gaming machines
The gaming machine addresses the issue of prolonged normal states post-jackpot by introducing variable starting ports and easy state transitions, ensuring frequent advantageous states for enhanced player engagement.
Patent Information
- Application Number
- JP2021025881
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-02-22
- Publication Date
- 2025-09-16
- Estimated Expiration
- 2041-02-22
AI Technical Summary
Conventional gaming machines fail to transition to advantageous states post-jackpot, leading to decreased player motivation due to prolonged normal states and unrecognized high-probability latent states.
Implementing a gaming machine with variable starting ports, winning/losing determinations, and easy state transitions, including first and second easy states with different transition rates to prevent prolonged normal states by offering alternative easy states.
Prevents a decline in player motivation by ensuring frequent transitions to advantageous states, enhancing gameplay interest and maintaining player engagement.
Smart Images

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Figure 0007738842000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Conventionally, this type of gaming machine is known to determine whether a game ball has entered a starting port, including a variable starting port that changes the probability of the game ball entering the starting port, and to display symbols that vary depending on the result of the winning / losing determination, and to execute a jackpot game when a winning symbol is displayed, and to transition to an advantageous state that is advantageous to the player after the jackpot game ends (see, for example, Patent Document 1). In this gaming machine, the advantageous state can be an easy state (time-saving state) in which the time it takes for the special symbol to change is shorter than in the normal state and it becomes easier for the game ball to enter the variable starting port, or a high-probability state in which the probability of a winning result in the winning / losing determination is higher than in the normal state. In addition, there are cases in which the game remains in the normal state without transitioning to an advantageous state after the jackpot game ends. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-110777 Summary of the Invention [Problem to be solved by the invention]
[0004] Here, if the machine does not transition to the easy state after the end of a jackpot game and instead returns to the normal state, the player will aim to win a jackpot while reducing the number of balls they have. However, even if a jackpot occurs in this state, the likelihood of transitioning to the easy state after the end of the jackpot game is not increased, so the machine may return to the normal state without transitioning to the easy state after the end of the jackpot game. Furthermore, even if the machine is in a so-called latent probability change state, in which it is difficult for the player to recognize that a high probability state has occurred, the reduction in the number of balls they have is not suppressed. Therefore, if the machine does not transition to the easy state repeatedly, the player's motivation to play may decrease.
[0005] The main purpose of the gaming machine of the present invention is to prevent a decline in motivation to play by suppressing a prolonged state in which a transition to a time-saving state advantageous to the player cannot be expected. [Means for solving the problem]
[0006] The gaming machine of the present invention employs the following means to achieve the above-mentioned main object.
[0007] The first gaming machine of the present invention is A starting port including a variable starting port in which the possibility of the game ball entering changes; A winning / loose determination means for determining whether or not a game ball has entered the starting hole; a jackpot game execution means for executing a jackpot game when the result of the hit / miss determination is a hit; An easy state transition means that can transition to an easy state in which it is easier for a game ball to enter the variable start opening than in a normal state when a predetermined condition is met; a probability varying means for varying the probability of the result of the hit / miss judgment being a hit between a normal probability in the normal state and a high probability; A gaming machine comprising: The easy state includes a first easy state and a second easy state in which it is more difficult for the game ball to enter the variable starting hole than in the first easy state, The normal state, the second easy state with normal probability, and the second easy state with high probability have different transition rates to the first easy state when the predetermined condition is met. The gist of this is as follows.
[0008] The first gaming machine of the present invention has a first easy state, which is an easier state in which it is easier for a gaming ball to enter the variable start opening than the normal state, and a second easy state, which is an easier state in which it is harder for a gaming ball to enter the variable start opening than the normal state. Furthermore, the normal state, the second easy state with normal probability, and the second easy state with high probability each have a different transition rate to the first easy state. This allows the possibility of transitioning to the first easy state to be changed by transitioning to the second easy state with normal probability or the second easy state with high probability without transitioning to the first easy state. Therefore, it is possible to prevent a prolonged state in which transition to an easy state advantageous to the player cannot be expected, thereby preventing a decline in motivation to play.
[0009] The second gaming machine of the present invention is A starting port including a variable starting port in which the possibility of the game ball entering changes; A winning / loose determination means for determining whether or not a game ball has entered the starting hole; a jackpot game execution means for executing a jackpot game when the result of the hit / miss determination is a hit; An easy state transition means that can transition to an easy state in which it is easier for a game ball to enter the variable start opening than in a normal state when a predetermined condition is met; a probability varying means for varying the probability of the result of the hit / miss judgment being a hit between a normal probability in the normal state and a high probability; A gaming machine comprising: The easy state includes a first easy state and a second easy state in which it is more difficult for the game ball to enter the variable starting hole than in the first easy state, the normal state, the second easy state with normal probability, and the second easy state with high probability have different transition rates to the first easy state when the predetermined condition is met, The first easy state can be transitioned to the second easy state when the predetermined condition is met, and the transition rate is different from that of other states. The gist of this is as follows.
[0010] The second gaming machine of the present invention has a first easy state, which is an easier state in which it is easier for a gaming ball to enter the variable start opening than the normal state, and a second easy state, which is an easier state in which it is harder for a gaming ball to enter the variable start opening than the normal state. Furthermore, the normal state, the second easy state with normal probability, and the second easy state with high probability each have different transition rates to the first easy state. This allows for transition to the second easy state with normal probability or the second easy state with high probability without transitioning to the first easy state, thereby changing the possibility of transitioning to the first easy state. This prevents a prolonged state in which transition to an easy state advantageous to the player cannot be expected, thereby preventing a decline in motivation to play. Furthermore, even in the first easy state, transition to the first easy state is possible upon fulfillment of a predetermined condition (a new first easy state is initiated), and the transition rate to the first easy state is different from that of other states, thereby diversifying gameplay and increasing interest in the game.
[0011] The third gaming machine of the present invention is A starting port including a variable starting port in which the possibility of the game ball entering changes; A winning / loose determination means for determining whether or not a game ball has entered the starting hole; a jackpot game execution means for executing a jackpot game when the result of the hit / miss determination is a hit; An easy state transition means that can transition to an easy state in which it is easier for a game ball to enter the variable start opening than in a normal state when a predetermined condition is met; a probability varying means for varying the probability of the result of the hit / miss judgment being a hit between a normal probability in the normal state and a high probability; A gaming machine comprising: The easy state includes a first easy state and a second easy state in which it is more difficult for the game ball to enter the variable starting hole than in the first easy state, the normal state, the second easy state with normal probability, and the second easy state with high probability have different transition rates to the first easy state when the predetermined condition is met, In the second easy state, the ease of the game ball entering the variable starting hole is closer to the normal state than in the first easy state. The gist of this is as follows.
[0012] The third gaming machine of the present invention has a first easy state, which is an easier state in which it is easier for a gaming ball to enter the variable start opening than the normal state, and a second easy state, which is even more difficult for a gaming ball to enter the variable start opening than the normal state. Furthermore, the normal state, the second easy state with normal probability, and the second easy state with high probability each have different transition rates to the first easy state. This allows for a change in the likelihood of transitioning to the first easy state by transitioning to the second easy state with normal probability or the second easy state with high probability without transitioning to the first easy state. This prevents a prolonged state in which transition to an easy state advantageous to the player cannot be expected, thereby preventing a decline in motivation to play. Furthermore, because the second easy state is closer to the normal state in terms of ease of ball entry into the variable start opening than the first easy state, the first easy state can more effectively prevent the loss of balls than the second easy state, thereby more advantageously generating jackpots. Therefore, varying the likelihood of transitioning to the first easy state can further increase gaming interest.
[0013] Here, the predetermined condition may be the transition to the easy state after the end of a jackpot game (the occurrence of a jackpot), or the transition to the easy state when a hit / miss determination results in a predetermined result other than a hit (jackpot), or the transition to the easy state when the number of hit / miss determinations that do not result in a hit reaches a predetermined number. Also, the transition rate from the normal state to the second easy state with normal probability (low probability) or the second easy state with high probability may be different or the same, but can be higher than the transition rate to the first easy state. [Effects of the Invention]
[0014] According to the gaming machine of the present invention, it is possible to prevent a decline in the player's motivation to play by suppressing a prolonged state in which a transition to an easy state advantageous to the player cannot be expected. [Brief explanation of the drawings]
[0015] [Figure 1] 1 is a front view of a pachinko machine 1 according to an embodiment of the present invention. [Figure 2]FIG. 2 is a rear view of the pachinko machine 1. [Figure 3] 1 is a schematic diagram of a game board 20 of a pachinko machine 1. FIG. [Figure 4] 1 is a block diagram showing the electrical configuration of a pachinko machine 1. FIG. [Figure 5] 10 is an explanatory diagram showing an example of a performance display of the performance display device 37. FIG. [Figure 6] FIG. 2 is an explanatory diagram illustrating the specifications of the pachinko machine 1. [Figure 7] 10 is a flowchart showing an example of a main control process executed by a CPU 60a of a main control device 60. [Figure 8] 10 is a flowchart illustrating an example of a power-on process. [Figure 9] A flowchart showing an example of a start-up winning process. [Figure 10] 10 is a flowchart showing an example of a normal symbol game process. [Figure 11] 10 is a flowchart showing an example of processing related to normal pattern change display. [Figure 12] 10 is a flowchart showing an example of a normal symbol winning game process. [Figure 13] 10 is a flowchart showing an example of a special symbol game process. [Figure 14] 10 is a flowchart showing an example of a special symbol game process. [Figure 15] 10 is a flowchart showing an example of a special pattern change display related process. [Figure 16] FIG. 10 is an explanatory diagram showing an example of a jackpot symbol determination table. [Figure 17] 10 is a flowchart showing an example of a variation pattern determination process. [Figure 18] FIG. 10 is an explanatory diagram showing an example of a fluctuation pattern table. [Figure 19] 10 is a flowchart showing an example of a jackpot game process. [Figure 20] 10 is a flowchart showing an example of a jackpot game process. [Figure 21] 10 is a flowchart showing an example of a pattern change effect process. [Figure 22] 10 is a flowchart showing an example of a jackpot game presentation process. [Figure 23] FIG. 10 is an explanatory diagram showing an example of settings of a background screen. [Figure 24] FIG. 10 is an explanatory diagram showing an example of a transition of a game state. DETAILED DESCRIPTION OF THE INVENTION
[0016] Next, an embodiment of the present invention will be described using examples. [Example]
[0017] Fig. 1 is a front view of a pachinko machine 1 of the present invention, Fig. 2 is a rear view of the pachinko machine 1, Fig. 3 is a schematic diagram of a game board 20 of the pachinko machine 1, and Fig. 4 is a block diagram showing the electrical configuration of the pachinko machine 1. In this embodiment, an example will be described in which the present invention is applied to a so-called seven-type (first type) gaming machine, which starts the variable display of special symbols when a gaming ball enters a starting hole, and starts a jackpot game when the special symbols stop and display as a predetermined jackpot symbol.
[0018] [External configuration of Pachinko machine 1] 1, the pachinko machine 1 of this embodiment comprises a game board 20 arranged so that the board surface can be seen through a glass plate (transparent plate) 4 fitted into a front frame (glass frame) 3, an upper tray 11 and a lower tray 12 for storing game balls, and a launch handle 13 for launching the game balls stored in the upper tray 11 onto the game board 20. The pachinko machine 1 of this embodiment is a CR machine compatible with prepaid cards, and a CR unit 50 for reading and writing prepaid cards is provided on the left side of the pachinko machine 1.
[0019] The front frame 3 is fitted into the inner frame 5, and can be opened and closed relative to the inner frame 5 using hinges provided at the top and bottom of the left side as fulcrums. The inner frame 5 is also fitted into the outer frame 2, and can be opened and closed relative to the outer frame 2 using hinges provided at the top and bottom of the left side as fulcrums. The front frame 3 and inner frame 5 are configured as roughly rectangular plastic frames. On the other hand, the outer frame 2 is configured as a roughly rectangular wooden frame, and is fixed to the island frame of the island equipment in the game hall.
[0020] A speaker 14 (see FIG. 4) is provided within the front frame 3 to emit various sound effects as the game progresses and to emit warning sounds to alert the player. Also, within the front frame 3, a plurality of LEDs 15 (see FIG. 4) are arranged around the periphery of the game board 20 as decorative light-emitting elements that emit light according to the game status.
[0021] Prize balls and loan balls are dispensed into the upper tray 11, and balls that overflow from the upper tray 11 are dispensed into the lower tray 12. A settlement display device 52 that displays the balance of the prepaid card inserted into the CR unit 50 is disposed above the upper tray 11, and a ball loan button 53 that commands the loan of game balls is provided on one of both sides of the settlement display device 52, and a settlement button 54 that commands the settlement (return) of the prepaid card inserted into the CR unit 50 is provided on the other side. In addition, an effect button 16 is disposed in front of the upper tray 11 to perform various effects in response to the player's operation.
[0022] As shown in Fig. 2, a ball tank 77, a tank rail 78, and a payout device 72 are provided in the inner frame 5 on the back side of the pachinko machine 1. When game balls enter each winning hole provided in the game board 20, the payout device 72 pays out a predetermined number of game balls as prize balls from the ball tank 77 via the tank rail 78 to the upper tray 11. In addition, when the ball loan button 53 is operated, the payout device 72 pays out loan balls to the upper tray 11.
