gaming machines
The gaming machine enhances player engagement by varying ball-entry means and shooting intensities, transitioning between gaming states, and utilizing display devices to improve player interaction and enjoyment.
Patent Information
- Application Number
- JP2020164473
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-09-30
- Publication Date
- 2025-09-17
- Estimated Expiration
- 2040-09-30
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player engagement and attention, necessitating improvements to increase enjoyment.
The gaming machine introduces different ball-entry means and shooting intensities to award varying game values, transitions between gaming states, and executes specific controls based on ball entry, using display devices to enhance player interaction.
This design increases player attention and engagement by favorably increasing the likelihood of entering specific ball-entry means at higher intensities, leading to enhanced game states and controls, thus improving overall gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Conventionally, there are gaming machines that hold a lottery for winning or the like based on the fulfillment of predetermined starting conditions, and when a player wins, for example, the game machine pays out predetermined gaming media to the player in response to the fulfillment of predetermined winning conditions.
[0003] This gaming machine is configured to be able to generate at least a predetermined first gaming state and a second gaming state that is more advantageous to the player than the first gaming state, and some are configured to be able to win a winning game in the second gaming state and then continuously generate the second gaming state again (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-295672 Summary of the Invention [Problem to be solved by the invention]
[0005] In order to enhance the enjoyment of the game, it is necessary to increase the attention paid to the game in the gaming machines exemplified above, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that can suitably increase attention to the game. [Means for solving the problem]
[0007] To achieve this object, the gaming machine according to claim 1 launches a gaming ball. obtain a launching means, and a game ball launched by the launching means at a first launch intensity; but Entering ball Not A game ball shot with a second shooting intensity that is stronger than the first shooting intensity goes into the ball. can be A first ball-entry means and a first predetermined information is acquired based on the ball entering the first ball-entry means. obtain a first information acquisition means for determining the first predetermined information acquired by the first information acquisition means; obtain a first determination means, and a game ball shot by the shooting means at the first shooting intensity; but Entering ball Not , the game ball shot at the second shooting intensity goes into the ball Possible ways to score and a second ball-entry means different from the first ball-entry means, and second predetermined information is acquired based on the ball entering the second ball-entry means. obtain a second information acquisition means for determining the second predetermined information acquired by the second information acquisition means; obtain A second determination means and a first game value are awarded to a player based on the ball entering the second ball entry means. obtain a first game value providing means and a performance in which at least the determination result by the second determining means is used, and a predetermined performance is displayed on a display device; Possible a predetermined effect execution means for granting a second game value to a player at least when a specific result appears as a result of the determination by the second determination means; obtain In the gaming machine having the advantageous state means capable of generating an advantageous state, at least the gaming state is divided into a first gaming state and a second gaming state different from the first gaming state. In a gaming state, when a gaming ball is shot at the second shooting intensity, the gaming ball is more likely to enter the first ball entry means than when the gaming ball is shot at the second shooting intensity in the first gaming state. Transition to the second game state obtain a game state transition means, configured to execute a first specific control when the predetermined effect is performed in a first execution mode, and to execute a second specific control when the predetermined effect is performed in a second execution mode different from the first execution mode, and in the second game state 、 The second specific control is executed. The period during which the predetermined effect is being executed. and a player fires the ball at the second firing intensity during a predetermined period of time. fired gaming balls The second gaming state to Leave The first specific control is executed. and the player continuously fires the balls at the second firing intensity during a period in which the balls can be fired. was gaming balls than 、 It is configured to make it easier for the ball to enter the second ball entry means. [Effects of the Invention]
[0008] According to the gaming machine of claim 1, the gaming ball is launched. obtain a launching means, and a game ball launched by the launching means at a first launch intensity; but Entering ball Not A game ball shot with a second shooting intensity that is stronger than the first shooting intensity goes into the ball. can be A first ball-entry means and a first predetermined information is acquired based on the ball entering the first ball-entry means. obtain a first information acquisition means for determining the first predetermined information acquired by the first information acquisition means; obtain a first determination means, and a game ball shot by the shooting means at the first shooting intensity; but Entering ball Not , the game ball shot at the second shooting intensity goes into the ball Possible ways to score and a second ball-entry means different from the first ball-entry means, and second predetermined information is acquired based on the ball entering the second ball-entry means. obtain a second information acquisition means for determining the second predetermined information acquired by the second information acquisition means; obtain A second determination means and a first game value are awarded to a player based on the ball entering the second ball entry means. obtain a first game value providing means and a performance in which at least the determination result by the second determining means is used, and a predetermined performance is displayed on a display device; Possible a predetermined effect execution means for granting a second game value to a player at least when a specific result appears as a result of the determination by the second determination means; obtain In the gaming machine having the advantageous state means capable of generating an advantageous state, at least the gaming state is divided into a first gaming state and a second gaming state different from the first gaming state. In a gaming state, when a gaming ball is shot at the second shooting intensity, the gaming ball is more likely to enter the first ball entry means than when the gaming ball is shot at the second shooting intensity in the first gaming state. Transition to the second game state obtain a game state transition means, configured to execute a first specific control when the predetermined effect is performed in a first execution mode, and to execute a second specific control when the predetermined effect is performed in a second execution mode different from the first execution mode, and in the second game state 、 The second specific control is executed. The period during which the predetermined effect is being executed.and a player fires the ball at the second firing intensity during a predetermined period of time. fired gaming balls The second gaming state to Leave The first specific control is executed. and the player continuously fires the balls at the second firing intensity during a period in which the balls can be fired. was gaming balls than 、 The second ball entry means is configured to make it easier for the ball to enter the ball entry means, which has the effect of favorably increasing the level of attention to the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the pachinko machine. [Figure 3] FIG. 2 is a front view of the game board of a pachinko machine. [Figure 4] 1A is a diagram showing a schematic diagram of area division settings and effective line settings on a display screen, and FIG. 1B is a diagram showing an example of an actual display screen. [Figure 5] 1 is a block diagram showing the electrical configuration of a pachinko machine, and is a block diagram showing mainly the electrical configuration of the main control device. [Figure 6] This is a diagram showing the configuration of various counters, each reserved ball storage area, and reserved ball execution area. [Figure 7] A diagram showing a jackpot random number table. [Figure 8] This is a list that explains the trigger for transitioning to each game state, the probability of hitting a jackpot with a special symbol, the probability of hitting a jackpot with a normal symbol, the recommended ball launch mode, the main winning destinations, the time it takes for the first special symbol to change, the time it takes for the second special symbol to change, the number of times the special symbol can change, and whether it is possible to hit to the right. [Figure 9] This is a diagram showing the firing pattern in each game state and the transition destination of the game state based on the type of jackpot won, etc. [Figure 10] (a) is a diagram showing a schematic example of a jackpot type table for special chart 1, and (b) is a diagram showing a schematic example of a jackpot type table for special chart 2. [Figure 11]This is a diagram showing a schematic example of a reserved number table for special chart 1 before and after the special limit is reached. [Figure 12] This is a diagram showing a schematic example of a reserved number table for special chart 1 when the special limit is reached. [Figure 13] This is a diagram showing a schematic example of a reserved number table for special chart 2 before and after the special limit is reached. [Figure 14] This is a diagram showing a schematic example of a reserved number table for special chart 2 when the special limit is reached. [Figure 15] FIG. 1A is a diagram schematically illustrating an example of table A of the stop pattern table, and FIG. 1B is a diagram schematically illustrating an example of table B of the stop pattern table. [Figure 16] 1A is a diagram schematically illustrating an example of table C of the stop pattern table, and FIG. 1B is a diagram schematically illustrating an example of table D of the stop pattern table. [Figure 17] FIG. 10(a) is a diagram schematically illustrating an example of an E table of the stop pattern table, and FIG. 10(b) is a diagram schematically illustrating an example of an F table of the stop pattern table. [Figure 18] FIG. 10(a) is a diagram schematically illustrating an example of a G table of the stop pattern table, and FIG. 10(b) is a diagram schematically illustrating an example of an H table of the stop pattern table. [Figure 19] FIG. 1A is a diagram schematically illustrating an example of an I table of the stop pattern table, and FIG. 1B is a diagram schematically illustrating an example of a J table of the stop pattern table. [Figure 20] FIG. 1A is a diagram schematically illustrating an example of a K table of the stop pattern table, and FIG. 1B is a diagram schematically illustrating an example of an L table of the stop pattern table. [Figure 21] FIG. 1A is a diagram schematically illustrating an example of an M table of the stop pattern table, and FIG. 1B is a diagram schematically illustrating an example of an N table of the stop pattern table. [Figure 22]FIG. 1A is a diagram schematically illustrating an example of an O table of the stop pattern table, and FIG. 1B is a diagram schematically illustrating an example of a P table of the stop pattern table. [Figure 23] FIG. 1A is a diagram schematically illustrating an example of a Q table of the stop pattern table, and FIG. 1B is a diagram schematically illustrating an example of an R table of the stop pattern table. [Figure 24] FIG. 1A is a diagram schematically illustrating an example of an S table of the stop pattern table, and FIG. 1B is a diagram schematically illustrating an example of a T table of the stop pattern table. [Figure 25] FIG. 1A is a diagram schematically illustrating an example of a U-table of the stop pattern table, and FIG. 1B is a diagram schematically illustrating an example of a V-table of the stop pattern table. [Figure 26] (a) is a diagram showing a schematic example of a fluctuation pattern table for a miss in special chart 1, and (b) is a diagram showing a schematic example of a fluctuation pattern table for a jackpot in special chart 1. [Figure 27] (a) is a diagram showing a schematic example of a fluctuation pattern table for a special chart 2 miss, and (b) is a diagram showing a schematic example of a fluctuation pattern table for a special chart 2 jackpot. [Figure 28] This is a timing chart that shows the relationship between the timing of ball detection at the through gate, the first starting port on the left side, the first starting port on the right side, and the second starting port, the timing of execution of the variable display of the normal pattern, the variable display of the first special pattern, and the variable display of the second special pattern, and the timing of driving the solenoid for the normal electric function and the solenoid for the large prize opening / closing plate during left-handed play in the "normal game state." [Figure 29]This is a timing chart that shows the relationship between the timing of ball detection at the through gate, the first starting port on the left side, the first starting port on the right side, and the second starting port, the timing of execution of the variable display of the normal pattern, the variable display of special pattern 1, and the variable display of special pattern 2, and the timing of driving the solenoid for the normal electric function and the solenoid for the large prize opening opening opening plate during right-hand play in the "probability fluctuation state," and is a timing chart for when the probability fluctuation state does not end due to the fluctuation of special pattern 2 during the jackpot fluctuation of special pattern 1. [Figure 30] This is a timing chart that shows the relationship between the timing of ball detection at the through gate, the first starting port on the left side, the first starting port on the right side, and the second starting port, the timing of execution of the variable display of the normal pattern, the variable display of special pattern 1, and the variable display of special pattern 2, and the timing of driving the solenoid for the normal electric function and the solenoid for the large prize opening / closing plate during right-hand play in the "probability fluctuation state," and is a timing chart for when the probability fluctuation state ends due to the fluctuation of special pattern 2 during the jackpot fluctuation of special pattern 1. [Figure 31] This is a timing chart that shows the relationship between the timing of ball detection at the through gate, the first starting port on the left side, the first starting port on the right side, and the second starting port, the timing of execution of the variable display of the normal pattern, the variable display of special pattern 1, and the variable display of special pattern 2, and the timing of driving the solenoid for the normal electric function and the solenoid for the large prize opening / closing plate during right-hand play in the "probability fluctuation state," and is a timing chart for when the probability fluctuation state does not end due to the fluctuation of special pattern 1 during the jackpot fluctuation of special pattern 2. [Figure 32] This is a timing chart that shows the relationship between the timing of ball detection at the through gate, the first starting port on the left side, the first starting port on the right side, and the second starting port, the timing of execution of the variable display of the normal pattern, the variable display of special pattern 1, and the variable display of special pattern 2, and the timing of driving the solenoid for the normal electric function and the solenoid for the large prize opening opening opening plate during right-hand play in the "probability fluctuation state," and is a timing chart for when the probability fluctuation state ends due to the fluctuation of special pattern 1 during the jackpot fluctuation of special pattern 2. [Figure 33]This is a timing chart that shows the relationship between the timing of ball detection at the through gate, the first starting gate on the left side, the first starting gate on the right side, and the second starting gate, the timing of execution of the variable display of the normal pattern, the variable display of the special pattern 1, and the variable display of the special pattern 2, and the timing of driving the solenoid for the normal electric function and the solenoid for the large prize opening / closing plate during right-hand play in the "time-shortened state." [Figure 34] FIG. 10 is a diagram schematically illustrating an example of a jackpot opening table. [Figure 35] (a) is a diagram showing a schematic example of a normal winning random number table, (b) is a diagram showing a schematic example of a normal winning time table, and (c) is a diagram showing a schematic example of a normal electric role opening table. [Figure 36] 2 is a block diagram mainly showing the electrical configuration of the voice lamp control device. FIG. [Figure 37] 2 is a diagram showing a schematic configuration of a first pending information storage area, a first execution information storage area, a second pending information storage area, and a second execution information storage area. FIG. [Figure 38] 10 is a flowchart showing a startup process executed by an MPU in the main control device. [Figure 39] 10 is a flowchart showing a setting change process executed by an MPU in the main control device. [Figure 40] 4 is a flowchart showing main processing executed by an MPU in the main control device. [Figure 41] 10 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Figure 42] This is a flowchart showing the start-up winning process executed by the MPU in the main control unit. [Figure 43] 10 is a flowchart showing gate passage processing executed by an MPU in the main control device. [Figure 44] This is a flowchart showing the special chart change processing executed by the MPU in the main control unit. [Figure 45]This is a flowchart showing the special figure 1 variation start processing executed by the MPU in the main control unit. [Figure 46] This is a flowchart showing the special chart 2 variation start processing executed by the MPU in the main control unit. [Figure 47] 10 is a flowchart showing the fluctuation stop processing executed by the MPU in the main control device. [Figure 48] 10 is a flowchart showing other-side stop processing executed by an MPU in the main control device. [Figure 49] 10 is a flowchart showing ST counting processing executed by the MPU in the main control device. [Figure 50] 10 is a flowchart showing a time-saving counting process executed by the MPU in the main control device. [Figure 51] 10 is a flowchart showing the big win type update process executed by the MPU in the main control device. [Figure 52] 10 is a flowchart showing a winning process executed by the MPU in the main control device. [Figure 53] 10 is a flowchart showing the jackpot opening / closing control process executed by the MPU in the main control device. [Figure 54] This is a flowchart showing the processing performed by the MPU in the main control unit during opening of the large prize opening. [Figure 55] This is a flowchart showing the jackpot termination process executed by the MPU in the main control device. [Figure 56] 10 is a flowchart showing the general map change processing executed by the MPU in the main control device. [Figure 57] 10 is a flowchart showing the normal power utility control process executed by the MPU in the main control device. [Figure 58] 10 is a flowchart showing an NMI interrupt process executed by an MPU in the main control device. [Figure 59] 10 is a flowchart showing the startup process executed by the MPU in the voice lamp control device. [Figure 60]10 is a flowchart showing the main processing executed by the MPU in the voice lamp control device. [Figure 61] 10 is a flowchart showing a command determination process executed by an MPU in a voice lamp control device. [Figure 62] This is a flowchart showing the special diagram 1 command processing executed by the MPU in the voice lamp control device. [Figure 63] This is a flowchart showing the special diagram 2 command processing executed by the MPU in the voice lamp control device. [Figure 64] 10 is a flowchart showing the variable performance processing executed by the MPU in the voice lamp control device. [Figure 65] 10 is a flowchart showing the display performance command setting process executed by the MPU in the voice lamp control device. [Figure 66] This is a flowchart showing the processing performed by the MPU in the voice lamp control device when the variable performance stops. [Figure 67] These are diagrams showing the variation effects performed by the third pattern display device in the "probability variation state", where (a) is a diagram showing a state in which the lottery results are a non-reach miss in both the first special pattern and second special pattern variation effects, (b) is a diagram showing a state in which a reach effect has occurred in the first special pattern variation effect, and (c) is a diagram showing a screen from the state in (b) that displays a message indicating a jackpot in the first special pattern variation effect. [Figure 68]67(c) shows the state in which the "Monster Defeat Mission" has started from the state of FIG. 67(c), (b) shows the state in which the second special pattern variable effect is executed from the state of (a) and the "Defeat Chance effect" of the "Monster Defeat Mission" is executed, (c) shows the state in which the "Defeat Chance effect" has failed from the state of (b), and (d) shows the state in which the second special pattern variable effect is executed from the state of (c) and the "Defeat Chance effect" has started when the number of variable displays has reached the number at which the probability fluctuation state ends. [Figure 69] These are figures showing the change effect performed by the third pattern display device in the "probability change state", where (a) is a figure showing the state in which the "subjugation chance effect" has been successful from the state of Figure 68(d), (b) is a figure showing the state in which the change display resulting in a jackpot for the first special pattern has ended and the jackpot OP time has started from the state of (a), (c) is a figure showing the state in which the "subjugation chance effect" has failed from the state of Figure 68(d), and (d) is a figure showing the state in which the jackpot OP time has started from the state of (c). [Figure 70] This figure shows the change effect performed by the third pattern display device in the "probability change state," and shows the state in which a message suggesting to the player to hit right is displayed while the "monster defeat mission" is being carried out. [Figure 71] FIG. 10 is a front view of a game board of a pachinko machine in a second embodiment. [Figure 72] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine in a second embodiment, and is a block diagram showing mainly the electrical configuration of the main control device. [Figure 73] This is a list that explains the trigger for transitioning to each game state in the second embodiment, the probability of hitting a jackpot with a special symbol, the probability of hitting a jackpot with a normal symbol, the recommended ball launch mode, the main winning destinations, the time period for the first special symbol to change, the time period for the second special symbol to change, the number of times for the special symbol to change, and whether or not right-hand play is possible. [Figure 74]A diagram showing the firing patterns in each game state in the second embodiment and the transition destination of the game state based on the type of jackpot won, etc. [Figure 75] (a) is a diagram showing a schematic example of a jackpot type table for special chart 1 in the second embodiment, and (b) is a diagram showing a schematic example of a jackpot type table for special chart 2 in the second embodiment. [Figure 76] This is a diagram showing a schematic example of a reserved number table for special chart 1 before and after reaching the special limit in the second embodiment. [Figure 77] This is a diagram showing a schematic example of a reserved number table for special chart 1 when the special limit is reached in the second embodiment. [Figure 78] This is a diagram showing a schematic example of a reserved number table for special chart 2 before and after reaching the special limit in the second embodiment. [Figure 79] This is a diagram showing a schematic example of a reserved number table for special chart 2 when the special limit is reached in the second embodiment. [Figure 80] This is a timing chart that schematically shows the relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device in right-hand play during the "probability changing state" of the second embodiment, and is a timing chart for when the "probability changing state" does not end due to the execution of the variable display of special pattern 2 during the execution of the variable display that results in a jackpot for special pattern 1. [Figure 81] This is a timing chart that schematically shows the relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device in right-hand play during the "probability changing state" of the second embodiment, and is a timing chart for when the "probability changing state" ends by executing the variable display of special pattern 2 during the execution of the variable display that results in a jackpot for special pattern 1. [Figure 82] This is a timing chart that schematically shows the relationship between the timing of ball detection at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of execution of the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or variable winning device during right-hand play in the ``time-shortened state'' of the second embodiment. [Figure 83] FIG. 11 is a diagram schematically illustrating an example of a time-saving termination condition table in the second embodiment. [Figure 84] (a) is a diagram showing a schematic example of a normal winning random number table in the second embodiment, (b) is a diagram showing a schematic example of a normal winning time table in the second embodiment, and (c) is a diagram showing a schematic example of a normal electric role opening table in the second embodiment. [Figure 85] A flowchart showing the start-up winning process executed by the MPU in the main control device in the second embodiment. [Figure 86] A flowchart showing the special diagram 1 variation start processing executed by the MPU in the main control device in the second embodiment. [Figure 87] A flowchart showing the special chart 2 variation start processing executed by the MPU in the main control device in the second embodiment. [Figure 88] 10 is a flowchart showing the jackpot end processing executed by the MPU in the main control device in the second embodiment. [Figure 89] 10 is a flowchart showing the general map change processing executed by the MPU in the main control device in the second embodiment. [Figure 90] 10 is a flowchart showing the normal electric utility control process executed by the MPU in the main control device in the second embodiment. [Figure 91] 10 is a flowchart showing the variable performance processing executed by the MPU in the voice lamp control device in the second embodiment. [Figure 92] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine in a third embodiment, and is a block diagram showing mainly the electrical configuration of the main control device. [Figure 93] 10A is a diagram showing a special chart 1 jackpot random number table in the third embodiment, and FIG. 10B is a diagram showing a special chart 2 jackpot random number table in the third embodiment. [Figure 94] This is a list that explains the trigger for transitioning to each game state in the third embodiment, the probability of hitting a jackpot with a special symbol, the probability of hitting a jackpot with a normal symbol, the recommended ball launch mode, the main winning destinations, the time period for the first special symbol to change, the time period for the second special symbol to change, the number of times for the special symbol to change, and whether or not right-hand play is possible. [Figure 95] A diagram showing the firing patterns in each game state in the third embodiment and the transition destination of the game state based on the type of jackpot won, etc. [Figure 96] This is a diagram showing a schematic example of a jackpot type table for special chart 1 in the third embodiment. [Figure 97] This is a diagram showing a schematic example of a jackpot type table for special chart 2 in the third embodiment. [Figure 98] This is a diagram showing a schematic example of a reserved number table for special chart 1 before and after reaching the special limit in the third embodiment. [Figure 99] This is a diagram showing a schematic example of a reserved number table for special chart 1 when the special limit is reached in the third embodiment. [Figure 100] This is a diagram showing a schematic example of a reserved number table for special chart 2 before and after reaching the special limit in the third embodiment. [Figure 101] This is a diagram showing a schematic example of a reserved number table for special chart 2 when the special limit is reached in the third embodiment. [Figure 102] FIG. 10( a) is a diagram schematically illustrating an example of a W table of the stop pattern table in the third embodiment, and FIG. 10( b) is a diagram schematically illustrating an example of an X table of the stop pattern table in the third embodiment. [Figure 103] FIG. 11 is a diagram schematically illustrating an example of a time-saving termination condition table in the third embodiment. [Figure 104]This is a timing chart that shows the relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device during right-hand play during the "probability changing state" in the third embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special pattern 1, the execution of the variable display of special pattern 2 does not establish the time-saving end condition, so the game does not transition to the "latent probability changing state A" and the "probability changing state" does not end. [Figure 105] This is a timing chart that shows the relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device during right-hand play during the "probability changing state" in the third embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special pattern 1, the execution of the variable display of special pattern 2 does not establish the time-saving end condition, so the game does not transition to the "latent probability changing state A" and the "probability changing state" ends. [Figure 106] This is a timing chart that shows the relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device during right-hand play during the "probability changing state" in the third embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special pattern 1, the execution of the variable display of special pattern 2 establishes the time-saving end condition, causing a transition to the "latent probability changing state A," and the "latent probability changing state" does not end. [Figure 107]This is a timing chart that shows the relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device during right-hand play during the "probability changing state" in the third embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special pattern 1, the execution of the variable display of special pattern 2 establishes the time-saving end condition, causing a transition to the "latent probability changing state A" and the "latent probability changing state" to end. [Figure 108] This is a timing chart that shows the relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device during right-hand play during the "probability changing state" in the third embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special pattern 2, the execution of the variable display of special pattern 1 does not establish the time-saving end condition, so the game does not transition to the "latent probability changing state A" and the "probability changing state" does not end. [Figure 109] This is a timing chart that shows the relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device during right-hand play during the "probability changing state" in the third embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special pattern 2, the execution of the variable display of special pattern 1 does not establish the time-saving end condition, so the game does not transition to the "latent probability changing state A" and the "probability changing state" ends. [Figure 110]This is a timing chart that shows the relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device during right-hand play during the "probability changing state" in the third embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special pattern 2, the execution of the variable display of special pattern 1 establishes the time-saving end condition, causing a transition to the "latent probability changing state A," and the "latent probability changing state" does not end. [Figure 111] This is a timing chart that schematically shows the relationship between the timing of ball detection at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of execution of the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device during right-hand play during ``latent probability variable state B'' in the third embodiment. [Figure 112] FIG. 11 is a diagram schematically illustrating an example of a small win opening table in the third embodiment. [Figure 113] (a) is a diagram showing a schematic example of a normal winning random number table in the third embodiment, (b) is a diagram showing a schematic example of a normal winning time table in the third embodiment, and (c) is a diagram showing a schematic example of a normal electric role opening table in the third embodiment. [Figure 114] 10 is a flowchart showing the special chart change processing executed by the MPU in the main control device in the third embodiment. [Figure 115] A flowchart showing the special chart 2 variation start processing executed by the MPU in the main control device in the third embodiment. [Figure 116] 10 is a flowchart showing a fluctuation stop process executed by the MPU in the main control device in the third embodiment. [Figure 117] 11 is a flowchart showing ST counting processing executed by an MPU in the main control device in the third embodiment. [Figure 118]11 is a flowchart showing a time-saving counting process executed by an MPU in the main control device in the third embodiment. [Figure 119] This is a flowchart showing the potential medium special chart 1 jackpot type update process executed by the MPU in the main control device in the third embodiment. [Figure 120] This is a flowchart showing the potential medium special chart 2 jackpot type update process executed by the MPU in the main control device in the third embodiment. [Figure 121] 11 is a flowchart showing a winning process executed by an MPU in the main control device in the third embodiment. [Figure 122] 10 is a flowchart showing the jackpot end processing executed by the MPU in the main control device in the third embodiment. [Figure 123] 11 is a flowchart showing a time-saving counter setting process executed by an MPU in the main control device in the third embodiment. [Figure 124] 10 is a flowchart showing the small win opening / closing control process executed by the MPU in the main control device in the third embodiment. [Figure 125] 10 is a flowchart showing the processing during the opening of a small win executed by the MPU in the main control device in the third embodiment. [Figure 126] 10 is a flowchart showing the normal electric utility control process executed by the MPU in the main control device in the third embodiment. [Figure 127] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine in a fourth embodiment, and is a block diagram mainly showing the electrical configuration of the main control device. [Figure 128] FIG. 10 is a diagram showing a jackpot random number table in the fourth embodiment. [Figure 129] This is a list that explains the trigger for transitioning to each game state in the fourth embodiment, the probability of hitting a jackpot with a special symbol, the probability of hitting a jackpot with a normal symbol, the recommended ball launch mode, the main winning destinations, the time period for the first special symbol to change, the time period for the second special symbol to change, the number of times for the special symbol to change, and whether or not it is possible to hit to the right. [Figure 130]A diagram showing the firing patterns in each game state in the fourth embodiment and the transition destination of the game state based on the type of jackpot won, etc. [Figure 131] This is a diagram showing a schematic example of a jackpot type table for special chart 1 in the fourth embodiment. [Figure 132] This is a diagram showing a schematic example of a jackpot type table for special chart 2 in the fourth embodiment. [Figure 133] This is a diagram showing a schematic example of a reserved number table for special chart 1 before and after reaching the special limit in the fourth embodiment. [Figure 134] This is a diagram showing a schematic example of a reserved number table for special chart 1 when the special limit is reached in the fourth embodiment. [Figure 135] This is a diagram showing a schematic example of a reserved number table for special chart 2 before and after reaching the special limit in the fourth embodiment. [Figure 136] This is a diagram showing a schematic example of a reserved number table for special chart 2 when the special limit is reached in the fourth embodiment. [Figure 137] FIG. 10( a) is a diagram schematically illustrating an example of a Y table of the stop pattern table in the fourth embodiment, and FIG. 10( b) is a diagram schematically illustrating an example of a Z table of the stop pattern table in the fourth embodiment. [Figure 138] FIG. 13 is a diagram schematically illustrating an example of a time-saving termination condition table in the fourth embodiment. [Figure 139] This is a timing chart that shows a schematic relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal symbol, the variable display of the first special symbol and the variable display of the second special symbol, and the timing of driving the normal electric role or the variable winning device in right-hand play during "probability fluctuation state A" in the fourth embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special symbol 1, the execution of the variable display of special symbol 2 does not establish the time-saving end condition, so the game does not transition to "latent probability fluctuation state A" and "probability fluctuation state A" does not end. [Figure 140]This is a timing chart that shows a schematic relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device in right-hand play during "probability fluctuation state A" in the fourth embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special pattern 1, the execution of the variable display of special pattern 2 establishes the time-saving end condition, resulting in a transition to "latent probability fluctuation state A," and "latent probability fluctuation state A" does not end. [Figure 141] This is a timing chart that shows the relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device in right-hand play during "probability fluctuation state A" in the fourth embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special pattern 1, the execution of the variable display of special pattern 2 establishes the time-saving end condition, resulting in a transition to "latent probability fluctuation state A" and the end of "latent probability fluctuation state A." [Figure 142] This is a timing chart that shows a schematic relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device in right-hand play during "probability fluctuation state A" in the fourth embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special pattern 2, the execution of the variable display of special pattern 1 does not establish the time-saving end condition, so the game does not transition to "latent probability fluctuation state A" and the "probability fluctuation state" does not end. [Figure 143]This is a timing chart that shows the relationship between the timing of detecting the ball at the through gate, the first starting port on the left side, the first starting port on the right side or the second starting port, the timing of executing the variable display of the normal pattern, the variable display of the first special pattern and the variable display of the second special pattern, and the timing of driving the normal electric role or the variable winning device in right-hand play during "probability fluctuation state A" in the fourth embodiment. This is a timing chart for when, during the execution of the variable display that results in a jackpot for special pattern 2, the execution of the variable display of special pattern 1 establishes the time-saving end condition, resulting in a transition to "latent probability fluctuation state A," and "latent probability fluctuation state A" does not end. [Figure 144] FIG. 10 is a diagram schematically illustrating an example of a big win opening table in the fourth embodiment. [Figure 145] FIG. 10 is a diagram schematically illustrating an example of a small win opening table in the fourth embodiment. [Figure 146] (a) is a diagram showing a schematic example of a normal winning random number table in the fourth embodiment, (b) is a diagram showing a schematic example of a normal winning time table in the fourth embodiment, and (c) is a diagram showing a schematic example of a normal electric role opening table in the fourth embodiment. [Figure 147] A flowchart showing the special diagram 1 variation start processing executed by the MPU in the main control device in the fourth embodiment. [Figure 148] 10 is a flowchart showing a time-saving counting process executed by an MPU in a main control device in the fourth embodiment. [Figure 149] This is a flowchart showing the potential medium special chart 1 jackpot type update process executed by the MPU in the main control device in the fourth embodiment. [Figure 150] This is a flowchart showing the potential medium special chart 2 jackpot type update process executed by the MPU in the main control device in the fourth embodiment. [Figure 151] 13 is a flowchart showing a winning process executed by an MPU in the main control device in the fourth embodiment. [Figure 152]10 is a flowchart showing the jackpot end processing executed by the MPU in the main control device in the fourth embodiment. [Figure 153] 13 is a flowchart showing a time-saving counter setting process executed by an MPU in the main control device in the fourth embodiment. [Fig. 154] 10 is a diagram showing a state in which, in the "probability changing state A" of the fourth embodiment, the dynamic display of the first special pattern results in a jackpot, and while the dynamic display of the first special pattern that results in the jackpot is being executed, the dynamic display of the second special pattern is executed in parallel, and the first "chance to defeat" effect corresponding to the execution of the dynamic display of the "special change" effect mode is started in the third pattern display device; (b) is a diagram showing a state in which, from the state of (a), the dynamic display of the first special pattern that results in the jackpot progresses further, and the dynamic display of the second special pattern is executed multiple times in parallel, and the fifth "chance to defeat" effect corresponding to the execution of the dynamic display of the "special change" effect mode is started in the third pattern display device; and (c) is a diagram showing a state in which, from the state of (b), the dynamic display of the first special pattern that results in the jackpot has ended, and further, the state has transitioned to "probability changing state B" after the jackpot game has ended. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. First, a first embodiment in which the present invention is applied to a pachinko gaming machine (hereinafter simply referred to as a "pachinko machine") 10 will be described with reference to Figs. 1 to 70. Fig. 1 is a front view of the pachinko machine 10 in the first embodiment, Fig. 2 is a rear view of the pachinko machine 10, and Fig. 3 is a front view of a game board 13 of the pachinko machine 10.
