gaming machines
The integration of specific entry gates and movable members with controlled game states and presentation modes in gaming machines addresses the issue of maintaining player interest post-jackpot games, enhancing engagement through varied and unpredictable gameplay.
Patent Information
- Application Number
- JP2021104613
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-24
- Publication Date
- 2025-09-11
- Estimated Expiration
- 2041-06-24
AI Technical Summary
Existing gaming machines lack mechanisms to maintain player interest after a jackpot game, leading to a decline in engagement.
Incorporation of specific entry gates, movable members, and control mechanisms to alter game states and presentation modes, including lotteries to determine special game states and presentation modes, enhancing player anticipation and engagement.
Increases player interest and engagement by providing varied and unpredictable game states and presentations, thereby maintaining excitement post-jackpot games.
Smart Images

Figure 0007737692000001 
Figure 0007737692000002 
Figure 0007737692000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] In a pachinko gaming machine, which is one type of gaming machine, a jackpot determination is made to determine whether or not a jackpot has occurred, provided that a gaming ball has entered a starting hole. When the jackpot determination is made, a special symbol is displayed in a variable manner to notify the result of the jackpot determination. When the variable display of the special symbol indicates that the result of the jackpot determination is a jackpot, a jackpot game advantageous to the player is executed (see Patent Document 1).
[0003] In the gaming machine according to Patent Document 1, after a jackpot game is executed, the machine may enter a time-shortened gaming state in which a gaming ball is more likely to enter the variable start opening that can be opened and closed than in a non-time-shortened gaming state. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2018-88993 Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is still room for improvement in gaming machines that can be set to a gaming state advantageous to the player after the end of a jackpot game, etc., in order to increase the player's interest in the game. [Means for solving the problem]
[0006] The gaming machine according to the present invention comprises: Specific entry gates and big prize entry gates, A movable member that can take a first state in which a game ball is easy to enter the specific ball entrance and a second state in which it is more difficult or impossible to enter the specific ball entrance than in the first state; a movable member control means capable of operating the movable member in a predetermined operation pattern; a game state control means for setting one game state from a plurality of game states including a special game state accompanied by the opening of the big prize opening, a first specific game state, and a second specific game state in which the movable member is more likely to assume the first state than the first specific game state; a lottery means for executing a predetermined lottery to determine whether or not to set the special gaming state; A presentation mode setting means is provided which can set one presentation mode from a plurality of presentation modes including a first presentation mode and a second presentation mode, The special game state includes a first special game state and a second special game state, When the second specific game state accompanied by the second presentation mode is set after the second special game state is set, the second presentation mode is set from the start of setting the second specific game state, The first presentation mode is a presentation mode that makes a player expect that the special game state will be set a first number of times thereafter, The second presentation mode is a presentation mode that makes the player expect that the special game state will be set a second number of times, which is greater than the first number of times. the law of nature, When it is determined that the first special game state is to be set by the predetermined lottery based on the ball entering a predetermined entrance different from the specific entrance, the first performance mode is then set, When it is determined by the predetermined lottery based on the ball entering the predetermined entrance that the second special game state will be set, the second presentation mode is then set. It is characterized by: [Effects of the Invention]
[0007] According to the present invention, it is possible to increase interest in games. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of a gaming machine according to one embodiment of the present invention. [Figure 2] FIG. 2 is a schematic front view showing the second big prize device and other components of the gaming machine. [Figure 3] FIG. 2 is an enlarged view of part A shown in FIG. 1, showing displays provided on the gaming machine. [Figure 4]2 is a block diagram showing the electrical configuration of the main control board of the gaming machine. FIG. [Figure 5] 2 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine. FIG. [Figure 6] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 7] (A) A big win determination table. (B) A big win symbol type determination table. (C) A small win symbol type determination table. (D) A losing symbol type determination table. (E) A reach determination table. [Figure 8] This is a determination table for the big win symbol type and the small win symbol type, and is a table that explains the types of big wins and small wins. [Figure 9] (A) A table for determining the type of a losing symbol, which explains the types of losing symbols. (B) A table for setting the game state when the ceiling is reached. [Figure 10] (A) A table for determining whether a normal symbol is hit. (B) A table for determining whether a normal symbol is changed. (C) A table for determining whether an electric chute is opened. [Figure 11] This is a special chart fluctuation pattern determination table for non-time-saving states. [Figure 12] (A) A special chart fluctuation pattern determination table for time-saving state X. (B) A special chart fluctuation pattern determination table for time-saving state Y. (C) A special chart fluctuation pattern determination table for time-saving state Z. [Figure 13] This is a specific table of start winning commands. [Figure 14] 10 is a flowchart of a main control process. [Figure 15] 10 is a flowchart of a main-side timer interrupt process. [Figure 16] 10 is a flowchart of a sensor detection process. [Figure 17] 10 is a flowchart of a gate passing process. [Figure 18] 10 is a flowchart of a normal operation process. [Figure 19] 10 is a flowchart of a time-saving state ending process. [Figure 20] 10 is a flowchart of a special action process. [Figure 21] 10 is a flowchart of a special symbol waiting process. [Figure 22] 10 is a flowchart of a jackpot determination process. [Figure 23] 10 is a flowchart of a variation pattern selection process. [Figure 24] 10 is a flowchart of a variation pattern selection process. [Figure 25] This is a flowchart of processing during special pattern change. [Figure 26] 10 is a flowchart of a special symbol determination process. [Figure 27] 10 is a flowchart of a game status management process. [Figure 28] 10 is a flowchart of ceiling processing. [Figure 29] 10 is a flowchart of special electric device processing 1 (jackpot game). [Figure 30] 10 is a flowchart of a game status setting process. [Figure 31] This is a flowchart of special electric device processing 2 (small win game). [Figure 32] This is a flowchart of special electric device processing 2 (small win game). [Figure 33] 10 is a flowchart of a distributing member control process. [Figure 34] 10 is a flowchart of a specific area sensor detection process. [Figure 35] 10 is a flowchart of a sub-control main process. [Figure 36] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 37] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 38] 10 is a flowchart of a received command analysis process. [Figure 39] This is a timing chart showing the opening pattern of the second large prize opening and the operating pattern of the distribution member during a small prize game. [Figure 40] 1 is a diagram illustrating an outline of a game flow of a gaming machine according to an embodiment. [Figure 41] (A) A diagram showing the display screen for the normal performance mode. (B) A diagram showing the display screen for the super special RUSH mode. (C) A diagram showing the display screen for the special RUSH mode. (D) A diagram showing the display screen for the normal RUSH mode. (E) A diagram showing the display screen for the chance mode. [Figure 42] An explanatory diagram showing a specific example of normal fluctuation in a fluctuation presentation. [Figure 43] This is an explanatory diagram showing a specific example of N reach (normal reach) in variable performance. [Figure 44] An explanatory diagram showing a specific example of an SP reach in a variable presentation. [Figure 45] An explanatory diagram showing a specific example of an instant win effect. [Figure 46] FIG. 10 is an explanatory diagram showing a specific example of a RUSH entry effect. DETAILED DESCRIPTION OF THE INVENTION
[0009] 1. Structure of the gaming machine A pachinko gaming machine according to one embodiment of the present invention will be described with reference to the drawings. As shown in FIG. 1, the pachinko gaming machine 1 of this embodiment includes a gaming machine frame 50 and a gaming board 2 mounted within the gaming machine frame 50. The front frame 51 of the gaming machine frame 50 is provided with a handle 60 for firing gaming balls at a firing intensity corresponding to the rotation angle, a ball supply tray (upper tray) 61 for storing gaming balls, and a surplus ball receiving tray (lower tray) 62 for storing gaming balls that do not fit in the ball supply tray 61. The front frame 51 is also provided with an effect button 63 and a select button 64 (see the plan view within the dashed line in FIG. 1 ) that can be operated by the player during effects that are executed as the game progresses. The front frame 51 is also provided with a decorative frame lamp 66 and a speaker 67.
[0010] The game board 2 has a game area 3, in which game balls launched by operating a handle 60 flow down, surrounded by a rail member 4. The game board 2 is also provided with a decorative board lamp 5 (see Figure 5). The game area 3 has a plurality of game nails (not shown) protruding therefrom to guide the game balls.
[0011] In addition, an image display device 7 (predetermined display means), which is a liquid crystal display device, is provided near the center of the game area 3. The display screen 7a (display unit) of the image display device 7 has a performance pattern display area that displays the changing performance patterns (decorative patterns) 8L, 8C, and 8R in synchronization with the changing display (variable display) of the first special pattern and second special pattern described below. The performance pattern display area consists of three display areas, for example, "left," "center," and "right." The left display area displays the left performance pattern 8L, the center display area displays the center performance pattern 8C, and the right display area displays the right performance pattern 8R. Each performance pattern consists of multiple patterns representing, for example, numbers from "1" to "8." The image display device 7 clearly displays the results of the variable display of the first special pattern and the second special pattern (i.e., the results of the jackpot lottery) displayed on the first special pattern display device 41a and the second special pattern display device 41b (see Figure 3) described below, by combining the left, center, and right performance patterns.
[0012] For example, if a player wins a jackpot or a small jackpot, a random number such as "777" is displayed. If the player loses (a normal miss), a random number such as "263" is displayed. This makes it easier for the player to understand the progress of the game. Generally, the player does not grasp the results of the jackpot lottery on the first special symbol display 41a or the second special symbol display 41b, but rather on the image display device 7. The display areas for the random number 8L, 8C, and 8R do not need to be fixed in position. The variable display of the random number may be, for example, vertical scrolling. The combination of random number symbols displayed can be freely changed depending on the result of each lottery. A random number symbol may be displayed when a small jackpot is won.
[0013] The image display device 7 displays on the display screen 7a not only the effect symbol change effect (also called "decorative symbol change effect" or simply "change effect") using the effect symbols as described above, but also the big win effect that is performed in parallel with the big win game, demo effects for waiting customers, etc. In the effect symbol change effect, in addition to effect symbols such as numbers, effect images other than effect symbols such as background images and character images are also displayed.
[0014] The display screen 7a of the image display device 7 also has a first effect hold display area that displays effect hold 9A according to the number of stored first special symbol holds, which will be described later, and a second effect hold display area that displays effect hold 9B according to the number of stored second special symbol holds, which will be described later. By displaying the effect hold, it is possible to clearly show the player the number of stored first special symbol holds displayed on the first special symbol hold display 43a, which will be described later, and the number of stored second special symbol holds displayed on the second special symbol hold display 43b (see Figure 3).
[0015] A center decorative body 10 is disposed near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10, which can guide game balls rolling on the top surface to the first starting hole 20, which will be described later. A warp section 12 is provided at the left side of the center decorative body 10, which allows game balls to flow in from the entrance and out to the stage section 11 from the exit. Furthermore, a decorative member 13 depicting letters, figures, etc. is disposed at the top of the center decorative body 10.
[0016] Below the image display device 7 in the game area 3, a fixed winning device 19 is provided, which has a first starting hole 20 (an example of another starting hole) in which the ease with which a game ball can enter always remains constant. The first starting hole 20 is also called the first starting winning hole, fixed starting hole, fixed ball entry hole, or first ball entry hole. The entry of a game ball into the first starting hole 20 triggers a lottery for a first special symbol (a jackpot lottery, i.e., the acquisition and determination of a jackpot random number, etc.).
[0017] In addition, a normal variable winning device (so-called electric chute) 22 equipped with a second starting hole 21 is provided to the upper right of the first starting hole 20. The second starting hole 21 is also called the second starting winning hole, variable starting hole, variable ball entry hole, or second ball entry hole. The entry of a game ball into the second starting hole 21 triggers the drawing of a lottery for a second special symbol (a jackpot lottery, i.e., the acquisition and determination of a jackpot random number, etc.).
[0018] The electric chute 22 is equipped with a movable member (ball entrance opening / closing member) 23 that can move back and forth, and the second starting hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (see FIG. 4). The second starting hole 21 allows game balls to enter only when the movable member 23 is open (i.e., when the movable member 23 is in the open state (first state)). In other words, game balls cannot enter when the movable member 23 is closed (i.e., when the movable member 23 is in the closed state (second state)). Note that the second starting hole 21 does not have to be completely ball-enterable when the movable member 23 is closed, as long as it is more difficult for game balls to enter when the movable member 23 is closed than when it is open.
[0019] In addition, a first large prize device 31 equipped with a first large prize opening 30 is provided below the first starting opening 20 in the game area 3. The first large prize device 31 is also referred to as a first special variable prize device or other special prize means, and the first large prize opening 30 is also referred to as another special prize opening. The first large prize device 31 is equipped with an opening / closing member (another special prize opening opening / closing member) 32 that can be opened or closed, and the first large prize opening 30 is opened or closed by operation of the opening / closing member 32. The opening / closing member 32 is driven by a first large prize opening solenoid 33 (see FIG. 4). Gaming balls can enter the first large prize opening 30 only when the opening / closing member 32 is open (i.e., when in the open state).
[0020] Additionally, a second large prize device 36 equipped with a second large prize opening 35 is provided to the right of the first large prize opening 30 in the gaming area 3. The second large prize device 36 is also referred to as a second special variable prize device or special prize means, and the second large prize opening 35 is also referred to as a special prize opening. The second large prize device 36 is equipped with an opening / closing member (special prize opening opening / closing member) 37 that can be opened or closed, and the second large prize opening 35 is opened or closed by the operation of the opening / closing member 37. The opening / closing member 37 is of a retractable type that moves back and forth, and is driven by a second large prize opening solenoid 38 (see FIG. 4). Gaming balls can enter the second large prize opening 35 only when the opening / closing member 37 is open (i.e., in the open state).
[0021] 2, a specific area (V area) 39 and a non-specific area 70 are formed inside the second large prize device 36, through which a gaming ball that has passed through the second large prize opening 35 can pass. In the second large prize device 36, a second large prize opening sensor 35a that detects the entry of a gaming ball into the second large prize opening 35 is disposed upstream of the specific area 39 and the non-specific area 70. In the specific area 39, a specific area sensor 39a that detects the passage of a gaming ball into the specific area 39 is disposed. In the non-specific area 70, a non-specific area sensor 70a that detects the passage of a gaming ball into the non-specific area 70 is disposed. The second large prize device 36 also includes a distribution member 71 that distributes gaming balls that have passed through the second large prize opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73 that drives the distribution member 71. When the distribution member solenoid 73 is energized, the distribution member 71 takes a first state (passage-allowing state) in which it distributes game balls to a specific area 39, and when the distribution member solenoid 73 is not energized, it takes a second state (passage-blocking state) in which it distributes game balls to a non-specific area 70.
[0022] As shown by the two-dot chain line in Figure 2, when the sorting member solenoid 73 is energized, the sorting member 71 is in a passing-permitting state in which it allows the game ball to pass through to the specific area 39. When the sorting member 71 is in the passing-permitting state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a and then passes through the specific area 39. This route of the game ball is called the first route.
[0023] 2, when the sorting member solenoid 73 is not energized, the sorting member 71 is in a passage-blocking state that prevents the passage of game balls into the specific area 39. When the sorting member 71 is in the passage-blocking state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a, then rolls on the sorting member 71 and passes through the non-specific area 70. This route of the game ball is called the second route.
[0024] In this pachinko gaming machine 1, the passage of a gaming ball into the specific area 39 triggers the execution of a jackpot game, which will be described later. In other words, in this form, a jackpot lottery is also held depending on whether or not a gaming ball passes through the specific area 39. A jackpot won by the lottery for the first special pattern or the lottery for the second special pattern described above is called a Type 1 jackpot, and a jackpot won by the passage of a gaming ball into the specific area 39 is called a Type 2 jackpot. A jackpot game that is executed when a Type 1 jackpot is won is called a Type 1 jackpot game, and a jackpot game that is executed when a Type 2 jackpot is won is called a Type 2 jackpot game. A Type 1 jackpot is also called a direct hit jackpot.
[0025] 1, a gate 28 through which the gaming ball can pass is provided above the second starting opening 21 in the gaming area 3. The passage of the gaming ball through the gate 28 triggers the execution of a normal symbol lottery (i.e., the acquisition and determination of a normal symbol random number (winning random number)) that determines whether or not the electric chute 22 will be opened.
[0026] Furthermore, a normal winning hole 27 is provided at the lower left of the game area 3. Also, at the bottom of the game area 3, an outlet 6 is provided for discharging game balls that have been shot into the game area 3 but have not entered any of the winning holes.
[0027] The game area 3 in which various winning slots and the like are arranged has a left game area (first game area) 3A on the left side of the center in the left-right direction, and a right game area (second game area) 3B on the right side. A hitting method in which game balls are shot so that they flow down the left game area 3A is called a left hit. On the other hand, a hitting method in which game balls are shot so that they flow down the right game area 3B is called a right hit. In this form of pachinko game machine 1, the flow path through which game balls flow down when played with a left hit is called a first flow path R1, and the flow path through which game balls flow down when played with a right hit is called a second flow path R2.
[0028] On the first flow path R1, there are provided a first start opening 20, a first big winning device 31, and an outlet 6. The player aims to win a prize at the first start opening 20 by hitting a game ball so that it flows down the first flow path R1.
[0029] On the other hand, provided on the second flow path R2 are a gate 28, an electric chute 22, a second large prize device 36, a first large prize device 31, and an outlet 6. By hitting a gaming ball so that it flows down the second flow path R2, the player aims to pass through the gate 28, or to win in the second start port 21 related to the electric chute 22, the first large prize port 30, or the second large prize port 35.
[0030] In this embodiment, the gate 28, the electric chute 22, and the second special winning device 36 are united and can be attached to and detached from the game board 2 as a single structure. In addition, the fixed winning device 19 and the first special winning device 31 are united and can be attached to and detached from the game board 2 as a single structure.
[0031] As shown in FIGS. 1 and 3, displays 40 are located in the lower right corner of the gaming board 2. The displays 40 include a first special symbol display 41a that variably displays a first special symbol (special symbol 1, an example of a predetermined symbol), a second special symbol display 41b that variably displays a second special symbol (special symbol 2, an example of a predetermined symbol), and a normal symbol display 42 that variably displays a normal symbol (normal symbol). The displays 40 also include a first special symbol hold display 43a that displays the number of reserved activations (first special symbol holds) of the first special symbol display 41a, and a second special symbol hold display 43b that displays the number of reserved activations (second special symbol holds) of the second special symbol display 41b. The first special symbol hold is also referred to as the special symbol 1 hold, and the second special symbol hold is also referred to as the special symbol 2 hold.
[0032] The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 21. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols). Furthermore, the first special symbol display device 41a and the second special symbol display device 41b may be collectively referred to as special symbol display device 41. Furthermore, the first special symbol reserve display device 43a and the second special symbol reserve display device 43b may be collectively referred to as special symbol reserve display device 43.
[0033] The special symbol display 41 displays a special symbol (identification information) in a variable manner (changing display) and then in a static display, thereby announcing the result of a lottery (special symbol lottery, jackpot lottery) based on a win at the first start slot 20 or the second start slot 21. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that is stopped is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined jackpot stop pattern, a jackpot game is played in which the first large prize slot 30 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed (i.e., the type of jackpot that has been won). If the stopped symbol is a special symbol (small prize symbol) with a predetermined small prize stop pattern, a small prize game is played in which the second large prize slot 35 is opened in an opening pattern corresponding to the type of small prize symbol that is stopped and displayed (i.e., the type of small prize that has been won). The opening patterns of the large prize openings (first large prize opening 30 and second large prize opening 35) in the large prize game and the small prize game will be described later.
[0034] Specifically, the special symbol display 41 is composed of, for example, eight LEDs arranged horizontally, and displays a special symbol corresponding to the result of the jackpot lottery by the way they light up. For example, if a jackpot (one of the multiple types of jackpots described below) is won, a jackpot symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). If a minor jackpot (one of the multiple types of minor jackpots described below) is won, a minor jackpot symbol is displayed with the fifth and sixth LEDs from the left lit, such as "●●●●○○●●." If a loss (one of the multiple types of losses described below) is won, a losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○." Note that a losing symbol in which all LEDs are unlit may also be used. In addition, before the special symbol is displayed in a static state, the special symbol is displayed in a variable state (variable display) for a predetermined period of time, and the manner of the variable display is, for example, such that each LED lights up so that light flows repeatedly from left to right. Note that the manner of the variable display can be changed as appropriate, such as all LEDs flashing at once if each LED is not displayed in a static state (light display in a specific manner).
[0035] In this pachinko game machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values (determination information) of various random numbers such as a jackpot random number acquired for that entry are temporarily stored in the special symbol reservation memory unit 85 (see FIG. 4). In detail, if the game ball enters the first start hole 20, it is stored as a first special symbol reservation in the first special symbol reservation memory unit 85a (see FIG. 4), and if the game ball enters the second start hole 21, it is stored as a second special symbol reservation in the second special symbol reservation memory unit 85b (see FIG. 4). There is an upper limit to the number of special symbol reservations that can be stored in each special symbol reservation memory unit 85, and in this embodiment, the upper limit (upper limit number of memories, upper limit number of reservations) is "4" for the first special symbol reservation memory unit 85a and "3" for the second special symbol reservation memory unit 85b.
[0036] The reserved special symbols stored in the reserved special symbol memory unit 85 are consumed when the variable display of the special symbol based on that reserved special symbol becomes possible. Consumption of the reserved special symbol refers to determining the jackpot random number, etc., corresponding to that reserved special symbol and executing the variable display of the special symbol to indicate the determination result. Therefore, in this pachinko gaming machine 1, even if the variable display of the special symbol based on the winning of a game ball into the first starting hole 20 or the second starting hole 21 cannot be performed immediately after the winning, i.e., even if a winning occurs during the variable display of the special symbol or during the playing of a special game (jackpot game or small jackpot game), the right to enter the jackpot lottery for that winning can be reserved up to a predetermined number. In other words, this form of pachinko game machine 1 is equipped with a holding means capable of suspending the execution of a jackpot lottery (jackpot determination process described below) based on a ball entering the first start port 20 (fixed start port), and a holding means capable of suspending the execution of a jackpot lottery (jackpot determination process) based on a ball entering the second start port 21 (variable start port).
[0037] The number of reserved special drawings is displayed on the reserved special drawing indicator 43. Specifically, the first reserved special drawing indicator 43a is composed of four LEDs, and the second reserved special drawing indicator 43b is composed of three LEDs. Each reserved special drawing indicator 43 displays the number of reserved special drawings by lighting up the LEDs corresponding to the number of reserved special drawings.
[0038] The variable display of the normal symbol is triggered by the passage of the gaming ball through the gate 28. The normal symbol display device 42 variably displays (variably displays) the normal symbol and then displays it as a stopped symbol, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through the gate 28. The stopped normal symbol (normal stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. If the stopped normal symbol is a predetermined specific normal symbol (normal winning symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.
[0039] Specifically, the normal symbol display 42 is composed of, for example, two LEDs (see FIG. 3), and displays a normal symbol according to the result of the normal symbol lottery by changing the way they light up. For example, if the lottery result is a win, a normal winning symbol with both LEDs lit is displayed, such as "○○" (○: lit, ●: unlit). If the lottery result is a loss, a normal losing symbol with only the right LED lit is displayed, such as "●○." A mode in which all LEDs are turned off may also be adopted to indicate a normal losing symbol. Before the normal symbol is displayed as a static symbol, a variable display (variable display) of the normal symbol is performed for a predetermined variable time, and the variable display mode is, for example, a mode in which both LEDs light up alternately. Note that the variable display mode can be changed as appropriate, such as all LEDs flashing simultaneously unless each LED is displayed as a static symbol (a lit display in a specific mode).
[0040] In addition, the present pachinko gaming machine 1 is configured not to acquire a normal symbol random number based on a game ball's passage through the gate 28 if the variable display of the normal symbol cannot be performed immediately after the game ball passes through the gate 28, i.e., if the game ball passes through the gate 28 while the variable display of the normal symbol is being performed or while an auxiliary game is being performed. In other words, the pachinko gaming machine 1 is configured not to store the operation reserve (normal symbol reserve) of the normal symbol display 42. Note that the normal symbol reserve may be stored up to a predetermined upper limit (e.g., "4") in a predetermined memory area within the RAM 84 (see Figure 4). In this case, the normal symbol reserve stored in the RAM 84 is consumed when the variable display of the normal symbol based on the normal symbol reserve becomes possible. Consumption of the normal symbol reserve refers to determining the normal symbol random number corresponding to the normal symbol reserve and executing the variable display of the normal symbol to indicate the determination result. In this case, a normal symbol reserve indicator that displays the number of stored normal symbol reserves may be provided.
[0041] 2. Electrical configuration of gaming machine Next, the electrical configuration of the pachinko gaming machine 1 will be described with reference to Figures 4 and 5. As shown in Figures 4 and 5, the pachinko gaming machine 1 includes a main control board (game control board) 80 that controls game profits such as jackpot lotteries and transitions in game states, a sub-control board (effect control board) 90 that controls effects executed as the game progresses, and a payout control board 110 that controls the payout of game balls. The main control board 80 constitutes a main control unit, and the sub-control board 90 constitutes a sub-control unit 99 together with an image control board 100, a lamp control board 107, and an audio control board 106, which will be described later. Note that the sub-control unit 99 only needs to include at least the sub-control board 90 and be able to control various effects using effect means (such as the image display device 7, the board lamp 5, the frame lamp 66, the speaker 67, and the movable board 15).
