reach than in a normal reach can be executed. In the SP reach, the distribution rate of various variation patterns is set so that the winning expectancy (expectancy for a big win, winning probability) becomes higher than in the normal reach (see Fig. 11). Therefore, when the player sees a SP reach with a long variation time, the player can recognize that the winning expectancy is higher than in the normal reach.
[0126] In step S1602 shown in Fig. 22, if the big win flag is not ON, it is determined whether the reach random number counter value (value of label - TRND - RC) is a reach establishment random number value (S1604). As shown in Fig. 10(B), the reach establishment random number value is "0" to "13" in the non - time - shortening state and "0" to "5" in the time - shortening state. That is, in the time - shortening state, it is less likely to get a reach in a losing case than in the non - time - shortening state. This is to accelerate the digestion speed of the special figure reservation by making more reachless losing cases with a short variation time be selected in the time - shortening state.
[0127] When the reach random number counter value is a reach establishment random number value (YES in S1604), that is, in the case of a losing reach with a reach, a non - time - shortening state losing reach with a reach table (the part of the special figure variation pattern determination table shown in Fig. 11 that corresponds to the non - time - shortening state and a losing reach with a reach) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1605).
[0128] On the other hand, when the reach random number counter value is not the reach establishment random number value (NO in S1604), that is, in the case of a non-reach loss, a non-time-short state non-reach loss table (the part corresponding to the non-time-short state and non-reach loss in the special figure variation pattern determination table shown in FIG. 11) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1606). In this case of non-reach loss, a function of shortened variation according to the number of held balls is in effect. That is, when the number of held balls of the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of held balls of the special symbol is "0" to "2".
[0129] Also, in step S1601, when it is determined that the game state is a time-short state (YES in S1601), as shown in FIG. 23, the process (S1607 to S1611) is performed in the same flow as steps S1602 to S1606 above, except that the special figure variation pattern determination table to be referred to is the table during the time-short state (the part corresponding to the time-short state in the special figure variation pattern determination table shown in FIG. 11).
[0130] That is, in the case of a big win, a variation pattern is selected based on the variation pattern random number counter value by referring to the part corresponding to the time-short state and big win in FIG. 11 (S1608). Also, in the case of a reach-with-loss, a variation pattern is selected based on the variation pattern random number counter value by referring to the part corresponding to the time-short state and reach-with-loss in FIG. 11 (S1610). Also, in the case of a non-reach loss, a variation pattern is selected based on the variation pattern random number counter value by referring to the part corresponding to the time-short state and non-reach loss in FIG. 11 (S1611).
[0131] In addition, in the special symbol variation pattern determination table during the time-saving state (the part corresponding to the time-saving state in the special symbol variation pattern determination table shown in FIG. 11), the function of shortening the variation according to the number of balls on hold at the time of a non-reach loss works when the number of balls on hold is from "2" to "4". That is, it is easier to select a shortened variation than in the non-time-saving state. Also, the variation time as the shortened variation is shorter during the time-saving state than in the non-time-saving state. That is, the special symbol variation pattern determination table during the time-saving state is a table with a shorter variation time than the special symbol variation pattern determination table in the non-time-saving state.
[0132] After selecting the variation pattern as described above, as shown in FIG. 22, the selected variation pattern is set (S1612), and this process ends. The information on the variation pattern set in step S1612 is included in the variation start command set in step S1406 or S1412 in the special symbol standby process (S1302) and is sent to the sub-control board 90 by the output process (S101).
[0133] [Special symbol variation in progress process] As shown in FIG. 24, in the special symbol variation in progress process (S1304), first, it is determined whether the variation time of the special symbol (the variation time determined according to the variation pattern selected in step S1403 or S1409, see FIG. 11) has elapsed (S1801). If it has not elapsed (NO in S1801), this process immediately ends. Thereby, the variation display of the special symbol continues.
[0134] On the other hand, if the variation time has elapsed (YES in S1801), a variation stop command is set (S1802), and the special operation status is set to "3" (S1803). Then, after performing other processes such as stopping the variation display of the special symbol with the symbol (big win symbol or loss symbol) corresponding to the set special symbol stop symbol data (S1804), this process ends.
[0135] [Special Symbol Determination Process] As shown in FIG. 25, in the special symbol determination process (S1306), first, it is determined whether or not the stop time of the special symbol (the stop time determined according to the variation pattern selected in step S1403 or S1409, see FIG. 11) has elapsed (S1901). If it has not elapsed (NO in S1901), this process is immediately terminated. As a result, the stop display of the special symbol continues. On the other hand, if the stop time has elapsed (YES in S1901), the game state management process described later is performed (S1902).
[0136] Next, it is determined whether or not the jackpot flag is ON (S1903). If the jackpot flag is ON (YES in S1903), an opening pattern corresponding to the type of the selected jackpot (see FIG. 8(B) in detail) is set (S1904). At this time, the value of the round counter that counts the number of unit opening games (round games) executed during the jackpot game is set to the number of rounds corresponding to the type of the selected jackpot. Note that the setting of the opening pattern (the setting of data according to the opening pattern) may be performed for each round.
[0137] Subsequent to step S1904, the game control microcomputer 81 performs a game state reset process (S1905). In the game state reset process (S1905), first, if the probability variation flag is ON, it is turned OFF, and if the time shortening flag is ON, it is turned OFF. That is, during the execution of the jackpot game, it is controlled to be in a non-high probability state and a non-time shortening state. Then, in order to start the jackpot game, a jackpot opening command is set (S1906), and the opening of the jackpot game is started (S1907). Then, the special operation status is set to "4" (S1908), and this process is terminated.
[0138] Also, if the jackpot flag is not ON in step S1903 (NO in S1903), since the jackpot game is not started, the special operation status is set to "1" (S1909), and this process is terminated.
[0139] [Game state management process] As shown in FIG. 26, in the game state management process (S1902), first, it is determined whether the time shortening flag is ON (S2001). If it is ON (YES in S2001), the value of the time shortening counter that counts the number of fluctuations of the special symbol executed during the time shortening state is decremented by 1 (S2002), and it is determined whether the value of the time shortening counter is "0" (S2003). If it is "0" (YES in S2003), the time shortening flag is turned OFF (S2004), and the process proceeds to step S2005. If the determination result in step S2001 or S2003 is NO, the process immediately proceeds to step S2005. In step S2005, a game state designation command including information on the current game state (information on whether the probability variation flag and the time shortening flag are ON or OFF), information on the value of the time shortening counter, etc. is set in the output buffer of the RAM 84, and this process ends.
[0140] [Special electric accessory process (big win game)] As shown in FIG. 27, in the special electric accessory process (S1307), first, it is determined whether the big win end flag is ON (S2201). The big win end flag is a flag indicating that all openings of the big winning opening 30 have ended in the ongoing big win game.
[0141] If the big win end flag is not ON (NO in S2201), it is determined whether the big winning opening 30 is in the open state (S2202). If it is not in the open state (NO in S2202), it is determined whether the time has come to open the big winning opening 30, that is, whether the opening time of the big win game has elapsed and the opening start time in the first round game has arrived, or whether the interval time (closing time) until the once-closed big winning opening 30 is opened again has elapsed and the opening start time has arrived (S2203).
[0142] If the determination result in step S2203 is NO, the process ends as it is. On the other hand, if the determination result in step S2203 is YES, the big winning opening 30 is opened according to the opening pattern corresponding to the type of big win (see FIG. 8(B)) (S2204).
[0143] In the subsequent step S2205, a round designation command transmission determination process is performed. In the round designation command transmission determination process (S2205), it is determined whether the opening of the big winning opening 30 in step S2204 is the first opening during one round game. If so, a round designation command including information on the number of rounds of the ongoing big win game is set in the output buffer of the RAM84. In this embodiment, the big winning opening 30 is not opened multiple times during one round game. Therefore, in this step S2205, a round designation command is always set.
[0144] In step S2202 of the special electric accessory process (S1307), if the big winning opening 30 is open (YES in S2202), it is determined whether the closing condition of the big winning opening 30 is satisfied (S2206). In this embodiment, the closing condition is that the number of winning times at the big winning opening 30 in that round game has reached the specified maximum number of winning times (8 times per 1R in this embodiment), or the time to close the big winning opening 30 has arrived (that is, a predetermined opening time (see Fig. 8(B)) has elapsed since the big winning opening 30 was opened). If the closing condition of the big winning opening 30 is not satisfied (NO in S2206), the process ends.
[0145] On the other hand, if the closing condition of the big winning opening 30 is satisfied (YES in S2206), the big winning opening 30 is closed (blocked) (S2207). Then it is determined whether one round game ends due to the closing in step S2207 (S2208). If one round game does not end (NO in S2208), this process ends. On the other hand, if one round game ends (YES in S2208), the value of the round counter is decremented by 1 (S2209), and it is determined whether the value of the round counter is "0" (S2210). If it is not "0" (NO in S2210), the process ends as it is to start the next round game.
[0146] If it is "0" on one side (YES in S2210), as a jackpot end process for ending the jackpot game, a jackpot ending command is set (S2211), and the jackpot ending is started (S2212). Then, a jackpot end flag is set (S2213), and the process ends.
[0147] Also, if the jackpot end flag is ON in step S2201 (YES in S2201), since the final round has ended, it is determined whether the jackpot ending time has elapsed (S2214). If the ending time has not elapsed (NO in S2214), the process ends. On the other hand, if the ending time has elapsed (YES in S2214), the jackpot end flag is turned OFF (S2215), the jackpot flag is turned OFF (S2216), and the special operation status is set to "1" (S2217). As a result, in the next main-side timer interrupt process (S005), the special symbol standby process (S1302) is executed again as a special operation process (see FIG. 19). Then, the game state setting process (S2218) described later is performed, and this process ends.
[0148] [Game State Setting Process] As shown in FIG. 28, in the game state setting process (S2218), first, it is determined whether the type of jackpot is a probability-variable jackpot (the stopped symbol is the special symbol 1_jackpot symbol 1 or the special symbol 2_jackpot symbol 1, see FIG. 8(A)) (S2301). If it is not a probability-variable jackpot (NO in S2301), the time-shortening flag is turned ON (S2305), "100" is set in the time-shortening counter (S2306), and the process proceeds to step S2307. As a result, the game state after this jackpot game becomes the normal probability state and the time-shortening state and the high base state (that is, the low probability high base state). This low probability high base state ends when either the variable display of the special symbol is performed 100 times or the next jackpot is won.