[0023] The launch handle 13 is located to the right of the lower tray 12, and when the player rotates it clockwise, the launch motor 83 (see Figure 4) of the launch device (not shown) is activated, and game balls are launched one by one toward the game board 20 with a launch force that corresponds to the amount of rotation of the launch handle 13.
[0024] [Configuration of game board 20] As shown in Figure 3, the game board 20 has a game area 21 surrounded by an outer rail 21a and an inner rail 21b. The game board 20 includes a performance display device 37 located approximately in the center of the game area 21, a center role device 38 including a warp entrance, a warp gutter, a stage, etc., arranged around the performance display device 37, a normal symbol activation gate 22 located to the right of the center role device 38, a first start opening 23 that is always open and located below the center role device 38, a second start opening 24 that can be opened and closed and located below the normal symbol activation gate 22, a big prize opening 25 located in the lower right of the game area 21, a normal prize opening 27 that is always open and located in the lower left of the game area 21, and an outlet 29 for collecting game balls that do not enter any of the prize openings. The game board 20 also has numerous nails 21c planted in it to guide or deflect game balls flowing down the game area 21.
[0025] The second starting hole 24 is a variable-type ball entry hole configured as a standard electric device and includes a pair of left and right opening / closing blades (opening / closing members) 24b and a second starting hole solenoid 24c (see FIG. 4) that activates the opening / closing blades 24b. Normally, the second starting hole 24 is closed with the opening / closing blades 24b upright, making it difficult for game balls to enter. When a normal symbol is displayed as a winning symbol and a winning game (normal symbol winning game) is executed, the second starting hole solenoid 24c opens the opening / closing blades 24b to the left and right, opening the opening / closing blades 24b to an open state that makes it easy for game balls to enter. A second starting hole switch 24a is attached to the second starting hole 24 to detect and count the number of game balls that have entered. The second starting hole 24 closes when the second starting hole switch 24a counts a specified number of game balls or when a predetermined maximum opening time has elapsed before the specified number of game balls have been counted.
[0026] The special prize opening 25 is a variable-type ball entry opening configured as a special electric device, and includes an opening / closing plate (opening / closing member) 25b and a special prize opening solenoid 25c (see FIG. 4) that operates the opening / closing plate 25b. This special prize opening 25 is normally blocked by the opening / closing plate 25b, preventing game balls from entering. When the special symbol is displayed as a jackpot symbol and a jackpot game is executed, the opening / closing plate 25b is opened toward the player by the special prize opening solenoid 25c, thereby opening the opening / closing plate 25b to allow game balls to enter. A special prize opening switch 25a is attached to the special prize opening 25 to detect and count the number of game balls that have entered. The special prize opening 25 closes when the special prize opening switch 25a counts a specified number of game balls or when a predetermined maximum opening time has elapsed before the specified number of game balls have been counted (round play). The big win game is played by repeating the round game a predetermined number of times.
[0027] A game ball can be placed into the first starting hole 23 by the player rotating the launch handle 13 (a so-called left hit) so that the game ball flows down into the left area (first game area) of the game area 21. On the other hand, a game ball cannot be placed into the second starting hole 24 or the special prize hole 25 by a left hit, and can be placed into the second starting hole 24 or the special prize hole 25 by rotating the launch handle 13 (a so-called right hit) so that the game ball flows down into the right area (second game area) of the game area 21. However, since the second starting hole 24 and the special prize hole 25 are variable prize holes, they can only be opened when a normal symbol is won or when a special symbol is won as a jackpot, respectively, and a game ball can only be placed into them.
[0028] At the lower right of the game board 20, there are arranged a first special pattern display device (first special pattern display device) 31, a second special pattern display device (second special pattern display device) 32, a first special pattern reserved number display device (first special pattern reserved number display device) 33, a second special pattern reserved number display device (second special pattern reserved number display device) 34, a normal pattern display device (normal pattern display device) 35, and a normal pattern reserved number display device (normal pattern reserved number display device) 36.
[0029] In this embodiment, the first special symbol display device 31 and the second special symbol display device 32 are configured as 7-segment display devices, and multiple display modes are expressed by combining the lighting and extinguishing of each segment. The first special symbol display device 31 and the second special symbol display device 32 begin the variable display of the special symbol by sequentially switching the display mode based on the entry of a gaming ball into the starting hole, and when a predetermined variable time has passed, the special symbol is displayed statically by displaying it in one of multiple predetermined static display modes. When the special symbol is displayed statically in a predetermined static display mode (jackpot symbol), a jackpot game is executed. The first special symbol display device 31 is a display device for first starting hole ball entry that variably displays the special symbol based on the entry of a gaming ball into the first starting hole 23, and the second special symbol display device 32 is a display device for second starting hole ball entry that variably displays the special symbol based on the entry of a gaming ball into the second starting hole 24. In addition, the special pattern displayed by the first special pattern display device 31 is also called the first special pattern (first special pattern), and the special pattern displayed by the second special pattern display device 32 is also called the second special pattern (second special pattern).
[0030] If a gaming ball enters the first start hole 23 while the special symbol variations are being displayed or during a jackpot game, the display of the first special symbol variations is reserved up to a predetermined number of times (four times in this embodiment), and after the current display of variations has ended, the display of the reserved first special symbols begins sequentially. The number of reserved first special symbols is displayed on the first special symbol reserved number display device 33. Also, if a gaming ball enters the second start hole 24 while the special symbol variations are being displayed or during a jackpot game, the display of the second special symbol variations is reserved up to a predetermined number of times (for example, four times), and after the current display of variations has ended, the display of the reserved second special symbols begins sequentially. The number of reserved second special symbols is displayed on the second special symbol reserved number display device 34.
[0031] In this embodiment, the normal symbol display device 35 is configured as an LED display device having multiple display units. The normal symbol display device 35 displays a variable normal symbol by repeatedly turning on and off each of the multiple display units based on the detection of a gaming ball by the gate switch 22a provided on the normal symbol activation gate 22, and after a predetermined variable time has passed, the normal symbol is displayed as a stopped symbol by turning on or off each of the multiple display units. When a specific display unit among the multiple display units is lit, it is a winning symbol, and when it is not, it is a losing symbol. When the normal symbol is displayed as a winning symbol, the second starting port 24 is opened.
[0032] In this embodiment, when the game ball passes through the normal symbol activation gate 22 while the normal symbol is being displayed, the normal symbol display is reserved up to a predetermined number (for example, 4), and when the current display is completed, the reserved normal symbol display is started sequentially. The reserved number of normal symbols is displayed on the normal symbol reserved number display device 36.
[0033] The effect display device 37 is an image display device configured with a liquid crystal display or the like, and displays various effects on the display screen, such as effect patterns (pseudo patterns) 371L, 371C, and 371R corresponding to special patterns, as well as reach effects and advance notice effects predicting a jackpot. FIG. 5 is an explanatory diagram showing an example of the effect display of the effect display device 37. As shown in the figure, three effect patterns 371L, 371C, and 371R, namely, left, center, and right, consisting of numbers, letters, characters, symbols, characters, etc. (numbers in the example shown in the figure) are displayed in the center of the display screen of the effect display device 37. When a gaming ball enters the start hole (first start hole 23 or second start hole 24), the three effect patterns 371L, 371C, and 371R are displayed in a scrolling manner from top to bottom, and after a predetermined change time has elapsed, they are displayed in a stopped state in the order of left, right, and center. When the right effect symbol 371R is stopped and displayed, if the right effect symbol 371R does not match the left effect symbol 371L, it is a miss (miss without a reach). On the other hand, when the right effect symbol 371R matches the left effect symbol 371L, it becomes a reach and transitions to a reach effect. Then, after the reach effect, when the middle effect symbol 371C is stopped and displayed, if the middle effect symbol 371C does not match the left and right effect symbols 371L, 371R, it is a miss (miss in a reach), and when the middle effect symbol 371C matches the left and right effect symbols 371L, 371R, it is a jackpot. In addition, in conjunction with the variable display of the effect symbols 371L, 371C, 371R, the effect display device 37 also displays a character symbol 373 that suggests, for example, the possibility (reliability) of a jackpot.
[0034] 5, first and second reserved symbols 372a, 372b are also displayed in the corners (bottom) of the display screen of the effect display device 37. The first reserved symbol 372a is a symbol corresponding to the reserved memory of the first special symbol. The first reserved symbols 372a are additionally displayed one by one from the right side each time a gaming ball enters the first starting hole 23 during the variable display of the special symbol, etc., and are deleted one by one from the opposite side from the time of the starting ball entering each time the variable display of the first special symbol begins. The second reserved symbol 372b is a symbol corresponding to the reserved memory of the second special symbol. The second reserved symbol 372b is additionally displayed one by one from the right side each time a gaming ball enters the second starting hole 24 during the variable display of the special symbol, etc., and are deleted one by one from the opposite side from the time of the starting ball entering each time the variable display of the second special symbol begins.
[0035] [Control circuit configuration] As shown in FIG. 4, the pachinko machine 1 includes a main control unit 60, a payout control unit 70, a launch control unit 80, a sub-integrated control unit 90, a performance display control unit 91, and a power supply board 95 (see FIG. 2) as its control circuits. The main control unit 60 is configured as a microprocessor centered on a CPU 60a, and includes, in addition to the CPU 60a, a ROM 60b that stores processing programs and tables, a RAM 60c that temporarily stores data when executing the processing programs, input / output ports, and communication ports. Although not shown, the payout control unit 70 and the launch control unit 80 are also configured as microprocessors centered on a CPU, and include, in addition to the CPU, a ROM, a RAM, input / output ports, and communication ports. The pachinko machine 1 is also provided with an external connection terminal board 65, which transmits signals indicating game status and game results to a hall computer 100 (see FIG. 4).
[0036] The main control device 60 is responsible for the basic progress of the game. As shown in Figure 4, detection signals from the front frame opening switch 3a, which detects the opening of the front frame 3, the inner frame opening switch 5a, which detects the opening of the inner frame 5, and the like are input to the main control device 60 via a rear wiring relay terminal board 64. In addition, detection signals from the gate switch 22a, which detects the passage of a gaming ball through the normal symbol activation gate 22, the first start gate switch 23a, which detects the entry of a gaming ball into the first start gate 23, the second start gate switch 24a, which detects the entry of a gaming ball into the second start gate 24, the special prize gate switch 25a, which detects the entry of a gaming ball into the special prize gate 25, and the normal prize gate switch 27a, which detects the entry of a gaming ball into the normal prize gate 27, and the like are input to the main control device 60 via a game board relay terminal board 61. Furthermore, operation signals from a setting key switch 67 and a RAM clear switch 68 provided on the back of the pachinko machine 1 are directly input to the main control device 60, and the settings made using the setting key switch 67 and the RAM clear switch 68 can be displayed on a setting display device (performance display device) 69 provided on the back of the pachinko machine 1. Meanwhile, the main control device 60 outputs drive signals to the second start port solenoid 24c and the special prize port solenoid 25c, etc., via a game board relay terminal board 61. The main control device 60 also outputs display signals to the first special symbol display device 31, the second special symbol display device 32, the first special symbol reserved number display device 33, the second special symbol reserved number display device 34, the regular symbol display device 35, the regular symbol reserved number display device 36, etc., via a symbol display device relay terminal board 62. Furthermore, the main control device 60 outputs signals to the hall computer 100 via a rear wiring relay terminal board 64 and an external connection terminal board 65.
[0037] The setting key switch 67 is a switch for configuring various settings, such as the jackpot probability for special symbols. The RAM clear switch 68 is a switch for executing RAM clearing. The amusement hall manager can execute RAM clearing by turning on the power while pressing the RAM clear switch 68. In this embodiment, the RAM clear switch 68 is also used to select the setting value for the jackpot probability for special symbols. That is, the setting key switch 67 and the RAM clear switch 68 are used to select and set one of six setting values (Settings 1 to 6), each assigned a different jackpot probability, as the jackpot probability for special symbols. The setting display device 69 is configured as a 7-segment display device and displays the setting values for various settings, the performance of the pachinko machine 1, and error codes when an error occurs. The amusement hall manager inserts a predetermined key into the setting key switch 67 and turns it, and then turns on the power while pressing the RAM clear switch 68. The pachinko machine 1 then clears the RAM, allowing the setting value to be changed. When the pachinko machine 1 is in this state, the administrator can select a desired setting value from Settings 1 to 6 by pressing the RAM clear switch 68. In this embodiment, each time the RAM clear switch 68 is pressed, the pachinko machine 1 displays the numbers "1" to "6" corresponding to the currently selected setting value on the setting display device 69 in sequence. Therefore, the administrator can select a desired setting value by repeatedly pressing the RAM clear switch 68 until the number displayed on the setting display device 69 corresponds to the desired setting value. The setting value selected by operating the RAM clear switch 68 is confirmed by the administrator rotating the key inserted into the setting key switch 67 to return it to its initial position, and is set as the jackpot probability for the special symbol. By performing these operations, the administrator can set one of Settings 1 to 6 for each pachinko machine 1.In this embodiment, the setting values are selected and set using the setting key switch 67 and the RAM clear switch 68, but the present invention is not limited to this. For example, any other operating means, such as a rotary knob, that can be operated externally may be used to select and set the setting values, or a dedicated switch for selecting the setting values may be provided. Also, in the pachinko machine 1, the setting values are displayed on the setting display device 69, but they may be displayed on another display device or may be notified by voice. Also, the setting values are not limited to six, from Settings 1 to 6, and any number may be selected from a plurality of setting values.