[0011] As shown in Figure 1, pachinko machine 10 comprises outer frame 11, an outer shell formed by wooden frames assembled in a substantially rectangular shape, and inner frame 12, which is formed in substantially the same external shape as outer frame 11 and is supported so as to be able to open and close relative to outer frame 11. Metal hinges 18 are attached to outer frame 11 at two locations, top and bottom, on the left side when viewed from the front (see Figure 1), in order to support inner frame 12, and inner frame 12 is supported so as to be able to open and close towards the front, with the side where hinges 18 are provided serving as the axis for opening and closing.
[0012] A game board 13 (see FIG. 3) having numerous nails and winning holes (ball entry holes) 63, 64, 64a, 71, etc. is detachably attached to the back side of the inner frame 12. A pinball game is played by balls flowing down the front of the game board 13. Attached to the inner frame 12 are a ball launching unit 112a (see FIG. 5) that launches balls into the front area of the game board 13, and a launching rail (not shown) that guides the balls launched from the ball launching unit 112a to the front area of the game board 13. Details of the game board 13 will be described later with reference to FIG. 3.
[0013] On the front side of the inner frame 12, there is a front frame 14 that covers the upper front side, and a lower tray unit 15 that covers the lower side. To support the front frame 14 and the lower tray unit 15, metal hinges 19 are attached at two locations, top and bottom, on the left side when viewed from the front (see Figure 1), and the front frame 14 and the lower tray unit 15 are supported so that they can be opened and closed toward the front, with the side where the hinges 19 are installed serving as the opening and closing axis. The locks on the inner frame 12 and the front frame 14 can be unlocked by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a specified operation.
[0014] The front frame 14 is fitted with decorative resin parts, electrical parts, etc., and has a window 14c formed as a roughly oval opening in its approximate center. A glass unit 16 having two glass plates is disposed on the back side of the front frame 14, and the front of the game board 13 can be seen from the front side of the pachinko machine 10 through the glass unit 16.
[0015] In the front frame 14, an upper tray 17 for storing balls is formed in a roughly box-like shape with an open top and protruding forward, and prize balls, loan balls, etc. are discharged into this upper tray 17. The bottom surface of the upper tray 17 is formed with a downward slope to the right when viewed from the front (see Figure 1), and this slope guides balls dropped into the upper tray 17 to the ball launching unit 112a (see Figure 5). In addition, a frame button 22 is provided on the left side of the top surface of the upper tray 17 when viewed from the front.
[0016] The frame button 22 is a button that is pressed by the player when, for example, changing the stage of the effect displayed on the third symbol display device 81 (see FIG. 3) described later. The frame button 22 is also used as an operation button for allowing the player to select the effect content in the preview display executed in the variable display of the third symbol (hereinafter, the variable display of the third symbol is referred to as "variable effect").
[0017] Furthermore, the variable effect is an effect displayed on the third pattern display device 81 (see Figure 3) described below, and as described below, is executed when a ball fired into the front area of the game board 13 enters a specific winning hole (for example, the first starting hole 64 on the left side, the first starting hole 64a on the right side, or the second starting hole 71 (see Figure 3) described below), and after the pattern (the third pattern described below) fluctuates for a predetermined period of time, the result of the lottery held for that winning hole (whether it is a jackpot or not) is presented to the player based on the combination of patterns that are stopped and displayed.
[0018] Furthermore, a stage refers to a presentation mode that provides uniformity to the various presentations displayed on the third symbol display device 81 (see FIG. 3) described later, and the present pachinko machine 10 has three stages: a "town stage," a "sky stage," and an "island stage." The above-mentioned variable presentations and various presentations such as the "reach display" executed during the variable presentations are designed to be performed in accordance with the theme given to each stage.
[0019] Furthermore, the "reach display" refers to a display that is one step away from the "jackpot display" that indicates the occurrence of a jackpot in the variable presentation executed in the third symbol display device 81 (see FIG. 3) described later. Specifically, it refers to a state in which the third symbols in the left symbol row Z1 and the right symbol row Z3 (see FIG. 4) described later stop at the same symbol, and the center symbol row Z2 (see FIG. 4) has not yet stopped and continues to vary.
[0020] In the pachinko machine 10 of this embodiment, the "reach display" can be broadly divided into a single element that constitutes the "normal reach" presentation (hereinafter, a single element that constitutes the presentation will be referred to as a "variable element"), a variable element of a "super reach" that is developed and executed from the variable element of the "normal reach" and has a higher chance of winning a jackpot than the variable element of the "normal reach", and a variable element of a "special reach" that is similarly developed and executed from the variable element of the "normal reach" and has a higher chance of winning a jackpot than the variable element of the "super reach".
[0021] The stage changes when the frame button 22 is pressed by the player during a period when no variation effect is being performed (i.e., during a demo display) or during a "high-speed variation" variation element in which the third symbol is rapidly varying so as not to be visible to the player during the variation effect. Each time the frame button 22 is pressed, the stage is repeatedly changed in the following order: "town stage" → "empty stage" → "island stage" → "town stage" → ... Immediately after power-on, the "town stage" is set as the initial stage.
[0022] Furthermore, when a variable element of a "normal reach" is initiated in the variable performance performed by the third pattern display device 81 (see Figure 3) described below, and the variable element of the "normal reach" develops into a variable element of a "super reach" or a variable element of a "special reach", the third pattern display device 81 may be configured to display a selection screen for the variable element of the "super reach" or the variable element of the "special reach" during the variable element of the "normal reach".
[0023] Specifically, the selection screen displays multiple candidates that can be selected as the variable elements of "Super Reach" or "Special Reach", and the selected candidate is changed when the frame button 22 is pressed by the player while the selection screen is displayed. Then, the variable elements of "Super Reach" or "Special Reach" are determined based on the performance candidate selected when the variable elements of "Super Reach" or "Special Reach" develop, and the variable elements of "Super Reach" or "Special Reach" are executed on the third pattern display device 81 in accordance with the determination.
[0024] In the first embodiment, the frame button 22 is configured as a button to be pressed. However, instead of the frame button 22, an operation lever that can be tilted by the player in a predetermined direction relative to the pachinko machine 10 (for example, forward, backward, rightward, or leftward relative to the pachinko machine 10) may be configured. The direction in which the operation lever is tilted may determine the selection of a performance stage, or the variable elements of a "Super Reach" or a "Special Reach." Furthermore, as a predetermined performance, a character selection performance may be performed during a jackpot game (opening, round, interval, or ending) or when a game state transitions, in which the content of a performance, such as a character appearing during the jackpot game or the transition game state, is selected. Specifically, for example, at least two or more character icons may be displayed, and the selection of the character icon may be changed depending on how the frame button 22 is pressed by the player. A performance based on the character icon selected by the player (or the initial selection when the frame button 22 is not pressed) may be executed in subsequent games, thereby providing a wide variety of performances. Furthermore, it may be configured to execute an operable effect (predetermined effect) that prompts the player to operate the frame button 22, count the number of times the player operates the frame button 22, and change (select) the execution time (elapsed time) of the operable effect being executed, the execution content, or the number of times it can be operated, etc., as needed or each time depending on the counting result. Also, it may be configured to measure (count) the execution time (elapsed time) of the predetermined effect or a predetermined event that occurs while playing, and change the execution mode of the predetermined effect depending on the measurement (counting) result, so as to affect the subsequent game.
[0025] Furthermore, although the frame button 22 is configured to be positioned on the front side of the upper tray 17 when viewed from the side, the position of the frame button 22 can be any position as long as it is a position where the player can press it; for example, it can be positioned on the top side of the upper tray 17, or it can be positioned near (on the top or side of) the lower tray 50 described below.
[0026] The front frame 14 is provided with various light-emitting means such as lamps around its periphery (for example, at the corners). These light-emitting means change and control their light emission by lighting up or blinking in response to changes in the game state, such as when a jackpot is hit or a predetermined "reach display" is activated, thereby enhancing the dramatic effects during play. The periphery of the window portion 14c is provided with illumination units 29-33 incorporating light-emitting means such as light-emitting diodes (Light Emitting Diodes, hereinafter abbreviated as "LEDs").
[0027] In the pachinko machine 10, these illumination units 29-33 function as effect lamps such as jackpot lamps, and when a jackpot or a "reach display" is reached, the built-in LEDs of the illumination units 29-33 light up or flash to indicate that a jackpot is being achieved or that a "reach display" is being achieved, which is one step away from a jackpot. In addition, an indicator lamp 34 is provided at the upper left of the front frame 14 as viewed from the front, which has a built-in light-emitting means such as an LED and can indicate when prize balls are being paid out or when an error has occurred.
[0028] A small window 35 is formed by attaching a transparent resin to the underside of the right-side illumination unit 32 from the backside so that the backside of the front frame 14 can be seen, and certificate stamps and the like affixed to the attachment space K1 (see Figure 3) on the front of the game board 13 can be seen from the front of the pachinko machine 10. In addition, in the pachinko machine 10, a plated member 36 made of chrome-plated acrylonitrile butadiene styrene (hereinafter abbreviated as "ABS") resin is attached to the area around the illumination units 29-33 to create a more dazzling appearance.
[0029] A ball dispensing operation unit 40 is disposed below the window 14c. The ball dispensing operation unit 40 is provided with a number display unit 41, a ball dispensing button 42, and a return button 43. When the ball dispensing operation unit 40 is operated with bills, cards, etc. inserted into a card unit (ball dispensing unit, not shown) located on the side of the pachinko machine 10, balls are dispensed in accordance with the operation. Specifically, the number display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and an internal LED lights up to display the remaining balance numerically as the remaining balance information. The ball dispensing button 42 is operated to obtain dispensed balls based on information recorded on a card, etc. (recording medium), and dispensed balls are supplied to the upper tray 17 as long as there is a remaining balance on the card, etc. The return button 43 is operated to request the return of a card, etc. inserted into the card unit.
[0030] In addition, in pachinko machines where balls are directly dispensed from a ball dispensing device to the upper tray 17 without going through a card unit, i.e., in so-called cash machines, the ball dispensing operation unit 40 is not necessary, but in this case, a decorative sticker or the like may be added to the installation part of the ball dispensing operation unit 40 to make the parts configuration common. It is possible to standardize pachinko machines that use card units and cash machines.
[0031] The lower tray unit 15, located below the upper tray 17, has a lower tray 50 in the center, which is formed in a roughly box-like shape with an open top, for storing balls that could not be stored in the upper tray 17. On the right side of the lower tray 50 is disposed an operating handle 51 that is operated by the player to shoot balls into the front of the game board 13. Inside the operating handle 51 are built a touch sensor 51a for permitting the operation of the ball launching unit 112a (see FIG. 5), a push-button type shooting stop switch 51b that stops the launch of balls while the switch is pressed, and a variable resistor (not shown) that detects the amount of rotation of the operating handle 51 by changes in electrical resistance.
[0032] When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation, causing the ball to be launched with a strength corresponding to the resistance value of the variable resistor, which changes in accordance with the amount of rotation of the operating handle 51, thereby hitting the ball into the front of the game board 13 at a distance corresponding to the player's operation. When the operating handle 51 is not being operated by the player, the touch sensor 51a and the shot stop switch 51b are off.
[0033] A ball ejection lever 52 is provided on the lower front portion of the lower tray 50 to be operated when ejecting balls stored in the lower tray 50 downward. This ball ejection lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls fall naturally from the bottom opening and are ejected. This ball ejection lever 52 is usually operated with a box (commonly called a "dollar box") placed below the lower tray 50 to receive the balls ejected from the lower tray 50. As mentioned above, the operating handle 51 is disposed on the right side of the lower tray 50, and an ashtray 53 is attached to the left side of the lower tray 50.
[0034] Next, as shown in Figure 2, the rear side of the pachinko machine 10 is mainly equipped with control board units 90, 91 and a back pack unit 94. The control board unit 90 is a unit equipped with a main board (main control device 110), a voice lamp control board (voice lamp control device 113), and a display control board (display control device 114). The control board unit 91 is a unit equipped with a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply device 115), and a card unit connection board 116.
[0035] The back pack unit 94 is a unit consisting of the back pack 92 that forms the protective cover and the payout unit 93. In addition, each control board is equipped with a micro-processing unit (hereinafter abbreviated as "MPU") as a one-chip microcomputer that controls each function, ports for communicating with various devices, a random number generator used in various lotteries, a clock pulse generating circuit used for time counting and synchronization, etc. as needed.
[0036] The main control device 110, the voice lamp control device 113 and the display control device 114, the payout control device 111 and the launch control device 112, the power supply device 115, and the card unit connection board 116 are each housed in board boxes 100 to 104. The board boxes 100 to 104 are equipped with a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to house the respective control devices and boards.
[0037] Furthermore, the board box 100 (main control device 110) and the board box 102 (dispensing control device 111 and launch control device 112) have their box bases and box covers connected (connected by a crimping structure) by a sealing unit (not shown) so that they cannot be opened. A sealing seal (not shown) is attached to the connecting portion between the box base and the box cover, spanning the box base and the box cover. This sealing seal is made of a brittle material, and if an attempt is made to peel off the sealing seal to open the board box 100, 102 or to forcibly open the board box 100, 102, it will be cut into the box base side and the box cover side. Therefore, by checking the sealing unit or sealing seal, it is possible to know whether the board box 100, 102 has been opened.
[0038] The payout unit 93 comprises a tank 130 located at the top of the back pack unit 94 and opening upward, a tank rail 131 connected to the bottom of the tank 130 and gently sloping downstream, a case rail 132 connected vertically to the downstream side of the tank rail 131, and a payout device 133 provided at the most downstream part of the case rail 132 and dispensing balls using a predetermined electrical configuration of a payout motor 216 (see Figure 5). The tank 130 is successively replenished with balls supplied from the island equipment of the gaming hall, and the payout device 133 appropriately dispenses the required number of balls. A vibrator 134 is attached to the tank rail 131 to impart vibrations to the tank rail 131.
[0039] In addition, the payout control device 111 is provided with a state restoration switch 120, the firing control device 112 is provided with a variable resistor operation knob 121, and the power supply device 115 is provided with a RAM erase switch 503. The state restoration switch 120 is operated to resolve ball jamming (return to normal state) when a payout error occurs, such as ball jamming in the payout motor 216 (see Figure 5). The operation knob 121 is operated to adjust the firing force of the firing solenoid. The RAM erase switch 503 is operated when the power is turned on to return the pachinko machine 10 to its initial state.
[0040] Next, the specific configuration of the game board 13 will be described with reference to FIG. First, as shown in Figure 3, the game board 13 is constructed by assembling a wooden base plate 60 machined into a roughly square shape when viewed from the front, on which are mounted a number of nails, windmills and rails 61, 62 for guiding the ball, a general winning hole 63 through which a predetermined prize ball can be obtained when a ball enters, a variable winning device 65 that opens when a jackpot with the third symbol occurs, a first starting hole 64 on the left side and a first starting hole 64a on the right side that trigger a lottery for the first special symbol, which is one of the third symbols (so-called special symbols), a second starting hole 71 that triggers a lottery for the second special symbol, which is one of the third symbols (so-called special symbols), a through gate 67 that triggers a lottery for the second symbol (so-called normal symbol), a normal electric device 72 that, when opened, allows a ball to enter the first starting hole 64a on the right side, a variable display device unit 80 having a third symbol display device 81 and a second symbol display device 83, etc., and the peripheral portion of this device is attached to the back side of the inner frame 12.
[0041] The general winning opening 63, the left first starting opening 64, the right first starting opening 64a, the variable winning device 65, the through gate 67, the second starting opening 71, the normal electric role 72, and the variable display unit 80 are arranged in through holes formed in the base plate 60 by router processing, and are fixed with wood screws or the like from the front side of the game board 13. In addition, the center part of the front of the game board 13 can be seen from the front side of the inner frame 12 through the window portion 14c of the front frame 14 (see Figure 1). The configuration of the game board 13 will be explained below, mainly with reference to Figure 3.
[0042] An outer rail 62 formed by bending a strip-shaped metal plate into a substantially circular arc shape is set up on the front of the gaming board 13, and an inner rail 61 formed from a strip-shaped metal plate like the outer rail 62 is set up inside the outer rail 62. The outer periphery of the front of the gaming board 13 is surrounded by the inner rail 61 and the outer rail 62, and the front and back are surrounded by the gaming board 13 and the glass unit 16 (see Figure 1), so that a gaming area where games are played based on the behavior of the ball is formed on the front of the gaming board 13. The gaming area is a substantially circular area (an area where winning holes and the like are arranged and where shot balls flow down) on the front of the gaming board 13, partitioned by the two rails 61, 62 and the arc member 70.
[0043] The two rails 61, 62 are provided to guide the ball launched from the ball launching unit 112a (see FIG. 5) to the top of the game board 13. A ball return prevention member 68 is attached to the tip (upper left in FIG. 3) of the inner rail 61, preventing a ball that has been guided to the top of the game board 13 from returning into the ball guide passage. A return rubber 69 is attached to the tip (upper right in FIG. 3) of the outer rail 62 at a position corresponding to the maximum flight portion of the ball, and a ball launched with more than a predetermined force hits the return rubber 69, reducing its momentum and bouncing back toward the center (hereinafter, the act of launching a ball with such force as to hit the return rubber 69 and causing the ball to pass to the right side of the variable display unit 80 as viewed from the front is referred to as a "right-hand hit game," while the act of launching a ball to pass to the left side of the variable display unit 80 as viewed from the front is referred to as a "left-hand hit game"). In the first embodiment, in left-handed play, the system is configured such that a ball can or easily enters the left-side first starting hole 64, while it is difficult or impossible for the ball to enter the right-side first starting hole 64a, the variable winning device 65, the through gate 67, and the second starting hole 71. Also, in right-handed play, the system is configured such that a ball can or easily enters the right-side first starting hole 64a, the variable winning device 65, the through gate 67, and the second starting hole 71, while it is difficult or impossible for the ball to enter the left-side first starting hole 64.
[0044] In addition, between the lower right tip of the inner rail 61 and the upper right tip of the outer rail 62, a resin arc member 70 formed with an arc connecting the rails on the inner surface is hammered into the base plate 60 and fixed.
[0045] At the upper right side of the game area as viewed from the front (upper right side of Fig. 3), a special symbol display device 37 is provided, which is provided with a status LED group 37a, a special LED group 37b, and a right-hit notification lamp 37c, each of which is composed of a plurality of LEDs that serve as light-emitting means. The special symbol display device 37 displays the variations of the first special symbol and the second special symbol (hereinafter, the variations of the special symbols will be referred to as "dynamic displays") in accordance with the controls performed by the main control device 110 (see Fig. 5), which will be described later, and also displays the game status of the pachinko machine 10.
[0046] The status LED group 37a indicates, by its lighting state, the number of reserved balls, which is the number of balls (reserved balls) for which variable display has not yet been executed among the balls that have won (entered) the left first start slot 64, the right first start slot 64a, or the second start slot 71, which will be described later. The number of jackpot rounds (hereinafter, rounds may be simply referred to as "R") and error displays are also indicated by the lighting state of the status LED group 37a corresponding to the respective states. The status LED group 37a is configured so that each LED has a different light emission color (for example, red, green, or blue), and by combining these light emission colors, various game states of the pachinko machine 10 can be indicated with a small number of LEDs.
[0047] In addition, a "round" in a jackpot refers to the period from when the large prize opening opening / closing plate 65a, which opens and closes the variable prize winning device 65 described below to determine the number of winning balls in a jackpot, is opened until it is closed, and in the pachinko machine 10 of the first embodiment, one "round" is executed when "30 seconds" have passed since the large prize opening opening / closing plate 65a began to open, or when 10 balls win while the large prize opening opening / closing plate 65a is open.
