gaming machines
The gaming machine's system manages symbol and opening states to precisely control notification effects, addressing blockages and ensuring natural endings, enhancing player engagement.
Patent Information
- Application Number
- JP2021106098
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-25
- Publication Date
- 2025-08-13
- Estimated Expiration
- 2041-06-25
AI Technical Summary
Existing gaming machines struggle to precisely determine when to change the content of presentations in winning games, leading to fewer opportunities for presentation before changes and potentially unnatural effects due to blockages or premature endings.
The gaming machine incorporates a system with passing areas, determining means, varying means, and operating means for symbols and openings, along with storage and acquisition means to manage reservation information, allowing for precise determination of notification effect content based on game state and pending information.
This system enables more precise control over notification effects, ensuring they end naturally even if blockages occur, preventing unnatural effects and maintaining engagement during jackpot games.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that performs effects corresponding to the varying display of symbols. [Background technology]
[0002] There is a gaming machine that has multiple symbols and multiple winning slots corresponding to each symbol, and can play a winning game in which each winning slot opens in tandem (see, for example, Patent Document 1). The gaming machine can determine whether a new winning game will be successful even during a winning game, and notifies the result of the winning / losing determination by performing a performance synchronized with the variable display of the first symbol. In such a winning game in which each winning slot opens in tandem, the status of the interlocking of each winning slot may vary depending on the number of game balls that enter each winning slot, and the time required for the winning game may be uncertain. The gaming machine described in Patent Document 1 can change the performance content if there is a possibility that the winning game will end based on the reserved information for the second symbol, so that the winning game will not end during the performance related to the first symbol. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-64902 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there are many situations in which a winning game may end depending on the pending information of the second pattern, and if all of them were covered, it would be necessary to change the content of the presentation in most cases, which would result in fewer situations in which the presentation before the change could be performed.
[0005] An object of the present invention is to provide a gaming machine that can more precisely determine situations in which it is necessary to change the content of presentation. [Means for solving the problem]
[0006] According to one aspect of the present invention, there is provided a passing area through which a gaming ball can pass, a determining means for determining whether or not a winning has been won when the gaming ball passes through the passing area, a first varying means for variably displaying a first symbol which is one of a plurality of symbols when the gaming ball passes through the passing area, a first winning port which is one of a plurality of winning ports configured to be mutually operable between a closed state in which it is difficult or impossible for the gaming ball to win a prize, and an open state in which it is easier for the gaming ball to win a prize than the closed state, and when the determining means determines that the winning has been won after the first varying means has finished displaying the variably displayed first symbol, a first operating means for operating the opening from the closed state to the open state when a predetermined number of game balls enter or when a predetermined time has elapsed; a first storage means for storing first reservation information that reserves the variable display of a second symbol, which is one of the plurality of symbols, due to a game ball entering the first opening; a second variable means for variable display of the second symbol based on the first reservation information stored in the first storage means; a second opening which is one of the plurality of openings; and a second opening which, after the variable display of the second symbol has been completed by the second variable means, a second operating means for operating the second winning opening from the closed state to the open state when a predetermined number of game balls enter the opening or when a predetermined time has elapsed; a second storage means for storing second reservation information that reserves the variable display of a third symbol, which is one of the plurality of symbols, due to a game ball entering the second winning opening; a third variation means for variable display of the third symbol based on the second reservation information stored by the second storage means; a third winning opening, which is one of the plurality of winning openings; and a third variation means for variable display of the third symbol, which is one of the plurality of winning openings, after the variable display of the third symbol has been completed by the third variation means. a third operating means which operates from the closed state to the open state and then operates to the closed state when a predetermined number of game balls are won or a predetermined time has passed; a determination means which determines the content of a notification effect which is an effect synchronized with the variable display of the first symbol; an execution control means which controls the execution of the notification effect of the content determined by the determination means; a first hold acquisition means which acquires the second hold information; a first operation acquisition means which acquires the operating state of the third winning slot; and when the execution control means starts the execution of the notification effect, the second hold information acquired by the first hold acquisition means.and a change means for changing the content of the notification effect in accordance with the operation state of the third winning port acquired by the first operation acquisition means.
[0007] The content of the notification effect is changed depending on the second pending information and the operating state of the third winning port, so the content of the notification effect can be determined more precisely depending on the game state.
[0008] This aspect includes a second hold acquisition means for acquiring the first hold information and a second operation acquisition means for acquiring the operation status of the second winning port, and the change means may change the content of the notification effect depending on the first hold information acquired by the second hold acquisition means and the operation status of the second winning port acquired by the second operation acquisition means when the execution control means starts executing the notification effect.
[0009] Furthermore, the content of the notification effect is changed depending on the first hold information, the second hold information and the operating status of the second winning port, so the content of the notification effect can be determined more precisely depending on the game status.
[0010] In this embodiment, when the execution control means starts executing the notification display, the change means may change the content of the notification display controlled by the execution control means if the number of second pending information is 0, except for the period from the time when the number of second pending information decreases to the time when the third winning port operates from the closed state to the open state.
[0011] In general-purpose electronic gaming machines, multiple prize slots, including the second prize slot, open in unison starting from the first prize slot, allowing players to win many balls during a jackpot. When the first prize slot or the second prize slot changes from a closed state to an open state, a "blocked state" may occur, in which no balls enter the first prize slot or the second prize slot, and the first prize slot or the second prize slot returns to a closed state with the first or second pending information remaining at 0. If a blockage occurs during a relatively long notification effect, the jackpot game ends first, and only the notification effect continues, potentially creating an unnatural effect. A blockage may occur when the number of second pending information is 0, excluding the period from when the number of second pending information decreases to when the third prize slot changes from a closed state to an open state. In this case, when a notification effect with a comparatively long presentation time is decided, the content can be changed to a notification effect with a short presentation time, so that even if a crash occurs and the big win game ends, the notification effect can be ended before that.
[0012] In this embodiment, when the execution control means starts executing the notification display, the change means may change the content of the notification display controlled by the execution control means if the number of the first pending information is 0 and the number of the second pending information is 1 or less, except for the period from the time when the number of the first pending information decreases to the time when the second winning port operates from the closed state to the open state.
[0013] When a notification effect with a relatively long presentation time is determined near the end of a jackpot game, the jackpot game may end during the notification effect, resulting in an unnatural presentation. Near the end of a jackpot game, there is a period when the number of first pending information is 0 and the number of second pending information is 1 or less, except for the period from when the number of first pending information decreases to when the second winning port operates from a closed state to an open state. Therefore, when a notification effect with a relatively long presentation time is determined during this period, by changing its content to a notification effect with a short presentation time, it is possible to ensure that the notification effect ends before the jackpot game ends.
[0014] In this embodiment, the notification effect has multiple types of effect patterns, including a special effect whose effect time is at least a predetermined first hour or longer, and a normal effect whose effect time is shorter than the first hour, and when the determination means determines the special effect that synchronizes with the changing display of the first pattern from the multiple types of effect patterns as the content of the notification effect, the change means may change the content of the notification effect from the special effect to the normal effect when the number of second pending information is 0, except for the period from the time when the number of second pending information decreases to the time when the third winning port operates from the closed state to the open state, or when the number of first pending information is 0 and the number of second pending information is 1 or less, except for the period from the time when the number of first pending information decreases to the time when the second winning port operates from the closed state to the open state.
[0015] In standard electronic gaming machines, multiple prize slots, including the second prize slot, open in unison starting from the first prize slot, allowing players to win many balls during a jackpot. When the first or second prize slot switches from a closed state to an open state, a "blocked state" may occur, in which no balls enter the first or second prize slot and the first or second prize slot returns to a closed state with the first or second reserved information remaining at 0. If a blockage occurs during a special effect, which has a relatively long duration, the jackpot game may end first, and only the special effect may continue, creating an unnatural effect. A blockage may occur when the number of second reserved information is 0, excluding the period from when the number of second reserved information decreases to when the third prize slot switches from a closed state to an open state. In this case, by switching to a regular effect with a shorter duration when a special effect is selected as the notification effect, the regular effect can be ended before the blockage occurs, even if the jackpot game ends.
[0016] Also, when a special effect is determined as the notification effect near the end of a jackpot game, the jackpot game may end during the special effect, resulting in an unnatural effect. Near the end of a jackpot game, there is a period when the number of first pending information is 0 and the number of second pending information is 1 or less, except for the period from when the number of first pending information decreases to when the second winning port operates from a closed state to an open state. Therefore, when a special effect is determined as the notification effect during this period, by changing to a normal effect with a shorter presentation time, it is possible to ensure that the normal effect ends before the end of the jackpot game.
[0017] In addition, the present invention may include any combination of the invention-specifying features of claims 1 to 5. [Brief explanation of the drawings]
[0018] [Figure 1] FIG. 1 is a front view of a pachinko machine 1. [Figure 2] 10 is a timing chart showing the basic operation of the electric chute 16 to 19 when the gaming ball passes through the first symbol gate 11. [Figure 3] 1 is a block diagram showing the electrical configuration of a pachinko machine 1. FIG. [Figure 4] A conceptual diagram showing the first normal winning related information storage area. [Figure 5] A conceptual diagram of a first variation pattern determination table. [Figure 6] A conceptual diagram of a fourth variation pattern determination table. [Figure 7] 10 is a flowchart of a main process. [Figure 8] This is a flowchart of the first normal pattern processing. [Figure 9] This is a flowchart of the first normal electric accessory processing. [Figure 10] This is a flowchart of the fourth normal pattern processing. [Figure 11] This is a flowchart of the fourth normal electric accessory processing. [Figure 12] 10 is a flowchart of second normal symbol processing. [Figure 13] This is a flowchart of the second normal electric accessory processing. [Figure 14] This is a flowchart (1 / 2) of the third normal pattern processing. [Figure 15] This is a flowchart (2 / 2) of the third normal pattern processing. [Figure 16] This is a flowchart of the third normal electric accessory processing. [Figure 17] FIG. 10 is a conceptual diagram of a notification effect pattern determination table. [Figure 18] 10 is a flowchart (1 / 2) of the sub-control board processing. [Figure 19] 10 is a flowchart (2 / 2) of the sub-control board processing. [Figure 20] 10 is a flowchart of the second notification performance execution process. DETAILED DESCRIPTION OF THE INVENTION
[0019] A pachinko machine 1, which is a first embodiment of a gaming machine according to the present invention, will be described below with reference to the drawings. First, the mechanical configuration of the pachinko machine 1 will be described with reference to FIG. 1. In the following description, the front, back, upper, lower, left, and right sides of FIG. 1 will be referred to as the front, rear, upper, lower, left, and right sides of the pachinko machine 1, respectively. The pachinko machine 1 is a gaming machine with a so-called general electric role type gaming specification, equipped with multiple standard electric role devices. The technology disclosed in this application can be applied to gaming machines with various gaming specifications, such as the old type 1 type, old type 2 type, type 1 / 2 mixed type, and standard type, as long as they display varying symbols.
[0020] As shown in Figure 1, a game board 2 is provided in the upper half of the pachinko machine 1. The game board 2 is a roughly square plate when viewed from the front, and its front is protected by a front frame 10 that holds a transparent glass plate. Various decorative lamps are provided in the front frame 10, surrounding the glass plate. An decorative lamp board 35 (see Figure 3) equipped with LEDs or the like is provided inside the decorative lamp, and the decorative lamps light up or flash depending on the progress of the game. An upper tray 5 is provided below the game board 2. The upper tray 5 supplies metal game balls to a game ball launcher 37 (see Figure 3) and also receives prize balls. An operation button 9 that can be operated by the player is provided on the top surface of the upper tray 5. A lower tray 6 that receives prize balls is provided directly below the upper tray 5. A launch handle 7 that adjusts the launch of game balls is provided to the right of the lower tray 6. The launch handle 7 is provided so that it can be rotated by the player, and when the player rotates the launch handle 7 to perform the launch operation, the game ball is launched by the game ball launcher 37 with a strength that corresponds to the rotation angle of the launch handle 7. Speakers 48 are provided on the left and right corners of the upper part of the front frame 10, respectively.
[0021] A substantially circular game area 4 surrounded by a guide rail 3 is formed on the front of the game board 2. The guide rail 3 is formed in an arc from the left side to the upper side of the game area 4. A center ornament 8 that executes various effects is provided in approximately the center of the game area 4. Game balls launched by the game ball launcher 37 are guided to the game area 4 by the guide rail 3 and flow down within the game area 4. Game balls launched with a launch strength less than a predetermined strength flow down the left side of the center ornament 8, and game balls launched with a launch strength equal to or greater than the predetermined strength flow down the right side of the center ornament 8. Hereinafter, launching a game ball so that it flows down the left side of the center ornament 8 will be referred to as a "left hit," and launching a game ball so that it flows down the right side of the center ornament 8 will be referred to as a "right hit."
[0022] The center ornament 8 mainly includes a display screen 28. The display screen 28 is located approximately in the center of the center ornament 8. The display screen 28 is configured, for example, with an LCD or the like and is capable of displaying various numbers, letters, videos, etc. The display screen 28 is capable of executing a first notification effect and a second notification effect. The first notification effect is an effect that notifies the player of the result of the first normal win determination by varying a first effect pattern (e.g., a coin-like pattern (not shown)), which is an effect pattern, and then displaying a confirmed combination of effect patterns indicating the result of the first normal win determination (described later). The second notification effect is an effect that notifies the player of the result of the fourth normal win determination (described later) by varying a second effect pattern (not shown), which is an effect pattern, and then displaying a confirmed combination of effect patterns indicating the result of the fourth normal win determination (described later). Hereinafter, the first and second effect patterns will be collectively referred to as "effect patterns" or simply referred to as "effect patterns" when neither is specified. In addition, when referring to the first notification effect and the second notification effect collectively, or when not specifying either one, they are simply referred to as notification effects.
[0023] A first pattern gate 11 through which game balls can pass is provided approximately below the center of the center ornament 8. The first pattern gate 11 is an operating gate for the first normal pattern. To the right of the center ornament 8, a winning port unit 100 is provided, which is a unit component in which multiple winning ports are integrally formed. The winning port unit 100 includes a fourth electric chute 19 equipped with an opening / closing member 191, and a fourth pattern gate 13. The fourth electric chute 19 is one of the electric tulips (hereinafter referred to as "electric chute") provided as a normal electric device (a device that changes the size of the winning port based on the result of a normal win determination). The fourth electric chute 19 is an operating port for the second normal pattern. The fourth pattern gate 13 is an operating gate for the fourth normal pattern.
[0024] A first electric chute 16 is provided approximately below the center of the winning port unit 100. The first electric chute 16, like the fourth electric chute 19, is an activation port for the second normal pattern. A second electric chute 17 is provided below and to the left of the first electric chute 16. The second electric chute 17 is an activation port for the third normal pattern. A third electric chute 18 is provided below and to the right of the second electric chute 17. The third electric chute 18 does not function as an activation port for the normal pattern. Like the fourth electric chute 19, the first electric chute 16, the second electric chute 17, and the third electric chute 18 are each equipped with opening / closing members 161, 171, and 181. A gaming ball can win a prize in the first electric chute 16, the second electric chute 17, and the third electric chute 18 only when the opening / closing members 161, 171, and 181 of the first electric chute 16, the second electric chute 17, and the third electric chute 18, respectively, are opened. Hereinafter, the first electric chute 16, the second electric chute 17, the third electric chute 18, and the fourth electric chute 19 will be collectively referred to simply as electric chute. Each opening / closing member 161, 171, 181, 191 of the electric chute is opened and closed by a solenoid. The electric chute may be configured so that game balls can win even when each opening / closing member 161, 171, 181, 191 is closed, and so that game balls can win more easily when the opening / closing members 161, 171, 181, 191 are opened than when the electric chute is closed.
