gaming machines
The gaming machine enhances entertainment value by using launching and switching mechanisms with dynamic displays and variable passage areas to create unpredictable gameplay experiences, improving player enjoyment.
Patent Information
- Application Number
- JP2024097178
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-17
- Publication Date
- 2025-10-22
- Estimated Expiration
- 2038-03-12
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack sufficient entertainment value and require improvements to enhance player enjoyment.
The gaming machine incorporates launching means, ball entry means, information acquisition means, determination means, dynamic display, and variable passage areas with switching mechanisms to create unpredictable and engaging gameplay experiences, including dynamic displays and lighting patterns that enhance the chances of winning.
The solution increases the enjoyment of the game by providing dynamic and unpredictable gameplay elements, enhancing player engagement and entertainment value.
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, gaming machines such as pachinko machines are configured such that gaming media such as gaming balls are fired toward a gaming area provided on a gaming board, and a win / loss lottery is held based on whether the gaming ball enters one of multiple ball entry ports provided in the gaming area, and if the win / loss lottery results in an advantageous state such as a win, a variable ball entry means that is normally closed is opened, and a predetermined gaming value is awarded to the player (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-148264 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the above gaming machine, it is necessary to improve the entertainment value of the game, and there is still room for improvement in this regard.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]
[0006] To achieve this object, the gaming machine described in claim 1 comprises: launching means for launching gaming balls; ball entry means into which the gaming balls launched by the launching means can enter; information acquisition means for acquiring predetermined information based on the gaming balls entering the ball entry means; determination means for determining the predetermined information acquired by the information acquisition means; first display means for displaying a dynamic display of identification information based on the determination result of the determination means; second display means for displaying a lighting pattern of a plurality of indicators based on the determination result of the determination means; and a display means for changing between a first state in which it is difficult or impossible for the gaming ball to enter and a second state in which it is easy or possible for the gaming ball to enter. a first passage area through which a gaming ball that has flowed into the variable ball entry means can pass, a second passage area different from the first passage area, and a second advantageous state means that can generate a second advantageous state different from the advantageous state generated by the advantageous state means, the gaming machine comprising: a variable ball entry means that can change the first state of the variable ball entry means to a second state; advantageous state means that changes the first state of the variable ball entry means to a second state based on the judgment result of the judgment means; a first passage area through which a gaming ball that has flowed into the variable ball entry means can pass, a second passage area different from the first passage area, and a second advantageous state means that can generate a second advantageous state different from the advantageous state generated by the advantageous state means, the gaming machine comprising: a first switching means that can switch whether or not the first passage area is enabled; and a second switching means that can switch whether or not the second passage area is enabled, to gaming balls of General excessively The gaming machine is configured to generate the second advantageous state based on the above, while not generating the second advantageous state when a gaming ball passes through the first passage area that is not set to be valid by the first switching means, and the gaming machine is equipped with a first situation inflow means that, when the second advantageous state is generated, can cause gaming balls to flow into the first passage area that is set to be valid in a first situation during the advantageous state, and a second situation inflow means that can cause gaming balls to flow into the second passage area that is set to be valid in a second situation different from the first situation, and is configured to allow gaming balls to flow into the first passage area that is valid in the first situation, and is configured to allow gaming balls to flow into the second passage area that is valid in the second situation, and in a situation where the second passage area is valid, there is a situation where the first passage area is not valid and gaming balls flow into the first passage area. Not available or difficult to accessIn a situation, a situation may arise in which the first passing area is valid, and the first passing area and the second passing area are configured in an initial state so that game balls cannot pass through the first passing area and the second passing area, the dynamic display in the first display means is configured to be able to derive a display result that does not notify the player that the second advantageous state may occur, the lighting pattern of the multiple displays in the second display means displays that the second advantageous state may occur in a manner that makes it difficult for the player to grasp, the launching means is configured to be able to launch game balls at predetermined periods, and the first switching means is equipped with means capable of making the first passing area valid for a period of at least more than a plurality of the predetermined periods. [Effects of the Invention]
[0007] According to the gaming machine of claim 1, there is provided a launching means for launching gaming balls, a ball entry means into which the gaming balls launched by the launching means can enter, an information acquisition means for acquiring predetermined information based on the fact that the gaming ball has entered the ball entry means, a determination means for determining the predetermined information acquired by the information acquisition means, a first display means for displaying a dynamic display of identification information based on the determination result of the determination means, a second display means for displaying a lighting pattern of a plurality of indicators based on the determination result of the determination means, and a display means for changing between a first state in which it is difficult or impossible for the gaming ball to enter and a second state in which it is easy or possible for the gaming ball to enter. a first passage area through which a gaming ball that has flowed into the variable ball entry means can pass; a second passage area different from the first passage area; and a second advantageous state means that can generate a second advantageous state different from the advantageous state generated by the advantageous state means, the gaming machine comprising: a variable ball entry means; an advantageous state means that changes the advantageous state of the variable ball entry means from the first state to the second state based on the judgment result of the judgment means; a first switching means that can switch whether or not the first passage area is enabled; and a second switching means that can switch whether or not the second passage area is enabled, the first passage area that is set to be enabled by the first switching means. to gaming balls of General excessivelyThe gaming machine is configured to generate the second advantageous state based on the above, while not generating the second advantageous state when a gaming ball passes through the first passage area that is not set to be valid by the first switching means, and the gaming machine is equipped with a first situation inflow means that, when the second advantageous state is generated, can cause gaming balls to flow into the first passage area that is set to be valid in a first situation during the advantageous state, and a second situation inflow means that can cause gaming balls to flow into the second passage area that is set to be valid in a second situation different from the first situation, and is configured to allow gaming balls to flow into the first passage area that is valid in the first situation, and is configured to allow gaming balls to flow into the second passage area that is valid in the second situation, and in a situation where the second passage area is valid, there is a situation where the first passage area is not valid and gaming balls flow into the first passage area. Not available or difficult to access In a situation, a situation may arise in which the first passing area is valid, and the first passing area and the second passing area are configured in an initial state so that game balls cannot pass through the first passing area and the second passing area, the dynamic display in the first display means is configured to be able to derive a display result that does not notify the player that the second advantageous state may occur, the lighting pattern of the plurality of indicators in the second display means displays that the second advantageous state may occur in a manner that makes it difficult for the player to grasp, the launching means is configured to be able to launch game balls at predetermined intervals, and the first switching means comprises means capable of making the first passing area valid for a period of at least a plurality of the predetermined periods or more. It can increase the enjoyment of the game This has the effect of: [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a front view of a pachinko machine according to a first embodiment. [Figure 2] A rear view of a pachinko machine [Figure 3] FIG. 2 is a front view of the game board of a pachinko machine. [Figure 4] This is an enlarged front view schematically showing the variable winning device from the front. [Figure 5](a) is a schematic cross-sectional view of a variable winning device for explaining the behavior of a ball that flows into the large winning opening when the right special variable area opening / closing plate is in the open state and the left special variable area opening / closing plate 74a is in the closed state; (b) is a schematic cross-sectional view of a variable winning device for explaining the behavior of a ball that flows into the large winning opening when the left special variable area opening / closing plate is in the open state and the right special variable area opening / closing plate is in the closed state; and (c) is a schematic cross-sectional view of a variable winning device for explaining the behavior of a ball that flows into the large winning opening when both the right special variable area opening / closing plate and the left special variable area opening / closing plate are in the closed state. [Figure 6] 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 7] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 8] This is a diagram showing a schematic configuration of various counters, counter buffers, first reserved ball storage area, second reserved ball storage area, reserved ball execution area, regular reserved ball storage area, and regular reserved ball execution area. [Figure 9] FIG. 1(a) is a diagram showing a schematic example of a jackpot random number table. [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] FIG. 10 is a diagram showing an example of a probability change area opening / closing table. [Figure 12] FIG. 10 is a diagram showing an example of a probability change area validity table. [Figure 13] This is a timing chart that schematically shows the activation timing of the large prize opening solenoid, right special probability area solenoid, and left special probability area solenoid in each round of the first special pattern jackpot type ``Time Reduction A,'' the ball detection timing at the large prize opening switch, right special probability area switch, and left special probability area switch, and the setting timing of the right special probability effective flag, left special probability effective flag, and special probability transition flag. [Figure 14]This is a timing chart that schematically shows the timing of operation of the large prize opening solenoid, right special probability