[0048] The special LED group 37b is composed of a total of 12 LEDs, including an upper LED group 37b1 consisting of six LEDs and a lower LED group 37b2 also consisting of six LEDs. The upper LED group 37b1 dynamically displays a first special symbol that indicates the result of a first lottery game that is executed based on a ball entering the left-side first starting hole 64 or the right-side first starting hole 64a. The lower LED group 37b2 dynamically displays a second special symbol that indicates the result of a second lottery game that is executed based on a ball entering the second starting hole 71.
[0049] Specifically, the upper LED group 37b1 displays a dynamic display (in the first embodiment, the LEDs in the upper LED group 37b1 are lit one by one in sequence, starting from the top LED to the bottom LEDs, and this lighting pattern is displayed repeatedly) until a variable time (dynamic display time) determined based on winning at the left-side first starting hole 64 located in the center of the game board 13 or the right-side first starting hole 64a located on the right side of the game board 13 has elapsed, and then displays a stopped pattern indicating the judgment result (in the first embodiment, any of a total of 64 types of stopping patterns depending on the combination of the lighting patterns of the six LEDs).
[0050] In addition, the lower LED group 37b2 displays a dynamic display (in the first embodiment, the LEDs in the lower LED group 37b2 are lit one by one in sequence, starting from the uppermost LED and continuing down, and this lighting pattern is displayed repeatedly) until a variable time (dynamic display time) determined based on winning at the second starting hole 71 located on the right side of the game board 13 has elapsed, and then displays a stopped pattern indicating the judgment result (in the first embodiment, any of a total of 64 types of stopping patterns depending on the combination of the lighting patterns of the six LEDs).
[0051] In either of the LED groups 37b1 and 37b2, if the result of the judgment is a miss, only the leftmost LED is lit, and if the result of the judgment is a jackpot, each LED group is lit in a lighting pattern corresponding to the type (category) of the jackpot. Details of the stop patterns of each LED group will be described later.
[0052] In this pachinko machine 10, a judgment is made (jackpot lottery) as to whether or not a ball that enters the left-side first starting port 64, the right-side first starting port 64a or the second starting port 71 is a jackpot, and if a jackpot is determined in each judgment, the type of jackpot is also determined according to the winning port 64, 64a, 71 into which the ball entered, and the variable winning device 65 is opened and closed according to the type of jackpot.
[0053] In the first embodiment, the types of jackpots determined are "5-round probability variable jackpot (hereinafter, sometimes referred to as "probability variable A")," "10-round probability variable jackpot (hereinafter, sometimes referred to as "probability variable B")," "5-round time-saving jackpot (hereinafter, sometimes referred to as "time-saving A")," and "10-round time-saving jackpot (hereinafter, sometimes referred to as "time-saving B")" based on winning into the left-side first starting port 64 or the right-side first starting port 64a (see FIG. 10(a)). In addition, "probability variable A," "probability variable B," "time-saving A," and "time-saving B" are provided based on winning into the second starting port 71 (see FIG. 10(b)).
[0054] Here, the "normal gaming state" refers to a gaming state that is not a "probability varying state" or a "time shortening state," and refers to a state in which the jackpot probability of each special symbol and the winning probability of the normal symbol are in a normal state (i.e., a low probability state), and the opening time of the normal electric role 72 is short. In other words, the "normal gaming state" is configured so that the jackpot probability of each special symbol is lower than in the "probability varying state," and the winning probability of the normal symbol is lower than in the "probability varying state" and the "time shortening state," and the opening time of the normal electric role 72 is also short.
[0055] As will be described in detail later, the "normal gaming state" is not a gaming state in which a ball is likely to enter the right-side first starting hole 64a when a so-called right-hand play is performed (hereinafter, the state in which a ball is likely to enter the right-side first starting hole 64a may be referred to as the "winning support state"), but rather is the most unfavorable gaming state for the player. In the "normal gaming state," if a ball shot in a right-hand play is detected (e.g., the ball passing through the through gate 67 is detected), a predetermined alarm (e.g., a voice output of "Please return to left-hand play" or a display of "Please return to left-hand play" on the third symbol display device 81) is output to notify the player and hall staff that a non-recommended play is being performed. This configuration prevents the non-recommended right-hand play from being continued in the "normal gaming state," thereby realizing gameplay consistent with the game specifications.
[0056] In addition, the pachinko machine 10 of the first embodiment is configured to be able to generate two "normal game states": a "normal game state A" in which right-hand play is prohibited and left-hand play is encouraged, and the dynamic display of the first special pattern is mainly performed, and a "normal game state B" in which right-hand play is not prohibited, and the dynamic display of the first special pattern and the second special pattern can be performed.
[0057] The "normal gaming state A" is a gaming state to which the game enters after initialization by clearing the RAM, after the "time-shortened state" ends, and when the conditions for ending the "probability-varying state" are met while the dynamic display of the first special symbol and the second special symbol resulting in a jackpot is not being executed in the "probability-varying state" (see Figure 9). As described above, this "normal gaming state A" prohibits right-hand play, but allows left-hand play to allow the ball to enter the first starting hole 64 on the left side.
[0058] "Normal gaming state B" (hereinafter, "normal gaming state A" and "normal gaming state B" may be collectively referred to as "normal gaming state") is a gaming state to which the game enters when a dynamic display that results in a jackpot with the first special symbol or the second special symbol is executed in the "probability changing state" and the termination condition of the "probability changing state" is met by the execution of a dynamic display of the second special symbol or the first special symbol (see Figure 9). In other words, in "normal gaming state B", a dynamic display that always results in a jackpot is executed with either the first special symbol or the second special symbol, and after the transition to "normal gaming state B", the game enters the jackpot state when the dynamic display that results in a jackpot ends.
[0059] Furthermore, by transitioning to "normal gaming state B," the "probability variable state" is temporarily terminated, and the probability variable limit count, which will be described later, is reset (initialized). That is, in the "probability variable state," a dynamic display that results in a jackpot with the first special symbol or the second special symbol is executed, and while the dynamic display that results in the jackpot is being executed, the dynamic display of the other second special symbol or the first special symbol is executed, thereby consuming the number of STs and establishing the termination condition for the "probability variable state," resulting in a transition to "normal gaming state B." Then, by transitioning to this "normal gaming state B," the probability variable limit count is reset (initialized), and after that, the time for the dynamic display that results in a jackpot with the first special symbol or the second special symbol that was being executed has elapsed, and by winning the jackpot type "probability variable A" or "probability variable B" in the dynamic display, the state will transition back to the "probability variable state." In this way, "normal gaming state B" is a temporary gaming state in which, in the "consecutive wins" state in right-hand play, the probability variable limit count described later is reset (initialized) based on the dynamic display of the other second special symbol or first special symbol being executed, and the dynamic display of the currently executing first special symbol or second special symbol is completed. Note that, as described above, this "normal gaming state B" is configured so that right-hand play is not prohibited, and the above-mentioned alarm sound and alarm display are not executed even if a ball is detected by the through gate 67 during right-hand play.
[0060] Next, the "time-shortened state" refers to a state in which the probability of winning each special symbol is low, just like in the "normal game state," but the probability of winning a normal symbol increases and the time for which the normal symbol variable display (hereinafter, the normal symbol variable display will be referred to as "variable display") is shortened, a so-called "time-shortened function" is provided. In this "time-shortened state," the normal electric role 72 located above the right-side first starting hole 64a when viewed from the front is more likely to be opened, and as a result, the winning assist function is activated, making it easier for a ball shot in a right-hand play to enter the right-side first starting hole 64a.
[0061] That is, in the "time-shortened state," although the probability of winning a jackpot with a special symbol is the same as in the "normal game state," a win with a normal symbol is more likely to be derived in a shorter time than in the "normal game state," and the open state of the normal electric role 72 is longer. Therefore, in the "time-shortened state," it is easier to make a ball shot by right-hand play enter the right-side first starting hole 64a, so it is possible to obtain a prize ball (for example, 1 ball / entry) based on the entry into the right-side first starting hole 64a, and play while suppressing the reduction of balls in possession.
[0062] In the pachinko machine 10 of the first embodiment, the "time-shortened state" is a state in which the probability of winning a normal symbol is high from the start of the "time-shortened state" until the dynamic display of special symbols is executed a predetermined number of times (100 times in the first embodiment). After the dynamic display of special symbols is executed the predetermined number of times, the system is configured to transition from the "time-shortened state" to the "normal game state A."
[0063] In addition, in the "time-reduced state" or the "probability-varying state" described later, if it is detected that a ball has been shot by a left-handed hit (for example, detection of a ball entering the first starting hole 64 on the left side), a predetermined alarm (for example, a voice output of "Please hit to the right" or a display of "Please hit to the right") is output to inform the player and hall staff that a non-recommended game is being played. By configuring in this way, it is possible to prevent the non-recommended left-handed game from being continuously played in the "time-reduced state" or the "probability-varying state", and to achieve gameplay in accordance with the game specifications.
[0064] Next, in the "probability variable state", after the jackpot ends, the probability of winning each subsequent special symbol increases as an added value, and the probability of winning a normal symbol increases, and the winning assistance function of the normal electric role 72 is activated.
[0065] That is, the "probability-changing state" is a state in which a jackpot result based on a special symbol is likely to be derived, a jackpot result based on a normal symbol is likely to be derived, and the open state of the normal electric symbol 72 is also a state in which the open state of the normal electric symbol 72 is prolonged. Therefore, in the "probability-changing state," a ball launched by a right-hand hit game is likely to enter the right-side first start slot 64a, so the dynamic display of the first special symbol can be continuously executed, and a prize ball (e.g., one ball / winning ball) based on the entry into the right-side first start slot 64a can be obtained, allowing the player to play while suppressing the reduction of balls in their possession. Furthermore, the pachinko machine 10 of the first embodiment is configured (arranged) so that a ball launched by a right-hand hit game can enter the second start slot 71, so the dynamic display of the second special symbol can also be continuously executed in the "probability-changing state." Therefore, in the "probability-changing state," a jackpot game (special game state) based on the dynamic display of the first special symbol and the second special symbol can be easily generated.
[0066] In the pachinko machine 10 of the first embodiment, the "probability changing state" is a state in which the probability of winning a jackpot with a special symbol is high from the start of the "probability changing state" until the dynamic display of a special symbol is executed a predetermined number of times (100 times in the first embodiment) (so-called special time. Hereinafter, the initial letters of Special Time may be abbreviated as "ST"). After the dynamic display of a special symbol is executed the predetermined number of times, the machine is configured to transition from the "probability changing state" to the "normal game state A" or the "normal game state B".
[0067] Specifically, in the "probability changing state," when a dynamic display of a jackpot for either the first or second special symbol is not being executed, if the dynamic display of special symbols is executed a predetermined number of times to end the "probability changing state," the game will transition to "normal gaming state A." On the other hand, in the "probability changing state," when a dynamic display of a jackpot for either the first or second special symbol is executed, if the dynamic display of the second or first special symbol reaches the predetermined number of times to end the "probability changing state," the game will transition to "normal gaming state B."
[0068] Here, each jackpot type will be explained. The jackpot type "probability variable A" is a jackpot with a maximum number of rounds of 5, in which the jackpot opening / closing plate 65a of the variable winning device 65 is opened from the first round to the fifth round. In the first embodiment, when the probability variable limit number of times described later has not been reached, or when the probability variable limit number of times has been reached and a dynamic display indicating a jackpot with the first special symbol or the second special symbol is being executed, the dynamic display of the second special symbol (first special symbol) is executed, and the termination condition of the "probability variable state" is met, resulting in a transition to the "normal gaming state B." This "probability variable A" jackpot type can be selected in the dynamic display of the first special symbol and the second special symbol, and after the jackpot of the "probability variable A" has ended, the game is configured to transition to the "probability variable state."
[0069] Next, the jackpot type "probability variable B" is a jackpot with a maximum number of rounds of 10, in which the jackpot opening / closing plate 65a of the variable winning device 65 is opened from the first round to the tenth round. In the first embodiment, when the probability variable limit number of times described later has not been reached, or when the probability variable limit number of times has been reached and a dynamic display of a jackpot with the first special symbol or the second special symbol is being executed, if the termination condition of the "probability variable state" is met by the execution of the dynamic display of the second special symbol or the first special symbol and a transition to the "normal game state B" is made, the jackpot type of this jackpot type "probability variable B" can be selected in the dynamic display of the first special symbol or the second special symbol, and after the jackpot of the jackpot type "probability variable B" ends, a transition to the "probability variable state" is made.
[0070] In the pachinko machine 10 of the first embodiment, when a jackpot of jackpot type "Probability Variable A" or "Probability Variable B" is won in the "normal game state" and the machine transitions to the "Probability Variable State" after the jackpot, a function is provided to limit the number of times the "Probability Variable State" can be consecutively granted to a predetermined number of times (three times in the first embodiment) in order to prevent the "Probability Variable State" from being excessively granted consecutively without transitioning to the "normal game state" (excluding the jackpot state) (hereinafter, the function that prevents the "Probability Variable State" from being consecutively granted may be referred to as the "Probability Variable Limit Function").
[0071] Here, the probability variable limit function will be explained. The pachinko machine 10 of the first embodiment is equipped with a probability variable limit function, and after initialization by clearing the RAM of the pachinko machine 10, whenever the number of consecutive wins of the jackpot type of special symbol to which the "probability variable function" is granted reaches a predetermined number of times (three times in the first embodiment), the game state after the end of the jackpot when the predetermined number of times is reached is always shifted to a low probability state of the special symbol, and a function (so-called probability variable limit function) is installed that prohibits shifting to a high probability state of the special symbol.
[0072] In other words, after initialization by clearing the RAM of the pachinko machine 10, a "probability fluctuation state" occurs, and thereafter, whenever the number of consecutive jackpots of special symbols that are given the "probability change function" without transitioning to the "normal game state" or the "time-saving state" reaches a total of three, the jackpot type that results in a high probability state of the special symbol after the jackpot ends is not selected, and only the jackpot type that results in a low probability state of the special symbol after the jackpot ends (i.e., jackpot type "time-saving A" or "time-saving B") can be selected.
[0073] On the other hand, if the number of consecutive wins of the jackpot type that grants the "probable chance function" has not reached the probable chance limit, i.e., if the number of jackpots that grant the "probable chance function" is between 1 and 3 (hereinafter, the number of jackpots that grant the "probable chance function" from 1 to 3 may be referred to as "before the probable chance limit is reached"), the jackpot type that grants the "probable chance function" can be selected when a jackpot based on the dynamic display of a special pattern is won.
[0074] By configuring it in this way, it is possible to always create a low probability state of a special symbol every time a predetermined number of consecutive jackpots that grant the "probability variable function" occur, and it is possible to prevent the occurrence of excessive "consecutive jackpots" due to the continuation of a high probability state of a special symbol. As a result, it is possible to prevent situations in which the game results are far removed from the ratio of the number of balls obtained when a player continuously plays on the pachinko machine 10 (the number of paid-out balls (the number of safe balls) divided by the number of out balls, the so-called machine ratio), and it is possible to configure it so that the game value given to the player does not become too high. Furthermore, in order to make the payout rate of this pachinko machine 10 equivalent to that of a normal pachinko machine without a probability variable limit function, the decrease in payout rate due to the limit on the number of "consecutive wins" can be compensated for by making it easier to win jackpots with special symbols, increasing the continuation rate of the high probability state of special symbols before the limit is reached, or by executing the second special symbol or the first special symbol multiple times during the execution of a dynamic display that results in a jackpot with the first special symbol or the second special symbol, transitioning from the "probability variable state" to "normal game state B" and resetting the probability variable limit number, thereby making it easier to continue the "consecutive win" state and compensating for this, thereby realizing a variety of gameplay features that are not possible with a normal pachinko machine without a probability variable limit function. Furthermore, by temporarily transitioning from the "probability variable state" to the "time-shortened state" by activating the probability variable limit function, the number of jackpots that can occur per hour can be reduced, and the game value awarded to the player per hour can be reduced.
[0075] Note that a "consecutive win" refers to the occurrence of a state that is clearly advantageous to the player, and in the first embodiment, refers to a state (situation) in which one of the jackpots continues to be won again in the "probability variable state" or "time shortened state" in which right-hand play is performed, without transitioning to "normal play state A." Therefore, if a jackpot is won in the "probability variable state," "time shortened state," or "normal play state B" in which right-hand play can be performed, this corresponds to a "consecutive win," and during the "normal play state A" after the "probability variable state" or "time shortened state" ends, the so-called "consecutive win" is broken, and even if a jackpot is won in the "normal play state A" (the so-called first jackpot), it does not correspond to a jackpot in a "consecutive win."
[0076] Here, in the first embodiment, a jackpot based on the dynamic display of the first special symbol before the probability variable limit is reached can be selected as a jackpot type "probability variable A" or "probability variable B" (see FIG. 10), and during the execution of a dynamic display that can result in a jackpot being won in the dynamic display of the first or second special symbol in the "probability variable state" and generate a jackpot of the jackpot type "probability variable A" or "probability variable B," the dynamic display of the second or first special symbol is executed a specified number of times, which is the termination condition for the "probability variable state," and at that point the game state is transitioned from the "probability variable state" to "normal game state B." In other words, before the probability variable limit is reached, if the termination condition for the "probability variable state" is met by the number of times the dynamic display of one special symbol is executed during the jackpot variation of the other special symbol, the "probability variable state" is temporarily terminated, and the probability variable limit number of times is reset (initialized) to "0 times." After that, in the "normal game state B," the dynamic display of the first special pattern or the second special pattern (the dynamic display that results in a jackpot of jackpot type "Probable A" or "Probable B") ends, and when a jackpot of jackpot type "Probable A" or "Probable B" occurs, the number of times of the special jackpot limit is counted again from the initial value (i.e., "0 times") and the "probability fluctuating state" is entered again, so it becomes possible to continue the "consecutive wins" again with the number of times of the special jackpot limit initialized.
[0077] Furthermore, at the time when the type of jackpot is selected when the probability variable limit is reached (i.e., the time when the dynamic display that results in a jackpot begins), the game state is in the "probability variable state," so that a jackpot based on the dynamic display of the first special symbol or the second special symbol can be selected as the jackpot type "time-saving A" or "time-saving B" (see FIG. 10), and during the execution of a dynamic display that can generate a jackpot that will be the jackpot type "time-saving A" or "time-saving B" when the probability variable limit is reached, the dynamic display of the second special symbol or the first special symbol is executed a specified number of times, which is the termination condition for the "probability variable state," and at that point the game state is transitioned from the "probability variable state" to "normal game state B." In other words, when the probability variable limit is reached, the termination condition for the "probability variable state" is met by the number of times the dynamic display of one special symbol is executed while the jackpot of the other special symbol is varying, and the "probability variable state" is temporarily terminated, and the probability variable limit number of times is reset (initialized) to "0 times." After that, in "normal gaming state B," the dynamic display of the first special pattern or the second special pattern (the dynamic display that results in a jackpot of the jackpot type "time-saving A" or "time-saving B") ends, and since the jackpot occurs based on the dynamic display of the first special pattern or the second special pattern in "normal gaming state B" when the probability variable limit is reached, the selected jackpot type becomes the jackpot type "probability variable A" or "probability variable B" (see Figure 10). In other words, at the time when the dynamic display that results in a jackpot starts, the jackpot type was "time-saving A" or "time-saving B," but at the time when the dynamic display that results in a jackpot ends, the gaming state has shifted from the "probability variable state" to the "normal gaming state B," so the jackpot type is updated (changed) to "probability variable A" or "probability variable B." Then, when a jackpot of type "Probable A" or "Probable B" occurs, the number of times the jackpot limit is counted again from the initial value (i.e., "0 times") and the game enters a "probability fluctuating state" again, making it possible to continue the "consecutive wins" again with the number of times the jackpot limit has been initialized.
[0078] In this way, in the "probability changing state," while a dynamic display that generates a jackpot for one of the first or second special symbols is being executed, the dynamic display of the other of the second or first special symbols is executed multiple times, thereby satisfying the termination condition of the "probability changing state," and at that point the game state is temporarily shifted to "normal game state B." Then, after resetting (initializing) the probability change limit number of times, a jackpot occurs with the first or second special symbol being executed, and by returning to the "probability changing state," the "consecutive wins" can be continued for a longer period of time.
[0079] Next, the jackpot type "time-saving A" is a jackpot with a maximum number of rounds of 5, in which the jackpot opening / closing plate 65a of the variable winning device 65 is opened from the first round to the fifth round. In the first embodiment, in the "probability-changing state" when the probability-changing limit is reached, if a jackpot is won in the dynamic display of the first special symbol or the second special symbol, this jackpot type "time-saving A" can be selected, and if the game state remains in the "probability-changing state" at the timing when the dynamic display that results in a jackpot of the jackpot type "time-saving A" ends, the jackpot of the jackpot type "time-saving A" will occur, and after the jackpot ends, the game will transition to the "time-saving state."
[0080] Next, the jackpot type "time-shortened B" is a jackpot with a maximum number of rounds of 10, in which the jackpot opening / closing plate 65a of the variable winning device 65 is opened from the first round to the tenth round. In the first embodiment, in the "probability variable state" when the probability variable limit is reached, if a jackpot is won in the dynamic display of the first special symbol or the second special symbol, this jackpot type "time-shortened B" can be selected, and if the game state remains in the "probability variable state" at the timing when the dynamic display that results in a jackpot of the jackpot type "time-shortened B" ends, the jackpot of the jackpot type "time-shortened B" will occur, and after the jackpot ends, the game will transition to the "time-shortened state."
[0081] Here, the display mode of the special LED group 37b for each jackpot type will be explained. The upper LED group 37b1 for the first special symbol has a total of 64 display patterns, including one display pattern corresponding to a loss, 32 display patterns corresponding to the jackpot type "probable A," and 31 display patterns corresponding to the jackpot type "probable B." Each display pattern does not have a specific regularity for each jackpot type, and random display patterns are pre-assigned. Therefore, when a player looks at the display pattern of the upper LED group 37b1, they can recognize the stop display of a loss, but it is configured so that it is difficult to distinguish whether the stop display is for the jackpot type "probable A" or "probable B."
[0082] In addition, the lower LED group 37b2 for the second special symbol has a total of 64 display patterns, including one display pattern corresponding to a loss, 32 display patterns corresponding to the jackpot type "probability A," and 31 display patterns corresponding to the jackpot type "probability B." Similarly to the upper LED group 37b1, each display pattern does not have a specific regularity for each jackpot type, and random display patterns are pre-assigned. Therefore, when a player looks at the display pattern of the lower LED group 37b2, they can recognize the stop display of a loss, but it is configured to make it difficult to distinguish whether the stop display is for the jackpot type "probability A" or "probability B."
[0083] By configuring it in this way, even if each jackpot type is displayed in the stop display of the special LED group 37b of the special symbol display device 37, it is difficult for the player to recognize the jackpot type that has been won unless he or she understands all of the jackpot types that correspond to each stop display. This makes it difficult to identify which jackpot type is based on the display results of the variable presentation alone, creating a gameplay feature that forces the player to guess which jackpot type it is, thereby increasing the fun of the game.
[0084] The right-hit notification lamp 37c of the special symbol display device 37 is a lamp for indicating a gaming state in which right-hit play is encouraged. This right-hit notification lamp 37c is unlit in "normal gaming state A" or "normal gaming state B," in which left-hit play is encouraged and right-hit play is not encouraged, but is lit in "probability-varying state" or "time-shortening state," in which right-hit play is encouraged, or during jackpot play. The player can recognize whether or not a right-hit play is in a state in which right-hit play is recommended by checking this right-hit notification lamp 37c or the right-hit play suggestion display on the third symbol display device 81.
[0085] Here, "normal gaming state B" is a gaming state to which the right-hit notification lamp 37c is turned off, but as described above, in the "probability variable state" in which right-hit gaming is performed, when the predetermined number of times is reached, during which the dynamic display indicating a jackpot for one of the first special symbol or the second special symbol is executed, and the "probability variable state" ends when the other of the second special symbol or the first special symbol is executed. This transition to "normal gaming state B" resets (initializes) the probability variable limit number of times, and then the dynamic display indicating a jackpot for the first special symbol or the second special symbol executed in "normal gaming state B" ends, and the jackpot state is entered. In other words, "normal gaming state B" is a temporary gaming state in which the probability variable limit number of times is reset (initialized) in the "consecutive win" state in which right-hit gaming is performed, and then the dynamic display indicating a jackpot ends. Therefore, right-hit prohibition notification, etc., is not performed in the third symbol display device 81, etc.
[0086] In addition, in "normal game state B", if the player continues right-hand play after that, a predetermined alarm may be output to suggest to the player that the right-hand play should be interrupted. By configuring in this way, it is possible to suggest to the player with the predetermined alarm that the probability variable limit number has been initialized based on the number of times the dynamic display of one special symbol is executed during the jackpot fluctuation in the dynamic display of the other special symbol.
[0087] In the game area of the game board 13, a plurality of general winning holes 63 are arranged, from which 3 to 15 balls are paid out as prize balls when a ball wins.
[0088] In addition, a variable display device unit 80 is disposed in the center of the gaming area. The variable display device unit 80 is provided with a third pattern display device 81 composed of a liquid crystal display (hereinafter simply abbreviated as "display device") that performs a variable presentation of a third pattern according to the gaming status, in synchronization with the dynamic display of the first special pattern or the second special pattern on the special pattern display device 37, triggered by a ball entering the left first start port 64, the right first start port 64a, or the second start port 71 (hereinafter, a ball entering the left first start port 64, the right first start port 64a, or the second start port 71 may be referred to as a "start winning"), and a second pattern display device 83 composed of an LED that can perform a variable display of a normal pattern, triggered by a ball passing through the through gate 67 (hereinafter, the second pattern display device 83 may be referred to as the "normal pattern display device 83" for ease of explanation). In addition, a center frame 86 is arranged in the variable display device unit 80 so as to surround the outer periphery of the third pattern display device 81.
[0089] The third pattern display device 81 is composed of a large 17-inch liquid crystal display, and the display content is controlled by the display control device 114 (see Figure 5) described later, so that, for example, three pattern columns Z1 to Z3 (see Figure 4) on the left, center, and right are displayed.