[0042] The pachinko gaming machine 1 also includes a power supply board 150. The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the payout control board 110, and also supplies necessary power to other devices via these boards. The power supply board 150 is provided with a backup power circuit 151. When power is not supplied to the pachinko gaming machine 1, the backup power circuit 151 supplies power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later. Therefore, information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when power to the pachinko gaming machine 1 is cut off. A power switch 155 is also connected to the power supply board 150. The power supply is turned on and off by turning the power switch 155 on and off. In addition, a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, and a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.
[0043] The power supply board 150 is also provided with a RAM clear switch (RAM clear operation means) 152 for causing the CPU 82 to clear information stored in the RAM 84 of the game control microcomputer 81 (described later). The RAM clear switch 152 is provided on the power supply board 150 located on the back side of the pachinko gaming machine 1. Therefore, only an arcade employee or the like who can open the gaming machine frame 50 can operate the RAM clear switch 152. In other words, the RAM clear switch 152 can be said to be an operation means that cannot be operated by a player. The RAM clear switch 152 is a tactile switch, and when the RAM clear switch 152 is pressed, a detection signal indicating that the RAM clear switch 152 is ON is input to the game control microcomputer 81. A state in which the RAM clear switch 152 is pressed is referred to as the ON state of the RAM clear switch 152, and a state in which the RAM clear switch 152 is not pressed is referred to as the OFF state of the RAM clear switch 152.
[0044] As shown in Fig. 4, a main control board 80 is equipped with a one-chip game control microcomputer (hereinafter referred to as "game control microcomputer") 81 that controls the progress of a game in the pachinko game machine 1 according to a program. The game control microcomputer 81 includes a ROM 83 that stores programs for controlling the progress of a game, a RAM 84 used as a work memory, a CPU 82 that executes the programs stored in the ROM 83, and an I / O port unit (input / output circuit) 87 for inputting and outputting data and signals. The ROM 83 may be external. The RAM 84 is provided with the above-mentioned special symbol reservation memory unit 85 (a first special symbol reservation memory unit 85a and a second special symbol reservation memory unit 85b).
[0045] 4, various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include a first start opening sensor 20a, a second start opening sensor 21a, a gate sensor 28a, a first large prize opening sensor 30a, a second large prize opening sensor 35a, a specific area sensor 39a, a non-specific area sensor 70a, and a normal prize opening sensor 27a.
[0046] The first start opening sensor 20a is provided in the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided in the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided in the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided in the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The specific area sensor 39a is provided in a specific area 39 within the second large prize opening 35 and detects game balls that have passed through the specific area 39. The non-specific area sensor 70a is provided in the non-specific area 70 in the second large winning opening 35, and detects game balls that have passed through the non-specific area 70. The normal winning opening sensors 27a are provided in the normal winning openings 27, and detect game balls that have entered the normal winning openings 27.
[0047] Also connected as solenoids are electric chute solenoid 24, first large prize opening solenoid 33, second large prize opening solenoid 38, and distributing member solenoid 73. Electric chute solenoid 24 drives movable member 23 of electric chute 22. First large prize opening solenoid 33 drives opening / closing member 32 of first large prize device 31. Second large prize opening solenoid 38 drives opening / closing member 37 of second large prize device 36. Distributing member solenoid 73 drives distributing member 71 of second large prize device 36.
[0048] Furthermore, the first special symbol display device 41a, the second special symbol display device 41b, the normal symbol display device 42, the first special symbol reserve display device 43a, and the second special symbol reserve display device 43b are connected to the main control board 80. That is, the display control of these displays 40 is performed by the game control microcomputer 81.
[0049] The main control board 80 also transmits various commands to the payout control board 110, and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a prize ball payout device 120 and a card unit 135 (installed adjacent to the pachinko gaming machine 1, which enables ball lending based on information such as an inserted prepaid card), and is also connected to a launching device 112 via a launching control circuit 111. The launching device 112 includes a handle 60 (see FIG. 1).
[0050] The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out prize balls or loan balls based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko gaming machine 1. The paid-out prize balls and loan balls are detected by a prize ball sensor 122 for counting. When a player operates the handle 60 (see FIG. 1) of the launching device 112, a touch switch 114 detects contact with the handle 60, and a launch volume 115 detects the amount of rotation of the handle 60. The launching motor 113 is then driven to launch game balls with a strength corresponding to the magnitude of the detection signal from the launch volume 115. In this pachinko gaming machine 1, one game ball is launched in approximately 0.6 seconds.
[0051] Furthermore, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.
[0052] As shown in Fig. 5, a one-chip microcomputer for effect control (hereinafter referred to as "effect control microcomputer") 91 that controls the effects of the pachinko gaming machine 1 according to a program is mounted on the sub-control board 90. The effect control microcomputer 91 includes a ROM 93 that stores programs for controlling the effects as the game progresses, a RAM 94 used as work memory, a CPU 92 that executes the programs stored in the ROM 93, and an I / O port unit (input / output circuit) 97 for inputting and outputting data and signals. The ROM 93 may be external.
[0053] As shown in FIG. 5 , the sub-control board 90 is connected to an image control board 100, an audio control board 106, and a lamp control board 107. The performance control microcomputer 91 of the sub-control board 90 causes the CPU 102 of the image control board 100 to control the display of the image display device 7 based on commands received from the main control board 80. The RAM 104 of the image control board 100 is a memory for expanding image data. The ROM 103 of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including performance designs) and background images. The CPU 102 of the image control board 100 reads image data from the ROM 103 based on commands from the performance control microcomputer 91. Then, the CPU 102 executes display control based on the read image data.
[0054] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Audio data such as voice output from the speaker 67 is stored in ROM 93 of the sub-control board 90. A CPU may be implemented on the voice control board 106, in which case the CPU may be made to execute voice control. In this case, a ROM may be implemented on the voice control board 106, in which case the audio data may be stored in the ROM. The speaker 67 may be connected to the image control board 100, in which case the CPU 102 of the image control board 100 may be made to execute voice control. In this case, the audio data may be stored in ROM 103 of the image control board 100.
[0055] Furthermore, the performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In detail, the performance control microcomputer 91 creates light emission data (data that determines on / off status, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission data. Note that data stored in ROM 93 of the sub-control board 90 is used to create the light emission data.
[0056] Furthermore, the performance control microcomputer 91 operates the movable board 15 connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. The movable board 15 is a movable gimmick attached to the center decorative body 10, although not shown in FIG. 1. More specifically, the performance control microcomputer 91 creates operation pattern data (also called drive data) that determines the operation mode of the movable board 15, and controls the operation of the movable board 15 according to the operation pattern data. The operation pattern data is created using data stored in the ROM 93 of the sub-control board 90. A CPU may be implemented in the lamp control board 107, in which case the CPU may be configured to control the lighting of the lamps and the operation of the movable board 15. In this case, a ROM may be implemented in the lamp control board 107, in which case data related to the light emission pattern and operation pattern may be stored.
[0057] In addition, a performance button detection switch (SW) 63a and a select button detection switch 64a are connected to the sub-control board 90. The performance button detection switch 63a detects that the performance button 63 (see FIG. 1) has been pressed. When the performance button 63 is pressed, a detection signal is output from the performance button detection switch 63a to the sub-control board 90. In addition, the select button detection switch 64a detects that the select button 64 (see FIG. 1) has been pressed. When the select button 64 is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.
[0058] 4 and 5 are merely functional block diagrams for explaining the electrical configuration of the pachinko gaming machine 1, and are not limited to the boards shown in Fig. 4 and 5. Except for the main control board 80, any of the boards shown in Fig. 4 and 5 may be configured as one board, and the one board shown in Fig. 4 and 5 may be configured as multiple boards.
[0059] 3. Main games on gaming machines Next, the main games played by the pachinko gaming machine 1 will be explained. The pachinko gaming machine 1 acquires special symbol-related random numbers based on winning at the first start slot 20 or the second start slot 21. As shown in FIG. 6(A), the special symbol-related random numbers include jackpot random numbers, symbol type random numbers, reach random numbers, and variable pattern random numbers. The jackpot random numbers are used to determine whether or not a jackpot has been won or not, and whether or not a small jackpot has been won or not. The jackpot random numbers take values in the range of 0 to 65535. The symbol type random numbers are used to determine the type of jackpot symbol, the type of small jackpot symbol, and the type of losing symbol. The symbol type random numbers take values in the range of 0 to 1999.
[0060] The reach random number is a random number that determines whether or not a reach will occur in the variable presentation that indicates the result when the result of the hit / miss judgment is a miss. A reach is a state in which there is only one variable presentation symbol remaining among multiple presentation symbols, and depending on which of the variable presentation symbols that are displayed in a stopped state, a combination of presentation symbols that indicates a jackpot win (for example, a "7↓7" state) will be formed. Note that the presentation symbol displayed in a stopped state in the reach state may be displayed as if it is slightly shaking on the display screen 7a, or may be displayed as if it is repeatedly expanding and contracting. The reach random number takes a value in the range of 0 to 255.
[0061] The fluctuation pattern random number is a random number for determining a fluctuation pattern including a fluctuation time. The fluctuation pattern random number takes a value in the range of 0 to 99. The random number is also called judgment information.
[0062] The pachinko gaming machine 1 also acquires a normal symbol random number (winning random number) shown in Figure 6(B) based on the passage of the gaming ball through the gate 28. The normal symbol random number is a random number used in a lottery (normal symbol lottery) to determine whether or not to play an auxiliary game that opens the electric chute 22. The normal symbol random number takes a value in the range of 0 to 65535.
[0063] The pachinko gaming machine 1 determines whether or not a jackpot random number obtained based on winning the first starting slot 20 or the second starting slot 21 is a jackpot, and whether or not a small jackpot is a jackpot, by judging the jackpot random number obtained based on winning the first starting slot 20 or the second starting slot 21 according to the jackpot judgment table shown in FIG. 7(A). As shown in FIG. 7(A), in the lottery for the first special symbol (special symbol 1) based on winning the first starting slot 20, a jackpot is won with a predetermined probability, but a small jackpot is never won. On the other hand, in the lottery for the second special symbol (special symbol 2) based on winning the second starting slot 21, a small jackpot is always won. In other words, in the lottery for special symbol 2, a jackpot (type 1 jackpot) is never won, and it is never a losing draw.
[0064] When the pachinko gaming machine 1 determines that a jackpot has been won, it determines the type of jackpot symbol by judging the symbol type random number according to the jackpot symbol type determination table shown in Figure 7(B). In the lottery for special symbol 1, there is a 1% chance that "Special symbol 1_jackpot symbol A" will be selected, a 1% chance that "Special symbol 1_jackpot symbol B" will be selected, a 48% chance that "Special symbol 1_jackpot symbol C" will be selected, and a 50% chance that "Special symbol 1_jackpot symbol D" will be selected. Note that the results of the lottery for special symbol 2 do not include jackpots (Type 1 jackpots). If the type of jackpot symbol selected is different, the opening pattern of the jackpot slot in Type 1 jackpot play and the settings related to the game status after the jackpot play will differ (see Figure 8). This point will be discussed later.
[0065] Furthermore, when the pachinko gaming machine 1 determines that a small prize has been won, it determines the type of small prize symbol by judging the symbol type random number according to the small prize symbol type determination table shown in Figure 7(C). Specifically, in the lottery for special prize symbol 2, there is a 2% chance that it will be determined as "Special prize symbol 2_small prize symbol a," a 2% chance that it will be determined as "Special prize symbol 2_small prize symbol b," a 16% chance that it will be determined as "Special prize symbol 2_small prize symbol c," a 50% chance that it will be determined as "Special prize symbol 2_small prize symbol d," and a 30% chance that it will be determined as "Special prize symbol 2_small prize symbol e." If the type of small prize symbol that has been won is different, the opening pattern of the large prize slot in the small prize game and the type 2 jackpot game, as well as the settings related to the game status after the jackpot game, will differ (see Figure 8). This point will be discussed later.
[0066] Furthermore, when the pachinko gaming machine 1 determines that neither a big win nor a small win has been won (i.e., when it determines that a win has been lost), it determines the type of losing symbol by judging the symbol type random number according to the losing symbol type determination table shown in FIG. 7(D). In the drawing for special symbol 1, "Special symbol 1_losing symbol A" is determined with a probability of 99.85%, "Special symbol 1_losing symbol B" with a probability of 0.05%, and "Special symbol 1_losing symbol C" with a probability of 0.1%. Note that the results of the drawing for special symbol 2 do not include losing symbols. The difference in the type of losing symbol affects the settings related to the game state after the losing symbol is stopped and displayed (see FIG. 9(A)). This point will be discussed later.
[0067] Furthermore, when the pachinko gaming machine 1 determines a miss, it can determine whether or not the effect symbols 8L, 8C, and 8R are in a reach state in the variable effect by determining the reach random number according to the reach determination table shown in Figure 7 (E). The probability of determining that a reach state exists differs depending on whether or not the gaming state is in a time-saving state, which will be described later. The probability of determining that a reach state exists is higher when the time-saving state is not in effect than when the time-saving state is in effect.
[0068] Next, the types of big wins, small wins, and losses will be explained in detail with reference to Figures 8 and 9(A). As mentioned above, the results of the special symbol lottery (special symbol 1 lottery or special symbol 2 lottery) include a "big win," a "small win," and a "miss." When a "big win" occurs, a "big win symbol" is displayed on the special symbol display 41. The big win symbols include "Special symbol 1_big win symbol A," "Special symbol 1_big win symbol B," "Special symbol 1_big win symbol C," and "Special symbol 1_big win symbol D." When a "small win" occurs, a "small win symbol" is displayed on the special symbol display 41. The small win symbols include "Special symbol 2_small win symbol a," "Special symbol 2_small win symbol b," "Special symbol 2_small win symbol c," "Special symbol 2_small win symbol d," and "Special symbol 2_small win symbol e." When a "miss" occurs, a "missing symbol" is displayed on the special symbol display 41. The missing symbols include "Special symbol 1_missing symbol A," "Special symbol 1_missing symbol B," and "Special symbol 1_missing symbol C."
[0069] If a jackpot is won in the special symbol lottery, a "jackpot game" is executed in which the first large prize opening 30 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed. If a small prize is won, a "small prize game" is executed in which the second large prize opening 35 is opened in an opening pattern corresponding to the type of small prize symbol that is stopped and displayed. Then, if a gaming ball enters a specific area 39 within the second large prize opening 35 during the small prize game, a "jackpot game" is executed in which the first large prize opening 30 is opened in an opening pattern corresponding to the type of small prize symbol that has been won. A jackpot game executed based on the result of the special symbol lottery being a jackpot is called a Type 1 jackpot game, and a jackpot game executed based on passage through the specific area 39 is called a Type 2 jackpot game. A Type 2 jackpot game can be said to be a jackpot won based on passage through the specific area 39. In addition, since the type 2 jackpot game requires a small win in the special pattern lottery before passing through to the specific area 39, it can be said to be a jackpot game that is executed based on the special pattern lottery.
[0070] In this embodiment, the jackpot game includes multiple rounds of play (unit opening games), an opening (also referred to as OP) before the first round of play begins, and an ending (also referred to as ED) after the final round of play ends. Each round of play begins with the end of the OP or the end of the previous round of play, and ends with the start of the next round of play or the start of the ED. The time (interval time) for the jackpot opening to close between rounds of play is included in the open round of play before that closure.
[0071] In this embodiment, the small win game includes a small win opening game that opens the second large winning port 35, an opening (pre-opening interval) before the small win opening game starts, and an ending (post-closing interval) after the small win opening game ends.
[0072] If a jackpot is won as a result of the special symbol lottery (i.e., if a Type 1 jackpot is won), a jackpot game (Type 1 jackpot game) is executed, which opens the first major prize slot 30. In this embodiment, as shown in FIG. 8, there are four types of jackpot symbols (jackpot symbols stopped and displayed on the first special symbol display 41a) that can be won in the lottery for the first special symbol (special symbol 1). Specifically, in the lottery for special symbol 1, there is a possibility of winning "Special symbol 1_jackpot symbol A," "Special symbol 1_jackpot symbol B," "Special symbol 1_jackpot symbol C," or "Special symbol 1_jackpot symbol D."
[0073] As shown in Figure 8, "Special Chart 1_Jackpot Pattern A," "Special Chart 1_Jackpot Pattern B," "Special Chart 1_Jackpot Pattern C," and "Special Chart 1_Jackpot Pattern D" are all 4R (round) jackpots, and the first large prize slot 30 opens once per round, with a maximum opening time of 29.5 seconds.
[0074] Furthermore, when "jackpot symbol A" is won, the game state after the jackpot game is won is the "time-saving state X" (one of multiple types of time-saving states) described below, regardless of the game state at the time of winning. In this embodiment, the condition for ending the time-saving state is set as the number of times the auxiliary game is executed reaches a predetermined upper limit. In the time-saving state X, the number of times the auxiliary game is executed (hereinafter also referred to as the "upper limit number of auxiliary games") that ends the time-saving state is set to four (an example of the first number). In the time-saving state X where the upper limit number of auxiliary games is set to four, one ball can land in the second start port 21 in the first auxiliary game, and during the variable display of the special chart 2 based on that winning, second, third, and fourth auxiliary games are played, and one ball can land in the second start port 21 in each of these auxiliary games. In other words, when controlled in the time-saving state X, it is possible to accumulate the special chart 2 reserve up to the upper limit number "3" (an example of the first number).
[0075] Furthermore, when "jackpot symbol B" is won, the game state after the jackpot game is set to the "time-saving state Y" (one of several types of time-saving states) described below, regardless of the game state at the time of the win. In time-saving state Y, the number of times the auxiliary game is executed (the upper limit number of auxiliary games) until the time-saving state ends is set to two (an example of the second number). In time-saving state Y, where the upper limit number of auxiliary games is set to two, one ball can enter the second start port 21 in the first auxiliary game, and during the variable display of special symbol 2 based on that winning, a second auxiliary game is played, and one ball can enter the second start port 21 in each of these auxiliary games. In other words, when controlled to time-saving state Y, it is not possible to accumulate the upper limit number of special symbol 2 reserves, and only one special symbol 2 reserve can be accumulated (an example of the second number).
[0076] Furthermore, when "jackpot pattern C" is won, the game state after the jackpot game is set to the "time-saving state Z" (one of several types of time-saving states) described below, regardless of the game state at the time of winning. In time-saving state Z, the number of times the auxiliary game is executed (the upper limit number of auxiliary games) that will end the time-saving state is set to 1 (an example of the third number). In time-saving state Z, where the upper limit number of auxiliary games is set to 1, only one ball can enter the second starting hole 21 in the first auxiliary game, and since the state is not shortened during the variable display of special chart 2 based on that winning, no special chart 2 reserves can be accumulated.
[0077] In addition, when the "jackpot symbol D" is won, the game state after the jackpot game is the "non-time-saving state" described below, regardless of the game state at the time of the win. The details of the game state will be described later.
[0078] Furthermore, if a small prize is won as a result of the special symbol lottery, a small prize game is executed in which the second large prize opening 35 is opened once. If a game ball enters the second large prize opening 35 opened by the small prize game and passes through the specific area 39 in the second large prize device 36, a jackpot is won, and a jackpot game (type 2 jackpot game) in which the first large prize opening 30 is opened is executed. When this jackpot game (jackpot game triggered by passing through the specific area 39) is executed, the opening of the second large prize opening 35 as a small prize game corresponds to the first round. Note that if no game ball passes through the specific area 39 in the small prize game, the jackpot game is not executed. Jackpot games and small prize games are examples of special games. Note that in a special game, there may be rounds in which the large prize opening is opened multiple times during one round.
[0079] In this embodiment, as shown in Fig. 8, there are five types of small prize symbols (small prize symbols stopped and displayed on the second special symbol display 41b) that can be won in the lottery for special symbol 2. Specifically, in the lottery for special symbol 2, there is a possibility of winning "Special symbol 2_small prize symbol a," "Special symbol 2_small prize symbol b," "Special symbol 2_small prize symbol c," "Special symbol 2_small prize symbol d," and "Special symbol 2_small prize symbol e."
[0080] "Small win pattern a," "Small win pattern b," "Small win pattern c," "Small win pattern d," and "Small win pattern e" are small wins that can always pass through to the specific area 39 (also called V-passing) as long as they are played correctly. In other words, in this form, winning a small win based on the lottery of special chart 2 essentially has the same meaning as winning a big win.
[0081] In small jackpot games based on various small jackpot symbols, the second large prize opening 35 is opened once for 1.6 seconds. The opening time for each small jackpot game is 0.008 seconds. In jackpot games (type 2 jackpot games) based on the passage of a gaming ball through the specific area 39, the first large prize opening 30 is opened once per round from round 2 to round 11, with a maximum opening time of 29.5 seconds, regardless of whether the type 2 jackpot game is based on "small jackpot symbol a," "small jackpot symbol b," "small jackpot symbol c," "small jackpot symbol d," or "small jackpot symbol e." In other words, a type 2 jackpot game of 10 rounds is essentially played. The game status after the execution of this type 2 jackpot game varies depending on the game status at the time of the win and the type of small jackpot symbol that was won. In this embodiment, there are three time-saving states (time-saving state X, time-saving state Y, time-saving state Z) that differ in various parameters (such as the normal pattern variation time and the electric chute opening time) that determine the ease of winning on the electric chute 22.
[0082] If "small win symbol a," "small win symbol b," "small win symbol c," or "small win symbol d" is won in time-saving state X, the game state after the type 2 jackpot game will be time-saving state X, and the upper limit number of supplemental games will be set to four. Also, if "small win symbol e" is won in time-saving state X, the game state after the type 2 jackpot game will be non-time-saving state. Since the distribution rate of each small win symbol is as shown in Figure 8, if a small win is won in time-saving state X, the game state after the type 2 jackpot game will return to time-saving state X with the upper limit number of supplemental games set to four in 70% of cases, and will be non-time-saving state in 30% of cases.
[0083] Furthermore, if "small win symbol a," "small win symbol b," "small win symbol c," or "small win symbol d" is won in time-saving state Y, the game state after the type 2 jackpot game will be time-saving state Y, and the upper limit number of supplemental games will be set to 2. Furthermore, if "small win symbol e" is won in time-saving state Y, the game state after the type 2 jackpot game will be non-time-saving state. Since the distribution rate of each small win symbol is as shown in Figure 8, if a small win is won in time-saving state Y, the game state after the type 2 jackpot game will again be time-saving state Y with the upper limit number of supplemental games set to 2 in 70% of cases, and will be non-time-saving state in 30% of cases.
[0084] Furthermore, if the "small win symbol a" is won in the time-shortened state Z, the game state after the Type 2 jackpot game will be the time-shortened state X, and the upper limit on the number of supplemental games will be set to four. Furthermore, if the "small win symbol b" is won in the time-shortened state Z, the game state after the Type 2 jackpot game will be the time-shortened state Y, and the upper limit on the number of supplemental games will be set to two. Furthermore, if the "small win symbol c" or "small win symbol d" is won in the time-shortened state Z, the game state after the Type 2 jackpot game will be the time-shortened state Z, and the upper limit on the number of supplemental games will be set to one. Furthermore, if the "small win symbol e" is won in the time-shortened state Z, the game state after the Type 2 jackpot game will be the non-time-shortened state. Since the distribution rate of each small prize symbol is as shown in Figure 8, when a small prize is won in time-saving state Z, the game state after the two-type big prize game will be time-saving state X with the upper limit of supplementary play times being 4 with a 2% probability, time-saving state Y with the upper limit of supplementary play times being 2 with a 2% probability, time-saving state Z with the upper limit of supplementary play times being 1 with a 66% probability, and non-time-saving state with a 30% probability.
[0085] Furthermore, if "small win symbol a," "small win symbol b," or "small win symbol c" is won in the non-time-saving mode, the game state after the Type 2 jackpot game will be the time-saving mode X, and the maximum number of supplementary plays will be set to four. Furthermore, if "small win symbol d" or "small win symbol e" is won in the non-time-saving mode, the game state after the Type 2 jackpot game will be the non-time-saving mode. Since the distribution rate for each small win symbol is as shown in Figure 8, if a small win is won in the non-time-saving mode, the game state after the Type 2 jackpot game will be the time-saving mode X, with the maximum number of supplementary plays set to four, 20% of the time, and the non-time-saving mode 80% of the time. A small win in the non-time-saving mode occurs when there is at least one reserved special symbol 2 remaining and the game is controlled to the non-time-saving mode upon the end of the jackpot game.
[0086] Furthermore, if the result of the special symbol lottery is determined to be a loss, the type of the loss symbol is determined. As shown in Figure 9(A), there are three types of loss symbols determined in the special symbol 1 lottery (losing symbols stopped and displayed on the first special symbol display 41a). Specifically, in the special symbol 1 lottery, one of "Special symbol 1_Losing symbol A", "Special symbol 1_Losing symbol B", or "Special symbol 1_Losing symbol C" is determined.