area solenoid and left special probability area solenoid in the first and second rounds of the jackpot type ``Time Reduction A'' for the first special pattern, the timing of ball detection at the large prize opening switch, right special probability area switch and left special probability area switch, and the timing of setting the right special probability area valid flag, left special probability area valid flag and special probability area transition flag. [Figure 15] This is a timing chart that schematically shows the activation timing of the large prize opening solenoid, right special probability area solenoid, and left special probability area solenoid in each round of the first special pattern jackpot type "latent probability fluctuation A," the ball detection timing at the large prize opening switch, right special probability area switch, and left special probability area switch, and the setting timing of the right special probability effective flag, left special probability effective flag, and special probability transition flag. [Figure 16] This is a timing chart that schematically shows the operation timing of the large prize opening solenoid, right special probability area solenoid and left special probability area solenoid in the first to third rounds of the jackpot type "latent probability fluctuation A" of the first special pattern, the timing of ball detection at the large prize opening switch, right special probability area switch and left special probability area switch, and the timing of setting the right special probability effective flag, left special probability effective flag and special probability transition flag. [Figure 17] This is a timing chart that schematically shows the operation timing of the large prize opening solenoid, right special probability area solenoid, and left special probability area solenoid in each round of the first special pattern jackpot type ``Time Reduction B,'' the ball detection timing at the large prize opening switch, right special probability area switch, and left special probability area switch, and the setting timing of the right special probability effective flag, left special probability effective flag, and special probability transition flag. [Figure 18] This is a timing chart that schematically shows the activation timing of the large prize opening solenoid, right special probability area solenoid, and left special probability area solenoid in each round of the first special pattern jackpot type "latent probability fluctuation B," the ball detection timing at the large prize opening switch, right special probability area switch, and left special probability area switch, and the setting timing of the right special probability effective flag, left special probability effective flag, and special probability transition flag. [Figure 19] This is a timing chart that schematically shows the activation timing of the large prize opening solenoid, right special probability area solenoid, and left special probability area solenoid in each round of the first special pattern jackpot type ``Probability fluctuation A,'' the ball detection timing at the large prize opening switch, right special probability area switch, and left special probability area switch, and the setting timing of the right special probability effective flag, left special probability effective flag, and special probability transition flag. [Figure 20] This is a timing chart that schematically shows the operation timing of the large prize opening solenoid, right special probability area solenoid, and left special probability area solenoid in each round of the second special pattern jackpot type ``Time Reduction C,'' the ball detection timing at the large prize opening switch, right special probability area switch, and left special probability area switch, and the setting timing of the right special probability effective flag, left special probability effective flag, and special probability transition flag. [Figure 21] This is a timing chart that schematically shows the activation timing of the large prize opening solenoid, right special probability area solenoid, and left special probability area solenoid in each round of the second special symbol jackpot type "latent probability fluctuation C," the ball detection timing at the large prize opening switch, right special probability area switch, and left special probability area switch, and the setting timing of the right special probability effective flag, left special probability effective flag, and special probability transition flag. [Figure 22] 10 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Figure 23] This is a flowchart showing the start-up winning process executed by the MPU in the main control unit. [Figure 24] This is a flowchart showing the special chart change processing executed by the MPU in the main control unit. [Figure 25] 10 is a flowchart showing the fluctuation start processing executed by the MPU in the main control device. [Figure 26] 10 is a flowchart showing the jackpot processing executed by the MPU in the main control device. [Figure 27] This is a flowchart showing the large prize opening / closing control process executed by the MPU in the main control unit. [Figure 28] 10 is a flowchart showing an open setting process executed by an MPU in the main control device. [Figure 29] 10 is a flowchart showing the open process executed by the MPU in the main control device. [Figure 30] This is a flowchart showing the jackpot termination processing executed by the MPU in the main control device. [Figure 31] 10 is a flowchart showing an NMI interrupt process executed by an MPU in the main control device. [Figure 32] 10 is a flowchart showing the startup process executed by the MPU in the main control device. [Figure 33] 4 is a flowchart showing main processing executed by an MPU in the main control device. [Figure 34] 10 is a flowchart showing the startup process executed by the MPU in the voice lamp control device. [Figure 35] 10 is a flowchart showing the main processing executed by the MPU in the voice lamp control device. [Figure 36] 10 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device. [Figure 37] A schematic cross-sectional view of the variable winning device and the second variable winning device of the second embodiment when viewed from the front. [Figure 38] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine according to a second embodiment. [Figure 39] FIG. 10 is a diagram showing a schematic diagram of an example of a large prize opening / closing table according to the second embodiment. [Figure 40]This is a timing chart that schematically shows the operation timing of the large prize opening solenoid, second large prize opening solenoid, right special probability area solenoid and left special probability area solenoid in the first to third rounds of the jackpot type ``latent probability fluctuation C'' of the second special pattern in the second embodiment, the timing of ball detection at the large prize opening switch, second prize opening switch, right special probability area switch and left special probability area switch, and the timing of setting the right special probability effective flag, left special probability effective flag and special probability transition flag. [Figure 41] 10 is a flowchart showing the big win processing executed by the MPU in the main control device of the second embodiment. [Figure 42] A schematic cross-sectional view of the variable winning device and the second variable winning device of the third embodiment when viewed from the front. [Figure 43] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine according to a third embodiment. [Figure 44] FIG. 10 is a diagram showing a schematic diagram of an example of a large prize opening / closing table according to the third embodiment. [Figure 45] 10 is a flowchart showing the big win processing executed by the MPU in the main control device of the third embodiment. [Figure 46] 10 is a flowchart showing an open setting process executed by an MPU in a main control device of the third embodiment. [Figure 47] 10 is a flowchart showing an open process executed by an MPU in the main control device of the third embodiment. [Figure 48](a) is a schematic cross-sectional view of the variable winning device of the fourth embodiment when viewed from the front, (b) is a schematic enlarged cross-sectional view to explain the behavior of a ball flowing down the guide passage when the special rate area opening / closing plate is slid downstream, the right special rate area is open, and the left special rate area is closed, (c) is a schematic enlarged cross-sectional view to explain the behavior of a ball flowing down the guide passage when the special rate area opening / closing plate is slid upstream, the left special rate area is open, and the right special rate area is closed, and (c) is a schematic enlarged cross-sectional view to explain the behavior of a ball flowing down the guide passage when the special rate area opening / closing plate is in the initial state, and the right special rate area and the left special rate area are both closed. [Figure 49] FIG. 10 is a block diagram showing the electrical configuration of a pachinko machine according to a fourth embodiment. [Figure 50] FIG. 10 is a diagram showing a schematic example of a probability change area opening and closing table of the fourth embodiment. [Figure 51] 10 is a flowchart showing an open setting process executed by an MPU in a main control device of the fourth embodiment. [Figure 52] 10 is a flowchart showing an open process executed by an MPU in the main control device of the fourth embodiment. [Figure 53] This is a timing chart that schematically shows the operation timing of the large prize opening solenoid, right special probability area solenoid, and left special probability area solenoid in the first and second rounds of the jackpot type ``Time Reduction A'' of the first special pattern in the fifth embodiment, the timing of ball detection at the large prize opening switch, right special probability area switch, and left special probability area switch, and the timing of setting the right special probability effective flag, left special probability effective flag, and special probability transition flag. [Figure 54]This is a timing chart that schematically shows the operation timing of the large prize opening solenoid, right special probability area solenoid, and left special probability area solenoid in the first to third rounds of the jackpot type "latent probability fluctuation A" of the first special pattern in the fifth embodiment, the timing of ball detection at the large prize opening switch, right special probability area switch, and left special probability area switch, and the timing of setting the right special probability effective flag, left special probability effective flag, and special probability transition flag. [Figure 55] 13 is a flowchart showing an open setting process executed by an MPU in a main control device of the fifth embodiment. [Figure 56] 13 is a flowchart showing an open process executed by an MPU in the main control device of the fifth embodiment. [Figure 57] This is a timing chart that schematically shows the operation timing of the large prize opening solenoid, right special probability area solenoid, and left special probability area solenoid in the first to third rounds of the jackpot type ``latent probability fluctuation A'' of the first special pattern in the sixth embodiment, the timing of ball detection at the large prize opening switch, right special probability area switch, and left special probability area switch, and the timing of setting the right special probability effective flag, left special probability effective flag, and special probability transition flag. [Figure 58] A figure showing the configuration of the variable winning device of the seventh embodiment, where (a) is a schematic cross-sectional view of the variable winning device of the seventh embodiment when viewed from the front, and (b) is a schematic cross-sectional view (top cross-sectional view) of the variable winning device along line AA in (a). DETAILED DESCRIPTION OF THE INVENTION
[0009] 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 36. 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.
[0010] 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.
[0011] A game board 13 (see FIG. 3) having numerous nails and winning holes (ball entry holes) 63, 64b, 64c, 65a, 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. 7) that launches balls toward 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.
[0012] 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.
[0013] 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.