[0090] Each symbol column Z1 to Z3 (see FIG. 4) is composed of a plurality of symbols, and these symbols are vertically scrolled for each symbol column Z1 to Z3, so that the third symbol is variably displayed on the display screen of the third symbol display device 81. The third symbol display device 81 of the first embodiment is used in common for the first lottery game of the first special symbol and the second lottery game of the second special symbol, and while the display of the game status in accordance with the control of the main control device 110 is performed by the special symbol display device 37, the third symbol of the third symbol display device 81 is used to perform a decorative display corresponding to the display of the special symbol display device 37. Note that instead of a display device, the third symbol display device 81 may be configured using, for example, a reel, an LED, or the like.
[0091] In the pachinko machine 10 of the first embodiment, the dynamic display of the first special symbol and the dynamic display of the second special symbol are configured to be executed simultaneously in parallel (so-called simultaneous change). That is, when a start win occurs in the second start hole 71 during the execution of the dynamic display of the first special symbol based on a start win in the left first start hole 64 or the right first start hole 64a, the dynamic display of the second special symbol can be executed based on the start win in the second start hole 71 even during the execution of the dynamic display of the first special symbol.
[0092] Here, we will explain the execution mode of each special symbol performed by the third symbol display device 81 for each game state. In the pachinko machine 10 of the first embodiment, in the "normal game state A" in which left-handed play is encouraged, a variable effect corresponding to the dynamic display of the first special symbol is executed using three symbol rows Z1 to Z3 (see FIG. 4), while a variable effect corresponding to the dynamic display of the second special symbol is not executed using the three symbol rows Z1 to Z3, but is configured to execute an effect corresponding to the dynamic display of the second special symbol in a special symbol 2 variable area 88b (see FIG. 4) described later.
[0093] Furthermore, in the pachinko machine 10 of the first embodiment, among the game states in which right-hand play is encouraged, in the "time-shortened state," a variable effect corresponding to the dynamic display of the second special pattern is executed using three pattern columns Z1 to Z3, while a variable effect corresponding to the dynamic display of the first special pattern is not executed using the three pattern columns Z1 to Z3, but is instead executed in a variable area 87b for special pattern 1 (see Figure 4) described later.
[0094] Furthermore, in the pachinko machine 10 of the first embodiment, among the game states in which right-hand play is encouraged, in the "probability variable state," variable effects corresponding to both the dynamic display of the first special symbol and the dynamic display of the second special symbol are executed using three symbol columns Z1 to Z3. Specifically, of the dynamic display of the first special symbol and the dynamic display of the second special symbol, the variable effects corresponding to the dynamic display of the first special symbol or the dynamic display of the second special symbol that has been selected as a dynamic display that will result in a jackpot or a dynamic display that is highly likely to result in a jackpot are executed using the three symbol columns Z1 to Z3, while the variable effects corresponding to the dynamic display of the other special symbol are not executed using the three symbol columns Z1 to Z3, but are executed in a special symbol 1 variable area 87b or a special symbol 2 variable area 88b (see FIG. 4) described later. In addition, when right-hand play ("probability variable state," "time shortening state," or jackpot play state) ends and the game transitions to left-hand play ("normal play state"), or even when the number of balls reserved for the second special symbol variable effect is present in the balls fired during left-hand play, the second special symbol variable effect is not performed in the main display area Dm described later of the third pattern display device 81, and the first special symbol variable effect (predetermined effect) is executed when the first special symbol variable effect is reserved (reserved). Here, even when the number of balls reserved for the second special symbol variable effect remains, the first special symbol variable effect is executed. However, if a jackpot is won in the second special symbol variable effect, the game state may be configured to transition from the "normal play state" to the jackpot play state and execute an effect (right-hand hit suggestion effect) encouraging jackpot play, even while the first special symbol variable effect is being executed and before the first special symbol variable effect is confirmed.
[0095] Here, the display contents of the third symbol display device 81 will be explained with reference to Fig. 4. Fig. 4 is a diagram for explaining the display screen of the third symbol display device 81, Fig. 4(a) is a diagram that schematically shows the area division setting and the effective line setting of the display screen, and Fig. 4(b) is a diagram that exemplifies the actual display screen.
[0096] The third design is composed of 10 main designs numbered "0" through "9." Each main design is composed of a wooden box with a number from "0" through "9" placed on top of the rear design. The main designs with odd numbers ("1," "3," "5," "7," and "9") have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers ("0," "2," "4," "6," and "8") have additional designs imitating characters such as planes, furoshiki cloths, and helmets added to almost the entire front of the wooden box, with even numbers added in small green to the lower right of the additional designs, in front of the additional designs.
[0097] Furthermore, in the pachinko machine 10 of the first embodiment, if the result of a lottery for any special symbol performed by the main control device 110 (see FIG. 5), which will be described later, is a jackpot, a variation effect is performed in which the same main symbol is aligned, and the jackpot occurs after the variation effect is completed. For example, if a player wins the jackpot type "Probable Variation B," which has more jackpot rounds than the jackpot type "Probable Variation A," a variation effect is performed in which the main symbol with the number "7" is aligned. Also, if a player wins the jackpot type "Probable Variation A," which has fewer jackpot rounds than the jackpot type "Probable Variation B," a variation effect is performed in which the odd-numbered symbols other than "7," i.e., the main symbols with the numbers "1," "3," "5," or "9," are aligned. On the other hand, if a player wins the jackpot type "Time-saving A" or "Time-saving B," a variation effect is performed in which the even-numbered symbols, i.e., the main symbols with the numbers "2," "4," "6," or "8," are aligned.
[0098] In addition, the pachinko machine 10 of the first embodiment is configured so that all main symbols can appear when the jackpot type "Probable Variable A" or "Probable Variable B" is won. Specifically, for example, even when the jackpot type "Probable Variable A" or "Probable Variable B" is won, a variable effect may be performed in which the same main symbols with the numbers "2" or "8" are lined up. By configuring it in this way, for example, the content of the game value that can be awarded cannot be determined at the time the variable effect stops, and by performing a promotion effect or the like during the jackpot, it is possible to enrich the variety of the game and increase the interest in the game.
[0099] As shown in Figure 4(a), the display screen of the third pattern display device 81 is roughly divided into three parts vertically, with the lower two-thirds consisting of a main display area Dm that displays the changing third pattern and a cockpit display area Db that displays the number of reserved balls, etc., and the remaining upper one-third being a secondary display area Ds that displays preview effects, characters, etc.
[0100] The main display area Dm is divided into three display areas Dm1 to Dm3: left, center, and right. The left pattern column Z1 is displayed in the display area Dm1, the center pattern column Z2 is displayed in the display area Dm2, and the right pattern column Z3 is displayed in the display area Dm3.
[0101] In each of the symbol columns Z1 to Z3, the third symbols are displayed in a specified order. That is, in each of the symbol columns Z1 to Z3, the main symbols are arranged in ascending (or descending) order of numbers, and a variable effect is performed by scrolling from top to bottom periodically for each of the symbol columns Z1 to Z3. Note that the arrangement of the numbers may be different in each of the symbol columns Z1 to Z3. For example, the numbers of the main symbols may be arranged in descending order in the left symbol column Z1, while the numbers of the main symbols may be arranged in ascending order in the center symbol column Z2 and the right symbol column Z3.
[0102] In addition, in the main display area Dm, third symbols are displayed in three rows, top, middle, and bottom, for each of the symbol columns Z1 to Z3. The middle section of this main display area Dm is set as the active line L1, and during the variable presentation corresponding to the special symbols set (displayed) for each game state, the third symbols are stopped and displayed on the active line L1 in the order of left symbol column Z1 → right symbol column Z3 → center symbol column Z2. When the third symbols stop, if a jackpot symbol combination (a combination of the same main symbols) is aligned on the active line L1, a jackpot video is displayed as a jackpot for the special symbols set (displayed) for each game state.
[0103] The sub-display area Ds is horizontally elongated and positioned above the main display area Dm, and is further divided horizontally into three equal small areas Ds1 to Ds3. Each of the small areas Ds1 to Ds3 is an area for displaying characters and preview images. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of anticipation that a jackpot will result from the variable display in the main display area Dm.
[0104] The cockpit display area Db is an area that displays the number of reserved balls, which is the number of balls (reserved balls) that have entered the left first starting port 64, the right first starting port 64a, or the second starting port 71 corresponding to the special pattern set for each game state, but for which the variable display (variable performance) has not yet been executed.
[0105] The small area Ds3 to the right of the sub-display area Ds is configured to display a fourth pattern display area 87 for special pattern 1, which can change in synchronization with the dynamic display of the first special pattern and the number of reserved balls, and a fourth pattern display area 88 for special pattern 2, which can change in synchronization with the dynamic display of the second special pattern and the number of reserved balls.
[0106] The fourth pattern display area 87 for special pattern 1 is composed of a special pattern 1 pending number display 87a that displays the pending number of dynamic displays of the first special pattern in numbers, and a special pattern 1 variable area 87b that can change in synchronization with the execution of the dynamic display (variable performance) of the first special pattern.
[0107] The reserve number display 87a for special chart 1 is configured to be able to display the reserve number of the dynamic display of the first special pattern as a numerical pattern in the range of "0" to "4." Specifically, when the reserve number display 87a for special chart 1 displays "0," it indicates that the reserve number of the dynamic display of the first special pattern is 0, when the reserve number display 87a for special chart 1 displays "1," it indicates that the reserve number of the dynamic display of the first special pattern is 1, when the reserve number display 87a for special chart 1 displays "2," it indicates that the reserve number of the dynamic display of the first special pattern is 2, when the reserve number display 87a for special chart 1 displays "3," it indicates that the reserve number of the dynamic display of the first special pattern is 3, and when the reserve number display 87a for special chart 1 displays "4," it indicates that the reserve number of the dynamic display of the first special pattern is 4.
[0108] That is, the reserved number display 87a for special pattern 1 in the fourth pattern display area 87 for special pattern 1 is displayed to match the content of the reserved ball number of the dynamic display of the first special pattern of the status LED group 37a of the special pattern display device 37 described above, and is also displayed to match the content of the reserved ball number of the reserved pattern display area Db1 described later in the "normal game state A," "normal game state B," and "probability variable state" in which the dynamic display of the first special pattern is displayed in the main display area Dm.
[0109] The special symbol 1 variable area 87b is a display area for showing the execution and results of the dynamic display of the first special symbol, and is configured so that the display color of the square symbol can be changed. Specifically, when the dynamic display of the first special symbol is being executed, the display color of the square symbol in the special symbol 1 variable area 87b changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it is configured so that the change repeats again from white → red → ... while the dynamic display of the first special symbol is being executed. Then, when the dynamic display of the first special symbol stops, the square symbol in the special symbol 1 variable area 87b is displayed in a display color corresponding to the lottery result of the dynamic display.
[0110] More specifically, when the square symbol in the special symbol 1 variable area 87b stops in white, it indicates that the dynamic display of the first special symbol was a miss, and when the square symbol in the special symbol 1 variable area 87b stops in red, it indicates that the dynamic display of the first special symbol was a jackpot. That is, the square symbol in the special symbol 1 variable area 87b is displayed so as to correspond to the display content of the upper LED group 37b1 of the special symbol display device 37 described above, and is configured to be synchronized with the display content of the main display area Dm in the "normal game state A," "normal game state B," or "probability variable state" in which the dynamic display of the first special symbol is displayed in the main display area Dm.
[0111] As will be described in detail later in Figures 67 to 70, in the "normal game state B" and the "probability fluctuation state", the dynamic display of the first special pattern is not always configured to be displayed in the main display area Dm, but rather the dynamic display of either the first special pattern or the second special pattern is determined based on the lottery results for the dynamic display of the first special pattern and the second special pattern and the selection result of the fluctuation pattern described later.
[0112] The fourth pattern display area 88 for special pattern 2 is composed of a special pattern 2 pending number display 88a that displays the pending number of dynamic displays of the second special pattern in numbers, and a special pattern 2 variable area 88b that can change in synchronization with the execution of the dynamic display (variable performance) of the second special pattern.
[0113] The reserve number display 88a for special chart 2 is configured to be able to display a numerical pattern in the range of "0" to "4" to indicate the reserve number of the dynamic display of the second special pattern. Specifically, when the reserve number display 88a for special chart 2 displays "0", it indicates that the reserve number of the dynamic display of the second special pattern is 0, when the reserve number display 88a for special chart 2 displays "1", it indicates that the reserve number of the dynamic display of the second special pattern is 1, when the reserve number display 88a for special chart 2 displays "2", it indicates that the reserve number of the dynamic display of the second special pattern is 2, when the reserve number display 88a for special chart 2 displays "3", it indicates that the reserve number of the dynamic display of the second special pattern is 3, and when the reserve number display 88a for special chart 2 displays "4", it indicates that the reserve number of the dynamic display of the second special pattern is 4.
[0114] That is, the reserved number display 88a for special pattern 2 in the fourth pattern display area 88 for special pattern 2 is displayed to match the content of the reserved ball number of the dynamic display of the second special pattern of the status LED group 37a of the special pattern display device 37 described above, and is also displayed to match the content of the reserved ball number of the reserved pattern display area Db2 described later in the "normal game state B," "time shortening state," and "probability changing state" in which the dynamic display of the second special pattern is displayed in the main display area Dm.
[0115] The special symbol 2 variable area 88b is a display area for showing the execution and results of the dynamic display of the second special symbol, and like the special symbol 1 variable area 87b, the display color of the square symbol is configured to be changeable. Specifically, when the dynamic display of the second special symbol is being executed, the display color of the square symbol in the special symbol 2 variable area 88b changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it is configured to repeat the change again from white → red → ... while the dynamic display of the second special symbol is being executed. Then, when the dynamic display of the second special symbol stops, the square symbol in the special symbol 2 variable area 88b is displayed in a display color corresponding to the lottery result of the dynamic display.
[0116] More specifically, when the square symbol in the special symbol 2 variable area 88b stops in white, it indicates that the dynamic display of the second special symbol was a miss, and when the square symbol in the special symbol 2 variable area 88b stops in red, it indicates that the dynamic display of the second special symbol was a jackpot. That is, the square symbol in the special symbol 2 variable area 88b is displayed so as to correspond to the display content of the lower LED group 37b2 of the special symbol display device 37 described above, and is configured to be synchronized with the display content of the main display area Dm in the "normal game state B," "time-shortened state," or "probability-variable state" in which the dynamic display of the second special symbol is displayed in the main display area Dm.
[0117] As will be described in detail later in Figures 67 to 70, in the "normal game state B" and the "probability fluctuation state", the dynamic display of the second special pattern is not always configured to be displayed in the main display area Dm, but rather the dynamic display of either the first special pattern or the second special pattern is determined based on the lottery results for the dynamic display of the first special pattern and the second special pattern and the selection result of the fluctuation pattern described later.
[0118] On the actual display screen of the third symbol display device 81, as shown in FIG. 4(b), for example, in "normal game state A," a total of three main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, moving images are displayed in the left small area Ds1 and the right small area Ds3, indicating that the game is in a state where it is easier than usual to transition to a jackpot, and suggesting to the player the type of launch that is recommended depending on the game state. In the central small area Ds2, a predetermined character (in this embodiment, a boy wearing a headband) usually performs a predetermined action, and sometimes performs a special action other than the predetermined action, or the boy's hair, which is usually black, or the color of his headband, which is usually white, changes, or another character appears, thereby providing a preview effect.
[0119] In the pachinko machine 10 of the first embodiment, if a ball enters the left first starting hole 64 or the right first starting hole 64a while the third pattern display device 81 (special pattern display device 37) is displaying a change in the third pattern (dynamic display) corresponding to the first special pattern, or if a ball enters the second starting hole 71 while the third pattern display device 81 (special pattern display device 37) is displaying a change in the third pattern (dynamic display) corresponding to the second special pattern, the number of times the ball enters (number of reserved balls) will be reserved up to a maximum of four times each. The number of reserved balls is displayed by the special pattern display device 37, and is also displayed in the reserved number display 87a for special pattern 1 in the fourth pattern display area 87 for special pattern 1 or the reserved number display 88a for special pattern 2 in the fourth pattern display area 88 for special pattern 2, and further, the variable presentation of the corresponding special pattern according to the game status is also displayed in the first to fourth reserved pattern display areas Db1a to Db1d of the reserved pattern display area Db1 in the cockpit display area Db.
[0120] The first to fourth reserved pattern display areas Db1a to Db1d each display one reserved pattern (a "○" pattern (white circle pattern) in the normal display mode) for one reserved ball (one reserved ball count) of the first special pattern or the second special pattern that is set to be displayed according to the game status, and the number of reserved balls for the variable effect of the first special pattern or the second special pattern that is set to be displayed (priority display) according to the game status is displayed according to the number of reserved patterns displayed in the first to fourth reserved pattern display areas Db1a to Db1d.
[0121] That is, in the first to fourth reserved symbol display areas Db1a to Db1d, when one reserved symbol is displayed in the first reserved symbol display area Db1a, it indicates that the number of reserved balls of the first special symbol or the second special symbol, which is set to be displayed according to the game status, is one, and when two reserved symbols, one each in the first and second reserved symbol display areas Db1a and Db1b, are displayed, it indicates that the number of reserved balls of the first special symbol or the second special symbol, which is set to be displayed according to the game status, is two. When a total of three reserved symbols are displayed in the first to third reserved symbol display areas Db1a to Db1c, one each, it indicates that the number of reserved balls for the first special symbol or the second special symbol set to be displayed according to the game status is three, and when a total of four reserved symbols are displayed in the first to fourth reserved symbol display areas Db1a to Db1d, one each, it indicates that the number of reserved balls for the first special symbol or the second special symbol set to be displayed according to the game status is four. Also, when no reserved symbols are displayed in the first to fourth reserved symbol display areas Db1a to Db1d, it indicates that the number of reserved balls for the first special symbol or the second special symbol set to be displayed according to the game status is zero and there are no reserved variable effects.
[0122] In the pachinko machine 10 of the first embodiment, the first lottery game for the first special symbol and the second lottery game for the second special symbol can be executed simultaneously, but it may be configured to execute only one of the lottery games. When executing only one of the lottery games, if reserved balls for the first special symbol and reserved balls for the second special symbol are stored when one of the lottery games currently being executed ends, the second lottery game for the second special symbol may be executed with priority over the first lottery game for the first special symbol (so-called special symbol 2 priority variation), or the first lottery game for the first special symbol may be executed with priority over the second lottery game for the second special symbol (so-called special symbol 1 priority variation), or the lottery games for the special symbols may be executed according to the order of winning (so-called winning order variation). Furthermore, the third pattern display device 81 may be configured to be able to simultaneously display the first special pattern variation effect and the second special pattern variation effect.
[0123] In the center of the cockpit display area Db, an execution symbol display area Db0 is provided, in which an execution symbol indicating that a variable effect is being executed in the main display area Dm is displayed. This execution symbol display area Db0 is provided in the center of the cockpit display area Db, that is, to the right of the first reserved symbol display area Db1a, and is configured to display an execution symbol that is larger than each reserved symbol displayed in the reserved symbol display areas Db1a to Db1d. In addition, in this execution symbol display area Db0, the reserved symbol displayed in the first reserved symbol display area Db1a is shifted (shifted) and displayed as an execution symbol.
[0124] The execution symbol displayed in the execution symbol display area Db0 is erased when the variable effect being executed in the main display area Dm ends, and with the erasure of the execution symbol, the displayed reserved symbol is shifted and displayed as a lower reserved symbol. Specifically, for example, in a situation where there are four reserved symbols of the first special symbol in the "normal gaming state A," if the execution symbol displayed in the execution symbol display area Db0 is erased with the end of the variable effect of the first special symbol, the reserved symbol displayed in the first reserved symbol display area Db1a is shifted (shifted) and displayed as the execution symbol in the execution symbol display area Db0. Also, the reserved symbol displayed in the second reserved symbol display area Db1b is shifted (shifted) and displayed as the reserved symbol in the first reserved symbol display area Db1a. Furthermore, the reserved symbol displayed in the third reserved symbol display area Db1c is shifted (shifted) and displayed as the reserved symbol in the second reserved symbol display area Db1b. In addition, the reserved symbol that was displayed in the fourth reserved symbol display area Db1d is moved (shifted) and displayed as a reserved symbol in the third reserved symbol display area Db1c.
[0125] In the first embodiment, the number of reserved balls for the variable effects based on balls entering the left-side first starting hole 64, the right-side first starting hole 64a, or the second starting hole 71 is configured to be reserved up to four times each. However, the maximum number of reserved balls is not limited to four and may be set to three or less, or five or more times (e.g., eight times). Also, instead of displaying the reserved symbols in the cockpit display area Db, the number of reserved balls may be displayed numerically in a portion of the third pattern display device 81, or in four partitioned areas with different modes (e.g., colors or lighting patterns) corresponding to the number of reserved balls. Since the number of reserved balls is indicated by the special pattern display device 37, the number of reserved balls does not need to be displayed on the third pattern display device 81. Furthermore, the variable display device unit 80 may be provided with four reserved lamps indicating the number of reserved balls, each corresponding to the maximum number of reserved first special patterns and second special patterns, and the number of reserved balls may be displayed according to the number of lit reserved lamps.
[0126] Returning to FIG. 3, the explanation will continue. A through gate 67 is provided on the right side of the variable display device unit 80 as viewed from the front. This through gate 67 has a through hole (not shown) formed in the vertical direction for the ball to pass through. When a ball passes through this through gate 67, a normal symbol switch (not shown) provided in the through hole is turned on, and when this is turned on, a winning lottery for a normal symbol is performed by the main control device 110. Note that this through gate 67 only triggers the lottery for the variable display of normal symbols, and is configured not to pay out prize balls or the like even if a ball passes through. Note that a normal winning port capable of obtaining a lottery trigger for a normal symbol may be provided, and the lottery trigger for a normal symbol may be obtained and predetermined prize balls may be paid out.
[0127] A normal electric coupler 72 is disposed on the right side as viewed from the front of the variable display unit 80. This normal electric coupler 72 is mainly composed of a projecting plate 72a and a normal electric coupler solenoid (not shown) that drives the projecting and retracting plate 72a.
[0128] The main control device 110 (see FIG. 5) of the first embodiment normally maintains the appearance and disappearance plate 72a of the normal electric role 72 in a protruding state, covering the upper side of the right-side first start hole 64a as viewed from the front, thereby preventing the inflow of balls into the right-side first start hole 64a. When a win is won with the variable display of a normal pattern, the normal electric role solenoid (not shown) is driven for a predetermined time, and the appearance and disappearance plate 72a of the normal electric role 72 is driven from the protruding state to a immersed state in which the appearance and disappearance plate 72a is immersed in the game board 13 for a predetermined time, allowing the inflow of balls into the right-side first start hole 64a, and a state in which a ball that is played right-handed and flows down the right side as viewed from the front of the variable display unit 80 is likely to enter the right-side first start hole 64a, i.e., a winning assistance state is established.
[0129] Furthermore, the pachinko machine 10 of the first embodiment is configured so that the probability of winning in the variable display of normal symbols changes depending on the gaming state. Specifically, in the "normal gaming state," the winning probability of normal symbols is set to a low probability state (for example, 1 / 100), and it is made more difficult to win in the variable display of normal symbols than in the "probability variable state" and "time shortening state," making it more difficult to put the appearance and disappearance plate 72a of the normal electric role 72 into the immersion state (open state), and making it more difficult to win in the right-side first starting hole 64a than in the "probability variable state" and "time shortening state." On the other hand, in the "variable probability state" or "time shortening state," the probability of winning a normal symbol is set to a high probability state (for example, 99 / 100), and by making it easier to win a jackpot in the variable display of normal symbols than in the "normal game state," it becomes easier to put the appearance board 72a of the normal electric role 72 into a immersed state (open state), and it is configured so that it is easy to win a prize at the first starting port 64a on the right side.
[0130] In the pachinko machine 10 of the first embodiment, in a high probability state for normal symbols, the variable display leads to a win with a high probability (i.e., 99%), so in the "probability variable state" and "time shortened state" in which normal symbols are in a high probability state, most of the balls fired in right-hand play are configured to enter the right-side first starting hole 64a, while in a low probability state for normal symbols, the variable display leads to a win with a low probability (i.e., 1%), so it is configured so that most of the balls fired in right-hand play are unlikely to enter the right-side first starting hole 64a. As a result, in the "probability variable state" and "time shortened state," it is possible to play by having balls fired in right-hand play enter the right-side first starting hole 64a, and by paying out prize balls based on winnings in the right-side first starting hole 64a, the player can play while minimizing the decrease in his or her ball inventory compared to the "normal play state."
[0131] In addition, instead of changing the probability of winning a normal symbol from the "normal game state" as in the "probability changing state" or the "time shortening state," the time for which the appearance plate 72a of the normal electric symbol 72 is sunk (released) or the number of times the appearance plate 72a of the normal electric symbol 72 is sunk (released) per hit may be changed according to the game state of the pachinko machine 10. Specifically, in the "probability changing state" or the "time shortening state," the time for which the appearance plate 72a of the normal electric symbol 72 is sunk may be made longer than in the "normal game state," or the number of times the appearance plate 72a of the normal electric symbol 72 is sunk per hit may be made more than in the "normal game state." Furthermore, in the "probability changing state" or the "time shortening state," at least two of the following may be simultaneously performed: increasing the probability of winning a normal symbol; lengthening the immersion time of the appearance plate 72a of the normal electric symbol 72; and increasing the number of times the appearance plate 72a of the normal electric symbol 72 is sunk.
[0132] The normal symbol display device 83 performs a variable display that alternately lights up a symbol "○" and a symbol "X" as a display symbol (normal symbol) each time the ball passes through the through gate 67. The pachinko machine 10 is configured so that when the variable display on the normal symbol display device 83 stops on a predetermined symbol (a symbol "○" in the first embodiment), the normal electric role 72 provided above the right-side first starting port 64a as viewed from the front is activated for a predetermined time, and when it stops on a symbol other than the predetermined symbol (a symbol "X" in the first embodiment), the normal electric role 72 is deactivated (maintains a closed state).
[0133] The number of reserved balls in the through gate 67 can be reserved up to four times, and the number of reserved balls is also displayed by lighting up the second symbol reservation lamp 84 (hereinafter, for the sake of convenience, the second symbol reservation lamp 84 may be referred to as the "normal symbol reservation lamp 84"). Four normal symbol reservation lamps 84 are provided, the maximum number of reserved balls, and are arranged symmetrically below the third symbol display device 81. The number of reserved balls is displayed by the number of lit normal symbol reservation lamps 84.