[0025] In addition to the above, the game area 4 is provided with an outlet 23, various electric components, other winning ports, game nails, etc. The outlet 23 is provided at the bottom of the game board 2. Of the game balls that flow down the game area 4, those that do not win in either the electric chute or the other winning ports and flow down to the bottom of the game area 4 pass through the outlet 23 and are then discharged outside the game area 4.
[0026] In addition, because the game components are arranged as described above in the game area 4, game balls hit from the left are more likely to pass through the first symbol gate 11 than game balls hit from the right. Also, game balls hit from the right are more likely to pass through the fourth symbol gate 13 and the electric chute or win a prize than game balls hit from the left. It is difficult for game balls hit from the left to pass through the fourth symbol gate 13 and the electric chute or win a prize. Therefore, the player advances the game by hitting from the right during a jackpot game, which will be described later, and advances the game by hitting from the left at other times.
[0027] A symbol display unit 24 is provided in the lower right corner of the gaming board 2. The symbol display unit 24 includes a first normal symbol display unit, a second normal symbol display unit, a third normal symbol display unit, a fourth normal symbol display unit, a first normal symbol memory count display LED, a second normal symbol memory count display LED, a third normal symbol memory count display LED, and a fourth normal symbol memory count display LED. The first to fourth normal symbol display units display first to fourth normal symbols, indicating the results of the first to fourth normal hit determinations, by turning on and off the LEDs. The first to fourth normal symbol memory count display LEDs display the number of reserved balls (so-called "reserved ball count"), which are gaming balls for which the results of the first to fourth normal hit determinations have not yet been displayed. The number of reserved balls related to the first normal symbol is referred to as the first reserved ball count. The number of reserved balls related to the second normal symbol is referred to as the second reserved ball count. The number of reserved balls related to the third normal symbol is referred to as the third reserved ball count. The number of reserved balls related to the fourth normal symbol is referred to as the fourth reserved ball count. Hereinafter, when the first to fourth normal patterns are collectively referred to, they will simply be referred to as normal patterns.
[0028] Next, an example of a game on the pachinko machine 1 will be described with reference to FIG. 2. In the pachinko machine 1, a game is started by hitting from the left, and a first winning random number is acquired when the gaming ball passes through the first symbol gate 11. A first normal winning determination is made based on the acquired first winning random number. In the pachinko machine 1, the probability of being determined as a win in the first normal winning determination (hereinafter referred to as the "first normal winning probability") is approximately 1 / 67. Note that the first normal winning probability may be lower or higher than approximately 1 / 67. Hereinafter, a determination of a win in the first normal winning determination is also referred to as a "first normal winning". In this embodiment, the maximum value of the first reserved number of balls (hereinafter referred to as the "maximum first reserved number of balls") is "4".
[0029] When the first normal win determination is made, the first normal pattern displayed in the first normal pattern display section of the pattern display section 24 starts to change. In synchronization with the change of the first normal pattern, the first performance pattern starts to change and a first notification performance is performed by the display screen 28, speaker 48, etc. Of the changes of the normal patterns, a change in which a pattern indicating a win is displayed as a confirmed win is called a win change, and a change in which a pattern indicating a loss is displayed as a confirmed lose is called a loss change.
[0030] If the first normal win determination determines that a first normal win has occurred, the first normal symbol changes and the first electric chute 16 opens, and a first normal win game is executed. The first electric chute 16 opens after the first normal symbol, which indicates a first normal win, is displayed. When a game ball enters the opened first electric chute 16, a predetermined number of prize balls are paid out according to the number of game balls that entered. Therefore, once the first normal win game is executed, the player continues the game by hitting the right side in order to have a game ball enter the first electric chute 16. Once opened, the first electric chute 16 closes when a predetermined opening time (hereinafter referred to as the "first opening time") has elapsed or when one of the following conditions is met: four game balls have entered. The first normal symbol does not change while the first normal win game is being executed.
[0031] The pachinko machine 1 determines a change priority for the first, second, and third normal symbols, indicating whether they will be given priority over other normal symbols. Specifically, the third normal symbol has the highest change priority, followed by the second normal symbol and the first normal symbol. As long as the third reserved ball count is "1" or greater, the third normal symbol begins to change in preference to the first and second normal symbols. If the third reserved ball count is "0" and the second reserved ball count is "1" or greater, the second normal symbol begins to change in preference to the first normal symbol. If the second reserved ball count and the third reserved ball count are "0" and the first reserved ball count is "1" or greater, the first normal symbol begins to change. The change priority relationship for the normal symbols in the pachinko machine 1 is hereinafter referred to as "third normal symbol > second normal symbol > first normal symbol." Note that the fourth normal symbol can change regardless of the reserved ball counts of the other normal symbols. Therefore, if the fourth reserved ball number is "1" or more, the fourth normal symbol will start changing even if other normal symbols are changing.
[0032] The first electric chute 16 also functions as an activation port for the second normal symbol. Therefore, when a gaming ball enters the first electric chute 16, a second win random number is acquired, and a second normal symbol determination is performed based on the second win random number. In this embodiment, the probability of a win determined by the second normal symbol determination (hereinafter referred to as the "second normal symbol probability") is 100%. Hereinafter, a win determined by the second normal symbol determination is also referred to as a "second normal symbol." Note that the second normal symbol probability may be less than 100%. In this embodiment, the maximum number of second reserved balls (hereinafter referred to as the "maximum number of second reserved balls") is "4." Therefore, for one first normal symbol game, a maximum of four second normal symbol determinations are performed, and a maximum of four second normal symbol games are also performed. Note that the second normal symbol does not change during the second normal symbol game. In the second normal symbol determination, whether a second normal symbol win or a loss is determined based on the second random symbol. The first second regular winning determination is made for the first second reserved ball among the four second reserved balls stored when four game balls enter the first electric chute 16. Note that the second regular symbol does not change during the second regular winning game.
[0033] When a second normal win determination is made, the second normal symbol displayed in the second normal symbol display section of the symbol display section 24 begins to change. When a second normal win is determined by the second normal win determination, after the win variation of the second normal symbol has ended, the opening / closing member 171 of the second electric chute 17 is opened and a second normal win game is executed. The second electric chute 17 opens after the second normal symbol indicating a second normal win is displayed and confirmed. When a game ball enters the opened second electric chute 17, a predetermined number of prize balls are paid out according to the number of game balls that entered. Once opened, the second electric chute 17 closes after a predetermined opening time (hereinafter referred to as the "second opening time") has elapsed or when one of the following conditions is met: four game balls have entered. In this embodiment, the second opening time is 5.8 seconds. Furthermore, preliminary actual shooting tests have revealed that when game balls are continuously shot to the right during a jackpot game, four game balls will land in the opened second electric chute 17 within approximately 2.7 seconds after the opening of the second electric chute 17. In other words, the opening time of the second electric chute 17 during a jackpot game is essentially approximately 2.7 seconds.
[0034] The second electric chute 17 also functions as an activation port for the third normal symbol. Therefore, when a gaming ball enters the second electric chute 17, a third win random number is acquired, and a third normal symbol determination is performed based on the third win random number. In this embodiment, the probability of a win being determined based on the third normal symbol determination (hereinafter referred to as the "third normal symbol probability") is 100%. Hereinafter, a win determined based on the third normal symbol determination is also referred to as a "third normal symbol." The third normal symbol probability does not have to be 100% and may be less than 100%. In this embodiment, the maximum number of third reserved symbol balls (hereinafter referred to as the "maximum third reserved symbol number") is "4." Therefore, for each second normal symbol game, a maximum of four third normal symbol determinations are performed, and a maximum of four third normal symbol games are also performed. During a third normal symbol game, the third normal symbol does not change. In the third normal hit determination, whether it is a third normal hit or a miss is determined based on the third hit random number. The first third normal hit determination is performed on the first of the four third reserved balls stored when four game balls enter the second electric chute 17.
[0035] When a third normal win determination is made, the third normal symbol displayed in the third normal symbol display section of the symbol display section 24 begins to fluctuate. When a third normal win is determined by the third normal win determination, the opening / closing member 181 of the third electric chute 18 is opened, and a third normal win game is executed. When a game ball enters the opened third electric chute 18, a predetermined number of prize balls are paid out according to the number of game balls that entered. Once opened, the third electric chute 18 closes when a predetermined opening time (hereinafter referred to as the "third opening time") has elapsed or when seven game balls enter. In this embodiment, the third opening time is 5.8 seconds. Furthermore, prior live-fire testing has revealed that when game balls are continuously shot to the right during a jackpot game, seven game balls enter the opened third electric chute 18 within approximately 4.5 seconds after the third electric chute 18 begins to open. In other words, the opening time of the third electric chute 18 once during a jackpot game is essentially about 4.5 seconds. Hereinafter, the variation of the third normal symbol and the third normal hit game are repeated up to four times until the number of third reserved balls reaches "0." Hereinafter, the maximum four third normal hit games executed for each of the four game balls that enter the second electric chute 17 will be collectively referred to as a "series of third normal hit games." The third electric chute 18 opens after the third normal symbol indicating a third normal hit is displayed.
[0036] In this way, the first electric chute 16 opens in association with the first normal hit game, the second electric chute 17 opens in association with the second normal hit game, and the third electric chute 18 opens multiple times in association with a series of third normal hit games. A game in which the opening of the first electric chute 16 triggers the successive opening of the other electric chute is called a "jackpot game." One jackpot game includes one first normal hit game, up to four second normal hit games that are executed corresponding to one first normal hit game, and a series of third normal hit games that are executed corresponding to each of the up to four second normal hit games. When game play is started by hitting left, a jackpot game that starts when a first normal hit is determined by the first normal hit determination is also referred to below as an "initial hit game."
[0037] During a jackpot game, a gaming ball hit to the right may pass through the fourth symbol gate 13. The fourth symbol gate 13 is an activation gate for the fourth normal symbol. When a gaming ball passes through the fourth symbol gate 13, a fourth hit random number is acquired, and a fourth normal hit determination is made based on the fourth hit random number. In this embodiment, the probability of a hit determined by the fourth normal hit determination (hereinafter referred to as the "fourth normal hit probability") is slightly higher than the first normal hit probability, at approximately 1 / 59. Hereinafter, a hit determined by the fourth normal hit determination is also referred to as a "fourth normal hit." In this embodiment, the maximum number of fourth reserved balls (hereinafter referred to as the "maximum fourth reserved ball number") is "4." In the fourth normal hit determination, whether the fourth hit is a fourth hit or a miss is determined based on the fourth hit random number. The fourth normal hit probability may be a probability other than 1 / 59. The fourth normal winning probability may be the same as or different from the first normal winning probability. The pachinko machine 1 can execute the fourth normal winning determination even while the first to third normal symbols are fluctuating.
[0038] When a fourth normal hit determination is made, the fourth normal symbol displayed in the fourth normal symbol display section of the symbol display section 24 begins to change. In synchronization with the change of the fourth normal symbol, a second notification effect is performed by the display screen 28, speaker 48, etc. If a fourth normal hit determination result is not derived during jackpot play, the jackpot play ends when the second reserved ball count and the third reserved ball count reach "0". From then on, play returns to left-handed play, as before the initial jackpot play.
[0039] If a fourth normal win determination result is derived from the fourth normal win determination performed during jackpot play, the fourth symbol will change to a winning symbol. In this case, the winning variation of the fourth normal symbol will end during or after the linkage of the first electric chute 16 to the third electric chute 18 due to the initial win play, and the opening / closing member 191 of the fourth electric chute 19 will open, executing a fourth normal win game. When a game ball enters the opened fourth electric chute 19, a predetermined number of prize balls will be paid out according to the number of game balls that entered. Once opened, the fourth electric chute 19 will close when either the opening / closing operation ends after a predetermined opening time (hereinafter referred to as the "fourth opening time") or when 10 game balls enter.
[0040] The fourth electric chute 19 is also an activation port for the second normal symbol, just like the first electric chute 16. Therefore, when a game ball enters the fourth electric chute 19, a second winning random number is obtained, and second reserved balls are stored up to the maximum number of second reserved balls (four). A second normal winning determination is made based on the stored second reserved balls (second winning random number). If a second normal winning is determined by the second normal winning determination, a winning variation of the second normal symbol is made, and then the second normal winning game is played.
[0041] Thereafter, when a game ball enters the second electric chute 17 that opened during the second normal hit game, a third hit random number is obtained, and the third reserved balls are stored up to the maximum number of third reserved balls (four). In other words, just like the initial hit game, the second normal hit game and a series of third normal hit games are repeated up to four times. The fourth normal hit game, which is triggered by a fourth normal hit being determined during a jackpot game, and the second normal hit game and a series of third normal hit games that are repeated up to four times, are also included in the jackpot game. The jackpot game that is triggered by a fourth normal hit being determined during a jackpot game will be referred to below as a "consecutive game." Note that even if a fourth normal hit is determined during a consecutive game, consecutive game play will continue.
[0042] The electrical configuration of the pachinko machine 1 will be described with reference to Figure 3. The control unit 40 of the pachinko machine 1 mainly includes a main board 41, a sub-control board 58, a lamp driver board 46, a performance control board 43, a payout control board 45, a relay board 47, and a power supply board 42.
[0043] The main board 41 is responsible for the main control of the pachinko machine 1. The main board CPU unit 50 of the main board 41 is provided with a CPU 51 that performs various arithmetic processing, a RAM 52 that temporarily stores data, and a ROM 53 that stores control programs and the like. A random number generation circuit 56 and an interrupt signal generation circuit 57 are connected to the main board CPU unit 50. The random number generation circuit 56 generates random numbers within a predetermined range. The interrupt signal generation circuit 57 generates an interrupt signal every time a clock signal is input from a clock circuit (not shown) that outputs a clock signal of a constant frequency. Every time an interrupt signal is input from the interrupt signal generation circuit 57, the main board 41 executes the main processing of the main control program, which will be described later.
[0044] The main board 41 is connected to the sub-control board 58, the payout control board 45, the relay board 47, the external terminal board 55, the first pattern gate switch 61 and the fourth pattern gate switch 62 via the I / O interface 54.
[0045] The sub-control board 58 includes a CPU 581, RAM 582, and ROM 583, and is connected to the lamp driver board 46, the performance control board 43, the operation button 9, and the speaker 48. The sub-control board 58 performs overall control of performances and other aspects in accordance with commands transmitted from the main board 41. The lamp driver board 46 is connected to the illumination board 35. The illumination board 35 is equipped with, for example, LEDs and is installed inside the various illumination components described above. The lamp driver board 46 controls the light-emitting operation of the illumination board 35 in accordance with commands received from the sub-control board 58. The performance control board 43 includes a display control CPU, an image display processor (Video Display Processor: VDP), VRAM, CGROM, etc. (not shown), and controls the display on the display screen 28. Multiple pieces of video data are pre-stored in the CGROM. The display control CPU instructs the VDP on the video data for the video to be displayed on the display screen 28 in accordance with commands received from the sub-control board 58. The VDP obtains from the CGROM the video data of the video instructed by the display control CPU, and displays, for example, 30 frames of still images per second on the display screen 28, thereby displaying moving images on the display screen 28. The payout control board 45 includes a CPU 45a, etc. The payout control board 45 controls the operation of the prize ball payout device 49 in response to commands sent from the main board 41, and causes the prize ball payout device 49 to pay out a predetermined number of game balls as prize balls.
[0046] The relay board 47 is connected to the first electric tube solenoid 64, the second electric tube solenoid 65, the third electric tube solenoid 66, the fourth electric tube solenoid 67, the first electric tube switch 71, the second electric tube switch 72, the third electric tube switch 73, the fourth electric tube switch 74 and the pattern display unit 24.
