gaming machines
The gaming machine enables personalized control over moving effect timings, addressing reduced engagement from prolonged waiting and surprise, by allowing players to initiate and maintain moving effects according to their preferences.
Patent Information
- Application Number
- JP2021105659
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-25
- Publication Date
- 2025-08-26
- Estimated Expiration
- 2041-06-25
AI Technical Summary
In gaming machines, the execution of additional advance notice effects for predicting wins or losses can increase player anticipation, but also prolong the waiting time, potentially decreasing interest, and some players dislike sudden movements. Existing systems do not allow for personalized control over the timing of impactful moving effects, which can lead to reduced engagement.
The gaming machine allows players to adjust the start timing of moving effects by operating an input mechanism, enabling early initiation of moving effects with higher win probabilities and maintaining them until a predetermined end, catering to individual preferences.
This approach enhances player engagement by allowing personalized control over moving effect timings, maintaining interest and reducing surprise, while ensuring consistent effect durations regardless of early starts.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Conventionally, as a gaming machine of this type, one that executes a moving effect by operating a movable role object while an effect display for notifying winning or losing is being executed on a display device has been proposed (for example, see Patent Document 1). In this gaming machine, a movable role object (movable performance body) is configured to move up and down in front of the screen of the display device, and an impactful moving effect is executed by rapidly moving the movable role object from a raised position to a lowered position. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-224077 Summary of the Invention [Problem to be solved by the invention]
[0004] In gaming machines like those described above, other advance notice effects that predict the outcome of a win or loss may be executed in addition to the moving effect. However, regardless of whether or not the other advance notice effects are executed, the expectation of a win is often higher when the moving effect is executed than when the moving effect is not executed. For this reason, for players who want to know as soon as possible whether the moving effect will be executed rather than other advance notice effects, if the execution of other advance notice effects increases the waiting time until the start of the moving effect, their interest in the game may actually decrease. Furthermore, since moving effects often achieve impactful effects by suddenly moving movable parts, some players do not like to be surprised by the effects. For these reasons, there is still room for improvement in order to increase the interest in moving effects.
[0005] The main purpose of the gaming machine of the present invention is to increase the player's interest in the game by making it possible to change the start timing of the moving effects to suit the player's preferences. [Means for solving the problem]
[0006] The gaming machine of the present invention employs the following means to achieve the above-mentioned main object.
[0007] The gaming machine of the present invention comprises: A gaming machine that performs a hit / miss judgment based on the entry of a game ball into a starting hole, and executes a winning game when the result of the hit / miss judgment is a hit, an operating means operable by a player; A performance display device that displays a performance based on the result of the pass / fail judgment; A movable performance means for operating a movable accessory at a predetermined start timing during the performance display to start the performance of the movable performance and for ending the performance of the movable performance at a predetermined end timing; Equipped with When the moving effect is executed, the probability of the result of the hit / miss judgment being a hit is higher than when the moving effect is not executed, When the operation means is operated at a timing prior to the predetermined start timing during the performance display in which the moving performance is being executed, the moving performance means operates the movable part prior to the predetermined start timing to start the execution of the moving performance, and maintains the execution of the moving performance until the predetermined end timing before ending the execution of the moving performance. The gist of this is as follows.
[0008] In the gaming machine of the present invention, if the operating means is operated before the predetermined start timing during the display of a moving effect, the moving effect is initiated by operating the moving device prior to the predetermined start timing, and the moving effect is maintained until the predetermined end timing before ending. This allows players who are curious about whether a moving effect with a high probability of winning will be executed to know in advance of the start timing of the moving effect. Furthermore, players who do not want to be surprised by the movement of the moving device can enjoy the moving effect without being surprised by it if the moving effect starts in a state where they can predict the movement of the moving device by operating the operating means. On the other hand, players who prefer the moving effect to be executed normally can enjoy the moving effect from the predetermined start timing without operating the operating means. In this way, the start timing of the moving effect can be changed to suit the player's preferences, thereby increasing the player's interest in the game. Furthermore, even if the moving effect starts before the predetermined start timing, the moving effect is maintained until the predetermined end timing as usual before ending the moving effect, eliminating the need for special effects to adjust the presentation time due to the early end of the moving effect, and allowing for simple processing.
[0009] The gaming machine of the present invention may be provided with a notice presentation means for executing a notice presentation indicating the probability of winning during the presentation display, the notice presentation means prompting the player to perform a specific operation of the operation means as the notice presentation and executing an operation presentation indicating the probability of winning if the specific operation is performed within a predetermined period, and the movable presentation means may be configured to not start the execution of the movable presentation if the operation is performed within the predetermined period in the operation presentation even if the operation means is operated at a timing prior to the predetermined start timing, but to start the execution of the movable presentation if the operation is performed outside the predetermined period. In this way, the movable presentation can be started in advance, appropriately distinguished from operations during the predetermined period in the operation presentation.
[0010] Here, the advance notice performance means may be capable of executing multiple types of advance notice performances during performance display, and regardless of the type of advance notice performance executed by the advance notice performance means, the expectation of winning may be higher when a moving performance is executed. Also, the moving performance means may make the operation mode of the movable role object when starting to execute the moving performance prior to the predetermined start timing the same as the operation mode when starting to execute the moving performance at the predetermined start timing. Of course, they may also be made to be different modes. Also, if multiple predetermined start timings are provided during the moving performance and the operation mode of the movable role object differs depending on the different start timings, the moving performance means may start to execute the moving performance in an operation mode corresponding to the moving performance whose start timing arrives first after the operation means is operated. [Effects of the Invention]
[0011] According to the gaming machine of the present invention, the start timing of the moving effect can be changed to suit the player's preferences, thereby increasing the player's interest in the game. [Brief explanation of the drawings]
[0012] [Figure 1] 1 is a front view of a pachinko machine 1 according to an embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the pachinko machine 1. [Figure 3] 1 is a schematic diagram of a game board 20 of a pachinko machine 1. FIG. [Figure 4] 10 is an explanatory diagram showing the state in which the movable device 39 on the game board 20 is in operation. [Figure 5] 1 is a block diagram showing the electrical configuration of a pachinko machine 1. FIG. [Figure 6] 10 is an explanatory diagram showing an example of a performance display of the performance display device 37. FIG. [Figure 7] FIG. 2 is an explanatory diagram illustrating the specifications of the pachinko machine 1. [Figure 8] 10 is a flowchart showing an example of a main control process executed by a CPU 60a of a main control device 60. [Figure 9] 10 is a flowchart illustrating an example of a power-on process. [Figure 10] A flowchart showing an example of a start-up winning process. [Figure 11] 10 is a flowchart showing an example of a normal symbol game process. [Figure 12] 10 is a flowchart showing an example of processing related to normal pattern change display. [Figure 13] 10 is a flowchart showing an example of a normal symbol winning game process. [Figure 14] 10 is a flowchart showing an example of a special symbol game process. [Figure 15] 10 is a flowchart showing an example of a special symbol game process. [Figure 16] 10 is a flowchart showing an example of a variable display related process. [Figure 17] FIG. 10 is an explanatory diagram showing an example of a fluctuation pattern. [Figure 18] 10 is a flowchart showing an example of a jackpot game process. [Figure 19] 10 is a flowchart showing an example of a jackpot game process. [Figure 20] 10 is a flowchart showing an example of a pattern change effect process. [Figure 21] 10 is a flowchart illustrating an example of a button effect process. [Figure 22] 10 is a flowchart showing an example of a movable effect process. [Figure 23] 10 is a time chart showing an example of when a pattern change effect is executed. [Figure 24] 10 is a time chart showing an example of when a pattern change effect is executed. [Figure 25] FIG. 10 is an explanatory diagram showing an example of a pattern change presentation. [Figure 26] FIG. 10 is an explanatory diagram showing an example of a pattern change presentation. [Figure 27] FIG. 10 is an explanatory diagram showing an example of a pattern change presentation. [Figure 28] FIG. 10 is an explanatory diagram showing a variation pattern of a modified example. [Figure 29]10 is a time chart showing a modified example of a pattern change effect being executed. DETAILED DESCRIPTION OF THE INVENTION
[0013] Next, an embodiment of the present invention will be described using examples. [Example]
[0014] Fig. 1 is a front view of a pachinko machine 1 of the present invention, Fig. 2 is a rear view of the pachinko machine 1, Fig. 3 is a schematic diagram of a game board 20 of the pachinko machine 1, Fig. 4 is an explanatory diagram of a state in which a movable accessory 39 of the game board 20 is in operation, and Fig. 5 is a block diagram showing the electrical configuration of the pachinko machine 1. In this embodiment, an example will be described in which the present invention is applied to a so-called seven-type (first type) game machine, which starts the variable display of special symbols when a game ball enters a start hole, and starts a jackpot game when the special symbols stop and display as a predetermined jackpot symbol.
[0015] [External configuration of Pachinko machine 1] 1, the pachinko machine 1 of this embodiment comprises a game board 20 arranged so that the board surface can be seen through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper tray 11 and a lower tray 12 for storing game balls, and a launch handle 13 for launching the game balls stored in the upper tray 11 onto the game board 20. The pachinko machine 1 of this embodiment is a CR machine compatible with prepaid cards, and a CR unit 50 for reading and writing prepaid cards is provided on the left side of the pachinko machine 1.
[0016] The front frame 3 is fitted into the inner frame 5, and can be opened and closed relative to the inner frame 5 using hinges provided at the top and bottom of the left side as fulcrums. The inner frame 5 is also fitted into the outer frame 2, and can be opened and closed relative to the outer frame 2 using hinges provided at the top and bottom of the left side as fulcrums. The front frame 3 and inner frame 5 are configured as roughly rectangular plastic frames. On the other hand, the outer frame 2 is configured as a roughly rectangular wooden frame, and is fixed to the island frame of the island equipment in the game hall.
[0017] A speaker 14 (see FIG. 5) that emits various sound effects as the game progresses and sounds warning sounds to alert the player is provided within the front frame 3. Also, within the front frame 3, a plurality of LEDs 15 (see FIG. 5) are arranged around the periphery of the game board 20 as decorative light-emitting elements that emit light according to the game status.
[0018] Prize balls and loan balls are dispensed into the upper tray 11, and balls that overflow from the upper tray 11 are dispensed into the lower tray 12. A settlement display device 52 that displays the balance of the prepaid card inserted into the CR unit 50 is disposed above the upper tray 11, and a ball loan button 53 that commands the loan of game balls is provided on one of both sides of the settlement display device 52, and a settlement button 54 that commands the settlement (return) of the prepaid card inserted into the CR unit 50 is provided on the other side. In addition, an effect button 16 is disposed in front of the upper tray 11 to perform various effects in response to the player's operation.
[0019] As shown in Fig. 2, a ball tank 77, a tank rail 78, and a payout device 72 are provided on the back side of the inner frame 5 of the pachinko machine 1. When game balls enter each winning hole provided on the game board 20, the payout device 72 pays out a predetermined number of game balls as prize balls from the ball tank 77 via the tank rail 78 to the upper tray 11. In addition, when the ball loan button 53 is operated, the payout device 72 pays out loan balls to the upper tray 11.
[0020] The launch handle 13 is located to the right of the lower tray 12, and when the player rotates it clockwise, the launch motor 83 (see Figure 5) of the launch device (not shown) is activated, and game balls are launched one by one toward the game board 20 with a launch force that corresponds to the amount of rotation of the launch handle 13.
[0021] [Configuration of game board 20] 3, the game board 20 has a game area 21 surrounded by an outer rail 21a and an inner rail 21b. The game board 20 includes a performance display device 37 provided in the approximate center of the game area 21, a center role device 38 including a warp entrance, a warp gutter, a stage, etc., arranged around the performance display device 37, a movable role device 39 provided on the center role device 38 and capable of moving up and down, a normal symbol activation gate 22 arranged to the right of the center role device 38, a first start opening 23 that is always open and arranged below the center role device 38, a second start opening 24 that can be opened and closed and arranged below the normal symbol activation gate 22, a big prize opening 25 arranged in the lower right of the game area 21, a normal prize opening 27 that is always open and arranged in the lower left of the game area 21, and an outlet 29 for collecting game balls that do not enter any of the prize openings. In addition, a large number of nails 21c are planted on the game board 20 to guide or bounce game balls flowing down the game area 21.
[0022] The second starting hole 24 is a variable-type ball entry hole configured as a standard electric device and includes a pair of left and right opening / closing blades (opening / closing members) 24b and a second starting hole solenoid 24c (see FIG. 5) that activates the opening / closing blades 24b. Normally, the second starting hole 24 is closed with the opening / closing blades 24b upright, making it difficult for game balls to enter the hole. When a normal symbol is displayed as a winning symbol and a winning game (normal symbol winning game) is played, the second starting hole solenoid 24c opens the opening / closing blades 24b to the left and right, opening the hole to make it easier for game balls to enter the hole. A second starting hole switch 24a is attached to the second starting hole 24 to detect and count the number of game balls that have entered the hole. The second starting hole 24 closes when the second starting hole switch 24a counts a specified number of game balls or when a predetermined maximum opening time has elapsed before the specified number of game balls have been counted.