[0014] 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 7). 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.
[0015] 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 corresponding to the first special symbol used in the first lottery game or the second special symbol used in the second lottery game (hereinafter, the variable display of the third symbol will be referred to as the "variable effect").
[0016] The first lottery game is a lottery game resulting from a ball entering a special prize winning hole 64b (see FIG. 3) provided in an alternating distribution unit 64 (see FIG. 3) described later (hereinafter, the entry of a ball may be referred to as a "winning"), and the second lottery game is a lottery game resulting from a ball entering a special prize winning hole 64c (see FIG. 3) also provided in the alternating distribution unit 64 (see FIG. 3) (hereinafter, the first lottery game and the second lottery game may be collectively referred to simply as a "lottery game").
[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 slot (for example, special pattern 1 winning slot 64b or special pattern 2 winning slot 64c described below; see Figure 3), 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 slot (whether it is a jackpot or not) is presented to the player based on the combination of patterns that are stopped and displayed. In the first embodiment, the third pattern display device 81 is configured to be able to execute only one lottery game, and is configured to use the third pattern in common for the first special pattern based on the first lottery game and the second special pattern based on the second lottery game (hereinafter, the first special pattern and the second special pattern may be collectively referred to simply as "special pattern"), and to display either the lottery result based on the first lottery game or the lottery result based on the second lottery game.
[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 just before the "jackpot display" indicating that a jackpot will occur 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. 6) described later stop at the same symbol, and the middle symbol row Z2 (see FIG. 6) 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 buttons 22 are configured as buttons to be pressed, but instead of the frame buttons 22, they may be configured as 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). Then, based on the direction in which the operation lever is tilted, the performance stage may be selected or changed, or the variable elements of the "Super Reach" or the variable elements of the "Special Reach" may be determined.
[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. 7), 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 7). Balls are successively replenished in the tank 130 from the island equipment of the gaming hall, and the required number of balls are dispensed by the payout device 133 as appropriate. 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 deletion switch 122. 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 7). The operation knob 121 is operated to adjust the firing force of the firing solenoid. The RAM deletion switch 122 is operated when the power is turned on to return the pachinko machine 10 to its initial state.
[0040] Next, as shown in Figure 3, the game board 13 is constructed by assembling, on a wooden base plate 60 machined into a roughly square shape when viewed from the front, a number of nails, windmills and rails 61, 62 for guiding balls, a general winning opening 63 through which a predetermined prize ball can be obtained when a ball enters, an alternating distribution unit 64 having a special symbol 1 winning opening 64b for the first lottery game and a special symbol 2 winning opening 64c for the second lottery game and a normal electric device 67a, a variable winning device 65 that opens when a jackpot occurs in the first lottery game or the second lottery game, a normal pattern gate 67 for driving the normal electric device 67a, a variable display device unit 80 having a third pattern display device 81, and the peripheral portion of the unit is attached to the back side of the inner frame 12.
[0041] The general winning opening 63, alternating distribution unit 64, variable winning device 65, normal symbol gate 67, and 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 side 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. 7) 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 point 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 through the right side of the variable display unit 80 as viewed from the front is referred to as a "right hit," while the act of launching a ball to pass through the left side of the variable display unit 80 as viewed from the front is referred to as a "left hit"). In the first embodiment, in a game played by a left-handed player, it is configured so that a ball can enter the distribution ball entry port of the alternating distribution unit 64, but it is difficult for the ball to enter the variable winning device 65. Also, in a game played by a right-handed player, it is configured so that a ball can enter the variable winning device 65, but it is difficult (impossible) for the ball to enter the distribution ball entry port of the alternating distribution unit 64. The specific configuration will be described later.
[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 side 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 first LED group 37a and a second LED group 37b, each of which is made up of a plurality of LEDs that serve as light-emitting means. The special symbol display device 37 displays the variations of each special symbol (hereinafter, the variations of the special symbols will be referred to as "dynamic display") in response to each control performed by the main control device 110 (see Fig. 7), which will be described later, and also displays the game status of the pachinko machine 10.
[0046] The first LED group 37a indicates the number of reserved balls, which is the number of balls (reserved balls) that have not yet been displayed as a variable display among the balls that have entered the special prize winning slot 64b or the special prize winning slot 64c (described later), by lighting up. The number of jackpot rounds and error display are also indicated by the lighting up state of the first LED group 37a corresponding to the state. The first LED group 37a is configured so that each LED has a different light color (e.g., red, green, blue), and the combination of light colors can indicate various game states of the pachinko machine 10 with a small number of LEDs.
[0047] It should be noted that a "round" in a jackpot refers to the period from when the large prize opening 65a, which will be described later in this document, opens to when it closes in order to determine the number of winning balls in a jackpot. In the pachinko machine 10 of the first embodiment, one "round" is executed when "30 seconds" have elapsed since the large prize opening 65a began to open, or when 10 balls enter the large prize opening 65a while it is open.
[0048] The second LED group 37b is made up of a total of 16 LEDs, consisting of an upper LED group made up of 8 LEDs and a lower LED group also made up of 8 LEDs. The upper LED group variably displays a first special symbol (hereinafter, the first special symbol may be abbreviated as "special symbol 1") that indicates the result of the first lottery game. The lower LED group variably displays a second special symbol (hereinafter, the second special symbol may be abbreviated as "special symbol 2") that indicates the result of the second lottery game.
[0049] Specifically, the upper LED group displays a variable display (in the first embodiment, the LEDs in the upper LED group light up one by one in sequence, starting from the leftmost LED and continuing to the right, and this lighting pattern is displayed repeatedly) until a variable time (dynamic display time) determined based on the winning of a prize at the special prize winning slot 64b provided in the alternating distribution unit 64 described below has elapsed, and then displays a stopped pattern indicating the judgment result (in the first embodiment, any of a total of 256 types of stopped patterns, depending on the combination of the lighting patterns of the eight LEDs).
[0050] In addition, the lower LED group displays a variable display (in the first embodiment, the LEDs in the lower LED group light up one by one in sequence, starting from the leftmost LED in the lower LED group to the right, and this lighting pattern is displayed repeatedly) until a variable time (dynamic display time) determined based on the winning of a prize at the special prize winning slot 64c provided in the alternating distribution unit 64 described below has elapsed, and then a stopped display is displayed with a pattern indicating the judgment result (in the first embodiment, one of a total of 256 types of stopping patterns, depending on the combination of the lighting patterns of the eight LEDs).
[0051] In any of the LED groups, if the result is a miss, only the leftmost LED is lit, and if the result is a jackpot, each LED group is lit in a lighting pattern corresponding to the jackpot. Details of the stop patterns of each LED group will be described later.
[0052] In addition, in this pachinko machine 10, a judgment is made (jackpot lottery) as to whether or not a ball that enters the special prize slot 64b or the special prize slot 64c is a jackpot, and if it is determined to be a jackpot, the type of jackpot is also determined depending on the prize slot 64b, 64c that the ball entered.
[0053] The types of jackpots determined here are "Probability Fluctuation A" corresponding to a "15-round (hereinafter, "round" may be simply referred to as "R") probability variable jackpot," "Latent Probability Fluctuation A" and "Latent Probability Fluctuation B" corresponding to a "7R latent probability variable jackpot," and "Time Shortening A" and "Time Shortening B" corresponding to a "7R time-saving jackpot" (see Figure 10(a)). Also, based on winning the special chart 2 winning slot 64c, "Probability Fluctuation A" corresponding to a "15R probability variable jackpot," "Latent Probability Fluctuation C" corresponding to a "15R latent probability variable jackpot," and "Time Shortening C" corresponding to a "15R time-saving jackpot" are prepared (see Figure 10(b)).
[0054] Here, a "15R probability variable jackpot" refers to a jackpot that transitions to a "probability variable state" after a jackpot with a maximum of 15 rounds, a "15R latent probability variable jackpot" refers to a jackpot that transitions to a "probability variable state" after a jackpot with a maximum of 15 rounds but does not notify the player that the "probability variable state" has been granted, and a "15R time-saving jackpot" refers to a jackpot that transitions to a "time-saving state" after a jackpot with a maximum of 15 rounds. Also, a "7R latent probability variable jackpot" refers to a jackpot that transitions to a "probability variable state" after a jackpot with a maximum of 7 rounds but does not notify the player that the "probability variable state" has been granted, and a "7R time-saving jackpot" refers to a jackpot that transitions to a "time-saving state" after a jackpot with a maximum of 7 rounds.