[0087] "Special symbol 1_missing symbol A" is a normal miss, while "Special symbol 1_missing symbol B" and "Special symbol 1_missing symbol C" are special misses. A special miss is a miss that triggers control of the time-saving state. In other words, if the result of the special symbol lottery is a special miss, the game control microcomputer 81 controls the game state after the missing symbol is displayed to the time-saving state. Here, "Special symbol 1_missing symbol B" (allocation rate 0.05%) is a miss that triggers control of time-saving state X, where the upper limit number of supplementary games is four. On the other hand, "Special symbol 1_missing symbol C" (allocation rate 0.1%) is a miss that triggers control of time-saving state Y, where the upper limit number of supplementary games is two. In this way, in this form, even a special miss can control the game to time-saving state X or time-saving state Y. In addition, if the time-saving state is already in effect at the control timing for the time-saving state based on the special miss (i.e., if the time-saving flag described later is ON), the game state setting will not be changed. A special miss is also called a time-saving miss.
[0088] Furthermore, as shown in FIG. 9(B), the pachinko gaming machine 1 of this embodiment can be controlled to enter a time-saving state X in which the upper limit of the number of supplementary games is four, without going through a jackpot game, when a specific number of special symbol variations (variable display of special symbols) are performed after the end of a jackpot game. This specific number is called the ceiling number, and in this embodiment it is set to 950. The number of times that special symbol variations are performed after a jackpot game and is called reaching the ceiling. Note that the number of special symbol variations until reaching the ceiling includes the number of special symbol variations in the time-saving state after a jackpot game and the number of special symbol variations in the non-time-saving state thereafter. In other words, the number of special symbol variations until reaching the ceiling is the sum of the number of special symbol variations in the time-saving state after a jackpot game and the number of special symbol variations in the non-time-saving state thereafter. When the RAM is cleared (when the RAM clear switch 152 is operated when the power is turned on), the number of times the special pattern variation is executed after the RAM is cleared reaches the ceiling number of times (950 times), which triggers the ceiling being reached and the game is controlled to the time-saving state X. When the RAM is cleared, the game state is set to the non-time-saving state (normal game state).
[0089] Here, the gaming states of the pachinko gaming machine 1 of this embodiment will be explained. In this embodiment, there are two gaming states: a non-time-shortening state and a time-shortening state. The non-time-shortening state is also called the normal gaming state. When playing the pachinko gaming machine 1 for the first time, the gaming state after powering on is the non-time-shortening state (normal gaming state). The time-shortening state is a gaming state set in such a way that it is easier for the gaming ball to enter the electric chute 22 than in the non-time-shortening state.
[0090] There are three types of time-saving states: time-saving state X, time-saving state Y, and time-saving state Z. Different types of time-saving states have different settings for various parameters related to the ease of winning on the electric chute 22, such as the normal symbol variation pattern and the opening pattern of the electric chute 22. In detail, in this mode, as shown in FIG. 10(A), the winning probability of the normal symbol lottery in the time-saving states (time-saving state X, time-saving state Y, time-saving state Z) is the same as the winning probability of the normal symbol in the non-time-saving state. Specifically, in this mode, the probability of determining a win in the normal symbol lottery is set to 65535 / 65536 in any of the game states: non-time-saving state, time-saving state X, time-saving state Y, and time-saving state Z. In other words, a win is almost always determined in the normal symbol lottery in any game state. In addition, the configuration may be such that the probability of winning the normal symbol lottery is higher in the time-saving state than in the non-time-saving state (in other words, the probability fluctuation function of the normal symbol display 42 is activated in the time-saving state).
[0091] Also, in the time-saving states (time-saving state X, time-saving state Y, time-saving state Z), as shown in FIG. 10(B), the fluctuation time and stop time of the normal symbol are shorter than in the non-time-saving state. Specifically, in this embodiment, the fluctuation time of the normal symbol is 60,000 ms in the non-time-saving state, but is 100 ms in the time-saving state X, 110 ms in the time-saving state Y, and 120 ms in the time-saving state Z. In other words, in each time-saving state, the fluctuation time shortening function of the normal symbol display 42 is activated. Also, the stop time of the normal symbol is 500 ms in the non-time-saving state, but is 100 ms in the time-saving state (time-saving state X, time-saving state Y, time-saving state Z).
[0092] Furthermore, in the time-shortening states (time-shortening state X, time-shortening state Y, time-shortening state Z), the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-shortening state, as shown in Figure 10(C). Specifically, in this embodiment, the opening time of the electric chute 22 is 0.05 seconds per time in the non-time-shortening state, but is 1.2 seconds in time-shortening state X, 1.1 seconds in time-shortening state Y, and 1.0 second in time-shortening state Z. In other words, in each time-shortening state, the opening time extension function of the electric chute 22 is activated. Note that in this embodiment, in any of the time-shortening states (time-shortening state X, time-shortening state Y, time-shortening state Z), the electric chute 22 is opened once in the auxiliary game, just like in the non-time-shortening state.
[0093] In the non-time-saving state, if a normal symbol lottery is executed, it will almost certainly result in a win, but the normal symbol variation time is long at 60 seconds, and the electric chute 22 opens only once for 0.05 seconds in the auxiliary game. Therefore, in the non-time-saving state, even if you play by hitting to the right (a hitting method that allows the game ball to pass through the gate 28), you cannot expect to win on the electric chute 22.
[0094] In contrast, in time-saving state X, if a normal symbol lottery is executed, it almost always results in a win, with the normal symbol variation time being 100 ms, the stop time being 100 ms, and the electric chute 22 opening once in the auxiliary game, which is relatively long at 1.2 seconds. Also, in time-saving state Y, if a normal symbol lottery is executed, it almost always results in a win, with the normal symbol variation time being 110 ms, the stop time being 100 ms, and the electric chute 22 opening once in the auxiliary game, which is relatively long at 1.1 seconds. Also, in time-saving state Z, if a normal symbol lottery is executed, it almost always results in a win, with the normal symbol variation time being 120 ms, the stop time being 100 ms, and the electric chute 22 opening once in the auxiliary game, which is relatively long at 1.0 seconds. Therefore, in each time-saving state (time-saving state X, time-saving state Y, time-saving state Z), it is possible to win on the electric chute 22 by playing with a right-handed shot. In other words, the time-shortening state is a game state in which it is easier to win a prize on the electric chute 22 than in the non-time-shortening state.
[0095] In this embodiment, the opening pattern (operation pattern) of the electric chute 22 and the normal symbol variation pattern (variation time, stop time) are set so that exactly one game ball will land on the electric chute 22 for each auxiliary game played in each time-saving state. In other words, if the player continues to play the right hand correctly in each time-saving state, it is unlikely that two or more game balls will land during a single auxiliary game, and it is unlikely that no game balls will land at all. The settings of each table shown in Figure 10 are set in this way. This configuration is based on the following reason: In this embodiment, the drawing of special symbol 2 always results in a small prize. Furthermore, if a small prize is won, regardless of the small prize symbol, it is possible for the game ball to pass through the specific area 39 as long as the player is playing correctly (this point will be discussed later). Therefore, by configuring the electric chute 22 to always result in a single prize ball for each auxiliary game, the number of times the auxiliary game is played matches the number of times a jackpot game is confirmed.
[0096] In other words, in this form, when the upper limit number of supplementary games is controlled to four times in the time-saving state X, the execution of the remaining four jackpot games is confirmed. Therefore, if there is no reserved special chart 2 and a win (jackpot, small win) that triggers the control of the time-saving state X is won, including that win, one win means that a total of five jackpot games will be won.
[0097] Also, if the upper limit number of supplementary games is controlled to two times in the time-saving state Y, the execution of the remaining two jackpot games will be confirmed. Therefore, if there are two or less reserved special charts 2 and you win a win (jackpot, small win) that triggers the control of the time-saving state Y, including that win, one win means that you will win a total of three jackpot games.
[0098] In addition, when the upper limit number of supplementary games is controlled to one time of the time-saving state Z, the execution of one remaining jackpot game is confirmed. Therefore, if a win (jackpot, small win) that triggers the control of the time-saving state Z is won, including that win, one win means that a total of two jackpot games have been won.
[0099] In this way, in this form, the number of jackpot games that are determined will differ depending on the type of time-saving state to which the player is transitioned. The most advantageous time-saving state X for the player can be transitioned not only by a jackpot or small win, but also by a special miss (miss symbol B) or reaching the ceiling. The second most advantageous time-saving state Y can be transitioned not only by a jackpot or small win, but also by a special miss (miss symbol C). The least advantageous time-saving state Z can only be transitioned by a jackpot or small win.
[0100] In this embodiment, the opening time of the electric chute 22 and the fluctuation time of the normal symbol per auxiliary game are slightly different in each time-saving state (time-saving state X, time-saving state Y, time-saving state Z) (i.e., the parameters related to the ease of winning on the electric chute 22 are different), but the fact remains that in all time-saving states, only one ball is guaranteed to win on the electric chute 22 per auxiliary game. In this sense, the differences in parameters for each time-saving state can be considered merely formal. Note that parameters related to the ease of winning on the electric chute 22 include the fluctuation time and stop time of the normal symbol, the opening pattern of the electric chute 22, and the probability of winning the normal symbol lottery.
[0101] Incidentally, in each time-saving state (time-saving state X, time-saving state Y, time-saving state Z), the base, which is the ratio of the number of winning balls to the number of shot balls, is higher than in the non-time-saving state. Therefore, the time-saving state is also called the "high base state," and the non-time-saving state is also called the "low base state." In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have. The high base state is a state in which so-called electric support control (control that supports winning through the second starting hole 21 by the electric chute 22) is being executed. Therefore, the high base state is also called the electric support control state. The low base state is also called the non-electric support control state.
[0102] The time-saving state may be achieved by activating one or more of the following functions: the probability variation function of the normal pattern display 42, the variation time reduction function of the normal pattern display 42, the opening time extension function of the electric chute 22, and the opening count increase function of the electric chute 22, so long as it makes it easier for the game ball to enter the second starting hole 21 associated with the electric chute 22 than when the function is not activated; it is not necessary for all of these functions to be activated.
[0103] Here, in this embodiment, the non-time-shortened state corresponds to the non-specific game state, and the time-shortened state corresponds to the specific game state. Furthermore, time-shortened state X corresponds to the first specific game state, time-shortened state Y corresponds to the second specific game state, and time-shortened state Z corresponds to the third specific game state. Even if the winning probability of the normal symbol lottery is the same in the time-shortened state and the non-time-shortened state, the open time of the electric chute 22 in one supplementary game is longer in the time-shortened state than in the non-time-shortened state, and the normal symbol fluctuation time is shorter in the time-shortened state than in the non-time-shortened state. Therefore, when the same amount of time is played in the time-shortened state and the non-time-shortened state, the period during which the electric chute 22 is open is longer in the time-shortened state than in the non-time-shortened state. Therefore, it can be said that "the electric chute 22 is more likely to open (the movable member 23 is more likely to be in the open state) in the time-shortened state than in the non-time-shortened state."
[0104] Next, the determination of the special symbol variation pattern (special symbol variation pattern) will be explained. The pachinko gaming machine 1 determines the special symbol variation pattern according to different special symbol variation pattern determination tables for the non-time-saving state and the time-saving state (see FIGS. 11 and 12). The special symbol variation pattern determination table for the time-saving state (FIG. 12) is a table that is more likely to select a variation pattern with a short variation time than the special symbol variation pattern determination table for the non-time-saving state (FIG. 11). In this embodiment, the special symbol variation pattern is determined according to different special symbol variation pattern determination tables for the time-saving state X, the time-saving state Y, and the time-saving state Z (see FIGS. 12(A), 12(B), and 12(C)). The special symbol variation pattern determination table for the time-saving state X (FIG. 12(A)), the special symbol variation pattern determination table for the time-saving state Y (FIG. 12(B)), and the special symbol variation pattern determination table for the time-saving state Z (FIG. 12(C)) have different tables related to special symbol 2, but the tables related to special symbol 1 are common.
[0105] Here, the special pattern change pattern that is determined when the result of the jackpot determination (lottery for special patterns) is a jackpot or a small jackpot is associated with the results of the display patterns 8L, 8C, and 8R that are finally displayed stopped in the change display.
[0106] <Drawing for Special Figure 1 (Figure 11, Figure 12)> Specifically, based on the lottery of special chart 1, if the jackpot pattern A, which triggers the control of time-saving state X, is won, special chart variation pattern P1 or P2 is selected in the non-time-saving state (see Figure 11), and special chart variation pattern P31 is selected in the time-saving state (see Figure 12). In the variation effect based on these special chart variation patterns, a double number "7" is finally displayed. In this form, each of the performance patterns 8L, 8C, and 8R includes a number pattern from 1 to 9, and after the variation display, one of these number patterns is displayed.
[0107] Furthermore, if the winning symbol B, which triggers the control of the time-saving state Y, is selected based on the lottery of the special symbol 1, the special symbol variation pattern P3 or P4 is selected in the non-time-saving state (see Figure 11), and the special symbol variation pattern P32 is selected in the time-saving state (see Figure 12). In the variation performance based on these special symbol variation patterns, the double number "3" is finally displayed.
[0108] Furthermore, if the jackpot pattern C, which is the trigger for controlling the time-saving state Z, is selected based on the lottery of the special pattern 1, the special pattern variation pattern P5 or P6 is selected in the non-time-saving state (see Figure 11), and the special pattern variation pattern P33 is selected in the time-saving state (see Figure 12). In the variation performance based on these special pattern variation patterns, the double number of either "1" or "5" (that is, odd number patterns excluding "3" and "7") is finally displayed.
[0109] Furthermore, if the jackpot pattern D, which triggers the control of the non-time-saving state, is selected based on the lottery of special chart 1, special chart variation pattern P7 or P8 is selected in the non-time-saving state (see Figure 11), and special chart variation pattern P34 is selected in the time-saving state (see Figure 12). In the variation performance based on these special chart variation patterns, a double number of "2", "4", "6", or "8" (i.e., an even number pattern) is finally displayed.
[0110] In this manner, in this embodiment, when the effect symbols 8L, 8C, and 8R are displayed as a double "7", it indicates that the machine will be controlled to time-shortened state X after the jackpot game ends, when the effect symbols 8L, 8C, and 8R are displayed as a double "3", it indicates that the machine will be controlled to time-shortened state Y after the jackpot game ends, when the effect symbols 8L, 8C, and 8R are displayed as a double "1" or "5", it indicates that the machine will be controlled to time-shortened state Z after the jackpot game ends, and when the effect symbols 8L, 8C, and 8R are displayed as a double "2", "4", "6", or "8", it indicates that the machine will be controlled to non-time-shortened state after the jackpot game ends.
[0111] In addition, if a losing symbol B or a losing symbol C is drawn based on the lottery of special symbol 1 in the non-time-saving state, a variable effect accompanied by a RUSH entry effect will be executed (see special symbol variable patterns P15 and P16 in Figure 11). The RUSH entry effect is an effect that suggests a transition to a predetermined time-saving state (time-saving state X or time-saving state Y).
[0112] <Drawing of Special Chart 2 in non-time-saving state (Figure 11)> In addition, if the player wins either the small win pattern a, small win pattern b, or small win pattern c based on the lottery of special chart 2 in the non-time-saving state, the game will be controlled to time-saving state X in response to the end of the two-type big win game (see Figure 8), and the special chart fluctuation pattern P21 will be selected, and in the fluctuation performance based on this special chart fluctuation pattern, the double number "7" will finally be displayed.
[0113] Furthermore, if either small win pattern d or small win pattern e is won based on the lottery of special chart 2 in the non-time-saving state, the state is controlled to the non-time-saving state upon completion of the two-type jackpot game (see Figure 8), and special chart fluctuation pattern P24 is selected, and in the fluctuation presentation based on this special chart fluctuation pattern, a double number of "2", "4", "6", or "8" (i.e., an even number pattern) is finally displayed.
[0114] <Drawing of special chart 2 in time-saving state X (Figure 12(A))> In addition, if the player wins any of the small win patterns a, b, c, and d based on the lottery of the special chart 2 in the time-saving state X, the game will be controlled to the time-saving state X in response to the end of the two-type big win game (see Figure 8), and the special chart fluctuation pattern P41 will be selected, and in the fluctuation performance based on this special chart fluctuation pattern, the double number "7" will finally be displayed.
[0115] Furthermore, if the small win pattern e is won based on the lottery of special chart 2 in the time-saving state X, the state is controlled to a non-time-saving state upon completion of the two-type big win game (see Figure 8), and the special chart fluctuation pattern P44 is selected, and in the fluctuation presentation based on this special chart fluctuation pattern, a double number of "2", "4", "6", or "8" (i.e., an even number pattern) is finally displayed.
[0116] <Drawing of special chart 2 in time-saving state Y (Figure 12(B))> Furthermore, in the time-saving state Y, if the player wins any of the small win patterns a, b, c, or d based on the lottery of special chart 2, the game is controlled to the time-saving state Y in response to the end of the two-type big win game (see Figure 8), and the special chart change pattern P51 is selected, and in the change presentation based on this special chart change pattern, the repeated number "3" is finally displayed.
[0117] Furthermore, if the small win pattern e is won based on the lottery of special chart 2 in the time-saving state Y, the state is controlled to a non-time-saving state upon completion of the two-type big win game (see Figure 8), and the special chart change pattern P54 is selected, and in the change presentation based on this special chart change pattern, a double number of "2", "4", "6", or "8" (i.e., an even number pattern) is finally displayed.
[0118] <Drawing of special chart 2 in time-saving state Z (Figure 12(C))> In addition, if the small win pattern a is won based on the lottery of special chart 2 in the time-saving state Z, the state is controlled to time-saving state X in response to the end of the two-type big win game (see Figure 8), and the special chart fluctuation pattern P61 is selected, and in the fluctuation performance based on this special chart fluctuation pattern, the double number "7" is finally displayed.
[0119] Furthermore, if the small win pattern b is won based on the lottery of special chart 2 in the time-saving state Z, the state will be controlled to time-saving state Y in response to the end of the two-type big win game (see Figure 8), and the special chart fluctuation pattern P62 will be selected, and in the fluctuation presentation based on this special chart fluctuation pattern, the repeated number "3" will finally be displayed.
[0120] Furthermore, if either small win pattern c or small win pattern d is won based on the lottery of special chart 2 in time-saving state Z, the game will be controlled to time-saving state Z upon completion of the two-type jackpot game (see Figure 8), and special chart fluctuation pattern P63 will be selected, and in the fluctuation presentation based on this special chart fluctuation pattern, a double number of either "1" or "5" (i.e., odd number patterns excluding "3" and "7") will ultimately be displayed.
[0121] Furthermore, if the small win pattern e is won based on the lottery of special chart 2 in the time-saving state Z, the state is controlled to a non-time-saving state upon completion of the two-type big win game (see Figure 8), and the special chart fluctuation pattern P64 is selected, and in the fluctuation presentation based on this special chart fluctuation pattern, a double number of "2", "4", "6", or "8" (i.e., an even number pattern) is finally displayed.
[0122] In this mode, when a small win symbol is drawn based on the drawing of special symbol 2 in both the non-time-saving mode and each time-saving mode, a special symbol variation pattern with a 10-second variation time is always selected, and the instant win effect described below is executed based on this special symbol variation pattern (see Figures 11 and 12). The instant win effect is an effect in which a reach is formed with a certain effect symbol, after which a reach is formed with a certain effect symbol (number symbol), and a double number is displayed in the effect symbol. This is because the result of the drawing of special symbol 2 does not include any misses, and a small win is always won when the drawing of special symbol 2 is performed. Note that the instant win effect is also executed when a big win symbol is drawn based on the drawing of special symbol 1 in the time-saving mode.
[0123] Furthermore, when a change related to a loss is made based on the drawing of Special Chart 1 in the time-saving state, a special chart change pattern with an extremely short change time of 500 ms is selected. This is done so that when the time-saving state is entered, the remaining Special Chart 1 reserve (first Special Chart reserve) is quickly consumed, the change of Special Chart 2 begins, and the Special Chart 2 reserve (second Special Chart reserve) is accumulated as scheduled. In other words, even if the time-saving state X is entered with four Special Chart 1 reserves accumulated, the special chart changes related to that Special Chart 1 reserve (all changes based on the loss judgment result) are quickly consumed, the first Special Chart 2 change is made, and during that Special Chart 2 change, it is possible to accumulate up to the maximum number of Special Chart 2 reserves, which is three.
[0124] 4. About the start-up command The pachinko gaming machine 1 of this embodiment can execute a so-called pre-reading effect. The pre-reading effect is an effect that suggests the probability of winning a start winning before the win / loss determination immediately before the start of the special symbol variation (variable display of the special symbol) based on the start winning, by using a start winning command specified based on the determination information (random number value such as a jackpot random number) acquired by the start winning.
[0125] As shown in Fig. 13, the start winning command generated in this embodiment includes lottery result information, indicating whether it is a big win, a small win, a normal miss, or a special miss (time-saving miss). The start winning command in this embodiment also includes start port information, indicating which start port, the first start port 20 or the second start port 21, the winning port has been entered. Note that the start winning command only needs to include the lottery result information, and the information included in the start winning command other than the lottery result information can be changed as appropriate.
[0126] In this embodiment, the lottery result information includes information on the type of special symbol (see FIG. 13), but as long as it is possible to distinguish between a big win, a small win, a normal miss, and a special miss (a time-saving miss), it is not necessary to include information on the type of special symbol. In other words, the start winning command does not have to be able to distinguish between the type of big win symbol, the type of small win symbol, and the type of miss symbol.
[0127] 5. Operation of the gaming control microcomputer 81 [Main Control Main Processing] Next, the operation of the game control microcomputer 81 will be described with reference to FIGS. 14 to 34. The counters, timers, flags, statuses, buffers, and the like that appear in the description of the operation of the game control microcomputer 81 are provided in the RAM 84. When the power to the pachinko gaming machine 1 is turned on, the game control microcomputer 81 provided on the main control board 80 reads and executes the main control main processing program shown in FIG. 14 from the ROM 83. As shown in the figure, the main control main processing first performs initial settings (step S001). The initial settings include, for example, stack settings, constant settings, interrupt time settings, CPU 82 settings, SIO, PIO, and CTC (a circuit for managing interrupt time), and resetting various flags, statuses, counters, and the like. The initial value of a flag is "0" (i.e., "OFF"), the initial value of a status is "1," and the initial value of a counter is "0." The initial settings (S001) are performed only once after the power is turned on and are not performed thereafter.
[0128] Following the initial setting (S001), interrupts are disabled (S002), and the normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), the various random number counter values shown in FIG. 6 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it returns to "0" and is incremented again. Note that the period initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0129] When the normal symbol / special symbol main random number update process (S003) is completed, an interrupt is permitted (S004). While the interrupt is permitted, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on an interrupt pulse repeatedly input to the CPU 82, for example, at a 4 msec cycle. That is, it is executed at a 4 msec cycle, for example. Then, after the main timer interrupt process (S005) is completed and before the next main timer interrupt process (S005) is started, the update process of various counter values by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that if an interrupt pulse is input to the CPU 82 while the interrupt is prohibited, the main timer interrupt process (S005) does not start immediately, but starts after the interrupt is permitted (S004).
[0130] [Main-side timer interrupt processing] Next, the main-side timer interrupt processing (S005) will be explained. As shown in Figure 15, in the main-side timer interrupt processing (S005), output processing (S101) is first executed. In the output processing (S101), commands etc. set in the output buffer provided in RAM 84 of the main control board 80 in each process described below are output to the sub-control board 90, dispensing control board 110, etc.
[0131] In the input process (S102) that follows the output process (S101), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, first large prize hole sensor 30a, second large prize hole sensor 35a, normal prize hole sensor 27a, etc. (see Figure 4)) attached to the pachinko gaming machine 1 are read in and stored in the output buffer of RAM 84 as prize ball information. In addition, a detection signal from the lower tray full switch that detects when the lower tray 62 is full is also taken in and stored in the output buffer of RAM 84 as lower tray full data. Note that the number of prize balls awarded for winning at each prize hole is set to a predetermined value, such as two balls for the second start hole 21. However, the number of prize balls awarded for winning at each prize hole can be changed as appropriate.
[0132] The normal and special symbol main random number update process (S103) that is carried out next is the same as the normal and special symbol main random number update process (S003) that is carried out in the main control main process of Fig. 14. That is, the update process of the various random number counter values (including the normal symbol random number counter value) shown in Fig. 6 is carried out both during the execution period of the main side timer interrupt process (S005) and during other periods (the period from the end of the main side timer interrupt process (S005) to the start of the next main side timer interrupt process (S005)).
[0133] Following the normal symbol / special symbol main random number update process (S103), the following processes are executed: sensor detection process (S104), normal operation process (S105), special operation process (S106), distribution member control process (S107), and specific area sensor detection process (S108), which will be described later. Then, other processes (S109) are executed, and the main timer interrupt process (S005) is terminated. The other processes (S109) include controlling the second special symbol reserved indicator 43b to display the number of reserved balls based on the number of reserved balls for the special symbol 2 described below, and controlling the first special symbol reserved indicator 43a to display the number of reserved balls based on the number of reserved balls for the special symbol 1 described below. The main control main process steps S002 to S004 are then repeatedly executed (see FIG. 14) until the next interrupt pulse is input to the CPU 82. When the interrupt pulse is input (approximately 4 msec later), the main timer interrupt process (S005) is executed again. In the output process (S101) of the main-side timer interrupt process (S005) executed again, the commands etc. set in the output buffer of the RAM 84 in the previous main-side timer interrupt process (S005) are output.