[0134] In addition, the variable display of the normal symbol may be performed by switching on and off a plurality of lamps in the normal symbol display device 83 as in the first embodiment, or may be performed using a part of the special symbol display device 37 or the third symbol display device 81. Similarly, the normal symbol reserve lamp 84 may be lit by a part of the third symbol display device 81. In addition, the maximum number of reserved balls passing through the through gate 67 is not limited to four times, but may be set to three or less times, or five or more times (for example, eight times). In addition, since the number of reserved balls is indicated by the special symbol display device 37, the normal symbol reserve lamp 84 may not be lit.
[0135] A left-side first starting hole 64, through which a ball can enter, is located below the variable display unit 80. Game pegs and the like are planted around this left-side first starting hole 64 so that approximately six balls shot in left-handed play (so-called S1 = 6) will enter the hole per minute. When a ball enters the left-side first starting hole 64, a left-side first starting hole switch (not shown) located on the back side of the game board 13 is turned on. This turns on the left-side first starting hole switch, which triggers a lottery for a first special symbol jackpot in the main control device 110 (see FIG. 5). A dynamic display corresponding to the lottery result is displayed on the upper LED group 37b1 of the special LED group 37b of the special symbol display device 37, and a variable effect based on the first special symbol is executed by the third symbol display device 81 depending on the game status. The left-side first starting hole 64 also serves as one of the prize holes from which four balls are paid out as prize balls when a ball enters the hole.
[0136] A right-side first start hole 64a is located on the right side of the variable display unit 80 when viewed from the front. A ball can enter the right-side first start hole 64a only when the normal electric role 72 is open. When the normal electric role 72 is open, game pegs are planted around the right-side first start hole 64a so that approximately 50 to 60 balls shot in a right-hand hit game will enter the hole per minute. When a ball enters the right-side first start hole 64a, a right-side first start hole switch (not shown) on the back side of the game board 13 is turned on. This right-side first start hole switch turns on, and the main control device 110 (see FIG. 5) draws a jackpot for a first special symbol. The result of the lottery is displayed on the upper LED group 37b1 of the special LED group 37b of the special symbol display device 37, and a variable effect based on the first special symbol is executed on the third symbol display device 81 depending on the game status. The right-side first starting hole 64a also serves as one of the winning holes from which one ball is paid out as a prize ball when a ball enters the hole.
[0137] A second starting hole 71 through which a ball can enter is located downstream of the through gate 67 and upstream of the entrance / exit plate 72a of the normal electric role 72. Game pegs or the like are planted around this second starting hole 71 so that balls shot in right-hand play will enter approximately 30 to 40 times per minute. Furthermore, no normal electric role 72 or the like is provided near this second starting hole 71, so that balls shot in right-hand play can enter a certain number of times regardless of the game state. When a ball enters this second starting hole 71, a second starting hole switch (not shown) located on the back side of the game board 13 is turned on. When the second starting hole switch is turned on, a lottery for a second special symbol jackpot is conducted by the main control device 110 (see FIG. 5). A dynamic display according to the lottery result is shown by the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37, and a variable effect based on the second special symbol is executed by the third symbol display device 81 according to the game status. The second starting hole 71 also serves as one of the winning holes from which one ball is paid out as a prize ball when a ball enters the second starting hole 71.
[0138] A horizontally long rectangular jackpot opening is provided in the approximate center of the variable winning device 65 on the lower right side of the game board 13 as viewed from the front. In the pachinko machine 10 of the first embodiment, when the lottery for the first or second special symbol on the main control device 110 (see FIG. 5) results in a jackpot, after a predetermined time (variable time) has elapsed, the special LED group 37b of the special symbol display device 37 is lit to display the jackpot stop symbol, and the third symbol display device 81 is caused to display the stop symbol corresponding to the jackpot (for example, three identical symbols (e.g., "777")), thereby indicating the occurrence of a jackpot game. Thereafter, depending on the type of jackpot, the jackpot opening / closing plate 65a provided on the variable winning device 65 is opened, and the game state transitions to a special game state (jackpot game) in which the ball is more likely to enter the jackpot opening. In this special game state, the big prize opening / closing plate 65a, which is normally closed, is opened until a predetermined condition is met (for example, until 30 seconds have passed or until 10 balls have entered the prize).
[0139] When opened, the special prize opening opening / closing plate 65a closes after a predetermined time has elapsed since opening or when a predetermined number of wins are detected, and after closing, the special prize opening / closing plate 65a opens again. The opening and closing operation of the special prize opening / closing plate 65a can be repeated up to, for example, 10 times (10 rounds). The state in which this opening and closing operation is being performed is one form of a special game state (jackpot state) that is advantageous to the player, and by landing a ball in the variable prize winning device 65, the player is paid out a larger number of prize balls than usual as an added gaming value (game value).
[0140] At the left and right corners of the lower side of the game board 13, there are provided attachment spaces K1 for attaching stamps, identification labels, etc., and the stamps, etc. attached to the attachment spaces K1 can be seen through the small window 35 in the front frame 14 (see Figure 1).
[0141] Furthermore, the game board 13 is provided with an outlet 66. Balls that do not enter any of the winning holes (ball entry holes) 63, 64, 64a, 65, and 71 are guided through the outlet 66 to a ball discharge path (not shown). The game board 13 is provided with a large number of nails to appropriately distribute and adjust the direction in which the balls fall, and is also provided with various components (gimmicks) such as windmills. Note that balls that enter each winning hole 63, 64, 64a, 65, and 71 are also guided to the ball discharge path and discharged out of the pachinko machine 10, just like balls that pass through the outlet 66.
[0142] Next, the electrical configuration of the pachinko machine 10 will be described with reference to Fig. 5. Fig. 5 is a block diagram showing the electrical configuration of the pachinko machine 10.
[0143] The main control device 110 is equipped with an MPU 201, a one-chip microcomputer that is an arithmetic unit. The MPU 201 contains a read-only memory (hereinafter abbreviated as "ROM") 202 that stores various control programs and fixed value data executed by the MPU 201, a random access memory (hereinafter abbreviated as "RAM") 203 that temporarily stores various data and the like when the control programs stored in the ROM 202 are executed, and various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit.
[0144] In addition, in order to instruct sub-controllers such as the dispensing control unit 111 and the voice lamp control unit 113 to operate, various commands are sent from the main control unit 110 to the sub-controllers via a data transmission / reception circuit, but such commands are sent only in one direction from the main control unit 110 to the sub-controllers.
[0145] The main control device 110 executes the main processes of the pachinko machine 10, such as the lottery for the big win, the dynamic display and variable performance settings of each special symbol on the special symbol display device 37 and the third symbol display device 81, and the lottery for the display results of the variable display of the normal symbol on the normal symbol display device 83. The RAM 203 is provided with a counter buffer 203c that stores various counters for controlling these processes.
[0146] In addition, the ROM 202 stores at least a jackpot random number table 202a, a jackpot type table 202b, a reserve number table 202c, a stop pattern table 202d, a fluctuation pattern table 202e, a jackpot release table 202f, a normal win random number table 202g, a normal fluctuation table 202h, and a normal electric role release table 202i. The main control device 110 executes the above-mentioned main control using various counters stored in the RAM 203 and various tables stored in the ROM 202.
[0147] Here, with reference to Fig. 6, the counters and the like provided in the RAM 203 of the main control device 110 will be described. These counters and the like are used by the MPU 201 of the main control device 110 to perform the jackpot lottery, the setting of the dynamic display of the special pattern display device 37, the setting of the variable performance of the third pattern display device 81, the lottery of the display result of the variable display on the normal pattern display device 83, etc. In addition, in the explanation of the various counters, with reference to Figs. 7 to 34, various tables stored in the ROM 202 of the main control device 110, various control timings, game state transitions, etc. will also be described.
[0148] The jackpot lottery, the setting of the dynamic display of the special pattern display device 37, and the setting of the variable presentation of the third pattern display device 81 use a jackpot random number counter C1 used to draw the jackpot lottery, a jackpot type counter C2 used to select the type of stop of the jackpot pattern, a stop pattern selection counter C3 used to select the presentation mode of the variable presentation, a first initial value random number counter CINI1 used to set the initial value of the jackpot random number counter C1, and a variable type counter CS1 used to select the variable pattern.
[0149] In addition, a normal symbol winning counter C4 is used for the lottery of the normal symbol display device 83, and a second initial value random number counter CINI2 is used for setting the initial value of the normal symbol winning counter C4.
[0150] Each of these counters is a loop counter that adds 1 to the previous value each time it is updated, and returns to "0" after reaching the maximum value.
[0151] Each counter is updated, for example, at intervals of "4 milliseconds," which is the execution interval of the timer interrupt process (see FIG. 41), and some counters are updated irregularly during the main process (see FIG. 40), and the updated values are appropriately stored in a counter buffer 203c set in a predetermined area of the RAM 203. Although details will be described later, the RAM 203 is provided with a first reserved ball storage area 203d consisting of four reserved areas (first reserved areas 1 to 4) related to the first special pattern, and a second reserved ball storage area 203e consisting of four reserved areas (second reserved areas 1 to 4) related to the second special pattern, and in each of these areas, the values of the jackpot random number counter C1, the jackpot type counter C2, the stop pattern selection counter C3, and the variation type counter CS1 are stored in accordance with the timing of the ball entering the left first start hole 64, the right first start hole 64a, or the second start hole 71, respectively.
[0152] Each counter will be explained in detail. The jackpot random number counter C1 is configured to be incremented by 1 in sequence within a predetermined range (for example, "0 to 9999") and to return to "0" after reaching a maximum value (for example, "9999" for a counter that can take values from "0 to 9999"). In particular, when the jackpot random number counter C1 has completed one cycle of updating, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the jackpot random number counter C1, and the jackpot random number counter C1 is updated from that initial value.
[0153] The first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the jackpot random number counter C1. That is, for example, if the jackpot random number counter C1 is a loop counter that can take on a value of "0 to 9999", the first initial value random number counter CINI1 is also a loop counter that can take on a value of "0 to 9999". This first initial value random number counter CINI1 is updated once for each execution of the timer interrupt process (see FIG. 41), and is repeatedly updated within the remaining time of the main process (see FIG. 40).
[0154] The value of the jackpot random number counter C1 is updated, for example, periodically (in the first embodiment, once for each timer interrupt process (see FIG. 41)). Then, when the ball enters the left first start port 64 or the right first start port 64a (start winning), it is stored in the jackpot random number counter storage area 203d1 of the first reserved area of any one of the first reserved areas 1 to 4 provided in the first reserved ball storage area 203d corresponding to the left first start port 64 or the right first start port 64a (first special symbol). Also, when the ball enters the second start port 71 (start winning), it is stored in the jackpot random number counter storage area 203e1 of the second reserved area of any one of the second reserved areas 1 to 4 provided in the second reserved ball storage area 203e corresponding to the second start port 71 (second special symbol).
[0155] The random number value at which the jackpot random number counter C1 becomes a jackpot is set by the jackpot random number table 202a corresponding to each special symbol stored in the ROM 202 of the main control device 110. In other words, a jackpot is determined when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of the reserve area of the first reserved ball storage area 203d matches the random number value at which a jackpot is determined to be a jackpot set by the jackpot random number table 202a corresponding to the first special symbol. Also, a jackpot is determined when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of the reserve area of the second reserved ball storage area 203e matches the random number value at which a jackpot is determined to be a jackpot set by the jackpot random number table 202a corresponding to the second special symbol.
[0156] Here, the details of the jackpot random number table 202a corresponding to each special symbol will be described with reference to Fig. 7. Fig. 7 is a schematic diagram showing an example of the jackpot random number table 202a corresponding to the first special symbol and the second special symbol stored in the ROM 202.
[0157] The jackpot random number table 202a in the first embodiment is divided into two types for each setting value: one for a low probability state that is used when the game state is a low probability state of a special pattern, and one for a high probability state that is used when the game state is a high probability state of a special pattern that has a higher probability of winning a jackpot than a low probability state of a special pattern.
[0158] For each set value, the number of jackpot random number values included in the low probability state and the high probability state are set differently. Also, the system is configured so that the increase in the number of jackpot random number values required to transition from the low probability state to the high probability state is compensated for by the number of loss random number values corresponding to losses. In other words, when the number of jackpot random number values is increased to transition from the low probability state to the high probability state, the number of loss random number values is reduced, and the reduced amount is assigned as the number of jackpot random number values. In this way, by varying the number of jackpot random number values depending on the game state, the probability of a jackpot is changed between the low probability state and the high probability state.
[0159] In this way, the pachinko machine 10 of the first embodiment is configured so that the increase in the number of jackpot random number values when the first special symbol and the second special symbol change from a low probability state to a high probability state is compensated for by the number of losing random number values for all settings. That is, the increase in the number of jackpot random number values due to a setting change and the increase in the number of jackpot random number values due to a change from a low probability state to a high probability state for each setting are compensated for by reducing the number of losing random number values and allocating the decrease to the jackpot random number value. By configuring in this way, it is possible to calculate the payout rate for each setting by considering only the increase in the number of jackpot random number values, thereby reducing the amount of work required to design game specifications.
[0160] Furthermore, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random numbers resulting from a setting change is compensated for by the most frequent random number combination (i.e., a losing random number combination) other than the jackpot random number combination that is obtained when the player is most likely to stay in play, among the jackpot random number counters C1. This configuration makes it difficult to determine the setting based on the number of times a losing combination, which is the most frequent combination in the variable presentation of the first special symbol, appears, for example, in the "normal game state A" with a high stay rate. Therefore, the setting determination factor for the player is limited to the occurrence rate of jackpots, which have a lower probability of appearing than losing combinations, making it difficult to detect the setting of the pachinko machine 10. As a result, even with a low setting (i.e., setting value 1, etc.), the player can continue playing without being alerted to the setting, thereby promoting the operation of the pachinko machine 10.
[0161] 7, in the jackpot random number table 202a of the first embodiment, when the set value is "1," the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in a low probability state in the jackpot random number table 202a is 50, and the values "0 to 49" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in a low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a set value of "1" is set to be 50 / 10000 = 0.50 / 100 (i.e., 0.50%).
[0162] On the other hand, when the set value is "1," the number of random number values (jackpot random number values) that result in a jackpot in a high probability state in the jackpot random number table 202a is 161, and the values "0 to 160" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in the high probability state (i.e., "variable probability state") of each special symbol with the set value "1" is 161 / 10000 = 1.61 / 100 (i.e., 1.61%), and the high probability state of the special symbol is set so that it is about three times easier to win a jackpot than the low probability state.
[0163] Therefore, when the set value is "1", the number of random number values (missing random number values) that will result in a loss in a low probability state in the jackpot random number table 202a is the remaining 9950 values other than the jackpot random number value, and these values are specified (set) as "50 to 9999" in the jackpot random number table 202a. Also, the number of random number values (missing random number values) that will result in a loss in a high probability state is the remaining 9839 values other than the jackpot random number value, and these values are specified (set) as "161 to 9999" in the jackpot random number table 202a. In other words, the probability of losing in the low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a setting value of "1" is set to 9950 / 10000 = 99.50 / 100 (i.e., 99.50%), and the probability of losing in the high probability state (i.e., "probability-varying state") of each special symbol is set to 9839 / 10000 = 98.39 / 100 (i.e., 98.39%).
[0164] That is, at the setting value "1," the increase in the number of jackpot random numbers in the high probability state of each special symbol is compensated for by reducing the number of losing random numbers in the "normal game state A," which has the highest stay rate during play, while the number of jackpot random numbers that increases from the low probability state to the high probability state is configured to be within the range of the number of losing random numbers in the "normal game state A" (i.e., 9,950 or less).
[0165] Next, when the set value is "2", the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in a low probability state in the jackpot random number table 202a is 52, and the values "0 to 51" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in a low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a set value of "2" is set to be 52 / 10000 = 0.52 / 100 (i.e., 0.52%).
[0166] On the other hand, when the set value is "2," the number of random number values (jackpot random number values) that result in a jackpot in a high probability state in the jackpot random number table 202a is 163, and the values "0 to 162" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in the high probability state (i.e., "variable probability state") of each special symbol with the set value "2" is 163 / 10000 = 1.63 / 100 (i.e., 1.63%), and the high probability state of the special symbol is set so that it is about three times easier to win a jackpot than the low probability state.
[0167] Therefore, when the set value is "2", the number of random number values (missing random number values) that will result in a loss in a low probability state in the jackpot random number table 202a is the remaining 9948 values other than the jackpot random number value, and these values "52 to 9999" are specified (set) in the jackpot random number table 202a. Also, the number of random number values (missing random number values) that will result in a loss in a high probability state is the remaining 9837 values other than the jackpot random number value, and these values "163 to 9999" are specified (set) in the jackpot random number table 202a. In other words, the probability of missing in the low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a setting value of "2" is set to 9948 / 10000 = 99.48 / 100 (i.e., 99.48%), and the probability of missing in the high probability state (i.e., "latent probability fluctuating state" or "probability fluctuating state") of each special symbol is set to 9837 / 10000 = 98.37 / 100 (i.e., 98.37%).
[0168] In other words, at the setting value "2", the increase in the number of jackpot random numbers in the high probability state of each special pattern is compensated for by reducing the number of losing random numbers in the "normal game state A", which has the highest stay rate during play, while the increase from the low probability state to the high probability state and the increase in the number of jackpot random numbers due to the change in setting value are configured to be within the range of the number of losing random numbers in the "normal game state A" (i.e., 9948 or less).
[0169] Therefore, the setting value "2" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the setting value "1" (low probability state: 0.50% → 0.52%, high probability state: 1.61% → 1.63%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "1".
[0170] Next, when the set value is "3", the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in a low probability state in the jackpot random number table 202a is 54, and the values "0 to 53" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in a low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a set value of "3" is set to be 54 / 10000 = 0.54 / 100 (i.e., 0.54%).
[0171] On the other hand, when the set value is "3," the number of random number values (jackpot random number values) that result in a jackpot in a high probability state in the jackpot random number table 202a is 165, and the values "0 to 164" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in the high probability state (i.e., "variable probability state") of each special symbol with the set value "3" is 165 / 10000 = 1.65 / 100 (i.e., 1.65%), and the high probability state of the special symbol is set so that it is about three times easier to win a jackpot than the low probability state.
[0172] Therefore, when the set value is "3", the number of random number values (missing random number values) that will result in a loss in a low probability state in the jackpot random number table 202a is the remaining 9946 values other than the jackpot random number value, and these values are specified (set) as "54 to 9999" in the jackpot random number table 202a. Also, the number of random number values (missing random number values) that will result in a loss in a high probability state is the remaining 9835 values other than the jackpot random number value, and these values are specified (set) as "165 to 9999" in the jackpot random number table 202a. In other words, the probability of losing in the low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a setting value of "3" is set to 9946 / 10000 = 99.46 / 100 (i.e., 99.46%), and the probability of losing in the high probability state (i.e., "probability-varying state") of each special symbol is set to 9835 / 10000 = 98.35 / 100 (i.e., 98.35%).
[0173] In other words, at the setting value "3", the increase in the number of jackpot random numbers in the high probability state of each special pattern is compensated for by reducing the number of losing random numbers in "normal game state A", which has the highest stay rate during play, while the increase from the low probability state to the high probability state and the increase in the number of jackpot random numbers due to the change in setting value are configured to be within the range of the number of losing random numbers in "normal game state A" (i.e., 9946 or less).
[0174] Therefore, the setting value "3" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the setting value "2" (low probability state: 0.52% → 0.54%, high probability state: 1.63% → 1.65%), and it can be said that this setting makes it easier for a jackpot game to occur than the setting value "2".
[0175] Next, when the set value is "4", the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in a low probability state in the jackpot random number table 202a is 56, and the values "0 to 55" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in a low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a set value of "4" is set to be 56 / 10000 = 0.56 / 100 (i.e., 0.56%).
[0176] On the other hand, when the set value is "4," the number of random number values (jackpot random number values) that result in a jackpot in a high probability state in the jackpot random number table 202a is 167, and the values "0 to 166" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in the high probability state (i.e., "variable probability state") of each special symbol with the set value "4" is 167 / 10000 = 1.67 / 100 (i.e., 1.67%), and the high probability state of the special symbol is set so that it is about three times easier to win a jackpot than the low probability state.
[0177] Therefore, when the set value is "4", the number of random number values (missing random number values) that will result in a loss in a low probability state in the jackpot random number table 202a is the remaining 9944 values other than the jackpot random number value, and these values "56 to 9999" are specified (set) in the jackpot random number table 202a. Also, the number of random number values (missing random number values) that will result in a loss in a high probability state is the remaining 9833 values other than the jackpot random number value, and these values "167 to 9999" are specified (set) in the jackpot random number table 202a. In other words, the probability of losing in the low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a setting value of "4" is set to 9944 / 10000 = 99.44 / 100 (i.e., 99.44%), and the probability of losing in the high probability state (i.e., "probability-varying state") of each special symbol is set to 9833 / 10000 = 98.33 / 100 (i.e., 98.33%).
[0178] In other words, at the setting value "4", the increase in the number of jackpot random numbers in the high probability state of each special symbol is compensated for by reducing the number of losing random numbers in "normal game state A", which has the highest stay rate during play, while the increase from the low probability state to the high probability state and the increase in the number of jackpot random numbers due to the change in setting value are configured to be within the range of the number of losing random numbers in "normal game state A" (i.e., 9944 or less).
[0179] Therefore, the setting value "4" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the setting value "3" (low probability state: 0.54% → 0.56%, high probability state: 1.65% → 1.67%), and it can be said that this setting makes it easier for a jackpot game to occur than the setting value "3".
[0180] Next, when the set value is "5", the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in a low probability state in the jackpot random number table 202a is 58, and the values "0 to 57" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in a low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a set value of "5" is set to be 58 / 10000 = 0.58 / 100 (i.e., 0.58%).
[0181] On the other hand, when the set value is "5," the number of random number values (jackpot random number values) that result in a jackpot in a high probability state in the jackpot random number table 202a is 169, and the values "0 to 168" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in the high probability state (i.e., "variable probability state") of each special symbol with the set value "5" is 169 / 10000 = 1.69 / 100 (i.e., 1.69%), and the high probability state of the special symbol is set so that it is about three times easier to win a jackpot than the low probability state.
[0182] Therefore, when the set value is "5", the number of random number values (missing random number values) that will result in a loss in a low probability state in the jackpot random number table 202a is the remaining 9942 values other than the jackpot random number value, and these values are specified (set) as "58 to 9999" in the jackpot random number table 202a. Also, the number of random number values (missing random number values) that will result in a loss in a high probability state is the remaining 9831 values other than the jackpot random number value, and these values are specified (set) as "169 to 9999" in the jackpot random number table 202a. In other words, the probability of losing in the low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a setting value of "5" is set to 9942 / 10000 = 99.42 / 100 (i.e., 99.42%), and the probability of losing in the high probability state (i.e., "probability-varying state") of each special symbol is set to 9831 / 10000 = 98.31 / 100 (i.e., 98.31%).
[0183] In other words, at the setting value of "5", the increase in the number of jackpot random numbers in the high probability state of each special symbol is compensated for by reducing the number of losing random numbers in "normal game state A", which has the highest stay rate during play, while the increase from the low probability state to the high probability state and the increase in the number of jackpot random numbers due to the change in setting value are configured to be within the range of the number of losing random numbers in "normal game state A" (i.e., 9942 or less).
[0184] Therefore, the setting value "5" in the jackpot random number table 202a has a slightly improved jackpot probability compared to the setting value "4" (low probability state: 0.56% → 0.58%, high probability state: 1.67% → 1.69%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "4".
[0185] Next, when the set value is "6", the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in a low probability state in the jackpot random number table 202a is 60, and the values "0 to 59" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in a low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a set value of "6" is set to be 60 / 10000 = 0.60 / 100 (i.e., 0.60%).
[0186] On the other hand, when the set value is "6," the number of random number values (jackpot random number values) that result in a jackpot in a high probability state in the jackpot random number table 202a is 171, and the values "0 to 170" are specified (set) in the jackpot random number table 202a. In other words, the jackpot probability in the high probability state (i.e., "variable probability state") of each special symbol with the set value "6" is 171 / 10000 = 1.71 / 100 (i.e., 1.71%), and the high probability state of the special symbol is set so that it is about three times easier to win a jackpot than the low probability state.
[0187] Therefore, when the set value is "6", the number of random number values (missing random number values) that will result in a loss in a low probability state in the jackpot random number table 202a is the remaining 9940 values other than the jackpot random number value, and these values are specified (set) as "60 to 9999" in the jackpot random number table 202a. Also, the number of random number values (missing random number values) that will result in a loss in a high probability state is the remaining 9829 values other than the jackpot random number value, and these values are specified (set) as "171 to 9999" in the jackpot random number table 202a. In other words, the probability of losing in the low probability state (i.e., "normal game state" or "time-shortened state") of each special symbol with a setting value of "6" is set to 9940 / 10000 = 99.40 / 100 (i.e., 99.40%), and the probability of losing in the high probability state (i.e., "probability-varying state") of each special symbol is set to 9829 / 10000 = 98.29 / 100 (i.e., 98.29%).
[0188] In other words, at the setting value of "6", the increase in the number of jackpot random numbers in the high probability state of each special symbol is compensated for by reducing the number of losing random numbers in "normal game state A", which has the highest stay rate during play, while the increase from the low probability state to the high probability state and the increase in the number of jackpot random numbers due to the change in setting value are configured to be within the range of the number of losing random numbers in "normal game state A" (i.e., 9940 or less).
[0189] Therefore, the setting value "6" in the special chart 1 jackpot random number table 202a1 has a slightly improved jackpot probability compared to the setting value "5" (low probability state: 0.58% → 0.60%, high probability state: 1.69% → 1.71%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "5".
[0190] As described above, the jackpot random number table 202a is configured so that the increase in the number of jackpot random numbers in the "probability variable state" is compensated for by the number of losing random numbers in the "normal game state" or the "time shortened state", while being within the range of the number of losing random numbers in the "normal game state" or the "time shortened state". By configuring it in this way, it becomes possible to calculate the payout rate for each setting value by considering only the increase in the jackpot random number value, and it is possible to suppress an increase in the number of steps when designing the game specifications.