[0023] The special prize opening 25 is a variable-type ball entry opening configured as a special electric device, and includes an opening / closing plate (opening / closing member) 25b and a special prize opening solenoid 25c (see FIG. 5) that operates the opening / closing plate 25b. This special prize opening 25 is normally blocked by the opening / closing plate 25b, preventing game balls from entering. When the special symbol is displayed as a jackpot symbol and a jackpot game is executed, the opening / closing plate 25b is opened toward the player by the special prize opening solenoid 25c, opening the opening / closing plate 25b to allow game balls to enter. A special prize opening switch 25a is attached to the special prize opening 25 to detect and count the number of game balls that have entered. The special prize opening 25 closes when the special prize opening switch 25a counts a specified number of game balls or when a predetermined maximum opening time has elapsed before the specified number of game balls are counted (round play). The big win game is played by repeating the round game a predetermined number of times.
[0024] A game ball can be placed into the first starting hole 23 by the player rotating the launch handle 13 (a so-called left hit) so that the game ball flows down into the left area (first game area) of the game area 21. On the other hand, a game ball cannot be placed into the second starting hole 24 or the special prize hole 25 by a left hit, and can be placed into the second starting hole 24 or the special prize hole 25 by rotating the launch handle 13 (a so-called right hit) so that the game ball flows down into the right area (second game area) of the game area 21. However, since the second starting hole 24 and the special prize hole 25 are variable prize holes, they can only be opened when a normal symbol is won or when a special symbol is won as a jackpot, respectively, and a game ball can only be placed into them.
[0025] At the lower right of the game board 20, there are arranged a first special pattern display device (first special pattern display device) 31, a second special pattern display device (second special pattern display device) 32, a first special pattern reserved number display device (first special pattern reserved number display device) 33, a second special pattern reserved number display device (second special pattern reserved number display device) 34, a normal pattern display device (normal pattern display device) 35, and a normal pattern reserved number display device (normal pattern reserved number display device) 36.
[0026] In this embodiment, the first special symbol display device 31 and the second special symbol display device 32 are configured as 7-segment display devices, and multiple display modes are expressed by combining the lighting and extinguishing of each segment. The first special symbol display device 31 and the second special symbol display device 32 begin the variable display of the special symbol by sequentially switching the display mode based on the entry of a gaming ball into the starting hole, and when a predetermined variable time has passed, the special symbol is displayed statically by displaying it in one of multiple predetermined static display modes. When the special symbol is displayed statically in a predetermined static display mode (jackpot symbol), a jackpot game is executed. The first special symbol display device 31 is a display device for first starting hole ball entry that variably displays the special symbol based on the entry of a gaming ball into the first starting hole 23, and the second special symbol display device 32 is a display device for second starting hole ball entry that variably displays the special symbol based on the entry of a gaming ball into the second starting hole 24. In addition, the special pattern displayed by the first special pattern display device 31 is also called the first special pattern (first special pattern), and the special pattern displayed by the second special pattern display device 32 is also called the second special pattern (second special pattern).
[0027] Furthermore, if a gaming ball enters the first start hole 23 while the special symbol variations are being displayed or during a jackpot game, the display of variations of the first special symbol is reserved up to a predetermined number (for example, four), and after the current display of variations has ended, the display of variations of the reserved first special symbol begins sequentially. The number of reserved first special symbols is displayed on the first special symbol reserved number display device 33. Also, if a gaming ball enters the second start hole 24 while the special symbol variations are being displayed or during a jackpot game, the display of variations of the second special symbol is reserved up to a predetermined number (for example, four), and after the current display of variations has ended, the display of variations of the reserved second special symbol begins sequentially. The number of reserved second special symbols is displayed on the second special symbol reserved number display device 34.
[0028] In this embodiment, the normal symbol display device 35 is configured as an LED display device having multiple display units. The normal symbol display device 35 displays a variable normal symbol by repeatedly turning on and off each of the multiple display units based on the detection of a gaming ball by the gate switch 22a provided on the normal symbol activation gate 22, and after a predetermined variable time has passed, the normal symbol is displayed as a stopped symbol by turning on or off each of the multiple display units. When a specific display unit among the multiple display units is lit, it is a winning symbol, and when it is not, it is a losing symbol. When the normal symbol is displayed as a winning symbol, the second starting port 24 is opened.
[0029] In this embodiment, when the game ball passes through the normal symbol activation gate 22 while the normal symbol is being displayed, the normal symbol display is reserved up to a predetermined number (for example, 4), and when the current display is completed, the reserved normal symbol display is started sequentially. The reserved number of normal symbols is displayed on the normal symbol reserved number display device 36.
[0030] As shown in FIG. 4, the movable role device 39 includes a disk-shaped movable member 39a, a movable role device motor 39b (see FIG. 5) that drives the movable member 39a, and an LED 39c as a decorative light-emitting element built into the movable member 39a, and the movable member 39a can slide up and down along a groove 20a provided in the game board 20. As shown in FIG. 3, the movable member 39a of the movable role device 39 is normally stored in a standby position (initial position) within the center role device 38. Also, as shown in FIG. 4, in a moving performance described below, the movable member 39a of the movable role device 39 is driven by the movable role device motor 39b, and the movable member 39a descends (operates) and moves to an operating position in front of the display screen of the performance display device 37. In the moving performance, the LED 39c lights up or flashes in conjunction with the movement of the movable member 39a.
[0031] The effect display device 37 is an image display device configured with a liquid crystal display or the like, and displays various effects on the display screen, such as effect symbols (pseudo symbols) 371L, 371C, and 371R corresponding to special symbols, as well as reach effects, preview effects predicting a jackpot, and button effects associated with the operation of the effect button 16. FIG. 6 is an explanatory diagram showing an example of the effect display of the effect display device 37. As shown in the figure, three effect symbols 371L, 371C, and 371R, namely, left, center, and right, consisting of numbers, letters, characters, symbols, and characters (numbers in the example shown in the figure) are displayed in the center of the display screen of the effect display device 37. When a gaming ball enters the start hole (first start hole 23 or second start hole 24), the three effect symbols 371L, 371C, and 371R are displayed in a changing manner, scrolling from top to bottom, and after a predetermined changing time has elapsed, they are displayed in a stopped state in the order of left, right, and center. When the right effect symbol 371R is stopped and displayed, if the right effect symbol 371R does not match the left effect symbol 371L, it is a miss (miss without a reach). On the other hand, when the right effect symbol 371R matches the left effect symbol 371L, it becomes a reach and transitions to a reach effect. Then, after the reach effect, when the middle effect symbol 371C is stopped and displayed, if the middle effect symbol 371C does not match the left and right effect symbols 371L, 371R, it is a miss (miss in a reach), and when the middle effect symbol 371C matches the left and right effect symbols 371L, 371R, it is a jackpot. In addition, in conjunction with the variable display of the effect symbols 371L, 371C, 371R, the effect display device 37 also displays a character symbol 373 that suggests, for example, the possibility (reliability) of a jackpot.
[0032] Also, as shown in Fig. 6, first and second reserved symbols 372a, 372b are also displayed in the corners (bottom) of the display screen of the effect display device 37. The first reserved symbol 372a is a symbol corresponding to the reserved memory of the first special symbol. One first reserved symbol 372a is additionally displayed each time a gaming ball enters the first start hole 23 during the variable display of the special symbol, etc., and is erased one by one each time the variable display of the first special symbol begins. Also, the second reserved symbol 372b is a symbol corresponding to the reserved memory of the second special symbol. One second reserved symbol 372b is additionally displayed each time a gaming ball enters the second start hole 24 during the variable display of the special symbol, etc., and is erased one by one each time the variable display of the second special symbol begins.
[0033] [Control circuit configuration] As shown in FIG. 5, the pachinko machine 1 includes a main control unit 60, a payout control unit 70, a launch control unit 80, a sub-integrated control unit 90, a performance display control unit 91, and a power supply board 95 (see FIG. 2) as its control circuits. The main control unit 60 is configured as a microprocessor centered on a CPU 60a, and includes, in addition to the CPU 60a, a ROM 60b that stores processing programs and tables, a RAM 60c that temporarily stores data when executing the processing programs, input / output ports, and communication ports. Although not shown, the payout control unit 70 and the launch control unit 80 are also configured as microprocessors centered on a CPU, and include, in addition to the CPU, a ROM, a RAM, input / output ports, and communication ports. The pachinko machine 1 is also provided with an external connection terminal board 65, which transmits signals indicating game status and game results to a hall computer 100 (see FIG. 5).
[0034] The main control device 60 is responsible for the basic progress of the game. As shown in Figure 5, detection signals from the front frame opening switch 3a, which detects the opening of the front frame 3, the inner frame opening switch 5a, which detects the opening of the inner frame 5, and the like are input to the main control device 60 via a rear wiring relay terminal board 64. In addition, detection signals (detection signals) from the gate switch 22a, which detects the passage of a gaming ball through the normal symbol activation gate 22, the first start gate switch 23a, which detects the entry of a gaming ball into the first start gate 23, the second start gate switch 24a, which detects the entry of a gaming ball into the second start gate 24, the special prize gate switch 25a, which detects the entry of a gaming ball into the special prize gate 25, the normal prize gate switch 27a, which detects the entry of a gaming ball into the normal prize gate 27, and the like are input to the main control device 60 via a game board relay terminal board 61. Furthermore, operation signals from a setting key switch 67 and a RAM clear switch 68 provided on the back of the pachinko machine 1 are directly input to the main control device 60, and the settings made using the setting key switch 67 and the RAM clear switch 68 can be displayed on a setting display device (performance display device) 69 provided on the back of the pachinko machine 1. Meanwhile, the main control device 60 outputs drive signals to the second start port solenoid 24c and the special prize port solenoid 25c, etc., via a game board relay terminal board 61. The main control device 60 also outputs display signals to the first special symbol display device 31, the second special symbol display device 32, the first special symbol reserved number display device 33, the second special symbol reserved number display device 34, the regular symbol display device 35, the regular symbol reserved number display device 36, etc., via a symbol display device relay terminal board 62. Furthermore, the main control device 60 outputs signals to the hall computer 100 via a rear wiring relay terminal board 64 and an external connection terminal board 65.
[0035] The setting key switch 67 is a switch for configuring various settings, such as the jackpot probability for special symbols. The RAM clear switch 68 is a switch for executing RAM clearing. The amusement hall manager can execute RAM clearing by turning on the power while pressing the RAM clear switch 68. In this embodiment, the RAM clear switch 68 is also used to select the setting value for the jackpot probability for special symbols. That is, the setting key switch 67 and the RAM clear switch 68 are used to select and set one of six setting values (Settings 1 to 6), each assigned a different jackpot probability, as the jackpot probability for special symbols. The setting display device 69 is configured as a 7-segment display device and displays the setting values for various settings, the performance of the pachinko machine 1, and error codes when an error occurs. The amusement hall manager inserts a predetermined key into the setting key switch 67 and turns it, and then turns on the power while pressing the RAM clear switch 68. The pachinko machine 1 then clears the RAM, allowing the setting value to be changed. When the pachinko machine 1 is in this state, the administrator can select a desired setting value from Settings 1 to 6 by pressing the RAM clear switch 68. In this embodiment, each time the RAM clear switch 68 is pressed, the pachinko machine 1 displays the numbers "1" to "6" corresponding to the currently selected setting value on the setting display device 69 in sequence. Therefore, the administrator can select a desired setting value by repeatedly pressing the RAM clear switch 68 until the number displayed on the setting display device 69 corresponds to the desired setting value. The setting value selected by operating the RAM clear switch 68 is confirmed by the administrator rotating the key inserted into the setting key switch 67 to return it to its initial position, and is set as the jackpot probability for the special symbol. By performing these operations, the administrator can set one of Settings 1 to 6 for each pachinko machine 1.In this embodiment, the setting values are selected and set using the setting key switch 67 and the RAM clear switch 68, but the present invention is not limited to this. For example, any other operating means, such as a rotary knob, that can be operated externally may be used to select and set the setting values, or a dedicated switch for selecting the setting values may be provided. Also, in the pachinko machine 1, the setting values are displayed on the setting display device 69, but they may be displayed on another display device or may be notified by voice. Also, the setting values are not limited to six, from Settings 1 to 6, and any number may be selected from a plurality of setting values.
[0036] The payout control device 70 controls the payout of prize balls and loan balls. A detection signal from a ball-out switch 76, which detects a ball shortage in a ball tank 77 for storing game balls to be paid out to the upper tray 11, is input to the payout control device 70 via the rear wiring relay terminal board 64. A detection signal from a payout switch 74, which detects game balls being paid out to the upper tray 11, is input to the payout control device 70 via the payout relay terminal board 71 and the rear wiring relay terminal board 64. A detection signal from a full switch 75, which detects a fullness of the lower tray 12, is input directly to the payout control device 70. Meanwhile, the payout control device 70 outputs a drive signal to a payout motor 73 via the rear wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to be capable of two-way communication with the main control device 60, and drives the payout motor 73 to pay out prize balls according to commands sent from the main control device 60. When the payout control device 70 receives a detection signal from either the ball out switch 76 or the full switch 75, it stops driving the payout motor 73 and suspends the payout operation of the prize balls until the detection situation is resolved and the detection signal is no longer input.