[0149] On the one hand, if it is a certain-variation big win in step S2301, the certain-variation flag is turned on (S2302), and the time-shortening flag is also turned on (S2303). Then, "10000" is set in the time-shortening counter (S2304), and the process proceeds to step S2307. As a result, the gaming state after this big win game becomes a high-probability state, a time-shortening state, and a high-base state (i.e., a high-probability high-base state). This high-probability high-base state will continue substantially until winning the next big win. That is, the certain-variation flag will not be turned off until the next big win game starts. And since it is almost impossible for the variable display of the special symbol to be executed until the value of the time-shortening counter changes from "10000" to "0", the time-shortening flag will also not be turned off until the next big win game starts.
[0150] In step S2307, a game state designation command including information on the current game state (information on whether the certain-variation flag and the time-shortening flag are on or off), information on the value of the time-shortening counter, etc. is set in the output buffer of RAM84, and this process ends.
[0151] 7. Operation of the effect control microcomputer 91 [Sub-control main process] Next, the operation of the effect control microcomputer 91 will be described based on FIGS. 29 to 32. Note that the counters, timers, flags, statuses, buffers, etc. that appear in the description of the operation of the effect control microcomputer 91 are provided in RAM94. When the power of the pachinko gaming machine 1 is turned on, the effect control microcomputer 91 provided on the sub-control board 90 reads out and executes the program of the sub-control main process shown in FIG. 29 from ROM93. As shown in the figure, in the sub-control main process, first, CPU initialization processing is performed (S4001). In the CPU initialization processing (S4001), settings such as stack setting, constant setting, setting of CPU92, settings of SIO, PIO, CTC (a circuit for managing interrupt time), etc. are performed.
[0152] Subsequently, it is determined whether the power-off signal is ON and whether the content of the RAM 94 is normal (S4002). If the determination result is NO, the RAM 94 is initialized (S4003), and the process proceeds to step S4004. On the other hand, if the determination result is YES (YES in S4002), the process proceeds to step S4004 without initializing the RAM 94. That is, when the power-off signal is not ON, or even if the power-off signal is ON but the content of the RAM 94 is not normal (NO in S4002), the RAM 94 is initialized. However, when the power-off signal becomes ON due to a power failure or the like but the content of the RAM 94 is kept normal (YES in S4002), the RAM 94 is not initialized. Note that if the RAM 94 is initialized, the values of various flags, statuses, counters, etc. are reset. Also, steps S4001 to S4003 are executed only once after power-on and are not executed thereafter.
[0153] In step S4004, interrupts are prohibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various effect determination random number counters are updated. When the random number seed update process (S4005) ends, a command transmission process is executed (S4006). In the command transmission process, various commands stored in the output buffer in the RAM 94 of the sub-control board 90 are transmitted to the image control board 100. The image control board 100 that has received the command executes various effects (effect symbol variation effects, opening effects, round effects, ending effects, icon change notice effects described later, degradation effects described later, pedestal change effects described later, return effects described later, etc.) using the image display device 7 according to the command.
[0154] Note that as the image control board 100 executes various effects, the sub-control board 90 outputs sound from the speaker 67 via the audio control board 106, causes the frame lamp 66 and the panel lamp 5 to emit light via the sub-drive board 107, or drives the panel movable body 15. Subsequently, the microcomputer 91 for effect control permits interrupts (S4007). Thereafter, steps S4004 to S4007 are looped. While interrupts are permitted, reception interrupt processing (S4008), 1 ms timer interrupt processing (S4009), and 10 ms timer interrupt processing (S4010) can be executed.
[0155] [Reception Interrupt Processing] In the reception interrupt processing (S4008), as shown in FIG. 30, it is determined whether the strobe signal (STB signal) is ON, that is, whether the strobe signal sent from the main control board 80 is input to the external INT input section of the microcomputer 91 for effect control (S4101). If the strobe signal is not ON, the process ends. If it is ON, various commands sent from the main control board 80 are stored in the reception buffer of the RAM 94 (S4102). This reception interrupt processing is a process that is executed with priority over other interrupt processes (S4009, S4010).
[0156] [1 ms Timer Interrupt Processing] The 1 ms timer interrupt processing (S4009) is executed each time an interrupt pulse with a 1 msec period is input to the sub-control board 90. As shown in FIG. 31, in the 1 ms timer interrupt processing (S4009), first, input processing (S4201) is performed. In the input processing (S4201), switch data (edge data and level data) is created based on the detection signal from the effect button detection switch 63a (see FIG. 5).
[0157] Subsequently, lamp data output processing (S4202) is performed. In the lamp data output processing (S4202), in order to cause the frame lamp 66 and the panel lamp 5 to emit light at a timing suitable for the effect, the lamp data created in the other processing (S4304) in the 10 ms timer interrupt processing described later is output to the sub-drive board 107. That is, according to the lamp data, the frame lamp 66 and the frame lamp 66 are caused to emit light in a predetermined light emission mode.
[0158] Next, drive control processing (S4203) is performed. In the drive control processing (S4203), in order to drive the panel movable body 15 at a timing suitable for the effect, drive data (data for driving the panel movable body 15) is created and output. That is, according to the drive data, the panel movable body drive motor 15a for moving the panel movable body 15 is driven.
[0159] Then, watchdog timer processing (S4204) for resetting the watchdog timer is performed to end this processing.
[0160] [10 ms Timer Interrupt Processing] The 10 ms timer interrupt processing (S4010) is executed every time an interrupt pulse with a period of 10 msec is input to the sub-control board 90. As shown in FIG. 32, in the 10 ms timer interrupt processing (S4010), first, reception command analysis processing is performed (S4301). In the reception command analysis processing (S4301), the effect control microcomputer 91 determines whether it has received a variation start command from the game control microcomputer 81. If it has received the command, based on the analysis result of the variation start command (information on the variation pattern), variation effect pattern selection processing for executing a variation effect and notice effect selection processing for executing a notice effect are executed.
[0161] In the received command analysis process (S4301), it is determined whether an opening command is received from the game control microcomputer 81. If received, the opening effect selection process is executed. Also, it is determined whether a round designation command is received from the game control microcomputer 81. If received, the round effect selection process is executed. Further, it is determined whether an ending command is received from the game control microcomputer 81. If received, the ending effect selection process is executed. Additionally, it is determined whether a start winning command (first start winning command, second start winning command) is received from the game control microcomputer 81. If received, the preview effect selection process for executing the preview effect and the icon display process for displaying icon 9 are executed.
[0162] Subsequently, the effect control microcomputer 91 performs a switch state acquisition process (S4302) of storing the switch data created in the 1 ms timer interrupt process as switch data for the 10 ms timer interrupt process in the RAM 94 following the received command analysis process (S4301). Next, a switch process of setting the display content of the display screen 7a and the like based on the switch data stored in the switch state acquisition process is performed (S4303).
[0163] Thereafter, the effect control microcomputer 91 performs a lamp process (S4304). In the lamp process (S4304), lamp data (data for controlling the lighting of the frame lamp 66 and the panel lamp 5) is created and the time management of the light emission effect and the like are performed. Subsequently, an audio control process (S4305) is performed. In the audio control process (S4305), audio data (data for controlling the output of the audio from the speaker 67) is created and output to the audio control board 106, and the time management of the audio effect and the like are performed. Thereby, the audio corresponding to the executed effect is output from the speaker 67. Then, other processes such as updating various effect determination random numbers are executed (S4306), and this process is terminated.
[0164] 8. Icon Change Preview Effect Next, the icon change notice effect will be described. The icon change notice effect is a notice effect that suggests the winning expectation by changing the display mode of icon 9 (reserved icon 9Y or the icon 9X). Here, the display mode of icon 9 will be described. As shown in FIG. 2, icon 9 is basically in a disk shape with a triangular shape shown inside a round shape, regardless of whether it is the reserved icon 9Y or the icon 9X. And as a default (basic) display mode of icon 9, there is a white disk shape. In this embodiment, as shown in FIG. 37, when icon 9 is in the white disk shape, as shown in FIG. 37, it suggests that the winning expectation is less than 1%, and substantially does not suggest the winning expectation.
[0165] In addition to the default display mode, as display modes of icon 9, there are a blue disk shape, a green disk shape, a red disk shape, and a rainbow disk shape. In this embodiment, as shown in FIG. 37, when icon 9 (reserved icon 9Y or the icon 9X) is in the blue disk shape, it suggests that the winning expectation is 3%. When icon 9 is in the green disk shape, it suggests that the winning expectation is 10%. When icon 9 is in the red disk shape, it suggests that the winning expectation is 30%. When icon 9 is in the rainbow disk shape, it suggests that the winning expectation is 100%. That is, when icon 9 is in the rainbow disk shape, it is not notified of a loss, and it means that the winning of the big hit is confirmed.
[0166] In this way, in the display mode of icon 9, it suggests that the winning expectation is higher in the order of white disk shape ⇒ blue disk shape ⇒ green disk shape ⇒ red disk shape ⇒ rainbow disk shape. Therefore, the player is made to pay attention to which display mode the display mode of the reserved icon 9Y or the icon 9X changes to and how high the winning expectation becomes by the icon change notice effect.
[0167] The icon change notice effect of this form may be executed as a preview notice effect. That is, before the jackpot determination process is executed for determination information such as jackpot random numbers, the display mode of the reserved icon 9Y based on the determination information changes from the white disc shape (default display mode), suggesting the winning expectancy for the determination information (reserved icon 9Y).
[0168] Specifically, with reference to the time point when the jackpot determination process is executed, before the variable display of the special symbol is executed 4 times (before the 4 variations shown in FIG. 33), the icon change notice effect may be executed for the reserved icon 9Y displayed in the fourth reserved display area 17d (see FIG. 39). Also, with reference to the time point when the jackpot determination process is executed, before the variable display of the special symbol is executed 3 times (before the 3 variations shown in FIG. 33), the icon change notice effect may be executed for the reserved icon 9Y displayed in the third reserved display area 17c (see FIG. 39). Also, with reference to the time point when the jackpot determination process is executed, before the variable display of the special symbol is executed 2 times (before the 2 variations shown in FIG. 33), the icon change notice effect may be executed for the reserved icon 9Y displayed in the second reserved display area 17b (see FIG. 39). Also, with reference to the time point when the jackpot determination process is executed, before the variable display of the special symbol is executed 1 time (before the 1 variation shown in FIG. 33), the icon change notice effect may be executed for the reserved icon 9Y displayed in the first reserved display area 17a (see FIG. 39). In this form, the icon change notice effect as a preview notice effect can be executed once each before the 4 variations, 3 variations, 2 variations, and 1 variation. However, as a modification, it may be made possible to execute it 2 or more times before the 4 variations, 3 variations, 2 variations, and 1 variation.