[0055] Here, "normal gaming state" refers to a low probability state that is not a "probability variable state" or a "time-shortened state," and refers to a state in which the jackpot probability for special symbols and the probability of winning for normal symbols are normal. In other words, the "normal gaming state" is a state in which the jackpot probability for special symbols is lower than in the "probability variable state," and the winning probability for normal symbols is lower than in the "probability variable state" and the "time-shortened state." This is not a gaming state in which it is easy for the ball to win the special symbol 2 winning slot 64c (hereinafter, the state in which it is easy for the ball to win the special symbol 2 winning slot 64c may be referred to as the "winning assistance state"), and is the most unfavorable gaming state for the player.
[0056] Next, the "time-shortened state" refers to a state in which the probability of winning a special symbol is as low as in the "normal game state," but the so-called "time-shortened function" is added, increasing the probability of winning a normal symbol. In other words, the "time-shortened state" makes it easier for the normal electric device 67a, which is provided on the right side of the alternating distribution unit 64, to be described later, to be opened, and as a result, it is a game state in which it is easier for the ball to enter the special symbol 2 winning hole 64c in the alternating distribution unit 64, i.e., a winning assistance state.
[0057] In the pachinko machine 10 of the first embodiment, the "time-shortened state" is maintained after a jackpot of the jackpot type "time-shortened A," "time-shortened B," or "time-shortened C" (see FIG. 10) described below, until a predetermined number of special symbol variable effects (50 or 100 in the first embodiment) are executed for each jackpot. After the dynamic display of the special symbol is executed the predetermined number of times, the machine is configured to transition from the "time-shortened state" to the "normal game state."
[0058] Next, the "probability fluctuating state" refers to a high probability state in which the probability of a subsequent special symbol winning increases as an added value after the end of the jackpot. In other words, the "probability fluctuating state" refers to the time during the so-called "probability fluctuating state," or in other words, a gaming state in which it is easy to transition to a special gaming state.
[0059] In the pachinko machine 10 of the first embodiment, after a jackpot of the jackpot type "Probability Fluctuation A," "Latent Probability Fluctuation A," "Latent Probability Fluctuation B," or "Latent Probability Fluctuation C" (see Figure 10) described below, the jackpot probability of the special symbol becomes high until the special symbol variation effect is executed 50 or 100 times (so-called special time; hereinafter, the initial letters of Special Time may be abbreviated as "ST").
[0060] In addition, the pachinko machine 10 of the first embodiment is provided with a "probability variable state" in which the above-mentioned "time-saving function" is provided, and a "probability variable state without time-saving function" in which the "time-saving function" is not provided, as "probability variable state." That is, in the "probability variable state with time-saving function," the probability of a jackpot for a special symbol is high, and the normal electric device 67a, which will be described later, is more likely to open, resulting in a prize-winning support state in which the ball is more likely to enter the special symbol 2 prize slot 64c in the alternating distribution unit 64. On the other hand, in the "probability variable state without time-saving function," the probability of a jackpot for a special symbol is high, but the normal electric device 67a is less likely to open, so, like the "normal game state," it is a non-prize-winning support state that is not a prize-winning support state for the special symbol 2 prize slot 64c.
[0061] The "probability variable state with time reduction" is maintained after a jackpot of the jackpot type "probability variable A," "latent probability variable A," "latent probability variable B," or "latent probability variable C" (see FIG. 10) described later, until a specified number of times (50 or 100 times in the first embodiment) of special symbol variation effects are executed for each jackpot. On the other hand, after the specified number of times of dynamic display of special symbols are executed, if the "probability variable state with time reduction" is based on a jackpot of the jackpot type "latent probability variable A" or "latent probability variable B" (see FIG. 10) described later, the game is configured to transition to a "probability variable state without time reduction," and if the "probability variable state with time reduction" is based on a jackpot of the jackpot type "probability variable A" or "latent probability variable C" (see FIG. 10) described later, the game is configured to transition to a "normal game state."
[0062] Here, in the pachinko machine 10 of the first embodiment, the presentation modes for the "probability changing state" are provided as a "probability change notification presentation mode" that notifies the player that the jackpot probability of the special symbol has increased and the state is in a high probability state, and a "latent probability change presentation mode" that does not notify the player that the jackpot probability has increased and the state is in a high probability state.
[0063] The "probability change notification presentation mode" is configured to notify the player that the probability of a jackpot with a special symbol has increased during the "probability change notification presentation mode" by the third symbol display device 81, which will be described later, etc. In the first embodiment, when the jackpot type "probability change A" (see FIG. 10), which will be described later, is won, the "probability change notification presentation mode" is executed after the jackpot ends.
[0064] On the other hand, the "latent probability change presentation mode" is configured so that the player is not notified by the third pattern display device 81, etc., described later, that the jackpot probability of the special pattern is in a high probability state where it has increased during the "latent probability change presentation mode." In other words, the "latent probability change presentation mode" is configured to perform presentations equivalent to those corresponding to the "time-shortened notification presentation mode" or "normal notification mode," described later, and to make it impossible (difficult) for the player to distinguish whether they are in a "probability variable state," a "time-shortened state," or a "normal game state," thereby providing a game feature that allows the player to guess which game state they are in.
[0065] In the first embodiment, if the jackpot type "latent probability change A," "latent probability change B," or "latent probability change C" (see Figure 10) described below is won, a "latent probability change presentation mode" is executed after the jackpot ends.
[0066] Furthermore, in the pachinko machine 10 of the first embodiment, a "time-shortening notification presentation mode" is provided as a presentation mode of the "time-shortening state" that notifies the player that the above-mentioned "time-shortening function" has been granted. This "time-shortening notification presentation mode" is configured to notify the player that the probability of winning a normal symbol has increased during the "time-shortening notification presentation mode" by the third symbol display device 81, etc., which will be described later. In the first embodiment, when a jackpot type "time-shortening A," "time-shortening B," or "time-shortening C" (see FIG. 10) described later is won, the "time-shortening notification presentation mode" is executed after the jackpot ends.
[0067] Furthermore, in the pachinko machine 10 of the first embodiment, a "normal presentation mode" different from the "time-shortened notification presentation mode (latent probability variable presentation mode)" and the "probability variable notification presentation mode" is provided as a presentation mode for the "normal game state." This "normal presentation mode" is configured to notify the player by the third symbol display device 81 (described later) or the like that the state has not transitioned to an advantageous state for the player during the "normal presentation mode." In the first embodiment, the "normal presentation mode" is executed when the pachinko machine 10 is initialized, when the "probability variable state" or the "time-shortened state" ends, or when 50 special symbol variation presentations have been completed after the end of a jackpot of the jackpot type "latent probability variable A" or "latent probability variable B" (see FIG. 10).
[0068] That is, the pachinko machine 10 of the first embodiment is configured so that the "latent probability change presentation mode" executes presentations equivalent to the "time-shortened notification presentation mode" or the "normal presentation mode." By configuring in this way, the player cannot clearly recognize which game state he is in, as it is impossible (difficult) to distinguish between the "probability change state" and the "time-shortened state," or between the "probability change state" and the "normal game state." By configuring in this way, a gameplay feature is created that allows the player to guess which game state he is in while the "latent probability change presentation mode" is being executed, thereby increasing the fun of the game.
[0069] Furthermore, after the end of a jackpot of the jackpot type "latent probability fluctuation A" or "latent probability fluctuation B" (see Figure 10) described below, if the special symbol variation effect has been completed 50 times, the game state thereafter will be an internal "probability variation state" that is advantageous to the player until the next special symbol variation effect is executed 50 times, but the "normal presentation mode" will be executed in terms of presentation. On the other hand, after the end of a jackpot type "time reduction A" or "time reduction B" (see Figure 10), if the special symbol variation effect has been completed 50 times, the game state thereafter will be an internal "normal game state" and the "normal presentation mode" will be executed in terms of presentation. For this reason, even after the "time-shortened state" ends after 50 variations of the special symbols have been performed after the end of a jackpot of the "time-shortened A" or "time-shortened B" jackpot type, the player cannot distinguish whether the jackpot is based on the "time-shortened A" or "time-shortened B" jackpot type or the "latent probability variation A" or "latent probability variation B" jackpot type.
[0070] By configuring it in this way, by not letting the player know whether it is in the "probability variable state" or the "normal game state," it is possible to make the player guess that the "probability variable state" may be internally set, even when the "normal presentation mode" indicating the "normal game state" is being executed, and to allow the player to continue playing. Therefore, even after the "time-shortened state" has ended, it is possible to increase the player's motivation to continue playing, and promote the operation of the pachinko machine 10.