[0037] The payout control device 70 is also configured to be able to communicate with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to be able to communicate two-way with the settlement display device 52, and detection signals from the ball lending switch 53a and the settlement switch 54a provided on the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. The ball lending switch 53a detects operation of the ball lending button 53 and outputs a detection signal, and the settlement switch 54a detects operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 inputs a ball lending command, it drives the payout motor 73 to dispense the loaned balls. The payout control device 70 is also configured to be able to communicate two-way with the launch control device 80, and when a predetermined launch stop condition is met, such as inputting a detection signal from the full switch 75, it sends a launch stop command to the launch control device 80.
[0038] The launch control device 80 is responsible for controlling the launch of gaming balls into the play area 21. This launch control device 80 receives inputs such as a rotation amount signal output in response to the rotation operation of the launch handle 13, a launch stop signal from a launch stop switch 81 that detects the operation of the launch stop button, and a touch signal from a touch switch 82 that detects that the player is touching the launch handle 13. On the other hand, the launch control device 80 outputs a drive signal to the launch motor 83. The launch control device 80 controls the launch motor 83 so that gaming balls are launched into the play area 21 with a launch strength based on the rotation amount signal. Note that when no touch signal is input or when a launch stop command is input, the launch control device 80 stops driving the launch motor 83 and does not launch gaming balls, regardless of the operation of the launch handle 13.
[0039] The sub-integrated control device 90 is responsible for controlling the effects of the game. The sub-integrated control device 90 is configured as a microprocessor centered on a CPU 90a. In addition to the CPU 90a, it also includes a ROM 90b, a RAM 90c, input / output ports, and communication ports. The sub-integrated control device 90 can receive various commands from the main control device 60 via one-way communication via the effect relay terminal board 63 and controls the effects in response to the received commands. The sub-integrated control device 90 receives a detection signal from the effect button switch 16a, which detects the operation (pressing) of the effect button 16. The sub-integrated control device 90 also outputs audio signals to the speaker 14, lighting signals to the LEDs 15 and 39c, and drive signals to the movable role motor 39b. The sub-integrated control device 90 also outputs effect display control commands to the effect display control device 91 via one-way communication. The effect display control device 91 receives the effect display control commands from the sub-integrated control device 90 and controls the display of the effect display device 37 so that the effect image corresponding to the command is displayed on the effect display device 37.
[0040] The power supply board 95 is a DC power supply that converts AC voltage from an external AC power source into DC voltage and supplies power to various components of the pachinko machine 1 when the power switch 95a is operated. Even when the power switch 95a is turned off and the pachinko machine 1 is powered down, the power supply board 95 continues to supply power from the AC power source to the RAM 60c of the main control device 60, etc., and data in the RAM 60c is maintained by the power from the AC power source. The power supply board 95 also includes an auxiliary power source, such as a capacitor, that stores power supplied from the AC power source. In this way, during a power outage in which the power supply from the AC power source is cut off, power from the auxiliary power source is supplied to the RAM 60c of the main control device 60, etc., and data in the RAM 60c of the main control device 60 is maintained for a certain period of time. Thus, the main control device 60 has a backup function that maintains the memory of the RAM 60c using power from the AC power source or auxiliary power source, even when the power switch 95a is turned off or a power outage occurs. On the other hand, the sub-integrated control device 90 does not have such a backup function, so when the power switch 95a is turned off or there is a power outage, the memory of the RAM 90c is cleared.
[0041] [Overview of Pachinko Machine 1] Next, an overview of the game in the pachinko machine 1 configured as above will be explained. Figure 7 is an explanatory diagram illustrating the specifications of the pachinko machine 1. In the pachinko machine 1 of this embodiment, the jackpot probability of a special symbol varies depending on the game state and the setting value. That is, as shown in Figure 7(a), when the game state is the normal state (normal game state), the jackpot probability for setting 1 is 1 / 320, the jackpot probability for setting 2 is 1 / 310, the jackpot probability for setting 3 is 1 / 300, the jackpot probability for setting 4 is 1 / 290, the jackpot probability for setting 5 is 1 / 280, and the jackpot probability for setting 6 is 1 / 270. On the other hand, when the game state is a probability variable game state (probability variable state), the jackpot probability for setting 1 is 1 / 64, the jackpot probability for setting 2 is 1 / 62, the jackpot probability for setting 3 is 1 / 60, the jackpot probability for setting 4 is 1 / 58, the jackpot probability for setting 5 is 1 / 56, and the jackpot probability for setting 6 is 1 / 54. When a jackpot occurs with a special symbol, a 4-round jackpot game (a jackpot game in which the specified number of symbols is 10 and the maximum opening time is 30 seconds, and rounds are repeated four times) or a 10-round jackpot game (a jackpot game in which the above rounds are repeated ten times) is executed. When a jackpot game is executed, the game state after the jackpot game ends has a 65% probability of entering a probability variable state (probability variable jackpot). The probability variable state is a game state in which the winning probability (jackpot probability) of a special symbol is higher than in the normal state. In addition, when a jackpot game is executed, a time-saving state (time-saving game state, easy-to-score state) also occurs as a game state after the jackpot game ends.
[0042] Also, as shown in Figure 7(b), the probability of winning with a normal symbol varies depending on the game state; when the game state is normal, it is 1 / 100, and when the game state is time-saving, it is 1 / 1.1. When a win occurs with a normal symbol, a normal symbol win game (normal symbol win game) is executed, in which the second starting hole 24 (normal electric device) opens. When a win occurs with a normal symbol when the game state is normal, a normal symbol win game with a specified number of 10 and a maximum opening time of 0.1 seconds is executed, and when a win occurs with a normal symbol when the game state is time-saving, a normal symbol win game with a specified number of 10 and a maximum opening time of 5.8 seconds is executed. In this embodiment, the time-saving state is a game state that activates a time-saving function that shortens the variable time of the normal symbol compared to the normal state, a normal symbol probability variable function that increases the probability of winning the normal symbol compared to the normal state, and an opening extension function that extends the opening time of the second starting hole 24 when the normal symbol is won compared to the normal state. Note that the time-saving state may omit some of these three functions.
[0043] In a pachinko machine 1 with such specifications, when a gaming ball enters the first starting slot 23 by hitting from the left (firing a gaming ball into the first gaming area), a win / loss determination is made, and the variable display of the first special symbol begins. Then, when the first special symbol stops and displays as a jackpot symbol, a jackpot occurs, and the large prize slot 25 is opened, and a jackpot game is executed. A gaming ball cannot enter the large prize slot 25 by hitting from the left, but a gaming ball can enter by hitting from the right (firing a gaming ball into the second gaming area). Therefore, when a jackpot game is executed, the player can complete the jackpot game by hitting from the right. Note that the winning symbols of the special symbols may include a small prize symbol, which executes a small prize game in which the large prize slot 25 is open for a shorter time than the jackpot game.
[0044] There are two types of jackpot symbols: normal jackpot symbols and special jackpot symbols. When a special symbol stops and displays as a normal jackpot symbol, the game enters a time-saving state after the jackpot game ends until the special symbol changes display a predetermined number of times (100 times). On the other hand, when a special symbol stops and displays as a special jackpot symbol, the game enters a special jackpot state and a time-saving state after the jackpot game ends. In the special jackpot state, the probability of winning the special symbol (jackpot probability) is higher than in the normal state until the special symbol changes display a predetermined number of times (10,000 times), i.e., until the next jackpot is hit. Therefore, in the special jackpot state and the time-saving state, the player can easily land a game ball in the second starting slot 24 by hitting the ball to the right, which allows the player to advantageously win a jackpot while minimizing the loss of balls, providing the opportunity to win many balls in a short period of time.
[0045] [Main control processing] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be described in more detail. FIG. 8 is a flowchart showing an example of main control processing executed by the CPU 60a of the main control device 60. This processing is executed when the power switch 95a of the pachinko machine 1 is operated. The main control processing is performed by repeatedly executing a power-on process (S10) required to power on the pachinko machine 1, followed by a random number update process (S20), a winning confirmation process (S30), a start-up winning process (S40), a normal symbol game process (S50), a normal symbol winning game process (S60), a special symbol game process (S70), and a jackpot game process (S80). In this embodiment, the time required for the processing of S20 to S80 is approximately 2 msec, and these processes are repeatedly executed at intervals of approximately 2 msec. The main control device 60 executes the main control process, sending various commands to the control devices in charge and causing them to execute processing according to the commands, thereby progressing the overall game on the pachinko machine 1.
[0046] [Power-on process] 9 is a flowchart showing an example of a power-on process. In the power-on process at S10, the CPU 60a of the main control device 60 first sets access permission to enable reading and writing of data from and to the RAM 60c after completing a security check (S100). Next, it determines whether the backup flag is OFF (S102) and whether the RAM clear signal is OFF (S104). The backup flag is a flag indicating whether the stored contents of the RAM 60c are normal. The backup flag is determined by, for example, a checksum process to determine whether the stored contents of the RAM 60c are normal, and is turned ON if the stored contents are normal, and turned OFF if the stored contents are not normal. The RAM clear signal is turned ON when the power is turned on with the RAM clear switch 68 operated, and is turned OFF when the power is turned on without the RAM clear switch 68 operated.
[0047] If the CPU 60a determines that the backup flag is OFF, or that the backup flag is ON but the RAM clear signal is ON, the game starts from the initial state. That is, the CPU 60a performs initialization processing to clear and initialize the game information storage area of the RAM 60c that stores game information and start game play from the initial state (S110), transmits corresponding initial commands to the payout control device 70 and the sub-integrated control device 90 (S108), and terminates the power-on processing. Note that, as described above, if the power is turned on while the setting key switch 67 and the RAM clear switch 68 are operated, the RAM clear signal turns ON, and the CPU 60a stores one setting value set (selected) by the setting key switch 67 from Settings 1 to 6 in the setting value storage area of the RAM 60c in accordance with the initialization processing, and activates that setting value. The setting value storage area is not cleared by the initialization processing.
[0048] On the other hand, if it is determined in S102 and S104 that the backup flag is ON and the RAM clear signal is OFF, the system starts from the state immediately before the power was cut off. That is, the CPU 60a first reads the game information immediately before the power was cut off, which is stored and held in the game information storage area of the RAM 60c (S110). The game information immediately before the power was cut off is information indicating the state of the game that was in progress immediately before the power was cut off. Then, the system performs a power recovery process to resume the game according to the read game information (S112), and sends corresponding recovery commands to the payout control device 70 and the sub-integrated control device 90 (S114), thereby terminating the power-on process. After the power-on process is completed, the system returns to the main control process and proceeds to the next random number update process (S20).
[0049] In the pachinko machine 1 of this embodiment, the main control device 60 has a backup function for maintaining the memory of the RAM 60c, as described above. If the game information is correctly stored in the RAM 60c when the power is turned on and the RAM is not cleared, the machine can return to the game state before the power was turned off. On the other hand, the sub-integrated control device 90 does not have such a backup function, and therefore cannot recognize the game state of the pachinko machine 1 when the power is turned on. Therefore, in this embodiment, the main control device 60 selectively transmits an initial command or a return command to the sub-integrated control device 90 in accordance with the game information stored at the time of return during the power-on process, and the sub-integrated control device 90 determines the game state of the pachinko machine 1 immediately after the power is turned on based on the received command.
[0050] [Random number update process] The random number update process of S20 is a process for updating various random numbers for determination. Examples of the random numbers for determination include a random number for determining whether a game has been won (a random number for determining whether a game has been won or not) used for determining whether a game has been won or not based on the entry of a game ball into the start port (the first start port 23 or the second start port 24), a random number for determining whether a game has been won or not used to determine a jackpot symbol to be stopped and displayed on the special symbol display device (the first special symbol display device 31 or the second special symbol display device 32) when the result of the jackpot determination is a jackpot, a random number for determining whether a game has been won or not used to determine a losing symbol to be stopped and displayed on the special symbol display device (the first special symbol display device 31 or the second special symbol display device 32) when the result of the jackpot determination is a miss, a random number for determining a variation pattern to be used to determine the variation pattern (variation time) of the special symbol, and a random number for determining whether a game has been won or not used to determine whether a game has been won or not based on the passage of a game ball through the normal symbol activation gate 22. When the random number update process is completed, the process returns to the main control process and proceeds to the next winning confirmation process (S30).
[0051] [Winning confirmation process] The winning confirmation process of S30 detects the status of various sensors (such as the first start gate switch 23a, the second start gate switch 24a, the gate switch 22a, the special prize gate switch 25a, and the regular prize gate switch 27a) and stores the status in a predetermined status storage area of RAM 60c. It also determines whether a game ball has been detected by a prize ball-related switch (the prize gate switches excluding the gate switch 22a). If it determines that a game ball has been detected, it calculates the number of prize balls to be paid out and stores this information in a predetermined prize ball information storage area of RAM 60c as prize ball information. If the prize ball information is not equal to 0, it sends a prize ball number designation command (prize ball information) to the payout control device 70 and terminates the winning confirmation process. Upon receiving the prize ball number designation command, the payout control device 70 executes a prize ball payout process in which it drives the payout motor 73 to pay out game balls one by one and decrements the prize ball information (number of unpaid game balls) by 1 each time a paid-out game ball is detected by the payout switch 74. This prize ball payout process is repeatedly executed until the prize ball information becomes 0, but when a game ball is detected entering the machine and a new prize ball number designation command is received from the main control device 60, the process is repeated until the prize ball information also becomes 0. When the winning confirmation process is completed, the process returns to the main control process and proceeds to the next starting winning process (S40).