[0134] [Sensor Detection Processing] As shown in Fig. 16, in the sensor detection processing (S104), first, it is determined whether or not a gaming ball has passed through the gate 28, i.e., whether or not a gaming ball has been detected by the gate sensor 28a (S201). If the gaming ball has passed through the gate 28 (YES in S201), the gate passing processing (S202) described below is performed. On the other hand, if the gaming ball has not passed through the gate 28 (NO in S201), the gate passing processing (S202) is skipped and the process proceeds to step S203.
[0135] In step S203, it is determined whether a game ball has entered the second starting hole 21, that is, whether a game ball has been detected by the second starting hole sensor 21a (S203). If a game ball has not entered the second starting hole 21 (NO in S203), the process proceeds to step S209. However, if a game ball has entered the second starting hole 21 (YES in S203), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved second symbol symbols, specifically, the value of the counter that counts the number of reserved second symbol symbols provided in RAM 84) has reached "3" (upper limit memory number) (S204). If the number of reserved balls for special symbol 2 has reached "3" (YES in S204), the process proceeds to step S209. However, if the number of reserved balls for special symbol 2 is less than "3" (NO in S204), 1 is added to the number of reserved balls for special symbol 2 (S205).
[0136] Next, a special chart 2 related random number acquisition process (S206) is performed. In the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the pattern type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (i.e., the random number group shown in Figure 6 (A) is acquired), and these acquired random number values are stored in a memory area of the second special chart reservation memory unit 85b (Figure 4) corresponding to the current number of special chart 2 reserved balls.
[0137] Next, a second start winning command identification process (S207) is performed. In the second start winning command identification process (S207), a second start winning command (an example of winning information) is identified using the start winning command identification table shown in FIG. 13 based on the random number group stored in step S206. Specifically, if the jackpot random number is "65535" and the symbol type random number is "0", the second start slot in the start winning command identification table in FIG. 13 is referenced to identify the command "E2H21H" as the second start winning command. The command consists of 2 bytes of information (1 byte of upper command (e.g., E2H) and 1 byte of lower command (e.g., 21H)).
[0138] The classification of the jackpot random numbers in the table shown in Figure 13 corresponds to the classification in the jackpot determination table (see Figure 7(A)), and the classification of the pattern type random numbers corresponds to the classification in the small jackpot pattern type determination table (Figure 7(C)). Therefore, the performance control microcomputer 91 that receives the start winning command related to such special pattern 2 can execute a pre-reading performance that suggests the type of game state according to the end of the type 2 jackpot game based on the information on the type of small jackpot pattern.
[0139] In the start winning command of this embodiment, the value of the upper digit of the two-digit upper command in hexadecimal is information specifying the type of command (that it is a start winning command). Also, the value of the lower digit of the upper command is start port information specifying the type of start port (whether it is a win in the first start port 20 or a win in the second start port 21). Also, the value of the two-digit lower command in hexadecimal is lottery result information including information on whether it is a big win, a small win, or a miss, and information on the type of special pattern. Note that these rules for generating the start winning command are just an example and can be changed as desired.
[0140] Next, the game control microcomputer 81 sets the second start winning command identified in step S207 in the output buffer of the RAM 84 (S208).
[0141] Next, in the sensor detection process (S104), it is determined whether a gaming ball has entered the first starting hole 20, that is, whether a gaming ball has been detected by the first starting hole sensor 20a (S209). If a gaming ball has not entered the first starting hole 20 (NO in S209), the process is terminated. However, if a gaming ball has entered the first starting hole 20 (YES in S209), it is determined whether the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in RAM 84) has reached "4" (S210). Then, if the number of reserved balls for special chart 1 has reached "4" (YES in S210), the process is terminated. However, if the number of reserved balls for special chart 1 is less than "4" (NO in S210), "1" is added to the number of reserved balls for special chart 1 (S211).
[0142] Next, a special chart 1 related random number acquisition process (S212) is performed. In the special chart 1 related random number acquisition process (S212), similar to the special chart 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the pattern type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the fluctuation pattern random number counter value (label-TRND-T1) are acquired (that is, the random number group shown in FIG. 6(A) is acquired), and these acquired random number values are stored in the memory area of the first special chart reservation memory unit 85a (FIG. 4) corresponding to the current number of special chart 1 reserved balls.
[0143] Next, a first start winning command identification process (S213) is performed. In the first start winning command identification process (S213), a first start winning command (an example of winning information) is identified using the start winning command identification table shown in FIG. 13 based on the random number group stored in step S212. Specifically, if the jackpot random number is "65535" and the pattern type random number is "0", the first start slot in the start winning command identification table in FIG. 13 is referenced to identify the command "E1H01H" as the first start winning command. The identified first start winning command includes lottery result information.
[0144] As in the case of the second start winning command described above, the classification of the jackpot random numbers in the table shown in FIG. 13 corresponds to the classification in the jackpot determination table (see FIG. 7(A)). Furthermore, the classification of the symbol type random numbers is designed to distinguish between the type of jackpot symbol and the type of losing symbol (see FIGS. 7(B)(D)). Therefore, the performance control microcomputer 91 that receives the start winning command related to such special symbol 1 can perform a pre-reading performance that suggests a jackpot win based on the information on whether it is a jackpot, or a pre-reading performance that suggests the type of game state corresponding to the end of the first type jackpot game based on the information on the type of losing symbol, or a pre-reading performance that suggests a transition to time-saving state X or time-saving state Y based on the information on the type of losing symbol.
[0145] Next, the game control microcomputer 81 sets the first start winning command identified in step S213 in the output buffer of the RAM 84 (S214), and ends the process.
[0146] [Gate Passing Process] As shown in Figure 17, in the gate passing process (S202), first, it is determined whether or not the normal symbol is waiting to change (S221). Waiting for the normal symbol to change means that neither the normal symbol change display nor the auxiliary game is being executed. If the normal symbol is not waiting to change (NO in S221), this process is immediately terminated, but if the normal symbol is waiting to change (YES in S221), the normal symbol random number acquisition process (S222) is performed. In the normal symbol random number acquisition process (S222), the normal symbol random number counter value (value of label-TRND-H, Figure 6 (B)) is acquired, and the acquired random number value is stored in a predetermined memory area of RAM 84.
[0147] [Normal Operation Processing] Following the sensor detection processing (S104), the game control microcomputer 81 performs the normal operation processing (S105) shown in FIG. 18. In the normal operation processing (S105), first, it determines whether the electric chute 22 is in operation (S301). If the electric chute is not in operation (NO in S301), it then determines whether a normal symbol is being displayed as a stopped symbol (from the start to the end of the normal symbol stop time) (S302). If a normal symbol is not being displayed as a stopped symbol (NO in S302), it then determines whether a variable normal symbol is being displayed (S303). If a variable normal symbol is not being displayed (NO in S303), it then determines whether the normal symbol random number obtained in step S222 before the win determination is stored (S304). If the normal symbol random number is not stored (NO in S304), this processing ends.
[0148] If a normal symbol random number is stored in step S304 (YES in S304), a win determination process (S305) is performed. In the win determination process (S305), if the time-saving state is not present, a win or a loss is determined based on the normal symbol win determination table for the non-time-saving state (see the non-time-saving state column in the table shown in FIG. 10(A)). If the time-saving state is present (time-saving state X, time-saving state Y, time-saving state Z), a win or a loss is determined based on the normal symbol win determination table for the time-saving state (see the time-saving state column in the table shown in FIG. 10(A)). Then, a symbol determination process is performed (S306) in which normal symbol stop symbol data corresponding to the result of the win determination process is set in a predetermined storage area of RAM 84. That is, in the symbol determination process (S306), if the result is a "miss," data corresponding to a "normal miss symbol" is set, and if the result is a "win," data corresponding to a "normal win symbol" is set. In this embodiment, the probability of winning the normal symbol lottery is the same whether the game is in a non-time-saving state or a time-saving state (time-saving state X, time-saving state Y, time-saving state Z).
[0149] Next, the game control microcomputer 81 performs a normal symbol fluctuation time determination process (S307). In the normal symbol fluctuation time determination process (S307), by referring to the normal symbol fluctuation pattern determination table shown in FIG. 10(B), if the gaming state is a non-time-saving state, a normal symbol fluctuation pattern with a normal symbol fluctuation time of 60 seconds is selected. On the other hand, if the gaming state is a time-saving state X, a normal symbol fluctuation pattern with a normal symbol fluctuation time of 100 ms is selected. If the gaming state is a time-saving state Y, a normal symbol fluctuation pattern with a normal symbol fluctuation time of 110 ms is selected. If the gaming state is a time-saving state Z, a normal symbol fluctuation pattern with a normal symbol fluctuation time of 120 ms is selected. In this way, the normal symbol fluctuation time in each time-saving state is extremely short.
[0150] After that, the game control microcomputer 81 starts displaying the normal symbol variation in the normal symbol variation pattern selected in step S307 (S310). In addition, in order to notify the sub-control board 90 of the start of the normal symbol variation, a normal symbol variation start command is set.
[0151] If the normal symbol is being displayed in the variable display mode in step S303 (YES in S303), it is then determined whether the normal symbol variable time has elapsed (S311). If not, the process ends. On the other hand, if the time has elapsed (YES in S311), the normal symbol variable display is stopped with the display result (normal winning symbol or normal losing symbol) corresponding to the normal symbol random number determination result (S312). Then, a normal symbol variable stop command is set to the sub-control board 90 to notify the normal symbol variable stop (S313), and the normal symbol stop time (500 ms in the non-time-saving state in this embodiment, 100 ms in the time-saving state; see FIG. 10(B)) is set (S314), and the process ends. In this way, the normal symbol stop time in each time-saving state is extremely short.
[0152] Also, if a normal symbol is currently displayed in step S302 (YES in S302), it is then determined whether the normal symbol stop time set in step S314 has elapsed (S315), and if not, the process ends. On the other hand, if it has elapsed (YES in S315), it is determined whether normal symbol stop symbol data for a normal winning symbol has been set (S316), and if it is not data for a normal winning symbol (i.e., if there is no win (NO in S316)), the process ends. On the other hand, if it is data for a normal winning symbol (i.e., if there is a win (YES in S316)), the opening pattern of the electric chute 22 is set (S317). In detail, if the non-time-shortening state is in effect, the opening pattern of the electric chute 22 is set to the opening pattern for the non-time-shortening state (see electric chute opening TBL1 in FIG. 10(C)). On the other hand, if the time-shortening state is X, the opening pattern for the time-shortening state X (see electric chute opening TBL2 in Figure 10(C)) is set as the opening pattern of the electric chute 22, if the time-shortening state is Y, the opening pattern for the time-shortening state Y (see electric chute opening TBL3 in Figure 10(C)) is set as the opening pattern of the electric chute 22, and if the time-shortening state is Z, the opening pattern for the time-shortening state Z (see electric chute opening TBL4 in Figure 10(C)) is set as the opening pattern of the electric chute 22. Then, the electric chute 22 is operated according to the opening pattern (predetermined operation pattern) set in step S317 (S318).
[0153] If the electric chute 22 is in operation in step S301 (YES in S301), it is then determined whether the operation time of the electric chute 22 has elapsed (S319), and if not, the process ends. On the other hand, if the time has elapsed (YES in S319), the operation of the electric chute 22 is ended (S320), and the time-shortened state end process (S321) is performed.
[0154] [Time-saving State End Processing] The time-saving state end processing is a process for ending the time-saving state based on the end of auxiliary play (operation of the electric chute 22). As shown in FIG. 19, in the time-saving state end processing (S321), the game control microcomputer 81 first determines whether the time-saving flag is ON (S401). If it is not ON, the process ends. If it is ON, the value of the auxiliary game counter, which counts the number of auxiliary games executed during the time-saving state, is decremented by 1 (S402) and the process ends. If it is not "0," the process ends. If it is "0," the time-saving flag is turned OFF (S404) and the game state flag is updated (S405). Note that when transitioning to each time-saving state, the auxiliary game counter is set to a value corresponding to the time-saving state to which the transition is made.
[0155] In the game status flag update process (S405), the value of the game status flag is set to a value corresponding to the current game status. As shown in the table in FIG. 19, if the time-shortening flag is OFF and the value of the auxiliary game counter is "0," the game is about to transition to a non-time-shortening state, so the value of the game status flag is set to "1," which corresponds to the non-time-shortening state. If the time-shortening flag is ON and the value of the auxiliary game counter is "4," the game is about to transition to time-shortening state X, so the value is set to "2," which corresponds to time-shortening state X. If the time-shortening flag is ON and the value of the auxiliary game counter is "2," the game is about to transition to time-shortening state Y, so the value is set to "3," which corresponds to time-shortening state Y. If the time-shortening flag is ON and the value of the auxiliary game counter is "1," the game is about to transition to time-shortening state Z, so the value is set to "4," which corresponds to time-shortening state Z.
[0156] In this game status flag update process (S405), the time-shortening flag has just been turned OFF and the value of the auxiliary game counter is "0", so the value of the game status flag is set to "1", which corresponds to the non-time-shortening state. Following step S405, the game control microcomputer 81 sets a game status designation command including information on the game status flag (i.e., information on the current game status) in the output buffer of the RAM 84 (S406). By outputting this command, the sub-control board 90 is notified of information on the current game status.
[0157] [Special Action Processing] After the normal action processing (S105), the game control microcomputer 81 performs the special action processing (S106) shown in Fig. 20. In the special action processing (S106), the processing related to the special symbol display device 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into five stages, and "special action status 1, 2, 3, 4, 5" is assigned to each of these stages. If the "special operation status" is "1" (YES in S901), a special symbol standby process (S902) is performed; if the "special operation status" is "2" (NO in S901, YES in S903), a special symbol variable process (S904) is performed; if the "special operation status" is "3" (NO in S901, S903, YES in S905), a special symbol determination process (S906) is performed; if the "special operation status" is "4" (NO in S901, S903, S905, YES in S907), a special electric accessory process 1 (S908) is performed as a big win game; if the "special operation status" is "5" (NO in S901, S903, S905, S907), a special electric accessory process 2 (S909) is performed as a small win game. The special operation status is initially set to "1".
[0158] [Special symbol waiting process] As shown in Figure 21, in the special symbol waiting process (S902), first, it is determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls in special symbol 2) is "0" (S1001). If the number of reserved balls in special symbol 2 is "0" (YES in S1001), that is, if there is no memory of the random number counter value group acquired due to winning in the second starting port 21, it is determined whether the number of reserved balls in the first starting port 20 (i.e., the number of reserved balls in special symbol 1) is "0" (S1007). If the number of reserved balls for special chart 1 is also "0" (YES in S1007), that is, if there is no memory of the random number counter value group acquired as a result of winning at the first starting port 20, it is determined whether the display screen 7a of the image display device 7 has already been set to the standby screen (demo screen for waiting for customers) (S1013), and if so (YES in S1013), the process is terminated, and if not (NO in S1013), the standby screen setting process (S1014) is performed. In the standby screen setting process (S1014), a predetermined standby time is waited for, and a customer waiting standby command is set to display the standby screen.
[0159] If the number of reserved balls for special symbol 2 is not "0" in step S1001 (NO in S1001), i.e., if there is a memory of a group of random number counter values (reserved information for special symbol 2) acquired as a result of winning in the second starting slot 21, the game control microcomputer 81 performs the special symbol 2 jackpot determination process (S1002) and the special symbol 2 variation pattern selection process (S1003), which will be described later. The game control microcomputer 81 then decrements the number of reserved balls for special symbol 2 by 1 (S1004). The storage location (memory area) of various counter values in the second special symbol reservation memory unit 85b is shifted one position from the current position toward the side from which the ball is to be read, and the memory area corresponding to the third reserved ball in the second special symbol reservation memory unit 85b (the memory area farthest from the side from which the ball is to be read) is cleared (S1005). In this way, the reserved second symbol balls are consumed in the order in which they were reserved. The game control microcomputer 81 then executes the special symbol 2 variation start process (S1006). In the special symbol 2 variation start processing (S1006), the special operation status is set to "2" and the variation start command is set in the output buffer of RAM 84 to start the variation display of the second special symbol. The variation start command (also called the special symbol 2 variation start command) set in the special symbol 2 variation start processing (S1006) includes information on the special symbol stop symbol data set in the special symbol 2 big win determination processing (S1002) and information on the variation pattern set in the special symbol 2 variation pattern selection processing (S1003) (information including information on the variation time).
[0160] Furthermore, if the number of reserved balls for special symbol 2 is "0" but the number of reserved balls for special symbol 1 is not "0" (YES in S1001 and NO in S1007), i.e., there is no reserved information for special symbol 2, but there is one or more stored random number counter values (reserved information for special symbol 1) acquired as a result of winning at the first starting hole 20, the special symbol 1 jackpot determination process (S1008) and special symbol 1 variation pattern selection process (S1009) are performed. The game control microcomputer 81 then decrements the number of reserved balls for special symbol 1 by 1 (S1010). The storage location (memory area) of various counter values in the first special symbol reservation memory unit 85a is shifted one position from the current position toward the side where the balls are to be read, and the memory area corresponding to the fourth reserved ball in the first special symbol reservation memory unit 85a (the memory area farthest from the side where the balls are to be read) is cleared (S1011). In this way, the reserved first special symbols are consumed in the order in which they were reserved. Next, the game control microcomputer 81 executes the special symbol 1 variation start process (S1012). In the special symbol 1 variation start process (S1012), the special operation status is set to "2" and a variation start command is set in the output buffer of the RAM 84, and the variation display of the first special symbol begins. The variation start command (also called the special symbol 1 variation start command) set in the special symbol 1 variation start process (S1012) includes information on the special symbol stop symbol data set in the special symbol 1 jackpot determination process (S1008) and information on the variation pattern set in the special symbol 1 variation pattern selection process (S1009) (information including variation time information).
[0161] As described above, in this mode, the variable display of the special symbol based on the reserved first special symbol is performed only when the reserved second special symbol is "0" (YES in S1001). In other words, the consumption of the reserved second special symbol is executed in priority to the consumption of the reserved first special symbol. And in this mode, the lottery based on the reserved second special symbol always wins a small prize, and in that small prize game, it is always possible to pass through the specific area 39. This point will be described in detail later.
[0162] [Special Chart 2 Jackpot Determination Process (Special Chart 1 Jackpot Determination Process)] The special chart 2 jackpot determination process (S1002) and the special chart 1 jackpot determination process (S1008) have the same processing flow, so they will be explained together based on FIG. 22. As shown in FIG. 22, in the special chart 2 jackpot determination process (S1002) or the special chart 1 jackpot determination process (S1008), first, the jackpot random number counter value (the value of label -TRND-A) is read as the determination value (S1101). In detail, in the special chart 2 jackpot determination process (S1002), the jackpot random number counter value stored in the second special chart reserve memory unit 85b of RAM 84 (more specifically, the memory area corresponding to the first of the second special chart reserves) is read. In addition, in the special chart 1 jackpot determination process (S1008), the jackpot random number counter value stored in the first special chart reserve memory unit 85a of RAM 84 (more specifically, the memory area corresponding to the first of the first special chart reserves) is read.
[0163] Next, a jackpot determination table (FIG. 7(A)) is set (S1102). Next, it is determined whether or not a jackpot has occurred based on the set jackpot determination table (S1103). If the result of the jackpot determination (S1103) is a "jackpot," the jackpot flag is turned ON (S1104), and the symbol type random number counter value (value of label-TRND-AS) is read out, and the jackpot symbol type (type of jackpot) is determined based on the jackpot symbol type determination table shown in FIG. 7(B) (S1105). After the jackpot symbol type is determined (S1105), special symbol stop symbol data (see FIG. 7(B)) corresponding to the jackpot symbol type is set in a special symbol type buffer provided in RAM 84 (S1106), and the process ends.
[0164] On the other hand, if the result of the big win determination (S1103) is not a "big win," it is determined whether or not it is a small win (S1107). If the result of the small win determination (S1107) is a "small win," the small win flag is turned ON (S1108), the symbol type random number counter value (value of label-TRND-AS) is read, and the small win symbol type (type of small win) is determined based on the small win symbol type determination table shown in Fig. 7(C) (S1109). After determining the small win symbol type (S1109), the special symbol stop symbol data (see Fig. 7(C)) corresponding to the small win symbol type is set in the special symbol type buffer provided in RAM 84 (S1110), and the processing ends.
[0165] Also, if it is not a big win (NO in S1103) or a small win (NO in S1107), it is a "miss", so the symbol type random number counter value (value of label-TRND-AS) is read out, and the type of the missing symbol (type of miss) is determined based on the missing symbol type determination table shown in Fig. 7(D) (S1112). After determining the type of missing symbol (S1112), the special symbol stop symbol data (see Fig. 7(D)) corresponding to the type of missing symbol is set in the special symbol type buffer provided in RAM 84 (S1113), and the process ends.
[0166] [Special chart 2 variation pattern selection process (special chart 1 variation pattern selection process)] The special chart 2 variation pattern selection process (S1003) and the special chart 1 variation pattern selection process (S1009) have the same processing flow, so they will be explained together based on Figures 23 and 24. As shown in Figure 23, in the special chart 2 variation pattern selection process (S1003) or the special chart 1 variation pattern selection process (S1009), first, it is determined whether the game state is in a non-time-saving state (whether the time-saving flag is OFF or not) (S1301).
[0167] If the game is in a non-time-saving state (YES in S1301), it is then determined whether the jackpot flag is ON (S1302). If it is ON (YES in S1302), the table for jackpots in a non-time-saving state (the portion of the table shown in FIG. 11 that corresponds to the jackpot) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (the value of label-TRND-T1) (S1303). As shown in FIG. 11, once the fluctuation pattern is determined, the fluctuation time is also determined.
[0168] It should be noted that a variation pattern is associated with a variation presentation, and once a variation pattern is determined, a variation presentation according to that variation pattern is executed. Specifically, for example, in a variation presentation based on variation pattern P1, an SP reach is executed, and in a variation presentation based on variation pattern P2, a normal reach (N reach) is executed (see the remarks column of the table shown in FIG. 11). Here, an SP reach (super reach) is a reach with a longer variation time after the reach than a normal reach, and the allocation rate of the table is set so that the winning expectation rate (expectation rate for winning a jackpot) is higher than that of a normal reach. In this embodiment, a super reach is executed in a progressive manner after a normal reach.
[0169] Also, in step S1302, if the big win flag is not ON (NO in S1302), it is determined whether the small win flag is ON (S1304). If it is ON (YES in S1304), the table for small and medium wins in the non-time-saving state (the portion of the table shown in FIG. 11 that corresponds to the small win) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1305). In addition, in the non-time-saving state, the pause time when a small win is won based on the lottery of special chart 2 is set to a long 20,000 ms (see FIG. 11). This is because, since the player has not hit the right hand in the non-time-saving state, this pause time is used to notify the player of the right hand and encourage the occurrence of V passing.
[0170] Also, in step S1304, if the small win flag is not ON (NO in S1304), it is determined whether the type of the losing symbol is "losing symbol B" (S1306). "Losing symbol B" is a special losing symbol that transitions to time-saving state X (maximum number of supplementary games: 4 times) depending on the lapse of the stop time of the special symbol (see FIG. 9(A)). If the type of the losing symbol is "losing symbol B" (YES in S1306), a variable pattern is selected based on the variable pattern random number counter value (value of label-TRND-T1) by referring to the table for losing symbol B in the non-time-saving state (the portion of the table shown in FIG. 11 that corresponds to losing symbol B) (S1307). In this embodiment, if the losing symbol is B, it is determined to be variable pattern P15.
[0171] Also, in step S1306, if it is not "losing symbol B" (NO in S1306), it is then determined whether the type of the losing symbol is "losing symbol C" (S1308). "Losing symbol C" is a special losing symbol that transitions to time-saving state Y (upper limit number of supplementary games 2 times) depending on the lapse of the stop time of the special symbol (see FIG. 9(A)). If the type of the losing symbol is "losing symbol C" (YES in S1308), a variable pattern is selected based on the variable pattern random number counter value (value of label-TRND-T1) by referring to the table for losing symbol C in the non-time-saving state (the portion of the table shown in FIG. 11 that corresponds to losing symbol C) (S1309). In this embodiment, if it is a losing symbol C, it is determined to be variable pattern P16.
[0172] In this embodiment, when the fluctuation pattern P15 is determined, and when the fluctuation pattern P16 is determined, an SP reach with a high probability of winning is executed. Then, in this SP reach, a failure effect (failure effect) is executed, but if the SP reach is based on the fluctuation pattern P15, a RUSH entry effect (ultra special RUSH entry effect) that suggests a transition to the time-saving state X is executed after the failure effect, and if the SP reach is based on the fluctuation pattern P16, a RUSH entry effect (special RUSH entry effect) that suggests a transition to the time-saving state Y is executed after the failure effect (see Figure 46 (A) to (D)). This point will be described later.
[0173] Also, in step S1308, if it is not "losing symbol C" (NO in S1308), it is a normal loss (losing symbol A, see FIG. 9(A)), so next, it is determined whether the reach random number counter value (value of label-TRND-RC) is a reach establishment random number value (S1310). As shown in FIG. 7(E), the reach establishment random number value is "0" to "11" in the time-saving state, and "0" to "27" in the non-time-saving state. In other words, in the time-saving state, it is more difficult to reach when there is a normal loss than in the non-time-saving state. This is because by selecting more non-reach losses with short fluctuation times in the time-saving state, the speed at which the reserved special symbols are consumed is increased. If the reach random number counter value is a reach establishment random number value (YES in S1310), that is, if there is a reach but a miss, a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the table for reach but a miss during non-time-shortened state (the part of the table shown in Figure 11 that corresponds to reach but a miss) (S1311).