[0038] The payout control device 70 controls the payout of prize balls and loan balls. A detection signal from a ball-out switch 76, which detects a ball shortage in a ball tank 77 for storing game balls to be paid out to the upper tray 11, is input to the payout control device 70 via the rear wiring relay terminal board 64. A detection signal from a payout switch 74, which detects game balls being paid out to the upper tray 11, is input to the payout control device 70 via the payout relay terminal board 71 and the rear wiring relay terminal board 64. A detection signal from a full switch 75, which detects a fullness of the lower tray 12, is input directly to the payout control device 70. Meanwhile, the payout control device 70 outputs a drive signal to a payout motor 73 via the rear wiring relay terminal board 64 and the payout relay terminal board 71. The payout control device 70 is configured to be capable of two-way communication with the main control device 60, and drives the payout motor 73 to pay out prize balls according to commands sent from the main control device 60. When the payout control device 70 receives a detection signal from either the ball out switch 76 or the full switch 75, it stops driving the payout motor 73 and suspends the payout operation of the prize balls until the detection situation is resolved and the detection signal is no longer input.
[0039] The payout control device 70 is also configured to be able to communicate with the CR unit 50 via the CR unit terminal board 51. The CR unit terminal board 51 is configured to be able to communicate two-way with the settlement display device 52, and detection signals from the ball lending switch 53a and the settlement switch 54a provided on the settlement display device 52 are input to the payout control device 70 via the CR unit terminal board 51. The ball lending switch 53a detects operation of the ball lending button 53 and outputs a detection signal, and the settlement switch 54a detects operation of the settlement button 54 and outputs a detection signal. When the payout control device 70 inputs a ball lending command, it drives the payout motor 73 to dispense the loaned balls. The payout control device 70 is also configured to be able to communicate two-way with the launch control device 80, and when a predetermined launch stop condition is met, such as inputting a detection signal from the full switch 75, it sends a launch stop command to the launch control device 80.
[0040] The launch control device 80 is responsible for controlling the launch of gaming balls into the play area 21. This launch control device 80 receives inputs such as a rotation amount signal output in response to the rotation operation of the launch handle 13, a launch stop signal from a launch stop switch 81 that detects the operation of the launch stop button, and a touch signal from a touch switch 82 that detects that the player is touching the launch handle 13. On the other hand, the launch control device 80 outputs a drive signal to the launch motor 83. The launch control device 80 controls the launch motor 83 so that gaming balls are launched into the play area 21 with a launch strength based on the rotation amount signal. Note that when no touch signal is input or when a launch stop command is input, the launch control device 80 stops driving the launch motor 83 and does not launch gaming balls, regardless of the operation of the launch handle 13.
[0041] The sub-integrated control device 90 is responsible for controlling the effects of the game. The sub-integrated control device 90 is configured as a microprocessor centered on a CPU 90a, and in addition to the CPU 90a, it also includes a ROM 90b, a RAM 90c, input / output ports, and communication ports. The sub-integrated control device 90 can receive various commands from the main control device 60 via one-way communication via the effect relay terminal board 63, and controls the effects in accordance with the received commands. The sub-integrated control device 90 receives a detection signal from the effect button switch 16a, which detects the operation (pressing) of the effect button 16. The sub-integrated control device 90 also outputs an audio signal to the speaker 14 and a lighting signal to the LED 15. The sub-integrated control device 90 also outputs a command for effect display control to the effect display control device 91 via one-way communication. The effect display control device 91 receives the effect display control command from the sub-integrated control device 90 and controls the display of the effect display device 37 so that an effect image corresponding to the command is displayed on the effect display device 37.
[0042] The power supply board 95 is a DC power supply that converts AC voltage from an external AC power source into DC voltage and supplies power to various components of the pachinko machine 1 when the power switch 95a is operated. Even when the power switch 95a is turned off and the pachinko machine 1 is powered down, the power supply board 95 continues to supply power from the AC power source to the RAM 60c of the main control device 60, etc., and data in the RAM 60c is maintained by the power from the AC power source. The power supply board 95 also includes an auxiliary power source, such as a capacitor, that stores power supplied from the AC power source. In this way, during a power outage in which the power supply from the AC power source is cut off, power from the auxiliary power source is supplied to the RAM 60c of the main control device 60, etc., and data in the RAM 60c of the main control device 60 is maintained for a certain period of time. Thus, the main control device 60 has a backup function that maintains the memory of the RAM 60c using power from the AC power source or auxiliary power source, even when the power switch 95a is turned off or a power outage occurs. On the other hand, the sub-integrated control device 90 does not have such a backup function, so when the power switch 95a is turned off or a power outage occurs, the memory of the RAM 90c is cleared.
[0043] [Overview of Pachinko Machine 1] Next, an overview of the game in the pachinko machine 1 configured as above will be explained. Figure 6 is an explanatory diagram explaining the specifications of the pachinko machine 1. In the pachinko machine 1 of this embodiment, the jackpot probability of a special symbol (special symbol jackpot probability) varies depending on the game state and the setting value. That is, as shown in Figure 6(a), when the game state is the normal state (normal game state, low probability state), the jackpot probability of setting 1 is 1 / 55, the jackpot probability of setting 2 is 1 / 52.5, the jackpot probability of setting 3 is 1 / 50, the jackpot probability of setting 4 is 1 / 47.5, the jackpot probability of setting 5 is 1 / 45, and the jackpot probability of setting 6 is 1 / 42.5. On the other hand, when the game state is in a probability variable state (probability variable game state, high probability state), the jackpot probability for setting 1 is 1 / 53.9, the jackpot probability for setting 2 is 1 / 51.45, the jackpot probability for setting 3 is 1 / 49.0, the jackpot probability for setting 4 is 1 / 46.55, the jackpot probability for setting 5 is 1 / 44.1, and the jackpot probability for setting 6 is 1 / 41.65. In other words, in this embodiment, the jackpot probability for special symbols is almost the same in the normal state and the probability variable state. When a special symbol is hit, a 4-round jackpot game (a jackpot game in which a specified number of 10 symbols and a maximum opening time of 30 seconds are repeated four times) or a 10-round jackpot game (a jackpot game in which the above round game is repeated ten times) is executed.
[0044] Also, as shown in Figure 6(b), the probability of winning a normal symbol varies depending on the game state, being 1 / 100 in the normal state, 1 / 1.1 in the first time-saving state (first easy state), and 1 / 99 in the second time-saving state (second easy state). The average fluctuation time of the normal symbol is 30 seconds in the normal state, 1 second in the first time-saving state, and 29 seconds in the second time-saving state. When a win occurs with a normal symbol, a normal symbol winning game (normal symbol winning game) is executed, in which the second starting hole 24 (normal electric device) opens. When a normal symbol win occurs in the normal state, a normal symbol win game is executed with a specified number of 10 and a maximum opening time of 0.1 seconds. When a normal symbol win occurs in the first time-saving state, a normal symbol win game is executed with a specified number of 10 and a maximum opening time of 6.0 seconds. When a normal symbol win occurs in the second time-saving state, a normal symbol win game is executed with a specified number of 10 and a maximum opening time of 0.11 seconds. Thus, the time-saving state is a game state that activates a normal symbol probability variation function that increases the probability of winning a normal symbol compared to the normal state, a time-saving function that shortens the average fluctuation time of the normal symbol compared to the normal state, and an opening extension function that extends the opening time of the second start hole 24 (normal electric device) during a normal symbol win game compared to the normal state. In this embodiment, the first time-saving state is a game state (easy state) in which it is easier to enter the second start hole 24 and execute a variable game of the second special symbol. However, in the second time-saving state of this embodiment, the probability of winning a normal symbol is slightly higher than in the normal state, the average fluctuation time of the normal symbol is slightly shorter than in the normal state, and the opening time of the second start slot 24 (normal electric device) during a normal symbol winning game is only slightly longer than in the normal state. Thus, although the second time-saving state facilitates ball entry into the second start slot 24, the gameplay is essentially almost the same as in the normal state. Since the ease of ball entry into the second start slot 24 is closer to the normal state than in the first time-saving state, it is difficult for a player to notice that the second time-saving state is in effect. This second time-saving state is sometimes referred to as a slight time-saving state. Furthermore, since the normal state is a state in which the probability of a jackpot is low and there is no time-saving feature, it is sometimes referred to as a low-probability no-time-saving state. Note that, in the time-saving state of this embodiment, the normal symbol probability variation feature, the time-saving feature, and the opening extension feature are activated, but at least one of these features may be activated.
[0045] In a pachinko machine 1 with such specifications, when a gaming ball enters the first starting slot 23 by hitting from the left (firing a gaming ball into the first gaming area), the variable display of the first special symbol begins. Then, when the first special symbol stops and displays as a jackpot symbol, a jackpot occurs, and the large prize slot 25 is opened, and a jackpot game is executed. A gaming ball cannot enter the large prize slot 25 by hitting from the left, but can enter by hitting from the right (firing a gaming ball into the second gaming area). Therefore, when a jackpot game is executed, the player can complete the jackpot game by hitting from the right. Note that the winning symbols of the special symbols may include a small prize symbol that executes a small prize game in which the total opening time of the large prize slot 25 is shorter than that of the jackpot game.
[0046] The special jackpot symbols include the normal jackpot symbol, the low-probability second time-saving jackpot symbol, the high-probability second time-saving jackpot symbol, the low-probability first time-saving jackpot symbol, and the high-probability first time-saving jackpot symbol. When the special symbol stops and displays as the normal jackpot symbol, the normal state, i.e., the low-probability no-time-saving state, occurs after the jackpot game ends. When the special symbol stops and displays as the low-probability second time-saving jackpot symbol, the low-probability second time-saving state, in which the jackpot probability is the second time-saving state, is occurred after the jackpot game ends. When the special symbol stops and displays as the high-probability second time-saving jackpot symbol, the high-probability second time-saving state, in which the jackpot probability is the second time-saving state, is occurred after the jackpot game ends. When the special symbol is displayed as a low-probability first-time-saving jackpot symbol, a low-probability first-time-saving state occurs after the jackpot game ends, in which the jackpot probability is a low-probability first-time-saving state. When the special symbol is displayed as a high-probability first-time-saving jackpot symbol, a high-probability first-time-saving state occurs after the jackpot game ends, in which the jackpot probability is a high-probability first-time-saving state. In this embodiment, the low-probability second-time-saving state, the high-probability second-time-saving state, the low-probability first-time-saving state, and the high-probability first-time-saving state all continue until the variable display of the special symbol is executed a predetermined number of times (100 times). Note that, regardless of which jackpot symbol is displayed, a 4-round jackpot game or a 10-round jackpot game can be executed. Therefore, it is impossible to determine which jackpot symbol (the type of jackpot symbol) has been displayed based on the number of rounds of jackpot game.
[0047] As described above, in this embodiment, the jackpot probability in the normal state (normal probability, low probability) and the jackpot probability in the variable probability state (high probability) are almost the same, and the second time-saving state has almost the same playability as the normal state. Therefore, both the low-probability second time-saving state and the high-probability second time-saving state are playable states almost identical to the normal state, and the player is prompted to hit a game ball into the first start slot 23 with a left-handed shot and play primarily with the first special symbol. On the other hand, since the first time-saving state is a state in which it is easier for a game ball to enter the second start slot 24 than in the normal state, both the low-probability first time-saving state and the high-probability first time-saving state are playable states more advantageous than the normal state, and the player is prompted to hit a game ball into the second start slot 24 with a right-handed shot and play primarily with the second special symbol while minimizing the loss of balls. Furthermore, since the probability of winning is almost the same in the normal state (low probability state) and the special state (high probability state), there is no significant difference in the advantage and playability between the low probability first time-saving state and the high probability first time-saving state.
[0048] [Main control processing] Next, the operation of the pachinko machine 1, particularly the operation of the main control device 60, will be described in more detail. FIG. 7 is a flowchart showing an example of main control processing executed by the CPU 60a of the main control device 60. This processing is executed when the power switch of the pachinko machine 1 is operated. The main control processing is performed by repeatedly executing a power-on process (S10) required to power on the pachinko machine 1, followed by a random number update process (S20), a winning confirmation process (S30), a start winning process (S40), a normal symbol game process (S50), a normal symbol winning game process (S60), a special symbol game process (S70), and a jackpot game process (S80). In this embodiment, the time required for the processing of S20 to S80 is approximately 2 msec, and these processes are repeatedly executed at intervals of approximately 2 msec. The main control device 60 executes the main control process, sending various commands to the control devices in charge and causing them to execute processing according to the commands, thereby progressing the overall game on the pachinko machine 1.