[0169] Also, the icon change notice effect of this form may be executed during the execution of the variation effect related to the said variation. Here, the said variation means a variation display of a special symbol that is executed based on the fact that a jackpot determination process has been executed for determination information such as a jackpot random number. And in the said variation, as shown in FIG. 33, it transitions in the order of the start of the said variation ⇒ the initial stage of the said variation ⇒ the middle stage of the said variation ⇒ the final stage of the said variation ⇒ the end of the said variation. Thus, after a jackpot determination process has been executed for determination information such as a jackpot random number, an icon change notice effect may be executed for the said icon 9X based on that determination information. However, in this form, in the variation effect related to the said variation, an icon change notice effect can be executed at the initial stage of the said variation shown in FIG. 33, the middle stage of the said variation shown in FIG. 33, and the final stage of the said variation shown in FIG. 33 (see FIG. 41). In other words, in the variation effect related to the said variation, the icon change notice effect can be executed up to 3 times at most.
[0170] 9. Degradation effect, pedestal change effect, return effect Next, the degradation effect, pedestal change effect, and return effect, which are the features of this form, will be described. Although the details of the degradation effect, pedestal change effect, and return effect will be described later, the execution timing of the degradation effect, pedestal change effect, and return effect is as shown in FIG. 33. The degradation effect, pedestal change effect, and return effect of this form are not executed as a preview notice effect, but are to be executed during the execution of the variation effect related to the said variation. And the degradation effect and pedestal change effect of this form may be executed immediately after the middle stage of the said variation. Also, the return effect of this form may be executed at the final stage of the said variation.
[0171] Next, the downgrading effect will be described. The downgrading effect is an effect that changes the display mode of the icon 9X to a display mode suggesting a decrease in the winning expectation. That is, conventionally, the display mode of the icon 9X has changed to a display mode suggesting an increase in the winning expectation by the icon change notice effect, but it has never changed to a display mode suggesting a decrease in the winning expectation. Therefore, by executing the downgrading effect, it is possible to show the player a change different from the conventional one as the change in the display mode of the icon 9X, and it is possible to provide the player with an unexpected effect.
[0172] In this embodiment, in the middle stage of the variation (see FIG. 33), when the display mode of the icon 9X is a red disk shape or a green disk shape, the downgrading effect can be executed immediately after the middle stage of the variation (see FIG. 33). In other words, in the middle stage of the variation, when the display mode of the icon 9X is a white disk shape, or a blue disk shape, or a rainbow disk shape, the downgrading effect is not executed. However, even when the display mode of the icon 9X is a red disk shape or a green disk shape in the middle stage of the variation, the downgrading effect is not necessarily executed immediately after the middle stage of the variation.
[0173] Hereinafter, the icon 9X in the red disk shape will be appropriately referred to as the "red icon 9X". The icon 9X in the green disk shape will be appropriately referred to as the "green icon 9X". The icon 9X in the blue disk shape will be appropriately referred to as the "blue icon 9X". The icon 9X in the white disk shape (default) will be appropriately referred to as the "white icon 9X".
[0174] Figure 34 shows the types of downgrading effects executed when the red icon 9X is displayed. That is, as shown in Figure 34(A), in the middle of the fluctuation, it is assumed that the red icon 9X is displayed in the display area 17x. In this case, when the downgrading effect is executed immediately after the middle of the fluctuation, it branches into three patterns. That is, as shown in Figure 34(A)(B-1), in the display area 17x, there may be a case where it switches from the red icon 9X to the white icon 9X and is displayed. In this case, it will make the player think that the winning expectation has decreased from 30% to less than 1%. Also, as shown in Figure 34(A)(B-2), in the display area 17x, it switches from the red icon 9X to the blue icon 9X and is displayed. In this case, it will make the player think that the winning expectation has decreased from 30% to 3%. Also, as shown in Figure 34(A)(B-3), in the display area 17x, it switches from the red icon 9X to the green icon 9X and is displayed. In this case, it will make the player think that the winning expectation has decreased from 30% to 10%.
[0175] Figure 35 shows the types of downgrading effects executed when the green icon 9X is displayed. That is, as shown in Figure 35(A), in the middle of the fluctuation, it is assumed that the green icon 9X is displayed in the display area 17x. In this case, when the downgrading effect is executed immediately after the middle of the fluctuation, it branches into two patterns. That is, as shown in Figure 35(A)(B-1), in the display area 17x, there may be a case where it switches from the green icon 9X to the white icon 9X and is displayed. In this case, it will make the player think that the winning expectation has decreased from 15% to less than 1%. Also, as shown in Figure 35(A)(B-2), in the display area 17x, it switches from the green icon 9X to the blue icon 9X and is displayed. In this case, it will make the player think that the winning expectation has decreased from 15% to 3%.
[0176] As explained above, the demotion effect may cause a player to feel disappointed, thinking that the probability of winning has decreased. In other words, the execution of a demotion effect, which suggests that the probability of winning will decrease, is not desirable for a player. Therefore, even if the demotion effect itself is unexpected, there is a risk that the player will not pay attention to the execution of the demotion effect.
[0177] Therefore, in this embodiment, when a demotion effect is executed, a pedestal change effect can be executed. As shown in FIG. 33, the execution timing of the demotion effect and the execution timing of the pedestal change effect are the same. The pedestal change effect (specific advance notice effect) is an effect that changes the display mode of the pedestal 18x from a white trapezoid shape to a different display mode (different color). The pedestal change effect is an effect that is executed in response to the execution of the demotion effect (based on the execution of the demotion effect). Therefore, if the demotion effect is not executed, the pedestal change effect will not be executed.
[0178] Next, the types of pedestal change effects will be described with reference to FIG. 36. As shown in FIG. 36(A), the pedestal 18x is displayed as a white trapezoid in the middle of the change. Here, when a demotion effect is executed and a pedestal change effect is executed, there are three patterns of pedestal change effects. That is, as shown in FIG. 36(A)(B-1), the pedestal 18x may be displayed as a white trapezoid to a gold trapezoid. As shown in FIG. 36(A)(B-2), the pedestal 18x may be displayed as a white trapezoid to a red trapezoid. As shown in FIG. 36(A)(B-3), the pedestal 18x may be displayed as a white trapezoid to a green trapezoid.
[0179] Hereinafter, the pedestal 18x in the shape of a golden trapezoid will be appropriately referred to as the "gold pedestal 18x". Also, the pedestal 18x in the shape of a red trapezoid will be appropriately referred to as the "red pedestal 18x". Also, the pedestal 18x in the shape of a green trapezoid will be appropriately referred to as the "green pedestal 18x". Also, the pedestal 18x in the shape of a white trapezoid will be appropriately referred to as the "white pedestal 18x". The gold pedestal 18x suggests that the winning expectation is higher than that of the red pedestal 18x, the red pedestal 18x suggests that the winning expectation is higher than that of the green pedestal 18x, and the green pedestal 18x suggests that the winning expectation is higher than that of the white pedestal 18x. The white pedestal 18x does not substantially suggest the winning expectation, and the display mode of the pedestal 18x is always in the shape of a white trapezoid (i.e., the white pedestal 18x by default) unless a pedestal change effect is executed. As described above, in the display mode of the pedestal 18x, it is suggested that the winning expectation is high in the order of white trapezoid shape ⇒ green trapezoid shape ⇒ red trapezoid shape ⇒ golden trapezoid shape.
[0180] And in this embodiment, it is characterized in that, by executing the pedestal change effect, it suggests a winning expectation higher than the winning expectation suggested by the icon 9X immediately before the downgrading effect is executed (during the mid-stage of the change). Specifically, in this embodiment, there are 10 patterns in the pattern in which the downgrading effect and the pedestal change effect are executed, and thus will be described below.
[0181] First, as a downgrading effect, when it is switched and displayed from the red icon 9X to the white icon 9X, as a pedestal change effect, there may be a case where it is switched and displayed from the white pedestal 18x to the gold pedestal 18x. In this case, as shown in FIG. 45, it is suggested that the winning expectation is 36%. Therefore, while the downgrading effect makes it appear that the winning expectation has decreased from 30% to less than 1%, the pedestal change effect makes it appear that the winning expectation has substantially increased to 36%.
[0182] Also, as a downgrading effect, when the icon 9X changes from red to white and is displayed, as a pedestal change effect, the pedestal 18x may change from white to red and be displayed. In this case, as shown in FIG. 45, it is suggested that the winning expectancy is 31%. Therefore, while the downgrading effect makes it seem that the winning expectancy has decreased from 30% to less than 1%, the pedestal change effect makes it seem that the winning expectancy has substantially increased to 31%.
[0183] Also, as a downgrading effect, when the icon 9X changes from red to blue and is displayed, as a pedestal change effect, the pedestal 18x may change from white to gold and be displayed. In this case, as shown in FIG. 45, it is suggested that the winning expectancy is 38%. Therefore, while the downgrading effect makes it seem that the winning expectancy has decreased from 30% to 3%, the pedestal change effect makes it seem that the winning expectancy has substantially increased to 38%.
[0184] Also, as a downgrading effect, when the icon 9X changes from red to blue and is displayed, as a pedestal change effect, the pedestal 18x may change from white to red and be displayed. In this case, as shown in FIG. 45, it is suggested that the winning expectancy is 33%. Therefore, while the downgrading effect makes it seem that the winning expectancy has decreased from 30% to 3%, the pedestal change effect makes it seem that the winning expectancy has substantially increased to 33%.
[0185] Also, as a downgrading effect, when the icon 9X changes from red to green and is displayed, as a pedestal change effect, the pedestal 18x may change from white to gold and be displayed. In this case, as shown in FIG. 45, it is suggested that the winning expectancy is 40%. Therefore, while the downgrading effect makes it seem that the winning expectancy has decreased from 30% to 10%, the pedestal change effect makes it seem that the winning expectancy has substantially increased to 40%.