[0071] Here, the display mode of the second LED group 37b for each jackpot type will be explained. The upper LED group for the first special symbol has a total of 256 display patterns: one display pattern corresponding to a loss, 63 display patterns corresponding to the jackpot type "Time Reduction A," 63 display patterns corresponding to the jackpot type "Time Reduction B," 64 display patterns corresponding to the jackpot type "Latent Probability Variation A," 64 display patterns corresponding to the jackpot type "Latent Probability Variation B," and one display pattern corresponding to the jackpot type "Probability Variation A." 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 patterns of the upper LED group, they can recognize the stop display for a loss and the stop display for the jackpot type "Probability Variation A," but the display patterns are configured to make it difficult to distinguish between the stop displays for the jackpot types "Time Reduction A," "Time Reduction B," "Latent Probability Variation A," and "Latent Probability Variation B."
[0072] In addition, the lower LED group for the second special symbol has a total of 256 display patterns, including one display pattern corresponding to a loss, 127 display patterns corresponding to the jackpot type "Time Reduction C," 127 display patterns corresponding to the jackpot type "Latent Probability Variation C," and one display pattern corresponding to the jackpot type "Probability Variation A." Similarly to the upper LED group, each display pattern does not have a specific regularity for each jackpot type, and random display patterns are assigned in advance. Therefore, when a player looks at the display patterns of the lower LED group, they can recognize the loss stop display and the jackpot type "Probability Variation A" stop display, but they are configured to make it difficult to distinguish whether the stop display is for the jackpot type "Time Reduction C" or "Latent Probability Variation C."
[0073] By configuring it in this way, even if each jackpot type is displayed in the stop display of the second LED group 37b of the special pattern display device 37, it will be difficult for the player to recognize the jackpot type that has been won unless he / she knows all of the jackpot types that correspond to each stop display. Therefore, while the "latent probability change presentation mode" is being executed, a gameplay feature is created that allows the player to guess which game state it is in, thereby increasing the excitement of the game.
[0074] Continuing the explanation by returning to Figure 3, the game area of the game board 13 is provided with one or more general winning holes 63 from which 5 to 15 balls are paid out as prize balls when a ball wins.
[0075] In addition, an alternating distribution unit 64 is disposed in the lower center of the play area, into which balls flowing down the play area can enter. This alternating distribution unit 64 is mainly composed of a distribution ball inlet into which balls flowing down the play area can enter, a distribution device 64a that alternately distributes balls that enter the distribution ball inlet to the left path or the right path within the alternating distribution unit 64, a special prize winning port 64b into which balls distributed to the left path by the distribution device 64a can enter, and a special prize winning port 64c into which balls distributed to the right path by the distribution device 64a can enter.
[0076] When a ball enters the special symbol 1 winning hole 64b provided in this alternating distribution unit 64, a special symbol 1 winning hole switch (not shown) provided on the back side of the game board 13 is turned on, and when the special symbol 1 winning hole switch is turned on, a lottery for a jackpot of the first special symbol (i.e., a first lottery game) is performed by the main control device 110 (see FIG. 13). Then, a dynamic display of the special symbol according to the lottery result is shown by the upper LED group in the second LED group 37b of the special symbol display device 37, and a variable performance of the third symbol is executed by the third symbol display device 81.
[0077] In addition, when a ball enters the special symbol 2 winning hole 64c provided in the alternating distribution unit 64, a special symbol 2 winning hole switch (not shown) provided on the back side of the game board 13 is turned on, and due to the special symbol 2 winning hole switch being turned on, a lottery for a jackpot of the second special symbol (i.e., a second lottery game) is performed by the main control device 110 (see FIG. 13). Then, a dynamic display of the special symbol according to the lottery result is shown by the lower LED group in the second LED group 37b of the special symbol display device 37, and a variable performance of the third symbol is executed by the third symbol display device 81.
[0078] In addition, the special prize slot 64b and the special prize slot 64c are also prize slots from which two balls are paid out as prize balls when a ball enters the slot.
[0079] Here, we will explain how balls entering the alternating sorting unit 64 are alternately sorted into the left path or the right path by the sorting device 64a. Balls that enter the alternating sorting unit 64 and flow down through the sorting ball inlet are accommodated in the space formed by the center plate and right-side receiving plate of the sorting device 64a. The weight of the balls then pushes down the right-side receiving plate, causing the sorting device 64a to rotate, and the leading edge of the right-side receiving plate abuts against the wall below the sorting device 64a of the alternating sorting unit 64, so that the entire right-side receiving plate is below the rotating shaft and the left-side receiving plate is above the rotating shaft. Therefore, the sorting device 64a is in a state where it can send balls down the right path, and in this state, the balls roll on the top surface of the right-side receiving plate, guiding them to the right path. At this time, the force pushing down the right-side receiving plate (rotating the sorting device 64a) due to the weight of the balls is greater than the repulsive force between the sorting-side magnet (not shown) and the unit-side magnet (not shown), so the sorting device 64a rotates against the repulsive force of the magnets. Then, again, the repulsive force of the magnets maintains the state in which the left-side receiving plate is above the rotation shaft and the right-side receiving plate is below the rotation shaft, i.e., the left-side guide position.
[0080] Next, balls entering the alternating sorting unit 64 and flowing down through the ball sorting inlet are accommodated in the space formed by the center plate and left-side receiving plate of the sorting device 64a. The weight of the balls pushes down the left-side receiving plate, causing the sorting device 64a to rotate, and the leading edge of the left-side receiving plate abuts against the wall of the alternating sorting unit 64, causing the entire left-side receiving plate to be below the rotation shaft and the right-side receiving plate to be above the rotation shaft. Therefore, the sorting device 64a is ready to send balls down the left-side path, and in this state, the balls roll on the top surface of the left-side receiving plate, guiding them to the left-side path. At this time, too, the force pushing down the left-side receiving plate (rotating the sorting device 64a) due to the weight of the balls is greater than the repulsive force between the sorting-side magnet (not shown) and the unit-side magnet (not shown), causing the sorting device 64a to rotate against the repulsive force of the magnets. Then, again, the repulsive force of the magnets maintains the state in which the left receiving plate is below the rotating shaft and the right receiving plate is above the rotating shaft, i.e., the right guide position. By alternately repeating these movements, balls that enter the alternating distribution unit 64 are distributed alternately to the left path and the right path.
[0081] The left path of the alternating distribution unit 64 is a path along which balls guided to the left side of the alternating distribution unit 64 by the distribution device 64a flow. A left exit is provided below the left side of this left path, from which balls flowing down the left path exit, and a special prize winning port 64b is disposed below the left exit. Therefore, the balls guided to the left path are configured to flow down the left path and then win in the special prize winning port 64b.
[0082] The right path of the alternating distribution unit 64 is a path along which balls guided to the right side of the alternating distribution unit 64 by the distribution device 64a flow. A right exit is provided below the right side of this right path, through which balls flowing down the right path exit, and a special prize winning port 64c is disposed below the right exit. Therefore, the balls guided to the right path are configured to flow down the right path and then win in the special prize winning port 64c.
[0083] A variable winning device 65 is disposed on the right side of the alternating distribution unit 64 when viewed from the front, and a large winning opening 65a having a horizontally long rectangular shape is provided in the approximate center of the device.
[0084] In the pachinko machine 10 of the first embodiment, if the lottery for the first or second special symbol on the main control device 110 (see FIG. 7) results in a jackpot, after a predetermined time (variable time) has elapsed, the second LED group 37b of the special symbol display device 37 is lit to display the jackpot stop symbol, and the stop symbol corresponding to the jackpot is displayed on the third symbol display device 81, thereby indicating the occurrence of a jackpot. After that, the opening / closing plate 65b (see FIG. 4) provided on the variable winning device 65 is opened, and the game state transitions to a special game state (jackpot) in which a ball is likely to enter the jackpot opening 65a. In this special game state, the jackpot opening 65a, which is normally closed, is opened for a predetermined time (for example, until 30 seconds have elapsed, or until 10 balls have entered).
[0085] This big prize opening 65a closes after a predetermined time has elapsed, and after that closure, the big prize opening 65a is opened again for a predetermined time. The opening and closing operation of this big prize opening 65a can be repeated up to, for example, 15 times (15 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 the player is paid out a larger number of prize balls than usual as an added gaming value (game value).
[0086] In addition, the large prize opening 65a of the variable prize device 65 is provided with a right-side probability variable area 73 (see FIG. 4), a left-side probability variable area 74 (see FIG. 4), and a discharge passage 75 (see FIG. 4), through which the balls that flow into the large prize opening 65a can flow down. In the pachinko machine 10 of the first embodiment, in the special game state (jackpot state), the right-side probability variable area 73 and the left-side probability variable area 74 are switched between enabled and disabled, and the ball that flows into the large prize opening 65a passes through the right-side probability variable area 73 or the left-side probability variable area 74 that is set to be enabled, so that a "probability variable state" occurs after the special game state ends.