[0191] Here, referring to Figures 8 and 9, the game mode in each game state in the pachinko machine 10 of the first embodiment, and the transition conditions and transition destinations of the game state in each game state will be explained. Figure 8 is a list explaining the transition trigger to the game state, the jackpot probability of the special symbol, the hit probability of the normal symbol, the recommended ball launch mode, the main winning destination, the variation time of the first special symbol, the variation time of the second special symbol, the number of chance variable limit times, and whether or not right-hand hitting is possible. Also, Figure 9 is a diagram showing the launch mode in each game state and the transition destination of the game state based on the type of jackpot won, etc. Note that Figure 9 also shows the transition of the game state when playing in a non-recommended launch mode, but for convenience of explanation, this explanation will be omitted here.
[0192] As shown in Figure 8, the trigger for transition to "normal gaming state A" is when the machine is in the factory default state, the RAM is cleared, the dynamic display of the special symbol in the "probability varying state" is executed 100 times (so-called ST end, see Figure 9), or the dynamic display of the special symbol in the "time shortening state" is executed 100 times (so-called electric support end, see Figure 9). Note that, as will be described in detail later, when a dynamic display that results in a jackpot is not executed for either the first special symbol or the second special symbol in the "probability varying state," and the dynamic display of the first special symbol and the second special symbol in the "probability varying state" is executed a total of 100 times, the machine transitions to "normal gaming state A." On the other hand, in the "probability changing state", when a dynamic display of one of the first special symbols or the second special symbol that results in a jackpot is being executed, and the dynamic display of the other of the second special symbol or the first special symbol is executed more and more times, when the dynamic display of the first special symbol and the second special symbol in the "probability changing state" is executed a total of 100 times, the game will transition to "normal game state B".
[0193] In this "normal gaming state A," as described above, the probability of a jackpot for a special symbol is low, and the probability of a win for a normal symbol is also low. Furthermore, in "normal gaming state A," left-handed play is encouraged, and balls shot in left-handed play are likely to land primarily in the left-side first starting slot 64. The dynamic display of the first special symbol "1" varies over a period of "5 to 190 seconds," while the dynamic display of the second special symbol "1" varies over a period of "20 to 600 seconds" (see FIGS. 11 to 27, described below). As a result, even if a dynamic display indicating a losing first special symbol and a dynamic display indicating a losing second special symbol are simultaneously displayed, the dynamic display of the first special symbol stops first, making it easier to determine the result. Furthermore, since "normal gaming state A" is not a high probability state of special symbols (it is not a "probability variable state"), the probability variable limit number is reset (initialized, cleared to 0) at the timing of transition to this "normal gaming state A." When right-hand hitting is performed in "normal gaming state A," the firing mode is detected by the through gate 67 or the like, and based on this detection, a right-hand hitting prohibition notification is executed by the audio output device 226 (see FIG. 5) or the like to suppress firing in right-hand hitting.
[0194] Next, the trigger for transition to the "probability variable state" is winning the jackpot type "probability variable A" or "probability variable B" (see Figure 9).
[0195] As described above, in the "probability-changing state," the probability of winning a special symbol is high, and the probability of winning a normal symbol is also high. Furthermore, in the "probability-changing state," right-hand play is encouraged, and a ball shot during right-hand play may enter the second starting slot 71 and may enter the right-side first starting slot 64a, where the winning assistance function is activated. The dynamic display of the first special symbol "1" varies over a period of "1 to 265 seconds," while the dynamic display of the second special symbol "1" varies over a period of "2 to 150 seconds" (see Figures 11 to 27, described below). As a result, the dynamic display of the first special symbol and the dynamic display of the second special symbol can be (easily) executed in parallel. Furthermore, when a player wins the jackpot type "Probability Variation A" or "Probability Variation B," which transitions to the "probability-variable state," the probability variation limit count is increased by one (+1). In this "probability variable state," right-hand play is encouraged, so even if the ball passes through the through gate 67, the right-hand hit prohibition notification is not executed.
[0196] Next, the trigger for transition to "normal gaming state B" occurs when, in the "probability fluctuating state," a dynamic display of one of the first special symbol or second special symbol is being executed, and the dynamic display of the other of the second special symbol or first special symbol is executed multiple times, so that the total number of executions of the dynamic display of the first special symbol and the second special symbol, which is the termination condition of the "probability fluctuating state," is 100 (see Figure 9). In other words, in the "probability fluctuating state," a transition to "normal gaming state A" is caused by the dynamic display of a losing special symbol being executed 100 times, while in the case where a jackpot may occur in the dynamic display of one special symbol, the dynamic display of the other special symbol is executed multiple times during the execution of the jackpot fluctuation, so that the total number of executions of the dynamic display of the special symbol, which is the termination condition of the "probability fluctuating state," is executed 100 times, so that a transition to "normal gaming state B" is temporarily caused during the jackpot fluctuation.
[0197] In the pachinko machine 10 of the first embodiment, a jackpot based on the dynamic display of one of the first special patterns or the second special pattern in the "probability changing state" before the jackpot limit is reached can be selected as a jackpot type "Probability Change A" or "Probability Change B", and the number of times the jackpot limit is reached is increased by one based on the winning of the jackpot type "Probability Change A" or "Probability Change B" (see Figure 10). On the other hand, in the pachinko machine 10 of the first embodiment, the dynamic display of the first special symbol and the dynamic display of the second special symbol are configured to be executed simultaneously in parallel, so that in the "probability variable state" before the probability variable limit is reached, while a dynamic display of one of the first special symbol or second special symbol is being executed to result in a jackpot of the jackpot type "probability variable A" or "probability variable B," the dynamic display of the other second special symbol or first special symbol is executed multiple times, and when the total number of executions of the dynamic display of the special symbol, which is the termination condition of the "probability variable state," reaches 100, the game state can transition from the "probability variable state" to the "normal game state B." Here, by transitioning to the "normal game state B," the "probability variable state" is temporarily ended, and the number of times of the probability variable limit is initialized (cleared to 0). Thereafter, in the "normal game state B," the dynamic display of the first special pattern or the second special pattern that could result in a jackpot ends, and a jackpot of jackpot type "Probable A" or "Probable B" occurs, causing the number of probable jackpot limit rounds to be counted again from the initial value (i.e., "0 rounds"), and the "consecutive wins" can be continued after the number of probable jackpot limit rounds is initialized again.
[0198] Furthermore, in the pachinko machine 10 of the first embodiment, in the case of a "probability fluctuation state" when the probability jackpot limit is reached, the game state is in the "probability fluctuation state" at the time when the type of jackpot for the special pattern is drawn (i.e., the time when the dynamic display of the jackpot begins), so for a jackpot based on the dynamic display of one of the first special pattern or the second special pattern, jackpot "time reduction A" or "time reduction B" can be selected (see Figure 10), and when the jackpot fluctuation ends as is, the state transitions to the "time reduction state" after the jackpot ends. On the other hand, in the pachinko machine 10 of the first embodiment, as described above, the dynamic display of the first special symbol and the dynamic display of the second special symbol are configured to be executed simultaneously in parallel, so that in the "probability variable state" when the probability variable limit is reached, while the dynamic display of one of the first special symbol or second special symbol is being executed to result in a jackpot of the jackpot type "time-saving A" or "time-saving B" for one of the first special symbol or second special symbol, the dynamic display of the other of the second special symbol or first special symbol is executed multiple times, and when the total number of executions of the dynamic display of the special symbol, which is the termination condition of the "probability variable state," reaches 100, the game state may transition from the "probability variable state" to the "normal game state B" at that time. Here, by transitioning to the "normal game state B," the "probability variable state" is temporarily ended, and the probability variable limit number of times is initialized (cleared to 0). Thereafter, in the "normal gaming state B," when the dynamic display of either the first or second special symbol that could result in a jackpot ends, the probability variable limit count has been initialized, so the selected jackpot type will be the jackpot type of the first or second special symbol in the "normal gaming state B" when the probability variable limit is reached, and so the jackpot type "probability variable A" or "probability variable B" can be selected (see Figure 10). In other words, at the time the dynamic display that resulted in a jackpot started, the jackpot type was "time-saving A" or "time-saving B," but at the time the dynamic display ended, the gaming state had shifted from the "probability variable state" to the "normal gaming state B," so the jackpot type was updated (changed) to "probability variable A" or "probability variable B."Furthermore, when the time for changing the dynamic display that results in a jackpot has elapsed in "normal game state B" and a jackpot of jackpot type "Probable A" or "Probable B" has occurred, the number of times that the jackpot limit has occurred is counted again from the initial value (i.e., "0 times"), and it becomes possible to continue the "consecutive wins" after initializing the number of times that the jackpot limit has occurred again.
[0199] In conventional pachinko machines, when the third symbol display device 81 or the like notifies the player that the dynamic display of the special symbol has resulted in a jackpot, the player has to wait for the jackpot state to begin, which may result in the player temporarily suspending the firing of the ball. In contrast, in the pachinko machine 10 of the first embodiment, after the third symbol display device 81 or the like suggests (notifies) the player that the dynamic display of one of the first special symbol or the second special symbol may result in a jackpot in the "probability fluctuating state," the player is prompted to fire the ball while the dynamic display resulting in the jackpot is being executed, and the number of times the dynamic display of the other of the second special symbol or the first special symbol is executed is increased, thereby reaching the specified number of times that is the end condition of the "probability fluctuating state," ending the "probability fluctuating state" and initializing the probability fluctuating limit number of times, and the jackpot fluctuating state ends and the game enters the "probability fluctuating state," thereby creating a new gameplay feature in which the "consecutive wins" can be continued, thereby increasing the enjoyment of the game. Furthermore, even after the player is suggested (informed) by the third pattern display device 81 or the like that the dynamic display may result in a jackpot, the player can be prompted to fire the ball while the dynamic display that results in a jackpot is being executed, thereby promoting the operation of the pachinko machine 10 and improving the profit margin of the gaming facility.
[0200] In the "normal gaming state B," as described above, the probability of a jackpot for special symbols is low, and the probability of a jackpot for normal symbols is also low. Here, the time period for the dynamic display of the first special symbol 1 that started to be executed in the "normal gaming state B" is set to vary within a range of "5 to 180 seconds," while the time period for the dynamic display of the second special symbol 1 that started to be executed is set to a fixed "600 seconds" (see Figures 11 to 27 described later). However, since the transition to the "normal gaming state B" is still in progress, the "normal gaming state B" transitions to the jackpot state upon the end of the dynamic display of the one special symbol that will be the jackpot, and the other dynamic display of the non-jackpot symbol that is currently being executed is ended (stopped) at the start of the jackpot. As mentioned above, this "normal game state B" is a state in which the player is waiting for the end of the dynamic display that results in a jackpot of the special pattern, so although the right-hit notification lamp 37c (see Figure 3) is not lit and left-hit play is encouraged, the third pattern display device 81 etc. is configured not to encourage any firing mode.
[0201] Next, the trigger for transitioning to the "time-shortened state" is winning the jackpot type "time-shortened A" or "time-shortened B" (see FIG. 9).
[0202] In this "time-reduced state," as described above, the probability of winning a special symbol is low, while the probability of winning a normal symbol is high. Furthermore, in the "time-reduced state," as in the "probability-varying state," right-hand play is encouraged, and a ball shot during right-hand play may enter the second starting slot 71 and may also enter the right-side first starting slot 64a, where the winning assistance function is activated. The dynamic display of the second special symbol "1" varies over a period of 2 to 190 seconds, while the dynamic display of the first special symbol "1" varies over a period of 20 to 600 seconds (see Figures 11 to 27, described below). As a result, even if a dynamic display indicating a losing first special symbol and a dynamic display indicating a losing second special symbol are simultaneously displayed, the dynamic display of the second special symbol stops first, making it easier to determine the result. In addition, the number of chance limit times is initialized (reset) when a jackpot type "Time Shortening A" or "Time Shortening B" is won, which will transition to the "Time Shortening State." In this "Time Shortening State," right-hand play is encouraged, so the right-hand play prohibition notification is not executed.
[0203] Returning to Figure 6, the explanation will continue. The jackpot type counter C2 determines the type of jackpot when a jackpot occurs, and is configured to be incremented by one within a predetermined range (for example, "0 to 99") and return to "0" after reaching a maximum value (for example, "99" in the case of a counter that can take values "0 to 99"). The value of the jackpot type counter C2 is updated, for example, periodically (once for each timer interrupt process (see Figure 41) in the first embodiment).
[0204] Then, at the timing when the ball enters the left first start port 64 or the right first start port 64a, it is stored in the jackpot type counter storage area 203d2 of the first reserve area, which is the same as the first reserve area where the jackpot random number counter C1 is stored, among the first reserve areas 1 to 4 of the first reserve ball storage area 203d of the RAM 203 provided corresponding to the left first start port 64 or the right first start port 64a. Also, at the timing when the ball enters the second start port 71, it is stored in the jackpot type counter storage area 203e2 of the second reserve area, which is the same as the second reserve area where the jackpot random number counter C1 is stored, among the second reserve areas 1 to 4 of the second reserve ball storage area 203e of the RAM 203 provided corresponding to the second start port 71.
[0205] Here, for example, if the value of the jackpot random number counter C1 stored in one holding area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is not a random number that results in a jackpot (jackpot random number value), that is, if it is a random number that results in a loss (loss random number value), the variation pattern in the variation presentation and the type of stop pattern (hereinafter referred to as the "stop type") will be those for a loss. On the other hand, if the value of the jackpot random number counter C1 stored in one holding area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is a random number that results in a jackpot (jackpot random number value), the variation pattern in the variation presentation and the stop type will be those for a jackpot. In this case, the variation pattern and stop type for that jackpot are determined according to the jackpot type indicated by the value of the jackpot type counter C2 stored in the same holding area.
[0206] As described above, the value of the jackpot type counter C2 in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the jackpot type is determined based on the jackpot type counter C2 and the jackpot type table 202b stored in the ROM 202. This jackpot type table 202b is provided with a special symbol 1 jackpot type table 202b1 that is referenced in the first lottery game of the first special symbol, and a special symbol 2 jackpot type table 202b2 that is referenced in the second lottery game of the second special symbol.
[0207] Here, the special symbol 1 jackpot type table 202b1 and the special symbol 2 jackpot type table 202b2 will be described with reference to Fig. 10. Fig. 10(a) is a diagram showing an example of the special symbol 1 jackpot type table 202b1 corresponding to the first special symbol stored in the ROM 202, and Fig. 10(b) is a diagram showing an example of the special symbol 2 jackpot type table 202b2 corresponding to the second special symbol also stored in the ROM 202.
[0208] In the pachinko machine 10 of the first embodiment, after initialization by clearing the RAM of the pachinko machine 10, each time the number of times the "probability change function" has been granted in conjunction with a jackpot with a special symbol (the above-mentioned probability change limit number of times) reaches a predetermined number (three times in the first embodiment; that is, when selecting the next jackpot type to be won after winning a jackpot type that grants the "probability change function" three times), the game state after the jackpot ends after the probability change limit number of times has been reached is always transitioned to a low probability state of a special symbol that does not grant the "probability change function," and a transition to a high probability state of a special symbol is prohibited. In other words, after initialization by clearing the RAM of the pachinko machine 10, each time the probability variable limit is reached, the type of jackpot that results in a high probability state of a special pattern will not be selected when selecting the next jackpot (hereinafter, the event in which a jackpot type that results in a high probability state of a special pattern at the end of a jackpot is not selected may be referred to as "the probability variable limit being activated"), and only the type of jackpot that results in a low probability state of a special pattern after the end of a jackpot can be selected.
[0209] On the other hand, if the probability limit has not been reached, i.e., if the number of jackpots that grant the "probability function" is between 1 and 3 (hereinafter, the number of jackpots with special symbols between 1 (first) and 3 may be referred to as "before the probability limit is reached"), the system is configured so that a jackpot type that results in a high probability state for the special symbol after the jackpot has ended can be selected.
[0210] By configuring it in this way, it is possible to always create a low probability state of a special symbol every time a predetermined number of jackpots that grant the "probability variable function" occur, and it is possible to prevent excessive game value from being awarded in a short period of time during a "consecutive win" in which a high probability state of a special symbol continues. As a result, it is possible to prevent a situation in which the game result is far different from the ratio of the number of balls that the player would get if he or she played the pachinko machine 10 continuously, and it is possible to configure it so that the game value awarded to the player per hour does not become too high (large). Furthermore, in order to make the payout rate in this pachinko machine 10 equivalent to that of a normal pachinko machine that does not have a probability variable limit function, the decrease in payout rate due to the limit on the number of "consecutive wins" can be compensated for by making it easier to hit a jackpot with a special symbol, or by increasing the continuation rate of the high probability state of the special symbol before the probability variable limit is reached, or by executing a dynamic display that results in a jackpot with one of the first special symbol or second special symbol, causing the other second special symbol or first special symbol to be executed multiple times to transition from the "probability variable state" to "normal game state B", and by initializing the number of times the probability variable limit is set, it is possible to make it easier to continue the "consecutive wins" state and compensate for this, thereby realizing a variety of gameplay features that are not possible with normal pachinko machines that do not have a probability variable limit function.
[0211] As shown in Figures 10(a) and 10(b), the jackpot type table 202b is divided into a table for the first special symbol and a table for the second special symbol, which are further divided into a table for whether the number of jackpots has reached the special jackpot limit or before the special jackpot limit has been reached, and within these tables, the game status is associated with the value of the jackpot type counter C2.
[0212] In the pachinko machine 10 of the first embodiment, as the jackpot type, after a jackpot with a maximum number of rounds of 5, until the special symbol is displayed a specified number of times (100 times in the first embodiment), a jackpot type "probability variable A" corresponding to a "probability variable state (so-called ST state)" in which the jackpot probability of the special symbol and the winning probability of the normal symbol are both in a high probability state, and after a jackpot with a maximum number of rounds of 10, until the special symbol is displayed a specified number of times (100 times in the first embodiment), a "probability variable state" corresponding to a "probability variable state" in which the jackpot probability of the special symbol and the winning probability of the normal symbol are both in a high probability state, There are three types of jackpots: "Probable B" which corresponds to a jackpot with a maximum of 5 rounds, "Time Shortening A" which corresponds to a "time shortening state" in which, after a jackpot with a maximum of 5 rounds, the jackpot probability of the special symbol is low, but the probability of a hit with the normal symbol is high until the dynamic display of the special symbol is executed 100 times, and "Time Shortening B" which corresponds to a "time shortening state" in which, after a jackpot with a maximum of 10 rounds, the jackpot probability of the special symbol is low, but the probability of a hit with the normal symbol is high until the dynamic display of the special symbol is executed 100 times.
[0213] The special chart 1 jackpot type table 202b1 and the special chart 2 jackpot type table 202b2 are configured so that different jackpot types can be selected based on whether or not the probability variable limit has been reached and the game state at each timing of the start and end of the dynamic display of the special pattern that will result in a jackpot, and each jackpot type is associated with a possible value of the jackpot type counter C2 that determines that jackpot type.
[0214] In the example of the special symbol 1 jackpot type table 202b1 shown in Figure 10(a), when a jackpot with the first special symbol occurs before or after the probability variable limit is reached (i.e., the first to third jackpots after the probability variable limit number of times is reset) and in the "normal game state A," "probability variable state," "time shortening state," or "normal game state B," the jackpot type "probability variable A" is associated with the value of the jackpot type counter C2 "0 to 69," and the jackpot type "probability variable B" is associated with the value of the jackpot type counter C2 "70 to 99." Furthermore, when the probability variable limit is reached (i.e., the fourth jackpot count after the probability variable limit count is reset) and a jackpot with the first special symbol occurs in the "probability variable state" (the dynamic display that results in a jackpot has ended), the value of the jackpot type counter C2 "0 to 69" is associated with the jackpot type "time-saving A," and the value of the jackpot type counter C2 "70 to 99" is associated with the jackpot type "time-saving B." Furthermore, when the probability variable limit is reached (i.e., the fourth jackpot count after the probability variable limit count is reset) and a jackpot with the first special symbol occurs in the "normal game state B" (the dynamic display that results in a jackpot has ended), the value of the jackpot type counter C2 "0 to 69" is associated with the jackpot type "probability variable A," and the value of the jackpot type counter C2 "70 to 99" is associated with the jackpot type "probability variable B." The limit count is set to "3 times" for all jackpot types.
[0215] Therefore, in the lottery for determining whether the first special symbol will be won or lost in all game states before the probability variable limit is reached (after the probability variable limit is reached), if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of any of the first holding areas of the first holding ball storage area 203d is a value that results in a jackpot, the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2 of the same first holding area can be selected (temporarily. For the time being. The same applies below) from the special symbol 1 jackpot type table 202b1, and for example, if the value of the jackpot type counter C2 is "7", the jackpot type "probable variable A" can be selected, and if the value of the jackpot type counter C2 is "95", the jackpot type "probable variable B" can be selected.
[0216] Furthermore, in the lottery to determine whether the first special symbol will be won or lost in the "probability fluctuation state" when the probability change limit is reached, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of any of the first holding areas of the first holding ball storage area 203d is a value that results in a jackpot, then the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2 of the same first holding area can be selected from the special symbol 1 jackpot type table 202b1; for example, if the value of the jackpot type counter C2 is "7", then the jackpot type "time reduction A" can be selected, and if the value of the jackpot type counter C2 is "95", then the jackpot type "time reduction B" can be selected.
[0217] Furthermore, in the lottery to determine whether the first special symbol will be won or lost in the "normal game state B" when the special symbol limit is reached, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of any of the first holding areas of the first holding ball storage area 203d is a value that results in a jackpot, then the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203d2 of the same first holding area can be selected from the special symbol 1 jackpot type table 202b1; for example, if the value of the jackpot type counter C2 is "7", the jackpot type "special symbol A" can be selected, and if the value of the jackpot type counter C2 is "95", the jackpot type "special symbol B" can be selected.
[0218] Therefore, if a jackpot is won with the dynamic display of the first special symbol before the probability variable limit is reached (after the probability variable limit is reached), the probability of winning is 70% for the jackpot type "probability variable A" and 30% for the jackpot type "probability variable B." Also, when the probability variable limit is reached and the dynamic display of the first special symbol that results in a jackpot has ended in the "probability variable state," that is, if the specified number of times (100 times in the first embodiment) that ends the "probability variable state" is not reached by the dynamic display of the second special symbol during the execution of the dynamic display of the first special symbol that results in a jackpot in the "probability variable state," the probability of winning is 70% for the jackpot type "time-saving A" instead of the jackpot type "probability variable A," and 30% for the jackpot type "time-saving B" instead of the jackpot type "probability variable B." Furthermore, when the probability jackpot limit is reached and the dynamic display of the first special symbol that results in a jackpot in the "normal game state B" has ended, that is, when the dynamic display of the second special symbol is being executed during the execution of the dynamic display of the first special symbol that results in a jackpot in the "probability variable state", the "probability variable state" reaches the specified number of times (100 times in the first embodiment) at which time it transitions to the "normal game state B", the probability of winning is 70% for the jackpot type "probability variable A" and 30% for the jackpot type "probability variable B".
[0219] In the pachinko machine 10 of the first embodiment, in left-hand play, it is possible for the ball to enter the first starting port 64 on the left side and the dynamic display of the first special pattern can be executed, but it is difficult for the ball to enter the second starting port 71 and therefore it is difficult for the dynamic display of the second special pattern to be executed, so in the left-hand play state (i.e., "normal play state A"), the dynamic display of the first special pattern is mainly executed.
[0220] Next, in the example of the special symbol 2 jackpot type table 202b2 shown in Figure 10(b), when a jackpot with the second special symbol occurs before or after the probability variable limit is reached (i.e., the first to third jackpots after the probability variable limit number of times is reset) and in the "normal game state A," "probability variable state," "time shortening state," or "normal game state B," the jackpot type "probability variable A" is associated with a value of "0 to 19" on the jackpot type counter C2, and the jackpot type "probability variable B" is associated with a value of "20 to 99" on the jackpot type counter C2. Furthermore, when the probability variable limit is reached (i.e., the fourth jackpot count after the probability variable limit count is reset) and a jackpot with the second special symbol occurs in the "probability variable state" (the dynamic display that results in a jackpot has ended), the value of the jackpot type counter C2 "0 to 19" is associated with the jackpot type "time-saving A," and the value of the jackpot type counter C2 "20 to 99" is associated with the jackpot type "time-saving B." Furthermore, when the probability variable limit is reached (i.e., the fourth jackpot count after the probability variable limit count is reset) and a jackpot with the second special symbol occurs in the "normal game state B" (the dynamic display that results in a jackpot has ended), the value of the jackpot type counter C2 "0 to 19" is associated with the jackpot type "probability variable A," and the value of the jackpot type counter C2 "20 to 99" is associated with the jackpot type "probability variable B." The limit count is set to "3 times" for all jackpot types.
[0221] In other words, in the lottery for determining whether the second special symbol will be won or lost in all game states before the probability variable limit is reached (after the probability variable limit is reached), if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second holding areas of the second holding ball storage area 203e is a value that results in a jackpot, then the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203e2 of the same second holding area can be selected from the special symbol 2 jackpot type table 202b2; for example, if the value of the jackpot type counter C2 is "7", the jackpot type "probable variable A" can be selected, and if the value of the jackpot type counter C2 is "95", the jackpot type "probable variable B" can be selected.
[0222] Furthermore, in the lottery to determine whether the second special symbol will be won or lost in the "probability fluctuation state" when the probability change limit is reached, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second holding areas of the second holding ball storage area 203e is a value that results in a jackpot, then the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203e2 of the same second holding area can be selected from the special symbol 2 jackpot type table 202b2; for example, if the value of the jackpot type counter C2 is "7", the jackpot type "time reduction A" can be selected, and if the value of the jackpot type counter C2 is "95", the jackpot type "time reduction B" can be selected.
[0223] Furthermore, in the lottery to determine whether the second special symbol will be won or lost in the "normal game state B" when the special symbol limit is reached, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second holding areas of the second holding ball storage area 203e is a value that results in a jackpot, then the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203e2 of the same second holding area can be selected from the special symbol 2 jackpot type table 202b2; for example, if the value of the jackpot type counter C2 is "7", the jackpot type "special symbol A" can be selected, and if the value of the jackpot type counter C2 is "95", the jackpot type "special symbol B" can be selected.