[0174] On the other hand, if the reach random number counter value is not a reach establishment random number value (NO in S1310), that is, if it is a miss without a reach, a table for misses without a reach during non-time-shortened state (the part of the table shown in Figure 11 that corresponds to misses without a reach) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1312).
[0175] In addition, when there is no reach and miss in the special symbol 1 variation pattern selection process (S1009), the function of shortening the variation according to the number of reserved balls is activated. In other words, when the number of reserved balls of the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of reserved balls of the special symbol is "0" to "2".
[0176] Also, in step S1301, if it is determined that the game state is not in a non-time-shortened state (NO in S1301), that is, if it is determined that the game state is in a time-shortened state, as shown in FIG. 24, if the type of the time-shortened state is "time-shortened state X" (YES in S1313), a variation pattern is selected according to the special chart variation pattern determination table for the time-shortened state X shown in FIG. 12(A) (S1314). Also, if the type of the time-shortened state is "time-shortened state Y" (NO in S1313, YES in S1315), a variation pattern is selected according to the special chart variation pattern determination table for the time-shortened state Y shown in FIG. 12(B) (S1316). Also, if the type of the time-shortened state is "time-shortened state Z" (NO in S1313, NO in S1315), a variation pattern is selected according to the special chart variation pattern determination table for the time-shortened state Z shown in FIG. 12(C) (S1317). In this embodiment, the type of time-shortening state is determined by referring to the value of the gaming state flag (see the table in FIG. 19).
[0177] When selecting a fluctuation pattern in the time-saving state, the process is the same as in the non-time-saving state, except that the special chart fluctuation pattern determination table to be referenced is the table corresponding to each time-saving state (see Figures 12(A) to (C)). In time-saving state X, time-saving state Y, and time-saving state Z, the lottery for special chart 2 is mainly carried out. Then, no matter which small winning pattern the result of the lottery for special chart 2 is, a fluctuation pattern with a fluctuation time of 10 seconds is selected as shown in Figure 12, and an instant win effect is executed.
[0178] Furthermore, if the result of the lottery for special chart 1 in time-saving state X, time-saving state Y, and time-saving state Z is a special miss (missing symbol B, missing symbol C), variation pattern P35 is selected, just as in the case of a normal miss (missing symbol A). When this variation pattern P35 is selected, a shortened variation of 500 ms occurs. In the variation effect accompanying the shortened variation, as soon as the display of the variation of the performance symbols 8L, 8C, and 8R begins, the performance symbols 8L, 8C, and 8R are stopped and displayed with the result indicating a miss (variance). In this way, a special miss in the time-saving state is essentially treated the same as a normal miss.
[0179] After selecting the variation pattern as described above, the selected variation pattern is set (S1320) as shown in Figure 23, and this process ends. The information on the variation pattern set in step S1320 is included in the variation start command set in step S1006 or S1012 in the special symbol standby process (S902).
[0180] [Special Symbol Variation Processing] As shown in Figure 25, in the special symbol variation processing (S904), first, it is determined whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1003 or S1009, see Figures 11 and 12) has elapsed (S1501). If it has not elapsed (NO in S1501), this processing is immediately ended. This allows the variation display of the special symbol to continue.
[0181] On the other hand, if the fluctuation time has elapsed (YES in S1501), a fluctuation stop command is set (S1502), and the special operation status is set to "3" (S1503). Then, other processing is performed, such as stopping the special symbol fluctuation display at a symbol (big win symbol, small win symbol, or losing symbol) according to the set special symbol stop symbol data (see Figures 7(B) to (D)) (S1504), and this processing ends.
[0182] [Special Symbol Determination Process] As shown in Figure 26, in the special symbol determination process (S906), first, it is determined whether the stop time of the special symbol (see Figures 11 and 12) has elapsed (S1601). If it has not elapsed (NO in S1601), this process is immediately terminated. On the other hand, if the stop time has elapsed (YES in S1601), the game status management process (described later) is performed (S1602).
[0183] Next, it is determined whether the jackpot flag is ON (S1603). If the jackpot flag is ON (YES in S1603), the special action status is set to "4" (S1604). Then, the game control microcomputer 81 determines whether the time-saving flag is ON (S1605). If it is not ON, the process proceeds to step S1607-1. If it is ON, the time-saving flag is turned OFF (S1606) and the process proceeds to step S1607-1. As a result, the jackpot game is controlled to a non-time-saving state (low base state). Note that the low base state in this embodiment refers to a low base state in the sense that there is no winning support due to the electric chute 22 being frequently opened, and does not take into account base-up based on the operation of the big winning device.
[0184] In step S1607-1, the game control microcomputer 81 clears the value of the ceiling counter to 0. As described above, the pachinko game machine 1 of this embodiment controls from the non-time-shortened state to the time-shortened state X without going through the jackpot game when the special symbol variation has been performed a predetermined number of times (the ceiling number of times, 950 times in this embodiment) after the end of the jackpot game. The ceiling counter is set to "950" at the timing of the end of the jackpot game, and is decremented by 1 each time the special symbol variation is performed. Step S1607-1 is a process of clearing the value of this ceiling counter to 0 at the start of the jackpot game. The ceiling counter is also set to "950" when the RAM is cleared.
[0185] Following step S1607-1, the game control microcomputer 81 sets a jackpot opening command to start the jackpot game (S1607-2), and starts the opening of the jackpot game (S1608). Following step S1608, the game control microcomputer 81 sets an opening pattern (see FIG. 8 for details) corresponding to the type of jackpot symbol that has been won (S1609). At this time, the value of a jackpot opening counter that counts the number of times the jackpot opening has been opened during the special game is set to a value corresponding to the type of jackpot symbol that has been won. Note that the setting of the opening pattern (setting of data corresponding to the opening pattern) may be performed for each round.
[0186] On the other hand, if the big win flag is not ON in step S1603 (NO in S1603), it is then determined whether the small win flag is ON (S1610). If the small win flag is ON (YES in S1610), the special operation status is set to "5" (S1611). Note that if the small win flag is ON, it will not be turned OFF even if the time-saving flag is ON. After that, to start the small win game, a small win opening command is set (S1612), and the opening of the small win game begins (S1613).
[0187] Following step S1613, the game control microcomputer 81 sets an opening pattern (see FIG. 8 for details) according to the type of small win symbol that has been won (S1614). At this time, the value of the large prize opening counter is set to a value according to the type of small win symbol that has been won. Thereafter, the game control microcomputer 81 turns on the distributing member operation flag (S1615) and ends this processing. The distributing member operation flag is a flag that indicates that it is the period in which the distributing member 71 is to be operated. That is, in this embodiment, the operation of the distributing member 71 begins with the opening of the small win game. The operation pattern of the distributing member will be described in detail later.
[0188] If the small win flag is not ON in step S1610 (NO in S1610), neither the big win game nor the small win game will start, so the special operation status is set to "1" (S1616) and this process ends.
[0189] [Game Status Management Process] As shown in Fig. 27, in the game status management process (S1602), first, it is determined whether or not the time-saving flag is OFF (S1710). If the time-saving flag is not OFF (NO in S1710), the process proceeds to step S1720. If the time-saving flag is OFF (YES in S1710), it is then determined whether or not the special symbol displayed in a stopped state is a special miss (miss symbol B or miss symbol C) (S1711). If it is not a special miss (NO in S1711), the process proceeds to step S1720. If it is a special miss (YES in S1711), the time-saving flag is turned ON (S1712), and the upper limit number of auxiliary games (see Fig. 9(A)) corresponding to the type of missing symbol is set in the auxiliary game counter (S1713), and game status flag update process (S1714) is performed.
[0190] In this game status flag update process (S1714), if the time-saving flag has been turned on based on the losing symbol B, the value of the auxiliary game counter is set to "4", so the value of the game status flag is set to the value "2" corresponding to the time-saving state X (see the table in FIG. 19). This controls the game to the time-saving state X. Also, if the time-saving flag has been turned on based on the losing symbol C, the value of the auxiliary game counter is set to "2", so the value of the game status flag is set to the value "3" corresponding to the time-saving state Y (see the table in FIG. 19). This controls the game to the time-saving state Y.
[0191] In this embodiment, the time-saving state ends when a predetermined maximum number of auxiliary games (maximum number of auxiliary games) are played, or when the next jackpot game is played. If the ceiling is reached during the time-saving state, a new time-saving state is set based on the ceiling being reached. In this embodiment, the time-saving state is controlled based on a special miss only when the non-time-saving state is active (when step S1710 is YES).
[0192] Following step S1714, the game control microcomputer 81 sets a game state designation command including game state flag information (i.e., information on the current game state) in the output buffer of the RAM 84 (S1715), and proceeds to step S1720. By outputting this command, the sub-control board 90 is notified of information on the current game state.
[0193] In step S1720, the game control microcomputer 81 performs a ceiling process, which will be described later. The ceiling process (S1720) is a process related to control to a time-shortened state based on reaching the ceiling.
[0194] [Ceiling Processing] As shown in Figure 28, in ceiling processing (S1720), first, the game control microcomputer 81 determines whether the value of the ceiling counter is greater than 0 (S1721). If the result of this determination is NO, this processing is immediately terminated, but if the result of this determination is YES, the value of the ceiling counter is decremented by 1 (S1722) and it is determined whether the value of the ceiling counter is 0 (S1723).
[0195] If the value of the ceiling counter is not 0 (NO in S1723), this process is immediately terminated, but if the value of the ceiling counter is 0 (YES in S1723), the ceiling has been reached, so the time-saving flag is turned ON (S1724), and the upper limit number of auxiliary games corresponding to the reaching of the ceiling (4 times in this embodiment, see FIG. 9(B)) is set in the auxiliary game counter (S1725), and a game status flag update process (S1726) is performed. In this game status flag update process (S1726), the time-saving flag has just been turned ON based on the reaching of the ceiling, and the value of the auxiliary game counter is set to "4", so the value of the game status flag is set to "2" corresponding to the time-saving state X (see the table in FIG. 19). As a result, the game is controlled to the time-saving state X.
[0196] Following step S1726, the game control microcomputer 81 sets a game state designation command including game state flag information (i.e., information about the current game state) in the output buffer of RAM 84 (S1727), and then ends this process. By outputting this command, information about the current game state is notified to the sub-control board 90. Note that this ceiling process is performed not only during the non-time-shortened state but also during the time-shortened state. Therefore, if the value of the ceiling counter is decremented by 1 during the time-shortened state to 0, a new time-shortened state X is set.
[0197] [Special Electric Device Processing 1 (Jackpot Game)] Special electric device processing 1 is processing for executing a jackpot game such as a type 1 jackpot game or a type 2 jackpot game. As shown in FIG. 29, in special electric device processing 1 (S908), first, it is determined whether or not the jackpot end flag is ON (S2001). The jackpot end flag is a flag indicating that the opening of all first big winning devices 31 has been completed in the jackpot game in which a winning jackpot has been won.
[0198] If the jackpot end flag is not ON (NO in S2001), it is determined whether the first major prize opening 30 is currently open (i.e., whether the first major prize device 31 is currently open) (S2002). If it is not currently open (NO in S2002), it is determined whether the time has come to open the first major prize opening 30, that is, whether the opening time for the jackpot has passed and it is time to start opening the first major prize opening 30, or whether the interval time between openings has passed and it is time to start the next opening (S2003).
[0199] If the determination result in step S2003 is NO, the process ends. On the other hand, if the determination result in step S2003 is YES, the first major winning opening 30 is opened according to the set opening pattern (S2004).
[0200] If the first major prize opening 30 is open in step S2002 (YES in S2002), it is determined whether the number of prizes won by the first major prize opening 30 in that unit open game has reached the specified maximum number of prizes (10 in this embodiment) (S2005). If the specified number of prizes has not been reached (NO in S2005), it is determined whether it is time to close the first major prize opening 30 (i.e., whether a specified opening time (see FIG. 8) has passed since the first major prize opening 30 was opened) (S2006). If the opening time of the first major prize opening 30 has not passed (NO in S2006), this process ends.
[0201] On the other hand, if the specified number of winnings has been reached (YES in S2005) or if the opening time of the first large prize opening 30 has elapsed (YES in S2006), that is, if either of the two opening termination conditions is met, the first large prize opening 30 is closed (blocked) (S2007). Then, the value of the large prize opening counter is decremented by 1 (S2008), and it is determined whether the value of the large prize opening counter is "0" or not (S2009). If it is not "0" (NO in S2009), the process ends as is to start the next opening.
[0202] On the other hand, if it is "0" (YES in S2009), the jackpot ending command (see FIG. 8) is set to end the jackpot game (S2010), and the jackpot ending is started (S2011). Then, the jackpot end flag is set and the process ends (S2012).
[0203] If the jackpot end flag is ON in step S2001 (YES in S2001), all openings of the first major winning slots 30 in the jackpot game have been completed, so it is determined whether the jackpot ending time has elapsed (S2013). If the ending time has not elapsed (NO in S2013), the process ends. On the other hand, if the ending time has elapsed (YES in S2013), the jackpot end flag is turned OFF (S2014) and the jackpot flag is turned OFF (S2015). Then, after setting the special operation status to "1" (S2016), the game status setting process (S2017) described below is performed, and the process ends.
[0204] [Game Status Setting Process] As shown in Figure 30, the game status setting process (S2017) first determines whether the winning symbol (jackpot symbol or small win symbol) that triggered the current jackpot game is a symbol that triggers control to the time-saving state (see Figure 8) in consideration of the game status at the time of winning (S2101). If the result of this determination is NO, the process proceeds to step S2104. If the result of this determination is YES, the time-saving flag is turned ON (S2102), and the maximum number of auxiliary games (see Figure 8) corresponding to the type of winning symbol and the game status at the time of winning is set in the auxiliary game counter (S2103), and the process proceeds to step S2104. By executing steps S2102 and S2103, the game status after the current jackpot game becomes time-saving state X, time-saving state Y, or time-saving state Z.
[0205] In step S2104, the game control microcomputer 81 performs a game status flag update process (S2104). In this game status flag update process (S2104), if the time-shortening flag is OFF, the value of the game status flag is set to "1" corresponding to the non-time-shortening state, if the time-shortening flag is ON and the value of the auxiliary game counter is set to "4", the value of the game status flag is set to "2" corresponding to the time-shortening state X, if the time-shortening flag is ON and the value of the auxiliary game counter is set to "2", the value of the game status flag is set to "3" corresponding to the time-shortening state Y, and if the time-shortening flag is ON and the value of the auxiliary game counter is set to "1", the value of the game status flag is set to "4" corresponding to the time-shortening state Z (see the table in FIG. 19).
[0206] Following step S2104, the game control microcomputer 81 sets a game state designation command including game state flag information (i.e., information on the current game state) in the output buffer of the RAM 84 (S2105). By outputting this command, the sub-control board 90 is notified of information on the current game state.
[0207] After that, the game control microcomputer 81 sets the value of the ceiling counter to "950" (S2106), and then ends this process.
[0208] [Special Electric Device Processing 2 (Small Win Game)] Special electric device processing 2 is processing for executing a small win game in which the second large winning device 36 equipped with the specific area 39 is opened. As shown in Figures 31 and 32, in special electric device processing 2 (S909), first, it is determined whether or not the small win end flag is ON (S2301). The small win end flag is a flag that indicates that the opening of the second large winning device 36 has ended in the small win game.
[0209] If the small win end flag is not ON (NO in S2301), it is determined whether the second large prize opening 35 is currently open (i.e., whether the second large prize device 36 is currently open) (S2302). If it is not currently open (NO in S2302), it is determined whether the time has come to open the second large prize opening 35, that is, whether the predetermined pre-opening interval (small win opening) time has passed and it is time to start opening the second large prize opening 35 (S2303).
[0210] If the result of the determination in step S2303 is NO, the process ends. On the other hand, if the result of the determination in step S2303 is YES, the second large prize opening 35 is opened according to the opening pattern (see FIG. 8) corresponding to the type of the small prize symbol that has been won (S2304).
[0211] If the second major prize opening 35 is open in step S2302 (YES in S2302), it is determined whether the number of prizes won through the second major prize opening 35 has reached the specified maximum number of prizes (10 in this embodiment) (S2305). If the specified number of prizes has not been reached (NO in S2305), it is determined whether the time has come to close the second major prize opening 35 (i.e., whether a specified opening time (1.6 seconds in this embodiment as shown in Figure 8) has passed since the second major prize opening 35 was opened) (S2306). Then, if the opening time of the second major prize opening 35 has not passed (NO in S2306), this process ends.
[0212] On the other hand, if the specified number of winnings has been reached (YES in S2305) or the opening time of the second large prize opening 35 has elapsed (YES in S2306), that is, if either of the two opening end conditions is met, the second large prize opening 35 is closed (blocked) (S2307). Then, the value of the large prize opening counter is decremented by 1 (S2308), and the small prize end flag is set (S2309), and this process ends.
[0213] Also, if the small win end flag is ON in step S2301 (YES in S2301), as shown in FIG. 32, it is determined whether a predetermined time (post-closing interval time) has elapsed since the second large winning opening 35 was closed during the small win game (S2310), and if the post-closing interval time has not elapsed (NO in S2310), the processing ends. The post-closing interval time during the small win game will be described later. On the other hand, if the post-closing interval time has elapsed (YES in S2310), the small win end flag is turned OFF (S2311), and the small win flag is turned OFF (S2312), and the process proceeds to step S2313.
[0214] In step S2313, it is determined whether or not the V flag is ON. The V flag is a flag that indicates that a gaming ball has passed through the specific area 39 during execution of a small win game, and is a flag that is turned ON in step S2603 (see FIG. 34), which will be described later. If this V flag is not ON (NO in S2313), a type 2 big win game will not be executed, so the value of the big prize opening counter is cleared to "0" (S2314), and the special action status is set to "1" (S2315), and the processing ends.
[0215] On the other hand, if the V flag is ON (YES in S2313), the game control microcomputer 81 turns OFF the V flag (S2317), turns ON the jackpot flag (S2318), and sets the special action status to "4" (S2319) to execute a type 2 jackpot game. Next, if the time-reduction flag is ON (YES in S2320), the time-reduction flag is turned OFF (S2321). The value of the ceiling counter is then cleared to 0 (S2322-1). After that, the game control microcomputer 81 sets a jackpot opening command (see FIG. 8) (S2322-2) and starts the jackpot opening (S2323). This transition occurs from a small jackpot game in which the second large prize opening 35 is opened for a short time to a type 2 jackpot game.
[0216] [Distributing Member Control Processing] The game control microcomputer 81 performs the distributing member control processing (S107) following the special operation processing (S106) (see FIG. 15). In the distributing member control processing (S107), as shown in FIG. 33, first, it is determined whether the distributing member operation flag is ON (S2501). If the distributing member operation flag is not ON, this processing is terminated. On the other hand, if the distributing member operation flag is ON, the opening of the small win game has started (see FIG. 26), so the distributing member operation processing (S2502) is performed to operate the distributing member 71 in a predetermined operation pattern, and the V valid period setting processing (S2503) is also performed.
[0217] In the distributing member operation process (S2502), a timer is set to measure the operation time of the distributing member 71, and based on the timing using the timer, the distributing member solenoid 73 is turned ON when it is time to open the distributing member 71, and the distributing member solenoid 73 is turned OFF when it is time to close the distributing member 71. As a result, the distributing member 71 moves in a constant manner from the start of the opening of the small win game.
[0218] Specifically, as shown in Figure 39(c), the distributing member 71 is first controlled to a passage-blocking state (the state shown by the dashed line in Figure 2) for 8 ms from the start of the opening of the small win game. This is called the pre-opening interval. Next, it is controlled to a passage-permitting state (the state shown by the two-dot chain line in Figure 2) for 4600 ms. This is called V-opening. Next, it is controlled to a passage-blocking state for 3000 ms. This is called the post-closing interval. This series of operations consisting of "pre-opening interval ⇒ V-opening ⇒ post-closing interval" is the constant operation of the distributing member 71.
[0219] Furthermore, in the V effective period setting process (S2503), a V effective period is set for a certain operation of the sorting member 71 as described above. The V effective period is a period during which, when a detection is made by the specific area sensor 39a, the detection is considered valid and the V flag is turned ON. As shown in FIG. 39(d), the V effective period is from the start of opening of the specific area 39 (the point at which the sorting member 71 is controlled to the passing-permitting state) until a predetermined time has elapsed. The predetermined time is set to be longer than the opening time of the specific area 39 (the time during which the sorting member 71 is controlled to the passing-permitting state). This is done in consideration of the time lag until a gaming ball that has passed the arrangement position of the sorting member 71 reaches the specific area 39.
[0220] Specifically, in the V valid period setting process (S2503), a timer for measuring the V valid period is set, and based on the timing using the timer, the V valid flag is turned ON when it is time to enable the specific area 39, and the V valid flag is turned OFF when it is time to disable the specific area 39. Note that in step S2602 of the specific area sensor detection process (S108) described later, it is determined whether or not the V valid period is in progress by determining whether or not this V valid flag is ON.
[0221] Following the V valid period setting process (S2503), the game control microcomputer 81 determines whether the operation of the distributing member 71 has ended (S2504). Specifically, based on the timer for measuring the operation time of the distributing member 71 set in step S2502, it determines whether the total operation time (7608 ms (see FIG. 39(c))) from the start to the end of the fixed operation of the distributing member 71 has elapsed. If the operation of the distributing member 71 has not ended, the process ends. On the other hand, if the operation of the distributing member 71 has ended, the process ends after turning OFF the distributing member operation flag (S2505).
[0222] Here, the relationship between the constant operation of the distribution member 71 as described above and the opening pattern of the second large prize opening 35 (opening / closing member 37) in a small prize game will be explained based on Figure 39. In this embodiment, the opening pattern of the second large prize opening 35 in a small prize game is the opening pattern shown in Figure 39(b). Note that Figure 39(a) shows the timing of the variable display and stationary display of the special symbol to make it easier to understand the timing of the start of a small prize game.
[0223] The opening pattern shown in Figure 39(b) is the opening pattern that is selected when a small prize is won in the lottery for special chart 2. In other words, it is the opening pattern that is selected when "Special chart 2_small prize pattern a", "Special chart 2_small prize pattern b", "Special chart 2_small prize pattern c", "Special chart 2_small prize pattern d", or "Special chart 2_small prize pattern e" (see Figure 8) is won. This opening pattern is a passing opening pattern that allows passage to the specific area 39.
[0224] More specifically, this passing opening pattern is an opening pattern in which the second large prize opening 35 is closed for 8 ms, then opened for 1600 ms, and then closed for 6000 ms. In other words, the small prize game executed in this opening pattern includes an opening in which the second large prize opening 35 is closed for 8 ms, a small prize opening game in which the second large prize opening 35 is opened for 1600 ms, and a post-closing interval in which the second large prize opening 35 is closed for 6000 ms.
[0225] When the second large prize opening 35 is opened in this manner, the distribution member 71 is in a V-shaped opening and is in a pass-permitting state during the 1600 ms open period of the second large prize opening 35 and the 3000 ms period after the second large prize opening 35 is closed (see Figures 39(b) and (c)). Therefore, regardless of the timing of the entry of a gaming ball into the second large prize opening 35, the gaming ball can pass through the specific area 39. In this embodiment, the second large prize opening device 36 and other devices are arranged so that if gaming balls are continuously shot by right-hand hitting, the gaming ball will always enter the second large prize opening 35 during the 1.6-second open period. Furthermore, the time required for a gaming ball that has passed through the second large prize opening 35 to reach the position of the distribution member 71 is shorter than 3000 ms. In other words, in this embodiment, a small prize essentially functions as a big prize. In this specification, the small win based on the lottery of Special Chart 2 may be referred to as the Special 2V passing small win.
[0226] In this embodiment, during a small win game, the number of game balls entering the second large prize device 36 is counted based on detection by the second large prize opening sensor 35a, and the number of game balls ejected from the second large prize device 36 is counted based on detection by the specific area sensor 39a or the non-specific area sensor 70a. In other words, in this embodiment, the specific area sensor 39a and the non-specific area sensor 70a also function as ejection opening sensors that count the number of game balls ejected from the second large prize device 36. If the two count values do not match at the end of a certain period of operation of the distributing member 71, an error notification is issued. Note that the operation of the distributing member 71 may be stopped when the two count values match after the second large prize opening 35 is closed. This allows the variable display of special symbols to begin smoothly after the second large prize opening 35 is closed.
[0227] [Specific Area Sensor Detection Processing] Returning to the explanation of the operation of the game control microcomputer 81, the game control microcomputer 81 performs the specific area sensor detection processing (S108) following the distribution member control processing (S107) (see FIG. 15). In the specific area sensor detection processing (S108), as shown in FIG. 34, first, it is determined whether or not a game ball has been detected by the specific area sensor 39a (S2601). If there is no detection (NO in S2601), the processing is terminated, but if there is detection (YES in S2601), it is determined whether or not the V valid period is in progress (S2602). The V valid period is the period set in the V valid period setting processing (S2503) in the distribution member control processing (FIG. 33) described above. Specifically, the V valid period is the period shown in FIG. 39(d).