[0052] [Start-up winning process] 10 is a flowchart showing an example of the start winning process. In the start winning process of S40, the CPU 60a of the main control device 60 first receives a detection signal from the first start gate switch 23a and determines whether a gaming ball has entered the first start gate 23 (S200). If it is determined that a gaming ball has entered the first start gate 23, it determines whether the current number of reserved first special symbols (first special symbol reserved number) is less than its upper limit (a value of 4 in this embodiment) (S202). If it is determined that the number of reserved first special symbols is less than the upper limit, it increments the number of reserved first special symbols by a value of 1 and updates the display on the first special symbol reserved number display device 33 (S204), and obtains a random number for determining the first special symbol and stores it in a predetermined random number determination storage area of the RAM 60c (S206). Here, the random numbers for determination acquired in S206 include information regarding the progress of the variable game of the first special symbol, such as the random numbers for determining a jackpot, the random numbers for determining a jackpot symbol, the random numbers for determining a losing symbol, and the random numbers for determining a variable pattern. Then, a first special symbol reserved number instruction command is sent to the sub-integrated control device 90 (S208), and the process proceeds to S210. The first special symbol reserved number instruction command includes information regarding the reserved number of first special symbols for displaying the first reserved symbol 372a on the effect display device 37. If it is determined in S200 that a gaming ball has not entered the first starting hole 23, or if it is determined in S202 that the reserved number of first special symbols has reached the upper limit, the processes of S204 to S208 are skipped and the process proceeds to the next step, S210.
[0053] Next, a detection signal from the second start port switch 24a is input to determine whether a gaming ball has entered the second start port 24 (S210). If it is determined that a gaming ball has entered the second start port 24, it is determined whether the current number of reserved second special symbols (second special symbol reserved number) is less than its upper limit (value 4 in this embodiment) (S212). If it is determined that the number of reserved second special symbols is less than the upper limit, the number of reserved second special symbols is incremented by a value of 1, and the display on the second special symbol reserved number display device 34 is updated (S214). A random number for determining the second special symbol is obtained and stored in a predetermined random number for determination storage area of RAM 60c (S216). Here, the random number for determination obtained in S216 can include information regarding the progress of the variable game of the second special symbol, such as the random number for determining a jackpot, the random number for determining a jackpot symbol, the random number for determining a losing symbol, and the random number for determining a variable pattern. Then, a second special symbol reserved number instruction command is sent to the sub-integrated control device 90 (S218), and the process proceeds to S220. The second special symbol reserved number instruction command includes information regarding the reserved number of second special symbols for displaying the second reserved symbol 372b on the effect display device 37. Note that if it is determined in S210 that no gaming ball has entered the second starting hole 24, or if it is determined in S212 that the reserved number of second special symbols has reached the upper limit, the process skips S214 to S218 and proceeds to the next process of S220.
[0054] Next, a detection signal from the gate switch 22a is input to determine whether the gaming ball has passed through the normal symbol activation gate 22 (S220). If it is determined that the gaming ball has passed through the normal symbol activation gate 22, it is determined whether the current number of reserved normal symbols is less than its upper limit (e.g., a value of 4) (S222). If it is determined that the number of reserved normal symbols is less than the upper limit, the number of reserved normal symbols is incremented by a value of 1 and the display on the normal symbol reserved number display device 36 is updated (S224). Next, a normal symbol determination random number is acquired and stored in a predetermined determination random number storage area in RAM 60c (S226). Examples of the normal symbol determination random number include information regarding the progress of the normal symbol variable game, such as the above-mentioned normal symbol win / loss determination random number. Then, a normal symbol reserved number instruction command is sent to the sub-integrated control device 90 (S228), and the start-up winning process is terminated. If it is determined in S220 that the game ball has not passed through the normal symbol activation gate 22, or if it is determined in S222 that the number of reserved normal symbols has reached the upper limit, the process of S224 to S228 is skipped and the start winning process is terminated. When the start winning process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S50).
[0055] [Normal symbol game processing] 11 is a flowchart showing an example of normal symbol game processing. In the normal symbol game processing of S50, the CPU 60a of the main control device 60 first determines whether the normal symbol win flag (normal symbol win flag) is value 1 or not (S300). The normal symbol win flag is a flag that indicates whether or not a normal symbol win game is in progress. If it is determined that the normal symbol win flag is value 1, it is determined that a normal symbol win game is in progress, and the normal symbol game processing is terminated. When the normal symbol game processing is terminated, the process proceeds to the next normal symbol win game processing of S60. On the other hand, if it is determined that the normal symbol win flag is value 0 instead of value 1, it is determined that a normal symbol win game is not in progress, and it is determined whether or not a normal symbol is being displayed in a variable manner (S302) and whether or not a fixed normal symbol is being displayed (S304). If it is determined that the normal symbol is not being displayed variably and that the display time for the fixed symbol is not in progress, it is determined whether the number of reserved normal symbols is greater than the value 0 (S306). If it is determined that the number of reserved normal symbols is not greater than the value 0, that is, the value is 0, the normal symbol game processing is terminated. On the other hand, if it is determined that the number of reserved normal symbols is greater than the value 0, the oldest of the normal symbol determination random numbers stored in the determination random number storage area is read out (S308), and normal symbol variable display related processing for displaying the normal symbol variables is executed (S310), and the normal symbol game processing is terminated. Below, the details of the normal symbol variable display related processing of S310 will be explained using the flowchart of FIG.
[0056] In the normal symbol variable display related processing, it is determined whether the time-saving flag is a value of 0 (S350). The time-saving flag is a flag that indicates whether the current gaming state is in the time-saving state. If the time-saving flag is a value of 0, i.e., if it is determined that the current gaming state is not in the time-saving state, a win / loss determination is made using a low-probability normal symbol win determination table based on the acquired normal symbol win / loss determination random number (S352). On the other hand, if the time-saving flag is a value of 1, i.e., if it is determined that the current gaming state is in the time-saving state, a win / loss determination is made using a high-probability normal symbol win determination table based on the acquired normal symbol win / loss determination random number (S354). The win / loss determination of the normal symbol is made by comparing the normal symbol win / loss determination random number with a win value contained in the normal symbol win determination table. If the normal symbol win / loss determination random number matches the win value, it is determined to be a win, and if they do not match, it is determined to be a miss. The high-probability normal symbol winning judgment table has more winning values set compared to the low-probability normal symbol winning judgment table. As a result, the winning probability of the normal symbol is set to a high probability when the time-saving state is active and a low probability when the time-saving state is not active. If the result of the win / loss judgment is a win ("YES" in S356), a winning symbol is determined as the confirmed normal symbol (S358), and the normal symbol fluctuation time (winning fluctuation pattern) from the start of the normal symbol fluctuation display until the confirmed winning symbol is displayed is determined (S362). Also, if the result of the win / loss judgment is a miss ("NO" in S356), a losing symbol is determined as the confirmed normal symbol (S360), and the normal symbol fluctuation time (losing fluctuation pattern) from the start of the normal symbol fluctuation display until the confirmed losing symbol is displayed is determined (S362). The normal symbol fluctuation time is set to a shorter time in the time-saving state than in the normal state. Once the confirmed normal symbol pattern and the change time (change pattern) have been determined in this way, the display of the normal symbol change begins (S364), the number of reserved normal symbols is decremented by a value of 1, and the display on the normal symbol reserve number display device 36 is updated (S366), a command to start changing the normal symbol is sent to the sub-integrated control device 90 (S368), and the normal symbol game processing is terminated.
[0057] Returning to the normal symbol game processing of FIG. 11, when the variable display of the normal symbol is started, the next time the normal symbol game processing is executed, the CPU 60a of the main control device 60 determines in S302 that the normal symbol is being variably displayed, and then determines whether the normal symbol variable time determined in S362 has elapsed (variation according to the determined variable pattern has ended) (S312). If it determines that the normal symbol variable time has not elapsed, the normal symbol game processing is temporarily terminated, and if it determines that the normal symbol variable time has elapsed, a fixed symbol display process is performed to display the fixed symbol of the normal symbol being variably displayed (S314). Then, it determines whether the fixed symbol display time (e.g., 0.5 seconds) has elapsed (S316). If it determines that the fixed symbol display time has not elapsed, the normal symbol game processing is temporarily terminated. When the normal pattern game process is executed after the fixed normal pattern is displayed, it is determined in S304 that the display time for the fixed pattern is in progress, and it is again determined in S316 whether or not the fixed pattern display time has elapsed, and if it is determined that the fixed pattern display time has elapsed, the display of the fixed pattern is terminated (S318), and it is determined whether or not the fixed normal pattern is a winning pattern (S320).
[0058] If it is determined that the fixed normal symbol is not a winning symbol but a losing symbol, the normal symbol game process is terminated. On the other hand, if it is determined that the fixed normal symbol is a winning symbol, the normal symbol winning flag (normal symbol winning flag) is set to a value of 1 (S322), and the normal symbol game process is terminated. When the normal symbol game process is terminated, the process proceeds to the next normal symbol winning game process of S60.
[0059] [Normal symbol winning game processing] 13 is a flowchart showing an example of a normal symbol hit game process. In the normal symbol hit game process of S60, the CPU 60a of the main control device 60 first determines whether the normal symbol hit flag is set to a value of 1 (S400). If it is determined that the normal symbol hit flag is set to a value of 0 rather than 1, it is determined that a normal symbol hit game is not being played, and the normal symbol hit game process is terminated. On the other hand, if it is determined that the normal symbol hit flag is set to a value of 1, it is determined that a normal symbol hit game is being played, and it is determined whether the second start hole 24 is open (S402). If it is determined that the second start hole 24 is not open, it is determined whether the opening waiting time has elapsed (S404). If it is determined that the opening waiting time has not elapsed, the normal symbol hit game process is terminated. On the other hand, if it is determined that the opening waiting time has elapsed, the opening pattern (maximum opening time) of the second start port 24 is determined (S406), and the second start port solenoid 24c is controlled so that the second start port 24 opens in the determined opening pattern (S408), and the normal symbol winning game processing is temporarily terminated. The opening pattern of the second start port 24 differs depending on the game state. In this embodiment, when the game state is normal, an opening pattern is set in which the second start port 24 opens once for a maximum of 0.1 seconds, and when the game state is time-saving, an opening pattern is set in which the second start port 24 opens once for a maximum of 5.8 seconds.
[0060] When the second start hole 24 is opened, the next time the normal symbol winning game processing is executed, it is determined in S402 that the second start hole 24 is open. Therefore, based on the detection signal from the second start hole switch 24a, it is determined whether a predetermined number of game balls (e.g., 10 balls) have entered the second start hole 24 (S410) and whether the elapsed time since the opening of the second start hole 24 began has reached the maximum opening time determined in S406 (S412). If it is determined that the predetermined number of game balls have not entered the second start hole 24 and that the elapsed time since the opening of the second start hole 24 began has not reached the maximum opening time, the normal symbol winning game processing is temporarily terminated while the second start hole 24 remains open. On the other hand, if it is determined that the predetermined number of game balls have entered the second start hole 24 or that the elapsed time since the opening of the second start hole 24 began has reached the maximum opening time, the second start hole 24 is closed (S414). Then, in order to end the normal symbol winning game, the normal symbol winning flag is set to a value of 0 (S416), and the normal symbol winning game processing is ended. When the normal symbol winning game processing is ended, next, the process proceeds to the special symbol winning game processing of S70.
[0061] [Special symbol game processing] 14 and 15 are flowcharts showing an example of special symbol game processing. In the special symbol game processing of S70, the CPU 60a of the main control device 60 first determines whether the jackpot flag is set to a value of 1 (S500). If it is determined that the jackpot flag is set to a value of 1, it is determined that a jackpot game is in progress, and the special symbol game processing is terminated. Note that, upon termination of the special game processing, the CPU 60a returns to the main control processing and proceeds to the next jackpot game processing (S80). On the other hand, if it is determined that the jackpot flag is set to a value of 0 rather than 1, it is determined that a jackpot game is not in progress, and it determines whether either the first special symbol or the second special symbol is in a variable display state (S502) and whether a fixed symbol is in a fixed symbol display state (S504). If it is determined that either the first special symbol or the second special symbol is not in a variable display state and the fixed symbol is not in a display state, it determines whether the number of reserved second special symbols is greater than a value of 0 (S506). If it is determined that the number of reserved second special symbols is greater than the value 0, the oldest of the random numbers for determining the second special symbol stored in the random number memory area for determining the second special symbol is read (S508), and a process related to the second special symbol change display for displaying the change in the second special symbol is executed (S510), and the special symbol game process is terminated.