[0186] Also, as a downgrading effect, when the icon 9X changes from red to green and is displayed, as a pedestal change effect, the pedestal 18x may change from white to red and be displayed. In this case, as shown in Fig. 45, it is suggested that the winning expectancy is 35%. Therefore, while the downgrading effect makes it seem that the winning expectancy has decreased from 30% to 10%, the pedestal change effect makes it seem that the winning expectancy has actually increased to 35%.
[0187] Also, as a downgrading effect, when the icon 9X changes from green to white and is displayed, as a pedestal change effect, the pedestal 18x may change from white to red and be displayed. In this case, as shown in Fig. 45, it is suggested that the winning expectancy is 16%. Therefore, while the downgrading effect makes it seem that the winning expectancy has decreased from 10% to less than 1%, the pedestal change effect makes it seem that the winning expectancy has actually increased to 16%.
[0188] Also, as a downgrading effect, when the icon 9X changes from green to white and is displayed, as a pedestal change effect, the pedestal 18x may change from white to green and be displayed. In this case, as shown in Fig. 45, it is suggested that the winning expectancy is 12%. Therefore, while the downgrading effect makes it seem that the winning expectancy has decreased from 10% to less than 1%, the pedestal change effect makes it seem that the winning expectancy has actually increased to 12%.
[0189] Also, as a downgrading effect, when the icon 9X changes from green to blue and is displayed, as a pedestal change effect, the pedestal 18x may change from white to red and be displayed. In this case, as shown in Fig. 45, it is suggested that the winning expectancy is 20%. Therefore, while the downgrading effect makes it seem that the winning expectancy has decreased from 10% to 3%, the pedestal change effect makes it seem that the winning expectancy has actually increased to 20%.
[0190] Also, as a downgrading effect, when the icon 9X changes from green to blue and is displayed, as a pedestal change effect, there may be a case where the pedestal 18x changes from white to green and is displayed. In this case, as shown in FIG. 45, it suggests that the winning expectancy is 15%. Therefore, while the downgrading effect makes it seem that the winning expectancy has decreased from 10% to 3%, the pedestal change effect makes it seem that the winning expectancy has actually increased to 15%.
[0191] As can be understood from the above description, in this embodiment, although it seems to the player that the winning expectancy has decreased due to the downgrading effect, if the pedestal change effect is executed, a winning expectancy higher than the winning expectancy suggested before the downgrading effect is started is suggested. That is, due to the pedestal change effect, the display color of the pedestal 18x becomes a display color with a higher winning expectancy than the display color of the icon 9X before the downgrading effect is started, or becomes the same display color as the display color of the icon 9X before the downgrading effect is started. As a result, a winning expectancy higher than the winning expectancy suggested by the icon 9X immediately before the downgrading effect is executed (during the mid-variation period) is suggested. Therefore, players who notice the pedestal change effect will be made to understand that the winning expectancy has actually increased, and it is possible to provide a novel gaming interest.
[0192] Also, in this embodiment, as shown in FIG. 45, it is set such that the lower the decrease in the winning expectancy in the downgrading effect, the higher the winning expectancy when the pedestal change effect is executed. Specifically, when switching from the red icon 9X to the white icon 9X, if the pedestal change effect is executed (white pedestal 18x ⇒ gold pedestal 18x, or white pedestal 18x ⇒ red pedestal 18x), the winning expectancy is 36% or 31%. Also, when switching from the red icon 9X to the blue icon 9X, if the pedestal change effect is executed (white pedestal 18x ⇒ gold pedestal 18x, or white pedestal 18x ⇒ red pedestal 18x), the winning expectancy is 38% or 33%. Also, when switching from the red icon 9X to the green icon 9X and being displayed, if the pedestal change effect is executed (white pedestal 18x ⇒ gold pedestal 18x, or white pedestal 18x ⇒ red pedestal 18x), the winning expectancy is 40% or 35%. Note that since the winning expectancy when switching from the green icon 9X to the white icon 9X or the blue icon 9X and being displayed is as shown in FIG. 45, the description thereof is omitted.
[0193] Therefore, when the downgrading effect and the pedestal change effect are executed, the player is expected not to have the winning expectancy decrease more in the downgrading effect. In other words, the player is expected that even when the downgrading effect is executed, the display mode (display color) of the icon 9X does not change to a display mode with a lower winning expectancy. As described above, in terms of the different winning expectancies suggested by the pedestal change effect, it is possible to provide the player with a novel gaming interest that also draws attention to the degree of decrease in the winning expectancy in the downgrading effect.
[0194] Incidentally, in this embodiment, when a downgrading effect is executed immediately after the middle stage of the variation (see FIG. 33), it is not always the case that a pedestal change effect is executed. This is because if the pedestal change effect is always executed when the downgrading effect is executed, the player will only pay attention to the pedestal change effect that suggests an increase in the winning expectation, and will stop paying attention to the downgrading effect that suggests a decrease in the winning expectation. That is, if the pedestal change effect is always executed immediately after the middle stage of the variation, the gaming interest of providing the player with a surprise by the downgrading effect will be impaired. However, when the downgrading effect is executed while the pedestal change effect is not executed immediately after the middle stage of the variation, there are the following problems.
[0195] That is, when a player who has seen the downgrading effect immediately after the middle stage of the variation grasps that the pedestal change effect is not executed, the player will think that the winning expectation has decreased, and the interest in the effect at the end of the variation effect (the end of the variation) (for example, the effect at the winning / losing branch of the SP reach) will fade. Also, if only the downgrading effect is shown to the player, there is a risk of giving the player a sense of distrust that there may be a bug in the variation effect being executed.
[0196] Therefore, in this embodiment, in order to address the above problems, when the downgrading effect is executed while the pedestal change effect is not executed immediately after the middle stage of the variation, a return effect is always executed at the end of the variation (see FIG. 33) (see FIG. 49(D)). The return effect is an effect in which when the display mode of the icon 9X is switched from a high-expectation display mode (red disk shape or green disk shape) to a low-expectation display mode (green disk shape or blue disk shape or white disk shape) by the downgrading effect, the display mode of the icon 9X is switched from the low-expectation display mode to the high-expectation display mode at the end of the variation.
[0197] Thus, even when only the downgrading effect is shown to the player without executing the pedestal change effect immediately after the variable middle stage, the return effect will definitely be shown at the end of the variable stage (predetermined timing) thereafter. As a result, even if the player thinks that the winning expectation suggested by the hold icon 9Y has decreased due to the downgrading effect, they will grasp that the winning expectation suggested by the hold icon 9Y has returned to the original level due to the subsequent return effect. That is, in the case of the hold icon 9Y, the variable effect does not end while maintaining the low expectation display mode. Therefore, even when only the downgrading effect is shown to the player immediately after the variable middle stage, it is possible to prevent the player's interest in the effect at the end of the variable effect (the end of the variable stage) (for example, the effect at the winning / losing branch of the SP reach) from fading. And it is possible to prevent giving the player a sense of distrust that a bug has occurred in the currently executing variable effect.
[0198] By the way, in this embodiment, the smaller the decrease in the winning expectation in the downgrading effect, the easier it is to execute the pedestal change effect (the higher the execution frequency). In other words, the larger the decrease in the winning expectation in the downgrading effect, the more difficult it is to execute the pedestal change effect (that is, the easier it is to execute the subsequent return effect).
[0199] Specifically, as shown in FIG. 43(A), in the case of a big win, when the downgrading effect in which the red relevant icon 9X is switched to the white relevant icon 9X and displayed is executed, the allocation rate at which the pedestal change effect is executed (white relevant pedestal 18x ⇒ gold relevant pedestal 18x, or white relevant pedestal 18x ⇒ red relevant pedestal 18x) is 8% or 5%. On the other hand, in the case of a big win, when the downgrading effect in which the red relevant icon 9X is switched to the white relevant icon 9X and displayed is executed, the allocation rate at which the pedestal change effect is not executed is 4%. Therefore, in the case of a big win, when the downgrading effect in which the red relevant icon 9X is switched to the white relevant icon 9X and displayed is executed, the probability that the pedestal change effect is executed is approximately 76% (=(8 + 5)÷(8 + 5 + 4)×100).
[0200] On the one hand, as shown in Fig. 43(B), in the case of SP reach failure, when a degradation effect is executed in which the icon changes from the red icon 9X to the white icon 9X and is displayed, the distribution rate when the pedestal change effect is executed (white pedestal 18x ⇒ gold pedestal 18x, or white pedestal 18x ⇒ red pedestal 18x) is 9% or 6%. On the other hand, in the case of SP reach failure, when a degradation effect is executed in which the icon changes from the red icon 9X to the white icon 9X and is displayed, the distribution rate when the pedestal change effect is not executed is 4%. Therefore, in the case of SP reach failure, when a degradation effect is executed in which the icon changes from the red icon 9X to the white icon 9X and is displayed, the probability that the pedestal change effect is executed is approximately 79% (=(9 + 6)÷(9 + 6 + 4)×100).
[0201] Also, as shown in Fig. 43(A), in the case of a big win, when a degradation effect is executed in which the icon changes from the red icon 9X to the blue icon 9X and is displayed, the distribution rate when the pedestal change effect is executed (white pedestal 18x ⇒ gold pedestal 18x, or white pedestal 18x ⇒ red pedestal 18x) is 20% or 10%. On the other hand, in the case of a big win, when a degradation effect is executed in which the icon changes from the red icon 9X to the blue icon 9X and is displayed, the distribution rate when the pedestal change effect is not executed is 3%. Therefore, in the case of a big win, when a degradation effect is executed in which the icon changes from the red icon 9X to the blue icon 9X and is displayed, the probability that the pedestal change effect is executed is approximately 91% (=(20 + 10)÷(20 + 10 + 3)×100).
[0202] On the one hand, as shown in Fig. 43(B), in the case of a SP reach miss, when a downgrading effect that switches from the red icon 9X to the blue icon 9X and is displayed is executed, the distribution rate when the pedestal change effect is executed (white pedestal 18x ⇒ gold pedestal 18x, or white pedestal 18x ⇒ red pedestal 18x) is 18% or 15%. On the other hand, in the case of a SP reach miss, when a downgrading effect that switches from the red icon 9X to the blue icon 9X and is displayed is executed, the distribution rate when the pedestal change effect is not executed is 3%. Therefore, in the case of a SP reach miss, when a downgrading effect that switches from the red icon 9X to the blue icon 9X and is displayed is executed, the probability that the pedestal change effect is executed is approximately 92% (=(18 + 15) ÷ (18 + 15 + 3) × 100).