[0228] If it is determined in step S2602 that the V is in the valid V period (YES in S2602), the V flag is turned ON (S2603), a V passing command is set (S2604), and the process ends. On the other hand, if it is determined in step S2602 that the V is not in the valid V period (NO in S2602), the specific area sensor detection process ends without performing the processes of steps S2603 and S2604. The V passing command is a command for causing the sub-control board 90 to notify of V passing (passing through the specific area 39).
[0229] 6. Operation of the performance control microcomputer 91 Next, the operation of the performance control microcomputer 91 will be described with reference to Figures 35 to 38. Note that counters, timers, flags, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in RAM 94.
[0230] [Sub-control main processing] When the power to the pachinko gaming machine 1 is turned on, the performance control microcomputer 91 reads out the program for the sub-control main processing shown in Fig. 35 from the ROM 93 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). The power-on processing performs, for example, setting of the CPU 92, SIO, PIO, CTC (circuit for managing interrupt time), etc.
[0231] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for effect determination, which are used to make determinations regarding various effects, are updated. As an example, the method for updating the random number counters for effect determination regarding various effects can be the same as the random number update process performed by the main control board 80 described above. When updating, the random number values may be incremented by 2 instead of by 1. This is also true for the random number update process performed by the main control board 80 described above.
[0232] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in RAM 94 of the sub-control board 90 are transmitted to the image control board 100. Upon receiving the command, the image control board 100 displays an image on the display screen 7a (display unit) in accordance with the received command (executing various effects using the image). In addition to the various effects performed by the image control board 100, the sub-control board 90 also outputs sound from the speaker 67 via the sound control board 106 (executing various sound effects using the sound), lights up the board lamp 5 and the frame lamp 66 via the lamp control board 107 (executing various light-emitting effects using the light), and operates the board movable body 15 (executing various movable body effects using the movement). In this way, various effects (variation effects, hold effects, movable body effects, operation effects, pre-reading effects, other preview effects, opening effects associated with special games, open game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.
[0233] The performance control microcomputer 91 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).
[0234] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 80 are input to the performance control microcomputer 91. In the reception interrupt process (S4010), the performance control microcomputer 91 stores the various commands sent and received by the output process (S101) of the main control board 80 in a reception buffer of RAM 94. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0235] [1 ms timer interrupt processing] The 1 ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a 1 ms period is input to the sub-control board 90. In the 1 ms timer interrupt processing (S4011), as shown in Fig. 36, input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in this order.
[0236] The input process detects the operation of player-operable control elements such as the effect button detection switch 63a and the select button detection switch 64a, and sets commands and creates effect data according to the detection results. The light-emission data output process outputs light-emission data (lamp data) to the lamp control board 107 to illuminate lamps such as the frame lamp 66 and the board lamp 5 at timings appropriate for image effects, based on the effect data created in the input process and the effect data creation process described below. In other words, the effect control microcomputer 91 illuminates the frame lamp 66, the board lamp 5, and other lamps in a predetermined light-emission pattern according to the light-emission data. The movable body control process outputs drive data to perform movable body effects by operating movable bodies such as the board movable body 15 at predetermined timings, based on the effect data created in the input process and the effect data creation process described below. In other words, the effect control microcomputer 91 performs movable body effects by operating the board movable body 15 and other movable bodies in a predetermined operating pattern according to the drive data. The watchdog timer process resets the watchdog timer.
[0237] [10 ms timer interrupt processing] The 10 ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a 10 ms period is input to the sub-control board 90. As shown in Figure 37, the 10 ms timer interrupt processing (S4012) sequentially executes received command analysis processing (S4201), performance timer update processing (S4202), audio control processing (S4203), and performance data creation processing (S4204), which will be described later.
[0238] In the received command analysis process, the command stored in the receive buffer of RAM 94 is analyzed by the receive interrupt process (S4010), and processing according to the command (for example, selecting a performance, setting a performance mode, setting a command, etc.) is performed. In the performance timer update process, a timer for measuring the time related to each performance is updated. For example, in the performance timer update process, the start timing and end timing of the effective operation period of an operation unit such as the performance button 63 or the select button 64 are measured. In the audio control process, audio data (data for controlling the audio output from the speaker 67) is created and output to the audio control board 106 based on the processing results of the input process and the received command analysis process. In the performance data creation process, performance data is created based on the processing results of the received command analysis process.
[0239] Here, an example of processing when the performance control microcomputer 91 receives a command from the game control microcomputer 81 will be described. The command received by the performance control microcomputer 91 is a fluctuation start command (special chart 1 fluctuation start command or special chart 2 fluctuation start command). When the performance control microcomputer 91 determines in the received command analysis process (S4201) that it has received a fluctuation start command, it selects a fluctuation performance pattern (sub-fluctuation pattern) based on the special chart fluctuation pattern indicated by the command, sets information about the sub-fluctuation pattern, and sets a fluctuation performance start command including information about the sub-fluctuation pattern in the output buffer, as processing when the fluctuation start command is received. For example, if the special chart fluctuation pattern indicated by the fluctuation start command is an SP fluctuation (a fluctuation pattern associated with an SP reach), it selects a sub-fluctuation pattern that performs an SP reach, and sets a fluctuation performance start command corresponding to the sub-fluctuation pattern in the output buffer. Thereafter, various processes (such as command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), and sound control process (S4203)) are executed to realize a variation effect corresponding to the selected sub-variation pattern. Note that the flow of processing related to the realization of such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-reading effects, so-called advance notice effects associated with the relevant variations, and control of the effect mode.
[0240] [Received Command Analysis Process] Next, the received command analysis process (S4201) will be described in detail with reference to FIG. 38. In the received command analysis process (S4201), as shown in FIG. 38, the performance control microcomputer 91 first determines whether a start winning command has been received from the main control board 80 (S4401). If a start winning command has been received, the microcomputer 91 performs a pre-reading performance determination process (S4402). In the pre-reading performance determination process (S4402), the start winning command is analyzed, and based on the analysis results, a pre-reading performance, such as a so-called hold change notice or a continuous notice, is selected. A pre-reading performance start command corresponding to the selection result is set in the output buffer of RAM 94. In this embodiment, since the start winning command includes information on the type of special symbol (jackpot symbol type, small win symbol type, or losing symbol type) (see FIG. 13), it is possible to execute a pre-reading performance suggesting a transition to time-saving state X or time-saving state Y, or to execute a pre-reading performance suggesting a transition to the time-saving state.
[0241] Next, the presentation control microcomputer 91 determines whether or not a game state designation command has been received (S4403), and if so, performs a presentation mode update process (S4404). In the presentation mode update process (S4404), the game state designation command is analyzed, and a presentation mode is selected based on the analysis result, and a presentation mode setting command for setting the presentation mode corresponding to the selection is set in the output buffer of the RAM 94. Note that the change of the presentation mode by the presentation mode update process is performed when a jackpot game or a special pattern variation ends, but is not performed when the time-saving state triggered by the execution of an auxiliary game ends.
[0242] Here, as shown in the table in FIG. 38, in the presentation mode update process, the presentation control microcomputer 91 sets the presentation mode to normal presentation mode if the game state indicated by the game state designation command is the "non-time-saving state" and there is no special symbol 2 reserved. Furthermore, the presentation control microcomputer 91 sets the presentation mode to super special RUSH mode if the game state indicated by the game state designation command is the "time-saving state X." Furthermore, the presentation control microcomputer 91 sets the presentation mode to special RUSH mode if the game state indicated by the game state designation command is the "time-saving state Y." Furthermore, the presentation control microcomputer 91 sets the presentation mode to normal RUSH mode if the game state indicated by the game state designation command is the "time-saving state Z." Furthermore, the presentation control microcomputer 91 sets the presentation mode to chance mode if the game state indicated by the game state designation command is the "non-time-saving state" and there is a special symbol 2 reserved. In addition, the performance control microcomputer 91 counts the number of special chart 1 reserves and the number of special chart 2 reserves based on receiving the start winning command and the variable start command.
[0243] Details of each presentation mode will be described later, but since the Super Special RUSH mode is a presentation mode that is set when the game is controlled to the time-saving state X, it functions as a presentation that suggests to the player that the acquisition of the remaining four jackpot games is essentially guaranteed. Also, since the Special RUSH mode is a presentation mode that is set when the game is controlled to the time-saving state Y, it functions as a presentation that suggests to the player that the acquisition of the remaining two jackpot games is essentially guaranteed. Also, since the Normal RUSH mode is a presentation mode that is set when the game is controlled to the time-saving state Z, it functions as a presentation that suggests to the player that the acquisition of the remaining one jackpot game is essentially guaranteed. Also, since the Chance mode is a presentation mode that is set when the lottery for Special Chart 2 is held in the non-time-saving state, it functions as a presentation that suggests that the probability of transitioning to Time-Saving State X is significantly higher than when the lottery for Special Chart 1 is held in the non-time-saving state. In this embodiment, the probability of transitioning to time-shortened state X based on winning a small prize in the lottery for special chart 2 in the non-time-shortened state is 20%, while the probability of transitioning to time-shortened state X based on winning a big prize in the lottery for special chart 1 in the non-time-shortened state is 1% (see Figure 8).
[0244] Next, the performance control microcomputer 91 determines whether or not a fluctuation start command has been received from the main control board 80 (S4405), and if so, performs a fluctuation performance start process (S4406). In the fluctuation performance start process (S4406), the fluctuation start command is analyzed, and based on the analysis results, the pattern (content) of the fluctuation performance and the combination of the performance symbols 8L, 8C, and 8R to be finally displayed as stopped are selected. Then, the fluctuation performance start command for executing the fluctuation performance of the selected content is set in the output buffer of RAM 94. The performance content of the fluctuation performance will be explained in detail later.
[0245] Next, the performance control microcomputer 91 determines whether or not a variation stop command has been received from the main control board 80 (S4407), and if so, performs a variation performance end process (S4408). In the variation performance end process (S4408), the variation stop command is analyzed, and based on the analysis results, a variation performance end command for definitively stopping and displaying the performance symbols 8L, 8C, and 8R is set in the output buffer of RAM 94. Note that, if a variation stop command related to the small win variation of special chart 2 (variation based on winning a small win) is received in a non-time-saving state, a command for executing a right-hit notification performance that notifies the player that a right hit should result in a win in the second large winning slot 35 is also set in the output buffer of RAM 94.
[0246] Next, the effect control microcomputer 91 determines whether an opening command has been received from the main control board 80 (S4409), and if so, performs opening effect selection processing (S4410). In the opening effect selection processing (S4410), the opening command is analyzed, and based on the analysis results, an opening effect pattern (content) to be executed during the opening of the special game is selected. Then, an opening effect start command for starting an opening effect with the selected opening effect pattern is set in the output buffer of RAM 94.
[0247] Next, the effect control microcomputer 91 determines whether an ending command has been received from the main control board 80 (S4411), and if so, performs an ending effect selection process (S4412). In the ending effect selection process (S4412), the ending command is analyzed, and based on the analysis results, an ending effect pattern (content) to be executed during the ending of the jackpot game is selected. Then, an ending effect start command for starting the ending effect with the selected ending effect pattern is set in the output buffer of RAM 94.
[0248] Next, the effect control microcomputer 91 determines whether or not a V-passing command has been received from the main control board 80 (S4413), and if so, performs V-passing notification effect start processing (S4414). In the V-passing notification effect start processing (S4414), a V-passing notification effect start command for starting the V-passing notification effect is set in the output buffer of the RAM 94. The V-passing notification effect is an effect for notifying the player that a V-passing (passing into the specific area 39) has occurred. In this embodiment, it is an effect in which a predetermined V-passing notification image (e.g., a character image showing the letter "V") is displayed on the display screen 7a. In this pachinko gaming machine 1 that executes a type 2 jackpot game based on passing into the specific area 39, the display of the character image "V" as the V-passing notification effect also serves as a notification of a jackpot win. Note that the V-passing notification effect may be implemented in other ways, such as by outputting a special sound effect from the speaker 67.
[0249] Next, as other processing (S4415), processing based on received commands other than the above commands is performed, and the received command analysis processing ends.
[0250] 7. Game flow in this format Next, the flow of game progress in the pachinko game machine 1 of this embodiment will be explained based on Fig. 40. As shown in Fig. 40, first, in a non-time-saving state (normal game state) where there is no reserved special chart 2, the game proceeds by hitting left and aims for a jackpot based on the lottery of special chart 1. In a non-time-saving state where there is no reserved special chart 2, the game is controlled to the normal presentation mode.
[0251] If a jackpot is won in the lottery for Special Chart 1, and the type of jackpot symbol is "Special Chart 1_Jackpot Symbol A" (allocation rate 1%), after a 4R jackpot game, the system will transition to time-saving state X, where the maximum number of supplemental plays is 4 (see Figure 8). Also, if the type of jackpot symbol is "Special Chart 1_Jackpot Symbol B" (allocation rate 1%), after a 4R jackpot game, the system will transition to time-saving state Y, where the maximum number of supplemental plays is 2. Also, if the type of jackpot symbol is "Special Chart 1_Jackpot Symbol C" (allocation rate 48%), after a 4R jackpot game, the system will transition to time-saving state Z, where the maximum number of supplemental plays is 1. Also, if the type of jackpot symbol is "Special Chart 1_Jackpot Symbol D" (allocation rate 50%), after a 4R jackpot game, the system will transition to non-time-saving state (specifically, the system will transition to non-time-saving state if there are no Special Chart 2 reserved).
[0252] In each time-saving state (Time-saving State X, Time-saving State Y, Time-saving State Z), the game progresses by hitting the ball to the right, aiming for a jackpot based on the lottery on Special Chart 2 (i.e., a jackpot based on passing through the specific area 39 after winning a small jackpot). In the time-saving state, as soon as the game ball passes through gate 28 by hitting the ball to the right, a supplementary game is executed. In any time-saving state, only one ball will enter electric chute 22 (second starting port 21) per supplementary game. The small jackpot is always won in the lottery on Special Chart 2, and as long as the game is played correctly, the game ball will always pass through the specific area 39. Therefore, when the game is controlled to the time-saving state, the winning of a jackpot game with the maximum number of supplementary games is confirmed.
[0253] Here, since the maximum number of auxiliary games in time-saving state X is four, during the variable display of special chart 2 in response to a winning entry into second starting port 21 in the first auxiliary game, the remaining three auxiliary games are executed, and each of them results in one winning entry into the second starting port. Therefore, in time-saving state X, three special chart 2 reserves can be accumulated during the variable display of special chart 2. Therefore, when time-saving state X is entered, the acquisition of the remaining four jackpot games is confirmed. Time-saving state X is the most advantageous game state for the player among the game states of this form. In time-saving state X, the game is controlled to Super Special RUSH mode.
[0254] If the type of small win symbol won in the time-saving state X is one of "Special symbol 2_small win symbol a," "Special symbol 2_small win symbol b," "Special symbol 2_small win symbol c," and "Special symbol 2_small win symbol d" (total allocation rate 70%), after a 10R type 2 jackpot game, the upper limit number of supplementary games is again controlled to the time-saving state X of 4 (see Figure 8). Therefore, the acquisition of the remaining 4 jackpot games is confirmed again. In this form, once the time-saving state X is controlled, the time-saving state X is set to loop with a high probability of 70%.
[0255] On the other hand, if the type of small win symbol won in time-saving state X is "Special 2_Small Win Symbol e" (distribution rate 30%), after a 10R 2-type jackpot game, the game will be controlled to a non-time-saving state with three Special 2 symbols reserved. If the game is controlled to a non-time-saving state with one or more Special 2 symbols reserved, the game will be controlled to chance mode.
[0256] Furthermore, since the maximum number of auxiliary games in time-saving state Y is two, during the variable display of special chart 2 in response to a winning entry into second starting port 21 during the first auxiliary game, one remaining auxiliary game is executed, resulting in one more winning entry into the second starting port. Therefore, in time-saving state Y, one special chart 2 reserve can be accumulated during the variable display of special chart 2. Therefore, when controlled to time-saving state Y, the acquisition of the remaining two jackpot games is confirmed. Time-saving state Y is the second most advantageous game state for the player among the game states of this form. In time-saving state Y, control is exercised in special RUSH mode.
[0257] If the type of small prize symbol won in time-saving state Y is one of "Special 2_Small Prize Symbol a," "Special 2_Small Prize Symbol b," "Special 2_Small Prize Symbol c," or "Special 2_Small Prize Symbol d" (total allocation rate 70%), after a 10-round double-prong jackpot game, the game is again controlled to time-saving state Y, with the upper limit of the number of supplementary games set to two (see Figure 8). When the game is controlled back to time-saving state Y from time-saving state Y, one special prize symbol 2 reserve remains. Therefore, when the game is controlled back to time-saving state Y, it is possible to generate up to two additional special prize symbol 2 reserves, up to the upper limit of three, during the variable display based on the remaining special prize symbol 2 reserve. In this form, once the game is controlled to time-saving state Y, the game loops in time-saving state Y with a high probability of 70%.
[0258] On the other hand, if the type of small winning symbol won in time-saving state Y is "Special 2_Small winning symbol e" (distribution rate 30%), after a 10R 2-type big win game, the system will be controlled to a non-time-saving state with at least one Special 2 reserved symbol. As mentioned above, if the system is controlled to a non-time-saving state with one or more Special 2 reserved symbols, it will be controlled to chance mode.
[0259] Furthermore, since the maximum number of supplementary games in the time-saving state Z is one, a player can enter the lottery for Special Chart 2 once based on winning the second starting slot 21 in that single supplementary game, but no Special Chart 2 reserves can be accumulated. Therefore, when the time-saving state Z is entered, only one remaining jackpot game is confirmed. The time-saving state Z is the third most advantageous game state for the player among the game states of this form. In the time-saving state Z, the game is controlled to the normal RUSH mode.
[0260] If the type of small win symbol won in time-shortened state Z is "Special 2_Small Win Symbol a" (allocation rate 2%), after a 10R type 2 jackpot game, the maximum number of supplementary games will be controlled to time-shortened state X, where the maximum number of supplementary games will be four (see Figure 8). Also, if the type of small win symbol is "Special 2_Small Win Symbol b" (allocation rate 2%), after a 10R type 2 jackpot game, the maximum number of supplementary games will be controlled to time-shortened state Y, where the maximum number of supplementary games will be two. Also, if the type of small win symbol is "Special 2_Small Win Symbol c" or "Special 2_Small Win Symbol d" (total allocation rate 66%), after a 10R type 2 jackpot game, the game will be controlled to time-shortened state Z again. Also, if the type of small win pattern is "Special Chart 2_Small Win Pattern e" (allocation rate 30%), after a 10R two-type big win game, it will be controlled to a non-time-saving state (non-time-saving state without Special Chart 2 reserved).
[0261] Thus, in this form, when controlled to time-saving state Z, not only is time-saving state Z designed to loop with a high probability of 66%, but it is also possible to transition to time-saving state X or time-saving state Y at a probability of 2% each. The transition probability to time-saving state X (2%) is higher than the transition probability to time-saving state X (1%) when a jackpot is won in the lottery for special chart 1 in a non-time-saving state. Furthermore, the transition probability to time-saving state Y (2%) is also higher than the transition probability to time-saving state Y (1%) when a jackpot is won in the lottery for special chart 1 in a non-time-saving state. Therefore, time-saving state Z can be said to be a game state in which there is a higher chance of transitioning to time-saving state X or time-saving state Y compared to the lottery for special chart 1 in a non-time-saving state.
[0262] In the time-saving state X or time-saving state Y, if you win "Special chart 2_small prize pattern e" and are controlled to a non-time-saving state with one or more special chart 2 reserved after a type 2 jackpot game, you cannot generate a new prize in the second starting port 21, but you can receive a lottery for special chart 2 based on the remaining special chart 2 reserved (remaining reserve of special chart 2). In other words, you can play a type 2 jackpot game after winning a small prize based on the lottery for special chart 2.
[0263] If the type of small win symbol won in the non-time-saving mode is "Special 2_Small Win Symbol a," "Special 2_Small Win Symbol b," or "Special 2_Small Win Symbol c" (total allocation rate 20%), the game will be controlled to time-saving mode X, with the maximum number of supplementary plays set to four after a 10-round double-jackpot game (see Figure 8). On the other hand, if the type of small win symbol won in the non-time-saving mode is "Special 2_Small Win Symbol d" or "Special 2_Small Win Symbol e" (total allocation rate 80%), the game will be controlled to non-time-saving mode after a 10-round double-jackpot game. If there is one or more Special 2 symbols reserved at this time, the player can again enter the Special 2 symbol lottery in the non-time-saving mode. In this case, the chance mode will continue. On the other hand, if there are no Special 2 symbols reserved, the game will return to play, aiming for a jackpot based on the Special 1 symbol lottery by hitting the left side. In this case, the game will return to normal mode.
[0264] Thus, in this embodiment, when a small jackpot is won based on the lottery of special chart 2 in the non-time-saving state, there is a 20% chance of transitioning to time-saving state X. This 20% probability of transitioning to time-saving state X is extremely high compared to the probability of transitioning to time-saving state X when a large jackpot is won based on the lottery of special chart 1 in the non-time-saving state (1%), the probability of transitioning to time-saving state X when a small jackpot is won in time-saving state Z (2%), and the probability of transitioning to time-saving state X when a small jackpot is won in time-saving state Y (0%). Therefore, in this embodiment, even if time-saving state X does not continue and the game is controlled to the non-time-saving state, there is hope that the game will return to time-saving state X. Furthermore, even if time-saving state Y does not continue and the game is controlled to the non-time-saving state, there is hope that the game may transition to time-saving state X, which is more advantageous than time-saving state Y, next time.
[0265] In this embodiment, if a player draws "missing symbol B," one of the special missing symbols based on the lottery of special symbol 1, in the non-time-saving state, the jackpot game is not executed and the game transitions to time-saving state X. The probability of winning missing symbol B is extremely low at 1 / 2000, but if the player draws it, the game transitions to time-saving state X, which guarantees at least four jackpots. Therefore, even if the player does not win a jackpot, there is a possibility of suddenly transitioning to time-saving state X, which increases the game's enjoyment.
[0266] In addition, in this form, if a "missing symbol C," one of the special missing symbols based on the lottery of Special Chart 1, is drawn in the non-time-saving state, the jackpot game will not be executed and the game will transition to time-saving state Y. The probability of winning the missing symbol C is low at 1 / 1000, but if it is drawn, the game will transition to time-saving state Y, which guarantees at least two jackpots. Therefore, even if you do not win a jackpot, there is a possibility that you can suddenly transition to time-saving state Y, which increases the fun of playing.
[0267] In this form, even if a player does not win either a jackpot or a special miss in the non-time-saving state, if the special symbol variation display (special symbol variation) is executed 950 times, the game will transition to time-saving state X. Therefore, even if a player does not get any lottery results other than normal misses such as a jackpot or a special miss, as long as the player plays 950 times of special symbol variation, the game will transition to time-saving state X, where at least four jackpots are confirmed, thereby reducing excessive disadvantages to the player and increasing the player's interest in the game.
[0268] In addition, since the fluctuation of Special Chart 2 is actually easier to win a jackpot than the fluctuation of Special Chart 1 (because the jackpot is guaranteed in this form), the fluctuation of Special Chart 2 is also called a "chance fluctuation."
[0269] 8. Examples of this format 8-1.Performance mode Next, examples of effects in the pachinko gaming machine 1 of this embodiment will be described with reference to Figures 41 to 46. First, the effect mode will be described. The effect mode is a form of effect using the image display device 7, speaker 67, board lamp 5, frame lamp 66, etc., and when the effect mode is different, for example, the characters, items, background images, etc. displayed on the image display device 7 will be different, and the variable effect using the effect symbols 8L, 8C, 8R will also be executed in a form corresponding to the effect mode.
[0270] The presentation modes of this form include a normal presentation mode in which the daytime background image shown in Figure 41(A) is displayed, a super special RUSH mode in which the space background image shown in Figure 41(B) is displayed, a special RUSH mode in which the nighttime background image shown in Figure 41(C) is displayed, a normal RUSH mode in which the sky background image shown in Figure 41(D) is displayed, and a chance mode in which the special daytime background image shown in Figure 41(E) (a background image in which the normal daytime background image shown in Figure 41(A) is combined with a flame effect image) is displayed.
[0271] The normal presentation mode (Figure 41(A)) is a presentation mode that is set when there is no time-saving state and there is no special chart 2 reserved. In other words, it is a presentation mode that is set when there is no time-saving state and the game is proceeding mainly by drawing the special chart 1.
[0272] The Super Special RUSH mode (Fig. 41(B)) is a presentation mode that is set when the maximum number of supplementary games is controlled to the time-saving state X of 4 times. In the time-saving state, the game is played by hitting right to aim for winning in the second starting hole 21, so when the game is controlled to the Super Special RUSH mode, the presentation control microcomputer 91 displays a right-hit notification image RI in the upper right part of the display screen 7a to notify the player that the game should be played by hitting right. Also, in the Super Special RUSH mode, presentation hold 9B is displayed in the lower right part of the display screen 7a according to the number of special chart 2 holds.