[0062] On the other hand, if it is determined that the reserved number of the second special symbol is the value 0, it is determined whether the reserved number of the first special symbol is greater than the value 0 (S512). If it is determined that the reserved number of the first special symbol is greater than the value 0, it reads out the oldest of the random numbers for determining the first special symbol stored in the random number storage area for determination (S514), executes a first special symbol variable display related process for displaying the variable display of the first special symbol (S516), and ends the special symbol game process. If it is determined in S512 that the reserved number of the first special symbol is the value 0, it ends the special symbol game process. In S506 to S516, when the reserved number of the first special symbol and the reserved number of the second special symbol are both greater than the value 0, the variable display of the second special symbol (consumption of reserved symbols) is executed with priority (special symbol 2 priority variable). Of course, the present invention is not limited to this, and the first special symbol variable display (reserved consumption) may be given priority (special symbol 1 priority variable display), the special symbol variable display may be performed in the order in which the game balls enter the start ports (first start port 23, second start port 24) (ball entry order variable display), or the first special symbol variable display and the second special symbol variable display may be performed in parallel (simultaneous variable display). Below, the details of the second special symbol variable display related process in S510 and the first special symbol variable display related process in S516 will be explained. In order to avoid duplication, the first special symbol variable display related process and the second special symbol variable display related process will be explained using a common flowchart. Figure 16 is a flowchart showing an example of the variable display related process.
[0063] In the variable display related processing, first, it is determined whether the probability variable flag is a value of 0, i.e., whether the game is in a normal state (S600). If it is determined that the probability variable flag is a value of 0 (normal state), a low-probability jackpot determination process (hit / miss determination) in which the jackpot probability is low is performed (S602), and if it is determined that the probability variable flag is a value of 1 (probable variable state), a high-probability jackpot determination process in which the jackpot probability is high is performed (S604). The jackpot determination process is performed by comparing a jackpot determination random number obtained based on the entry of a game ball into the first starting hole 23 or the second starting hole 24 with a jackpot value contained in a jackpot determination table, and if the jackpot determination random number matches any of the jackpot values, it is determined to be a jackpot, and if the jackpot determination random number does not match any of the jackpot values, it is determined to be a miss. The jackpot determination table is a low-probability or high-probability jackpot determination table according to the current setting value of the jackpot probability (one of the setting values 1 to 6).When the probability variable flag is set to value 0 (low probability state), a low-probability jackpot determination table with a small jackpot value is used, and when the probability variable flag is set to value 1 (high probability state), a high-probability jackpot determination table with a large jackpot value is used.When the jackpot determination process is performed, it is determined whether the result of the jackpot determination is a jackpot or not (S606).
[0064] If the result of the jackpot determination process is a jackpot, the jackpot symbol is determined based on the random number for determining the jackpot symbol read in S508 or S514 (S608). This process is performed by using the random number for determining the jackpot symbol to select one symbol from multiple jackpot symbols (e.g., 4R normal jackpot symbol, 4R variable probability jackpot symbol, 10R variable probability jackpot symbol, etc.) that differ in the content of the jackpot game (number of rounds) and the game state after the jackpot game ends (time-saving state, probability variable state). The determined jackpot symbol is stored in RAM 60c and saved until the jackpot game ends. Then, based on the random number for determining the variation pattern read in S508 or S514 and the jackpot variation pattern table, the variation time of the special symbol from the start of the variable display of the special symbol to the stop display of the determined jackpot symbol (jackpot variation pattern) is determined (S610).
[0065] On the other hand, if it is determined in S606 that the result of the jackpot determination is a miss, a miss symbol is determined based on the random number for determining a miss symbol read out in S508 or S514 (S612). Then, based on the random number for determining a miss symbol read out in S508 or S514 and the miss variable pattern table, the variable time of the special symbol from the start of the variable display of the special symbol to the stop display of the determined miss symbol (miss variable pattern) is determined (S614). Note that different variable pattern tables may be used depending on the game state, such as using a variable pattern table with a long average variable time in the normal state and a variable pattern table with a short average variable time in the time-saving state.
[0066] Once the variation pattern is determined in this manner, the display of the special symbol variations begins (S616), the reserved number of special symbols is decremented by a value of 1, and the display on the reserved number display device for special symbols is updated (S618). When the display of the first special symbol variations begins, this process decrements the reserved number of the first special symbol by a value of 1 and updates the display on the reserved number display device for special symbols 33. When the display of the second special symbol variations begins, this process decrements the reserved number of the second special symbol by a value of 1 and updates the display on the reserved number display device for second special symbols 34. Furthermore, the random number for determining the reserved number to be consumed this time is cleared in conjunction with the update of the reserved number of special symbols. A variation command is then sent to the sub-integrated control device 90 (S620), and the variation display-related processing is terminated. Upon receiving the variation command, the sub-integrated control device 90 sends a control command to the effect display control device 91 to initiate a pattern variation effect on the effect display device 37. The change instruction command includes the result of the jackpot determination, the change pattern of the special symbol (change time), the confirmed symbol (normal jackpot symbol, special jackpot symbol, or miss symbol), etc.
[0067] Returning to the special symbol game process of FIGS. 14 and 15, when the special symbol game process is executed after the variable display of the special symbol (first special symbol or second special symbol) has begun, S502 determines that either the first special symbol or the second special symbol is being displayed, and the CPU 60a of the main control device 60 determines whether the variable time has elapsed (S518). Since the variable time is set according to the special symbol variable pattern determined in S610 or S614, whether the variable time has elapsed can be determined by comparing the elapsed time since the variable display of the special symbol began with the variable time corresponding to the variable pattern. If it is determined that the variable time has not elapsed, the special symbol game process is temporarily terminated. If it is determined that the variable time has elapsed, a symbol stop command is sent to the sub-integrated control device 90 (S520), and the fixed symbol of the special symbol being displayed is displayed (S522). Upon receiving the symbol stop command, the sub-integrated control device 90 transmits a control command to the effect display control device 91 to terminate the symbol variation effect on the effect display device 37. Then, it is determined whether or not the fixed symbol display time has elapsed (S524). Here, the fixed symbol display time is set to 0.5 seconds in this embodiment. If it is determined that the fixed symbol display time has not elapsed, the special symbol game process is temporarily terminated. When the special symbol game process is executed after the special symbol is stopped and displayed, it is determined in S504 that the fixed symbol is being displayed, so it is again determined in S524 whether or not the fixed symbol display time has elapsed. If it is determined that the fixed symbol display time has elapsed, the display of the fixed symbol is terminated (S526), and it is determined whether or not the fixed symbol is a jackpot symbol (S528).
[0068] If S528 determines that the symbol is a jackpot, the control unit starts the operation of the condition device (S530) and the continuous operation device (S532) to generate a jackpot, and sets the jackpot flag to 1 (S534). To disable the probability variable and time-saving functions during jackpot play, the control unit sets the probability variable flag to 0 when the probability variable flag is set to 1 (probability variable state) (S536, S538), and sets the time-saving flag to 0 when the time-saving flag is set to 1 (time-saving state) (S540, S542). A game state designation command is sent to the sub-integrated control device 90 (S544), and the special symbol game process is terminated. The game state designation command includes the values of the jackpot flag, probability variable flag, and time-saving flag. When the special symbol game process is terminated, the control unit returns to the main control process and proceeds to the jackpot game process at S80.
[0069] On the other hand, if it is determined in S528 that the symbol is not a jackpot symbol, it is determined whether the probability variable flag is set to a value of 1 (S546). If it is determined that the probability variable flag is set to a value of 0 rather than 1, the process proceeds to S554. If it is determined that the probability variable flag is set to a value of 1, the probability variable counter is decremented by a value of 1 (S548), and it is determined whether the probability variable counter is set to a value of 0 (S550). Here, the probability variable counter indicates the remaining number of variations of the special symbol that will maintain the probability variable state, and a predetermined value is set to the probability variable counter upon the end of the jackpot game. In this embodiment, when a probability variable jackpot is won, the probability variable counter is set to a value of 10,000 as the number of variations of the special symbol that will continue the probability variable state (the number of times the probability variable state will continue), so the probability variable state is essentially maintained until the next jackpot is won. If it is determined that the value of the probability change counter is not 0, the probability change state is maintained and the process proceeds to the next step S554, and if it is determined that the value of the probability change counter is 0, the probability change flag is set to 0 (S552) to end the probability change state, and the process proceeds to the next step S554.
[0070] Next, the system determines whether the time-saving flag is equal to 1 (S554). If the system determines that the time-saving flag is equal to 0, not 1, the system proceeds to S544. If the time-saving flag is equal to 1, the system decrements the time-saving counter by 1 (S556), and determines whether the time-saving counter is equal to 0 (S558). The time-saving counter indicates the remaining number of special symbol variations for maintaining the time-saving state, and is set to a predetermined value upon the end of a jackpot game. In this embodiment, if a special jackpot is won, the value is set to 10,000, so that the time-saving state is essentially maintained until the next jackpot is won. Furthermore, if a regular jackpot is won, the value is set to 100. If the time-saving counter is not equal to 0, the system terminates the special symbol game process while maintaining the time-saving state. If the time-saving counter is equal to 0, the system resets the time-saving flag to 0 to end the time-saving state (S560). Then, a game state designation command is sent to the sub-integrated control device 90 (S544), and the special symbol game processing is terminated.
[0071] 17 is an explanatory diagram showing an example of a fluctuation pattern. As shown in the figure, the jackpot fluctuation pattern includes fluctuation patterns P01 and P02, which develop from normal fluctuation to normal reach and then to SP reach A, and fluctuation patterns P03 and P04, which develop from normal fluctuation to normal reach and then to SP reach B. In fluctuation pattern P01, no button effect using the effect button 16 or moving effect using the movable role object 39 (movable role object effect) is performed, in fluctuation pattern P02, a button effect is performed but no moving effect is performed, in fluctuation pattern P03, a moving effect is performed without a button effect, and in fluctuation pattern P04, both a button effect and a moving effect are performed. A moving effect is performed, for example, when a normal reach develops into SP reach B, and a button effect is performed, for example, during a normal reach before the moving effect. The miss fluctuation patterns include a fluctuation pattern P11 that ends with a normal fluctuation, a fluctuation pattern P12 that ends with a normal reach, a fluctuation pattern P13 that develops into SP reach A like fluctuation pattern P01 and does not perform a button effect or a moving effect, a fluctuation pattern P14 that develops into SP reach A like fluctuation pattern P02 and performs a button effect but does not perform a moving effect, a fluctuation pattern P15 that develops into SP reach B like fluctuation pattern P03 and performs a moving effect without a button effect, and a fluctuation pattern P16 that develops into SP reach B like fluctuation pattern P04 and performs a button effect and a moving effect. Note that the jackpot fluctuation pattern does not include the fluctuation pattern of the normal fluctuation and the fluctuation pattern of the normal reach, so a jackpot will not occur with normal fluctuation or a normal reach.
[0072] In this embodiment, the appearance rate of the jackpot fluctuation pattern is, from highest to lowest, the fluctuation pattern P04, P03, P02, P01. On the other hand, the appearance rate of the miss fluctuation pattern is, from highest to lowest, the fluctuation pattern P11, P12, P13, P14, P15, P16. Therefore, in the fluctuation pattern that develops into SP Reach A or SP Reach B, the fluctuation pattern (P02, P14) in which button effects and movable effects are not performed has a higher jackpot expectation (reliability) than the fluctuation pattern (P01, P13) in which neither button effects nor movable effects are performed, the fluctuation pattern (P03, P15) in which movable effects are performed has a higher jackpot expectation than the fluctuation pattern (P02, P14) in which button effects are performed, and the fluctuation pattern (P04, P16) in which both button effects and movable effects are performed has the highest jackpot expectation. In addition, the SP Reach B that develops with movable effects has a higher jackpot expectation than the SP Reach A that does not have movable effects. Although not shown in the figures, during the variable performance, in addition to the button performance and the moving performance, a preview performance that predicts the probability of a jackpot can be executed. For example, it is possible to execute multiple types of preview performance, such as a character preview performance that indicates the probability of a jackpot by the type and facial expression of the character design 373, or a dialogue preview performance that indicates the probability of a jackpot by lines or messages. However, in this embodiment, regardless of which type of preview performance is executed, the probability of a jackpot is higher when the moving performance is executed.
[0073] [Jackpot game processing] 18 and 19 are flowcharts showing an example of jackpot game processing. In the jackpot game processing of S80, the CPU 60a of the main control device 60 first determines whether the jackpot flag is set to value 1 (a jackpot game is in progress) (S700). If it is determined that the jackpot flag is set to value 0 rather than 1, the jackpot game processing is terminated. On the other hand, if it is determined that the jackpot flag is set to value 1, it determines whether the jackpot winning opening 25 is currently open (S702), whether a jackpot game start presentation is in progress (S704), whether a jackpot game end presentation is in progress (S706), and whether an inter-open interval is in progress (S708). If negative determinations are made in all of S702 to S708, a jackpot game start presentation command is sent to the sub-integrated control device 90 (S710), and the jackpot game processing is terminated. The sub-integrated control device 90, which has received the jackpot game start presentation command, starts the jackpot game start presentation. Once the jackpot game start presentation has started, the next time the jackpot game processing is executed, it is determined in S704 that the jackpot game start presentation is in progress, and so it determines whether the jackpot game start presentation time has elapsed (S712). If it determines that the jackpot game start presentation time has not elapsed, it temporarily terminates the jackpot game processing. If it determines that the jackpot game start presentation time has elapsed, it drives the jackpot game opening solenoid 25c to open the jackpot game opening 25 (S714), and ends the jackpot game processing. The main control device 60 transmits a round game presentation command to the sub-integrated control device 90 as the jackpot game opening 25 opens.