[0049] [Power-on process] FIG. 8 is a flowchart showing an example of power-on processing. In the power-on processing at S10, the CPU 60a of the main control device 60 first sets access permission to enable reading and writing of data from and to the RAM 60c after completing a security check (S100). Next, it determines whether the backup flag is OFF (S102) and whether the RAM clear signal is OFF (S104). The backup flag is a flag indicating whether the stored contents of the RAM 60c are normal. The backup flag is determined by, for example, a checksum process to determine whether the stored contents of the RAM 60c are normal, and is turned ON if the stored contents are normal, and turned OFF if the stored contents are not normal. The RAM clear signal is turned ON when the power is turned on with the RAM clear switch 68 operated, and is turned OFF when the power is turned on without the RAM clear switch 68 operated.
[0050] If the CPU 60a determines that the backup flag is OFF, or that the backup flag is ON but the RAM clear signal is ON, the game starts from the initial state. That is, the CPU 60a performs initialization processing to clear and initialize the game information storage area of the RAM 60c that stores game information and start game play from the initial state (S106), transmits corresponding initial commands to the payout control device 70 and the sub-integrated control device 90 (S108), and terminates the power-on processing. Note that, as described above, if the power is turned on while the setting key switch 67 and the RAM clear switch 68 are operated, the RAM clear signal turns ON, and the CPU 60a stores one setting value set (selected) by the setting key switch 67 from Settings 1 to 6 in the setting value storage area of the RAM 60c in accordance with the initialization processing, and activates that setting value. The setting value storage area is not cleared by the initialization processing.
[0051] On the other hand, if it is determined in S102 and S104 that the backup flag is ON and the RAM clear signal is OFF, the system starts from the state immediately before the power was cut off. That is, the CPU 60a first reads the game information immediately before the power was cut off, which is stored and held in the game information storage area of the RAM 60c (S110). The game information immediately before the power was cut off is information indicating the state of the game that was in progress immediately before the power was cut off. Then, the system performs a power recovery process to resume the game according to the read game information (S112), and sends corresponding recovery commands to the payout control device 70 and the sub-integrated control device 90 (S114), thereby terminating the power-on process. After the power-on process is completed, the system returns to the main control process and proceeds to the next random number update process (S20).
[0052] In the pachinko machine 1 of this embodiment, the main control unit 60 has a backup function for maintaining the memory of the RAM 60c, as described above. If game information is correctly stored in the RAM 60c when the power is turned on and the RAM is not cleared, the machine can return to the game state before the power was turned off. On the other hand, the sub-integrated control unit 90 does not have such a backup function, and therefore cannot recognize the game state of the pachinko machine 1 when the power is turned on. Therefore, in this embodiment, the main control unit 60 selectively transmits an initial command and a return command to the sub-integrated control unit 90 in accordance with the game information stored at the time of return during the power-on process, and the sub-integrated control unit 90 determines the game state of the pachinko machine 1 immediately after powering on based on the received command. The initial command and return command include the values of various flags (jackpot flag, probability variable flag, first time-shortening flag, second time-shortening flag).
[0053] [Random number update process] The random number update process of S20 is a process for updating various random numbers for determination. Examples of the random numbers for determination include a random number for determining whether a game has been won (a random number for determining whether a game has been won or not) used for determining whether a game has been won or not based on the entry of a game ball into the start port (the first start port 23 or the second start port 24), a random number for determining whether a game has been won or not used to determine a jackpot symbol to be stopped and displayed on the special symbol display device (the first special symbol display device 31 or the second special symbol display device 32) when the result of the jackpot determination is a jackpot, a random number for determining whether a game has been won or not used to determine a losing symbol to be stopped and displayed on the special symbol display device (the first special symbol display device 31 or the second special symbol display device 32) when the result of the jackpot determination is a miss, a random number for determining a variation pattern to be used to determine the variation pattern (variation time) of the special symbol, and a random number for determining whether a game has been won or not used to determine whether a game has been won or not based on the passage of a game ball through the normal symbol activation gate 22. When the random number update process is completed, the process returns to the main control process and proceeds to the next winning confirmation process (S30).
[0054] [Winning confirmation process] The winning confirmation process of S30 detects the status of various sensors (such as the first start gate switch 23a, the second start gate switch 24a, the gate switch 22a, the special prize gate switch 25a, and the regular prize gate switch 27a) and stores the status in a predetermined status storage area of RAM 60c. It also determines whether a game ball has been detected by a prize ball-related switch (the prize gate switches excluding the gate switch 22a). If it determines that a game ball has been detected, it calculates the number of prize balls to be paid out and stores this information in a predetermined prize ball information storage area of RAM 60c as prize ball information. If the prize ball information is not equal to 0, it sends a prize ball number designation command (prize ball information) to the payout control device 70 and terminates the winning confirmation process. Upon receiving the prize ball number designation command, the payout control device 70 executes a prize ball payout process in which it drives the payout motor 73 to pay out game balls one by one and decrements the prize ball information (number of unpaid game balls) by 1 each time a paid-out game ball is detected by the payout switch 74. This prize ball payout process is repeatedly executed until the prize ball information becomes 0, but when a game ball is detected entering the machine and a new prize ball number designation command is received from the main control device 60, the process is repeated until the prize ball information also becomes 0. When the winning confirmation process is completed, the process returns to the main control process and proceeds to the next starting winning process (S40).
[0055] [Start-up winning process] 9 is a flowchart showing an example of the start winning process. In the start winning process of S40, the CPU 60a of the main control device 60 first receives a detection signal from the first start gate switch 23a and determines whether a gaming ball has entered the first start gate 23 (S200). If it is determined that a gaming ball has entered the first start gate 23, it determines whether the current number of reserved first special symbols (first special symbol reserved number) is less than its upper limit (a value of 4 in this embodiment) (S202). If it is determined that the number of reserved first special symbols is less than the upper limit, it increments the number of reserved first special symbols by a value of 1 and updates the display on the first special symbol reserved number display device 33 (S204), and obtains a random number for determining the first special symbol and stores it in a predetermined random number for determination storage area of the RAM 60c (S206). Here, the random numbers for determination acquired in S206 include information regarding the progress of the variable game of the first special symbol, such as the random numbers for determining a jackpot, the random numbers for determining a jackpot symbol, the random numbers for determining a losing symbol, and the random numbers for determining a variable pattern. Then, a first special symbol reserved number instruction command is sent to the sub-integrated control device 90 (S208), and the process proceeds to S210. The first special symbol reserved number instruction command includes information regarding the reserved number of first special symbols for displaying the first reserved symbol 372a on the effect display device 37. If it is determined in S200 that a gaming ball has not entered the first starting hole 23, or if it is determined in S202 that the reserved number of first special symbols has reached the upper limit, the processes of S204 to S208 are skipped and the process proceeds to the next step, S210.
[0056] Next, a detection signal from the second start port switch 24a is input to determine whether a gaming ball has entered the second start port 24 (S210). If it is determined that a gaming ball has entered the second start port 24, it is determined whether the current number of reserved second special symbols (second special symbol reserved number) is less than its upper limit (value 4 in this embodiment) (S212). If it is determined that the number of reserved second special symbols is less than the upper limit, the number of reserved second special symbols is incremented by a value of 1, and the display on the second special symbol reserved number display device 34 is updated (S214). A random number for determining the second special symbol is obtained and stored in a predetermined random number for determination storage area of RAM 60c (S216). Here, the random number for determination obtained in S216 can include information regarding the progress of the variable game of the second special symbol, such as the random number for determining a jackpot, the random number for determining a jackpot symbol, the random number for determining a losing symbol, and the random number for determining a variable pattern. Then, a second special symbol reserved number instruction command is sent to the sub-integrated control device 90 (S218), and the process proceeds to S220. The second special symbol reserved number instruction command includes information regarding the reserved number of second special symbols for displaying the second reserved symbol 372b on the effect display device 37. Note that if it is determined in S210 that no gaming ball has entered the second starting hole 24, or if it is determined in S212 that the reserved number of second special symbols has reached the upper limit, the process skips S214 to S218 and proceeds to the next process of S220.
[0057] Next, a detection signal from the gate switch 22a is input to determine whether the gaming ball has passed through the normal symbol activation gate 22 (S220). If it is determined that the gaming ball has passed through the normal symbol activation gate 22, it is determined whether the current number of reserved normal symbols is less than its upper limit (e.g., a value of 4) (S222). If it is determined that the number of reserved normal symbols is less than the upper limit, the number of reserved normal symbols is incremented by a value of 1 and the display on the normal symbol reserved number display device 36 is updated (S224). Next, a normal symbol determination random number is acquired and stored in a predetermined determination random number storage area in RAM 60c (S226). Note that the normal symbol determination random number can be, for example, information regarding the progress of the normal symbol variable game, such as the above-mentioned normal symbol win / loss determination random number. Then, a normal symbol reserved number instruction command is sent to the sub-integrated control device 90 (S228), and the start-up winning process is terminated. If it is determined in S220 that the game ball has not passed through the normal symbol activation gate 22, or if it is determined in S222 that the number of reserved normal symbols has reached the upper limit, the process of S224 to S228 is skipped and the start winning process is terminated. When the start winning process is terminated, the process returns to the main control process and proceeds to the next normal symbol game process (S50).
[0058] [Normal symbol game processing] 10 is a flowchart showing an example of normal symbol game processing. In the normal symbol game processing of S50, the CPU 60a of the main control device 60 first determines whether the normal symbol win flag (normal symbol win flag) is value 1 or not (S300). The normal symbol win flag is a flag that indicates whether a normal symbol win game is in progress. If it is determined that the normal symbol win flag is value 1, it is determined that a normal symbol win game is in progress, and the normal symbol game processing is terminated. When the normal symbol game processing is terminated, the process proceeds to the next normal symbol win game processing of S60. On the other hand, if it is determined that the normal symbol win flag is value 0 instead of value 1, it is determined that a normal symbol win game is not in progress, and it is determined whether a normal symbol is being displayed in a variable manner (S302) and whether a fixed normal symbol is being displayed (S304). If it is determined that the normal symbol is not being displayed variably and that the display time for the fixed symbol is not in progress, it is determined whether the number of reserved normal symbols is greater than the value 0 (S306). If it is determined that the number of reserved normal symbols is not greater than the value 0, that is, the value is 0, the normal symbol game processing is terminated. On the other hand, if it is determined that the number of reserved normal symbols is greater than the value 0, the oldest of the normal symbol determination random numbers stored in the determination random number storage area is read out (S308), and normal symbol variable display related processing for displaying the normal symbol variables is executed (S310), and the normal symbol game processing is terminated. Details of the normal symbol variable display related processing of S310 will be explained below using the flowchart in FIG. 11.
[0059] In the normal symbol variation display-related processing, it is determined whether the first time-saving flag is equal to 0 (S350) and whether the second time-saving flag is equal to 0 (S352). The first time-saving flag is a flag indicating whether the first time-saving state is in progress, and the second time-saving flag is a flag indicating whether the second time-saving state is in progress. If it is determined that both the first time-saving flag and the second time-saving flag are equal to 0, i.e., that the current gaming state is neither the first time-saving state nor the second time-saving state but a normal state, a normal state hit / fail determination process is performed using a normal state hit / fail determination table based on the read-out normal symbol hit / fail determination random number (S354). On the other hand, if it is determined that the first time-saving flag is equal to 1, i.e., that the current gaming state is the first time-saving state, a first time-saving state hit / fail determination process is performed using a first time-saving state hit / fail determination table based on the read-out normal symbol hit / fail determination random number (S356). Furthermore, if it is determined that the second time-saving flag is set to a value of 1, i.e., that the current game state is in the second time-saving state, a win / loss determination process for the second time-saving state is performed using the win / loss determination table for the second time-saving state based on the read-out random number for determining whether or not the normal symbol is a win (S358). The win / loss determination for the normal symbol is performed by comparing the random number for determining whether or not the normal symbol is a win with the win value contained in the normal symbol win / loss determination table. If the random number for determining whether or not the normal symbol is a win, it is determined to be a win; if it does not match, it is determined to be a miss. The win probability for the normal symbol varies depending on the game state. As mentioned above, the order of lowest win probability is the normal state (1 / 100), followed by the second time-saving state (1 / 99), and the first time-saving state (1 / 1.1). For this reason, the hit determination table for the normal state determines the number of hit values so that the hit probability is 1 / 100, the hit determination table for the second time-shortened state determines the number of hit values so that the hit probability is 1 / 99, and the hit determination table for the first time-shortened state determines the number of hit values so that the hit probability is 1 / 1.1.
[0060] If the result of the win / loss determination is a win ("YES" in S360), a winning symbol is determined as the fixed normal symbol (S362), and the normal symbol fluctuation time (winning fluctuation pattern) from the start of the normal symbol fluctuation display until the winning symbol is confirmed is determined (S366). Also, if the result of the win / loss determination is a miss ("NO" in S360), a losing symbol is determined as the fixed normal symbol (S364), and the normal symbol fluctuation time (loss fluctuation pattern) from the start of the normal symbol fluctuation display until the losing symbol is confirmed is determined (S366). In S366, a winning fluctuation pattern or a losing fluctuation pattern is determined so that the normal symbol fluctuation time is the average fluctuation time corresponding to the game state. As described above, the average normal symbol fluctuation time is, for example, 30 seconds in the normal state, 29 seconds in the second time-saving state, and 1 second in the first time-saving state. Once the confirmed normal symbol pattern and the change time (change pattern) have been determined in this way, the display of the normal symbol change begins (S368), the number of reserved normal symbols is decremented by a value of 1, and the display on the normal symbol reserve number display device 36 is updated (S370), a command to start changing the normal symbol is sent to the sub-integrated control device 90 (S372), and the normal symbol game processing is terminated.