[0047] The first electric chute solenoid 64 opens and closes the opening / closing member 161 of the first electric chute 16 during play of the first normal win. The second electric chute solenoid 65 opens and closes the opening / closing member 171 of the second electric chute 17 during play of the second normal win. The third electric chute solenoid 66 opens and closes the opening / closing member 181 of the third electric chute 18 during play of the third normal win. The fourth electric chute solenoid 67 opens and closes the opening / closing member 191 of the fourth electric chute 19 during play of the fourth normal win. The first electric chute switch 71 is provided on the first electric chute 16 and detects the entry of a gaming ball into the first electric chute 16. The second electric chute switch 72 is provided on the second electric chute 17 and detects the entry of a gaming ball into the second electric chute 17. The third electric chute switch 73 is provided on the third electric chute 18 and detects the entry of a gaming ball into the third electric chute 18. The fourth electric chute switch 74 is provided on the fourth electric chute 19 and detects whether a gaming ball has entered the fourth electric chute 19.
[0048] The external terminal board 55 contact-outputs information about the pachinko machine 1 to an amusement hall management computer (a so-called hall computer, not shown) that comprehensively manages the gaming machines installed in the pachinko hall. The first symbol gate switch 61 is provided in the first symbol gate 11 and detects the passage of a gaming ball through the first symbol gate 11. The fourth symbol gate switch 62 is provided in the fourth symbol gate 13 and detects the passage of a gaming ball through the fourth symbol gate 13.
[0049] The power supply board 42 is connected to the main board 41 and the game ball launcher 37, and supplies stabilized DC power to the main board 41, the game ball launcher 37, and each board via the main board 41. The game ball launcher 37 launches one game ball into the game area 4 at regular intervals (0.6 seconds in this embodiment).
[0050] The first normal win related information storage area of RAM 52 will be described with reference to Figure 4. The first normal win related information storage area is used in the first normal symbol processing (see Figure 8) of the main processing described later. The first normal win related information storage area is provided with multiple storage areas. In this embodiment, the maximum first reserved ball number is "4". Therefore, four storage areas No. 1 to No. 4 are provided in the first normal win related information storage area. When a gaming ball passes through the first symbol gate 11, if the first reserved ball number is less than 4 (0 to 3), random numbers are stored in the storage area starting with the smallest number.
[0051] The first reserved ball count is the number of random numbers (first reserved balls) that are stored with the execution of the first normal hit determination, etc., pending among the random numbers acquired when a gaming ball passes through the first symbol gate 11. The CPU 51 shifts the random number stored in the smallest-numbered memory area among the random numbers in the memory areas that have not yet been processed to a first determination area (not shown). The first determination area is a memory area provided in RAM 52 for storing the random numbers used to determine the first normal hit. The CPU 51 performs various processes, such as the first normal hit determination, on the random numbers shifted to the first determination area. When the random number stored in the smallest-numbered memory area is shifted to the first determination area, the random numbers stored next to it and below are shifted to the memory area with the next smaller number. Thereafter, the random numbers stored in the smallest-numbered memory areas are sequentially shifted to the first determination area, and the process of the first normal hit determination, etc., is repeated. The various processes for the random numbers stored in the first determination area include, for example, determining the first notification effect (determining the first variation pattern) that notifies the result of the first normal win determination and determining the first normal symbol. The random numbers in the first determination area are erased after the first win determination process and other processes are completed.
[0052] Each memory area has a first win random number column, a first symbol determination random number column, and a first variation pattern determination random number column. The first win random number column stores the value of the first win random number generated by the random number generation circuit 56 (see FIG. 3). The first symbol determination random number column stores the value of the first symbol determination random number generated by the random number generation circuit 56. The first variation pattern determination random number column stores the value of the first variation pattern determination random number generated by the random number generation circuit 56. When a gaming ball passes through the first symbol gate 11, the random numbers generated by the random number generation circuit 56 for each type of random number at that time are latched by a hardware circuit and stored in each column. The first win random number is used to determine a first normal win. The first symbol determination random number is used to determine a first normal symbol. The first variation pattern determination random number is used to determine a first variation pattern indicating the variation time of the first normal symbol displayed in the first normal symbol display section of the symbol display unit 24. Hereinafter, the first variation pattern determination random number and the first pattern determination random number obtained together with the first winning random number will be collectively referred to as the first random number.
[0053] In the pachinko machine 1, the variation time of the first normal symbol is equal to the duration of the first notification effect that notifies the player of the result of the first normal win determination. The sub-control board 58 controls the first notification effect according to the first variation pattern determined by the main board 41. Specifically, the main board 41 starts the variation of the first normal symbol according to the first variation pattern. The sub-control board 58 starts the variation display of the first effect symbol in synchronization with the start of the variation of the first normal symbol. When the variation time of the first normal symbol that has started to vary ends, the main board 41 displays the first normal symbol that has been varied as determined for a predetermined time (approximately 0.7 seconds in this embodiment). The sub-control board 58 displays the first effect symbol in synchronization with the display of the determined first normal symbol. Furthermore, the sub-control board 58 executes the first notification effect synchronized with the first variation pattern not only by displaying the first effect symbol on the display screen 28 but also through the speaker 48, etc.
[0054] The RAM 52 is provided with a second normal win-related information storage area, a third normal win-related information storage area, and a fourth normal win-related information storage area. The second normal win-related information storage area, the third normal win-related information storage area, and the fourth normal win-related information storage area are also configured similarly to the first normal win-related information storage area. In this embodiment, the variation time of the second normal symbol and the variation time of the third and fourth normal symbols are each set to a fixed time (2.0 seconds). In such a case, the second normal win-related information storage area and the third normal win-related information storage area do not need to be provided with a second variation pattern determination random number column and a third variation pattern determination random number column. The various random numbers acquired together with the second win random number, the third win random number, and the fourth win random number and stored in the second normal win-related information storage area, the third normal win-related information storage area, and the fourth normal win-related information storage area are collectively referred to as the second random number, the third random number, and the fourth random number, respectively. Of the first to fourth random numbers stored in the first to fourth normal winning related information storage areas, the first to fourth random numbers stored in areas other than the judgment area described below correspond to the first to fourth reserved balls. In the following explanation, when the first winning random number, second winning random number, third winning random number, and fourth winning random number are collectively referred to, or when no specific one is specified, they are also simply referred to as winning random numbers.
[0055] 5 and 6, the variation pattern determination table stored in the ROM 53 will be described. The variation pattern determination table includes a first variation pattern determination table shown in FIG. 5 and a fourth variation pattern determination table shown in FIG. 6.
[0056] As shown in Figure 5, the first variation pattern determination table has multiple tables according to the result of the first hit determination (first normal hit or miss). Multiple types of variation patterns are assigned to each table, and each variation pattern is associated with the value (0 to 511) of the first variation pattern determination random number. When the first normal hit determination is made, the table according to the determination result is referenced, and one variation pattern corresponding to the value of the first variation pattern determination random number obtained together with the first hit random number is determined.
[0057] In the first variation pattern determination table, when the result of the first normal hit determination is a first normal hit, the probability that the variation pattern will be determined increases in the order of "normal reach," "reach effect A," "reach effect B," "reach effect C," "reach effect D," and "reach effect E." On the other hand, when the result of the first normal hit determination is a miss, the probability that "non-reach," which does not result in a reach state, will be determined is the highest, followed by "normal reach," "reach effect A," "reach effect B," "reach effect C," "reach effect D," and "reach effect E." Therefore, the expected value that the result of the first normal hit determination will be a first normal hit increases in the order of "normal reach," "reach effect A," "reach effect B," "reach effect C," "reach effect D," and "reach effect E."
[0058] The first fluctuation pattern of "non-reach" defines the first fluctuation time as different times depending on the first reserved ball number at the start of the fluctuation of the first normal pattern. When the first reserved ball number is "0" or "1", the fluctuation time is 12.0 seconds. When the first reserved ball number is "2" or "3", the fluctuation time is 7.0 seconds. When the first reserved ball number is "4", the fluctuation time is 3.5 seconds.
[0059] The main board 41 generates a first variation pattern designation command, which is a command that designates the determined first variation pattern, and transmits the generated first variation pattern designation command to the sub-control board 58. The sub-control board 58 executes the first notification effect by controlling the display screen 28, speaker 48, etc. according to the first variation pattern designated by the command. In addition, the main board 41 changes the first normal symbol for a variation time determined according to the determined first variation pattern.
[0060] As shown in Figure 6, the fourth variation pattern determination table has multiple tables depending on the result of the fourth normal hit determination (fourth normal hit or miss). Each table is assigned one or more types of variation patterns, and each variation pattern is associated with the value (0 to 511) of the fourth variation pattern determination random number. When the fourth normal hit determination is made, the table according to the determination result is referenced, and one variation pattern corresponding to the value of the fourth variation pattern determination random number obtained together with the fourth hit random number is determined.
[0061] In the fourth fluctuation pattern determination table, if the result of the fourth normal hit judgment is a fourth normal hit, one of the fluctuation patterns, "hit short fluctuation" or "hit long fluctuation," is determined. The rate at which "hit long fluctuation" is determined is lower than the rate at which "hit short fluctuation" is determined. The fluctuation time of "hit short fluctuation" is 7.4 seconds, and the fluctuation time of "hit long fluctuation" is 60 seconds. If the result of the fourth normal hit judgment is a miss, one of the fluctuation patterns, "miss short fluctuation" or "miss long fluctuation," is determined. The fluctuation time of "miss short fluctuation" is 1.6 seconds, and the fluctuation time of "miss long fluctuation" is 6.4 seconds.
[0062] The long win variation time is set to be longer than the time it takes for all four second normal wins in a jackpot game and the series of third normal wins corresponding to each of the four second normal wins to be played. Therefore, if a fourth normal win is determined during a jackpot game and a fourth normal symbol win variation occurs due to the long win variation, the win variation ends after all of the electric chute linkages in the ongoing jackpot game have ended. In other words, the win variation ends when the second and third reserved ball counts reach "0," and the fourth normal win game begins. In this case, if a game ball enters the fourth electric chute 19 during the fourth normal win game, the second reserved ball is likely to be newly stored up to the maximum second reserved ball count of "4." Therefore, consecutive wins are likely to be played that include four second normal wins and a series of third normal wins corresponding to each of the four second normal wins. A jackpot in which a new jackpot game starts after the ongoing jackpot game ends due to a jackpot long variation of the fourth normal symbol is called a "marutoku hit."
[0063] On the other hand, if a fourth normal win is determined during a jackpot game and a fourth normal symbol win variation occurs due to a short win variation, the win variation is likely to end during the jackpot game. In this case, the fourth normal win game is likely to be played when the second reserved ball count is "1" or greater, and the newly stored second reserved ball count is likely to become "3" or less when a game ball enters the fourth electric chute 19 during the fourth normal win game. Therefore, consecutive games are likely to be played that include three or fewer second normal win games and a series of third normal win games that are played corresponding to each of the three or fewer second normal win games. A jackpot in which a new jackpot game begins before the end of the current jackpot game due to a fourth normal symbol win variation caused by a short win variation is called an "additional win."
[0064] In this way, when the winning variation of the fourth normal symbol is performed by a long winning variation, the second electric chute 17 and the third electric chute 18 are likely to be linked more frequently during consecutive win games than when the winning variation is performed by a short winning variation, which is likely to be advantageous for the player. Therefore, the pachinko machine 1 can attract the player's attention to whether the fourth normal symbol will start to vary during a jackpot game and which fourth variation pattern the winning variation of the fourth normal symbol will be. In the following explanation, when the first variation pattern determination random number and the fourth variation pattern determination random number are referred to collectively, or when neither is specified, they are also simply referred to as variation pattern determination random numbers.
[0065] The main board 41 transmits a first variation pattern designation command or a fourth variation pattern designation command, which is a command that designates the determined variation pattern, to the sub-control board 58. The sub-control board 58 controls the display screen 28, speaker 48, etc. according to the variation pattern designated by the command. In addition, the main board 41 changes the first normal symbol or the fourth normal symbol for a variation time determined according to the determined variation pattern.
[0066] In pachinko machine 1, the time for the first through fourth normal symbols to fluctuate is not measured while any of electric chutes 16-19 is open, for reasons such as avoiding overlapping of first through fourth winning games. During the measurement interruption period, when the measurement of the fluctuating time is interrupted, the first through fourth normal symbols continue to fluctuate without stopping, even after the measurement of the predetermined fluctuating time is interrupted. Therefore, if any of electric chutes 16-19 is opened while the first through fourth normal symbols are fluctuating, the fluctuating of the first through fourth normal symbols continues for the predetermined fluctuating time plus the measurement interruption period. Therefore, during jackpot play, when electric chutes 16-19 are continuously open, the effective fluctuating time of the first through fourth normal symbols is longer than the predetermined fluctuating time for each normal symbol. In particular, for the first and fourth normal symbols, which can fluctuate during both normal play and jackpot play, the effective fluctuating time during jackpot play is longer than the fluctuating time during normal play. Furthermore, since the timing at which the electric chute 16 to 19 opens varies during a jackpot game, the actual time at which the first to fourth normal symbols change during a jackpot game is not uniquely determined.
[0067] For example, as shown in FIG. 2, assume that the fourth normal symbol begins to fluctuate in a "long miss" pattern (6.4-second fluctuation) when the game ball passes through the fourth symbol gate 13 at time (A) during a jackpot game. (A) is the point after the first second normal symbol in the jackpot game ends and immediately before the start of the first series of third normal symbol games. Therefore, after time (A), a series of third normal symbol games are executed. The third opening time of the third electric chute 18 is 5.8 seconds, but as mentioned above, the actual opening time of the third electric chute 18 during a jackpot game is approximately 4.5 seconds. Therefore, the fourth normal symbol that began fluctuating at time (A) effectively fluctuates for approximately 15.4 seconds, which is the predetermined 6.4-second fluctuating time plus two approximately 4.5-second measurement interruptions.
[0068] Meanwhile, suppose that the fourth normal symbol begins to change according to the "long miss" change pattern (change time: 6.4 seconds) at time (B) during a jackpot game, triggered by the passing of the game ball through the fourth symbol gate 13. (B) is the point in time during which the third normal symbol associated with the last reserved ball among the third reserved balls changes after the third electric chute 18 has opened for the third time during a series of third normal symbol games, which are executed after the first second normal symbol game has ended. Therefore, after the third normal symbol change ends, the third electric chute 18 opens once. In this case, the fourth normal symbol that began changing at time (B) effectively changes over a period of approximately 10.9 seconds, which is the predetermined 6.4-second change time plus a single approximately 4.5-second measurement interruption. Thus, even if the fourth normal symbol changes according to the same change pattern during a jackpot game, the opening timing of electric chute 16-19 differs depending on the change start point, resulting in different effective change times.
[0069] Also, assume that the fourth normal symbol begins to change in a "short win" pattern (7.4-second change) when the game ball passes through the fourth symbol gate 13 at time (C) during a jackpot game. (C) is the point during the opening of the third electric chute 18 in the first of a series of third normal win games executed after the end of the fourth second normal win game. In this case, the fourth normal symbol that began to change at time (C) effectively changes over a period of approximately 20.9 seconds, which is the predetermined 7.4-second change time plus three approximately 4.5-second measurement interruptions. Note that in this case, the jackpot game is in progress when the fourth normal symbol starts to change, but when the change ends, the jackpot game ends and normal play resumes.
[0070] Next, the operation of the main board 41 of the pachinko machine 1 will be described with reference to Figures 7 to 16. The main control of the pachinko machine 1 is performed by a control program stored in the ROM 53. The main processing of the control program (see Figure 7) is executed by the CPU 51 when the CPU 51 detects an interrupt signal generated every 4 ms by the interrupt signal generating circuit 57 (see Figure 3). Below, each step in the flowchart will be abbreviated as "S".