[0087] Here, details of the variable winning device 65 will be described with reference to Fig. 4. Fig. 4 is an enlarged front view that schematically illustrates the front view of the variable winning device 65. As shown in Fig. 4, the variable winning device 65 includes a horizontally elongated rectangular opening / closing plate 65b that covers the large winning opening 65a, a large winning opening solenoid 65c (see Fig. 7) for driving the opening / closing plate 65b forward to open and close using the lower side of the opening / closing plate 65b as an axis, a large winning opening switch 71 that detects a ball that has entered the large winning opening 65a, a guide passage 72 through which the ball detected by the large winning opening switch 71 flows down, a right-side probability variable area 73 provided downstream (left side) of the guide passage 72, a left-side probability variable area 74 provided downstream (left side) of the right-side probability variable area 73, and a discharge passage 75 provided downstream (left side) of the left-side probability variable area 74.
[0088] The large prize opening switch 71 is embedded in the passageway near the large prize opening 65a, and 15 prize balls are paid out when a ball is detected by this large prize opening switch 71. Furthermore, when 10 balls are detected by this large prize opening switch 71 after the opening / closing plate 65b is opened, the opening / closing plate 65b is closed, and one round ends.
[0089] The guide passage 72 is a passage through which balls that flow into the large prize opening 65a flow down, and a right-side probability variable area 73 and a left-side probability variable area 74, which will be described later, are provided at predetermined positions on the guide passage 72, and a discharge passage 75, which will be described later, is provided downstream of the right-side probability variable area 73 and the left-side probability variable area 74. Therefore, balls that flow into the large prize opening 65a and flow down the guide passage 72 will pass through the right-side probability variable area 73, the left-side probability variable area 74, or the discharge passage 75.
[0090] In the pachinko machine 10 of the first embodiment, after a ball that has flowed into the large prize opening 65a is detected by the large prize opening switch 71, it is configured to take approximately "1.5 seconds" to travel through the guide passage 72 and reach above the right-side variable probability area 73, which will be described later, and after a ball that has flowed into the large prize opening 65a is detected by the large prize opening switch 71, it is configured to take approximately "1.6 seconds" to travel through the guide passage 72 and reach above the left-side variable probability area 74, which will be described later. Therefore, a ball detected by the large prize opening switch 71 is configured to be able to flow into the right-side variable probability area 73 or the left-side variable probability area 74 within "2 seconds".
[0091] The right-side variable probability area 73 is arranged so that its upper surface is flush with the bottom surface (ball rolling surface) of the guide passage 72 when in the closed state (protruding state), and is configured to be displaceable from the closed state to the open state (retracted state), and is composed of a right variable probability area opening / closing plate 73a (see Figure 7) that can drive the right variable probability area opening / closing plate 73a to open and close, a right variable probability area passage 73c that is provided downstream of the right variable probability area opening / closing plate 73a and through which balls can flow down, and a right variable probability area switch 73d that is embedded in the right variable probability area passage 73c and can detect balls passing through the right variable probability area passage 73c.
[0092] The left-side variable probability area 74 is composed of a left variable probability area opening / closing plate 74a whose upper surface is arranged flush with the bottom surface of the guide passage 72 when in a closed state (protruding state) and which is configured to be displaceable from a closed state to an open state (retracted state), a left variable probability area solenoid 74b (see Figure 7) which can drive the left variable probability area opening / closing plate 74a to open and close, a left variable probability area passage 74c which is provided downstream of the left variable probability area opening / closing plate 74a and through which balls can flow down, and a left variable probability area switch 74d which is embedded in the left variable probability area passage 74c and can detect balls passing through the left variable probability area passage 74c.
[0093] The discharge passage 75 is a passage for discharging a ball that has flowed into the large prize opening 65a to outside the variable prize device 65 (to the back side of the game board 13) if the ball does not flow into either the right-side special prize area 73 or the left-side special prize area 74.
[0094] The right-side variable probability area opening / closing plate 73a and the left-side variable probability area opening / closing plate 74a are made of transparent or nearly transparent resin. Therefore, by making it difficult for a player to recognize the position (drive mode) of each variable probability area opening / closing plate 73a, 74a, it is possible to make it difficult for a player to determine whether each variable probability area opening / closing plate 73a, 74a opens or closes the variable probability area 73, 74. The right-side variable probability area opening / closing plate 73a and the left-side variable probability area opening / closing plate 74a may also be made of colored resin.
[0095] Here, referring to Fig. 5, the inflow pattern of the balls flowing into the large prize opening 65a of the variable prize device 65 will be described. Fig. 5(a) is a schematic cross-sectional view of the variable prize device 65 for explaining the behavior of the balls flowing into the large prize opening 65a when the right variable prize area opening / closing plate 73a is in an open state (submerged state) and the left variable prize area opening / closing plate 74a is in a closed state (protruding state), Fig. 5(b) is a schematic cross-sectional view of the variable prize device 65 for explaining the behavior of the balls flowing into the large prize opening 65a when the left variable prize area opening / closing plate 74a is in an open state (submerged state) and the right variable prize area opening / closing plate 73a is in a closed state (protruding state), Fig. 5(c) is a schematic cross-sectional view of the variable prize device 65 for explaining the behavior of the balls flowing into the large prize opening 65a when both the right variable prize area opening / closing plate 73a and the left variable prize area opening / closing plate 74a are in a closed state (protruding state).
[0096] As shown in FIG. 5(a), when a jackpot is won and a special game state is generated, the opening / closing plate 65b of the variable prize-winning device 65 is opened, allowing a ball to flow into the special prize opening 65a. When the right special prize area opening / closing plate 73a is open (recessed) and the left special prize area opening / closing plate 74a is closed (protruding), a ball flowing into the special prize opening 65a is first detected by the special prize opening switch 71 and then flows down the guide passage 72. Because the right special prize area opening / closing plate 73a is open (recessed) by the right special prize area solenoid 73b (see FIG. 7), the ball flows into the right special prize area passage 73c. The ball is then detected by the right special prize area switch 73d embedded in the right special prize area passage 73c. The ball detected by the right variable probability area switch 73d is discharged outside the variable winning device 65 (to the back side of the game board 13) through a discharge path (not shown).
[0097] Next, as shown in Figure 5 (b), when the right variable probability area opening / closing plate 73a is in a closed state (protruding state) and the left variable probability area opening / closing plate 74a is in an open state (recessed state), the ball that flows into the special prize opening 65a is first detected by the special prize opening switch 71 and then flows down the guide passage 72. Then, the ball rolls on the top surface of the closed (protruding) right variable probability area opening / closing plate 73a, and because the left variable probability area opening / closing plate 74a, located downstream of the right variable probability area opening / closing plate 73a, is opened (recessed) by the left variable probability area solenoid 74b (see Figure 7), the ball flows into the left variable probability area passage 74c. Then, the ball is detected by the left variable probability area switch 74d embedded in the left variable probability area passage 74c. The ball detected by the left variable probability area switch 74d is discharged outside the variable winning device 65 (to the back side of the game board 13) through a discharge path (not shown).
[0098] 5(c), when the right variable probability area opening / closing plate 73a and the left variable probability area opening / closing plate 74a are both in the closed state (protruding state), the ball that has flowed into the special prize opening 65a is first detected by the special prize opening switch 71, and then flows down the guide passage 72. Then, the ball rolls on the upper surface of the closed (protruding) right variable probability area opening / closing plate 73a and the upper surface of the left variable probability area opening / closing plate 74a, and is discharged from the discharge passage 75 provided downstream to the outside of the variable prize winning device 65 (to the back side of the game board 13).
[0099] The special game state is not limited to the above-described form. A large opening (not shown) that opens and closes separately from the special prize opening 65a may be provided in the game area, and when the second LED group 37b corresponding to a jackpot is lit in the special symbol display device 37, the large prize opening 65a is opened for a predetermined time, and when a ball enters the large prize opening 65a while the large prize opening 65a is open, the large opening provided separately from the large prize opening 65a is opened for a predetermined time and a predetermined number of times, forming a special game state (see the second embodiment and subsequent embodiments).
[0100] Returning to Figure 3, the explanation will continue. Above the variable winning device 65 as viewed from the front, and to the right of the variable display device unit 80 as viewed from the front, a normal symbol gate 67 is provided. This normal symbol 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 normal symbol gate 67, a normal symbol switch (not shown) formed in the through-hole is turned on, and when this is turned on, a lottery for a winning normal symbol is held by the main control device 110. Note that this normal symbol gate 67 only serves as a lottery trigger for the variable display of normal symbols, and is configured so that no prize balls or the like are paid out even when a ball passes through.