[0061] Returning to the normal symbol game processing of FIG. 10, when the variable display of the normal symbol is started, the next time the normal symbol game processing is executed, the CPU 60a of the main control device 60 determines in S302 that the normal symbol is being variably displayed, and then determines whether the normal symbol variable time determined in S366 has elapsed (variation according to the determined variable pattern has ended) (S312). If it determines that the normal symbol variable time has not elapsed, the normal symbol game processing is temporarily terminated, and if it determines that the normal symbol variable time has elapsed, a fixed symbol display process is performed to display the fixed symbol of the normal symbol being variably displayed (S314). Then, it determines whether the fixed symbol display time (e.g., 0.5 seconds) has elapsed (S316). If it determines that the fixed symbol display time has not elapsed, the normal symbol game processing is temporarily terminated. When the normal pattern game process is executed after the fixed normal pattern is displayed, it is determined in S304 that the display time for the fixed pattern is in progress, and it is again determined in S316 whether or not the fixed pattern display time has elapsed, and if it is determined that the fixed pattern display time has elapsed, the display of the fixed pattern is terminated (S318), and it is determined whether or not the fixed normal pattern is a winning pattern (S320).
[0062] If it is determined that the confirmed normal symbol is not a winning symbol but a losing symbol, the normal symbol game process is terminated. On the other hand, if it is determined that the confirmed normal symbol is a winning symbol, the normal symbol winning flag (normal symbol winning flag) is set to a value of 1 (S322), and the normal symbol game process is terminated. When the normal symbol game process is terminated, the process returns to the main control process and proceeds to the next normal symbol winning game process (S60).
[0063] [Normal symbol winning game processing] 12 is a flowchart showing an example of a normal symbol hit game process. In the normal symbol hit game process of S60, the CPU 60a of the main control device 60 first determines whether the normal symbol hit flag is set to a value of 1 (S400). If it is determined that the normal symbol hit flag is set to a value of 0 rather than 1, it is determined that a normal symbol hit game is not being played, and the normal symbol hit game process is terminated. On the other hand, if it is determined that the normal symbol hit flag is set to a value of 1, it is determined that a normal symbol hit game is being played, and it is determined whether the second start hole 24 is open (S402). If it is determined that the second start hole 24 is not open, it is determined whether the opening waiting time has elapsed (S404). If it is determined that the opening waiting time has not elapsed, the normal symbol hit game process is terminated. On the other hand, if it is determined that the opening waiting time has elapsed, the opening pattern (maximum opening time) of the second start port 24 is determined (S406), and the second start port solenoid 24c is controlled so that the second start port 24 opens in the determined opening pattern (S408), and the normal symbol winning game processing is temporarily terminated. The opening pattern of the second start port 24 differs depending on the game state. As described above, in the normal state, an opening pattern is set in which the second start port 24 opens once for a maximum of 0.1 seconds, in the second time-saving state, an opening pattern is set in which the second start port 24 opens once for a maximum of 0.11 seconds, and in the first time-saving state, an opening pattern is set in which the second start port 24 opens once for a maximum of 6.0 seconds.
[0064] When the second start hole 24 is opened, the next time the normal symbol winning game processing is executed, it is determined in S402 that the second start hole 24 is open. Therefore, based on the detection signal from the second start hole switch 24a, it is determined whether a predetermined number of game balls (e.g., 10 balls) have entered the second start hole 24 (S410) and whether the elapsed time since the opening of the second start hole 24 began has reached the maximum opening time determined in S406 (S412). If it is determined that the predetermined number of game balls have not entered the second start hole 24 and that the elapsed time since the opening of the second start hole 24 began has not reached the maximum opening time, the normal symbol winning game processing is temporarily terminated while the second start hole 24 remains open. On the other hand, if it is determined that the predetermined number of game balls have entered the second start hole 24 or that the elapsed time since the opening of the second start hole 24 began has reached the maximum opening time, the second start hole 24 is closed (S414). Then, in order to end the normal symbol winning game, the normal symbol winning flag is set to a value of 0 (S416), and the normal symbol winning game processing is ended. When the normal symbol winning game processing is ended, the process returns to the main control processing and proceeds to the next special symbol winning game processing (S70).
[0065] [Special symbol game processing] 13 and 14 are flowcharts showing an example of special symbol game processing. In the special symbol game processing of S70, the CPU 60a of the main control device 60 first determines whether the jackpot flag is set to a value of 1 (S500). If it is determined that the jackpot flag is set to a value of 1, it is determined that a jackpot game is in progress, and the special symbol game processing is terminated. Note that, upon termination of the special game processing, the CPU 60a returns to the main control processing and proceeds to the next jackpot game processing (S80). On the other hand, if it is determined that the jackpot flag is set to a value of 0 rather than 1, it is determined that a jackpot game is not in progress, and it determines whether either the first special symbol or the second special symbol is being displayed in a variable manner (S502) and whether or not a fixed symbol is being displayed (S504). If it is determined that either the first special symbol or the second special symbol is not being displayed in a variable manner and that fixed symbol is not being displayed, it determines whether or not the number of reserved second special symbols is greater than a value of 0 (S506). If it is determined that the number of reserved second special symbols is greater than the value 0, the oldest of the random numbers for determining the second special symbol stored in the random number memory area for determining the second special symbol is read (S508), and a process related to the second special symbol change display for displaying the change in the second special symbol is executed (S510), and the special symbol game process is terminated.
[0066] On the other hand, if it is determined that the reserved number of the second special symbol is the value 0, it is determined whether the reserved number of the first special symbol is greater than the value 0 (S512). If it is determined that the reserved number of the first special symbol is greater than the value 0, it reads out the oldest of the random numbers for determining the first special symbol stored in the random number storage area for determination (S514), executes a first special symbol variable display related process for displaying the variable display of the first special symbol (S516), and ends the special symbol game process. If it is determined in S512 that the reserved number of the first special symbol is the value 0, it ends the special symbol game process. In S506 to S516, when the reserved number of the first special symbol and the reserved number of the second special symbol are both greater than the value 0, the variable display of the second special symbol (consumption of reserved symbols) is executed with priority (special symbol 2 priority variable). Of course, this is not limited to this, and the first special symbol change display (consumption of reserved balls) may be given priority (special symbol 1 priority change), the special symbol change display may be performed in the order in which the game balls enter the start openings (first start opening 23, second start opening 24) (ball entry order change), or the first special symbol change display and the second special symbol change display may be performed in parallel (simultaneous change). Below, details of the second special symbol change display related process of S510 and the first special symbol change display related process of S516 will be explained. Figure 15 is a flowchart showing an example of the special symbol change display related process. In the following, to avoid duplication, the first special symbol change display related process and the second special symbol change display related process will be explained using a common flowchart.
[0067] In the special symbol variation display related process of FIG. 15, first, it is determined whether the probability variable flag is a value of 0 (S600). The probability variable flag is a flag that indicates whether the current game state is a probability variable state or not. If it is determined that the probability variable flag is a value of 0, it is determined that the current game state is not a probability variable state, and a jackpot determination is made using a low-probability jackpot determination table based on the jackpot determination random number read in S508 or S514 (S602). On the other hand, if it is determined that the probability variable flag is a value of 1 rather than 0, it is determined that the current game state is a probability variable state, and a jackpot determination is made using a high-probability jackpot determination table based on the jackpot determination random number read in S508 or S514 (S604). A jackpot is determined by comparing the random number used for jackpot determination with the hit values contained in the jackpot determination tables (low-probability jackpot determination table, high-probability jackpot determination table). If the random number used for jackpot determination matches one of the hit values, it is determined to be a jackpot, and if it does not match any of the hit values, it is determined to be a miss. The low-probability jackpot determination table and the high-probability jackpot determination table contain more hit values the higher the setting value is from settings 1 to 6, and the high-probability jackpot determination table contains more hit values than the low-probability jackpot determination table. Therefore, the higher the setting value, the higher the jackpot probability, and the probability of a jackpot is higher in the special mode than in the normal mode.
[0068] Next, it is determined whether the result of the jackpot determination process is a jackpot (S606). If it is determined that the result of the jackpot determination process is a jackpot, a jackpot symbol is determined based on the random number for determining the jackpot symbol read out in S508 or S514 (S608). This process is performed by using the random number for determining the jackpot symbol to select one symbol from multiple jackpot symbols that differ in the content of the jackpot game (number of rounds) and the game state after the jackpot game ends (normal state, first time-saving state, second time-saving state, probability variable state). The determined jackpot symbol is stored in RAM 60c and is saved until the jackpot game ends.
[0069] FIG. 16 is an explanatory diagram showing an example of a jackpot symbol determination table. As described above, this embodiment has a normal jackpot symbol (a jackpot symbol without a low probability of time reduction), a low-probability second-time reduction jackpot symbol, a high-probability second-time reduction jackpot symbol, a low-probability first-time reduction jackpot symbol, and a high-probability first-time reduction jackpot symbol. The appearance rate (selection rate) of each jackpot symbol varies depending on the game state at the time of the jackpot occurrence. The appearance rate of each jackpot symbol is the same for the first special symbol and the second special symbol, but may be different. In the normal state, the appearance rate of the normal jackpot symbol is the highest (80 / 100), and the appearance rates of all other jackpot symbols are the same (5 / 100). In each state other than the normal state, the normal jackpot symbol does not appear, but it may appear. In the low-probability second time-saving state, the appearance rates, from highest to lowest, are the low-probability second time-saving jackpot symbol (63 / 100), the low-probability first time-saving jackpot symbol (27 / 100), the high-probability second time-saving jackpot symbol (7 / 100), and the high-probability first time-saving jackpot symbol (3 / 100).In the high-probability second time-saving state, the appearance rates, from highest to lowest, are the low-probability first time-saving jackpot symbol (59 / 100), the low-probability second time-saving jackpot symbol (31 / 100), the high-probability second time-saving jackpot symbol (9 / 100), and the high-probability first time-saving jackpot symbol (1 / 100).In the low-probability first time-saving state, the appearance rates, from highest to lowest, are the low-probability first time-saving jackpot symbol (60 / 100) and the high-probability first time-saving jackpot symbol (40 / 100). In the high-probability first time-saving state, the low-probability first time-saving jackpot symbol and the high-probability first time-saving jackpot symbol have the same appearance rate (50 / 100 respectively). In other words, in the low-probability first time-saving state and the high-probability first time-saving state, not only the normal jackpot symbol but also the low-probability second time-saving jackpot symbol and the high-probability second time-saving jackpot symbol do not appear. Note that the appearance rates of the low-probability first time-saving jackpot symbol and the high-probability first time-saving jackpot symbol may be the same in the low-probability first time-saving state and the high-probability first time-saving state.
[0070] Also, as shown in the bottom row of the jackpot symbol determination table, the time-saving transition rate (the combined appearance rate of the low-probability first-time-saving jackpot symbol and the high-probability first-time-saving jackpot symbol) for transitioning to the first time-saving state after a jackpot game is complete is 100% (100 / 100) when a jackpot occurs in both the low-probability first time-saving state and the high-probability first time-saving state. The following rates are listed in descending order: when a jackpot occurs in the high-probability second time-saving state (60 / 100), when a jackpot occurs in the low-probability second time-saving state (30 / 100), and when a jackpot occurs in the normal state (10 / 100). Thus, in this embodiment, when a jackpot occurs in the first time-saving state (the low-probability first time-saving state and the high-probability first time-saving state), the game always transitions to the first time-saving state after the jackpot game is complete.
[0071] In S606 of the special symbol variation display related processing, if it is determined that the result of the jackpot determination processing is not a jackpot, i.e., a miss, a miss symbol is determined based on the random number for determining the miss symbol read in S508 or S514 (S610).
[0072] Once the confirmed pattern of the first special pattern has been determined in this way, a fluctuation pattern determination process is executed (S612) to determine the fluctuation pattern of the special pattern from the start of the fluctuation display of the special pattern to the stop display of the determined confirmed pattern, using a fluctuation pattern table based on the fluctuation pattern determination random number read out in S508 or S514.
[0073] 17 is a flowchart showing an example of a fluctuation pattern determination process. In the fluctuation pattern determination process, first, it is determined whether the first time-saving flag is set to a value of 0 (S650) and whether the second time-saving flag is set to a value of 0 (S652). If it is determined that both the first time-saving flag and the second time-saving flag are set to a value of 0, it is determined that the normal state exists, and the normal table is selected as the fluctuation pattern table (S654). If it is determined in S650 that the first time-saving flag is set to a value of 1 rather than 0, it is determined that the first time-saving state exists, and the first time-saving table is selected as the fluctuation pattern table (S656). If it is determined in S652 that the second time-saving flag is set to a value of 1 rather than 0, it is determined that the second time-saving state exists, and the second time-saving table is selected as the fluctuation pattern table (S658). Once the fluctuation pattern table is selected in this manner, the fluctuation pattern (fluctuation time) of the special symbol is determined (S660) based on the selected table, the hit / miss determination results (jackpot, miss) of S608 and S612, and the random number for determining the fluctuation pattern, and the fluctuation pattern determination process is terminated.