[0071] As shown in Fig. 7, when the power supply of the pachinko machine 1 is turned on, the CPU 51 starts the main processing. First, a command output process is performed (S10). In the command output process, a control command is output to the sub-control board 58, the payout control board 45, the relay board 47, etc. The control command output here is the control command stored in the RAM 52 in the main processing that was previously performed.
[0072] Next, a switch reading process is performed (S11). In the switch reading process, a process is performed to detect the passage of a gaming ball or a winning entry from the detection results of each switch (see FIG. 3) provided on the first symbol gate 11, the fourth symbol gate 13, and the electric chute. When each switch detects the passage of a gaming ball, a flag corresponding to each switch stored in RAM 52 is set to "ON". Next, a counter update process is performed (S12). In the counter update process, the values of various time counters stored in RAM 52 are updated.
[0073] Next, a first normal electric accessory process is performed (S13). Details will be described later, but in the first normal electric accessory process, when a first normal symbol indicating a first normal win is displayed on the symbol display unit 24, a process is performed to control the operation of the first normal winning game (mainly the opening and closing operation of the opening and closing member 161 of the first electric chute 16) (see FIG. 9).
[0074] Next, the first normal symbol processing is performed (S14). Although the details will be described later, in the first normal symbol processing, processing such as the first normal winning judgment and the determination of the first variation pattern is performed (see FIG. 8).
[0075] Next, a fourth normal electric accessory process is performed (S15). Details will be described later, but in the fourth normal electric accessory process, when a fourth normal symbol indicating a fourth normal win is displayed on the symbol display unit 24, a process is performed to control the operation of the fourth normal win game (mainly the opening and closing operation of the opening and closing member 191 of the fourth electric chute 19) (see FIG. 11).
[0076] Next, the fourth normal symbol processing is performed (S16). Details will be described later, but in the fourth normal symbol processing, processing such as the fourth normal winning judgment and the determination of the fourth variation pattern is performed (see FIG. 10).
[0077] Next, a second normal electric accessory process is performed (S17). Details will be described later, but in the second normal electric accessory process, when a second normal symbol indicating a second normal win is displayed on the symbol display unit 24, a process is performed to control the operation of the second normal win game (mainly the opening and closing operation of the opening and closing member 171 of the second electric chute 17) (see FIG. 13).
[0078] Next, a second normal symbol process is performed (S18). As will be described in detail later, in the second normal symbol process, a second random number is obtained when the gaming ball enters the first electric chute 16 or the fourth electric chute 19, and a second normal win determination is performed based on the second random number (see FIG. 12).
[0079] Next, a third normal electric accessory process is performed (S19). Details will be described later, but in the third normal electric accessory process, when a third normal symbol indicating a third normal win is displayed on the symbol display unit 24, a process is performed to control the operation of the third normal win game (mainly the opening and closing operation of the opening and closing member 181 of the third electric chute 18) (see FIG. 16).
[0080] Next, a third normal symbol process is performed (S20). As will be described in detail later, in the third normal symbol process, a third random number is obtained when the gaming ball enters the second electric chute 17, and a third normal win determination is performed based on the second random number (see FIGS. 14 and 15).
[0081] Next, a payout process (S21), an error check (S22), and an information output process (S23) are performed, and the main process ends. In the payout process, when a flag corresponding to each switch is set to "ON" by the switch reading process, a command indicating that game balls have entered the winning slot corresponding to that switch is sent to the payout control board 45. Upon receiving this command, the CPU 45a of the payout control board 45 causes the prize ball payout device 49 to pay out a predetermined number of prize balls for the winning slot corresponding to the command, according to the number of winning balls entered into the winning slot. In the error check, if an error occurs, the error is notified using the display screen 28, speaker 48, etc. In the information output process, various information is output to the gaming facility management computer (not shown) via the external terminal board 55.
[0082] The flags used in the main processing will now be explained. RAM 52 stores a jackpot gaming status flag, a first normal win gaming flag, a second normal win gaming flag, a third normal win gaming flag, a fourth normal win gaming flag, a first fluctuation flag, a second fluctuation flag, a third fluctuation flag, a fourth fluctuation flag, a first release flag, a second release flag, a third release flag, a fourth release flag, and so on. The jackpot gaming status flag is set to "1" and becomes "ON" during jackpot gaming, and is set to "0" and becomes "OFF" when not in jackpot gaming. The first normal win gaming flag is set to "1" and becomes "ON" after a first normal win is determined in the first normal win determination, and is set to "0" and becomes "OFF" after the first normal win game has ended. The second normal hit playing flag is set to "ON" and "1" is stored after a second normal hit is determined in the second normal hit determination, and is set to "OFF" and "0" is stored after the second normal hit play ends. The third normal hit playing flag is set to "ON" and "1" is stored after a third normal hit is determined in the third normal hit determination, and is set to "OFF" and "0" is stored after the third normal hit play ends. The fourth normal hit playing flag is set to "ON" and "1" is stored after a fourth normal hit is determined in the fourth normal hit determination, and is set to "OFF" and "0" is stored after the fourth normal hit play ends.
[0083] The first fluctuation flag stores "1" and becomes "ON" when the first normal pattern is changing (changing), and stores "0" and becomes "OFF" when the first normal pattern is not changing. The second fluctuation flag stores "1" and becomes "ON" when the second normal pattern is changing, and stores "0" and becomes "OFF" when the second normal pattern is not changing. The third fluctuation flag stores "1" and becomes "ON" when the third normal pattern is changing, and stores "0" and becomes "OFF" when the third normal pattern is not changing. The fourth fluctuation flag stores "1" and becomes "ON" when the fourth normal pattern is changing, and stores "0" and becomes "OFF" when the fourth normal pattern is not changing.
[0084] The first open flag stores "1" and becomes "ON" while the first electric choke 16 is open, and stores "0" and becomes "OFF" while the first electric choke 16 is closed. The second open flag stores "1" and becomes "ON" while the second electric choke 17 is open, and stores "0" and becomes "OFF" while the second electric choke 17 is closed. The third open flag stores "1" and becomes "ON" while the third electric choke 18 is open, and stores "0" and becomes "OFF" while the third electric choke 18 is closed. The fourth open flag stores "1" and becomes "ON" while the fourth electric choke 19 is open, and stores "0" and becomes "OFF" while the fourth electric choke 19 is closed.
[0085] With reference to FIG. 8, the first normal symbol processing (S14, see FIG. 7) will be described in detail. When the first normal symbol processing is started, it is determined whether the gaming ball has passed through the first symbol gate 11 (S31). When the first symbol gate switch 61 provided on the first symbol gate 11 detects the passage of the gaming ball, a flag corresponding to the first symbol gate switch 61 is set to "ON" in the switch reading process of the main processing (S11, see FIG. 7). If this flag is "OFF", it is determined that the gaming ball has not passed through the first symbol gate 11 (S31: NO), and the processing proceeds to the determination of S41. If this flag is "ON", it is determined that the gaming ball has passed through the first symbol gate 11 (S31: YES), and the processing proceeds to the determination of S33.
[0086] Next, it is determined whether the first reserved ball count is "4" (S33). If the first reserved ball count is "4" (S33: YES), the process proceeds to the determination of S41. If the first reserved ball count is not "4" (S33: NO), "1" is added to the first reserved ball count stored in RAM 52 (S35). Next, a first random number is obtained and stored in the smallest-numbered empty memory area in the first normal win-related information memory area (see FIG. 4) (S36). Specifically, the value of the first win random number is stored in the first win random number column, the value of the first symbol determination random number is stored in the first symbol determination random number column, and the value of the first variation pattern determination random number is stored in the first variation pattern determination random number column. Note that the first random number may include other types of random numbers.
[0087] Next, it is determined whether all the electric chutes are closed (S41). If any of the first to fourth normal win game flags is "ON," it is determined that one of the electric chutes is open (S41: NO), and the process returns to the main process. For example, if a first normal win determination result is derived, and then a second normal win and a third normal win determination result are derived, the electric chutes are linked in the jackpot game. When any of the electric chutes is in operation, the pachinko machine 1 does not measure the variation time of the first to fourth normal symbols, thereby preventing the first to fourth normal win games from being played overlappingly.
[0088] If all of the first to fourth normal winning game in progress flags are "OFF", it is determined that all electric chutes are closed (S41: YES), and it is determined whether the first normal symbol is changing (S42). If the first change flag is "OFF", it is determined that the first normal symbol is not changing (S42: NO), and it is determined whether the third reserved ball count stored in RAM 52 is "1" or more (S45). If the third reserved ball count is "1" or more (S45: YES), the first normal symbol does not change, and the process returns to the main process. If the third reserved ball count is "0" (S45: NO), it is determined whether the second reserved ball count stored in RAM 52 is "1" or more (S46). If the second reserved ball count is "1" or more (S46: YES), the first normal symbol does not change, and the process returns to the main process. If the second reserved ball number is "0" (S46: NO), it is determined whether the first reserved ball number stored in RAM 52 is "1" or more (S51). If the first reserved ball number is "0" (S51: NO), the process returns to the main process.
[0089] If the first reserved ball number is "1" or more (S51: YES), the first reserved ball number stored in RAM 52 is decremented by "1" (S52). The first winning random number stored in the smallest numbered storage area in the first normal winning related information storage area is shifted to the first judgment area (not shown) (S53).
[0090] Next, a first normal hit determination is made (S54). ROM 53 stores a first normal hit determination table, which is a table for making a first normal hit determination. The first normal hit determination table defines the random value of the first hit random number corresponding to a "first normal hit" or a "miss" for a first normal hit determination. In the process of S54, the first normal hit determination table is referenced to determine whether the first hit random number shifted to the first determination area in the process of S53 corresponds to a "first normal hit" or a "miss." As a result, a first normal hit determination based on the undetermined first hit random numbers stored in the first normal hit related information storage area is made in the order in which the first hit random numbers were stored. In this embodiment, in the first normal hit determination, a first normal hit is determined with a first normal hit probability (approximately 1 / 67).
[0091] Next, the first variation pattern determination table (see FIG. 5) is referenced, and one of the first variation patterns corresponding to the result of the first normal hit determination is determined by the value of the first variation pattern determination random number. A first variation pattern designation command for designating the determined first variation pattern is generated (S56). The generated first variation pattern designation command is stored in RAM 52. The stored first variation pattern designation command is transmitted to the sub-control board 58 and the relay board 47 by the command output process of the main process executed next time, and an instruction is issued to start the first notification performance and the start of variation of the first normal symbol. The variation time of the first normal symbol determined according to the determined first variation pattern is stored in the first normal symbol variation time counter (S58). The first variation flag is set to "ON" to indicate that the first normal symbol is currently varying (S59), and the process returns to the main process.
[0092] On the other hand, if the first change flag is "ON" in the judgment of S42, it is determined that the first normal pattern is changing (S42: YES), and 4 ms is subtracted from the value of the first normal pattern change time counter (S61). Next, based on the value of the first normal pattern change time counter, it is determined whether the change time of the first normal pattern has elapsed (S62). If the value of the first normal pattern change time counter is not "0", it is determined that the change time of the first normal pattern has not yet elapsed (S62: NO), the change of the first normal pattern continues, and the process returns to the main process. If the value of the first normal pattern change time counter is "0", it is determined that the change time of the first normal pattern has elapsed (S62: YES), and a first normal pattern stop command is generated (S63) and stored in RAM 52. The stored first normal symbol stop command is sent to the sub-control board 58 by the command output process of the main process to be executed next time, and is also sent to the symbol display unit 24 via the relay board 47, instructing the end of the first notification effect and the stop of the variation of the first normal symbol. The symbol display unit 24 that has received the first normal symbol stop command stops the variation of the first normal symbol. Next, "0", indicating that the first normal symbol is not varying, is stored in the first variation flag and it becomes "OFF" (S65).
[0093] Next, it is determined whether the result of the first normal hit determination performed in S54 is a first normal hit (S66). If the result of the first normal hit determination is a miss (S66: NO), the process returns to the main process. If the result of the first normal hit determination is a first normal hit (S66: YES), the jackpot game state flag is set to "ON" (S72), and a jackpot game start notification command is generated (S73) and stored in RAM 52. The stored jackpot game start notification command is sent to the sub-control board 58 by the command output process of the main process to be executed next time, and processing such as presentation in the jackpot game state is started. The first normal hit game in progress flag is set to "ON" (S74), and the process returns to the main process.
[0094] With reference to Fig. 9, the first normal electric accessory process (S13, see Fig. 7) will be described in detail. When the first normal electric accessory process is started, it is determined whether a jackpot game is in progress (S81). If the jackpot game status flag is "OFF", it is determined that a jackpot game is not in progress (S81: NO), and the process returns to the main process. If the jackpot game status flag is "ON", it is determined that a jackpot game is in progress (S81: YES), and it is determined whether a first normal win game is in progress (S82). If the first normal win game in progress flag is "OFF", it is determined that a first normal win game is not in progress (S82: NO), and the process returns to the main process.
[0095] If the first normal win game in progress flag is "ON," it is determined that the first normal win game is in progress (S82: YES), and control related to the first normal win game is performed. First, it is determined whether the first electric chute 16 is open (S85). If the first open flag is "OFF," it is determined that the first electric chute 16 is not open (closed) (S85: NO), and a first electric chute open command for opening the first electric chute 16 is generated and stored in RAM 52 (S111). The first electric chute open command is sent to the relay board 47 in the command output process of the main process to be executed next time. The first electric chute solenoid 64, which receives the first electric chute open command via the relay board 47, opens the opening / closing member 161 of the first electric chute 16. Next, the first open time is stored in the first open time counter (S112). Next, the first open flag becomes "ON" (S113), and the process returns to the main process.
[0096] On the other hand, if the first opening flag is "ON", it is determined that the first electric chute 16 is open (S85: YES), and processing of the gaming ball that has entered the first electric chute 16 and processing to close the first electric chute 16 are performed. First, it is determined whether the first opening time has elapsed (S86). If the value of the first opening time counter is not "0", it is determined that the first opening time has not yet elapsed (S86: NO), and it is determined whether a gaming ball has entered the first electric chute 16 (S87). If the flag corresponding to the first electric chute switch 71 is "OFF", it is determined that a gaming ball has not entered the first electric chute 16 (S87: NO), and processing proceeds to the determination of S89.
[0097] On the other hand, if the flag corresponding to the first electric chute switch 71 is "ON," it is determined that a gaming ball has entered the first electric chute 16 (S87: YES). Therefore, "1" is added to the first winning ball number counter in RAM 52, which counts the number of first winning balls, which is the number of gaming balls that have entered the first electric chute 16 (S88). Next, it is determined whether the number of first winning balls is "4" or more (S89). If the number of first winning balls is less than "4" (S89: NO), the first electric chute 16 continues to be opened, and the process returns to the main process.
[0098] If the first winning ball count is "4" or more (S89: YES), or if the first opening time has elapsed (S86: YES), a first electric chute close command for closing the first electric chute 16 is generated (S91). The generated first electric chute close command is stored in RAM 52 and is sent to the relay board 47 in the command output process of the main process that is executed next time. The first electric chute solenoid 64, which receives the first electric chute open command via the relay board 47, closes the opening / closing member 161 of the first electric chute 16. Next, "0" is stored in the first open flag and it becomes "OFF" (S92), and "0" is stored in the first normal winning game in progress flag and it becomes "OFF" (S93).
[0099] If the game ball does not enter the first electric chute 16 for reasons such as the game ball not being released during the first normal win game, the second reserved ball is not stored, and the jackpot game ends without the second normal win game being played consecutively thereafter. To determine whether the game is in this state, it is determined whether the number of second reserved balls is "1" or more (S105). If the number of second reserved balls is "1" or more (S105: YES), the jackpot game continues, and the process returns to the main process.