[0074] After the large prize opening 25 is opened, the next time the large prize opening 25 is executed, it is determined in S702 that the large prize opening 25 is open, and therefore it is determined based on the detection signal from the large prize opening switch 25a whether or not the number of game balls that have entered the large prize opening 25 has reached a specified number (10 in this embodiment) (S716), and whether or not the elapsed time (opening time) since the large prize opening 25 was opened has reached the maximum opening time (30 seconds in this embodiment) (S718). If it is determined that the number of game balls that have entered the large prize opening 25 has not reached the specified number and the opening time of the large prize opening 25 has not reached the maximum opening time, the large prize opening 25 is left open and the large prize opening 25 is left open, and the large prize opening is terminated. On the other hand, if it is determined that the number of game balls entering the special prize opening 25 has reached a predetermined number, or if it is determined that the opening time of the special prize opening 25 has reached its maximum opening time even if the number of game balls has not reached the predetermined number, the special prize opening 25 is closed (S720) and a determination is made as to whether or not the current round of play is the final round (S722). Since the number of rounds in a jackpot game is determined by the jackpot symbol (such as a "4R normal jackpot symbol," a "10R normal jackpot symbol," or a "10R special jackpot symbol"), the determination as to whether or not the current round of play is the final round is made by determining whether or not the number of repetitions of the round of play has reached a number determined according to the jackpot symbol. If it is determined that the current round of play is not the final round, an interval between repetitions is generated (S724) and the jackpot game processing is terminated. When an interval between repetitions is generated, the main control unit 60 transmits an interval between repetitions command to the sub-integrated control unit 90. When an interval between releases occurs, the next time the jackpot game process is executed, it is determined in S708 that the interval between releases is in progress, and so it is determined whether the interval between releases (for example, 2 seconds) has elapsed (S726). If it is determined that the interval between releases has not elapsed, the jackpot game process is temporarily terminated with the jackpot winning opening 25 closed, and if it is determined that the interval between releases has elapsed, the jackpot winning opening 25 is opened again (S714), and the jackpot game process is terminated.
[0075] After repeating this round of play, in which the jackpot opening / closing slot 25 is opened and closed with an interval between each opening, if it is determined in S722 that this round is the final round, a jackpot game end effect command is sent to the sub-integrated control device 90 (S728), and the jackpot game processing is terminated. Upon receiving the jackpot game end effect command, the sub-integrated control device 90 initiates the jackpot game end effect. Once the jackpot game end effect has begun, the next time the jackpot game processing is initiated, it is determined in S706 that the jackpot game end effect is in progress. Therefore, it is determined whether the jackpot game end effect time has elapsed (S730). If it is determined that the jackpot game end effect time has not elapsed, the jackpot game processing is temporarily terminated. If it is determined that the jackpot game end effect time has elapsed, the operation of the accessory continuous operation device is stopped (S732), and the operation of the condition device is stopped (S734). Next, it is determined whether the current jackpot symbol is a variable jackpot symbol (S736). If the jackpot symbol is determined to be a probability variable jackpot symbol, the probability variable flag is set to a value of 1 (S738), the probability variable counter is set to a value of 10,000 (S740), the time-saving flag is set to a value of 1 (S742), and the time-saving counter is set to a value of 10,000 (S744) to activate the probability variable state and the time-saving state. On the other hand, if the jackpot symbol is determined to be a normal jackpot symbol rather than a probability variable jackpot symbol, the time-saving flag is set to a value of 1 (S746), and the time-saving counter is set to a value of 100 (S748) to activate the time-saving state. Then, the jackpot flag is set to a value of 0 (S750) to end the jackpot game, and a game state designation command is sent to the sub-integrated control device 90 (S752), thereby terminating the jackpot game processing. The game state designation command includes the values of the probability variable flag, the time-saving flag, and the jackpot flag.
[0076] Next, various processes executed by the sub-integrated control device 90 upon receiving various commands from the main control device 60 will be described. As described above, commands received by the sub-integrated control device 90 from the main control device 60 include the initial command, return command, special symbol variation start command (first special symbol variation start command, second special symbol variation start command), symbol stop command, game state designation command, jackpot game start effect command, and jackpot game end effect command. The processes executed by the sub-integrated control device 90 upon receiving various commands include a symbol variation effect process for executing a symbol variation effect in which the effect symbol varies in response to the display of a special symbol variation, and a jackpot game effect process for executing a jackpot game effect upon the occurrence of a jackpot. Furthermore, during the symbol variation effect, button effects and moving effects may be performed, and various preview effects may also be performed. Details of the symbol variation effect process, button effect process, and moving effect process will be described below. Note that a description of the jackpot game effect process is omitted as it is not part of the gist of the present invention.
[0077] [Pattern change effect processing] 20 is a flowchart showing an example of a pattern change effect process executed by the CPU 90a of the sub-integrated control device 90. In the pattern change effect process, the CPU 90a of the sub-integrated control device 90 first determines whether or not it has received a special pattern change start command (first special pattern change start command or second special pattern change start command) transmitted from the main control device 60 (S800). If it determines that it has not received a special pattern change start command, it proceeds to S808. On the other hand, if it determines that it has received a special pattern change start command, it determines the stopping pattern of the effect pattern based on the confirmed pattern of the special pattern (normal jackpot pattern, probability jackpot pattern, or loss pattern) included in the received special pattern change start command (S802), and determines the effect pattern based on the change pattern of the special pattern (S804).
[0078] Here, the effect symbol can be determined by determining the stopping symbol of the effect symbol corresponding to the confirmed symbol of the special symbol from the effect symbol setting table pre-stored in ROM 90b. For example, if a normal jackpot symbol is determined as the confirmed symbol of the special symbol, the stopping symbol of the effect symbol is determined to be a double even number symbol such as "444" or "666." If a probability jackpot symbol is determined, the stopping symbol of the effect symbol is determined to be a double odd number symbol such as "333" or "777." The effect pattern can also be determined by determining an effect pattern corresponding to the variable pattern of the special symbol from the effect pattern table pre-stored in ROM 90b. Once the stopping symbol and effect pattern of the effect symbol are determined in this way, a symbol variation effect is initiated to display the variable effect symbol (S806). The symbol variation effect is performed by transmitting a control command to the effect display control device 91 so that the variable effect symbol is displayed according to the determined effect pattern.
[0079] Next, it is determined whether or not a pattern change presentation is being performed (S808), and if it is determined that a pattern change presentation is not being performed, the process proceeds to S816. On the other hand, if it is determined that a pattern change presentation is being performed, it is determined whether or not the presentation pattern of the pattern change presentation is an SP reach presentation pattern that develops into an SP reach (S810). If it is determined that the presentation pattern is an SP reach presentation pattern, it is determined whether or not the SP reach timing has arrived (S812). Here, the SP reach timing is the start (development) timing of the SP reach, and is predetermined based on the elapsed time since the start of the pattern change presentation. If it is determined that the SP reach timing has arrived, the SP reach presentation starts (S814). If it is determined in S810 that the presentation pattern is not an SP reach presentation pattern, or that the SP reach timing has not arrived, S814 is skipped and the process proceeds to S816.
[0080] Next, it is determined whether or not an SP reach is in progress (S816), and if it is determined that an SP reach is not in progress, the process proceeds to S822. On the other hand, if it is determined that an SP reach is in progress, it is determined whether or not it is time to notify the result of the SP reach (S818). The processing of S818 is performed by determining whether or not the result notification timing has arrived based on the elapsed time since the start of the SP reach. If it is not the result notification timing, the process proceeds to S822. On the other hand, if it is determined that it is the result notification timing, a result notification effect of a success mode is executed (S820), and the process proceeds to S822. Note that if the current fluctuation is a jackpot fluctuation, a result notification effect of a success mode is executed, and if it is a fluctuation of a miss rather than a jackpot, a result notification effect of a failure mode is executed.
[0081] Next, it is determined whether or not a symbol stop command transmitted from the main control device 60 has been received (S818). If it is determined that a symbol stop command has not been received, the symbol change effect processing is terminated. On the other hand, if it is determined that a symbol stop command has been received, the symbol change effect is terminated by stopping and displaying the effect symbol (S824), and the symbol change effect processing is terminated.
[0082] [Button effect processing] 21 is a flowchart showing an example of button effect processing executed by the CPU 90a of the sub-integrated control device 90. In the button effect processing, the CPU 90a of the sub-integrated control device 90 first determines whether a symbol change effect is being executed in an effect pattern with a button effect (S830). In S830, if a symbol change effect is being executed in an effect pattern corresponding to any of the above-mentioned change patterns P02, P04, P14, and P16, it is determined that a symbol change effect is being executed in an effect pattern with a button effect. Also, if a symbol change effect is not being executed or if a symbol change effect is being executed in an effect pattern corresponding to a change pattern other than change patterns P02, P04, P14, and P16, it is determined in S830 that a symbol change effect with a button effect is not being executed, and the button effect processing is terminated.
[0083] On the other hand, if it is determined in S830 that a symbol change effect with a button effect is being executed, it is determined whether or not the button effect is currently in a valid period (predetermined period) during which operation of the effect button 16 is valid (S832). If it is determined that the button effect is not currently in a valid period, it is determined whether or not the start timing of the button effect has arrived (S834). As described above, the button effect in this embodiment begins during a normal reach before the moving effect, and the start timing during the normal reach is determined for each effect pattern. If it is determined that the start timing of the button effect has not arrived, the button effect processing is terminated. On the other hand, if it is determined that the start timing of the button effect has arrived, an operation suggestion image for suggesting to the player the operation of the effect button 16 (a specific operation) and a valid period image for suggesting the valid period (remaining period) are displayed on the effect display device 37, and execution of the button effect is started (S836). Here, the operation conditions for the effect button 16 in the button effect are set to, for example, one of a "single press" which is achieved by pressing the effect button once, a "long press" which is achieved by continuing to press the effect button 16 for a predetermined time, or a "rapid press" which is achieved by pressing the effect button 16 a predetermined number of times. The operation suggestion image displays an image suggesting the operation of the effect button 16 according to the operation condition. Furthermore, the validity period image displays the percentage of the remaining period relative to the initial value of the validity period. Note that the validity period is not limited to a fixed period, and any of a plurality of validity periods of different lengths may be set.
[0084] When execution of a button effect begins, it is determined whether the effect button 16 has been operated based on a detection signal from the effect button switch 16a (S840). If it is determined that the effect button 16 has been operated, it is determined whether the operation conditions for the current button effect have been met (S842). If it is determined that the effect button 16 has not been operated or that the operation conditions have not been met, it is determined whether the valid period for the current button effect has elapsed (S844). If it is determined that the valid period has not elapsed, the button effect processing is temporarily terminated. If the valid period is in effect, it is determined in S832 that the valid period is in effect the next time the button effect processing is executed, so the remaining period of the valid period image being displayed is updated (S838) and the process proceeds to S840.
[0085] If it is determined in S840 and S842 that the effect button 16 has been operated and the operation condition has been met, the operation valid period ends (the operation suggestion image and valid period image are erased) (S846), the operation corresponding effect is executed (S848), and the button effect processing ends. For example, the operation corresponding effect has a corresponding effect suggesting that the possibility of a jackpot is high and a corresponding effect suggesting that the possibility of a jackpot is not high, and when the button effect is executed in the effect pattern corresponding to the jackpot fluctuation patterns P02 and P04, the rate at which the former corresponding effect is executed (selection rate) is higher than when the button effect is executed in the effect pattern corresponding to the miss fluctuation patterns P14 and P16.
[0086] On the other hand, if it is determined in S844 that the valid period has elapsed without determining in S840 or S842 that the effect button 16 has been operated and the operation conditions have been met, the valid period ends (S846), an operation-responsive effect is executed (S848), and the button effect processing ends. That is, in this embodiment, the operation-responsive effect is executed even if the effect button 16 is not operated in accordance with the operation conditions within the valid period. However, if the effect button 16 is not operated in accordance with the operation conditions within the valid period, the valid period may end without executing the operation-responsive effect.
[0087] [Movement effect processing] 22 is a flowchart showing an example of the movable effect processing executed by the CPU 90a of the sub-integrated control device 90. In the movable effect processing, the CPU 90a of the sub-integrated control device 90 first determines whether a symbol change effect is being executed in an effect pattern with a movable effect (S860). In S860, if a symbol change effect is being executed in an effect pattern corresponding to any of the above-mentioned change patterns P03, P04, P15, and P16, it is determined that a symbol change effect is being executed in an effect pattern with a movable effect. Also, if a symbol change effect is not being executed or if a symbol change effect is being executed in an effect pattern corresponding to a change pattern other than change patterns P03, P04, P15, and P16, it is determined in S830 that a symbol change effect with a movable effect is not being executed, and the button effect processing is terminated.