[0074] FIG. 18 is an explanatory diagram showing an example of a variation pattern table. FIG. 18(a) shows a normal table, FIG. 18(b) shows a first time-saving table, and FIG. 18(c) shows a second time-saving table. All of these variation pattern tables are stored in ROM 60b. Each variation pattern in the variation pattern table includes, in order of shortest variation time, a no-reach miss, a normal reach, and an SP (special) reach that develops from a normal reach. If the hit / miss determination result is a miss, the patterns appear in descending order of frequency: no-reach miss, normal reach, and SP reach. If the hit / miss determination result is a jackpot, the patterns appear in descending order of frequency: SP reach and normal reach. Note that if the hit / miss determination result is a jackpot, a no-reach variation pattern will not appear. Therefore, a jackpot will not occur with a no-reach variation pattern, and an SP reach has a higher probability of resulting in a jackpot than a normal reach. Also, as shown in Figure 18, the first time-saving table has a shorter (2 seconds) fluctuation time for no-reach misses than the regular table (8 seconds), and the occurrence rate of no-reach misses in misses is the same, but the occurrence rate of SP reach is slightly lower (the occurrence rate of normal reach is slightly higher). Therefore, the first time-saving table has a shorter average fluctuation time for the determined special symbol fluctuation pattern than the regular table. Also, the second time-saving table has a fluctuation time for no-reach misses that is only slightly shorter (7.8 seconds) than the regular table (8 seconds), and the occurrence rate of each fluctuation pattern is the same. Therefore, the second time-saving table has almost the same average fluctuation time for the determined special symbol fluctuation pattern as the regular table. In other words, the average fluctuation time for special symbols is almost the same in the second time-saving state (low-probability second time-saving state or high-probability second time-saving state) and the regular state. In addition, the fluctuation time and appearance rate of the fluctuation pattern at the time of a jackpot may be changed so that the average fluctuation time of the first time-saving table is shorter than that of the normal table and the average fluctuation time of the second time-saving table is almost the same as that of the normal table.
[0075] Returning to the special symbol variation display related process of Fig. 15, once the variation pattern is determined in this way, the variation display of the special symbol begins (S614), the reserved number of special symbols is decremented by a value of 1, and the display on the special symbol reservation number display device is updated (S616). In addition, with the update of the reserved number of special symbols, the judgment random numbers related to the reserved numbers to be consumed this time are cleared, and a shift process is performed to shift the judgment random numbers related to the remaining reserved numbers. Then, a special symbol variation start command (special symbol variation start command) is sent to the sub-integrated control device 90 (S618), and the special symbol variation display related process is terminated. These processes are as follows: when starting the display of the first special symbol variations, the reserved number of the first special symbol is decremented by a value of 1, the display on the first special symbol reserved number display device 33 is updated, and then a first special symbol variation start command (first special symbol variation start command) is sent to the sub-integrated control device 90; when starting the display of the second special symbol variations, the reserved number of the second special symbol is decremented by a value of 1, the display on the second special symbol reserved number display device 34 is updated, and then a second special symbol variation start command (second special symbol variation start command) is sent to the sub-integrated control device 90. Upon receiving the special symbol variation start command, the sub-integrated control device 90 sends a control command to the effect display control device 91 so that the effect display device 37 starts a symbol variation effect. The special symbol variation start command includes the result of the hit / miss determination, the special symbol variation pattern (variation time), the confirmed symbol (jackpot symbol or losing symbol), etc.
[0076] Returning to the special symbol game process of FIGS. 13 and 14, when the special symbol game process is executed after the variable display of the special symbol (first special symbol or second special symbol) has begun, S502 determines that either the first or second special symbol is being displayed, and the CPU 60a of the main control device 60 determines whether the variable time has elapsed (S518). Because the variable time is set according to the special symbol variable pattern determined in S612, whether the variable time has elapsed can be determined by comparing the elapsed time since the variable display of the special symbol began with the variable time corresponding to the determined variable pattern. If it is determined that the variable time has not elapsed, the special symbol game process is temporarily terminated. If it is determined that the variable time has elapsed, a symbol stop command is sent to the sub-integrated control device 90 (S520) and the fixed symbol of the currently variable special symbol is displayed (S522). Upon receiving the symbol stop command, the sub-integrated control device 90 sends a control command to the effect display control device 91 to terminate the symbol variable display on the effect display device 37. Then, it is determined whether the display time of the fixed symbol has elapsed (S524). Here, the display time of the fixed symbol is set to 0.5 seconds in this embodiment. If it is determined that the display time of the fixed symbol has not elapsed, the special symbol game process is temporarily terminated. When the special symbol game process is executed after the special symbol is stopped and displayed, it is determined in S504 that the fixed symbol is being displayed, so it is again determined in S524 whether the display time of the fixed symbol has elapsed. If it is determined that the display time of the fixed symbol has elapsed, the display of the fixed symbol is terminated (S526), and it is determined whether the fixed symbol is a jackpot symbol (S528).
[0077] If a jackpot symbol is determined in S528, the control unit starts the operation of the condition device (S530) to generate a jackpot, starts the operation of the accessory continuous operation device (S532), and sets the jackpot flag to a value of 1 (S534). To disable the probability variable function and time-saving function during jackpot play, the probability variable flag, the first time-saving flag, and the second time-saving flag are cleared to a value of 0 (S536-S540). Then, a game state designation command is sent to the sub-integrated control device 90 (S542), and the special symbol game process ends. The game state designation command includes the values of the jackpot flag, probability variable flag, first time-saving flag, and second time-saving flag. When the special symbol game process ends, the control unit returns to the main control process and proceeds to the jackpot game process in S80.
[0078] On the other hand, if it is determined in S528 that the symbol is not a jackpot symbol, it is determined whether the probability variable flag is set to value 1 (in a probability variable state) (S544), and if it is determined that the probability variable flag is set to value 0 rather than value 1, the process proceeds to S552. If it is determined that the probability variable flag is set to value 1, the probability variable counter is decremented by value 1 (S546), and it is determined whether the probability variable counter is set to value 0 (S548). Here, the probability variable counter indicates the remaining number of variations of the special symbol that maintains the probability variable state, and a predetermined value (for example, 100) is set in the probability variable counter at the end of the jackpot game that is executed when the special symbol is displayed as a probability variable jackpot (a high probability first time-shortened jackpot symbol or a high probability second time-shortened jackpot symbol). If it is determined that the probability change counter is not 0, the probability change state is maintained and the process proceeds to the next step S552, and if it is determined that the probability change counter is 0, the probability change flag is set to 0 to end the probability change state (S550).
[0079] Next, it is determined whether the first time-saving flag is set to value 1 (in the first time-saving state) (S552), and if it is determined that the first time-saving flag is set to value 0 rather than value 1, the process proceeds to S560. If it is determined that the first time-saving flag is set to value 1, the first time-saving counter is decremented by value 1 (S554), and it is determined whether the first time-saving counter is set to value 0 (S556). Here, the first time-saving counter indicates the remaining number of variations of the special symbol that maintains the first time-saving state, and a predetermined value (for example, value 100) is set in the first time-saving counter at the end of a jackpot game that is executed when the special symbol is displayed as a first time-saving jackpot (a low-probability first time-saving jackpot symbol or a high-probability first time-saving jackpot symbol). If it is determined that the first time-saving counter is not at a value of 0, the process proceeds to S560 while maintaining the first time-saving state, and if it is determined that the first time-saving counter is at a value of 0, the first time-saving flag is set to a value of 0 to end the first time-saving state (S558).
[0080] Next, it is determined whether the second time-saving flag is set to value 1 (in the second time-saving state) (S560), and if it is determined that the second time-saving flag is set to value 0 rather than value 1, the process proceeds to S542. If it is determined that the second time-saving flag is set to value 1, the second time-saving counter is decremented by value 1 (S562), and it is determined whether the second time-saving counter is set to value 0 (S564). Here, the second time-saving counter indicates the remaining number of variations of the special symbol that maintains the second time-saving state, and a predetermined value (for example, value 100) is set in the second time-saving counter at the end of a jackpot game that is executed when the special symbol is displayed as a second time-saving jackpot (a low-probability second time-saving jackpot symbol or a high-probability second time-saving jackpot symbol). If it is determined that the second time-saving counter is not 0, the process proceeds to S542 while maintaining the second time-saving state, and if it is determined that the second time-saving counter is 0, the second time-saving flag is set to 0 in order to end the second time-saving state (S566). Then, a game state designation command is sent to the sub-integrated control device 90 (S542), and the special symbol game process is ended.
[0081] [Jackpot game processing] 19 and 20 are flowcharts showing an example of jackpot game processing. In the jackpot game processing of S80, the CPU 60a of the main control device 60 first determines whether the jackpot flag is set to value 1 (a jackpot game is in progress) (S800). If it is determined that the jackpot flag is set to value 0 rather than 1, the jackpot game processing is terminated. On the other hand, if it is determined that the jackpot flag is set to value 1, it determines whether the jackpot winning opening 25 is currently open (S802), whether a jackpot game start presentation is in progress (S804), whether a jackpot game end presentation is in progress (S806), and whether an inter-open interval is in progress (S808). If a negative determination is made in any of S802 to S808, a jackpot game start presentation command is sent to the sub-integrated control device 90 (S810), and the jackpot game processing is terminated. The sub-integrated control device 90, which has received the jackpot game start presentation command, starts the jackpot game start presentation. Once the jackpot game start presentation has started, the next time the jackpot game processing is executed, it is determined in S804 that the jackpot game start presentation is in progress, and so it is determined whether the jackpot game start presentation time has elapsed (S812). If it is determined that the jackpot game start presentation time has not elapsed, the jackpot game processing is temporarily terminated. If it is determined that the jackpot game start presentation time has elapsed, the jackpot game opening solenoid 25c is driven to open the jackpot game opening 25 (S814), and the jackpot game processing is terminated. As the jackpot game opening 25 is opened, the main control device 60 transmits a round game presentation command to the sub-integrated control device 90.
[0082] After the large prize opening 25 is opened, the next time the large prize opening 25 is executed, it is determined in S802 that the large prize opening 25 is open, and therefore it is determined based on the detection signal from the large prize opening switch 25a whether or not the number of game balls that have entered the large prize opening 25 has reached a specified number (10 in this embodiment) (S816) and whether or not the elapsed time (opening time) since the large prize opening 25 was opened has reached the maximum opening time (30 seconds in this embodiment) (S818). If it is determined that the number of game balls that have entered the large prize opening 25 has not reached the specified number and the opening time of the large prize opening 25 has not reached the maximum opening time, the large prize opening 25 is left open and the large prize opening 25 is temporarily terminated. On the other hand, if it is determined that the number of game balls entering the special prize opening 25 has reached a predetermined number, or if it is determined that the opening time of the special prize opening 25 has reached its maximum opening time even if the number of game balls has not reached the predetermined number, the special prize opening 25 is closed (S820), and it is determined whether or not the current round of play is the final round (S822). Since the number of rounds in a jackpot game is determined by the jackpot symbol, the determination of whether or not the current round of play is the final round is made by determining whether or not the number of repetitions of the round of play has reached a number determined according to the jackpot symbol. If it is determined that the current round of play is not the final round, an interval between releases is generated (S824), and the jackpot game processing is terminated. When an interval between releases is generated, the main control unit 60 transmits an interval between releases generation command to the sub-integrated control unit 90. When an interval between releases occurs, the next time the jackpot game process is executed, it is determined in S808 that the interval between releases is in progress, and so it is determined whether the interval between releases (for example, 2 seconds) has elapsed (S826). If it is determined that the interval between releases has not elapsed, the jackpot game process is temporarily terminated with the large prize opening 25 closed, and if it is determined that the interval between releases has elapsed, the large prize opening 25 is opened again (S814), and the jackpot game process is terminated.
[0083] After repeating this round of play in which the jackpot opening 25 is opened and closed with an interval between openings, if it is determined in S822 that this round of play is the final round, a jackpot game end effect command is sent to the sub-integrated control device 90 (S828), and the jackpot game processing is terminated. Upon receiving the jackpot game end effect command, the sub-integrated control device 90 starts the jackpot game end effect. Once the jackpot game end effect has started, the next time the jackpot game processing is started, it is determined in S806 that the jackpot game end effect is in progress, and it is determined whether the jackpot game end effect time has elapsed (S830). If it is determined that the jackpot game end effect time has not elapsed, the jackpot game processing is temporarily terminated. If it is determined that the jackpot game end effect time has elapsed, the operation of the accessory continuous operating device is stopped (S832), and the operation of the condition device is stopped (S834). Next, it is determined whether the current jackpot pattern is a probability variable jackpot (high probability first time-saving jackpot pattern or high probability second time-saving jackpot pattern) (S836). If it is determined that the jackpot pattern is a probability variable jackpot, the probability variable flag is set to a value of 1 (S838) and the probability variable counter is set to a value of 100 (S840) in order to transition to (generate) a probability variable state (high probability state). On the other hand, if it is determined that the jackpot pattern is not a probability variable jackpot, S838 and S840 are skipped.