[0100] On the other hand, if the second reserved ball count is "0" (S105: NO), the jackpot game will not continue after that, so the jackpot game status flag becomes "OFF" (S106), and processing returns to the main processing.
[0101] With reference to FIG. 10, the details of the fourth normal symbol processing (S16, see FIG. 7) will be described. When the fourth normal symbol processing is started, it is determined whether the gaming ball has passed through the fourth symbol gate 13 (S121). When the fourth symbol gate switch 62 provided on the fourth symbol gate 13 detects the passage of the gaming ball, a flag corresponding to the fourth symbol gate switch 62 is set to "ON" in the switch reading process of the main processing. If this flag is "OFF", it is determined that the gaming ball has not passed through the fourth symbol gate 13 (S121: NO), and the processing proceeds to the determination of S126. If this flag is "ON", it is determined that the gaming ball has passed through the fourth symbol gate 13 (S121: YES), and the processing proceeds to the determination of S122.
[0102] Next, it is determined whether the fourth reserved ball count is "4" (S122). If the fourth reserved ball count is "4" (S122: YES), the process proceeds to the determination of S126. If the fourth reserved ball count is not "4" (S122: NO), "1" is added to the fourth reserved ball count stored in RAM 52 (S123). Next, a fourth random number is obtained and stored in the smallest-numbered empty memory area in the fourth normal win-related information memory area (not shown) (S125). Specifically, the value of the fourth winning random number is stored in the fourth winning random number column, the value of the fourth symbol determination random number is stored in the fourth symbol determination random number column, and the value of the fourth variation pattern determination random number is stored in the fourth variation pattern determination random number column. Note that the fourth random number may include other types of random numbers. The process proceeds to S126.
[0103] Next, it is determined whether all the electric chutes are closed (126). If any of the first to fourth normal winning game flags is "ON", it is determined that one of the electric chutes is open (S126: NO), and the process returns to the main process. If all of the first to fourth normal winning game flags are "OFF", it is determined that all the electric chutes are closed (S126: YES), and it is determined whether the fourth normal symbol is changing (S128). If the fourth change flag is "OFF", it is determined that the fourth normal symbol is not changing (S128: NO), and it is determined whether the fourth reserved ball count stored in RAM 52 is "1" or more (S129). If the fourth reserved ball count is "0" (S129: NO), the process returns to the main process.
[0104] If the fourth reserved ball number is "1" or more (S129: YES), the fourth reserved ball number stored in RAM 52 is decremented by "1" (S131). The fourth winning random number stored in the smallest numbered storage area in the fourth normal winning related information storage area is shifted to the fourth judgment area (not shown) (S132).
[0105] Next, a fourth normal hit determination is made (S133). ROM 53 stores a fourth normal hit determination table, which is a table for making a fourth normal hit determination. The fourth normal hit determination table defines the random value of the fourth hit random number corresponding to a "fourth normal hit" or a "miss" for a fourth normal hit determination. In the process of S133, the fourth normal hit determination table is referenced to determine whether the fourth hit random number shifted to the fourth determination area in the process of S132 corresponds to a "fourth normal hit" or a "miss." As a result, a fourth normal hit determination is made based on the undetermined fourth hit random numbers stored in the fourth normal hit related information storage area in the order in which the fourth hit random numbers were stored. In this embodiment, in the fourth normal hit determination, a fourth normal hit is determined with a fourth normal hit probability (approximately 1 / 59).
[0106] Next, the fourth variation pattern determination table (see FIG. 6) is referenced, and one of the fourth variation patterns corresponding to the result of the fourth normal hit determination is determined by the value of the fourth variation pattern determination random number. A fourth variation pattern designation command for designating the determined fourth variation pattern is generated (S136). The generated fourth variation pattern designation command is stored in RAM 52. The stored fourth variation pattern designation command is sent to the sub-control board 58 and relay board 47 by the command output process of the main process executed next time, and the start of the second notification performance and the start of the variation of the fourth normal symbol are instructed. The variation time of the fourth normal symbol determined according to the determined fourth variation pattern is stored in the fourth normal symbol variation time counter (S138). The fourth variation flag is set to "ON" to indicate that the fourth normal symbol is currently varying (S139), and the process returns to the main process.
[0107] On the other hand, if the fourth variation flag is "ON" in the judgment of S128, it is determined that the fourth normal symbol is varying (S128: YES), and 4 ms is subtracted from the value of the fourth normal symbol variation time counter (S141). Next, based on the value of the fourth normal symbol variation time counter, it is determined whether the variation time of the fourth normal symbol has elapsed (S142). If the value of the fourth normal symbol variation time counter is not "0", it is determined that the variation time of the fourth normal symbol has not yet elapsed (S142: NO), the variation of the fourth normal symbol continues, and the process returns to the main process. If the value of the fourth normal symbol variation time counter is "0", it is determined that the variation time of the fourth normal symbol has elapsed (S142: YES), and a fourth normal symbol stop command is generated (S143) and stored in RAM 52. The stored fourth normal symbol stop command is sent to the sub-control board 58 by the command output process of the main process to be executed next time, and is also sent to the symbol display unit 24 via the relay board 47, which instructs the end of the second notification effect and the stopping of the variation of the fourth normal symbol. The symbol display unit 24, which has received the fourth normal symbol stop command, stops the variation of the fourth normal symbol. Next, "0", which indicates that the fourth normal symbol is not varying, is stored in the fourth variation flag and it becomes "OFF" (S145).
[0108] Next, it is determined whether the result of the fourth normal hit determination performed in S133 is a fourth normal hit (S146). If the result of the fourth normal hit determination is a miss (S146: NO), the process returns to the main process. If the result of the fourth normal hit determination is a fourth normal hit (S146: YES), the jackpot game state flag becomes "ON" (S152), and the fourth normal hit game in progress flag becomes "ON" (S153). The process returns to the main process.
[0109] The details of the fourth normal electric accessory processing (S15, see FIG. 7) will be described with reference to FIG. 11. The flags used in the fourth normal electric accessory processing will be described. In addition to the various flags described above, the fourth normal electric accessory processing uses a start effect flag and an end effect flag. These flags are stored in RAM 52. The start effect flag is a flag that indicates whether a start effect (opening effect of consecutive win games) indicating that the opening of the fourth electric chute 19 due to the fourth normal win game has begun is being executed. The start effect flag is a flag that stores "1" and becomes "ON" while the start effect is being executed, and otherwise stores "0" and becomes "OFF." The end effect flag is a flag that indicates whether an end effect (ending effect of the fourth normal win game among the jackpot games) indicating that the fourth normal win game has ended is being executed. The end effect flag is a flag that stores "1" and becomes "ON" while the end effect is being executed, and otherwise stores "0" and becomes "OFF."
[0110] When the fourth normal electric device processing is started, it is determined whether or not a jackpot game is in progress (S171). If the jackpot game status flag is "OFF", it is determined that a jackpot game is not in progress (S171: NO), and the processing returns to the main processing. If the jackpot game status flag is "ON", it is determined that a jackpot game is in progress (S171: YES), and it is determined whether or not a fourth normal win game is in progress (S172). If the fourth normal win game in progress flag is "OFF", it is determined that a fourth normal win game is not in progress (S172: NO), and the processing returns to the main processing.
[0111] If the fourth normal win game in progress flag is "ON", it is determined that the fourth normal win game is in progress (S172: YES), and control related to the fourth normal win game is carried out. First, it is determined whether the end effect is being executed (S173). If the end effect in progress flag is "OFF", it is determined that the end effect is not being executed (S173: NO), and it is determined whether the fourth electric chute 19 is open (S175). If the fourth open flag is "OFF", it is determined that the fourth electric chute 19 is not open (closed) (S175: NO), and it is determined whether the start effect is being executed (S191).
[0112] If the start performance in progress flag is "OFF", it is determined that the start performance is not currently being executed (S191: NO), and a start performance start command for instructing the start performance to begin is generated and stored in RAM 52 (S192). The stored start performance start command is sent to sub-control board 58 by the command output process of the main process to be executed next time. Next, a value indicating the execution time of the start performance is stored in the timer counter of RAM 52 (S193). Next, the start performance in progress flag is set to "ON" (S195), and processing returns to the main process.
[0113] On the other hand, if the start performance flag is "ON," it is determined that the start performance is being executed (S191: YES), and it is determined whether the execution time of the start performance has elapsed (S201). If the execution time of the start performance has not yet elapsed (S201: NO), the process returns to the main process. If the execution time of the start performance has elapsed (S201: YES), the start performance flag becomes "OFF" (S202), and a fourth electric chute opening command for opening the fourth electric chute 19 is generated and stored in RAM 52 (S203). The fourth electric chute opening command is sent to the relay board 47 in the command output process of the main process that is executed next time. The fourth electric chute solenoid 67, which receives the fourth electric chute opening command via the relay board 47, opens the opening / closing member 191 of the fourth electric chute 19. In addition, the fourth opening time is stored in a fourth opening time counter in RAM 52 (S205). Next, the fourth open flag is set to "ON" (S206), and the process returns to the main process.
[0114] On the other hand, if the fourth open flag is "ON", it is determined that the fourth electric chute 19 is open (S175: YES). In this case, processing of the gaming ball that has entered the fourth electric chute 19 and processing to end the opening and closing operation of the fourth electric chute 19 are performed. First, it is determined whether the fourth open time has elapsed (S176). If the value of the fourth open time counter is not "0", it is determined that the fourth open time has not yet elapsed (S176: NO), and it is determined whether a gaming ball has entered the fourth electric chute 19 (S177). If the flag corresponding to the fourth electric chute switch 74 is "OFF", it is determined that a gaming ball has not entered the fourth electric chute 19 (S177: NO), and processing proceeds to the determination of S179.
[0115] On the other hand, if the flag corresponding to the fourth electric chute switch 74 is "ON", it is determined that a gaming ball has entered the fourth electric chute 19 (S177: YES). In this case, "1" is added to the fourth winning ball number counter in RAM 52, which counts the fourth winning ball number, which is the number of gaming balls that have entered the fourth electric chute 19 (S178). Next, it is determined whether the fourth winning ball number is "10" or more (S179). If the fourth winning ball number is less than "10" (S179: NO), the fourth electric chute 19 continues to be opened, and the processing returns to the main processing.
[0116] If the fourth winning ball count is "10" or more (S179: YES) or if the fourth opening time has elapsed (S176: YES), a fourth electric chute closing command to close the fourth electric chute 19 is generated (S181). The generated fourth electric chute closing command is stored in RAM 52 and is sent to the relay board 47 in the command output process of the main process that is executed next time. The fourth electric chute solenoid 67, which receives the fourth electric chute opening command via the relay board 47, closes the opening / closing member 191 of the fourth electric chute 19. Next, "0" is stored in the fourth opening flag, and it becomes "OFF" (S182).
[0117] Next, an end effect start command for instructing the start of execution of the end effect is generated and stored in RAM 52 (S183). The stored end effect start command is sent to sub-control board 58 by the command output process of the main process to be executed next time. Next, the execution time of the end effect is stored in the timer counter of RAM 52 (S185). Next, the end effect in progress flag is set to "ON" (S186), and processing returns to the main process.
[0118] Also, if the end effect in progress flag is "ON" and the end effect is being executed (S173: YES), it is determined whether the execution time of the end effect has elapsed (S211). If the execution time of the end effect has not yet elapsed (S211: NO), the process returns to the main process. If the execution time of the end effect has elapsed (S211: YES), the end effect in progress flag is set to "OFF" (S212). Next, the fourth normal win game in progress flag is set to "OFF" (S215).
[0119] If the game ball does not enter the fourth electric chute 19 for reasons such as the game ball not being released during the fourth normal win game, the second reserved ball is not stored, and the second normal win game will not be played consecutively thereafter, so the jackpot game ends. To determine whether the game is in this state, it is determined whether the second reserved ball count is "1" or more (S216). If the second reserved ball count is "1" or more (S216: YES), the jackpot game will continue, so the processing returns to the main processing. On the other hand, if the second reserved ball count is "0" (S216: NO), the jackpot game will not continue thereafter, so the jackpot game status flag becomes "OFF" (S218), and the processing returns to the main processing.
[0120] The second normal symbol process (S18, see FIG. 7) will be described in detail with reference to Figure 12. When the second normal symbol process starts, it is determined whether the gaming ball has won in the first electric chute 16 or the fourth electric chute 19 (S231). If the flags corresponding to the first electric chute switch 71 and the fourth electric chute switch 74 are both "OFF," it is determined that the gaming ball has not won in the first electric chute 16 or the fourth electric chute 19 (S231: NO), and the process proceeds to the determination in S239.
[0121] On the other hand, if the flag corresponding to the first electric chute switch 71 or the fourth electric chute switch 74 is "ON," it is determined that a game ball has entered the fourth electric chute 19 or the fourth electric chute 19 (S231: YES), and the process proceeds to the determination of S232. Next, it is determined whether the second reserved ball count is "4" (S232). If the fourth reserved ball count is "4" (S232: YES), the second reserved ball count has reached the maximum second reserved ball count, and the process proceeds to the determination of S239. If the second reserved ball count is not "4" (S232: NO), "1" is added to the second reserved ball count stored in RAM 52 (S233). Next, a second reserved ball count notification command is generated to notify the sub-control board 58 of the increase in the second reserved ball count (S235). The generated second reserved ball count notification command is stored in RAM 52. Next, the second winning random number is obtained as the second random number, and the value of the second normal winning judgment counter is stored in the smallest numbered empty memory area in the second normal winning related information memory area (S237).
[0122] Next, it is determined whether any of the electric chutes 16 to 19 are closed (S239). If at least one of the first to fourth open flags is "ON", it is determined that any of the electric chutes 16 to 19 is open (S239: NO), and the process returns to the main process. In this way, the pachinko machine 1 does not measure the variation time of the second normal symbol while the electric chutes 16 to 19 are open.
[0123] On the other hand, if all of the first to fourth open flags are "OFF," it is determined that all of the electric chute 16 to 19 are closed (S239: YES), and it is determined whether the second normal symbol is changing (S241). If the second change flag is "OFF," it is determined that the second normal symbol is not changing (S241: NO), and it is determined whether the second electric chute 17 is open (S242). If the second open flag is "OFF," it is determined that the second electric chute 17 is closed (S242: NO), and it is determined whether the second reserved ball count is "1" or greater (S243). If the second reserved ball count is "1" or greater (S243: YES), the second reserved ball count stored in RAM 52 is decremented by "1" (S244). Next, a second reserved ball count notification command is generated to notify the sub-control board 58 of the decrease in the second reserved ball count (S245), and is stored in RAM 52. Next, the second win random number stored in the smallest-numbered storage area in the second normal win related information storage area is shifted to a second judgment area (not shown) (S246), and a second normal win judgment is performed (S247). It is determined whether the second win random number stored in the second judgment area corresponds to a "second normal win" or a "lose." As a result, a second normal win judgment based on the undetermined second win random numbers stored in RAM 52 is performed in the order in which the second win random numbers were stored. In this embodiment, a second normal win is determined with a 100% probability in the second normal win judgment.
[0124] Next, a second normal symbol change start command for starting the change of the second normal symbol is generated (S248) and stored in RAM 52. The second normal symbol change start command is sent to the sub-control board 58 by the command output process of the next main process to be executed, and is also sent to the symbol display unit 24 via the relay board 47. The symbol display unit 24 starts changing the second normal symbol. Next, a predetermined change time for the second normal symbol (10 seconds in this embodiment) is set in the second normal symbol change time counter (S249). A "1" indicating that the second normal symbol is changing is stored in the second change flag and set to "ON" (S250), and the process returns to the main process. Note that if the second electric chute 17 is open (S242: YES) or if the second reserved ball count is "0" (S243: NO), the second normal symbol does not change, and the process returns to the main process.