[0273] The special RUSH mode (FIG. 41(C)) is a presentation mode that is set when the upper limit number of auxiliary games is controlled to two times in the time-saving state Y. Even in the special RUSH mode, the right-hit notification image RI and the presentation hold 9B according to the number of special chart 2 holds are displayed on the display screen 7a.
[0274] The normal RUSH mode (FIG. 41(D)) is a presentation mode that is set when the upper limit number of auxiliary games is controlled to one time-shortened state Z. Even in the normal RUSH mode, the right-hit notification image RI is displayed on the display screen 7a.
[0275] Chance mode (Figure 41(E)) is a presentation mode that is set when the game is in a non-time-saving state and there is a special chart 2 reserved. In chance mode, presentation reserves 9B corresponding to the number of special chart 2 reserved are displayed on the display screen 7a. Also in chance mode, a band-shaped band image G10 containing the words "Super special RUSH entry rate increasing!" is displayed at the top of the display screen 7a. The display of band image G10 is a presentation that indicates to the player that the probability of transitioning to super special RUSH mode (i.e., time-saving state X) is higher than in other game situations. In other words, in this form, as shown in Figure 40, the probability of transitioning to time-saving state X based on the lottery of special chart 2 in a non-time-saving state is relatively high at 20%, so by indicating this to the player, the player's expectations are stimulated and their interest in the game is increased.
[0276] 8-2. Variable effects Next, the variation effect will be explained. When the variation display of the special symbol begins, the pachinko gaming machine 1 executes the variation effect based on the variation pattern related to the variation display of the special symbol and the result of the special symbol lottery (the result of the big win determination, the small win determination, the result of the symbol type determination, the result of the reach determination, and the result of the variation pattern determination). In the variation effect, the variation display of the effect symbols 8L, 8C, and 8R is superimposed on a predetermined background image on the display screen 7a. In the variation display of the effect symbols 8L, 8C, and 8R, the effect symbols 8L, 8C, and 8R change and then stop. In other words, the variation display of the effect symbols 8L, 8C, and 8R is performed over the variation time of the special symbol, and then the variation stops and the effect symbols 8L, 8C, and 8R are displayed as still symbols. Then, the result of the special symbol lottery is announced by the display of the still symbol symbols 8L, 8C, and 8R.
[0277] 8-2-1.Performance pattern display area As shown in Figure 42 (A), the display screen 7a of the image display device 7 is divided horizontally into three approximately equal sections, with a left effect pattern area 50b1, a center effect pattern area 50b2, and a right effect pattern area 50b3 provided on the left, center, and right sides. The left effect pattern area 50b1 is an area that displays the left effect pattern 8L when the effect patterns 8L, 8C, and 8R are displayed in a stopped state during variable effects. Similarly, the center effect pattern area 50b2 and the right effect pattern area 50b3 are areas that display the center effect pattern 8C and the right effect pattern 8R.
[0278] Also, as shown in FIG. 42(A), a small symbol area 50c is provided in one section (upper left) at the left end of the upper edge of the display screen 7a. The small symbol area 50c is an area that variably displays small symbols KZ1, KZ2, and KZ3 when a variable display of a special symbol is being performed. Note that while the performance symbols 8L, 8C, and 8R may be hidden during the variable display, the small symbols KZ1, KZ2, and KZ3 are never hidden. In this respect, the small symbols KZ1, KZ2, and KZ3 function as symbols that complement the role of the performance symbols 8L, 8C, and 8R.
[0279] In addition, in Figure 42 (A), the left effect pattern area 50b1, the center effect pattern area 50b2, the right effect pattern area 50b3, and the small pattern area 50c are clearly indicated by two-dot chain lines, but this is written to show the range of the left effect pattern area 50b1, the center effect pattern area 50b2, the right effect pattern area 50b3, and the small pattern area 50c, and is not actually displayed. Also, the range of each area can be changed as appropriate.
[0280] 8-2-2.Normal fluctuations In the variation effect, the pachinko gaming machine 1 can first perform a normal variation. The normal variation functions as an effect that suggests that the variable display of the special symbol has started.
[0281] When the display of the special patterns begins to change, for example, as shown in Figure 42(A), the left performance pattern 8L, the middle performance pattern 8C and the right performance pattern 8R are displayed frozen on the display screen 7a, and the left small pattern KZ1, the middle small pattern KZ2 and the right small pattern KZ3 are displayed frozen, and the display of the special patterns is not being performed and the display of the special patterns is in a waiting state.As shown in Figure 42(B), as the display of the special patterns begins to change, the display of the performance patterns 8L, 8C and 8R begins to change, and the display of the small patterns KZ1, KZ2 and KZ3 begins to change. If the variation pattern of the special symbol variation display is, for example, a "normal miss variation" (a variation of a miss without a reach), then, as shown in FIG. 42(C-1), the left and right performance symbols 8L and 8R temporarily stop in different stopping patterns, and then, as shown in FIG. 42(D), the performance symbols 8L, 8C, and 8R stop and display in a stopping pattern suggesting a miss (a so-called spread pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display all at once in a stopping pattern suggesting a miss. On the other hand, if the variation pattern of the special symbol variation display is, for example, a variation pattern with a reach, such as an "N miss variation" (a variation of a reach with a miss that is indicated by a normal reach), then, as shown in FIG. 42(C-2), the left and right performance symbols 8L and 8R temporarily stop in the same stopping pattern, and a reach is established. At this time, the small symbols KZ1, KZ2, and KZ3 continue to change, and a reach effect is performed according to the change pattern. The stopping order and stopping state of the effect symbols 8L, 8C, and 8R can be changed as needed.
[0282] 8-2-3.N Reach (Normal Reach) The pachinko gaming machine 1 can perform an N-reach when a reach is achieved during normal variation. The N-reach is a presentation that suggests that the result of the special symbol lottery may be a "jackpot," and functions as a presentation to make the player expect a jackpot.
[0283] In the N reach, as shown in FIG. 43(A), the reach-established state is maintained for a predetermined time (e.g., 10 seconds), and as shown in FIG. 43(B), the fluctuation speed of the medium effect symbol 8C gradually slows down. Then, when the fluctuation pattern of the special symbol fluctuation display is, for example, an "N miss fluctuation," the effect symbols 8L, 8C, and 8R are displayed stopped in a stopping mode suggesting a miss (so-called "barake" patterns) as shown in FIG. 43(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a stopping mode suggesting a miss. On the other hand, when the fluctuation pattern of the special symbol fluctuation display is, for example, an "N jackpot fluctuation" (a jackpot fluctuation indicating a jackpot win by a normal reach), the symbols are displayed stopped in a stopping mode suggesting a jackpot (so-called "double numbers" (an example of a predetermined stopping mode)) as shown in FIG. 43(C-2). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped at the same time in a manner that suggests a jackpot. Note that the content of the N-reach effect is not limited to the gradual deceleration of the medium effect symbol 8C, and can be changed or added as appropriate.
[0284] Furthermore, with regard to the stopping modes of the effect symbols 8L, 8C, and 8R that indicate a miss, the spread symbols when a reach is not established are called "non-reach spread symbols" or "non-reach miss symbols," and the spread symbols when a reach is established are called "reach spread symbols" or "reach miss symbols." The combinations of the effect symbols 8L, 8C, and 8R that make up the non-reach spread symbols (for example, "2·3·1" or "5·8·6") and the combinations of the effect symbols 8L, 8C, and 8R that make up the reach spread symbols (for example, "2·1·2" or "5·4·5") are selected by the effect control microcomputer 91. In addition, the combination of each of the effect symbols 8L, 8C, and 8R that constitute the stopping pattern (double number) that indicates a win (big win, small win) (for example, "2 2 2" or "7 7 7") is selected by the effect control microcomputer 91 based on the type of the big win symbol or the type of the small win symbol that was won and the game state at the time of the win. Specifically, it is as shown in Figures 11 and 12.
[0285] 8-2-4. SP Reach The pachinko gaming machine 1 can perform an SP reach after an N reach. The SP reach is a presentation that suggests that the result of the special symbol lottery is more likely to be a "jackpot" than an N reach, and functions as a presentation to make the player expect a jackpot.
[0286] In the SP reach, after the N reach, for example, as shown in FIG. 44(A), a background image dedicated to the SP reach (SP reach background image G113) is displayed on the display screen 7a, and an image indicating that the SP reach has started (SP reach start title image) G1 is displayed in the center of the display screen 7a. After that, as shown in FIG. 44(B), an SP reach-specific effect (for example, a battle effect in which an ally character and enemy character A battle) is performed. Then, when the final stage of the SP reach-specific effect is reached, if the variation pattern of the special symbol variation display is, for example, an "SP jackpot variation" (a jackpot variation in which the SP reach indicates a jackpot win), as shown in FIG. 44(C-1), a success effect suggesting a jackpot (for example, a display in which an ally character wins the battle and stands in a defiant stance, a victory effect) is performed on the display screen 7a, and the effect symbols 8L, 8C, and 8R are displayed stopped in a stopping pattern suggesting a jackpot (so-called double numbers). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a manner suggesting a big win. Meanwhile, if the variation pattern of the special symbol variation display is, for example, an "SP miss variation" (a variation in which a miss is indicated by an SP reach), as shown in FIG. 44(C-2), a failure effect suggesting a miss (for example, a display in which enemy character A has won the battle and is standing in a pose of defiance, a defeat effect) is displayed, and the effect symbols 8L, 8C, and 8R are displayed stopped in a manner suggesting a miss (so-called "barakeme"). At this time, the small symbols KZ1, KZ2, and KZ3 are also displayed stopped all at once in a manner suggesting a miss. The content of the SP reach effect can be changed or added as appropriate. In this embodiment, the effect shown in FIG. 44 is executed as an SP reach based on the drawing of special symbol 1.
[0287] 8-2-5. Instant win effect The pachinko gaming machine 1 can execute an instant win effect based on the drawing of the special chart 2 in each time-saving state (time-saving state X, time-saving state Y, time-saving state Z) or in the non-time-saving state (see Figures 11 and 12). The instant win effect is an effect that immediately notifies the player that a win has been won, using a relatively short variable time of 10 seconds. In this form, the drawing result of the special chart 2 is always a small win (which can essentially be considered a big win in that passage to the specific area 39 is always guaranteed), so the win is notified by the instant win effect.
[0288] Figure 45 shows a specific example of an instant win effect in time-saving mode X (Super Special RUSH mode). As shown in Figure 45, in the instant win effect, as soon as the display of the effect symbols 8L, 8C, and 8R begins, a reach tease effect is performed to tease whether or not a reach will occur with any odd-numbered symbol (1, 3, 5, or 7; in Figure 45, it is 7) (Figure 45(A)(B)). If the reach tease effect is successful and a reach occurs with that symbol (7) (Figure 45(C)), the center effect symbol 8C immediately stops with the same symbol as the left effect symbol 8L and the right effect symbol 8R. In other words, the effect symbols 8L, 8C, and 8R stop and display as a double digit (7·7·7) (Figure 45(D)). In addition, in conjunction with the confirmed stop of the effect symbols 8L, 8C, and 8R, the small symbols KZ1, KZ2, and KZ3 also stop and display as a double digit.
[0289] On the other hand, if the reach stimulation effect fails and a reach is triggered with an even number (8 in Figure 45) other than the odd number (7 in Figure 45) that was stimulated to stop (Figure 45(E)), the center performance pattern 8C will stop immediately with the same pattern as the left performance pattern 8L and the right performance pattern 8R. In other words, the performance patterns 8L, 8C, and 8R will stop and be displayed as a double number (8·8·8) (Figure 45(F)). In addition, in conjunction with the confirmed stopping of the performance patterns 8L, 8C, and 8R, the small patterns KZ1, KZ2, and KZ3 will also stop and be displayed as a double number.
[0290] Thus, the instant win effect includes a reach-inducing effect with any odd-numbered symbol. If the reach-inducing effect is successful, a double number is formed with the odd-numbered symbol. If the reach-inducing effect fails, a double number is formed with the even-numbered symbol. In this form, a win that transitions to time-saving state X selects a double number of 7 symbols, a win that transitions to time-saving state Y selects a double number of 3 symbols, a win that transitions to time-saving state Z selects a double number of 1 or 5 symbols, and a win that transitions to a non-time-saving state selects a double number of any even-numbered symbol (2, 4, 6, 8) (see Figures 8, 11, and 12). Therefore, when the special symbol 2 variable display is performed, the player is interested in whether the double number of odd symbols will stop and the game will enter a time-saving state after the jackpot game, and the instant win effect, including this reach-inducing effect, enhances the game's enjoyment.
[0291] The instant win effect is also performed when a lottery for Special Chart 1 is held in each time-saving state and a jackpot is won (see Special Chart Variation Patterns P31-P34 shown in Figure 12). Also, if a lottery for Special Chart 1 is held in each time-saving state and the result is a loss, a shortened variation with a variation time of 500 ms is selected regardless of the type of loss symbol (see Special Chart Variation Pattern P35 shown in Figure 12), and in this variation effect, the scattered symbols are displayed immediately upon the start of the variation. By setting the variation time for Special Chart 1 in this way, even if the transition to Time-saving State X occurs with four Special Chart 1 reserved symbols accumulated, all Special Chart 1 reserved symbols resulting in a loss are consumed before the variation display for Special Chart 2 based on the first ball entering the second starting hole 21 begins.
[0292] 8-2-6. Variable effects based on special misses (time-saving misses) Next, we will explain the variation effect when the result of the special symbol lottery in the non-time-saving state is a special miss (miss symbol B, miss symbol C), which becomes a control trigger to the time-saving state. In the non-time-saving state, when the variation pattern indicated by the special symbol 1 variation start command received from the game control microcomputer 81 is "P15" or "P16", the variation effect with SP reach is executed, just like when the variation pattern is "P11" (see Figure 11).
[0293] In this SP reach, a failure effect (defeat effect) is executed as shown in Figure 46(A). Here, if the result of the special drawing is a normal miss (missing symbol A), when a failure effect is executed in the SP reach, the effect symbols 8L, 8C, and 8R, which are temporarily stopped with a spread, are displayed as they are, and the small symbols KZ1, KZ2, and KZ3 are also displayed as a spread (see Figure 44(C-2)).
[0294] On the other hand, if the result of the special drawing is a special miss (missing symbol B, missing symbol C), when a failure effect is executed in the SP reach, the effect symbols 8L, 8C, and 8R are not definitely stopped and displayed, and the revival image G70 is displayed on the display screen 7a (see FIG. 46(B)). In this embodiment, the revival image G70 is an image of a character who is a friend of the main character.
[0295] The display of the revival image G70 suggests to the player that the game will transition to a time-saving state. In other words, the effect of displaying the revival image G70 functions as an effect suggesting that the game will transition to a time-saving state or an effect suggesting that the result of the special drawing is not a normal miss. The effect of displaying the revival image G70 is called a RUSH entry effect (time-saving entry effect). The content of the RUSH entry effect can be changed as appropriate.
[0296] Then, as shown in FIG. 46(C), the effect control microcomputer 91 hides the revival image G70 and temporarily stops and displays the effect symbols 8L, 8C, and 8R with a special symbol that sets the middle effect symbol 8C as the special symbol TZ. In this mode, the special symbol TZ is an image containing the characters (Super Special RUSH or Special RUSH) of the name of the effect mode (i.e., Super Special RUSH mode or Special RUSH mode) corresponding to the transition to the time-saving state (Time-saving State X or Time-saving State Y). Then, the effect symbols 8L, 8C, and 8R are definitively stopped and displayed with this special symbol, and the small symbols KZ1, KZ2, and KZ3 are stopped and displayed with the specific symbol "1·3·5" (see FIG. 46(D)). Thus, in this mode, the transition to the time-saving state is suggested by the effect symbols 8L, 8C, and 8R being stopped and displayed with the special symbol, and the small symbols KZ1, KZ2, and KZ3 being stopped and displayed with the specific symbol. That is, when the special symbols 8L, 8C, and 8R are displayed as stopped symbols, or when the small symbols KZ1, KZ2, and KZ3 are displayed as specific symbols, this function as an indication to the player that the game is moving to a time-saving state (that a special miss has been drawn). Note that the special symbols 8L, 8C, and 8R and the specific symbols KZ1, KZ2, and KZ3 can be changed as needed.
[0297] When the effect shown in FIG. 46(D) is executed, if the winning symbol B is a miss, the game will be controlled to the super special RUSH mode corresponding to the time-saving state X (FIG. 41(B)), and if the winning symbol C is a miss, the game will be controlled to the special RUSH mode corresponding to the time-saving state Y (FIG. 41(C)). Also, even when the game is controlled to the time-saving state X upon reaching the ceiling, the game will be controlled to the super special RUSH mode upon transition to the time-saving state X (FIG. 41(B)). Note that the effect in which the special symbol TZ corresponding to the "super special RUSH mode" stops after the effect shown in FIG. 46(B) is called the super special RUSH entry effect, and the effect in which the special symbol TZ corresponding to the "special RUSH mode" stops after the effect shown in FIG. 46(B) is called the special RUSH entry effect.
[0298] 9.Effects of this form As explained in detail above, according to the pachinko gaming machine 1 of this embodiment, the time-shortened state is ended based on the number of times the auxiliary game is executed (i.e., the number of times it is activated in an activation pattern corresponding to the type of time-shortened state) (see FIG. 19), so it is easy to limit the number of game balls that enter the second start hole 21 during the time-shortened state as intended by the manufacturer. In particular, this embodiment is configured so that one ball enters the second start hole 21 for each execution of the auxiliary game in the time-shortened state. Furthermore, the results of the lottery on Special Chart 2 do not include losing results. Therefore, the number of times the auxiliary game is executed as a condition for ending the time-shortened state can be made the number of winnings that are essentially determined, providing new gameplay and increasing the enjoyment of the game.
[0299] Furthermore, according to the pachinko gaming machine 1 of this embodiment, there are multiple types of time-saving states (time-saving state X, time-saving state Y, time-saving state Z), and the number of times the auxiliary game is executed, which is the condition for terminating the time-saving state, differs depending on the type of time-saving state (see FIG. 8). Therefore, it is possible to change the number of game balls that enter the second starting hole 21 during the time-saving state for each type of time-saving state. In particular, in this embodiment, the special chart 2 reserve can be accumulated up to the upper limit (3 balls) in time-saving state X, but the special chart 2 reserve cannot be accumulated up to the upper limit in time-saving state Y or time-saving state Z. Therefore, a new game feature can be provided in which the reserve can or cannot be accumulated up to the upper limit depending on the type of time-saving state, and this is expected to increase the interest in the game.
[0300] Furthermore, according to this form of pachinko game machine 1, in addition to the time-saving state X in which the special chart 2 reserve can be accumulated up to the upper limit, and the time-saving state Y in which the reserve cannot be accumulated up to the upper limit, there is also the time-saving state Z in which no reserve can be accumulated, so the game is prevented from becoming monotonous and an increase in the enjoyment of the game is expected.
[0301] In other words, in this form, a new game feature is realized in a type 1 / type 2 mixed machine in which multiple types of time-saving states with different numbers of confirmed jackpot games are provided, thereby increasing the interest in the game.
[0302] Furthermore, according to the pachinko gaming machine 1 of this embodiment, when a jackpot game (a type 2 jackpot game via a small jackpot) is executed based on the drawing of special chart 2 during time-shortening state Y, it is not controlled to time-shortening state X, which is more advantageous to the player than time-shortening state Y (allocation rate 0%), but when a jackpot game is executed based on the drawing of special chart 2 during non-time-shortening state, it is likely to be controlled to time-shortening state X (allocation rate 20%, see Figure 40). Therefore, even if time-shortening state Y ends and the state becomes non-time-shortening state, it is possible to make the player look forward to the drawing of special chart 2 during that non-time-shortening state, and as a result, it is possible to increase interest in the game.
[0303] Furthermore, according to the pachinko gaming machine 1 of this embodiment, when a jackpot game is executed based on the drawing of special chart 2 during time-shortening state Y, it is less likely to be controlled to the non-time-shortening state than when a jackpot game is executed based on the drawing of special chart 2 during non-time-shortening state (allocation rate 30%, see Figure 40). Therefore, although it is not possible to transition to time-shortening state X, there is a certain advantage to drawing special chart 2 during time-shortening state Y, and therefore an increase in interest in the game can be expected.
[0304] 40, in the pachinko game machine 1 of this embodiment, the lottery for special chart 2 during time-shortening state Y is unlikely to be controlled to the non-time-shortening state (allocation rate 30%), but is also unlikely to be controlled to the time-shortening state X, which is the most advantageous state for the player (allocation rate 0%), while the lottery for special chart 2 during the non-time-shortening state is likely to be controlled to the non-time-shortening state (allocation rate 80%), but is also likely to be controlled to the time-shortening state X, which is the most advantageous state for the player (allocation rate 20%). Therefore, the roles of the lottery for special chart 2 during time-shortening state Y and the lottery for special chart 2 during the non-time-shortening state are clearly defined, making it possible to provide a highly entertaining game.
[0305] Furthermore, according to the pachinko game machine 1 of this form, by drawing a losing symbol B based on the lottery of the special chart 1 (lottery relating to the first starting slot 20), the machine can be controlled to enter the time-saving state X, which is most advantageous to the player, without going through a jackpot game (see FIG. 40). Therefore, compared to a configuration in which the machine does not enter the time-saving state X unless a jackpot game is played, there is hope for a transition to the time-saving state X, and an increase in interest in the game can be expected.
[0306] Furthermore, according to the pachinko gaming machine 1 of this embodiment, the time-shortening state X, which is most advantageous to the player, can be controlled without going through a jackpot game based on the number of times the special chart variation has been executed reaching the ceiling number (950 times) (see FIG. 40), so compared to a configuration in which the time-shortening state X does not transition to unless a jackpot game is executed, there is hope for a transition to the time-shortening state X, and an increase in interest in the game can be expected. Furthermore, in the pachinko gaming machine 1 of this embodiment, the time-shortening state controlled based on reaching the ceiling is the time-shortening state X, which is most advantageous to the player, so interest in the game can be increased compared to when it is time-shortening state Y or time-shortening state Z.
[0307] 10. Example of changes Modified examples will be explained below. In the explanation of the modified examples, the same components as those in the pachinko gaming machine 1 of the above embodiment will be assigned the same reference numerals and explanations thereof will be omitted. Of course, the components of the modified examples may be appropriately combined. Furthermore, technical features in the above embodiment and the modified examples below may be appropriately deleted unless they are described as essential in this specification.
[0308] In the above embodiment, the number of times the auxiliary game is executed as a condition for ending the time-shortening state can be changed as appropriate depending on the gameplay characteristics that are desired to be realized.
[0309] In the above-described form, the time-saving state X is a game state in which the special chart 2 reserve can be accumulated from a state in which the special chart 2 reserve is "0" up to a maximum number of "3", but if the number of special chart 2 reserves that can be accumulated is greater than that of the time-saving state Y, it may be configured so that it is not possible to accumulate up to the maximum number.
[0310] In the above embodiment, the results of the lottery for Special Chart 2 do not include misses, but they may include misses. Also, the results of the lottery for Special Chart 2 do not include jackpots, but they may include jackpots (Type 1 jackpots). In this case, the game state after a Type 1 jackpot game may be controlled to one of the time-saving states.
[0311] In the above embodiment, the probability of transition from time-saving state Y to time-saving state X based on the lottery of special diagram 2 is set to 0% (see FIG. 40), but it may be configured to be able to transition to time-saving state X. In this case, the probability of transition from time-saving state Y to time-saving state X may be set to a lower probability than the probability of transition from time-saving state Y to time-saving state Y (70% in the above embodiment) and the probability of transition from a non-time-saving state to time-saving state X (20% in the above embodiment).
[0312] In the above embodiment, the probability of transition from the non-time-saving state to time-saving state Y based on the lottery of special diagram 2 is set to 0% (see FIG. 40), but it may be configured to be able to transition to time-saving state Y. In this case, the probability of transition from the non-time-saving state to time-saving state Y may be set to a lower probability than the probability of transition from the non-time-saving state to time-saving state X (20% in the above embodiment) and the probability of transition from time-saving state Y to time-saving state Y (70% in the above embodiment).
[0313] In addition, in the above-described form, the probability of transition from time-saving state Y to non-time-saving state based on the lottery of special chart 2 is configured to be lower than the probability of transition from time-saving state Y to time-saving state Y (i.e., a game state other than the non-time-saving state) (see Figure 40), but it may also be configured to be higher.
[0314] In addition, in the above-described form, the probability of transition from a non-time-shortening state to a non-time-shortening state based on the lottery of Special Chart 2 is configured to be higher than the probability of transition from time-shortening state Y to a non-time-shortening state (see Figure 40), but it may also be configured to be lower.
[0315] In the above embodiment, three types of time-saving states are provided: time-saving state X, time-saving state Y, and time-saving state Z (see FIG. 40). However, the types of time-saving states can be changed as appropriate depending on the gameplay desired, such as providing only time-saving state X and time-saving state Y, or only time-saving state X and time-saving state Z, or only time-saving state Y and time-saving state Z.
[0316] Furthermore, in the above embodiment, the time-saving state X or the time-saving state Y can be controlled based on a special miss, but the time-saving state Z can be controlled based on a special miss, or a special miss-free configuration is also possible. Furthermore, the time-saving state X can be controlled only based on a special miss, or the time-saving state Y can be controlled only based on a special miss. Furthermore, in the above embodiment, the time-saving state X can be controlled based on reaching the ceiling, but the time-saving state Y can be controlled based on reaching the ceiling, or the time-saving state Z can be controlled based on reaching the ceiling, or a configuration in which control to a time-saving state is not performed based on reaching the ceiling.