[0101] A normal electric device 67a is disposed downstream of the variable winning device 65 and on the right side of the alternating distribution unit 64. This normal electric device 67a is mainly composed of a rotating plate and a rotating solenoid (not shown) that drives the rotating plate to open and close.
[0102] The main control device 110 of the first embodiment normally maintains the rotating plate of the normal electric device 67a in an upright state and covers the right side of the alternating distribution unit 64, thereby preventing balls from flowing into the special symbol 2 winning port 64c from the right side of the alternating distribution unit 64. When a win is won with the variable display of the normal symbol, the rotating solenoid (not shown) is driven for a predetermined time, and the rotating plate of the normal electric device 67a is driven for the predetermined time from the upright state to an open state (tilted state) tilted at a predetermined angle (for example, 45 degrees) to the right, allowing balls to flow into the special symbol 2 winning port 64c from the right side of the alternating distribution unit 64, and is configured to be in a state in which balls flowing down the right side of the alternating distribution unit 64 are likely to win the special symbol 2 winning port 64c, i.e., a winning assistance state.
[0103] Furthermore, the pachinko machine 10 of the first embodiment is configured so that the probability of winning a normal symbol variable display changes depending on the game state. Specifically, in the "normal game state" or "probability variable state without time reduction," the probability of winning a normal symbol is set to a low probability state (e.g., 1 / 10), making it difficult to win a normal symbol variable display, thereby making it difficult to open (tilted) the rotating plate of the normal electric device 67a and make it difficult to win a special symbol 2 prize slot 64c. On the other hand, in the "probability variable state with time reduction" or "time reduction state," the probability of winning a normal symbol is set to a high probability state (e.g., 9 / 10), making it easy to win a normal symbol variable display, thereby making it easy to open (tilted) the rotating plate of the normal electric device 67a and make it easy to win a special symbol 2 prize slot 64c.
[0104] In addition, instead of changing the probability of winning a normal symbol from the "normal game state" or the "normal game state without time reduction," as in the "probability variable state with time reduction" or "time shortening state," the time for which the rotating plate of the normal electric device 67a rotates or the number of times the rotating plate of the normal electric device 67a rotates per hit may be changed according to the game state of the pachinko machine 10. Specifically, in the "probability variable state with time reduction" or the "time shortening state," the time for which the rotating plate of the normal electric device 67a rotates may be made longer than in the "normal game state" or the "probability variable state without time reduction," or the number of times the rotating plate of the normal electric device 67a rotates per hit may be made more than in the "normal game state" or the "probability variable state without time reduction." In addition, in the "time-shortened probability state" or the "time-shortened state," at least two of the following may be simultaneously performed: increasing the probability of winning a normal symbol; lengthening the rotation time of the rotating plate of the normal electric device 67a; and increasing the number of rotations of the rotating plate of the normal electric device 67a.
[0105] A variable display device unit 80 is disposed from the center of the gaming area to the right side. The variable display device unit 80 is provided with a third pattern display device 81, which is composed of a liquid crystal display (hereinafter simply referred to as "display device") that performs a variable performance of the third pattern while synchronizing with the dynamic display in the special pattern display device 37, triggered by a ball entering the special pattern 1 winning port 64b or the special pattern 2 winning port 64c (initial winning), and an ordinary pattern display device 83, which is composed of an LED that variably displays the ordinary pattern, triggered by the ball passing through the ordinary pattern gate 67. In addition, a center frame 86 is disposed in the variable display device unit 80 so as to surround the outer periphery of the third pattern display device 81.
[0106] 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 7) described later, so that, for example, three pattern columns Z1 to Z3 (see Figure 6) on the left, center, and right are displayed.
[0107] Each symbol column Z1 to Z3 (see FIG. 6) 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 or the like.
[0108] Here, the display contents of the third symbol display device 81 will be explained with reference to Fig. 6. Fig. 6 is a diagram for explaining the display screen of the third symbol display device 81, Fig. 6(a) is a diagram that schematically shows the area division setting and the effective line setting of the display screen, and Fig. 6(b) is a diagram that exemplifies the actual display screen.
[0109] 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.
[0110] Furthermore, in the pachinko machine 10 of the first embodiment, if the result of a lottery for any of the special symbols performed by the main control device 110 (see FIG. 7), which will be described later, is a jackpot, a variation effect is performed in which the same main symbols are lined up, and the jackpot occurs after the variation effect is completed. If a jackpot type of "probability variation A," which will be described later, is won, a variation effect is performed in which main symbols with the number "7" (corresponding to "probability variation notification symbols") are lined up. On the other hand, if a jackpot type other than "probability variation A," which will be described later, i.e., "time reduction A," "time reduction B," "time reduction C," "latent probability variation A," "latent probability variation B," or "latent probability variation C," is won, a variation effect is performed in which main symbols with numbers other than "7," i.e., main symbols with numbers "1" to "6," "8," or "9" (corresponding to "non-probability variation notification symbols") are lined up. By configuring it in this way, the player cannot identify the type of jackpot that will occur just by checking the main symbols (excluding the main symbols with the number "7") that are lined up in the variable performance.
[0111] As shown in Figure 6(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.
[0112] 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.
[0113] 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.
[0114] 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 each variable performance, 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; hereinafter referred to as a "jackpot display") is lined up on the active line L1, a jackpot animation is displayed to indicate a jackpot.
[0115] On the other hand, if a ball enters the special symbol 1 winning hole 64b while the third symbol display device 81 (special symbol display device 37) is performing a variable effect (dynamic display) of the third symbol corresponding to the first special symbol or the second special symbol, the number of times the ball enters (number of reserved balls) will be reserved up to a maximum of four times. The number of reserved balls is displayed by the special symbol display device 37, and is also displayed in the special symbol 1 first to fourth reserved symbol display areas Db1a to Db1d of the first reserved symbol display area Db1 corresponding to the first special symbol in the cockpit display area Db. The first to fourth reserved pattern display areas Db1a to Db1d of Special Chart 1 each display one reserved pattern (a "○" pattern (white circle pattern) in the normal display mode) for one reserved ball of the first special pattern (one reserved ball count), and the number of reserved balls is displayed according to the number of reserved patterns displayed in the first to fourth reserved pattern display areas Db1a to Db1d of Special Chart 1.
[0116] That is, in the first to fourth reserved pattern display areas Db1a to Db1d of Special Chart 1, when one reserved pattern is displayed in the first reserved pattern display area Db1a of Special Chart 1, it indicates that the number of reserved balls for the first special pattern is one, when two reserved patterns, one each in the first and second reserved pattern display areas Db1a and Db1b of Special Chart 1, it indicates that the number of reserved balls for the first special pattern is two, when three reserved patterns, one each in the first to third reserved pattern display areas Db1a to Db1c of Special Chart 1, it indicates that the number of reserved balls for the first special pattern is three, and when four reserved patterns, one each in the first to fourth reserved pattern display areas Db1a to Db1d of Special Chart 1, it indicates that the number of reserved balls for the first special pattern is four. In addition, if no reserved patterns are displayed in the first to fourth reserved pattern display areas Db1a to Db1d of Special Chart 1, this indicates that the number of reserved balls for the first special pattern is 0 and there are no reserved variable effects.
[0117] In addition, if a ball enters the special symbol 2 winning hole 64c while the third symbol display device 81 (special symbol display device 37) is performing a variable effect (dynamic display) of the third symbol corresponding to the first special symbol or the second special symbol, the number of times the ball enters (number of reserved balls) will be reserved up to a maximum of four times. The number of reserved balls is displayed by the special symbol display device 37, and is also displayed in the special symbol 2 first to fourth reserved symbol display areas Db2a to Db2d of the second reserved symbol display area Db2 corresponding to the second special symbol in the cockpit display area Db. The first to fourth reserved pattern display areas Db2a to Db2d of Special Chart 2 each display one reserved pattern (a "○" pattern (white circle pattern) in the normal display mode) for each reserved ball of the second special pattern (one reserved ball count), and the number of reserved balls is displayed according to the number of reserved patterns displayed in the first to fourth reserved pattern display areas Db2a to Db2d of Special Chart 2.
[0118] That is, in the first to fourth reserved pattern display areas Db2a to Db2d of Special Chart 2, when one reserved pattern is displayed in the first reserved pattern display area Db2a of Special Chart 2, it indicates that the number of reserved balls for the second special pattern is one, when two reserved patterns, one each, are displayed in the first and second reserved pattern display areas Db2a and Db2b of Special Chart 2, it indicates that the number of reserved balls for the second special pattern is two, when three reserved patterns, one each, are displayed in the first to third reserved pattern display areas Db2a to Db2c of Special Chart 2, it indicates that the number of reserved balls for the second special pattern is three, and when four reserved patterns, one each, are displayed in the first to fourth reserved pattern display areas Db2a to Db2d of Special Chart 2, it indicates that the number of reserved balls for the second special pattern is four. Furthermore, if no reserved patterns are displayed in the first to fourth reserved pattern display areas Db2a to Db2d of Special Chart 2, this indicates that the number of reserved balls for the second special pattern is 0 and there are no reserved variable effects.