[0125] On the other hand, if the second fluctuation flag is "ON" in the determination of S241, it is determined that the second normal symbol is fluctuating (S241: YES), and 4 ms is subtracted from the value of the second normal symbol fluctuating time counter set in the processing of S249 (S251). Next, based on the value of the second normal symbol fluctuating time counter, it is determined whether the fluctuating time of the second normal symbol has elapsed (S252). If the value of the second normal symbol fluctuating time counter set in the processing of S248 is not "0," it is determined that the fluctuating time of the second normal symbol has not yet elapsed (S252: NO), the fluctuating of the second normal symbol continues, and the processing returns to the main processing. If the value of the second normal symbol fluctuating time counter is "0," it is determined that the fluctuating time of the second normal symbol has elapsed (S252: YES), and a second normal symbol stop command for stopping the fluctuating of the second normal symbol is generated (S253) and stored in RAM 52. The second normal symbol stop command is sent to the sub-control board 58 by the command output process of the main process to be executed next time, and is also sent to the symbol display unit 24 via the relay board 47. The symbol display unit 24 stops the variation of the second normal symbol. Next, "0", which indicates that the second normal symbol is not varying, is stored in the second variation flag and it becomes "OFF" (S254).
[0126] Next, it is determined whether the result of the second hit determination performed in S247 is a second normal hit (S255). If the result of the second normal hit determination is a miss (S255: NO), the process returns to the main process. If the result of the second normal hit determination is a second normal hit (S255: YES), a second electric chute opening command for opening the second electric chute 17 is generated (S256) and stored in RAM 52. The second electric chute opening command is sent to the sub-control board 58 and the relay board 47 in the command output process of the main process to be executed next time. The second electric chute solenoid 65, which receives the second electric chute opening command via the relay board 47, opens the opening / closing member 171 of the second electric chute 17. Next, the second opening time is stored in the second electric chute opening time counter (S257). Next, the second opening flag is stored as "1" and set to "ON" (S258), and the process returns to the main process.
[0127] The second normal electric accessory process (S17, see FIG. 7) will be described in detail with reference to Fig. 13. When the second normal electric accessory process starts, it is first determined whether the second electric chute 17 is open (S271). If the second opening flag is "OFF", the second electric chute 17 is closed (S271: NO), and the process returns to the main process.
[0128] On the other hand, if the second open flag is "ON", the second electric chute 17 is open (S271: YES), so processing of the gaming ball that has entered the second electric chute 17 and processing to close the second electric chute 17 are performed. First, it is determined whether the second open time has elapsed (S272). If the value of the second electric chute open time counter set in the processing of S257 is not "0", it is determined that the second open time has not yet elapsed (S272: NO), and it is determined whether a gaming ball has entered the second electric chute 17 (S273). If the flag corresponding to the second electric chute switch 72 is "OFF", it is determined that a gaming ball has not entered the second electric chute 17 (S273: NO), and the processing proceeds to the determination of S275.
[0129] If the flag corresponding to the second electric chute switch 72 is "ON", it is determined that a gaming ball has entered the second electric chute 17 (S273: YES). Therefore, "1" is added to the second winning ball number counter in RAM 52, which counts the number of gaming balls that have entered the second electric chute 17 (S274). Next, it is determined whether the number of second winning balls is equal to or greater than "4", which is the maximum second reserved ball number (S275). If the number of second winning balls is less than "4" (S275: NO), the second electric chute 17 continues to be opened, and the process returns to the main process.
[0130] Furthermore, if the second winning ball count is "4" or more (S275: YES), or if the second opening time has elapsed (S272: YES), a second electric chute closing command to close the second electric chute 17 is generated (S276) and stored in RAM 52. The second electric chute closing command is sent to the relay board 47 in the command output process of the main process that is executed next time. The second electric chute solenoid 65, which receives the second electric chute closing command via the relay board 47, closes the opening / closing member 171 of the second electric chute 17. Next, "0" is stored in the second opening flag, turning it "OFF" (S277), and processing returns to the main processing.
[0131] The third normal symbol process (S20, see FIG. 7) will be described in detail with reference to Figures 14 and 15. As shown in Figure 14, when the third normal symbol process starts, it is determined whether the gaming ball has entered the second electric chute 17 (S301). If the flag corresponding to the second electric chute switch 72 is "OFF", it is determined that the gaming ball has not entered the second electric chute 17 (S301: NO), and the process proceeds to the determination of S306 (see Figure 15).
[0132] On the other hand, if the flag corresponding to the second electric chute switch 72 is "ON," it is determined that a game ball has entered the second electric chute 17 (S301: YES), and it is determined whether the third reserved ball count is "4" (S302). If the third reserved ball count is "4" (S302: YES), the third reserved ball count has reached the maximum third reserved ball count, and processing proceeds to the determination in S306. If the third reserved ball count is not "4" (S302: NO), "1" is added to the third reserved ball count stored in RAM 52 (S303). Next, a third reserved ball count notification command is generated to notify the sub-control board 58 of the increase in the third reserved ball count (S304). The generated third reserved ball count notification command is stored in RAM 52. Next, the third winning random number is acquired as the third random number, and the value of the third normal winning determination counter is stored in the smallest-numbered empty storage area in the third normal winning related information storage area (S305).
[0133] Next, as shown in Figure 15, it is determined whether any of the electric chutes 16 to 19 are closed (S306). If at least one of the first to fourth open flags is "ON", it is determined that any of the electric chutes 16 to 19 is open (S306: NO), and the process returns to the main process. In this way, the pachinko machine 1 does not measure the variation time of the third normal symbol while the electric chutes 16 to 19 are open.
[0134] On the other hand, if all of the first to fourth open flags are "OFF," it is determined that all of the electric chute 16 to 19 are closed (S306: YES), and it is determined whether the third normal symbol is changing (S307). If the third change flag is "OFF," it is determined that the third normal symbol is not changing (S307: NO), and it is determined whether the third electric chute 18 is open (S308). If the third open flag is "OFF," it is determined that the third electric chute 18 is closed (S308: NO), and it is determined whether the third reserved ball count is "1" or greater (S309). If the third reserved ball count is "1" or greater (S309: YES), the third reserved ball count stored in RAM 52 is decremented by "1" (S311). Next, a third reserved ball count notification command is generated to notify the sub-control board 58 of the decrease in the third reserved ball count (S312), and is stored in RAM 52. Next, the third winning random number stored in the smallest-numbered storage area in the third normal winning related information storage area is shifted to a third judgment area (not shown) (S313), and a third normal winning judgment is performed (S315). It is determined whether the third winning random number stored in the third judgment area corresponds to a "third normal winning" or a "miss." As a result, a third normal winning judgment based on the undetermined third winning random numbers stored in RAM 52 is performed in the order in which the third winning random numbers were stored. In this embodiment, a third normal winning is determined with a 100% probability in the third normal winning judgment.
[0135] Next, a third normal symbol variation start command for starting the variation of the third normal symbol is generated (S316) and stored in RAM 52. The third normal symbol variation start command is sent to the sub-control board 58 by the command output process of the main process executed next time, and is also sent to the symbol display unit 24 via the relay board 47. The symbol display unit 24 starts the variation of the third normal symbol. Next, a predetermined variation time of the third normal symbol (2 seconds in this embodiment) is set in the third normal symbol variation time counter (S318). A "1" indicating that the third normal symbol is varying is stored in the third variation flag and set to "ON" (S319), and the process returns to the main process. Note that if the third electric chute 18 is open (S308: YES), the third normal symbol does not vary, and the process returns to the main process.
[0136] On the other hand, if the third fluctuation flag is "ON" in the judgment of S307, it is determined that the third normal symbol is fluctuating (S307: YES), and 4 ms is subtracted from the value of the third normal symbol fluctuating time counter set in the processing of S318 (S330). Next, based on the value of the third normal symbol fluctuating time counter, it is determined whether the fluctuating time of the third normal symbol has elapsed (S331). If the value of the third normal symbol fluctuating time counter set in the processing of S318 is not "0," it is determined that the fluctuating time of the third normal symbol has not yet elapsed (S331: NO), the fluctuating of the third normal symbol continues, and the processing returns to the main processing. If the value of the third normal symbol fluctuating time counter is "0," it is determined that the fluctuating time of the second normal symbol has elapsed (S331: YES), and a third normal symbol stop command for stopping the fluctuating of the third normal symbol is generated (S332) and stored in RAM 52. The third normal symbol stop command is sent to the sub-control board 58 by the command output process of the main process to be executed next time, and is also sent to the symbol display unit 24 via the relay board 47. The symbol display unit 24 stops the variation of the third normal symbol. Next, "0", which indicates that the third normal symbol is not varying, is stored in the third variation flag, which becomes "OFF" (S333).
[0137] Next, it is determined whether the result of the third hit determination performed in S315 is a third normal hit (S334). If the result of the third normal hit determination is a miss (S334: NO), the process returns to the main process. If the result of the third normal hit determination is a third normal hit (S334: YES), a third electric choke opening command for opening the third electric choke 18 is generated (S335) and stored in RAM 52. The third electric choke opening command is sent to the sub-control board 58 and the relay board 47 in the command output process of the main process to be executed next time. The third electric choke solenoid 66, which receives the third electric choke opening command via the relay board 47, opens the opening / closing member 181 of the third electric choke 18. Next, the third opening time is stored in the third electric choke opening time counter (S336). Next, the third opening flag is stored as "1" and set to "ON" (S337), and the process returns to the main process.
[0138] Also, in the judgment of S309, if the third reserved ball count is "0" (S309: NO), the third reserved ball that is the target of the third normal hit judgment is not stored, and the series of third normal hit games ends. In this case, when the series of third normal hit games ends, the jackpot game may also end, and in this case, it is necessary to perform processing to end the jackpot game. Therefore, first, it is determined whether the jackpot game is in progress (S321). If the jackpot game status flag is "OFF", the jackpot game is not in progress (S321: NO), so the processing returns to the main processing.
[0139] If the jackpot game status flag is "ON", it is assumed that a jackpot game is in progress (S321: YES), and it is determined whether the first normal jackpot game has ended (S322). If the first operation end flag is "OFF", the first normal jackpot game during the jackpot game has not ended (S322: NO), and the process returns to the main process. If the first operation end flag is "ON", it is assumed that the first normal jackpot game has ended (S322: YES), and it is determined whether the fourth normal jackpot game has ended (S323). If the fourth end flag is "OFF", the fourth normal jackpot game during the jackpot game has not ended (S323: NO), and the process returns to the main process. If the fourth end flag is "ON", it is assumed that the fourth normal jackpot game has ended (S323: YES), and it is determined whether the second reserved ball count is "1" or more (S324). If the number of second reserved balls is "1" or more, there are second reserved balls for which the second normal hit determination has not yet been made. In other words, only the series of third normal hit games ends here, and the jackpot game does not end. Therefore, if the number of second reserved balls is "1" or more (S324: YES), the process returns to the main process.
[0140] On the other hand, if the number of second reserved balls is "0" (S324: NO), there are no second reserved balls for which the second normal hit determination has not yet been performed, and all normal hit games related to the electric chute 16-19 have ended, so the jackpot game ends. Therefore, "0" is stored in the jackpot game status flag and it becomes "OFF" (S325). Next, a jackpot game end notification command is generated to notify the sub-control board 58 that the jackpot game has ended (S326). The generated jackpot game end notification command is stored in RAM 52, and the process returns to the main process.
[0141] The third normal electric accessory process (S19, see FIG. 7) will be described in detail with reference to Fig. 16. When the third normal electric accessory process starts, it is first determined whether the third electric choke 18 is open (S341). If the third open flag is "OFF", the third electric choke 18 is closed (S341: NO), and the process returns to the main process.
[0142] On the other hand, if the third open flag is "ON", the third electric chute 18 is open (S341: YES), so processing of the gaming ball that has entered the third electric chute 18 and processing to close the third electric chute 18 are performed. First, it is determined whether the third open time has elapsed (S342). If the value of the third electric chute open time counter set in the processing of S336 is not "0", it is determined that the third open time has not yet elapsed (S342: NO), and it is determined whether a gaming ball has entered the third electric chute 18 (S343). If the flag corresponding to the third electric chute switch 73 is "OFF", it is determined that a gaming ball has not entered the third electric chute 18 (S343: NO), and the processing proceeds to the determination of S345.
[0143] If the flag corresponding to the third electric chute switch 73 is "ON", it is determined that a gaming ball has entered the third electric chute 18 (S343: YES). Therefore, "1" is added to the third winning ball number counter in RAM 52, which counts the number of gaming balls that have entered the third electric chute 18 (S344). Next, it is determined whether the third winning ball number is "7" or more (S345). If the third winning ball number is less than "7" (S345: NO), the third electric chute 18 continues to be opened, and the process returns to the main process.
[0144] Furthermore, if the third winning ball count is "7" or more (S345: YES), or if the third opening time has elapsed (S342: YES), a third electric chute closing command to close the third electric chute 18 is generated (S346) and stored in RAM 52. The third electric chute closing command is sent to the relay board 47 in the command output process of the main process that is executed next time. The third electric chute solenoid 66, which receives the third electric chute closing command via the relay board 47, closes the opening / closing member 181 of the third electric chute 18. Next, "0" is stored in the third opening flag, which becomes "OFF" (S347), and the process returns to the main process.
[0145] Next, the sub-control board processing executed by the sub-control board 58 will be described. In the sub-control board processing, processing is performed to control the effects by the display screen 28, speaker 48, etc. in accordance with commands sent from the main board 41. In particular, in the sub-control board processing, second notification effect processing is executed to control the second notification effect. In the second notification effect processing, the content of the second notification effect is changed depending on the second number of reserved balls, the third number of reserved balls, the fluctuation state of the second normal pattern, and the fluctuation state of the third normal pattern. The sub-control board processing is executed by the CPU 581 in accordance with a program stored in the ROM 583.
[0146] Referring to FIG. 17, the notification effect pattern determination table stored in the ROM 583 will be described. The notification effect pattern determination table defines notification effect patterns corresponding to designated variation patterns. The designated variation pattern is a variation pattern designated by a variation pattern designation command transmitted from the main board 41 to the sub-control board 58. The notification effect pattern is a second notification effect pattern controlled by the sub-control board 58 in accordance with the designated variation pattern. As mentioned above, the effective variation time of the fourth normal symbol during a jackpot game may be longer than the variation time of the fourth normal symbol during normal game. Therefore, two types of second notification effect patterns with different durations are defined for each designated variation pattern, depending on whether the game state is normal game or jackpot game. The second notification effect during normal game is executed by displaying a first effect symbol (not shown) in a variable manner at the bottom center of the display screen 28. The second notification effect during a jackpot game is executed by displaying a second effect symbol in a variable manner at the edge of the display screen 28.
[0147] The presentation time of the second notification effect during normal play is defined to be the same as the predetermined variation time of the designated variation pattern. The presentation time of the second notification effect during jackpot play is defined to correspond to the actual variation time taking into consideration the measurement interruption period that may be provided during the variation of the fourth normal symbol.
[0148] As shown in Figure 17, for the designated variation pattern of "short win variation," the notification pattern for the normal short win variation during normal play, and the notification patterns for the sugoroku win and sugoroku shortened win variations during jackpot play, are defined as the second notification effect. The duration of the normal short win variation effect is 7.4 seconds, the same as the variation time of the designated variation pattern of "short win variation." The sugoroku win effect is the second notification effect that notifies the player that the result of the fourth normal win judgment is a fourth normal win, which results in an additional win. In the sugoroku win effect, for example, a character rolls a die on the display screen 28, moves the number of dice rolls on the sugoroku board, and acquires the winning symbol displayed on the destination square, thereby announcing an additional win. If the square to which the character has moved has a display instructing further movement, an effect such as acquiring a winning symbol at the destination square may also be performed. As mentioned above, the actual fluctuation time of the "short win fluctuation" fluctuation pattern (7.4-second fluctuation time) executed during a jackpot game is approximately 20.9 seconds. In the Sugoroku winning effect, after the winning is announced at 7.4 seconds, the character does not stand still but continues to sway in place, and the fourth normal symbol remains in an undetermined state, so that the effect is executed within the actual fluctuation time. The Sugoroku winning shortened effect is configured as a 1.6-second effect that is executed when the 7.4-second time required for the Sugoroku winning effect cannot be secured.