[0088] On the other hand, if it is determined in S860 that a symbol variation effect with a moving effect is being executed, it is determined whether or not a moving effect using the movable role device 39 is in progress (S862). If it is determined that a moving effect is not in progress, it is determined whether or not the timing to start the moving effect has arrived (S864). As described above, in this embodiment, the start timing of the moving effect is set to the timing when a normal reach develops into an SP reach. If it is determined that the start timing of the moving effect has arrived, the moving effect is started by operating the movable role device 39 (movable member 39a) in the performance mode of the current moving effect (S866). It should be noted that the effect display device 37 displays a moving effect as described below in conjunction with the execution of the moving effect.
[0089] Furthermore, if it is determined in S864 that the timing for starting the moving effect has not arrived, it is determined whether the effect button 16 has been operated based on the detection signal from the effect button switch 16a (S868). If it is determined that the effect button 16 has been operated, it is determined whether the button effect described above is currently in its valid period (S870). If it is determined that the button effect is not currently in its valid period, it is further determined whether the timing for starting the moving effect has not yet arrived, i.e., whether there is a moving effect scheduled to be executed during the current symbol-changing effect (S872). In S872, if there is no moving effect scheduled to be executed during the current symbol-changing effect, or if there is a moving effect but that moving effect has already been executed and there are no unexecuted moving effects, it is determined that the timing for starting the moving effect has not yet arrived. If it is determined in S868 that the effect button 16 has not been operated, if it is determined in S870 that the button effect button 16 has been operated but the valid period has arrived, or if it is determined in S872 that the timing for starting the moving effect has not yet arrived even though the button effect is not currently in its valid period, the moving effect processing is terminated. In addition, if it is determined in S868 that the effect button 16 has been operated, it may be determined whether or not the current pattern change effect includes a moving effect, and if it is determined that a moving effect exists, the process may proceed to the determination in S870 or S872.
[0090] On the other hand, if it is determined in S868 to S872 that the operation of the effect button 16 is performed outside the valid period of the button effect and before the start timing of the moving effect has arrived, the moving effect is started in advance by operating the movable accessory 39 (movable member 39a) in the performance mode of the moving effect to be executed next (S874). In this way, if the effect button 16 is operated before the start timing of the moving effect arrives and outside the valid period of the button effect, the moving effect is started prior to the predetermined start timing (original start timing). In other words, in this embodiment, it is possible to start the moving effect in advance before the predetermined start timing.
[0091] When the moving performance is started in this way at S866 or S874, it is determined whether the predetermined end timing of the moving performance has arrived (S876), and if it is determined that the end timing has not arrived, the moving performance processing is temporarily terminated. When the moving performance is started, the next time the moving performance processing is executed, it is determined that the moving performance is in progress at S862, and the processing proceeds to S876. Then, if it is determined that the end timing of the moving performance has arrived, the moving performance is terminated by returning the movable member 39a to its initial position (S878), and the moving performance processing is terminated. In this way, in either case where the moving performance is started according to the predetermined start timing at S866, or where the moving performance is started prior to the predetermined start timing at S874, the moving performance ends at the predetermined end timing (original end timing).
[0092] Here, Figures 23 and 24 are time charts showing an example of when a symbol change effect is executed, and Figures 25 to 27 are explanatory diagrams showing an example of how the symbol change effect looks. First, using the time chart in Figure 23 and the explanatory diagrams in Figures 25 and 26, we will explain the case where a moving effect is started at a predetermined start timing during a symbol change practice.
[0093] When the left and right effect patterns 371L, 371R match during the pattern change effect and a reach is reached (Fig. 25(a)), the effect transitions to a reach effect (normal reach). When the timing to start the button effect arrives during the normal reach (time t10 in Fig. 23), an operation suggestion image 374 and a valid period image 375 are displayed to start the button effect (valid period) (Fig. 25(b)). When the effect button 16 is operated during the valid period of the button effect and the operation condition is met (time t11 in Fig. 23), the valid period ends and the operation-responsive effect is executed (Fig. 25(c)). In the operation-responsive effect in Fig. 25, for example, the character pattern 373 is displayed with an expression that suggests a high possibility of a jackpot.
[0094] During the normal reach after the end of the button effect (FIGS. 25(d) and (e)), when the timing for development to SP reach B arrives, it is determined that the timing for starting the moving effect has arrived (time t12 in FIG. 23), and the moving effect begins (FIG. 25(f)). The moving effect is executed in a predetermined performance mode (operation mode, light emission mode, sound output mode). For example, this is achieved by controlling the movable part motor 39b so that the movable member 39a operates in a motion mode that causes it to descend all the way to the front of the screen of the performance display device 37, controlling the LED 39c so that it emits light (turns on) in a predetermined light emission mode, and controlling the speaker 14 so that it outputs sound effects in a predetermined sound output mode. Furthermore, on the display screen of the performance display device 37, as a moving performance display, a background image (decorative image) 376, such as an image that emits light in a predetermined color in accordance with the light emission of the LED 39c, is displayed in the area surrounding the descended movable member 39a, and a character pattern that appears in SP reach B is displayed in another area. In this SP Reach B, a battle presentation is performed in which the main character 373A faces off against the enemy character 373B, and after the main character 373A is displayed (Fig. 25(f)), the enemy character 373B is displayed (Fig. 26(a)). Although not shown, when developing into SP Reach A, that is, when developing into SP Reach without a movement presentation, the display screen of the presentation display device 37 performs a development presentation in which the character images that appear in the SP Reach are displayed without displaying the presentation during movement (background image 376, etc.). In this development presentation, for example, the main character 373A, who has a lower chance of winning than in SP Reach B, and the enemy character 373B, who is more formidable than in SP Reach B, are displayed.
[0095] After the moving performance starts in this way, when the predetermined end timing of the moving performance arrives (time t13 in Figure 23), the moving performance ends (Figure 26(b)). The moving performance ends by controlling the moving part motor 39b so that the moving member 39a returns to the upper standby position (initial position) and by turning off the LED 39c. In addition, with the end of the moving performance, the moving performance display on the performance display device 37 also ends, and the SP Reach B (battle performance) is performed on the entire display screen (Figures 26(b), (c)).
[0096] Then, when the timing to notify the result of the SP reach arrives, a success notification effect is performed in which, for example, the main character 373A wins (Fig. 26(d)), the effect symbol is stopped and displayed as a jackpot symbol (for example, a normal jackpot symbol) (Fig. 26(e)), and the symbol change effect ends (time t14 in Fig. 23). Note that, although not shown, in the case of a miss, when the timing to notify the result arrives, a failure notification effect is performed in which the main character 373A loses, and the effect symbol is stopped and displayed as a miss symbol, and the symbol change effect ends.
[0097] Next, a case where the moving performance starts in advance at a timing before the predetermined start timing will be explained using the time chart of Fig. 24 and the explanatory diagram of Fig. 27. Below, the differences from the case where the moving performance is executed at the predetermined start timing (normal case) will be mainly explained, and the button performance and operation response performance at times t10 and t11 (Fig. 27(a) to (c)) will not be explained because they are the same content.
[0098] When the effect button 16 is operated after the button effect (valid period) has ended and the operation-responsive effect has been executed, it is determined that there is a start timing before the arrival, not during the valid period. Therefore, the moving effect starts in advance (time t15 in FIG. 24). That is, before the predetermined start timing (developing into SP reach), the moving effect starts in advance (FIGS. 27(d), (e)). Even when the moving effect starts in advance, it starts in the same effect mode (operation mode, light emission mode, sound output mode) as when the moving effect starts at the predetermined start timing as usual. Furthermore, on the display screen of the effect display device 37, a background image 376 is displayed in the area around the movable member 39a.
[0099] Because the movable performance causes the movable part 39 (movable member 39a) to cover a portion of the display screen, the symbol change performance (reach performance) that was being performed on the entire screen may be displayed smaller so as to fit in the remaining area (FIGS. 27(d) and (e)). Of course, the symbol change performance may continue to be displayed on the entire screen. In this case, part of the reach performance that was being performed may become invisible, but this is not a problem because the advance start of the movable performance indicates that it will develop into an SP reach. Alternatively, when the movable performance is started advance, the performance in progress may be interrupted, and the same screen display as when the movable performance is started normally (FIGS. 27(f) and 26(a)) may be displayed. In this case, after the same screen display as when the movable performance is started normally is displayed, if the remaining time until the specified start timing is relatively long, the original performance may be executed (FIGS. 27(d) and (e)). If the remaining time until the specified start timing is short, the screen display (FIGS. 27(f) and 26(a)) may be maintained until it develops into an SP reach B. Regardless of how the display performance is performed in the performance display device 37, the execution of the movable performance is maintained as is.
[0100] Then, when the timing for developing the SP reach B arrives (time t12 in FIG. 24), the SP reach presentation starts as usual (FIG. 27(f)). That is, just as when the moving presentation starts normally, the main character 373A and the like appearing in the battle presentation are displayed. After FIG. 27(f), the presentation progresses in the same manner as in FIGS. 26(a) to (e), and a jackpot is announced. The moving presentation ends when a predetermined end timing arrives (time t13 in FIG. 24). That is, even if the moving presentation starts first as described above, the moving presentation ends at the same end timing as in the normal case.
[0101] In the pachinko machine 1 of the embodiment described above, if the effect button 16 is operated before the predetermined start timing of the moving effect (e.g., the timing of development to SP Reach), the moving effect starts in advance and continues to run until the predetermined end timing before ending. This allows players who are concerned about whether a moving effect with a high probability of winning will be executed to know whether the moving effect will be executed (whether it will develop into SP Reach B) before the predetermined start timing. Furthermore, players who do not want to be surprised by the sudden movement of the movable member 39a can enjoy the moving effect without being surprised by operating the effect button 16 themselves to start the moving effect in a state where they can predict the movement of the movable member 39a. On the other hand, players who want the moving effect to start normally can simply avoid operating the effect button 16 outside the valid period of the button effect. In this way, the start timing of the moving effect can be changed to suit the player's preferences, thereby increasing the player's interest in the game.
[0102] Furthermore, even if the moving effect starts first, the moving effect will continue to run until the specified end timing and end, so the moving effect will not end earlier than normal. Therefore, there is no need to provide a special effect to adjust the effect time (length), and the effect processing can be prevented from becoming complicated. Furthermore, even if the effect button 16 is operated, the moving effect will not start if the button effect is still valid, so the moving effect can be started by properly distinguishing it from the operation of the button effect.
[0103] In the embodiment, the predetermined start timing of the moving effect is the timing of development into SP reach, but it is not limited to this, and it may be a predetermined timing during normal reach or SP reach, or it may be the timing of performing the SP reach notification effect (success notification effect, failure notification effect), or it may be the timing of notifying the result of the pattern change effect (stop display of the performance pattern). Also, if the performance pattern is temporarily stopped and displayed as a normal jackpot pattern, and then the performance pattern is changed to a probability variable jackpot pattern to notify the occurrence of a probability variable jackpot, the moving effect may be executed at the timing of changing the performance pattern. Also, the moving effect is not limited to being performed only once during the pattern change effect, but may be performed multiple times. A modified example in which the moving effect is performed multiple times will be described below.
[0104] FIG. 28 is an explanatory diagram showing a variation pattern of a modified example. The variation pattern of FIG. 28 includes variation patterns P05 and P06, which perform two moving effects (at the timing of development to SP Reach and at the timing of announcing the jackpot result in the symbol change effect) as a jackpot variation pattern. Unlike the variation pattern of FIG. 17, the variation pattern for development to SP Reach A is not included, but it may be included. In the modified example, the moving effect at the timing of development to SP Reach is performed in a first performance mode, and the moving effect at the timing of announcing the jackpot result is performed in a second performance mode. Although not shown, for example, the first performance mode is an operation mode in which the movable member 39a descends in one go, as in the embodiment, and the second performance mode is an operation mode in which the movable member 39a pauses during descent or vibrates up and down after descent. Of course, in addition to the operation mode, the light emission mode of the LED 39c and the sound output mode of the sound effects may also be different.
[0105] FIG. 29 is a time chart showing a case where a modified symbol change effect is executed. FIG. 29 shows a case where a symbol change effect is executed with an effect pattern corresponding to change pattern P06. As shown in the figure, when the effect button 16 is operated before the start timing of the first moving effect, the moving effect starts in advance in the same first effect mode as the first moving effect (time t15 in FIG. 29). The moving effect in the first effect mode is maintained until the predetermined end timing of the first moving effect and ends (time t13 in FIG. 29). When the effect button 16 is operated between the end of the first moving effect and the start timing of the second moving effect, the moving effect starts in advance in the same second effect mode as the second moving effect (time t16 in FIG. 29). The moving effect in the second effect mode is maintained until the predetermined end timing of the second moving effect and ends (time t14 in FIG. 29). In this way, when the effect button 16 is operated during a symbol-changing effect in which multiple timings for executing the moving effect are set, the moving effect will start in advance in the performance mode determined for the next moving effect whose start timing arrives first after the operation. Also, the moving effect that started in advance will continue to run until its respective predetermined end timing and then end.