[0203] Also, as shown in Fig. 43(A), in the case of a jackpot, when a downgrading effect that switches from the red icon 9X to the green icon 9X and is displayed is executed, the distribution rate when the pedestal change effect is executed (white pedestal 18x ⇒ gold pedestal 18x, or white pedestal 18x ⇒ red pedestal 18x) is 30% or 18%. On the other hand, in the case of a jackpot, when a downgrading effect that switches from the red icon 9X to the green icon 9X and is displayed is executed, the distribution rate when the pedestal change effect is not executed is 2%. Therefore, in the case of a jackpot, when a downgrading effect that switches from the red icon 9X to the green icon 9X and is displayed is executed, the probability that the pedestal change effect is executed is approximately 96% (=(30 + 18) ÷ (30 + 18 + 2) × 100).
[0204] On the other hand, as shown in Fig. 43(B), in the case of SP reach miss, when the downgrading effect that is switched from the red icon 9X to the green icon 9X and displayed is executed, the distribution rate when the pedestal change effect is executed (white pedestal 18x ⇒ red pedestal 18x, or white pedestal 18x ⇒ blue pedestal 18x) is 25% or 18%. On the contrary, in the case of SP reach miss, when the downgrading effect that is switched from the red icon 9X to the green icon 9X and displayed is executed, the distribution rate when the pedestal change effect is not executed is 2%. Therefore, in the case of SP reach miss, when the downgrading effect that is switched from the red icon 9X to the green icon 9X and displayed is executed, the probability that the pedestal change effect is executed is approximately 96% (=(25 + 18)÷(25 + 18 + 2)×100).
[0205] Note that when the downgrading effect that is switched from the green icon 9X to the white icon 9X or the blue icon 9X and displayed is executed, the probability that the pedestal change effect is executed is calculated as described above based on the values shown in Figs. 43(A)(B) and Figs. 44(A)(B). Since the calculation method is the same as above, the explanation is omitted.
[0206] From the above explanation, it can be seen that the probability (appearance rate) of the pedestal change effect being executed increases in the order of when the downgrading effect that is switched from the red icon 9X to the white icon 9X and displayed is executed ⇒ when the downgrading effect that is switched from the red icon 9X to the blue icon 9X and displayed is executed ⇒ when the downgrading effect that is switched from the red icon 9X to the green icon 9X and displayed is executed. Therefore, it is possible to make the player expect the execution of the pedestal change effect, which suggests that the winning expectation degree becomes higher so that the winning expectation degree does not decrease more in the downgrading effect. As described above, in terms of the different execution frequencies of the pedestal change effect, it is possible to provide the player with a novel gaming interest that also attracts attention to the degree of decrease in the winning expectation degree in the downgrading effect.
[0207] 10. Effect example Next, the production examples of the downgrading production, pedestal change production, and return production will be described based on FIGS. 46 to 49. As a prerequisite, it is assumed that the normal game state is in effect and there are 3 first special figure holds. That is, as shown in FIG. 46(A), a hold icon 9Y is displayed in each of the first hold display area 17a to the third hold display area 17c. And in a state where the icon 9X is displayed in the display area 17x, on the display screen 7a, the production symbols 8L, 8C, and 8R are variably displayed.
[0208] And it is assumed that a game ball flowing down the game area 3 has entered the first start port 20. In this case, the game control microcomputer 81 specifies the first start winning command by the first start winning command specifying process (S213) shown in FIG. 16. The specified first start winning command is, for example, in a non-time shortening state (normal game state), there are 4 first special figure holds, and it indicates a SP reach normal jackpot (refer to "E1H42H" in FIG. 13). And this first start winning command is transmitted to the sub-control board 90 by the output process (S101) shown in FIG. 15.
[0209] When the production control microcomputer 91 of the sub-control board 90 receives the above-mentioned first start winning command, it analyzes the received first start winning command by the received command analysis process (S4301) shown in FIG. 32. And based on the analysis result, it executes the preview notice production selection process and the icon display process. In the preview notice production selection process, since the production control microcomputer 91 determines that the first start winning command indicates a jackpot ("E1H42H"), it refers to the hold change random number determination table shown in FIG. 38. And based on the hold change random number determination table shown in FIG. 38, it determines by lottery the presence or absence of executing the icon change notice production and the final hold state when executing the icon change notice production. Note that the final hold state refers to the display state of the hold icon 9Y displayed in the first hold display area 17a. In this production example, it is determined to execute the icon change notice production and the final hold state is determined to be "blue" (blue disk shape).
[0210] Subsequently, the effect control microcomputer 91 determines a change scenario (the change mode of the hold icon 9Y) by extraction based on the hold change scenario data extraction table shown in FIG. 39. Note that the change scenario indicates the transition of the display mode of the hold icon 9Y when shifting from the hold display area where the hold icon 9Y has occurred to the first hold display area 17a. In this effect example, it is assumed that the hold change scenario data "02H" indicating that it is white (white disk shape) when there are 4 first special figure holds, white when there are 3 first special figure holds, blue when there are 2 first special figure holds, and blue when there is 1 first special figure hold has been determined. In this way, the content of the icon change notice effect for the hold icon 9Y is determined.
[0211] As a result, as shown in FIG. 46(B), at the timing when the game ball enters the first start port 20, the hold icon 9Y is displayed in the fourth hold display area 17d. At this time, although the icon change notice effect as the pre-reading notice effect has started, the display mode of the hold icon 9Y displayed in the fourth hold display area 17d is a white disk shape. After that, the special symbol during the variable display stops, and the effect symbols 8L, 8C, and 8R stop and are displayed in a losing state on the display screen 7a. Then, the icon 9X displayed in the display area 17x disappears, and each hold icon 9Y displayed in the first hold display area 17a to the fourth hold display area 17d shifts.
[0212] In this way, as shown in FIG. 46(C), the hold icon 9Y is displayed in the first hold display area 17a to the third hold display area 17c, and the icon 9X is displayed in the display area 17x. At this time, although the hold icon 9Y displayed in the third hold display area 78c serves as the trigger for executing the icon change notice effect, the display mode of the hold icon 9Y remains a white disk shape. After that, the special symbol during the variable display stops, and the effect symbols 8L, 8C, and 8R stop and are displayed in a losing state on the display screen 7a. Then, the icon 9X displayed in the display area 17x disappears, and each hold icon 9Y displayed in the first hold display area 17a to the third hold display area 17c shifts.
[0213] As a result, as shown in FIG. 46(D), the hold icon 9Y is displayed in the first hold display area 17a and the second hold display area 17b, and the icon 9X is displayed in the display area 17x. At this time, the display mode of the hold icon 9Y displayed in the second hold display area 17b becomes a blue disk shape by the icon change notice effect. Thus, in the second hold display area 17b, the hold icon 9Y in the shape of a blue disk (hereinafter appropriately referred to as "blue hold icon 9Y") suggests that the winning expectation degree has increased to 3%, and the player comes to slightly expect to win the jackpot.
[0214] Thereafter, the special symbol during the variable display stops displaying, and the production symbols 8L, 8C, and 8R stop displaying in a losing mode on the display screen 7a. Then, the icon 9X that was being displayed in the display area 17x disappears, and the hold icon 9Y that was being displayed in the first hold display area 17a and the second hold display area 17b shifts.
[0215] As a result, as shown in FIG. 47(A), the blue hold icon 9Y is displayed in the first hold display area 17a, and the icon 9X is displayed in the display area 17x. Thereafter, the special symbol during the variable display stops displaying, and the production symbols 8L, 8C, and 8R stop displaying in a losing mode on the display screen 7a. Then, the icon 9X that was being displayed in the display area 17x disappears, and the blue hold icon 9Y that was being displayed in the first hold display area 17a shifts.
[0216] At this time, the game control microcomputer 81 executes the jackpot determination process (S1408) shown in FIG. 21 for the determination information related to the blue hold icon 9Y displayed in the first hold display area 17a, that is, the determination information such as the jackpot random number that triggered the execution of the icon change notice effect. Further, the special figure 1 variation pattern selection process S1409) shown in FIGS. 22 and 23 is executed. As a result, it is assumed that the variation pattern P1 (see FIG. 11) indicating the execution of the SP reach jackpot is selected.
[0217] Then, a variation start command for the special figure 1 including information on the variation pattern P1 is transmitted to the sub-control board 90 by the output process (S101) shown in FIG. 15. When the effect control microcomputer 91 of the sub-control board 90 receives the above-described special figure 1 variation start command, it analyzes the variation pattern (variation pattern P1) included in the received special figure 1 variation start command by the received command analysis process (S4301) shown in FIG. 32. Then, based on the analysis result, a preview effect selection process is executed. In this preview effect selection process, since the variation pattern P1 included in the special figure 1 variation start command indicates the execution of SP reach, the variation random number determination table shown in FIG. 40 is referred to by the effect control microcomputer 91.
[0218] Then, based on the variation random number determination table shown in FIG. 40, the execution of the icon change preview effect and the final mode in the case of executing the icon change preview effect are determined by lottery. Note that the final mode is the final display mode of the icon 9X. In this effect example, it is assumed that it is determined to execute the icon change preview effect and the final mode is determined to be "red" (red disk shape). Note that if the determined final mode (for example, blue disk shape) is a display mode suggesting that the winning expectation degree is lower than that of the reserved final mode (for example, red disk shape), the icon change preview effect will not be executed in the variation.
[0219] Subsequently, the effect control microcomputer 91 determines variation scenario data (data indicating the transition of the change in the display mode of the icon 9X) by lottery based on the reserved final mode (blue disk shape in this effect example) and the variation scenario data lottery table shown in FIG. 41. Note that the reserved final mode is the same as the display mode at the start of the variation shown in FIG. 41. In this effect example, it is assumed that variation scenario data 32H indicating blue ⇒ green in the first half of the variation ⇒ red in the middle of the variation ⇒ red in the second half of the variation is determined. Thus, the content of the icon change preview effect for the icon 9X is determined.