[0224] Therefore, if a jackpot is won with the dynamic display of the second special symbol before the probability variable limit is reached (after the probability variable limit is reached), the probability of winning is 20% for the jackpot type "probability variable A" and 80% for the jackpot type "probability variable B." Also, when the probability variable limit is reached and the dynamic display of the second special symbol that results in a jackpot in the "probability variable state" has ended, that is, if the specified number of times (100 times in the first embodiment) that ends the "probability variable state" is not reached by the dynamic display of the first special symbol during the execution of the dynamic display of the second special symbol that results in a jackpot in the "probability variable state," the probability of winning is 20% for the jackpot type "time-saving A" instead of the jackpot type "probability variable A," and 80% for the jackpot type "time-saving B" instead of the jackpot type "probability variable B." Furthermore, when the probability jackpot limit is reached and the dynamic display of the second special symbol that results in a jackpot in the "normal game state B" has ended, that is, when the dynamic display of the first special symbol that results in a jackpot in the "probability variable state" is being executed, the specified number of times (100 times in the first embodiment) at which the "probability variable state" ends is reached and the game transitions to the "normal game state B", the probability of winning the jackpot type "probability variable A" is 20%, and the probability of winning the jackpot type "probability variable B" is 80%.
[0225] Thus, in the dynamic display of the first special symbol and the second special symbol, before the probability variable limit is reached (after the probability variable limit is reached), the jackpot type "Probability Variable A" or "Probability Variable B" is selected, and when the probability variable limit is reached and the "probability variable state" is in effect, the jackpot type "Time-saving A" or "Time-saving B" is selected. This allows for a "consecutive jackpot" state to be generated every time a special symbol that grants the "probability variable function" occurs four times, even if the "consecutive jackpot" state continues without ever transitioning to the "normal game state ("normal game state A" or "normal game state B") after the first jackpot is won. As a result, a low probability state for the special symbol can be generated every time a predetermined number of jackpots that grant the "probability variable function" occur, preventing excessive game value from being awarded in a short period of time during the "consecutive jackpot" due to the continued high probability state of the special symbol. Therefore, it is possible to prevent situations in which the game results are far different from the ratio of the number of balls that would be obtained if the player were to play continuously on the pachinko machine 10, and it is possible to configure the game value per unit time given to the player not to be too high (large). Furthermore, in order to make the payout rate in this pachinko machine 10 equivalent to that of a normal pachinko machine that does not have a probability variable limit function, the decrease in payout rate due to the limit on the number of "consecutive wins" can be compensated for by making it easier to hit a jackpot with a special symbol, or by increasing the continuation rate of the high probability state of the special symbol before the probability variable limit is reached, or by executing a dynamic display that results in a jackpot with one of the first special symbol or second special symbol, executing the other second special symbol or first special symbol one or more times to transition from the "probability variable state" to "normal game state B", thereby resetting the probability variable limit number of times and making it easier to continue the "consecutive win" state, thereby making it possible to compensate for the decrease in payout rate due to the limit on the number of "consecutive wins", and realizing a variety of gameplay features that are not possible with normal pachinko machines that do not have a probability variable limit function.
[0226] As mentioned above, in the "probability variable state," the dynamic display of the first special symbol and the dynamic display of the second special symbol are configured to be executed in parallel. When a jackpot is won with the dynamic display of the first special symbol, the percentage of jackpot types resulting in a 10-round jackpot (i.e., jackpot types "Probability Variable B" or "Time-Shortened B") is 30%, whereas when a jackpot is won with the dynamic display of the second special symbol, the percentage of jackpot types resulting in a 10-round jackpot (i.e., jackpot types "Probability Variable B" or "Time-Shortened B") is 80%. Also, the balls fired in right-hand play are configured to be more likely to land in the right-side first starting hole 64a, which is equipped with the normal electric role 72 that performs the winning support function, than in the second starting hole 71, which does not have the winning support function. Therefore, in the "probability changing state," more prize balls can be obtained when a jackpot is won with the dynamic display of the second special symbol, which is difficult to win, than when a jackpot is won with the dynamic display of the first special symbol, which is easy to win. Also, as will be described in detail later in Figures 26 and 27, in the "probability changing state," the rate at which the specified number of times at which the "probability changing state" is ended by the execution of the second special symbol during the execution of the dynamic display that results in a jackpot of the first special symbol (the rate at which the "normal gaming state B" is reached and the probability variable limit number of times is reset) is higher than the rate at which the specified number of times at which the "probability changing state" is ended by the execution of the first special symbol during the execution of the dynamic display that results in a jackpot of the second special symbol (the rate at which the "normal gaming state B" is reached and the probability variable limit number of times is reset). In other words, in the pachinko machine 10 of the first embodiment, although the probability of a jackpot and the number of times that time reduction can be granted are set to be the same for each of the first special pattern and the second special pattern, in the "probability changing state", it is configured so that it is easier to initialize the number of times that the probability jackpot limit can be reset when a jackpot is won with the dynamic display of the second special pattern than when a jackpot is won with the dynamic display of the first special pattern, and so that the "consecutive wins" state can be continued for a longer period of time.
[0227] Therefore, in the "probability fluctuating state" in which the dynamic display of the first special pattern and the dynamic display of the second special pattern can be executed in parallel, if a jackpot is won with the dynamic display of the second special pattern, more prize balls can be obtained and the "consecutive win" state can be continued for a longer period of time than if a jackpot is won with the dynamic display of the first special pattern.
[0228] In this way, in a "probability-changing state" in which the dynamic display of the first special pattern and the dynamic display of the second special pattern can be executed in parallel, by differentiating added value such as the number of balls acquired at the time of a jackpot and the rate of consecutive wins when a jackpot is won between when a jackpot is won with the dynamic display of the first special pattern and when a jackpot is won with the dynamic display of the second special pattern, the gameplay of wondering which special pattern will result in a jackpot is created, and the excitement of the game can be increased.
[0229] In addition, in the pachinko machine 10 of the first embodiment, right-hand play is not encouraged (prohibited) in the "normal game state A," and the time until the result of the dynamic display of the second special pattern is derived in the "normal game state A" is configured to be longer than the time until the result of the dynamic display of the first special pattern is derived (see Figures 11 to 27 described below), so the lottery result based on the dynamic display of the second special pattern is effectively difficult to derive in the "normal game state A."
[0230] Here, the relationship between the probability variable limit number of times and the probability of a jackpot in a high probability state of a special symbol will be explained. Note that here, the explanation will be given assuming the case of the setting value "1" which is set to the lowest probability of a jackpot for a special symbol. As mentioned above, in the pachinko machine 10 of the first embodiment, the probability variable limit number of times is set to 3 times (see FIG. 10), and as mentioned above, the jackpot probability in a high probability state of the setting value "1" which is the lowest probability of a jackpot for a special symbol is set to 1.61 / 100.
[0231] Here, let us assume that the pachinko machine 10 of the first embodiment does not have a setting for the probability variation limit number of times. As described above, the pachinko machine 10 of the first embodiment is configured to transition to the "normal game state" when the special symbol is displayed a specified number of times (100 times in the first embodiment) in the "probability variation state." Therefore, if a jackpot is won with a high probability (i.e., a win at 1.61 / 100) before the special symbol is displayed 100 times in the "probability variation state," the "consecutive wins" will continue. In other words, the probability of winning a jackpot before the special symbol is displayed 100 times in the "probability variation state" is approximately 80%. Therefore, the average number of "consecutive wins" after entering the "probability variation state" at the first jackpot and before returning to the "normal game state" is approximately 5 times. In other words, in the pachinko machine 10 of the first embodiment, if there is no setting of a limit on the number of chance games, the average number of "consecutive games" will be approximately 5 (hereinafter, the average number of "consecutive games" when there is no setting of a limit on the number of chance games may be referred to as the "average number of consecutive games in ST").
[0232] However, due to the setting of the probability variable limit, when the probability variable limit is reached (i.e., the fourth jackpot after the probability variable limit is reset) and a jackpot occurs in the "probability variable state", the jackpot types for both the first special symbol and the second special symbol will be jackpot types "time-saving A" or "time-saving B". Therefore, the fourth jackpot after the probability variable limit is reset will be jackpot type "time-saving A" or "time-saving B", and the game state after the fourth jackpot will be the "time-saving state", and compared to the "probability variable state" when the probability variable limit is not set, the probability of a jackpot for the special symbol is lower, so the expectation of a "consecutive win" will decrease.
[0233] That is, in the pachinko machine 10 of the first embodiment, if the probability variable limit number of times is not set, the average number of "consecutive games" will be about 5 times, but because the probability variable limit number of times is set to 3 times, the average number of "consecutive games" will be lower than about 5 times. In other words, the probability variable limit number of times will be reached before the ST average number of consecutive games is reached, and the "consecutive games" may end.
[0234] On the other hand, in the pachinko machine 10 of the first embodiment, in the "probability variable state," one of the first special symbols or the second special symbol wins a jackpot, and while the dynamic display of the first special symbol or the second special symbol that results in the jackpot is still being executed, the "probability variable state" ends when the dynamic display of the other second special symbol or the first special symbol is executed, and the game state can be transitioned to "normal game state B" by reaching a predetermined number of times. Then, when the game state transitions from the "probability variable state" to the "normal game state B" during the jackpot fluctuation of one of the first special symbol or the second special symbol, the probability variable limit number is initialized, and the dynamic display of the one of the first special symbol or the second special symbol that results in the jackpot that was being executed ends, and the game transitions to the jackpot state. Therefore, while the probability variable limit number is initialized, it is possible to win a jackpot of the jackpot type "probability variable A" or "probability variable B", and the "consecutive wins" can be continued after the probability variable limit number is initialized.
[0235] In other words, by configuring the system so that initialization of the probability variable limit number can be executed during execution of the dynamic display of the jackpot up until the fourth jackpot at which the probability variable limit number is initialized, it becomes possible to play in the "probability variable state" without being restricted by the probability variable limit number until four more jackpots are won from that state.
[0236] Therefore, by setting the probability variable limit to three, which is less than the average ST consecutive number of approximately five, there is a significant benefit to resetting the probability variable limit while a dynamic display indicating a jackpot is being executed. In other words, by setting the jackpot probability and the ST number so that the average ST consecutive number of times is greater than the probability variable limit of three, there is a significant benefit to initializing the probability variable limit while a dynamic display indicating a jackpot is being executed. In other words, in order to obtain the above benefits, a gameplay is created in which the player does not stop firing balls even during the execution of a dynamic display indicating a jackpot in the "probability variable state," and aims for a "consecutive state" after the probability variable limit number is initialized. This diversifies the gameplay and increases the interest in the game, while promoting the operation of the pachinko machine 10 and improving the profits of the gaming parlor.
[0237] Returning to Figure 6, the description of the various counters continues. The stop pattern selection counter C3 is configured to increment by "1" in sequence within a range of, for example, "0 to 99" and return to "0" after reaching the maximum value (i.e., "99").
[0238] In the first embodiment, the general presentation mode of the variable presentation at the time of a jackpot and a loss, which is displayed on the third symbol display device 81, is selected by the number of reserved variable presentations and the value of the stop pattern selection counter C3. In addition, in the pachinko machine 10 of the first embodiment, a long pattern (hereinafter sometimes referred to as "long") in which a relatively long variable time is likely to be selected for each presentation mode, a middle pattern (hereinafter sometimes referred to as "middle") in which a variable time shorter than that of the long pattern is likely to be selected, a short pattern (hereinafter sometimes referred to as "short") in which a variable time shorter than that of the middle pattern is likely to be selected, a special variable pattern (hereinafter sometimes referred to as "special variable") in which a fixed variable time is selected, and a probability variable jackpot variation pattern (hereinafter sometimes referred to as "probability variable jackpot") that is selected only in the dynamic display that results in a jackpot of a special symbol in the "probability variable state" are provided.
[0239] Specifically, one of six presentation modes can be selected: a "non-reach (long)" presentation mode in which no "reach display" occurs; a "non-reach (middle)" and "non-reach (short)" presentation mode; a "non-reach (ultra short)" presentation mode or a "non-reach (ultra long)" presentation mode; a "normal reach" presentation mode in which only the variable elements of a "normal reach" are executed as a "reach display"; a "super reach" presentation mode in which the variable elements of the "normal reach" are developed to execute the variable elements of a "super reach"; a "special reach" presentation mode in which the variable elements of a "normal reach" are developed to execute the variable elements of a "special reach"; a "special variation 1" presentation mode in which a fixed presentation is executed in a specified game state; and a "jackpot in a certain probability variation" presentation mode which can be executed only by a dynamic display that results in a jackpot in a "probability variation state."
[0240] Here, each presentation mode will be explained in detail. Among the presentation modes, the "non-reach (long)" presentation mode, the "non-reach (middle)" presentation mode, the "non-reach (short)" presentation mode, the "non-reach (ultra short)" presentation mode, and the "non-reach (ultra long)" presentation mode (hereinafter, the "non-reach (long)" presentation mode, the "non-reach (middle)" presentation mode, the "non-reach (short)" presentation mode, the "non-reach (ultra short)" presentation mode, and the "non-reach (ultra long)" presentation mode may be collectively referred to as "non-reach" presentation modes) are presentation modes in which, after a "high-speed variation" variable element that shuffles each of the three pattern columns Z1 to Z3 at high speed is performed in the third pattern display device 81 in which the three pattern columns Z1 to Z3 vary as a variation effect of the special pattern, the same third pattern does not stop in the two pattern columns Z1 and Z3 that stop first, and a "reach display" does not occur.
[0241] The variable element of "high-speed variation" refers to, for example, a variable element in which the third symbols displayed in each of the symbol rows Z1 to Z3 (see FIG. 4) are scrolled vertically downward on the display screen at high speed in the third symbol variation effect performed on the third symbol display device 81. In this "high-speed variation," the third symbol is varied so that the player cannot clearly recognize the display content of the third symbol, and an effect is executed in which the stop results of the previously stopped and displayed variation effect are randomly mixed (shuffled).
[0242] In the pachinko machine 10 of the first embodiment, after the "high-speed fluctuation" variable element is performed, the "low-speed fluctuation" variable element is performed except for certain presentation modes ("non-reach (short)" presentation mode, "non-reach (ultra-short)" presentation mode, "special fluctuation 1" presentation mode, and "jackpot during special rate" presentation mode).
[0243] The "slow-speed fluctuation" variable element refers to a variable element that scrolls the third symbol slowly at a speed visible to the player after the "fast-speed fluctuation" variable element in the third symbol fluctuation presentation performed by the third symbol display device 81. In this "slow-speed fluctuation" variable element, each symbol sequence Z1 to Z3 is displayed in a stopped state in order while the player is allowed to recognize the displayed content of the third symbol. If the same third symbol stops in the two symbol sequences that are displayed first (for example, the left symbol sequence Z1 and the right symbol sequence Z3 (see Figure 4)), a "reach display" occurs, and the game progresses to a "normal reach" variable element. On the other hand, if different third symbols stop in the two symbol sequences that are displayed first, Z1 and Z3, the remaining symbol sequence Z2 is displayed in a stopped state, and the variable presentation ends. Details of the "fast-speed fluctuation" variable element and each variable element, including the "slow-speed fluctuation" variable element, will be described later.
[0244] Therefore, in the "non-reach (long)" presentation mode and the "non-reach (middle)" presentation mode, the "high-speed fluctuation" variable element is performed first, followed by the "slow-speed fluctuation" variable element, with each symbol row Z1 to Z3 stopping in turn, and different third symbols stopping on the two symbol rows Z1 and Z3 that stop first, and the remaining one symbol row Z2 stopping, and the variable presentation of 1 is completed. On the other hand, in the "non-reach (short)" presentation mode and the "non-reach (ultra-short)" presentation mode, the "slow-speed fluctuation" variable element is not performed after the "high-speed fluctuation" variable element is performed, and after the "high-speed fluctuation" variable element is completed, each symbol row Z1 to Z3 stops simultaneously, and different third symbols stopping on the two symbol rows Z1 and Z3 (for example, the two symbol rows that stop first in the "non-reach (long)" presentation mode), and the other symbol rows Z2 also stopping, and the variable presentation of 1 is completed.
[0245] Among the presentation modes, the "normal reach" presentation mode is one of the presentation modes of the "reach display" in which, in the third pattern variation presentation in the third pattern display device 81, the variable elements of the "normal reach" are executed immediately after the same third pattern stops in the two pattern rows Z1 and Z3 that are displayed first, and the display does not develop into other "reach displays", i.e., the variable elements of the "super reach" or the variable elements of the "special reach".
[0246] Among the presentation modes, the "Super Reach" presentation mode is one of the presentation modes of the "Reach Display" in which the variable elements of the "Normal Reach" are developed and the variable elements of the "Super Reach" are executed.
[0247] Among the presentation modes, the "special reach" presentation mode is one of the presentation modes of the "reach display" in which the variable elements of the "normal reach" are developed and the variable elements of the "special reach" are executed.
[0248] The value of the stop pattern selection counter C3 is updated, for example, periodically (in the first embodiment, once for each timer interrupt process (see FIG. 41)). Then, when a ball enters the left first start port 64 or the right first start port 64a, the value is stored in the stop pattern selection counter storage area 203d3 of the first reserved area in which the jackpot random number counter C1 is stored, among the first reserved areas 1 to 4 provided in the first reserved ball storage area 203d corresponding to the left first start port 64 and the right first start port 64a. Also, when a ball enters the second start port 71, the value is stored in the stop pattern selection counter storage area 203e3 of the second reserved area in which the jackpot random number counter C1 is stored, among the second reserved areas 1 to 4 provided in the second reserved ball storage area 203e corresponding to the second start port 71.
[0249] In the pachinko machine 10 of the first embodiment, the stop pattern table 202d that refers to the value of the stop pattern selection counter C3 is configured to differ depending on whether the variable effect is a hit or miss, the probability variable limit status (before / after reaching the probability variable limit, when the probability variable limit is reached), the current game state, and the number of variable effects of both special symbols currently on hold (number of reserved balls). That is, a plurality of types of stop pattern tables 202d are provided, and they are configured to be selected depending on the number of variable effects of both special symbols on hold (number of reserved balls), etc.
[0250] In the first embodiment, when determining the detailed variation pattern of the variation effect, first, based on the reserved number table 202c provided in the ROM 202, one of the stop pattern tables 202d corresponding to the success or failure of the variation effect, the number of times of the probability variable limit (before and after reaching the probability variable limit, when the probability variable limit is reached), the current game state, and the current number of variation effects (number of reserved balls) is selected. Then, based on the selected stop pattern table 202d and the value of the stop pattern selection counter C3, a presentation mode that is a rough mode of the variation effect is selected. After that, based on the selected presentation mode and the value of the variation type counter CS1 described later, a detailed variation pattern (variation time) of the variation effect is determined.
[0251] The multiple stop pattern tables 202d are set so that the range of random numbers of the stop pattern selection counter C3 from which the effect mode is selected differs for each stop pattern table 202d. The reason for providing multiple stop pattern tables 202d is to change the selection ratio of the effect mode of the variable effect depending on whether the variable effect is a hit or miss, the number of probability variable limit times, the game state, and the number of reserved balls. That is, the selection ratio of the effect mode is changed depending on (1) whether a jackpot occurs in the variable effect of the acquired third symbol, (2) whether the current game state of the pachinko machine 10 is a "probability variable state," "time shortening state," or "normal game state," (3) how many reserved balls there are for the reserved variable effect, and (4) whether the current number of probability variable limit times of the pachinko machine 10 is before or after the probability variable limit is reached, or at the time of reaching the probability variable limit.
[0252] The first reason for this is to change the expectation of a jackpot for each presentation mode. That is, by configuring the selection ratio of the stop patterns, i.e., the "non-reach" presentation mode, the "normal reach" presentation mode, the "super reach" presentation mode, and the "special reach" presentation mode, to be different between when the jackpot lottery is won and when the jackpot lottery is lost, the expectation of a jackpot is changed for each presentation mode. Specifically, for example, when the jackpot lottery is won, the "super reach" presentation mode or the "special reach" presentation mode is easily selected, and when the jackpot lottery is not won, the "non-reach" presentation mode or the "normal reach" presentation mode is easily selected.
[0253] By configuring it in this way, the "Super Reach" presentation mode and the "Special Reach" presentation mode can be made to be presentations that make it easier to win a jackpot, and the "Normal Reach" presentation mode and the "Non-Reach" presentation mode can be made to be presentations that make it harder to win a jackpot or that do not result in a jackpot, making it possible to differentiate the likelihood of winning a jackpot for each presentation mode. Therefore, when a presentation that makes it easier to win a jackpot appears in the variable presentation, it is suggested to the player that there is a high possibility of a jackpot occurring while that presentation that makes it easier to win is being performed, thereby increasing the player's interest in the game.
[0254] Specifically, in the pachinko machine 10 of the first embodiment, when the acquired lottery result is a jackpot, a presentation mode (stop pattern) that is the general content of the variable presentation is selected based on the stop pattern table 202d that makes it easy to select a presentation that is likely to result in a jackpot and that makes it difficult to select a presentation that is unlikely to result in a jackpot. On the other hand, when the acquired lottery result is a loss, a presentation mode (stop pattern) of the variable presentation is selected based on the stop pattern table 202d that makes it difficult to select a presentation that is likely to result in a jackpot and that makes it easy to select a presentation that is unlikely to result in a jackpot. As a result, when the lottery result of the third symbol is notified to the player in the variable presentation, if a presentation that is likely to result in a jackpot is being executed, a jackpot is more likely to occur in that variable presentation, and if a presentation that is unlikely to result in a jackpot is being executed, a jackpot is more likely to occur in that variable presentation. By providing a difference in the expected value of a jackpot for each presentation mode (stop pattern), it is possible to increase the interest in the game during the execution of the variable presentation.
[0255] The second reason is to minimize wasted balls (so-called overflow winnings resulting in no special pattern being drawn) that result from a ball entering the left first starting port 64 or the right first starting port 64a when the number of waiting times for the first special pattern change effect has reached its upper limit, or a ball entering the second starting port 71 when the number of waiting times for the second special pattern change effect has reached its upper limit.
[0256] Specifically, the number of waiting times for the first special symbol and the second special symbol variation effects is limited to a maximum of four times each, and the variation effects are executed for at least a certain period of time. Therefore, in game states in which balls are likely to land into the right-side first starting slot 64a in the "probability variation state" and "time reduction state," the maximum number of reserved balls for the first special symbol is likely to be reached. In these game states, if a variation effect with a long variation time is selected, balls will frequently land into the right-side first starting slot 64a after the maximum number of reserved balls for the first special symbol has been reached. Even if a ball lands into the right-side first starting slot 64a, the player will not be able to obtain the lottery opportunity for the first special symbol. Furthermore, even in "normal game state A," if a variation effect with a long variation time is selected after the maximum number of reserved balls for the first special symbol has been reached, the reserved balls for the first special symbol are not consumed during the execution of the variation effect. Therefore, even if a ball lands into the left-side first starting slot 64 during that time, the player will not be able to obtain the lottery opportunity for the first special symbol. In this state, the player will judge that there is no gaming value to be gained by putting the ball into the first starting hole 64 on the left side, and will stop shooting balls and suspend play until the variable effect is exhausted and the player can acquire reserved balls again. If play is suspended, the operating rate of the pachinko machine 10 will decrease, which will have an impact on the business of the gaming parlor.
[0257] Therefore, the pachinko machine 10 of the first embodiment is configured to select the presentation mode of the variable presentation based on the stop pattern table 202d, which is likely to select a short variation time, in a game state in which the maximum number of reserved balls for the third symbol (first special symbol or second special symbol) is likely to be reached, or in a number of reserved balls close to (or equal to) the maximum number of reserved balls. This makes it possible to suppress balls from entering the left first start hole 64, the right first start hole 64a, or the second start hole 71 when the maximum number of reserved balls for the third symbol (first special symbol or second special symbol) has been reached.
[0258] Furthermore, the third reason is that by setting a long execution time and delaying the end of the variable effect, the variable effect can be maintained for a long time. Specifically, when the number of reserved balls for the variable effect is small (none), the next variable effect cannot be started unless a new ball is placed into either the left first start slot 64, the right first start slot 64a, or the second start slot 71 within the variable time of the currently executing variable effect, and a demo screen or the like must be displayed on the third symbol display device 81. If the variable effect is not performed on the third symbol display device 81 even though the player is playing by firing a ball, the player will not be able to experience the excitement of the jackpot lottery that he or she is looking for, and will lose interest in the game. Furthermore, because no variable effect is being performed on the third pattern display device 81, the player may perceive that the pachinko machine 10 is one in which it is difficult for the ball to enter the left first start hole 64, the right first start hole 64a or the second start hole 71, and may judge that it is a machine in which it is difficult to obtain gaming value, and may stop playing with that pachinko machine 10.
[0259] Therefore, in the pachinko machine 10 of the first embodiment, when the number of reserved balls for the variable performance is small, the variable performance mode is selected based on the stop pattern table 202d, which is likely to select a long variable time. This makes it difficult for a situation to occur in which the variable performance is not being performed in the third pattern display device 81, and makes it possible to maintain the variable performance execution state in the third pattern display device 81 for a long time.
[0260] Furthermore, as a fourth reason, the pachinko machine 10 of the first embodiment is a so-called simultaneous variable machine that can execute the dynamic display of the first special pattern and the dynamic display of the second special pattern simultaneously in parallel, but the special patterns that are desired to be executed (encouraged) for each game state are set (defined) in advance as game specifications, and in order to actively draw the special patterns that are desired to be executed for each game state, if an opportunity to draw a special pattern that is not desired to be executed (not encouraged) is obtained in a specified game state, the machine is configured to impose a specified penalty.
[0261] Specifically, for example, in the "normal gaming state A," left-hand play is encouraged in advance as a gaming specification, and by playing the left-hand play, a player can win a jackpot game in the dynamic display of the first special symbol, earning gaming value from the jackpot game, while realizing a gameplay in which the jackpot type will be either "probable variable A" or "probable variable B" depending on the jackpot type. Also, in the "time-shortened state," right-hand play is encouraged in advance as a gaming specification, and by playing the right-hand play, a gameplay in which the player can win a jackpot game in the dynamic display of the special symbol while the winning support state is active is realized. Furthermore, in the "probability-varying state," right-hand play is encouraged in advance as a gaming specification, and by playing the right-hand play, a gameplay in which the player can decide what type of jackpot the next jackpot will be, while maintaining the winning support state.