[0084] Next, it is determined whether the current jackpot symbol is a first time-saving jackpot (a low-probability first time-saving jackpot symbol or a high-probability first time-saving jackpot symbol) (S842) or whether it is a second time-saving jackpot (a low-probability second time-saving jackpot symbol or a high-probability second time-saving jackpot symbol) (S844). If it is determined that the jackpot symbol is a first time-saving jackpot, the first time-saving flag is set to a value of 1 (S846) and the first time-saving counter is set to a value of 100 (S848) to transition to the first time-saving state. On the other hand, if it is determined that the jackpot symbol is a second time-saving jackpot, the second time-saving flag is set to a value of 1 (S850) and the second time-saving counter is set to a value of 100 (S852) to transition to the second time-saving state. Also, if it is determined that the jackpot symbol is neither a first time-saving jackpot nor a second time-saving jackpot, i.e., a normal jackpot, S846 to S852 are skipped. Then, to end the jackpot game, the jackpot flag is set to a value of 0 (S854), a game state designation command is sent to the sub-integrated control device 90 (S856), and the jackpot game processing is ended. The game state designation command includes the value of the probability variable flag, the value of the first time-saving flag, the value of the second flag, the value of the probability variable counter, the value of the first time-saving counter, the value of the second time-saving counter, the value of the jackpot flag, etc.
[0085] Next, we will explain various processes executed by the sub-integrated control device 90 that receives various commands from the main control device 60. As described above, the commands that the sub-integrated control device 90 receives from the main control device 60 include an initial command, a return command, a reserve number instruction command (first special symbol reserve number instruction command, second special symbol reserve number instruction command, normal symbol reserve number instruction command), a normal symbol variation start command, a special symbol variation start command (first special symbol variation start command, second special symbol variation start command), a symbol stop command, a game state designation command, a jackpot game start effect command, and a jackpot game end effect command. The sub-integrated control device 90 performs an initial setting process when the power of the pachinko machine 1 is turned on, and then performs a presentation mode setting process to set a presentation mode according to the game status of the pachinko machine 1, a hold display presentation process to display the first reserved pattern 372a or the second reserved pattern 372b according to the number of reserved special patterns, a pattern change presentation process to display a change in the presentation pattern in accordance with the change in the display of the special patterns, a jackpot game presentation process in accordance with the execution of a jackpot game, etc. The pattern change presentation process and the jackpot game presentation process will be explained in detail below.
[0086] [Pattern change effect processing] 21 is a flowchart showing an example of the symbol variation effect processing. In the symbol variation effect processing, the CPU 90a of the sub-integrated control device 90 first determines whether or not the special symbol variation start command transmitted by the main control device 60 in S618 of the special symbol variation display related processing in FIG. 15 has been received (S900). If it determines that it has not been received, the process proceeds to S908. On the other hand, if it determines that the special symbol variation start command has been received, the CPU 90a determines the stop symbol of the effect symbol based on the determined symbol of the special symbol included in the special symbol variation start command (S902), and determines the variation pattern of the effect symbol (variation effect pattern) based on the variation pattern (variation time) of the special symbol (S904), and starts the symbol variation effect that variably displays the effect symbols 371L, 371C, and 371R (S906). The variation pattern of the effect symbol (variation effect pattern) is determined by determining the variation effect pattern corresponding to the variation pattern of the special symbol from the variation effect pattern table pre-stored in the ROM 90b. The stopping patterns of the effect patterns are determined by determining the stopping patterns of the effect patterns corresponding to the confirmed patterns of the special patterns from the effect pattern setting table stored in advance in ROM 90b. The stopping patterns of the effect patterns include patterns (e.g., "111", "333", "555", "777") that suggest the occurrence of the first time-saving jackpot (low-probability first time-saving jackpot pattern or high-probability first time-saving jackpot pattern) and patterns (e.g., "222", "444", "666", "888") that suggest the occurrence of the second time-saving jackpot (low-probability second time-saving jackpot pattern or high-probability second time-saving jackpot pattern) or a normal jackpot.
[0087] Next, it is determined whether or not a symbol stop command transmitted by the main control device 60 has been received in S520 of the special symbol game processing in Fig. 13 (S908). If it is determined that a symbol stop command has not been received, the symbol change effect processing is terminated. On the other hand, if it is determined that a symbol stop command has been received, the effect symbol is stopped and displayed as the stop symbol determined in S902, thereby terminating the symbol change effect processing (S910), and the symbol change effect processing is terminated.
[0088] [Jackpot game effect processing] 22 is a flowchart showing an example of the jackpot game presentation process. In the jackpot game presentation process, the CPU 90a of the sub-integrated control device 90 first determines whether or not the jackpot game start presentation command transmitted by the main control device 60 in S810 of the jackpot game process has been received (S1000), and if it determines that the jackpot game start presentation command has not been received, it proceeds to S1004. If it determines that the jackpot game start presentation command has been received, it executes a jackpot game start presentation (jackpot opening presentation) accompanied by a right-hit notification (S1002). This notifies the player that the jackpot game has started.
[0089] Next, in S828 of the jackpot game processing, it is determined whether or not a jackpot game end effect command transmitted from the main control device 60 has been received (S1004), and if it is determined that the jackpot game end effect command has not been received, the process proceeds to S1008. If it is determined that the jackpot game end effect command has been received, a jackpot game end effect (jackpot ending effect) is executed (1006). This notifies the player that the jackpot game has ended.
[0090] Next, in S856 of the jackpot game processing, it is determined whether or not a game state designation command transmitted by the main control device 60 has been received (S1008), and if it is determined that a game state designation command has not been received, the jackpot game presentation processing is terminated. If it is determined that a game state designation command has been received, it is determined whether or not the game state after the jackpot game ends is the first time-shortened state (low-probability first time-shortened state or high-probability first time-shortened state), i.e., whether or not the jackpot executed this time is a first time-shortened jackpot (low-probability first time-shortened jackpot symbol or high-probability first time-shortened jackpot symbol) (S1010). If it is determined that the game state after the jackpot game ends is the first time-shortened state (a first time-shortened jackpot has been executed), a background screen dedicated to the first time-shortened state is set as the background screen of the presentation display device 37 (display screen) (S1012). On the other hand, if it is determined that the game state after the end of the jackpot game is not the first time-shortened state but the normal state or the second time-shortened state (the low-probability second time-shortened state or the high-probability second time-shortened state), a background screen is set by lottery processing (S1014). Then, the set background screen is displayed on the display screen of the effect display device 37, and the jackpot game effect processing is terminated.
[0091] 23 is an explanatory diagram showing an example of the settings of the background screen. As shown in the figure, in the normal state, the low-probability second time-saving state, and the high-probability second time-saving state, one of the following backgrounds is set by lottery: the normal background (first background), a yellow background with a yellowish tinge on the normal background (second background), or a red background with a reddish tinge on the normal background (third background). When the normal state is restored after the end of a jackpot game, the backgrounds with the highest appearance rates (selection rates) are the normal background (80 / 100), yellow background (15 / 100), and red background (5 / 100). When the low-probability second time-saving state is restored after the end of a jackpot game, the backgrounds with the highest appearance rates are the yellow background (80 / 100), normal background (14 / 100), and red background (6 / 100). If the high-probability second time-saving state is entered after a jackpot game ends, the backgrounds appearing in descending order of probability are red (80 / 100), yellow (19 / 100), and normal (1 / 100). Therefore, a normal background indicates a high probability of the normal state, a yellow background indicates a high probability of the low-probability second time-saving state, and a red background indicates a high probability of the low-probability second time-saving state. On the other hand, if the low-probability first time-saving state or the high-probability first time-saving state is entered after a jackpot game ends, a background screen dedicated to the time-saving state is set and displayed, thereby indicating that the first time-saving state has been confirmed. Note that different dedicated background screens may be displayed for the low-probability first time-saving state and the high-probability first time-saving state.
[0092] Next, the transition of game states in the pachinko machine 1 will be explained. FIG. 24 is an explanatory diagram showing an example of the transition of game states. First, in the normal state (state without low-probability time-saving), the game progresses mainly with the first special symbol when the player hits the left side, and when a jackpot occurs, the jackpot game is executed. If the jackpot that occurs is a normal jackpot, the system returns to the normal state after the jackpot game ends (FIG. 24(1)). Also, if the jackpot that occurs is a second-time-saving jackpot (low-probability second-time-saving jackpot symbol or high-probability second-time-saving jackpot symbol), that is, a minute-time-saving jackpot, the system transitions to the second-time-saving state (low-probability second-time-saving state or high-probability second-time-saving state) after the jackpot game ends (FIG. 24(2)). This second time-saving state (slight time-saving state) cannot be distinguished from the background screen of the effect display device 37, and since there is almost no difference from the normal state in terms of the ease (difficulty) of the game ball entering the second starting hole 24, the player continues to hit with the left hand and the game progresses mainly with the first special symbol. In the second time-saving state, if the number of times the special symbol changes (hit / miss determination) reaches 100 without a jackpot occurring, the game returns to the normal state (Figure 24 (3)). Also, if a second time-saving jackpot occurs in the second time-saving state, the game returns to the second time-saving state after the jackpot game ends (Figure 24 (4)).
[0093] Furthermore, if a jackpot occurring in the normal state is a first time-saving jackpot (low-probability first time-saving jackpot symbol or high-probability first time-saving jackpot symbol), the game will transition to the first time-saving state (low-probability first time-saving state or high-probability first time-saving state) after the jackpot game ends (Figure 24(5)). Also, if a jackpot occurring in the second time-saving state is a first time-saving jackpot, the game will transition to the first time-saving state after the jackpot game ends (Figure 24(6)). In the first time-saving state, a background screen dedicated to the first time-saving state is displayed to notify the transition to the first time-saving state, and the ease of a game ball entering the second starting hole 24 changes significantly from the normal state and the second time-saving state, making it more favorable to the player. Therefore, by hitting the right, the player will play primarily with the second special symbol. In this first time-saving state, normal jackpots and second time-saving jackpots do not occur, and all jackpots that occur are time-saving jackpots, so the first time-saving state re-enters after the jackpot game ends (Figure 24(7)). This allows for repeated jackpot games and the first time-saving state after their end, creating a so-called rush state in which jackpot games occur more frequently than in the normal state or the second time-saving state, allowing for greater gaming profits. If the number of special symbol changes reaches 100 without a jackpot occurring in the first time-saving state, the game returns to the normal state (Figure 24(8)). When the first time-saving state ends and the game returns to the normal state, a left-hit notification is displayed to change from right-hit to left-hit.
[0094] In the pachinko machine 1 of the embodiment described above, the transition rate to the first time-shortening state is different among the normal state, the low-probability second time-shortening state, and the high-probability second time-shortening state, so even if the first time-shortening state is not transitioned to after the end of a jackpot game that occurred in the normal state, if the low-probability second time-shortening state or the high-probability second time-shortening state is transitioned to, the possibility of transitioning to the first time-shortening state can be made different from that in the normal state. Therefore, since it is possible to change the possibility of transitioning to the first time-shortening state, it is possible to prevent a prolonged state in which a transition to the time-shortening state advantageous to the player cannot be expected, and to prevent a decline in motivation to play.
[0095] Furthermore, the transition rate to the first time-saving state after the end of a jackpot game that occurred in the first time-saving state is different from the transition rates in other states, so the ease of transitioning to the first time-saving state can be diversified for each game state. Furthermore, since the ease of ball entry into the second starting hole 24 in the second time-saving state is closer to the normal state than in the first time-saving state, the first time-saving state reduces the loss of balls and makes it more advantageous to win a jackpot than the second time-saving state. Therefore, by varying the possibility of transitioning to the first time-saving state and changing the expectation of transitioning to the first easy state, interest in the game can be further increased.
[0096] In the above-described embodiment, all jackpots occurring during the first time-shortening state are first time-shortening jackpots, but this is not limited to this. A normal jackpot or a second time-shortening jackpot may occur during the first time-shortening state, and the transition rate to the first time-shortening state during the first time-shortening state may not be 100%. Even in this case, the transition rate to the first time-shortening state during the first time-shortening state may be higher (for example, 90%) than during the second time-shortening state or the normal state. Of course, the transition rate to the first time-shortening state during the first time-shortening state may be the same as during the second time-shortening state or the normal state, or may be lower than during the second time-shortening state or the normal state.
[0097] In the embodiment, the transition rate to the first time-shortening state upon the occurrence of a jackpot is lowest in the normal state (the state without low-probability time-shortening), but this is not limited to this and may be highest in the normal state. For example, in the example of FIG. 16, the appearance rate of each jackpot symbol in the normal state may be reversed with the appearance rate of each jackpot symbol in the first time-shortening state (the low-probability first time-shortening state or the high-probability first time-shortening state). In this way, when the initialization process is performed at the opening of the gaming parlor and the pachinko machine 1 is in the normal state, the transition rate to the first time-shortening state is highest, which encourages players to play, thereby increasing the operating rate of the pachinko machine 1 at the opening of the parlor. Alternatively, the transition rate to the first time-shortening state is not limited to being highest in the normal state, but may be highest in the second time-shortening state. In this way, even if the first time-shortening state is not transitioned to, transitioning to the second time-shortening state increases expectations of transitioning to the first time-shortening state, thereby preventing a decline in motivation to play. It is sufficient that the transition rate to the first time-saving state differs at least between the normal state, the low-probability second time-saving state, and the high-probability second time-saving state, and it is also possible to set the transition rate to a constant rate (the same transition rate) for each state (normal state, low-probability second time-saving state, high-probability second time-saving state, low-probability first time-saving state, and high-probability first time-saving state) as shown in Figure 16, rather than making them different from one another.