[0220] Here, in this embodiment, when the display mode of the icon 9X is to be a red disk shape or a green disk shape in the variable middle stage, the effect control microcomputer 91 determines whether to execute the downgrading effect by lottery. That is, when the content of the icon change notice effect is determined as described above, in the change scenario data 32H, red is determined in the variable middle stage. Therefore, based on the downgrading effect random number determination table shown in FIG. 42 and the variable pattern, the execution of the downgrading effect is determined by lottery. Thus, in this effect example, it is determined that the downgrading effect is to be executed.
[0221] And when the effect control microcomputer 91 determines to execute the downgrading effect, based on the downgrading effect pattern lottery table shown in FIGS. 44(A)(B) and 45(A)(B), the variable pattern, and the change scenario data, the content of the downgrading effect, the presence and content of the pedestal change effect, and the presence of the return effect are determined by lottery. In this effect example, referring to the downgrading effect pattern lottery table shown in FIG. 43(A) based on the variable pattern P1 indicating a big win (see FIG. 11) and the change scenario data 32H (the change scenario data where the final mode is red and red in the variable middle stage). Then, based on the downgrading effect pattern lottery table shown in FIG. 43(A), it is determined that the display mode of the icon 9X is switched from a red disk shape to a green disk shape by the downgrading effect, the display mode of the pedestal 18x is switched from a white trapezoidal shape to a gold trapezoidal shape by the pedestal change effect, and the return effect is not executed. Thus, the presence and content of the downgrading effect, the presence and content of the pedestal change effect, and the presence of the return effect are determined.
[0222] As described above, when the blue reserved icon 9Y (see FIG. 47(A)) displayed in the first reserved display area 17a shifts, as shown in FIG. 47(B), the icon 9X is displayed in blue in the display area 17x. That is, at the start of the change according to the change scenario data 32H shown in FIG. 41, the display mode of the icon 9X is a blue disk shape. At this time, on the display screen 7a, the variable display of the effect symbols 8L, 8C, 8R is started.
[0223] After that, when it comes to the middle stage of the variation, as shown in FIG. 47(C), the icon 9X switches from a blue disk shape to a green disk shape by means of an icon change preview effect. As a result, the player can grasp that the winning expectation level has increased to 10% for the icon 9X (i.e., in the ongoing variation effect), and thus begins to expect a little more to win the big prize.
[0224] After that, when it comes to the middle stage of the variation, as shown in FIG. 47(D), the icon 9X switches from a green disk shape to a red disk shape by means of an icon change preview effect. As a result, the player can grasp that the winning expectation level has increased to 30% for the icon 9X (i.e., in the ongoing variation effect), and thus begins to expect quite a lot to win the big prize.
[0225] Here, in this effect example, a downgrading effect is started immediately after the middle stage of the variation. At this time, as shown in FIG. 48(A), first, at the upper part of the display screen 7a, a downgrading effect preview image KC showing the characters "Downgrading Pinch" is displayed. At this time, a buzzer sound is output from the speaker 67. In this way, it is possible to draw the player's attention to the execution of the downgrading effect by the downgrading effect preview image KC and the buzzer sound.
[0226] Then, as shown in FIG. 48(B), in the display area 17x, the icon 9X switches from the red icon 9X to the green icon 9X for display. As a result, it is possible to give the player a surprise by making it seem that the winning expectation level has decreased from 30% to 10%. At this time, at the upper part of the display screen 7a, a rank-down image RD showing the characters "1 Rank Down" is displayed. The rank-down image RD clearly shows how much the winning expectation level has decreased due to the change in the display mode of the icon 9X. Therefore, it is possible for the player to easily grasp that the winning expectation level has decreased a little (from red to green) by the rank-down image RD shown in FIG. 48(B).
[0227] Also, in this presentation example, as shown in FIG. 48(B), when the display mode of the icon 9X switches from a red disk shape (high expectation display mode) to a green disk shape (second low expectation display mode), a pedestal change presentation is executed. In this pedestal change presentation, the display mode of the pedestal 18x is switched from a white trapezoidal shape to a gold trapezoidal shape and displayed. As a result, for a player who notices the pedestal change presentation, it is possible to surprise the player with the change to the green icon 9X and at the same time make the player feel that the winning expectation has significantly increased due to the change to the gold pedestal 18x. In this way, by combining the downgrading presentation and the pedestal change presentation, it is possible to enhance the gaming interest.
[0228] After that, the SP reach (SP reach presentation) is started. As shown in FIG. 48(C), when it reaches the end of the variation, on the display screen 7a, a battle image BA in which the main character and the enemy character are fighting is displayed. When the battle image BA is displayed, the presentation symbols 8 (left presentation symbol 8L, middle presentation symbol 8C, right presentation symbol 8R) cannot be visually recognized on the display screen 7a, and a small presentation symbol 8X, which is a smaller display mode than the presentation symbol 8 (see FIG. 2), variably appears in the upper right part of the display screen 7a. Also at this time (at the end of the variation), the display mode of the icon 9X has not changed from the green disk shape, and the display mode of the pedestal 18x has not changed from the gold trapezoidal shape. That is, in this presentation example, since the pedestal change presentation is executed immediately after the middle of the variation, a return presentation is not executed at the end of the variation.
[0229] Note that in this presentation example, according to the change scenario data 32H shown in FIG. 41, it is determined that the display mode of the icon 9X becomes a red disk shape in the latter half of the variation. However, when the presentation control microcomputer 91 executes the pedestal change presentation, it preferentially displays the display mode of the icon 9X (green disk shape) that has changed in the downgrading presentation even in the latter half of the variation. In short, in this embodiment, when the presentation control microcomputer 91 executes the downgrading presentation, it ignores the change scenario data shown in FIG. 41.
[0230] After that, in the ongoing variable effect, when it comes to the winning / losing branch timing, as shown in FIG. 48(D), a battle victory image WI indicating that the protagonist character has won the battle against the enemy character is displayed. That is, a winning notification effect for notifying the player of winning the jackpot is executed. After this winning notification effect, on the display screen 7a, the effect symbols 8L, 8C, and 8R will stop and be displayed in the jackpot mode (double combination).
[0231] In this effect example, the case where the winning notification effect is executed has been described. However, in the case of a loss, when it comes to the winning / losing branch timing, a battle loss image indicating that the protagonist character has lost the battle against the enemy character is displayed. After that, on the display screen 7a, the effect symbols 8L, 8C, and 8R will stop and be displayed in the reach loss mode.
[0232] Next, based on FIG. 49, an effect example when the return effect is executed will be described. In this effect example, different from the above-described effect example, the effect control microcomputer 91 determines to execute the return effect by switching the display mode of the icon 9X from the red disk shape to the white disk shape by means of a downgrading effect based on the downgrading effect pattern lottery table shown in FIG. 43(A), without executing the pedestal change effect. For the rest, it is the same as the above-described effect example.
[0233] In this case, as shown in FIG. 49(A), immediately after the variable mid-game, a downgrading effect preview image KC is displayed at the upper part of the display screen 7a, and a buzzer sound is output from the speaker 67. At this time, the display mode of the icon 9X is in the red disk shape. Then, as shown in FIG. 49(B), in the display area 17x, the icon 9X changes from the red disk shape (high expectation display mode) to the white disk shape (first low expectation display mode) and is displayed. Further, at this time, a rank down image RD indicating the characters "3 rank down" is displayed at the upper part of the display screen 7a. In this way, through the downgrading effect and the rank down image RD, the player is made to be aware that the winning expectation has significantly decreased (from red to white).
[0234] And in this production example, unlike the above-described production example (see FIG. 48(B)), as shown in FIG. 49(B), the pedestal change production is not executed. That is, the display mode of the pedestal 18x remains in the form of a white trapezoid. Therefore, to the player, only the downgrading production is shown immediately after the middle stage of the variation, and it is possible to give an uneasiness that the winning expectancy may have actually decreased.
[0235] Thereafter, as shown in FIG. 49(C), until immediately before the end stage of the variation, the display mode of the icon 9X is in the form of a white disk. Also, since the pedestal change production is not executed, the display mode of the pedestal 18x remains in the form of a white trapezoid (default). At this time, the SP reach production has already started, and the battle image BA is displayed on the display screen 7a.
[0236] And, as shown in FIG. 49(D), at the end stage of the variation, in the display area 17x, it is switched and displayed from the white icon 9X to the red icon 9X. That is, the display mode of the icon 9X returns to the display mode (red disk shape) that was displayed immediately before the downgrading production starts (the middle stage of the variation). Also at this time, in order to make it easy to understand that the return production has been executed, a return suggestion image FK indicating the character "return" is displayed below the display area 17x. In this way, for the player who saw only the downgrading production without executing the pedestal change production immediately after the middle stage of the variation, it is made to grasp that the winning expectancy suggested by the icon 9X has returned at the end stage of the variation. In this way, even if uneasiness is given to the player immediately after the middle stage of the variation, it is possible to give a sense of relief at the end stage of the variation. As a result, it is possible to make the player pay great attention again to the production at the end stage of the variation (especially the production at the winning / losing branch of the SP reach).
[0237] 11. Effects of this embodiment As described in detail above, according to the pachinko gaming machine 1 of this embodiment, as shown in FIGS. 48(A) and (B), when the downgrading effect is performed and the display is switched from the red icon 9X to the green icon 9X in the display area 17x, the player may be discouraged thinking that the winning expectancy has decreased. However, as shown in FIGS. 48(A) and (B), when the display is switched from the white pedestal 18x to the gold pedestal 18x (the pedestal change effect is executed), a winning expectancy (40%) higher than the winning expectancy (30%) suggested by the red icon 9X is suggested. In this case, it is possible to make the player who grasps the pedestal change effect aware that the winning expectancy is higher than before the downgrading effect is executed. In this way, it is possible to enhance the gaming interest by showing the pedestal change effect that secures the winning expectancy while giving a surprise by the change in the display mode of the icon 9X.
[0238] Also, according to the pachinko gaming machine 1 of this embodiment, in the downgrading effect, as shown in FIG. 48(B), when switching from the red icon 9X to the green icon 9X, the player is less likely to be discouraged thinking that the winning expectancy has not decreased compared to the case of switching from the red icon 9X to the white icon 9X as shown in FIG. 49(B). And in this case (see FIG. 48(B)), the pedestal change effect that secures the winning expectancy is likely to be executed (refer to the allocation ratio of the downgrading effect pattern lottery table shown in FIGS. 43(A)(B) and 44(A)(B)). Therefore, it is possible to provide a novel gaming interest to the player that the execution of the pedestal change effect is more expected when the winning expectancy does not decrease due to the change in the display mode of the icon 9X.