[0149] Regarding the designated fluctuation pattern of the "long hit fluctuation," the notification effect pattern for the normal hit long fluctuation effect during normal play and the notification effect pattern for the hammer hit effect during jackpot play are defined as the second notification effect. The duration of the normal hit long fluctuation effect is 60 seconds, the same as the fluctuation time of the designated fluctuation pattern of the "long hit fluctuation." The hammer hit effect is the second notification effect that notifies the player that the result of the fourth normal hit determination is a fourth normal hit, which is a full hit. The hammer hit effect is configured as an effect lasting approximately 60 seconds. In the hammer hit effect, for example, when a character hits a target with a large hammer on the display screen 28, a level meter rises, and when the meter reaches its maximum, an additional hit is announced. In addition, various presentation patterns are provided for the hammer hit effect, such as when the target is hit with the hammer to raise the level meter but does not reach its maximum, resulting in an appearance of a miss, but then the level meter rises again and reaches its maximum.
[0150] For the designated fluctuation pattern of the "long miss" variation, the notification pattern for the normal long miss variation during normal play, and the notification pattern for the sugoroku miss or hammer miss variation during jackpot play, are defined as the second notification effect. The duration of the normal long miss variation effect is 6.4 seconds, the same as the fluctuation time of the designated fluctuation pattern of the "long miss" variation. The sugoroku miss and hammer miss effects are 6.4-second second notification effects that notify the player that the result of the fourth normal hit judgment is a miss. In the sugoroku miss effect, the winning symbol is not displayed on the square to which the character moves according to the roll of the dice, indicating that the result of the fourth normal hit judgment is a miss. In the hammer miss effect, the hammer hits the target, raising the level meter but not reaching MAX, indicating that the result of the fourth normal hit judgment is a miss. The actual fluctuation time of the "long miss" fluctuation pattern (fluctuation time 6.4 seconds) executed during a jackpot game is about 15.4 seconds, as mentioned above. In the Sugoroku miss effect and the Hammer miss effect, after the miss is announced at 6.4 seconds, the character does not stand still but continues to swing in place, and the fourth normal symbol remains in an undetermined state, so that the effect is performed within the actual fluctuation time.
[0151] For the designated variation pattern of the "miss short variation," the notification pattern for the normal miss short variation is defined as the second notification during normal play, and the notification pattern for the sugoroku miss shortening variation is defined as the second notification during jackpot play. The duration of the normal miss short variation is 1.6 seconds, the same as the variation time of the designated variation pattern of the "win long variation." The sugoroku miss shortening variation is a 1.6-second second notification that notifies players that the result of the fourth normal win judgment is a miss. Note that if the actual duration of the sugoroku miss shortening variation is longer than 1.6 seconds, a variation is performed in which the character remains stationary in the destination square, and the sugoroku miss shortening variation ends as soon as the measurement of the fourth normal symbol variation time is completed.
[0152] Incidentally, toward the end of a jackpot game, it may not be possible to ensure the duration of the Sugoroku hit effect (7.4 seconds), Sugoroku miss effect (6.4 seconds), and hammer miss effect (6.4 seconds). For example, if the second reserved ball count is 0 and the second electric chute 17 has finished opening, and a third normal hit game is in progress but the second reserved ball count is 1, even if the third electric chute 18 opens once, the actual duration may be 4.5 seconds, and the above duration cannot be ensured. Furthermore, if during a jackpot game, the second electric chute 17 opens when the second reserved ball count reaches 0 and no game ball enters the second electric chute 17, resulting in a so-called "full" state, the above duration cannot be ensured even if the second electric chute 17 opens for the maximum duration of 5.8 seconds. In such a case, the pachinko machine 1 executes the Sugoroku hit shortened effect (1.6 seconds) instead of the Sugoroku hit effect (7.4 seconds). Also, instead of the Sugoroku failure effect (6.4 seconds) and the hammer failure effect (6.4 seconds), a Sugoroku failure shortened effect (1.6 seconds) is executed. In this way, the notification effect pattern determination table stores, taking into consideration the occurrence of a puncture state, special effects (Sugoroku win effect, Sugoroku failure effect, hammer failure effect) that are executed when a performance time of at least a predetermined time (for example, 5.8 seconds, which is the maximum opening time for one opening of second electric chute 17 and third electric chute 18) can be secured, and normal effects (Sugoroku win shortened effect, Sugoroku failure shortened effect) that can be executed when the performance time is shorter than the predetermined time.
[0153] 18 to 20, the sub-control board processing executed by the sub-control board 58 will be described. In the sub-control board processing, processing to control various effects is performed in accordance with commands transmitted from the main board 41. In particular, the sub-control board processing controls the notification effects and the advance notice effects executed in the notification effects. In addition, the sub-control board processing also controls the effects during jackpot games, but a description thereof will be omitted here. The sub-control board processing is executed by the CPU 581 in accordance with a program stored in the ROM 583.
[0154] The CPU 581 of the sub-control board 58 executes sub-control board processing in response to commands received from the main board 41, and transmits commands to the performance control board 43 to control the effect video to be displayed on the display screen 28. The CPU 581 also transmits commands and signals to the lamp driver board 46 and the speaker 48 to control sound and light synchronized with the operation of the display screen 28, along with the commands to control the effect video. In the following, for the sake of simplicity, explanations of the commands generated in the sub-control board processing and the command transmission process will be omitted, and specific control contents will be explained.
[0155] The CPU 581 of the sub-control board 58 initializes the RAM 582 when the pachinko machine 1 is powered on, resets various flags and counters used in the sub-control board processing to 0, and executes the sub-control board processing. When the sub-control board processing starts, it is determined whether or not various commands have been received from the main board 41. If no commands have been received (S500: NO, S510: NO, S520: NO, S530: NO, S540: NO, S550: NO, S560: NO, S570: NO, S580: NO, S590: NO, S600: NO), the CPU 581 waits for processing.
[0156] As shown in Figure 18, when a first variation pattern designation command is received from the main board 41 (S500: YES), the first notification performance according to the first variation pattern designated by the first variation pattern designation command is controlled (S501), and processing returns to the standby state.
[0157] When a first normal symbol stop command is received from the main board 41 (S510: YES), the combination of first effect symbols indicating the result of the first normal hit determination is confirmed and displayed on the display screen 28 (S511). At this time, a command for confirming and displaying the combination of first effect symbols indicating the result of the first normal hit determination is transmitted from the sub-control board 58 to the performance control board 43. The CPU 431 of the performance control board 43 confirms and displays the combination of first effect symbols indicating the result of the first normal hit determination on the display screen 28 in accordance with the command received from the sub-control board 58. The processing returns to the standby state.
[0158] When a fourth variation pattern designation command is received from the main board 41 (S520: YES), the second notification effect control process (see FIG. 20) is executed (S521). As will be described in detail later, the second notification effect control process controls the second notification effect according to the second variation pattern designated by the second variation pattern designation command. The process returns to the standby state.
[0159] When a fourth normal symbol stop command is received from the main board 41 (S530: YES), the combination of second effect symbols indicating the result of the fourth normal hit determination is confirmed and displayed on the display screen 28 (531). At this time, a command for confirming and displaying the combination of second effect symbols indicating the result of the fourth normal hit determination is transmitted from the sub-control board 58 to the performance control board 43. The CPU 431 of the performance control board 43 confirms and displays the combination of second effect symbols indicating the result of the fourth normal hit determination on the display screen 28 in accordance with the command received from the sub-control board 58. The processing returns to the standby state.
[0160] When a jackpot game start notification command is received from the main board 41 (S540: YES), control is performed to start the jackpot game presentation (S541). At this time, a command is generated to read image data corresponding to the jackpot game presentation from the CGROM 432 and display it on the display screen 28, and this command is sent to the presentation control board 43. The presentation control board 43 starts displaying the data on the display screen 28 in accordance with the received command. Furthermore, commands specifying the light-emitting operation of the illuminations corresponding to the jackpot game presentation, the operation of the movable role object (not shown), and sound output control are generated and sent to the lamp driver board 46. The illumination board 35, which receives the command via the lamp driver board 46, performs the light-emitting operation corresponding to the command. The movable role object, which receives the command via the lamp driver board 46, performs the operation presentation corresponding to the command. The speaker 48, which receives the command via the lamp driver board 46, outputs the sound corresponding to the command. The process returns to the standby state.
[0161] When a jackpot game end notification command is received from the main board 41 (S550: YES), control is performed to end the jackpot game presentation (S551). At this time, a command instructing the jackpot game presentation to end is generated and transmitted to the presentation control board 43. The presentation control board 43 terminates the display of images related to the jackpot game presentation on the display screen 28 in accordance with the received command. Furthermore, commands specifying the light-emitting operation of the illuminations, the operation of the movable role objects, and the control of sound output corresponding to the end of the jackpot game presentation are generated and transmitted to the lamp driver board 46. The illumination board 35, which receives the command via the lamp driver board 46, terminates the light-emitting operation related to the jackpot game presentation. The movable role objects, which receive the command via the lamp driver board 46, terminate their operation related to the jackpot game presentation in response to the command. The speaker 48, which receives the command via the lamp driver board 46, terminates the sound output related to the jackpot game presentation. Subsequently, the display process of images corresponding to the normal game, the operation process of the illumination board 35 and the movable role objects, and the sound output process are performed. The process returns to the waiting state.
[0162] As shown in Fig. 19, when a second reserved ball count notification command is received from the main board 41 (S560: YES), if the second reserved ball count notification command indicates an increase in the second reserved ball count (S561: YES), the value of the second reserved ball count counter stored in RAM 582 is incremented by +1 (S562). Also, if the second reserved ball count notification command indicates a decrease in the second reserved ball count (S561: NO), the value of the second reserved ball count counter is decremented by -1 (S563). Next, a second exclusion flag stored in RAM 582 is turned ON (S564). The second exclusion flag is used in the second notification effect control process described below. The process returns to the standby state.
[0163] When the second electric tube open command is received from the main board 41 (S570: YES), the second open flag is turned OFF (S571). The process returns to the standby state.
[0164] When a third reserved ball count notification command is received from the main board 41 (S580: YES), if the third reserved ball count notification command indicates an increase in the third reserved ball count (S581: YES), the value of the third reserved ball count counter stored in RAM 582 is incremented by +1 (S582). Also, if the third reserved ball count notification command indicates a decrease in the third reserved ball count (S581: NO), the value of the third reserved ball count counter is decremented by -1 (S583). Next, a third exclusion flag stored in RAM 582 is turned ON (S584). The third exclusion flag is used in the second notification effect control process described below. The process returns to the standby state.
[0165] When the third electric tube open command is received from the main board 41 (S590: YES), the third exclusion flag is turned OFF (S591). The process returns to the standby state.
[0166] If a command other than those mentioned above (such as a start effect start command or an end effect start command) is received (S600: YES), processing corresponding to the received command is performed (S601). After that, the processing returns to the standby state.
[0167] The second notification effect control process (S521, see FIG. 18) will be described in detail with reference to Fig. 20. In the second notification effect control process, the second notification effect is controlled according to the fourth variation pattern designation command notified from the main board 41 and the values of the second reserved ball number counter, the third reserved ball number counter, the second exclusion flag, and the third exclusion flag.
[0168] When the second notification performance control process is started, the fourth variation pattern, which is the specified variation pattern specified by the fourth variation pattern specification command received from the main board 41, is stored in the RAM 582 (S701).
[0169] Next, the notification effect pattern determination table (see FIG. 17) is referenced, and a notification effect pattern corresponding to the designated variation pattern is determined according to the game state (S702). The determination of whether the game state is normal play or jackpot play is based on whether the sub-control board process is executing a jackpot game effect while the jackpot game effect is in progress, and otherwise, normal play is determined. For example, when the designated variation pattern is "short win variation" and the game state is normal play, a notification effect pattern for a normal short win variation effect is determined. When the designated variation pattern is "short win variation" and the game state is jackpot play, a notification effect pattern for a sugoroku win effect is determined. Note that in S702, even if the designated variation pattern is "short win variation" and the game state is jackpot play, a notification effect pattern for a sugoroku win shortened effect is not determined. The determined notification effect pattern is stored in RAM 582.
[0170] Next, it is determined whether the determined notification effect pattern is one of the Sugoroku winning effect, the Sugoroku losing effect, and the hammer losing effect (S703). This determination is made based on the notification effect pattern determined in the processing of S702 and stored in RAM 582. If the notification effect pattern is not one of the Sugoroku winning effect, the Sugoroku losing effect, and the hammer losing effect (S703: NO), the processing proceeds to S741.
[0171] If the notification effect pattern is one of the Sugoroku hit effect, Sugoroku miss effect, and Hammer miss effect (S703: YES), it is determined whether the third reserved ball count is "0" (S711). This determination is made based on the value of the third reserved ball count counter. If the third reserved ball count is not "0" (S711: NO), it is determined whether the second reserved ball count is "0" (S721). This determination is made based on the value of the second reserved ball count counter. If the second reserved ball count is not "0" (S721: NO), the process proceeds to S741.
[0172] During a jackpot game, the second electric chute 17 opens according to the number of second reserved balls, and each time the second electric chute 17 opens, the third electric chute 18 opens according to the number of third reserved balls. Therefore, when the number of second reserved balls is 1 or more and the number of third reserved balls is 1 or more, at least one opening operation of the second electric chute 17 (5.8 seconds, essentially 2.7 seconds) and one or more opening operation of the third electric chute 18 (5.8 seconds, essentially 4.5 seconds) are performed. Even if the third electric chute 18 closes in essentially 2.7 seconds, a full state occurs when the second electric chute 17 is subsequently opened, and it takes 5.8 seconds for the jackpot game to end, there will still be at least 8.5 seconds or more of time available for the special effects to be executed. Therefore, when the second reserved ball count is 1 or more and the third reserved ball count is 1 or more, sufficient presentation time can be ensured regardless of whether the presentation for an additional win during a jackpot game in the notification presentation pattern (see Figure 17) or a miss is executed. Furthermore, when a full win occurs, a new jackpot game starts after the current jackpot game ends, so there is no need to adjust the presentation time. Therefore, in S741, the second notification presentation is controlled according to the notification presentation pattern determined in the processing of S702 (S741). After that, processing returns to the sub-control board processing.
[0173] In the judgment of S711, if the third reserved ball count is "0" (S711: YES), it is determined whether or not the third exclusion flag stored in RAM 582 is ON (S712). The third exclusion flag is ON from the time when the third reserved ball count decreases to the time when the closed third electric chute 18 opens. If the third reserved ball count is "0" and the third exclusion flag is OFF (S712: NO), the end of the jackpot game is imminent (for example, when the last third electric chute 18 is open in the last series of third normal jackpot games during the jackpot game), so there is a possibility that the time for the sugoroku winning effect, sugoroku losing effect, and hammer losing effect (special effect) cannot be secured. Furthermore, even if the number of second reserved balls is 1 and the jackpot game is not nearing its end, if there is almost no time left for the third electric chute 18 to open, if a blockage occurs when the second electric chute 17, which opens after the third electric chute 18 closes, opens, the second electric chute 17 will only be able to open for a maximum of 5.8 seconds, which may not be enough time to display the sugoroku win effect, sugoroku loss effect, and hammer loss effect. Therefore, if the notification effect pattern for the sugoroku win effect has been determined, the sugoroku win effect is discarded, and the notification effect pattern for the sugoroku win shortened effect (normal effect) is re-determined. Also, if the notification effect pattern for the sugoroku loss effect or hammer loss effect has been determined, the sugoroku loss effect or hammer loss effect is discarded, and the notification effect pattern for the sugoroku loss shortened effect (normal effect) is re-determined (S731). As described above, the Sugoroku winning shortened effect and the Sugoroku losing shortened effect are notification effect patterns that can be executed in a short time (1.6 seconds in this embodiment). The determined notification effect pattern is stored in RAM 582. The process proceeds to S741, where the second notification effect is controlled according to the notification effect pattern re-determined in the process of S731 (S741). Thereafter, the process returns to the sub-control board process.