[0098] In the embodiment, the first time-saving number of times and the second time-saving number of times (slight time-saving number of times) are the same number (for example, 100 times), but this is not limited to this, and the second time-saving number of times may be greater than the first time-saving number of times. For example, the second time-saving number of times may be 10,000 times or the like, and continue until the next jackpot occurs, and the first time-saving number of times may be 100 times or the like, and the first time-saving state may end if no jackpot occurs during the first time-saving state. Note that the number of probability variations is the same as the first time-saving number of times and the second time-saving number of times, but this is not limited to this, and they may be different numbers.
[0099] In the embodiment, the low probability (normal probability) of a jackpot in the normal state and the high probability of a jackpot in the variable probability state are set to be substantially the same (almost the same), but this is not limited to this. For example, the low probability may be 1 / 300 and the high probability may be 1 / 50, and the probabilities may be substantially different.
[0100] In the embodiment, in addition to the normal state (state without low-probability time reduction), a low-probability second time reduction state, a high-probability second time reduction state, a low-probability first time reduction state, and a high-probability first time reduction state are provided, but this is not limited to this. In addition to the normal state, a game state including a second time reduction state, a game state including a time reduction state, and a game state including a high-probability state may be provided. For example, one of the low-probability second time reduction state and the high-probability second time reduction state may not be provided, and one of the low-probability first time reduction state and the high-probability first time reduction state may not be provided. Also, a high-probability no time reduction state may be provided.
[0101] In the embodiment, the second time-shortening state is assumed to have almost the same playability as the normal state, and the ease of a ball entering the second starting hole 24 is closer to the normal state than the first time-shortening state, but this is not limited to this, and the ease of a ball entering the second starting hole 24 may be closer to the first time-shortening state than the normal state. Also, one or two of the normal probability variation function, the time-shortening function, and the extended opening function may be made closer to the first time-shortening state, and the remaining functions may be made closer to the normal state. Alternatively, in the second time-shortening state, the setting values for each function may be set to values approximately intermediate between those in the normal state and the first time-shortening state, and the ease of a ball entering the second starting hole 24 may be made approximately intermediate between those in the normal state and the first time-shortening state.
[0102] In the embodiment, the occurrence of a jackpot is considered to be the fulfillment of a predetermined condition, and a transition to a time-shortened state is made after the jackpot game ends. However, this is not limited to this. For example, the occurrence of a time-shortened state may be determined based on the entry of a game ball into the starting hole, and if it is determined that a time-shortened state has occurred, the predetermined condition is fulfilled, and a transition to a time-shortened state (first time-shortened state or second time-shortened state) may be made. Alternatively, the predetermined condition may be fulfilled when a hit / miss determination is made a predetermined number of times without a jackpot game being played (when the number of hit / miss determinations that do not result in a jackpot reaches a predetermined number), and a transition to a time-shortened state (first time-shortened state or second time-shortened state) may be made. Furthermore, if the time-shortened state (first time-shortened state or second time-shortened state) ends without a jackpot occurring during the time-shortened state, a transition to a time-shortened state other than the time-shortened state that ends (for example, the second time-shortened state when the first time-shortened state ends) may be made. In addition, if a predetermined number of consecutive jackpots occur during the time-saving state (when the limit number of times is reached), such as when multiple high-probability second-time-saving jackpots occur consecutively during the high-probability second-time-saving state, the game may transition to a different time-saving state. The predetermined condition may be any one or more of these. Furthermore, by having multiple predetermined conditions, the timing of transitions (change timings) to the game state can be increased, diversifying the transitions to the time-saving state, thereby increasing the interest in the game.
[0103] In the embodiment, the display of the background screen after the end of a jackpot game suggests whether the game state is the normal state, the low-probability second time-saving state, or the high-probability second time-saving state. However, this is not limited to this. The game state may be suggested by the display mode of the effect symbols 371L, 371C, and 371R, the display mode of the reserved symbols (first reserved symbol 372a and second reserved symbol 372b), the display mode of the character symbol 373, or a message display. The suggestion may also be made by a combination of two or more of these. Furthermore, instead of or in addition to the display on the effect display device 37, the suggestion may be made by a sound from the speaker 14 or by illumination of the LED 15. Furthermore, the background screen after the end of a jackpot game may be a common screen for the normal state, the low-probability second time-saving state, and the high-probability second time-saving state, and the likelihood of the normal state, the low-probability second time-saving state, or the high-probability second time-saving state may be suggested during the jackpot game end effect, or each time a predetermined number of symbol-variable games are played. Alternatively, the indication may be given when a lottery is won. Alternatively, the indication is not limited to indicating which game state the player is in, and the player may be notified of which state by a notification mode dedicated to each state (such as displaying a dedicated background screen).
[0104] In the embodiment, the game board 20 is configured to allow right-hand hitting in the first time-saving state, but this is not limited thereto. For example, the normal symbol activation gate 22, the second start opening 24, and the special prize opening 25 may be provided in the left region of the game area 21, allowing left-hand hitting even in the first time-saving state, i.e., left-hand hitting in all game states. This eliminates the hassle of repeatedly hitting right for a jackpot game and then switching back to left-hand hitting after the jackpot game ends. Also, in the embodiment, only the special prize opening 25 for right-hand hitting is provided, but this is not limited thereto, and a first special prize opening for left-hand hitting and a second special prize opening for right-hand hitting may be provided. In this case, as in the embodiment, left-hand hitting is performed in the normal state and the second time-saving state, and right-hand hitting is performed in the first time-saving state. Furthermore, regardless of the game state, if the jackpot that occurs is a normal jackpot or a second time-saving jackpot, i.e., if the second time-saving state is entered after the jackpot game ends and the left-hand shot is required, the first large prize entry port is used for the jackpot game. On the other hand, if the jackpot that occurs is a first time-saving jackpot, i.e., if the first time-saving state is entered after the jackpot game ends and the right-hand shot is required, the second large prize entry port is used for the jackpot game. Also, the first special symbol and the second special symbol may be different, and for example, the first time-saving state may always be entered after the jackpot game of the second special symbol is played. Furthermore, as mentioned above, the first and second large prize slots are provided on the left and right, and for the first special symbol, a jackpot game is played by hitting from the left and using the first large prize slot until the first time-saving jackpot is achieved, and for the second special symbol, a jackpot game is played by hitting from the right and using the second large prize slot, thereby eliminating the hassle of repeatedly switching between hitting from the left and right.
[0105] In the embodiment, a hit or miss is determined by a hit / miss determination, but a hit / miss determination may also be performed including a small hit, and if the hit / miss determination result is a small hit, a small hit game may be executed in which the large prize entry port is opened. The game state does not change before and after the execution of the small hit game, but it may be made to appear as if the game state has changed. For example, if a small hit game is executed in the normal state or the second time-saving state, the background screen may be changed to a different one from before the execution after the small hit game ends. In addition, in a small hit game, the total opening time of the large prize entry port 25 is usually shorter than in a jackpot game (small hit opening mode), but a jackpot game with an opening mode similar to that of a small hit game may also be provided.
[0106] In the embodiment, game balls supplied from an island facility in a gaming hall are paid out to the upper tray 11 as prize balls or loan balls, but a so-called sealed-type pachinko machine may also be used. A sealed-type pachinko machine plays games by circulating game balls sealed inside. The pachinko machines of the embodiment and modified examples may also be applied to so-called managed gaming machines. A managed gaming machine restricts external access to the main control device, and allows only specific information (information that affects game performance or information that may affect the outcome of the game) to be transmitted from the frame control device (corresponding to the payout control device in the embodiment) to the main control device, and the frame control device is connected to the CR unit and is configured to be able to communicate with the outside world only via the frame control device.
[0107] The correspondence between the main elements of the embodiment and the main elements of the invention described in the "Means for Solving the Problems" section will be explained. In the embodiment, the first start hole 23 and the second start hole 24 correspond to the "start hole", the second start hole 24 corresponds to the "variable start hole", the CPU 60a of the main control device 60 that executes the processing of S600 to S606 of the special symbol variable display related processing corresponds to the "win / lose determination means", the CPU 60a of the main control device 60 that executes the processing of S528 to S534 of the special symbol game processing and S800 to S834 of the jackpot game processing corresponds to the "jackpot game execution means", the CPU 60a of the main control device 60 that executes the processing of S842 to S852 of the jackpot game processing corresponds to the "easy state transition means", and the CPU 60a of the main control device 60 that executes the processing of S836 to S840 of the jackpot game processing corresponds to the "probability variation means". The correspondence between the main elements of the Examples and the main elements of the invention described in the "Means for Solving the Problem" section does not limit the elements of the invention described in the "Means for Solving the Problem" section, since the Examples are examples for specifically explaining the mode for implementing the invention described in the "Means for Solving the Problem" section. In other words, the interpretation of the invention described in the "Means for Solving the Problem" section should be based on the description in that section, and the Examples are merely specific examples of the invention described in the "Means for Solving the Problem" section.
[0108] The above describes the embodiment of the present invention using examples, but the present invention is not limited to these examples in any way, and it goes without saying that the present invention can be embodied in various forms within the scope that does not deviate from the gist of the present invention. [Explanation of symbols]
[0109] 1 Pachinko machine, 2 Outer frame, 3 Front frame, 3a Front frame opening switch, 4 Glass plate, 5 Inner frame, 5a Inner frame opening switch, 11 Upper tray, 12 Lower tray, 13 Launch handle, 14 Speaker, 15 LED, 16 Performance button, 16a Performance button switch, 20 Game board, 21 Game area, 21a Outer rail, 21b Inner rail, 21c Nail, 22 Normal pattern activation gate, 22a Gate switch, 23 First start port, 23a First start port switch, 24 Second start port, 24a Second start port switch, 24b Opening and closing blade, 24c Second start port solenoid, 25 Large prize port, 25a Large prize port switch, 25b Opening and closing plate, 25c Large prize port solenoid, 27 Normal prize port, 27a Normal prize port switch, 29 Outlet, 31 first special symbol display device (first special symbol display device), 32 second special symbol display device (second special symbol display device), 33 first special symbol reserved number display device (first special symbol reserved number display device), 34 second special symbol reserved number display device (second special symbol reserved number display device), 35 normal symbol display device (normal symbol display device), 36 normal symbol reserved number display device (normal symbol reserved number display device), 37 performance display device, 371L, 371C, 371R performance symbol (pseudo symbol), 372a first reserved symbol, 372b second reserved symbol, 373 character symbol, 38 center role object, 50 CR unit, 51 CR unit terminal board, 52 settlement display device, 53 ball loan button, 53a ball loan switch, 54 settlement button, 54a settlement switch, 60 main control device, 60a CPU, 60b ROM, 60c RAM, 61 Game board relay terminal board, 62 pattern display device relay terminal board, 63 performance relay terminal board, 64 rear wiring relay terminal board, 65 external connection terminal board, 67 setting key switch, 68 RAM clear switch, 69 setting display device, 70 payout control device, 71 payout relay terminal board, 72 payout device, 73 payout motor, 74 payout switch, 75 full switch, 76 ball out switch, 77 ball tank, 78 tank rail, 80 launch control device, 81 launch stop switch, 82 touch switch, 83 launch motor, 90 sub-integrated control device, 90a CPU, 90b ROM, 90c RAM, 91 performance display control device, 95 power supply board, 95a power switch, 100 hall computer.
Claims
[Claim 1] A starting port including a variable starting port in which the possibility of the game ball entering changes; A winning / loose determination means for determining whether or not a game ball has entered the starting hole; a jackpot game execution means for executing a jackpot game when the result of the hit / miss determination is a hit; An easy state transition means that can transition to an easy state in which it is easier for a game ball to enter the variable start opening than in a normal state when a predetermined condition is met; a probability varying means for varying the probability of the result of the hit / miss judgment being a hit between a normal probability in the normal state and a high probability; A gaming machine comprising: The easy state includes a first easy state and a second easy state in which it is more difficult for the game ball to enter the variable starting hole than in the first easy state, a first suggestion notification and a second suggestion notification that can be notified in the normal state and the second easy state, the first suggestion notification being more likely to be notified than the second suggestion notification in the normal state, the second suggestion notification being more likely to be notified than the first suggestion notification in the second easy state, the first suggestion notification and the second suggestion notification not being notified in the first easy state, and a third suggestion notification being not notified in the normal state or the second easy state; the easy state transition means differs in transition rate to the first easy state among the normal state, the second easy state with the normal probability, and the second easy state with the high probability; The first easy state can be transitioned to the second easy state when the predetermined condition is met, and the transition rate is different from that of other states. Gaming machine.
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