[0239] Moreover, according to the pachinko gaming machine 1 of this embodiment, as shown in FIG. 49(B), in the display area 17x, when switching from the red icon 9X to the white icon 9X (when the downgrading effect is executed), the pedestal change effect may not be executed. In this case, the player simply feels discouraged thinking that the winning expectancy has decreased. However, even in this case, at the end of the subsequent variation, as shown in FIG. 49(D), in the display area 17x, it is switched from the white icon 9X to the red icon 9X and displayed. Therefore, with the change in the display mode of the icon 9X, it is possible to give a sense of relief to the player who thinks that the winning expectancy has decreased by making the player think that the winning expectancy has returned to before the execution of the downgrading effect.
[0240] 12. Modification Example Next, a modification example of the pachinko gaming machine 1 of the above embodiment will be described. In the description of the modification example, the same components as those in the above embodiment are denoted by the same reference numerals and the description thereof is omitted. Of course, the components according to the modification example may be appropriately combined. Also, the technical features in the above embodiment and the following modification examples can be appropriately deleted if they are not described as essential in this specification.
[0241] In the above embodiment, the shape of the icon 9 (the reserved icon 9Y or the icon 9X) was only a disk shape. However, the shape of the icon 9 is not limited to the disk shape and can be appropriately changed. For example, it may be a sword shape (special shape, special aspect) imitating the shape of a sword. Also, for example, the icon 9 having a sword shape (special shape, special aspect) may be set to be higher (for example, 50%) than the winning expectancy (30%) suggested by the icon having a red disk shape and lower than the winning expectancy (100%) suggested by the icon having a rainbow-colored disk shape. This is because seeing the icon 9 having a sword shape can give the player a sense of exhilaration due to the considerably high winning expectancy.
[0242] Here, a modification example in the case where there is an icon 9 (reserved icon 9Y or the icon 9X) in a sword shape (special shape, special aspect) will be described with reference to FIG. 50. In FIG. 50(A), in the display area 17x, with the icon 9 in the sword shape being displayed, on the display screen 7a, the variable display of the effect symbols 8L, 8C, and 8R is being executed. Note that the pedestal 18x has a default white trapezoidal shape (the white pedestal 18x).
[0243] Then, immediately after the mid-stage of the variation, when the downgrading effect starts, as shown in FIG. 50(B), a downgrading effect preview image KC is displayed at the upper part of the display screen 7a, and a buzzer sound is output from the speaker 67. Subsequently, as shown in FIG. 50(C), in the display area 17x, the icon 9X in the sword shape is switched to the white icon 9X and displayed. Thereby, it is possible to give a big surprise to the player by making it seem that the winning expectation level has dropped from 50% to less than 1%. Also at this time, a rank-down image RD indicating the characters "SUPER DOWN" is displayed at the upper part of the display screen 7a.
[0244] And, as shown in FIG. 50(C), at the timing when the icon 9X in the sword shape is switched to the white icon 9X, a pedestal change effect is executed. In this pedestal change effect, the display mode of the pedestal 18x is switched from the white trapezoidal shape to the rainbow-colored trapezoidal shape and displayed. Here, the pedestal 18x in the rainbow-colored trapezoidal shape suggests that the winning expectation level is 100%, that is, it is a thing (winning suggestion effect) that suggests that the win for the big hit has been confirmed.
[0245] Therefore, in this modified example, a surprise is given to the player for a moment by the downgrading effect, due to a significant decrease in the winning expectancy. However, at the same time, by executing a pedestal change effect that suggests that the winning of the big win has been determined, it is possible to give the player a great sense of exhilaration. That is, in this modified example, the pedestal change effect may suggest that the winning of the big win has been determined. Therefore, it is possible to provide a novel gaming interest in which, together with the downgrading effect, a pedestal change effect that suggests that the winning of the big win has been determined is executed.
[0246] Note that after the downgrading effect and the pedestal change effect shown in FIG. 50(C) are executed, as shown in FIG. 50(D), the icon 9X is in the shape of a white disk, and the pedestal 18x is in the shape of a rainbow-colored trapezoid, and the performance symbols 8L, 8C, 8R stop and are displayed in a big win mode indicating "777". In this way, the winning of the big win is notified.
[0247] In the above embodiment, as shown in FIG. 33, in the said variation, the downgrading effect and the pedestal change effect can be executed. However, before the said variation is started, the downgrading effect and the pedestal change effect may be executed as a preview notice effect. Hereinafter, the downgrading effect and the pedestal change effect executed as the preview notice effect will be described with reference to FIG. 51.
[0248] As a prerequisite, in the normal gaming state, it is assumed that the number of the first special figure holds is one, and the first special symbol is variably displayed. That is, as shown in FIG. 51(A), in a state where the performance symbols 8L, 8C, 8C are variably displayed on the display screen 7a, the icon 9X is displayed in the display area 17x, and the hold icon 9Y is displayed in the first hold display area 17a.
[0249] Here, it is assumed that a game ball has entered the first start port 20. As a result, it is assumed that the game control microcomputer 81 has transmitted a first start winning command (see "E1H21H" in Fig. 13) indicating a special probability big win with SP reach to the sub-control board 90. Then, it is assumed that the effect control microcomputer 91 has determined to execute an icon change notice effect, a degradation effect, and a pedestal change effect based on the reception of this first start winning command. Also, it is assumed that the holding change scenario data "17H" (see Fig. 39), which indicates green (green disk shape) when there are two first special figure holds and red (red disk shape) when there is one first special figure hold, has been determined.
[0250] In this case, first, as shown in Fig. 51(B), a holding icon 9Y in the shape of a green disk is displayed in the second holding display area 17b. Then, the special symbol during variable display stops being displayed, and the effect symbols 8L, 8C, and 8R stop being displayed in a losing mode on the display screen 7a. Then, the icon 9X that was being displayed in the display area 17x disappears, and the holding icons 9Y displayed in the first holding display area 17a and the second holding display area 17b shift.
[0251] As a result, as shown in Fig. 51(C), a holding icon 9Y in the shape of a red disk is displayed in the first holding display area 17a. Also, at this time, the display modes of the first holding pedestal 18a to the fourth holding pedestal 18d remain in the default white rectangular shape. Then, based on the holding icon 9Y displayed in the first holding display area 17a, it is assumed that a degradation effect and a pedestal change effect are executed as a preview notice effect.
[0252] In this case, as shown in FIG. 51(D), a downgrading effect preview image KC is displayed at the upper part of the display screen 7a, and a buzzer sound is output from the speaker 67. Subsequently, as shown in FIG. 51(E), in the first hold display area 17a, the hold icon 9Y in the shape of a red disk is switched to and displayed as the hold icon 9Y in the shape of a green disk. Thereby, it is possible to give a surprise to the player by making it appear that the winning expectancy of the hold icon 9Y displayed in the first hold display area 17a has decreased from 30% to 10%. Also at this time, at the upper part of the display screen 7a, a rank-down image RD indicating the characters of "1 rank down" is displayed.
[0253] Also at the timing when the downgrading effect shown in FIG. 51(E) is executed, a pedestal change effect is executed for the first hold pedestal 18a. That is, the display mode of the first hold pedestal 18a is switched from a white rectangular shape to a golden trapezoidal shape and displayed. Thereby, it is possible to provide a strange gaming interest to the player such that, for the first special figure hold, although the winning expectancy has decreased due to the downgrading effect, it seems that the winning expectancy has instead increased due to the pedestal change effect.
[0254] Thereafter, the special symbol during variable display stops, and the effect symbols 8L, 8C, and 8R stop and are displayed in a losing mode on the display screen 7a. Then, the icon 9X displayed in the display area 17x disappears, and the hold icon 9Y (the hold icon 9Y in the shape of a green disk) displayed in the first hold display area 17a shifts. Thereby, as shown in FIG. 51(F), as the next variable display of the special symbol is started, in the display area 17x, the green icon 9X is displayed and the pedestal 18x in the shape of a golden trapezoid is also displayed. At this time, the first hold pedestal 18a is switched from a golden rectangular shape to the default white rectangular shape and displayed. As described above, even for the downgrading effect and the pedestal change effect executed as the preview effect, it is possible to provide a novel gaming interest that has not existed in the past, like the downgrading effect and the pedestal change effect executed in the above-described change.
[0255] In the above-described embodiment, when a downgrading effect (an effect of switching from the icon in the high-expectation display mode to the icon in the low-expectation display mode and displaying it) is executed, a pedestal change effect (a specific preview effect) that suggests a winning expectation degree higher than the winning expectation degree suggested by the icon 9X immediately before the start of the downgrading effect can be executed. For example, if the icon 9X is a red disc shape, it is 30% (see FIG. 45). However, the specific preview effect may be set to suggest the same winning expectation degree as the winning expectation degree suggested by the icon 9X immediately before the start of the downgrading effect.
[0256] In the above-described embodiment, when the downgrading effect is executed (at the execution timing), a pedestal change effect (a specific preview effect) can be executed. However, when the downgrading effect is executed, a specific preview effect other than the pedestal change effect may be executed. For example, the specific preview effect may be a cut-in preview effect temporarily displayed on the display screen 7a, a dialogue preview effect in which a dialogue is displayed on the display screen 7a, or a movable body drive preview effect in which a movable body provided on the disc movable body 15 or the gaming machine frame 50 moves. However, so as not to impair the gaming interest of giving a surprise of a decrease in the winning expectation degree due to the downgrading effect, the specific preview effect is preferably an effect that is less noticeable to the player than the downgrading effect. Therefore, it is preferably an operation means drive effect in which the operation button 63 (operation means) is driven (vibrated, moved) or a specific sound output effect in which a specific sound is output from the speaker 67, rather than an effect executed on the display screen 7a.
[0257] In the above-described embodiment, as shown in FIG. 33, the downgrading effect and the pedestal change effect (specific preview effect) can be executed immediately after the variable middle board. However, the execution timing of the downgrading effect and the pedestal change effect (specific preview effect) is not limited to immediately after the variable middle board, and may be in the variable start stage, the variable middle stage, the variable end stage, etc., and can be changed as appropriate. And, as in the modification example shown in FIG. 51, it may be before the start of the variation. Also, the execution timing of the return effect is not limited to the variable end stage, and can be changed as appropriate as long as it is after the downgrading effect.