[0262] Therefore, in the "normal game state A," the dynamic display of the first special symbol based on left-handed play is encouraged, in the "probability variable state," the dynamic display of the first and second special symbols based on right-handed play is encouraged, and in the "time-shortened state," the dynamic display of the second special symbol based on right-handed play is encouraged. If the game is not played according to the game specifications described above, particularly if an act such as dynamically displaying the first special symbol while dynamically displaying the second special symbol in the "normal game state A" is performed, a game result different from the payout rate based on the game specifications originally set may be derived, which may cause unexpected disadvantages to the game hall.
[0263] Therefore, in the pachinko machine 10 of the first embodiment, when multiple dynamic displays of the second special symbol are reserved (e.g., four) in the "normal game state A," the newly started dynamic display of the second special symbol is displayed for a long time (e.g., 600 seconds), thereby reducing the execution efficiency of the dynamic display of the second special symbol. Also, when multiple dynamic displays of the first special symbol are reserved (e.g., four) in the "time-shortened state," the newly started dynamic display of the first special symbol is displayed for a long time (e.g., 600 seconds), thereby reducing the execution efficiency of the dynamic display of the first special symbol. By configuring in this way, when a ball enters the left first start slot 64, the right first start slot 64a, or the second start slot 71, which causes the dynamic display of a special symbol that is not recommended as a game specification, the execution efficiency of the dynamic display of the first special symbol or the second special symbol is reduced, thereby reducing the efficiency of awarding game value. As a result, players can be made hesitant to execute the dynamic display of special symbols for which dynamic display is not encouraged, which can prevent games from being played that differ from the expected game specifications and reduce disadvantages to the hall.
[0264] In the "probability varying state" or "time shortening state," left-handed play is not encouraged as a game specification, but even if the player plays this non-recommended game (i.e., left-handed play), the game value that the player can obtain is set lower than if the player plays the encouraged game (i.e., right-handed play). For this reason, since this is not a game mode that is disadvantageous to the gaming hall, no special penalty is set.
[0265] The fifth reason is to realize a specification in which the probability variable limit number can be initialized while continuing the "consecutive wins" in a pachinko machine 10 equipped with a probability variable limit function. Specifically, in a conventional pachinko machine equipped with a probability variable limit function, after initialization by clearing the RAM of the pachinko machine, a "probability variable state" occurs. Thereafter, without transitioning to a "normal game state" or a "time-shortened state," each time the number of consecutive jackpots of a special symbol to which the "probability variable function" is applied reaches a predetermined number, a jackpot type that results in a high probability state of the special symbol after the jackpot ends is not selected, and only a jackpot type that results in a low probability state of the special symbol after the jackpot ends can be selected. In contrast, in the pachinko machine 10 of the first embodiment, the change time of the dynamic display that results in a jackpot of one of the male first special symbols or the second special symbol in the "probability variable state" is set long, and the change time of the dynamic display that results in a loss of the other of the second special symbols or the first special symbol, which may be executed in parallel with the dynamic display that results in the jackpot, is set short. By configuring it this way, while a dynamic display indicating a jackpot for one of the first or second special symbols is being executed, a dynamic display indicating a miss for the other of the second or first special symbols can be executed multiple times. Then, while a dynamic display indicating a jackpot for one of the first or second special symbols is being executed, a dynamic display indicating a miss for the other of the second or first special symbols is executed, thereby reaching 100 executions of the dynamic display, which is the termination condition for the "probability variable state." At the point when this termination condition is met, the gaming state transitions to "normal gaming state B." The transition from the "probability variable state" to the "normal gaming state B" initializes the probability variable limit number of times. Then, when the dynamic display indicating a jackpot for one of the first or second special symbols that has been executed ends, a jackpot type "probability variable A" or "probability variable B" occurs. After the jackpot game, the probability variable limit number of times can be initialized, and the "probability variable state" can be triggered, allowing the "consecutive win" state to continue for a longer period of time.
[0266] The sixth reason is to change the variation time of the dynamic display that results in a jackpot depending on the number of times the dynamic display is executed in the "probability varying state." Specifically, as described above, in the pachinko machine 10 of the first embodiment, the variation time of the dynamic display that results in a jackpot of one of the first special symbols or the second special symbol in the "probability varying state" is set long, and the variation time of the dynamic display that results in a loss of the other of the second special symbol or the first special symbol, which is executed in parallel with the dynamic display that results in a jackpot, is set short, and by overlapping the execution of the dynamic display that results in a loss of the other of the second special symbol or the first special symbol while the dynamic display that results in a jackpot of one of the first special symbol or the second special symbol is being executed, the specified number of dynamic displays, 100, which is the termination condition of the "probability varying state," is reached, and at that point the game state can be transitioned to the "normal game state B."
[0267] For example, if the timing at which the dynamic display of one of the first or second special symbols that results in a jackpot begins is the first spin after the transition to the "probability changing state" and if it is the 90th spin, the remaining number of times until the "probability changing state" reaches the specified number of 100 times at which the "probability changing state" will end will be significantly different. Therefore, if the fluctuation time of the dynamic display of one of the first or second special symbols that results in a jackpot is set to the same fluctuation time for a win on the first spin after the transition to the "probability changing state" and a win on the 90th spin, and if a jackpot is won in the dynamic display of the first or second special symbol on the first spin after the transition to the "probability changing state," the fluctuation time will be set so that the "probability changing state" can end by the dynamic display of the other second or first special symbol during the execution of the dynamic display that results in the jackpot. In other words, if a jackpot is won with the dynamic display of one of the first or second special symbols on the first spin after transitioning to the "probability changing state," the change time of the dynamic display that results in a jackpot for one of the first or second special symbols must be set so that, while the dynamic display that results in the jackpot is being executed, the dynamic display of the other second or first special symbol can be executed for the remaining 100 times up to the specified number of times (since the dynamic display of the first special symbol that resulted in a jackpot on the first spin remains in execution, it is not counted in the number of spins). On the other hand, if a jackpot is won with the dynamic display of one of the first or second special symbols on the 90th spin after transitioning to the "probability fluctuation state," the remaining 11 spins up to the specified number of spins (the dynamic display of the first special symbol that won the jackpot on the 90th spin remains active and is not counted in the number of spins) should be executed with the dynamic display of the other second or first special symbol; however, if the fluctuation time is the same as when a jackpot is won with the dynamic display of one of the first or second special symbols on the first spin, the dynamic display of the jackpot for the first special symbol will continue for a while even after the specified number of spins is reached and transition is made to "normal game state B," which may result in unnecessary time being generated and reduced operation.
[0268] Therefore, the 100 spins, which is the specified number of times until transition from the "probability varying state" to the "normal gaming state," are divided into four stages: 1 to 25 spins, 26 to 50 spins, 51 to 75 spins, and 76 to 100 spins, and the fluctuation time of the dynamic display that results in a jackpot in each stage is set to be shorter the fewer the remaining spins until the specified number of times. By configuring it in this way, in the "probability varying state," while a dynamic display that results in a jackpot of one of the first or second special symbols is being executed, a dynamic display that results in a loss of the other of the second special symbol or the first special symbol is executed, thereby reaching the specified number of times of dynamic display (i.e., 100 times), which is the termination condition for the "probability varying state," and transitioning to "normal gaming state B," it is possible to minimize the remaining fluctuation time of the dynamic display that results in a jackpot of one of the first or second special symbols.
[0269] The seventh reason is that the selection rate of the stop pattern is changed depending on the number of reserved balls for the dynamic display. Specifically, in the pachinko machine 10 of the first embodiment, while a dynamic display that results in a jackpot for one of the first or second special symbols is being executed, a dynamic display that results in a miss for the other of the second or first special symbols is executed in the "probability changing state." This allows the game state to transition to "normal game state B" by reaching the specified number of dynamic displays (i.e., 100 times), which is the termination condition for the "probability changing state." The selection rate of the stop pattern of the dynamic display that results in a miss for the other of the second or first special symbols is changed depending on the number of reserved balls for the dynamic display of the second or first special symbol.
[0270] In other words, when the number of reserved balls for the dynamic display of the other second special pattern or first special pattern is small (none), the rate at which the "special variation" presentation mode, which has a long variation time, is selected among the stop patterns of the dynamic display that result in a loss is set high, and the rate at which the "non-reach" presentation mode, which has a short variation time, is selected is set low (to "0").On the other hand, when the number of reserved balls for the dynamic display of the other second special pattern or first special pattern is large (reaching the upper limit), the rate at which the "special variation" presentation mode, which has a long variation time, is selected among the stop patterns of the dynamic display that result in a loss is set low (to "0"), and the rate at which the "non-reach" presentation mode, which has a short variation time, is selected is set high.
[0271] By configuring it in this way, in the "probability changing state," the more reserved balls there are for the dynamic display of the other second special symbol or first special symbol (reaching the upper limit), the higher the probability that a "non-reach" presentation mode with a short change time will be selected among the stop patterns of the dynamic display that will result in a loss. In other words, the more reserved balls there are for the dynamic display of the other second special symbol or first special symbol (reaching the upper limit), the more times a dynamic display that will result in a loss for the other second special symbol or first special symbol can be executed (improving execution efficiency) during the execution of a dynamic display that will result in a jackpot for one first special symbol or second special symbol. In other words, the more balls there are in reserve for the dynamic display of the other second special pattern or first special pattern (reaching the upper limit), the more dynamic displays of the other second special pattern or first special pattern that result in a miss can be executed while a dynamic display of one first special pattern or second special pattern that results in a jackpot is being executed, and the specified number of dynamic displays (i.e., 100 times), which is the condition for terminating the "probability fluctuating state", can be reached, the game state will transition from the "probability fluctuating state" to "normal game state B", the number of chance limit times will be initialized, and the "probability fluctuating state" will be triggered again, making it easier to continue the "consecutive wins."
[0272] Here, if the third pattern display device 81 suggests to the player that the more balls reserved (reaching the upper limit) for the dynamic display of the other second special pattern or first special pattern that are a jackpot during execution of the dynamic display of one of the first special pattern or second special pattern, the easier it is to continue the "consecutive wins," the player will continue playing without stopping the firing of balls even during execution of the dynamic display of one of the first special pattern or second special pattern that is a jackpot in the "probability changing state," making it possible to promote the operation of the pachinko machine 10.
[0273] The eighth reason is to change the selection rate of the stop pattern depending on the probability variable limit situation (before / after reaching the probability variable limit, when the probability variable limit is reached). Specifically, for example, when comparing the stop pattern of the dynamic display that results in a jackpot for the first special symbol in the "probability variable state" before / after reaching the probability variable limit with the stop pattern of the dynamic display that results in a jackpot for the first special symbol in the "probability variable state" when the probability variable limit is reached, the change time of the presentation mode that can be selected in the stop pattern of the dynamic display that results in a jackpot for the first special symbol in the "probability variable state" when the probability variable limit is reached is set to be longer.
[0274] By configuring it in this way, even if it is not possible to reach the specified number of times that the "probability fluctuation state" ends by executing the dynamic display of the other second special symbol or first special symbol during the execution of the dynamic display that will result in a jackpot of one of the first or second special symbols before or after the probability variable limit is reached, that is, during the execution of the dynamic display that will result in a jackpot of one of the first or second special symbols for the first to third jackpots after the probability variable limit number is reset, when the probability variable limit is subsequently reached, that is, during the execution of the dynamic display that will result in a jackpot of one of the first or second special symbols for the fourth jackpots after the probability variable limit number is reset, Since the fluctuation time is set longer than the fluctuation time of the dynamic display that results in a jackpot of either the first special symbol or the second special symbol before or after the probability variable limit is reached, while the dynamic display that results in a jackpot of either the first special symbol or the second special symbol is being executed when the probability variable limit is reached, the dynamic display of the other second special symbol or the first special symbol will be executed, and the specified number of times that will end the "probability fluctuation state" will be reached, and by transitioning to "normal game state B", the number of times for the probability variable limit will be initialized, and it will be easier to transition to the "probability fluctuation state" again and continue the "consecutive wins."
[0275] In this way, by changing the selection rate of the stop pattern depending on the number of times the special rate limit has been reached (before and after the special rate limit has been reached, and when the special rate limit has been reached), it is possible to set the success rate of initializing the special rate limit according to each situation, creating new gameplay features and increasing the enjoyment of the game.
[0276] Here, details of the reserved number table 202c will be explained with reference to Figures 11 to 14. Figure 11 is a diagram that schematically shows the reserved number table 202c1 for special symbol 1 corresponding to before and after the probability variable limit of the first special symbol is reached, and Figure 12 is a diagram that schematically shows the reserved number table 202c2 for special symbol 1 corresponding to when the probability variable limit of the first special symbol is reached. Also, Figure 13 is a diagram that schematically shows the reserved number table 202c3 for special symbol 2 corresponding to before and after the probability variable limit of the second special symbol is reached, and Figure 14 is a diagram that schematically shows the reserved number table 202c4 for special symbol 2 corresponding to when the probability variable limit of the second special symbol is reached.
[0277] As described above, in the pachinko machine 10 of the first embodiment, when a first special symbol variation effect is performed based on a ball entering the left first starting hole 64 or the right first starting hole 64a, the machine is configured to select one of the stop pattern tables 202d1 to 202d22 by referring to the reserve number table for special symbol 1 202c1 or the reserve number table for special symbol 1 202c2 based on whether the variation effect was successful, the number of times the special symbol limit has been reached (before and after the special symbol limit has been reached, and when the special symbol limit has been reached), the game status at that time, and the total number of reserves for the first special symbol variation effect at that time. In addition, when performing a variable effect of the second special symbol based on the ball entering the second starting hole 71, the system is configured to select one of the stop pattern tables 202d1 to 202d22 by referring to the reserved number table 202c3 for special symbol 2 or the reserved number table 202c4 for special symbol 2 based on the success or failure of the variable effect, the number of times of the variable effect limit (before and after reaching the variable effect limit, when the variable effect limit is reached), the game state at that time, and the total reserved number of the variable effect of the second special symbol at that time. Then, the general performance mode of the variable effect is determined based on one of the selected stop pattern tables 202d1 to 202d22 and the value of the stop pattern selection counter C3.
[0278] Specifically, as shown in the reserved number table 202c1 for special symbol 1 before and after reaching the probability variable limit in FIG. 11, when a miss is extracted in "normal gaming state A" or "normal gaming state B" and the number of reserved balls for the first special symbol is "1 to 3", table A 202d1 (see FIG. 15(a)) of the stop pattern table 202d is selected. Also, when a miss is extracted in "normal gaming state A" or "normal gaming state B" and the number of reserved balls for the first special symbol is "4", table B 202d2 (see FIG. 15(b)) of the stop pattern table 202d is selected. On the other hand, when a jackpot is extracted in "normal gaming state A" or "normal gaming state B", table C 202d3 (see FIG. 16(a)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0279] Next, when a losing combination is extracted from the 1st to 25th spin in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "1", D table 202d4 (see FIG. 16(b)) of the stop pattern table 202d is selected. Also, when a losing combination is extracted from the 1st to 25th spin in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "2", E table 202d5 (see FIG. 17(a)) of the stop pattern table 202d is selected. Furthermore, when a losing combination is extracted from the 1st to 25th spin in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "3", F table 202d6 (see FIG. 17(b)) of the stop pattern table 202d is selected. Also, when a miss is extracted from the 1st to 25th spins in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "4", the G table 202d7 (see FIG. 18(a)) of the stop pattern table 202d is selected. On the other hand, when a jackpot is extracted from the 1st to 25th spins in the "probability fluctuating state" before or after reaching the probability fluctuating limit, the H table 202d8 (see FIG. 18(b)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0280] Next, when a losing combination is extracted from the 26th to 50th spin in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "1", D table 202d4 (see FIG. 16(b)) of the stop pattern table 202d is selected. Also, when a losing combination is extracted from the 26th to 50th spin in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "2", E table 202d5 (see FIG. 17(a)) of the stop pattern table 202d is selected. Furthermore, when a losing combination is extracted from the 26th to 50th spin in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "3", F table 202d6 (see FIG. 17(b)) of the stop pattern table 202d is selected. Also, when a miss is extracted from the 26th to 50th spin in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "4", the G table 202d7 (see FIG. 18(a)) of the stop pattern table 202d is selected. On the other hand, when a jackpot is extracted from the 26th to 50th spin in the "probability fluctuating state" before or after reaching the probability fluctuating limit, the I table 202d9 (see FIG. 19(a)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0281] Next, when a losing combination is extracted from the 51st to 75th spins in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "1", D table 202d4 (see FIG. 16(b)) of the stop pattern table 202d is selected. Also, when a losing combination is extracted from the 51st to 75th spins in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "2", E table 202d5 (see FIG. 17(a)) of the stop pattern table 202d is selected. Furthermore, when a losing combination is extracted from the 51st to 75th spins in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "3", F table 202d6 (see FIG. 17(b)) of the stop pattern table 202d is selected. Also, when a miss is extracted from the 51st to 75th spins in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "4", the G table 202d7 (see FIG. 18(a)) of the stop pattern table 202d is selected. On the other hand, when a jackpot is extracted from the 51st to 75th spins in the "probability fluctuating state" before or after reaching the probability fluctuating limit, the J table 202d10 (see FIG. 19(b)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0282] Next, when a losing combination is extracted between the 76th and 100th spins in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "1", D table 202d4 (see FIG. 16(b)) of the stop pattern table 202d is selected. Also, when a losing combination is extracted between the 76th and 100th spins in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "2", E table 202d5 (see FIG. 17(a)) of the stop pattern table 202d is selected. Furthermore, when a losing combination is extracted between the 76th and 100th spins in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "3", F table 202d6 (see FIG. 17(b)) of the stop pattern table 202d is selected. Also, when a miss is extracted between the 76th and 100th spins in the "probability fluctuating state" and the number of reserved balls for the first special symbol is "4", the G table 202d7 (see FIG. 18(a)) of the stop pattern table 202d is selected. On the other hand, when a jackpot is extracted between the 76th and 100th spins in the "probability fluctuating state" before or after reaching the probability fluctuating limit, the K table 202d11 (see FIG. 20(a)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0283] Next, when a miss is extracted in the "time-shortened state", the L table 202d12 (see FIG. 20(b)) of the stop pattern table 202d is selected regardless of the number of reserved balls. Also, when a jackpot is extracted in the "time-shortened state", the C table 202d3 (see FIG. 16(a)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0284] Next, as shown in the reserved number table 202c2 for special chart 1 when the special variable limit is reached in Figure 12, the times when a miss is extracted and a jackpot is extracted in ``normal game state A'' or ``normal game state B'' are the same as the times when a miss is extracted and a jackpot is extracted in ``normal game state A'' or ``normal game state B'' shown in the reserved number table 202c1 for special chart 1 before and after the special variable limit is reached in Figure 11.
[0285] Next, when the probability limit is reached, the extraction of misses from the 1st to 25th spins in the "probability fluctuation state" is the same as the extraction of misses from the 1st to 25th spins in the "probability fluctuation state" shown in the reserved number table 202c1 for special chart 1 before and after the probability limit is reached in Figure 11.
[0286] Next, when the jackpot is extracted from the 1st to 25th spins in the "probability fluctuation state" when the probability limit is reached, the M table 202d13 (see FIG. 21(a)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0287] Next, when the probability limit is reached, the extraction of misses from the 26th to 50th spins in the "probability fluctuation state" is the same as the extraction of misses from the 26th to 50th spins in the "probability fluctuation state" shown in the reserved number table 202c1 for special chart 1 before and after the probability limit is reached in Figure 11.
[0288] Next, when the jackpot is extracted at the 26th to 50th spins in the "probability fluctuation state" when the probability limit is reached, the H table 202d8 (see FIG. 18(b)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0289] Next, when the probability limit is reached, the extraction of misses from the 51st to 75th spins in the "probability fluctuation state" is the same as the extraction of misses from the 51st to 75th spins in the "probability fluctuation state" shown in the reserved number table 202c1 for special chart 1 before and after the probability limit is reached in Figure 11.
[0290] Next, when the jackpot is extracted at the 51st to 75th spins in the "probability fluctuation state" when the probability limit is reached, the I table 202d9 (see FIG. 19(a)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0291] Next, when the probability limit is reached, the extraction of a miss from the 76th to 100th spin in the "probability fluctuation state" is the same as the extraction of a miss from the 76th to 100th spin in the "probability fluctuation state" shown in the reserved number table 202c1 for special chart 1 before and after the probability limit is reached in Figure 11.
[0292] Next, when the jackpot is extracted at the 76th to 100th spins in the "probability fluctuation state" when the probability limit is reached, the J table 202d10 (see FIG. 19(b)) of the stop pattern table 202d is selected regardless of the number of reserved balls.
[0293] Next, when the probability limit is reached, the times when a miss or a jackpot is extracted in the "time shortened state" are the same as the times when a miss or a jackpot is extracted in the "time shortened state" shown in the reserved number table 202c1 for special chart 1 before and after the probability limit is reached in Figure 11.
[0294] That is, in the "normal gaming state A" or "normal gaming state B" before or after the probability variable limit is reached or when the probability variable limit is reached, if the dynamic display of the first special symbol does not result in a jackpot (i.e., a miss), the A table 202d1 or the B table 202d2 of the stop pattern table 202d is selected based on the number of reserved balls for the first special symbol at that time. On the other hand, in the "normal gaming state A" or "normal gaming state B" before or after the probability variable limit is reached or when the probability variable limit is reached, if the jackpot is won with the dynamic display of the first special symbol, the C table 202d3 of the stop pattern table 202d is selected regardless of the number of reserved balls at that time.
[0295] In addition, in the "probability fluctuation state" before and after the probability variable limit is reached and at the time of reaching the probability variable limit, if the dynamic display of the first special symbol does not result in a jackpot (i.e., a miss), the D table 202d4, E table 202d5, F table 202d6, or G table 202d7 of the stop pattern table 202d is selected based on the number of reserved balls for the first special symbol at that time. On the other hand, in the "probability fluctuation state," if the dynamic display of the first special symbol results in a jackpot, the H table 202d8, I table 202d9, J table 202d10, K table 202d11, or M table 202d13 of the stop pattern table 202d is selected based on the probability variable limit situation (before and after the probability variable limit is reached, or at the time of reaching the probability variable limit) and the number of spins in the "probability fluctuation state," regardless of the number of reserved balls at that time.
[0296] Furthermore, in the "time-shortened state" before or after the probability variable limit is reached and when the probability variable limit is reached, if the dynamic display of the first special symbol does not result in a jackpot (i.e., a miss), the L table 202d12 of the stop pattern table 202d is selected regardless of the number of reserved balls at that time. On the other hand, in the "time-shortened state" before or after the probability variable limit is reached and when the probability variable limit is reached, if the dynamic display of the first special symbol results in a jackpot, the C table 202d3 of the stop pattern table 202d is selected regardless of the number of reserved balls at that time.
[0297] In addition, when a jackpot is won in the "normal game state" or the "probability variable state", or even in the "time shortened state", the stop pattern table 202d may be configured to differ depending on the number of reserved balls. For example, when a jackpot is won and the number of reserved balls is large, the stop pattern table 202d that is likely to select a relatively short variable pattern may be configured to be selected.
[0298] In this case, for example, in each presentation mode in which a "reach display" is executed, a presentation mode is selected in which only the time period for the "high-speed fluctuation" variable element is changed from 10 seconds to only 5 seconds. By configuring in this way, for example, when a variable effect is started with the maximum number of reserved balls of the first special pattern being 4, even if the "high-speed fluctuation" variable element is executed for 5 seconds, a "reach display" may occur in the variable effect at the time when the 5-second "high-speed fluctuation" variable element ends (the time when it is recognized as a 5-second "high-speed fluctuation" variable element). Therefore, even if a 5-second "high-speed fluctuation" variable element is executed, by configuring the system to execute a presentation mode in which a "reach display" other than the "non-reach (short)" presentation mode, it is possible to make it unclear at the time when the 5-second "high-speed fluctuation" variable element is executed whether the variable effect will result in a jackpot or a miss.
[0299] Next, as shown in the reserved number table 202c3 for special chart 2 before and after reaching the probability variable limit in Figure 13, when a miss is extracted in "normal gaming state A" or "nor...
Claims
[Claim 1] a launching means for launching a game ball; A first ball entry means that prevents a game ball launched by the launching means at a first launch intensity from entering the ball hole, and allows a game ball launched at a second launch intensity that is stronger than the first launch intensity to enter the ball hole; a first information acquisition means for acquiring first predetermined information based on a shot made into the first shot making means; a first determination means for determining the first predetermined information acquired by the first information acquisition means; A second ball-entry means that is different from the first ball-entry means and that prevents a game ball launched by the launching means at the first launch intensity from entering the ball-entry hole and allows a game ball launched at the second launch intensity to enter the ball-entry hole; second information acquisition means for acquiring second predetermined information based on the ball entering the second ball entry means; a second determination means for determining the second predetermined information acquired by the second information acquisition means; a first game value awarding means for awarding a first game value to a player based on a ball entering the second ball entry means; A predetermined effect execution means for executing a predetermined effect on a display device, the predetermined effect being based on at least the determination result of the second determination means; In a gaming machine including at least advantageous state means for generating an advantageous state that can provide a second gaming value to a player when a specific result appears as a determination result by the second determination means, a game state transition means for transitioning the game state between at least a first game state and a second game state which is different from the first game state and in which, when a game ball is shot at the second shooting intensity, it is easier for the game ball to enter the first ball entry means than when the game ball is shot at the second shooting intensity in the first game state; When the predetermined performance is performed in a first execution mode, a first specific control is executed, A second specific control is executed when the predetermined performance is executed in a second execution mode different from the first execution mode. In the second gaming state, a gaming ball shot by a player at the second shooting intensity during a predetermined period in which the predetermined effect is being performed during which the second specific control can be executed is configured to be able to enter the second ball entry means more easily than a gaming ball shot continuously by a player at the second shooting intensity during a period during which the first specific control can be executed during the second gaming state. A gaming machine characterized by:
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