[0174] On the other hand, if the determination in S712 is that the third exclusion flag is ON (S712: YES), and the jackpot game is not about to end (if the second reserved ball count is 1 or more), at least the time required for one opening operation of the third electric chute 18 (maximum 5.8 seconds, actual 4.5 seconds) is secured, and the time required for one opening operation of the second electric chute 17 (maximum 5.8 seconds, actual 2.7 seconds) is also secured. Therefore, if the jackpot game is not about to end, there is a possibility that the time required for the Sugoroku hit effect, Sugoroku miss effect, and Hammer miss effect can be secured, so processing proceeds to S721. Then, if the determination in S721 is that the second reserved ball count is 1 or more (S721: YES), at least the time required for one opening operation of the second electric chute 17 (maximum 5.8 seconds) is secured, and even if a full state occurs in the second electric chute 17, the 10.3 seconds of display time required to execute the special effect is secured. Therefore, the process proceeds to S741, where the second notification effect is controlled according to the notification effect pattern determined in the process of S702 (S741). After that, the process returns to the sub-control board process.
[0175] On the other hand, if the determination in S721 is that the second reserved ball count is "0" (S721: YES), a determination is made as to whether the second exclusion flag stored in RAM 582 is ON (S722). The second exclusion flag remains ON from the time the second reserved ball count decreases until the time the closed second electric chute 17 opens. If the second reserved ball count is "0" and the second exclusion flag is ON (S722: YES), S711 is NO or S712 is YES, ensuring that the third electric chute 18 opens once. Furthermore, since the second electric chute 17 is also opened once, as described above, even if the second electric chute 17 is fully charged, the 10.3-second duration for the special effect is guaranteed. Therefore, the process proceeds to S741, where the second notification effect is controlled according to the notification effect pattern determined in S702 (S741). Processing then returns to the sub-control board processing.
[0176] Next, if the second exclusion flag is OFF in the determination of S722 (S722: NO), it is determined whether the third reserved ball count is 1 or less (S723). If the third reserved ball count is 2 or more (S723: NO), the third electric chute 18 will be opened at least twice by the end of the jackpot game. Therefore, if the jackpot game ends with the remaining two openings of the third electric chute 18 at the end of the jackpot game, a presentation time of 9.0 seconds or more is ensured, allowing for the execution of a special presentation, based on the actual opening time. Therefore, the process proceeds to S741, where the second notification presentation is controlled according to the notification presentation pattern determined in the processing of S702 (S741). Processing then returns to the sub-control board processing.
[0177] If the determination in S723 is that the number of third reserved balls is one or less (S723: YES), the game is currently in the final or immediately preceding third normal win of the final series of third normal wins during the jackpot game. In other words, the time reserved for the presentation time is the remaining time for the currently open third electric chute 18 if the game is currently in the final third normal win. Also, if the game is currently in the immediately preceding third normal win, the remaining time for the currently open third electric chute 18 and the opening time for one third electric chute 18 (5.8 seconds, effectively 4.5 seconds) is reserved. It is possible that the presentation time for the Sugoroku winning effect, Sugoroku losing effect, and Hammer losing effect cannot be secured. Therefore, if the notification presentation pattern for the Sugoroku winning effect has been determined, the Sugoroku winning effect is discarded, and the notification presentation pattern for the Sugoroku winning shortening effect is re-determined. Furthermore, if the notification effect pattern for the Sugoroku failure effect or the hammer failure effect has been determined, the Sugoroku failure effect or the hammer failure effect is discarded, and the notification effect pattern for the Sugoroku failure shortened effect is determined again (S731). The determined notification effect pattern is stored in RAM 582. The process proceeds to S741, where the second notification effect is controlled according to the notification effect pattern determined again in the process of S731 (S741). Thereafter, the process returns to the sub-control board process.
[0178] As explained above, the content of the notification effect is changed according to the third reserved ball count and the operating state of the third electric chute 18, so the content of the notification effect can be determined more precisely according to the game state. Furthermore, the content of the notification effect is changed according to the second reserved ball count, the third reserved ball count, and the operating state of the second electric chute 17, so the content of the notification effect can be determined more precisely according to the game state.
[0179] In a standard-type pachinko machine 1, multiple winning slots, including the second electric chute 17, open in unison starting from the first electric chute 16 or the fourth electric chute 19, to allow players to win many game balls during a jackpot. When the first electric chute 16, the fourth electric chute 19, or the second electric chute 17 change from a closed state to an open state, a "blocked state" may occur, in which no game balls enter the first electric chute 16, the fourth electric chute 19, or the second electric chute 17, and the first electric chute 16, the fourth electric chute 19, or the second electric chute 17 returns to a closed state with the number of second or third reserved balls remaining at zero. If a blockage occurs during a relatively long notification effect, the jackpot game ends first, and only the notification effect continues, potentially creating an unnatural effect. A blockage may occur when the number of third reserved balls is zero, excluding the period from when the number of third reserved balls decreases to when the third electric chute 18 changes from a closed state to an open state. In this case, when a notification effect (special effect) with a relatively long presentation time is decided, the content can be changed to a notification effect (normal effect) with a short presentation time, so that even if a crash occurs and the jackpot game ends, the notification effect can be ended before that.
[0180] When a notification effect with a relatively long presentation time is determined near the end of a jackpot game, the jackpot game may end during the notification effect, resulting in an unnatural presentation. Near the end of a jackpot game, there is a period when the number of second reserved balls is 0 and the number of third reserved balls is 1 or less, excluding the period from when the number of second reserved balls decreases to when the second electric chute 17 operates from a closed state to an open state. Therefore, when a notification effect with a relatively long presentation time (special effect) is determined during this period, changing its content to a notification effect with a short presentation time (normal effect) ensures that the notification effect ends before the jackpot game ends.
[0181] In the above embodiment, the first symbol gate 11 and the fourth symbol gate 13 correspond to the "passing area" of the present invention. The CPU 51 that performs the processing of S54 and S133 corresponds to the "determination means" of the present invention. The first normal symbol and the fourth normal symbol correspond to the "first symbol" of the present invention. The CPU 51 that performs the processing of S59 and S139 corresponds to the "first variation means" of the present invention. The first electric chute 16 and the fourth electric chute 19 correspond to the "first winning slot" of the present invention. The CPU 51 that performs the processing of S111 and S203 corresponds to the "first operation means" of the present invention. The second normal symbol corresponds to the "second symbol" of the present invention. The second random number corresponds to the "first pending information" of the present invention. The RAM 52 corresponds to the "first storage means" of the present invention. The CPU 51 that performs the processing of S250 corresponds to the "second variation means" of the present invention. The second electric chute 17 corresponds to the "second winning slot" of the present invention. The CPU 51 that performs the processing of S256 corresponds to the "second operation means" of the present invention. The third normal symbol corresponds to the "third symbol" of the present invention. The third random number corresponds to the "second reserved information" of the present invention. RAM 52 corresponds to the "second storage means" of the present invention. CPU 51 performing the processing of S319 corresponds to the "third variation means" of the present invention. The third electric chute 18 corresponds to the "third winning slot" of the present invention. CPU 51 performing the processing of S335 corresponds to the "third operation means" of the present invention. CPU 581 performing the processing of S702 corresponds to the "determination means" of the present invention. CPU 581 performing the processing of S741 corresponds to the "execution control means" of the present invention. CPU 581 performing the processing of S580 corresponds to the "first reserved acquisition means" of the present invention. CPU 581 performing the processing of S590 corresponds to the "first operation acquisition means" of the present invention. CPU 581 performing the processing of S731 corresponds to the "change means" of the present invention. CPU 581 performing the processing of S560 corresponds to the "second reserved acquisition means" of the present invention. CPU 581 performing the processing of S570 corresponds to the "second operation acquisition means" of the present invention.
[0182] The present invention is not limited to the above-described embodiment, and various modifications are possible within the scope of the present invention. In the pachinko machine 1, a first normal win determination and a fourth normal win determination are made when the gaming ball passes through the first symbol gate 11 and the fourth symbol gate 13, and the first normal symbol and the fourth normal symbol change. The component that triggers the activation of the normal symbol may be a gate or a prize slot through which the gaming ball can enter. Note that the pachinko machine 1 may be configured so that the first normal win game and the fourth normal win game are played when the gaming ball passes through or enters a predetermined gate or prize slot, without making a first normal win determination and a fourth normal win determination and changing the first normal symbol and the fourth normal symbol.
[0183] The second or third normal hit probability may be less than 100%. That is, a loss determination result may be derived based on the second or third normal hit determination. Also, at least one of the first or fourth normal hit probability may be 100%. The manner in which the electric chute operates is not limited to the example of the above embodiment. Therefore, for example, the fourth electric chute 19 may function as an activation port for the third normal symbol.
[0184] The notification effect pattern shown in Figure 17 is merely an example, and various patterns may be provided. The special effect is an effect that is longer than a predetermined first time, and the maximum opening time of the electric chute (within 6 seconds, for example 5.8 seconds) is given as an example of the first time, but the effective time may be the time lag from the moment the electric chute closes until the winning game ball is detected by the electric chute solenoid, and the first time may be the time (for example 7.4 seconds) obtained by adding the effective time (for example 1.6 seconds) to the maximum opening time of the electric chute (5.8 seconds).
[0185] In the second notification effect control process, the second notification effect is controlled by the notification effect pattern determined in S702 or the notification effect pattern redetermined in S731 based on the second reserved ball count, the third reserved ball count, the second exclusion flag, and the third exclusion flag. This is not a limitation, and for example, the processes of S711 to S712 may be omitted, and the second notification effect may be controlled by the notification effect pattern determined in S702 or the notification effect pattern redetermined in S731 based on the second reserved ball count and the second exclusion flag. Alternatively, for example, the processes of S721 to S723 may be omitted, and the second notification effect may be controlled by the notification effect pattern determined in S702 or the notification effect pattern redetermined in S731 based on the third reserved ball count and the third exclusion flag.
[0186] All elements (e.g., display means, etc.) described in the claims, specification, and drawings may be physically single or multiple, and their arrangement may be appropriately changed, unless there is a clear statement intentionally limiting the number. Furthermore, the names given to the elements (element names) are given merely for the convenience of describing this case and are not intended to confer any special meaning. Therefore, the element name alone should not be interpreted as limiting what an element is. For example, a "display control means" may be a single piece of hardware or may include software. Furthermore, whether multiple elements among the above elements are appropriately integrated or whether a single element is divided into multiple elements is a matter that can be easily considered by a person skilled in the art. Therefore, it goes without saying that all patterns are within the scope of the present invention unless the claims, etc., explicitly exclude them. Therefore, merely adopting a structural difference within that range in a gaming machine on the grounds that it is not described in this embodiment does not constitute an avoidance of the rights of the present invention. The same applies to other differences in the configuration or shape of each element that are within an obvious range that a person skilled in the art would easily think of from this embodiment. [Explanation of symbols]
[0187] 1. Pachinko machine 11 First pattern gate 13 Fourth Pattern Gate 16 First Electric Chu 17 Second Electric Tube 18 Third Electric Chu 19 Fourth Electric Chu 41 Main board 51,581 CPUs 52,582 RAM 58 Sub-control board
Claims
1. A passing area through which the game ball can pass; A determination means for determining whether or not a game ball has won when the game ball passes through the passing area; a first varying means for variably displaying a first symbol, which is one of a plurality of symbols, when the gaming ball passes through the passing area; a first winning port which is one of a plurality of winning ports which are configured to be mutually operable between a closed state in which it is difficult or impossible for a gaming ball to win a prize, and an open state in which it is easier for a gaming ball to win a prize than in the closed state; a first operating means for operating the first winning port from the closed state to the open state when the result of the judgment by the judgment means is a win after the variable display of the first symbol has been completed by the first varying means, and then operating the first winning port to the closed state when a predetermined number of game balls have entered or a predetermined time has elapsed; a first storage means for storing first reservation information that reserves the variable display of a second symbol, which is one of the plurality of symbols, due to a game ball entering the first winning slot; A second varying means for varyingly displaying the second symbol based on the first reserved information stored in the first storage means; A second winning port which is one of the plurality of winning ports; a second operating means for operating the second winning port from the closed state to the open state after the second varying means has finished varying the display of the second symbol, and then operating the second winning port to the closed state when a predetermined number of game balls have entered or a predetermined time has elapsed; A second storage means for storing second reservation information that reserves the variable display of a third symbol, which is one of the plurality of symbols, due to the game ball entering the second winning port; A third varying means for varyingly displaying the third symbol based on the second reserved information stored in the second storage means; A third winning port which is one of the plurality of winning ports; a third operating means for operating the third winning port from the closed state to the open state after the third varying means has finished varying the display of the third symbol, and then operating the third winning port to the closed state when a predetermined number of game balls have entered or a predetermined time has elapsed; A determination means for determining the content of a notification effect that is an effect synchronized with the variable display of the first pattern; an execution control means for controlling the execution of the notification performance of the content determined by the determination means; a first hold acquisition means for acquiring the second hold information; A first operation acquisition means for acquiring the operation state of the third winning port; When the execution control means starts the execution of the notification effect, a change means changes the content of the notification effect according to the second reservation information acquired by the first reservation acquisition means and the operation state of the third winning port acquired by the first operation acquisition means. A gaming machine comprising:
2. A second hold acquisition means for acquiring the first hold information; A second operation acquisition means for acquiring the operation state of the second winning port; Equipped with The change means changes the content of the notification effect in accordance with the first reservation information acquired by the second reservation acquisition means and the operation state of the second winning port acquired by the second operation acquisition means when the execution control means starts the execution of the notification effect.
2. The gaming machine according to claim 1,
3. When the execution control means starts the execution of the notification effect, the change means changes the content of the notification effect controlled by the execution control means if the number of the second pending information is 0, except for the period from the time when the number of the second pending information decreases to the time when the third winning port operates from the closed state to the open state.
3. The gaming machine according to claim 2,
4. When the execution control means starts the execution of the notification effect, the change means changes the content of the notification effect controlled by the execution control means if the number of the first pending information is 0 and the number of the second pending information is 1 or less, except for the period from the time when the number of the first pending information decreases to the time when the second winning port operates from the closed state to the open state.
4. The gaming machine according to claim 2 or 3,
5. The notification effect has a plurality of kinds of effect patterns including a special effect whose effect time is at least a predetermined first time or longer and a normal effect whose effect time is shorter than the first time, The determining means When the special effect synchronized with the variable display of the first symbol is determined from the plurality of types of effect patterns as the content of the notification effect, The change means is If the number of the second reserved information is 0, excluding the period from the time when the number of the second reserved information decreases to the time when the third winning port operates from the closed state to the open state, or When the number of the first reserved information is 0 and the number of the second reserved information is 1 or less, excluding the period from the time when the number of the first reserved information decreases to the time when the second winning port operates from the closed state to the open state, Changing the content of the notification effect from the special effect to the normal effect.
3. The gaming machine according to claim 2,
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