[0317] In addition, in the above embodiment, the presentation mode in the non-time-saving state when there is a special chart 2 reserved may be configured to be set to the same presentation mode as the presentation mode before the jackpot game. In other words, if the presentation mode before the jackpot game is the super special RUSH mode, the super special RUSH mode may continue even in the non-time-saving state, and if the presentation mode before the jackpot game is the special RUSH mode, the special RUSH mode may continue even in the non-time-saving state.
[0318] In the above-mentioned form, the notification of a win that triggers the control of the time-saving state X (super special RUSH mode) is made by stopping and displaying the performance symbols 8L, 8C, and 8R with a 7-digit number (first symbol), and the notification of a win that triggers the control of the time-saving state Y (special RUSH mode) is made by stopping and displaying the performance symbols 8L, 8C, and 8R with a 3-digit number (second symbol), and the notification of a win that triggers the control of the time-saving state Z (normal RUSH mode) is made by stopping and displaying the performance symbols 8L, 8C, and 8R with a 3-digit number (second symbol). In the previous example, the notification of a win, which triggers the control of non-time-saving modes (normal mode, chance mode), was achieved by displaying the 8L, 8C, and 8R symbols as a double-digit odd number (third symbol) excluding the 7 and 3 symbols, and the notification of a win, which triggers the control of non-time-saving modes (normal mode, chance mode), was achieved by displaying the 8L, 8C, and 8R symbols as a double-digit even number (fourth symbol). However, the method of suggesting the type of win (in other words, the indication of the game state after a jackpot) can be changed as appropriate. Specifically, for example, the notification of a win, which triggers the control of time-saving mode X, could be achieved by a so-called full spin effect. Furthermore, the notification of a win, which triggers the control of time-saving mode Y, could be achieved by displaying a double-digit specific symbol (e.g., a V symbol) that is not a numeric symbol (V·V·V).
[0319] In addition, in the above-mentioned form, the types of winnings that can be won in the lottery for special chart 1 and the lottery for special chart 2, and the probability of transitioning to each time-saving state based on winning, can be changed as appropriate depending on the gameplay that is desired to be achieved.
[0320] In addition, in the above-mentioned form, the parameters that determine the ease of the ball entering the electric chute 22 during each time-saving state (such as the normal pattern variation time and stop time, and the electric chute opening pattern) can be changed as appropriate within the range that does not interfere with the game.
[0321] In the above embodiment, the ceiling number of times can be changed as appropriate within a range that does not interfere with the game.
[0322] In addition, in the above embodiment, the upper limit of the number of special drawings reserved (second special drawing reserved) that can be stored is set to "3", but the upper limit of the number of special drawings reserved that can be stored can be changed as appropriate.
[0323] In the above embodiment, the machine is configured as a so-called "Type 1 / 2 Mixed Machine" that can execute a jackpot game based on the passage of a gaming ball into the specific area 39 in the second large prize opening 35. However, it may also be configured as a gaming machine of a type other than a Type 1 / 2 Mixed Machine, such as a so-called "ST Machine" or "Probability Variable Loop Machine." When configured as an ST Machine or a probability variable loop machine, it may be a so-called "symbol probability variable machine" in which a transition to a high probability state with a high jackpot probability is determined based on the type of special symbol that is won, or a so-called "V probability variable machine" in which a transition to a high probability state is determined based on the passage of a ball into a specific area in a V Attacker (a large prize device with a specific area). Note that when configured as an "ST Machine" or a "probability variable loop machine," special symbol fluctuations in a high probability state are not counted toward the number of special symbol fluctuations until the ceiling is reached.
[0324] Here, when configured as an "ST machine" or a "probability variable loop machine," the game state other than when a jackpot game is being executed may be configured to be controllable to a low probability state and non-time-saving state (low probability non-time-saving state, normal game state), a low probability state and time-saving state (low probability time-saving state), or a high probability state and time-saving state (high probability time-saving state).The time-saving state in the low probability time-saving state or the high probability time-saving state may be set to various time-saving states (time-saving state X, time-saving state Y, time-saving state Z, etc.) whose termination condition is the number of times auxiliary games are executed.
[0325] In addition, in the above-mentioned form, it is configured as a so-called type 1 / 2 mixed machine, but depending on the gameplay you want to achieve, it may be a so-called "Hanemono" (type 2 machine) that does not have a type 1 jackpot. In other words, it may be configured so that you cannot win a so-called "direct hit jackpot" in either the lottery of special chart 1 or the lottery of special chart 2.
[0326] In addition, in the above embodiment, in a small prize game based on the lottery of special chart 2, the opening control of second large prize opening 35 (opening / closing member 37) and the operation control of distribution member 71 are configured to ensure that V passage occurs. In contrast to this, in a small prize game based on the lottery of special chart 2, the opening control of second large prize opening 35 and the operation control of distribution member 71 may be configured to ensure that V passage occurs but not V (in other words, if the timing when distribution member 71 is in a state allowing passage and the timing of winning at second large prize opening 35 match well, passage to specific area 39 occurs, but if they do not match, passage to specific area 39 does not occur).
[0327] In the above embodiment, the opening pattern for the small prize game based on the lottery of Special Chart 2 is an opening pattern in which a game ball that enters the second large prize opening 35 passes through the specific area 39 regardless of the timing of the entry (see Figures 39(b) and (c)). However, as long as the game is played correctly (as long as the right hand is continuously hit), the opening pattern does not necessarily require all game balls that enter the second large prize opening 35 to pass through the specific area 39. Specifically, for example, an opening pattern may be configured in which 0.1-second opening is repeated 12 times, and game balls that enter the first through ninth openings pass through the specific area 39, while game balls that enter the tenth through twelfth openings pass through the non-specific area 70. In other words, the passing opening pattern may be any opening pattern that allows entry into the second large prize opening 35 and in which at least one game ball that enters the second large prize opening 35 passes through the specific area 39. In addition, when using an opening pattern like this modified example, the opening / closing member of the second large prize device should be designed as follows to make it easier for game balls to enter the second large prize opening 35 during each opening. That is, it should be a retractable type that can move forward and backward, blocking the second large prize opening when extended forward and opening the second large prize opening when retracted backward. The opening / closing member should be positioned so that game balls flowing down the second flow path R2 roll on the upper surface of the opening / closing member. Furthermore, the coefficient of friction of the upper surface of the opening / closing member should be increased (for example, by using a highly elastic material such as rubber) so that game balls roll slowly on the upper surface of the opening / closing member. Alternatively, protrusions to slow the rolling speed of game balls may be provided on the game ball passage, which uses the upper surface of the opening / closing member as the floor.
[0328] In the above embodiment, the specific area 39 is opened according to a predetermined activation pattern managed by time, based on the start of the small win game (see FIG. 39). Alternatively, the specific area 39 may be opened (set to a pass-allowed state) when the number of winning balls entering the second large winning opening 35 reaches a predetermined activation-trigger winning number (e.g., one ball). In this case, the activation-trigger winning number may be set to, for example, "1" for a special 2V passing small win. In this way, winning balls entering the second large winning opening 35 can pass through the specific area 39 during a special 2V passing small win. Even if the distribution member 71 is activated based on the activation-trigger winning number, the specific area 39 is still switched between pass-allowed and non-passable at a predetermined timing.
[0329] In the above embodiment, regardless of which small prize symbol is selected, the second large prize opening 35 is opened once for 1.6 seconds during the small prize game. However, the opening pattern of the second large prize opening 35 during the small prize game may be a different pattern, such as 18 0.1-second openings, as long as the total opening time does not exceed 1.8 seconds. If the 0.1-second opening is repeated multiple times (e.g., 18 times), it is possible to win the maximum number of prizes (e.g., 10) during the small prize game, even if the total opening time is relatively short, by, for example, configuring the game ball to move slowly over the top surface of the opening / closing member 37. The number of rounds in the type 2 jackpot game can be changed as needed. For example, if a certain small prize symbol is won, one small prize game in which the maximum number of prizes can be won and nine rounds of round games based on passing through a specific area 39 during the small prize game are executed, so that it is possible to realize two types of big prize games with a total of 10 rounds in which 10 rounds of prize balls can be won.
[0330] In the above embodiment, if the result of the determination using the jackpot random number is a miss and the result of the determination using the symbol type random number is a miss symbol B or a miss symbol C, the game is controlled to a time-shortened state without executing a jackpot game. Alternatively, a random number (time-shortened random number) for a lottery to determine whether to control to a time-shortened state (time-shortened lottery) may be separately obtained, and the time-shortened lottery (determination of whether to enter a time-shortened state) may be performed using the time-shortened random number before the variable display of the special symbol begins. In this case, the time-shortened lottery may be performed before or after the determination of whether or not a jackpot has occurred. Furthermore, when a time-shortened lottery is performed, the time-shortened lottery may be performed using a jackpot random number or a symbol type random number instead of a time-shortened random number.
[0331] In the above embodiment, the player can obtain a larger bonus when a jackpot game (including a type 2 jackpot game) is executed based on the drawing of special chart 2 than when a jackpot game is executed based on the drawing of special chart 1, but the opposite or the same may be true. The bonuses that the player can obtain include the number of prize balls that can be obtained in a jackpot game and various settings related to the game state after the jackpot game (whether or not the game is controlled to a time-saving state, and the upper limit of the number of supplementary games when the game is controlled to a time-saving state, etc.).
[0332] In the above embodiment, the display unit that performs the variable effects is configured by the display screen of one display device (display screen 7a of image display device 7), but it may also be configured by the display screens of two or more display devices. For example, in a configuration that includes a sub-display device in addition to image display device 7 as the main display device, the display screen of the main display device may be configured to perform the variable effects of the effect symbols 8L, 8C, and 8R, and the display screen of the sub-display may be configured to perform the variable effects of the small symbols KZ1, KZ2, and KZ3. Note that a touch panel consisting of a touch sensor and a liquid crystal display device may be mounted on gaming machine frame 50, and the liquid crystal display device on this touch panel may be used as the sub-display device.
[0333] In the above embodiment, four random numbers such as a jackpot random number are acquired as random numbers (determination information) based on winning at the first start port 20 or the second start port 21, but it is also possible to acquire one random number and determine whether it is a jackpot or a small jackpot, the type of jackpot symbol, small jackpot symbol, or losing symbol, whether there is a reach, and the type of variation pattern based on that random number. In other words, the number of random numbers acquired based on winning at the start port and what is determined by each random number can be set arbitrarily.
[0334] In the above embodiment, the lottery result of the special drawing 2 does not include a jackpot, but it may include a jackpot (1st type jackpot). In other words, the lottery result of the special drawing 2 may include a jackpot and a small jackpot, but may not include a miss.
[0335] 11. Inventions Disclosed in This Specification The following inventions have been disclosed up to the preceding paragraphs in this [Mode for Carrying Out the Invention]. In the following description, the names and expressions of corresponding configurations in the embodiments and the symbols used in the drawings are added in parentheses for reference. However, the components of each invention are not limited to these additions. Note that Invention A is a general term for Inventions A1 to A5 below, and Invention B is a general term for Inventions B1 to B7 below.
[0336] Invention A1: A movable member (movable member 23) that can take a first state (open state) in which it is easy for a game ball to enter a predetermined ball entry port (second starting port 21) and a second state (closed state) in which it is more difficult or impossible for the game ball to enter than in the first state; A movable member control means (a processing related to the execution of auxiliary games by the game control microcomputer 81) that can operate the movable member in a predetermined operation pattern (an opening pattern of the electric chute 22 according to the game state shown in FIG. 10(C)), A game state control means (a game state setting process by a game control microcomputer 81) that can control the movable member to a specific game state (time-shortened state) that is set so that the movable member is more likely to take the first state than a non-specific game state (non-time-shortened state), The gaming machine is characterized in that the gaming state control means ends the specific gaming state on the condition that the movable member has been operated a specific number of times in the predetermined operation pattern in the specific gaming state (if YES is determined in step S403 shown in Figure 19, step S404 is executed).
[0337] With this gaming machine, the specific gaming state in which the movable member is controlled to the first state in which it is easy for gaming balls to enter the specified entry slot is ended based on the number of times the movable member is operated, so it is easy to limit the number of gaming balls that enter the specified entry slot during the specific gaming state as intended by the manufacturer. This makes it possible to provide innovative gameplay and thereby increase the enjoyment of the game.
[0338] Invention A2: The gaming machine according to invention A1, The specific game states include a first specific game state (time-shortened state X) in which the specific number of times is set to a first number of times (four times), and a second specific game state (time-shortened state Y) in which the specific number of times is set to a second number of times (two times) that is smaller than the first number of times (see table in Figure 19).
[0339] According to the gaming machine having this configuration, it is possible to change the number of gaming balls that enter a predetermined ball entrance during a specific gaming state depending on the type of the specific gaming state.
[0340] Invention A3: The gaming machine according to Invention A2, A lottery means (processing related to the lottery of special figure 2 by the game control microcomputer 81, FIG. 22, etc.) for performing a predetermined lottery (lottery of special figure 2) based on the ball entering the predetermined ball entrance; A holding means (processing related to the occurrence of special figure 2 holding by the game control microcomputer 81, FIG. 16, etc.) that can hold the execution of the lottery up to a predetermined upper limit number ("3" in the embodiment), The first specific gaming state (time-shortened state X) is a gaming state in which the number of reserved balls by the reserve means can be increased from a state in which there is no reserved ball by the reserve means to a predetermined upper limit number, The second specific game state (time-shortened state Y) is a game state in which it is impossible to accumulate the number of balls reserved by the holding means up to the specified upper limit from a state in which there are no balls reserved by the holding means (see Figure 40).
[0341] A gaming machine of this configuration can provide new gaming features in which the maximum number of reserved balls can or cannot be accumulated depending on the type of specific gaming state, which is expected to increase interest in the game.
[0342] Invention A4: The gaming machine according to Invention A3, A gaming machine characterized in that the results of the lottery based on the ball entering the specified entrance include a win, which means that a special game (in this embodiment, a small win game) that is advantageous to the player will be played, but does not include a lose, which means that the special game will not be played (see Figure 7(A)).
[0343] With a gaming machine of this configuration, the results of the lottery based on the ball entering a designated entrance port do not include any losing results, so if the machine is configured so that one ball enters a designated entrance port for each operation of the movable member in a specific gaming state, the number of times the movable member is operated as a condition for terminating the specific gaming state can be made the number of times a winning result is essentially determined.
[0344] Invention A5: The gaming machine according to Invention A3 or Invention A4, The specific gaming state further includes a third specific gaming state (time-shortened state Z) in which the specific number of times is set to a third number of times (one time) that is smaller than the second number of times, The gaming machine is characterized in that the third specific gaming state is a gaming state in which no reserved balls can be accumulated by the reserved means (see FIG. 40).
[0345] According to a gaming machine of this configuration, in addition to a first specific gaming state in which reserves can be accumulated up to the upper limit and a second specific gaming state in which reserves cannot be accumulated up to the upper limit, there is also a third specific gaming state in which no reserves can be accumulated, which prevents the game from becoming monotonous and is expected to increase interest in the game.
[0346] Invention B1: A special game execution means (a process related to the execution of a jackpot game by a game control microcomputer 81) that can execute a special game (a jackpot game in this embodiment) advantageous to a player based on the result of a predetermined lottery (a lottery of special drawing 2, drawing 22, etc.); A game state control means (processing related to setting of the game state by the game control microcomputer 81) capable of controlling the game state after the end of the special game to a specific game state (time-shortened state) that is more advantageous to the player than a non-specific game state (non-time-shortened state), The specific gaming state includes a first specific gaming state (time-shortened state X) and a second specific gaming state (time-shortened state Y) that is more disadvantageous to the player than the first specific gaming state, When the special game is executed based on the result of the lottery in the second specific game state (time-shortened state Y), the probability of being controlled to the second specific game state (time-shortened state Y) after the special game ends (70% in this embodiment) is higher than the probability of being controlled to the first specific game state (time-shortened state X) (0% in this embodiment), A gaming machine characterized in that, when the special game is executed based on the result of the lottery in the non-specific game state (non-time-shortened state), the probability (20% in the embodiment) of being controlled to the first specific game state (time-shortened state X) after the special game ends is higher than the probability (0% in the embodiment) of being controlled to the second specific game state (time-shortened state Y) (see Figure 40).
[0347] With this configuration, when a special game is executed based on a lottery during the second specific game state, the machine is less likely to be controlled to the first specific game state, which is more advantageous to the player than the second specific game state, but when a special game is executed based on a lottery during the non-specific game state, the machine is more likely to be controlled to the first specific game state than the second specific game state. Therefore, even if the second specific game state ends and the machine enters the non-specific game state, it is possible to make the player look forward to the lottery during the non-specific game state, and as a result, it is possible to increase the player's interest in the game.
[0348] Invention B2: The gaming machine according to Invention B1, A gaming machine characterized in that when the special game is executed based on the result of the lottery in the second specific game state (time-shortened state Y), the probability of being controlled to the second specific game state (time-shortened state Y) after the special game ends is higher (70% in the embodiment) than the probability of being controlled to the non-specific game state (non-time-shortened state) (30% in the embodiment) (see Figure 40).
[0349] With this configuration, when a special game is executed based on a lottery during the second specific game state, the gaming machine is unlikely to be controlled to a non-specific game state. Therefore, the lottery during the second specific game state also has certain advantages, which can be expected to increase the gaming enjoyment.
[0350] Invention B3: The gaming machine according to Invention B2, A gaming machine characterized in that the probability (80% in an embodiment) of being controlled to the non-specific gaming state (non-time-shortening state) after the special game ends based on the result of the lottery in the non-specific gaming state (non-time-shortening state) is higher than the probability (30% in an embodiment) of being controlled to the non-specific gaming state (non-time-shortening state) after the special game ends based on the result of the lottery in the second specific gaming state (time-shortening state Y) (see Figure 40).
[0351] With a gaming machine of this configuration, the roles of each gaming state are clearly defined, such as a lottery during a second specific gaming state that is difficult to control into a non-specific gaming state but is also difficult to control into a first specific gaming state that is advantageous to the player, and a lottery during a non-specific gaming state that is easy to control into a non-specific gaming state but is also easy to control into the first specific gaming state that is advantageous to the player, thereby making it possible to provide a highly entertaining game.
[0352] Invention B4: A gaming machine according to any one of Inventions B1 to B3, The specific game state is a game state in which a game ball is more likely to enter a variable start opening (second start opening 21) in which the ease of entry of the game ball can be changed than in the non-specific game state, The lottery is conducted based on the ball entering the variable starting hole, A holding means (processing related to the occurrence of special figure 2 holding by the game control microcomputer 81, FIG. 16, etc.) capable of holding the execution of the lottery is provided, The gaming machine is characterized in that the number of reserves that can be generated by the reserve means is different between the first specific game state and the second specific game state (3 in time-shortened state X, 1 in time-shortened state Y).
[0353] According to a gaming machine of this configuration, the number of reserves (reserves related to variable start slots) that can be generated varies depending on the type of specific gaming state. In other words, the number of lotteries related to variable start slots that can be received varies depending on the type of specific gaming state. This results in a specific gaming state with an unprecedented and innovative benefit, and can provide new excitement regarding the gameplay related to the specific gaming state.
[0354] Invention B5: The gaming machine according to Invention B4, The first specific gaming state is a state in which the number of reserved balls by the reserved means that can be generated is a first number ("3" in this embodiment), The second specific gaming state is a second number ("1" in the embodiment) that is smaller than the first number by the number of reserved by the reserved means that can be generated, The gaming machine is characterized in that the specific gaming states include a third specific gaming state (time-shortening state Z) in which no reserved items can be accumulated by the reserved means.
[0355] According to a gaming machine of this configuration, not only the first specific gaming state and the second specific gaming state but also the third specific gaming state are provided as specific gaming states with different numbers of holds (holds related to the variable start port) that can be generated, which prevents the game from becoming monotonous and is expected to increase interest in the game.
[0356] Invention B6: The gaming machine according to Invention B4 or Invention B5, A gaming machine characterized in that, based on the result of a lottery in response to a ball entering another starting port (first starting port 20) different from the variable starting port (based on drawing a losing pattern B in the lottery for special pattern 1), the machine may be controlled to the first specific game state (time-shortened state X) without executing the special game (see Figure 40).
[0357] According to a gaming machine of this configuration, it is possible to control the machine to a first specific gaming state that is more advantageous to the player than the second specific gaming state, without going through a jackpot game, based on a lottery related to another starting port, so that control to the first specific gaming state can be expected, and an increase in interest in the game can be expected.
[0358] Invention B7: A gaming machine according to any one of Inventions B4 to B6, A pattern variation can be performed in which a predetermined pattern (special pattern) is varied and stopped in a manner that indicates the result of the lottery, A gaming machine characterized in that it may be controlled to the first specific gaming state (time-shortening state X) based on the number of times the pattern variation is executed reaching a specific number (950 times) (see Figure 40).
[0359] With this type of gaming machine, when the number of times the pattern changes reaches a specific number, the machine can be controlled to a first specific gaming state that is more advantageous to the player than the second specific gaming state without going through a jackpot game, so control to the first specific gaming state can be expected, and an increase in interest in the game can be expected.
[0360] Conventionally, pachinko gaming machines, which are an example of gaming machines, perform a jackpot determination to determine whether a jackpot has been reached when a gaming ball enters a starting slot, as described in, for example, Japanese Patent Application Laid-Open Publication No. 2018-88993. When a jackpot determination is made, a special symbol is displayed to indicate the result of the jackpot determination. If the special symbol display indicates that the jackpot determination is a jackpot, a jackpot game advantageous to the player is executed. After a jackpot game is executed, the gaming machine described in Japanese Patent Application Laid-Open Publication No. 2018-88993 may enter a time-saving gaming state (specific gaming state) in which a gaming ball is more likely to enter the variable start slot than in a non-time-saving gaming state (non-specific gaming state). However, for gaming machines that enter a gaming state in which a gaming ball is more likely to enter the variable start slot than in a non-time-saving gaming state, there is still room for improvement to enhance gaming enjoyment.
[0361] The above-mentioned invention A differs from the gaming machine described in JP 2018-88993 A in that "a movable member that can be in a first state in which it is easy for a gaming ball to enter a predetermined ball entry opening and a second state in which it is more difficult or impossible for the ball to enter the opening than the first state ends a specific gaming state in which the movable member is likely to be in the first state, on the condition that it has been operated a specific number of times in a predetermined operation pattern." This makes it possible for invention A to solve the problem (achieve the effect) of "improving the enjoyment of the game."
[0362] Furthermore, with regard to gaming machines that can be set to a gaming state advantageous to the player after the end of a jackpot game, such as the gaming machine described in JP 2018-88993 A, there is still room for improvement to increase gaming enjoyment. The above-mentioned invention B differs from the gaming machine described in JP 2018-88993 A in that "specific gaming states that are more advantageous to the player than non-specific gaming states include a first specific gaming state and a second specific gaming state that is less advantageous to the player than the first specific gaming state, and when a special game is executed based on the result of a lottery in the second specific gaming state, the probability of being controlled to the second specific gaming state after the end of the special game is higher than the probability of being controlled to the first specific gaming state, and when a special game is executed based on the result of a lottery in a non-specific gaming state, the probability of being controlled to the first specific gaming state after the end of the special game is higher than the probability of being controlled to the second specific gaming state." As a result, Invention B can solve the problem of "improving the enjoyment of games" (achieve the effect). [Explanation of symbols]
[0363] 1...Pachinko machines 20...First starting port (other starting port) 21... Second starting hole (predetermined starting hole, variable starting hole) 23...movable parts 81...Game control microcomputer
Claims
[Claim 1] Specific entry gates and big prize entry gates, a movable member that can assume a first state in which a game ball is easy to enter the specific ball entrance and a second state in which the game ball is more difficult to enter than in the first state or cannot enter; a movable member control means capable of operating the movable member in a predetermined operation pattern; a game state control means for setting one game state from a plurality of game states including a special game state accompanied by the opening of the big prize opening, a first specific game state, and a second specific game state in which the movable member is more likely to assume the first state than in the first specific game state; a lottery means for executing a predetermined lottery to determine whether or not to set the special gaming state; A presentation mode setting means is provided for setting one presentation mode from a plurality of presentation modes including a first presentation mode and a second presentation mode, The special game state includes a first special game state and a second special game state, When the second specific game state accompanied by the second presentation mode is set after the second special game state is set, the second presentation mode is set from the start of setting the second specific game state, The first presentation mode is a presentation mode that makes a player expect that the special game state will be set a first number of times thereafter, The second presentation mode is a presentation mode that makes a player expect that the special game state will be set a second number of times, which is greater than the first number of times, thereafter; When it is determined that the first special game state is to be set by the predetermined lottery based on the ball entering a predetermined entrance different from the specific entrance, the first presentation mode is then set, When it is determined by the predetermined lottery based on the ball entering the predetermined entrance that the second special game state will be set, the second presentation mode is then set.
Citation Information
Patent Citations
Game machine
JP2015157023A
Game machine
JP2017192417A
Game machine
JP2018088993A
Game machine
JP2018121848A
Game machine
JP2020116316A