[0106] Here, by excluding the variation patterns P03 and P04 from the variation patterns in FIG. 28 of the modified example, it is possible to ensure that the moving effect is always performed twice in the event of a jackpot, with the second moving effect being performed when the jackpot is notified. In this case, if the effect button 16 is operated after the first moving effect has ended to start the moving effect in advance (if the movable member 39a moves in advance), a jackpot is confirmed. In other words, if the effect button 16 is not operated after the first moving effect has ended to start the moving effect, a miss is confirmed, which reduces the interest in the game. Therefore, it is possible to configure the moving effect to start in advance only for the first moving effect, and not to start the second moving effect in advance even if the effect button 16 is operated after the first moving effect has ended (before the second moving effect). Alternatively, if the effect button 16 is operated before the second moving effect, a lottery is held to determine whether the moving effect should be started in advance, and if the lottery is won, the second moving effect can be started in advance. In addition, if the multiple (second in the modified example) moving effects are set to a timing other than when a jackpot is announced, such as a predetermined timing during an SP reach, it is not certain whether there is a jackpot or not, so the moving effects can be started in advance when the effect button 16 is operated.
[0107] As in this modified example, in a presentation pattern in which multiple moving presentations are executed, if a previous moving presentation starts first, the moving presentation may not end at the predetermined end timing of that moving presentation (movable member 39a is not returned to its initial position), but may end at the end timing of the next moving presentation (movable member 39a is returned to its initial position). For example, the moving member 39a may remain in the operating position without returning to its initial position at the end timing of the first moving presentation, and the moving member 39a may return to its initial position at the end timing of the second moving presentation. Such a presentation pattern may be provided as a presentation pattern for determining a jackpot.
[0108] Furthermore, in a case where the moving effect is executed only once, as in the embodiment, the moving effect may be executed when the jackpot result is notified, rather than when the game progresses to the SP reach. In such a case, for example, the moving effect may not be started in advance even if the effect button 16 is operated until the game progresses to the SP reach. By doing so, it is possible to prevent a miss from being confirmed by not executing the moving effect even if the effect button 16 is operated at an early stage before the SP reach. That is, in a case where the moving effect is executed when a jackpot is notified in the effect display, the moving effect may not be started in advance even if the effect button 16 is operated before a predetermined time (for example, when the game progresses to the SP reach), but may be started in advance if the effect button 16 is operated after the predetermined time. Furthermore, regardless of the number of times the moving effect is executed or the start timing, if the button effect is executed before the moving effect, the moving effect may not be started in advance even if the effect button 16 is operated until the button effect ends, but may be started in advance if the effect button 16 is operated after the button effect ends. In addition, even if the effect button 16 is operated before the time remaining until the start timing of the moving effect reaches a predetermined time, the moving effect may not start in advance, and the moving effect may start in advance if the effect button 16 is operated after the remaining time falls below the predetermined time.
[0109] In the embodiment, the presentation mode when the moving effect starts early is the same as the normal case where the effect starts at a predetermined start timing, but this is not limited to this and a different presentation mode may be used. For example, the operation mode of the movable member 39a is the same, but the presentation mode of the moving effect may be partially different from the normal case, such as a different lighting mode of the LED 39c or a different sound output mode of the sound effects. If the moving effect starts early in a partially different presentation mode, when the predetermined start timing (original start timing) of the moving effect arrives, the moving effect may be switched to the normal presentation mode. Alternatively, the moving effect may be continued in a mode different from the normal presentation mode until the end timing is reached. Note that the background display (background image 376) of the presentation display device 37 when the moving effect starts early is also the same as the normal case, but this is not limited to this and a different background display may be used. The background display may also be switched to the normal background display for the moving effect when the predetermined start timing arrives.
[0110] In the embodiment, no suggestion is made to operate the effect button 16 to start the moving effect in advance, but this is not limited to this, and an operation suggestion may be made to the effect that the moving effect will start in advance if the effect button 16 is operated. The operation suggestion may be different from the operation suggestion in the button effect (display of the operation suggestion image 374), and for example, a message to the effect that the moving effect will start in advance if the effect button 16 is operated may be displayed on the screen of the effect display device 37 or output as audio from the speaker 14.
[0111] In the embodiment, the SP reach B that has developed with the execution of the moving performance is a reach that has a higher probability of winning than the SP reach A that has developed without the execution of the moving performance. In other words, the SP reach has developed into an SP reach with different possibilities of winning depending on whether or not the moving performance is executed, but this is not limited to this. For example, if a normal reach develops into an SP reach with the same performance content, and if the moving performance is executed during the SP reach, the possibility of winning may be higher than if it is not executed.
[0112] In the embodiment, the movable role 39 is stored in the center role 38, and the movable member 39a moves in front of the display screen of the performance display device 37, but this is not limited to this. For example, it may be a movable role that is stored in the front frame 3, and the movable member protrudes outside the frame. Also, the movable role 39 is equipped with an LED 39c, but this is not limited to this, and it may not be equipped with an LED 39c.
[0113] In the embodiment, the moving effect starts in advance when the effect button 16 is operated (single press), but this is not limited to this. For example, there may be cases where the moving effect does not start, such as when the effect button 16 is operated with a predetermined probability. Alternatively, the moving effect may start when the effect button 16 is operated a predetermined number of times by rapid pressing, or when the effect button 16 is operated for a predetermined time by long pressing. By setting such a predetermined operation as a condition, it is possible to prevent the moving effect from starting in advance without the player's intention when the player accidentally operates the effect button 16. Furthermore, a display may be displayed allowing the player to select whether or not to start the moving effect in advance when the effect button 16 is operated, and the moving effect may start in advance when start is selected.
[0114] In the embodiment, the moving effect starts in advance when the effect button 16 is operated, but this is not limited to this. For example, the moving effect may start in advance when a predetermined delay time has elapsed since the effect button 16 was operated. In this case, a countdown display indicating the remaining time until the start of the moving effect may be displayed on the effect display device 37.
[0115] In the embodiment, when the effect button 16 is operated after the button effect is executed but before the start timing of the moving effect, the moving effect is started in advance. However, this is not limited to this. If the effect button 16 is operated before the start timing of the moving effect, the moving effect may be started in advance even before the button effect is executed. Alternatively, the moving effect may be started in advance only after the button effect is executed. Here, when a button effect is scheduled to be executed, if the moving effect is executed in advance before the button effect, the button effect may not be executed. Even in this case, when the start timing of the button effect arrives, an alternative effect to the scheduled button effect may be executed, such as by not enabling operation of the effect button 16 and executing an effect different from the scheduled button effect, or by enabling operation of the effect button 16 and executing a button effect different from the scheduled button effect. This allows the player to know that the button effect was scheduled to be executed, even though the original scheduled button effect is not executed.
[0116] In an embodiment, when a moving effect is started in advance, a countdown display showing the remaining time until the moving effect ends may be displayed on the effect display device 37. This allows the player to know when the moving effect that started in advance will end.
[0117] In the embodiment, the operation means used for the button performance and the operation means for starting the movable performance in advance are the common performance button 16, but this is not limited to this, and the operation means used for the button performance (performance button 16) and the operation means for starting the movable performance in advance may be separate operation means.
[0118] In the embodiment, the present invention has been described as being applied to a so-called seven-machine type gaming machine, but it is not limited to this, and may also be applied to a so-called type 1 / type 2 mixed machine that has a specific area inside a large prize opening that opens during small prize play, and when a game ball enters the large prize opening during small prize play and the entering game ball passes through the specific area, it develops into a big prize play.
[0119] In the embodiment, game balls supplied from an island facility in a gaming hall are paid out to the upper tray 11 as prize balls or loan balls, but a so-called sealed-type pachinko machine may also be used. A sealed-type pachinko machine plays games by circulating game balls sealed inside. The pachinko machines of the embodiment and modified examples may also be applied to so-called managed gaming machines. A managed gaming machine restricts external access to the main control device, and allows only specific information (information that affects game performance or information that may affect the outcome of the game) to be transmitted from the frame control device (corresponding to the payout control device in the embodiment) to the main control device, and the frame control device is connected to the CR unit and is configured to be able to communicate with the outside world only via the frame control device.
[0120] The correspondence between the main elements of the embodiments and the main elements of the invention described in the "Means for Solving the Problem" section will be explained. In the embodiments, the effect button 16 corresponds to the "operation means," the effect display device 37 corresponds to the "effect display device," the movable role object 39 including the movable member 39a corresponds to the "movable role object," and the CPU 90a of the sub-integrated control device 90 that executes the movable effect processing corresponds to the "movable effect means." The CPU 90a of the sub-integrated control device 90 that executes the button effect processing corresponds to the "preview effect means." Note that the correspondence between the main elements of the embodiments and the main elements of the invention described in the "Means for Solving the Problem" section does not limit the elements of the invention described in the "Means for Solving the Problem" section, since the embodiments are examples for specifically explaining the form for implementing the invention described in the "Means for Solving the Problem" section. In other words, the interpretation of the invention described in the "Means for Solving the Problem" section should be based on the description in that section, and the embodiments are merely specific examples of the invention described in the "Means for Solving the Problem" section.
[0121] The above describes the embodiment of the present invention using examples, but the present invention is not limited to these examples in any way, and it goes without saying that the present invention can be embodied in various forms within the scope that does not deviate from the gist of the present invention. [Explanation of symbols]
[0122] 1 Pachinko machine, 2 Outer frame, 3 Front frame, 3a Front frame opening switch, 4 Glass plate, 5 Inner frame, 5a Inner frame opening switch, 11 Upper tray, 12 Lower tray, 13 Launch handle, 14 Speaker, 15 LED, 16 Performance button, 16a Performance button switch, 20 Game board, 20a Groove, 21 Game area, 21a Outer rail, 21b Inner rail, 21c Nail, 22 Normal pattern activation gate, 22a Gate switch, 23 First start port, 23a First start port switch, 24 Second start port, 24a Second start port switch, 24b Opening and closing blade, 24c Second start port solenoid, 25 Large prize port, 25a Large prize port switch, 25b Opening and closing plate, 25c Large prize port solenoid, 27 Normal prize port, 27a Regular winning port switch, 29 Out port, 31 First special symbol display device (First special symbol display device), 32 Second special symbol display device (Second special symbol display device), 33 First special symbol reserved number display device (First special symbol reserved number display device), 34 Second special symbol reserved number display device (Second special symbol reserved number display device), 35 Regular symbol display device (Regular symbol display device), 36 Regular symbol reserved number display device (Regular symbol reserved number display device), 37 Performance display device, 371L, 371C,371R Performance pattern (pseudo pattern), 372a First reserved pattern, 372b Second reserved pattern, 373 Character pattern, 373A Main character, 373B Enemy character, 374 Operation suggestion image, 375 Validity period image, 376 Background image, 38 Center role, 39 Movable role, 39a Movable part, 39b Movable role motor, 39c LED, 50 CR unit, 51 CR unit terminal board, 52 Settlement display device, 53 Ball lending button, 53a Ball lending switch, 54 Settlement button, 54a Settlement switch, 60 Main control device, 60a CPU, 60b ROM, 60c RAM, 61 Game board relay terminal board, 62 Pattern display device relay terminal board, 63 Performance relay terminal board, 64 Back wiring relay terminal board, 65 External connection terminal board, 67 Setting key switch, 68 RAM clear switch, 69 setting display device, 70 payout control device, 71 payout relay terminal board, 72 payout device, 73 payout motor, 74 payout switch, 75 full switch, 76 ball out switch, 77 ball tank, 78 tank rail, 80 launch control device, 81 launch stop switch, 82 touch switch, 83 launch motor, 90 sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 performance display control device, 95 power supply board, 95a power switch, 100 hall computer.
Claims
[Claim 1] A gaming machine that performs a hit / miss judgment based on the entry of a game ball into a starting hole, and executes a winning game when the result of the hit / miss judgment is a hit, an operating means operable by a player; A performance display device that displays a performance based on the result of the pass / fail judgment; A movable performance means for operating a movable accessory at a predetermined start timing during the performance display to start the performance of the movable performance and for ending the performance of the movable performance at a predetermined end timing; Equipped with The predetermined start timing includes a first start timing and a second start timing that is later than the first start timing, When the movable part is operated at the first start timing, the execution of the movable performance is ended at the first end timing, which is the timing before the second start timing as the predetermined end timing, When the moving effect is executed at the first start timing, the probability that the result of the hit / miss judgment will be a hit is higher than when the moving effect is not executed, At the second start timing, the moving effect is executed when a winning notification is made, The moving performance executed at the first start timing is executed in a first performance mode, and the moving performance executed at the second start timing is executed in a second performance mode, When the operation means is operated at a timing prior to the first start timing during the performance display in which the movable performance is executed at both the first start timing and the second start timing, the movable performance means starts the execution of the movable performance of the movable role object in the first performance mode prior to the first start timing, maintains the execution of the movable performance until the first end timing, and then ends the execution of the movable performance; when the operation means is operated at a timing after the first end timing and prior to the second start timing, starts the execution of the movable performance of the movable role object in the second performance mode prior to the second start timing; an operation effect means for executing an operation effect suggesting a possibility of winning when the operation means is operated during a predetermined valid period that is a timing before the first start timing as the effect display; the operation presentation means executes an operation suggestion display for the operation means during the valid period, The movable performance means does not perform the movable performance even if the operation means is operated during the valid period in which the operation suggestion display is being executed, and when the operation means is operated at a timing other than the valid period, enables the movable performance of the first performance mode to be executed prior to the first start timing. Gaming machine.
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