[0258] In the modified example shown in FIG. 50, as shown in FIG. 50(C), when the downgrading effect is executed, a pedestal change effect (winning suggestion effect) can be executed in which the display mode of the pedestal 18x is switched from a white trapezoidal shape to a rainbow-colored trapezoidal shape and displayed. However, the winning suggestion effect is not limited to the pedestal change effect, and can be appropriately changed as long as it suggests winning a jackpot. For example, it may be a cut-in preview effect that suggests winning a jackpot, a dialogue preview effect that suggests winning a jackpot, a movable body drive preview effect that suggests winning a jackpot, an operation means drive effect that suggests winning a jackpot, a specific sound output effect that suggests winning a jackpot, or the like.
[0259] In the above embodiment, the pachinko gaming machine 1 was of the so-called "probability change loop type" in which the high-probability state continued substantially until winning the next jackpot after being controlled to the high-probability state. However, it may be a so-called "ST type" pachinko gaming machine that is controlled to the normal probability state when the number of times of variable display of the special symbol reaches a predetermined number after being controlled to the high-probability state. Also, in the above embodiment, the pachinko gaming machine 1 was of the so-called "type 1" in which a jackpot game is executed when winning a jackpot by lottery of the special symbol, but it may be another type of pachinko gaming machine capable of executing a small win game (for example, a so-called type 1 and type 2 mixed machine).
[0260] In the above embodiment, the pachinko gaming machine 1 was one that shifted to the high-probability state according to the type of special symbol that was stopped and displayed. However, it may be a pachinko gaming machine in which a specific area (V area) is provided in the big winning device and the high-probability state is shifted based on the passage of the game ball through the specific area, or a pachinko gaming machine that does not shift to the high-probability state.
[0261] Also, in the above embodiment, the short-time number of times was set to "100" times after the jackpot game, or the short-time state continued substantially until winning the next jackpot. However, it may be possible to set the short-time number of times to "0" times (that is, controlled to the "non-short-time state") after the jackpot game.
[0262] The winning expectation degrees of each effect described in the above form (the winning expectation degree of the icon shown in FIG. 37 and the winning expectation degree of the pedestal change effect shown in FIG. 45) are examples, and can be appropriately changed without departing from the spirit of the present invention.
[0263] 13. The invention shown in the above-described embodiment The above-described embodiment shows inventions of the following respective means. In the description of the means described below, corresponding component names, expressions, and reference numerals used in the drawings in the above-described embodiment are appended in parentheses for reference. However, the components of each invention are not limited to this appendix.
[0264] <Means A> The invention according to Means A1 is a game control means (game control microcomputer 81) capable of executing a hit determination as if it were a hit, and an effect control means (effect control microcomputer 91) capable of controlling an effect, and the effect control means is capable of displaying the icon (9X) indicating that the hit determination has been executed in the display area (17x), as the icon (9X), the icon in the low-expectation display mode (for example, the white icon 9X), or an icon in a high-expectation display mode that suggests a higher possibility (hereinafter referred to as "hit possibility", winning expectation degree) of being determined as a hit in the hit determination than the icon in the low-expectation display mode (for example, the red icon 9X) can be displayed, is capable of executing a specific preview effect (pedestal change effect) that suggests a hit possibility (see FIG. 45) equal to or higher than the hit possibility (30%, see FIG. 37) suggested by the icon in the high-expectation display mode, is capable of switching and displaying from the icon in the high-expectation display mode to the icon in the low-expectation display mode in the display area, When switching from the icon in the high-expectation display mode to the icon in the low-expectation display mode in the display area, the specific preview effect can be executed (refer to FIGS. 33 and 48(A)(B)). A gaming machine characterized by this is provided.
[0265] According to the gaming machine with this configuration, when the icon in the high-expectation display mode is switched to the icon in the low-expectation display mode and displayed in the display area, the player may feel discouraged thinking that the winning probability has decreased. However, when the icon in the high-expectation display mode is switched to the icon in the low-expectation display mode and displayed, a specific preview effect that suggests a winning probability equal to or higher than the winning probability suggested by the icon in the high-expectation display mode may be executed. In this case, it is possible to let the player who grasps the specific preview effect understand that the winning probability is maintained or increased. In this way, it is possible to enhance the gaming interest by giving an element of surprise with the change in the display mode of the icon and showing a specific preview effect that ensures the winning probability.
[0266] The invention according to means A2 is In the gaming machine described in means A1, The icon in the low-expectation display mode includes the icon in the first low-expectation display mode (for example, a white disk shape) (for example, the white icon 9X), and the icon in the second low-expectation display mode (for example, a green disk shape) that suggests a higher winning probability than the icon in the first low-expectation display mode (for example, the green icon 9X). The effect control means is When switching from the icon in the high-expectation display mode to the icon in the second low-expectation display mode (refer to FIGS. 48(A)(B)), it is easier to execute the specific preview effect than when switching from the icon in the high-expectation display mode to the icon in the first low-expectation display mode (refer to FIGS. 49(A)(B)) (refer to the allocation rate of the degradation effect pattern lottery table shown in FIGS. 48(A)(B)). A gaming machine characterized by this is provided.
[0267] According to the gaming machine of this configuration, when switching from the icon in the high-expectation display mode to the icon in the second low-expectation display mode, the player is less likely to feel discouraged because they think the winning probability has not decreased compared to when switching from the icon in the high-expectation display mode to the icon in the first low-expectation display mode. And in this case, a specific preview effect that ensures the winning expectation level is likely to be executed. Therefore, it is possible to provide the player with a novel gaming interest that makes it easier to expect the execution of the specific preview effect when the change in the display mode of the icon does not reduce the winning probability.
[0268] The invention according to means A3 is In the gaming machine described in means A1 or means A2, The said effect control means When not executing the specific preview effect when switching from the icon in the high-expectation display mode to the icon in the low-expectation display mode in the said display area, at a predetermined timing, switch from the icon in the low-expectation display mode to the icon in the high-expectation display mode and display it (execute a return effect, see Fig. 49(D)). It is a gaming machine characterized by this. A gaming machine characterized by this.
[0269] According to the gaming machine of this configuration, when the specific preview effect is not executed when switching from the icon in the high-expectation display mode to the icon in the low-expectation display mode in the said display area, the player simply feels discouraged thinking that the winning expectation level has decreased. However, even in this case, at a subsequent predetermined timing, switch from the icon in the low-expectation display mode to the icon in the high-expectation display mode and display it. Therefore, it is possible to give the player who thought the winning probability had decreased a sense of relief that the winning expectation level has returned to normal.
[0270] The invention according to means A4 is In the gaming machine described in any one of means A1 to A3, The said effect control means When switching from the icon in the high-expectation display mode to the icon in the low-expectation display mode in the said display area, as the specific preview effect, a winning suggestion effect (a pedestal change effect in which the display mode of the said pedestal 18x is switched from a white trapezoidal shape to a rainbow-colored trapezoidal shape and displayed, see Fig. 50(C)) that suggests that a win has been determined in the said hit determination can be executed. The gaming machine is characterized by this.
[0271] According to the gaming machine with this configuration, when it is switched from the icon in the high-expectation display mode to the icon in the low-expectation display mode and displayed, it gives the player a momentary surprise due to the decrease in the winning expectation level. However, when a winning suggestion effect that suggests that the winning of a big win has been determined is executed, it is possible to give the player a great sense of elation.
[0272] By the way, in the gaming machine described in Japanese Patent Application Laid-Open No. 2016-002320, the display mode of the icon may be changed from a low-expectation display mode to a high-expectation display mode that suggests a higher probability (probability of winning) of being determined as a winning in a winning determination than the low-expectation display mode. As a result, players are made to enjoy the change in the display mode of the icon. However, while the icon in the low-expectation display mode may be switched to the icon in the high-expectation display mode in the display area, the icon in the high-expectation display mode is not switched to the icon in the low-expectation display mode. That is, a player viewing the icon in the high-expectation display mode thinks that it will not be switched to and displayed as the icon in the low-expectation display mode. Therefore, when the display mode of the icon changes, there is room for improvement in the gaming interest. Thus, in the inventions according to Means A1 to A4, with respect to the gaming machine described in Japanese Patent Application Laid-Open No. 2016-002320, the effect control means can execute a specific preview effect that suggests a probability of winning equal to or higher than the probability of winning suggested by the icon in the high-expectation display mode, and when switching the icon in the high-expectation display mode to the icon in the low-expectation display mode in the display area, it can execute the specific preview effect. This makes it possible to solve the problem of providing a gaming machine capable of enhancing the gaming interest (achieving an operational effect).
Explanation of Signs
[0273] 1... Pachinko gaming machine 7... Image display device 7a... Display screen 9... Icon 9X... The said icon 9Y... Reserved icon 17a~17d... First reserved display area ~ Fourth reserved display area 17x... The said display area 18a~18d... First reserved pedestal ~ Fourth reserved pedestal 18x... The said pedestal 81... Microcomputer for game control 91... Microcomputer for effect control
Claims
【Claim 1】 game control means capable of performing a hit determination as if it were a hit; production control means capable of controlling production; and, the game control means can variably display an identification symbol indicating the result of the hit determination, the production control means, can display an icon indicating that the hit determination has been executed or that the hit determination is pending in an icon display area, as the icon, an icon in a low-expectation display mode, or an icon in a high-expectation display mode suggesting that the probability of being determined a hit in the hit determination (hereinafter referred to as "hit probability") is higher than that of the icon in the low-expectation display mode can be displayed, is capable of executing a specific preview production suggesting a hit probability equal to or higher than the hit probability suggested by the icon in the high-expectation display mode, can be switched and displayed from the icon in the high-expectation display mode to the icon in the low-expectation display mode in the icon display area, after the middle of the time of the variable display of the identification symbol, it can be switched from the icon in the high-expectation display mode to the icon in the low-expectation display mode in the icon display area, and the specific preview production can be executed, the icon in the high-expectation display mode includes a first high-expectation display mode icon and a second high-expectation display mode icon suggesting that the hit probability is higher than that of the first high-expectation display mode icon, A gaming machine characterized in that the specific preview production is more likely to be executed when switching from the icon in the second high-expectation display mode to the icon in the low-expectation display mode with a low hit probability than when switching from the icon in the first high-expectation display mode to the icon in the low-expectation display mode with a low hit probability.
Citation Information
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