[0119] 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 are not executed simultaneously, but only one of the lottery games is executed. Furthermore, in the pachinko machine 10 of the first embodiment, when one of the lottery games currently being executed is completed and reserved balls for the first special symbol and reserved balls for the second special symbol are stored, the second lottery game for the second special symbol is executed with priority over the first lottery game for the first special symbol (so-called special symbol 2 priority variation). The lottery games may be executed in the order of winning, or the first lottery game for the first special symbol and the second lottery game for the second special symbol may be executed simultaneously.
[0120] In the center of the cockpit display area Db, an execution pattern display area Db0 is provided, in which an execution pattern indicating that a variable performance is being performed in the main display area Dm is displayed. This execution pattern display area Db0 is provided in the center of the cockpit display area Db, that is, to the right of the special chart 1 first reserved pattern display area Db1a and to the left of the special chart 2 first reserved pattern display area Db2a, and is configured to display an execution pattern larger than each reserved pattern displayed in each reserved pattern display area Db1a to Db1d, Db2a to Db2d. In addition, in this execution pattern display area Db0, the reserved pattern displayed in the special chart 1 first reserved pattern display area Db1a or the special chart 2 first reserved pattern display area Db2a is shifted (shifted) and displayed as an execution pattern.
[0121] The execution symbol displayed in the execution symbol display area Db0 is erased when the variable effect ends, and with the erasure of the execution symbol, the displayed reserved symbol moves and is displayed as a reserved symbol on the lower side (to the right if it is a first special symbol, or to the left if it is a second special symbol). Specifically, for example, in a situation where there are no reserved symbols for the second special symbol and there are four reserved symbols for the first special symbol, 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 or the second special symbol, when a reserved symbol is displayed in the special symbol 1 first reserved symbol display area Db1a, it is moved (shifted) and displayed as an execution symbol in the execution symbol display area Db0. Also, if a reserved symbol is displayed in the special symbol 1 second reserved symbol display area Db1b, it is moved (shifted) and displayed as a reserved symbol in the special symbol 1 first reserved symbol display area Db1a. Furthermore, if a reserved pattern is displayed in the special chart 1 third reserved pattern display area Db1c, it will be moved (shifted) and displayed as a reserved pattern in the special chart 1 second reserved pattern display area Db1b. Also, if a reserved pattern is displayed in the special chart 1 fourth reserved pattern display area Db1d, it will be moved (shifted) and displayed as a reserved pattern in the special chart 1 third reserved pattern display area Db1c.
[0122] Also, for example, in a situation where there are four reserved symbols of the second special symbol, if the execution symbol displayed in the execution symbol display area Db0 is erased upon completion of the variable performance of the first special symbol or the second special symbol, when a reserved symbol was displayed in the special symbol 2 first reserved symbol display area Db2a, it will be moved (shifted) and displayed as the execution symbol in the execution symbol display area Db0. Also, when a reserved symbol was displayed in the special symbol 2 second reserved symbol display area Db2b, it will be moved (shifted) and displayed as the reserved symbol in the special symbol 2 first reserved symbol display area Db2a. Furthermore, when a reserved symbol was displayed in the special symbol 2 third reserved symbol display area Db2c, it will be moved (shifted) and displayed as the reserved symbol in the special symbol 2 second reserved symbol display area Db2b. In addition, if a reserved pattern is displayed in the Special Chart 2 fourth reserved pattern display area Db2d, it will be moved (shifted) and displayed as a reserved pattern in the Special Chart 2 third reserved pattern display area Db2c.
[0123] In the pachinko machine 10 of the first embodiment, the execution pattern continues to be displayed in the execution pattern display area Db0 while a variable effect is being executed in the main display area Dm (except during the variable element of "Super Reach" or the variable element of "Special Reach"). On the other hand, when the variable effect has ended, or when the variable element of "Super Reach" or the variable element of "Special Reach" is being executed, the execution pattern is erased. In other words, when the execution pattern is displayed in the execution pattern display area Db0, it indicates that a variable effect is being executed (continued) in the main display area Dm, and when the execution pattern is not displayed in the execution pattern display area Db0, it indicates that a variable effect is not being executed (not continued) in the main display area Dm, or that a variable element of "Super Reach" or a variable element of "Special Reach" is being executed.
[0124] In addition, the cockpit display area Db is configured to be able to execute a "reserved change notice" using the reserved symbols and execution symbols displayed in the cockpit display area Db. This "reserved change notice" is a notice that indicates the probability of winning the variable effect executed in the main display area Dm by changing the display colors of the reserved symbols and execution symbols in multiple stages from before the variable effect is executed to during the execution of the variable effect.
[0125] In the pachinko machine 10 of the first embodiment, the display color of the reserved symbols and the executed symbols can be changed as a "reserved change notice" from "white," which is the normal display mode, to "blue," which is the blue display mode, to "red," which is the red display mode, or to "rainbow," which is the rainbow display mode. In this pachinko machine 10, when a "jackpot display" or a "reach display" occurs in the variable performance, the selection ratio of the display color of the reserved symbols and the executed symbols is configured to be different, so that the display color of the reserved symbols and the executed symbols changes from the normal display mode ("white") to another display mode (for example, "blue"), and it is possible to suggest to the player for each display color the possibility of a "reach display" or a "jackpot display" occurring in the variable performance indicated by the reserved symbols and the executed symbols.
[0126] Specifically, in the "reserve change notice," when the reserved and executed symbols are in a "blue" display mode rather than a normal display mode ("white"), the probability of the reserved and executed symbols showing a "reach display" or "jackpot display" is set to be higher. Also, when the reserved and executed symbols are in a "red" display mode rather than a "blue" display mode, the probability of the reserved and executed symbols showing a "reach display" or "jackpot display" is set to be higher. Furthermore, when the reserved and executed symbols are in a "rainbow" display mode rather than a "red" display mode, the probability of the reserved and executed symbols showing a "reach display" or "jackpot display" is set to be higher.
[0127] Furthermore, when the display mode of the reserved pattern and the executed pattern is "red," it is set so that the execution of a mode of presentation mainly consisting of "Super Reach" (the mode of presentation mainly is referred to as "presentation mode") or a "Special Reach" presentation mode (hereinafter, the "Super Reach" presentation mode or the "Special Reach" presentation mode may be collectively referred to as "Super Reach or above" presentation mode) is confirmed in the variable presentation shown by the "red" reserved pattern or the executed pattern. Furthermore, when the display mode of the reserved pattern and the executed pattern is "rainbow," it is set so that the appearance of a "jackpot display" is confirmed in the variable presentation shown by the "rainbow" reserved pattern or the executed pattern. Therefore, in this embodiment, the display mode of the reserved pattern and the executed pattern is set so that the expectation of the appearance of a "reach display" or a "jackpot display" increases stepwise in the order of normal ("white") → "blue" → "red" → "rainbow."
[0128] The "rainbow" display mode of the "reserved change notice" is set so that it does not appear with reserved symbols, but can only appear with executed symbols. This is because if the "rainbow" display mode, which confirms the occurrence of a jackpot, appears with a reserved symbol, and then the reserved symbol is not executed due to some abnormality (for example, a power outage), the player will become dissatisfied because they did not get the jackpot they should have. Therefore, by configuring the reserved symbol so that the "rainbow" display mode, which confirms the occurrence of a jackpot, does not appear in advance, it is possible to prevent the above-mentioned dissatisfaction from occurring.
[0129] In addition, when the display mode of the reserved pattern has changed due to this "reserved change notice", if the reserved pattern shifts with the execution (consumption) of a variable performance, the display mode of the changed reserved pattern is inherited (taken over) and reflected in the shifted reserved pattern or execution pattern. In other words, when the display mode of the reserved pattern has changed, even when the changed reserved pattern is shifted to another reserved pattern display area Db1 to Db3 or execution pattern display area Db0 with the execution of a variable performance, the display mode before the shift is maintained as it is as the display mode of the reserved pattern or execution pattern after the shift.
[0130] Therefore, for example, if the display color of the reserved pattern in Special Chart 1 Fourth Reserved Pattern Display Area Db1d changes to "red," the "red" reserved pattern or executed pattern is configured to continue to be displayed as the reserved pattern shifts from Special Chart 1 Third Reserved Pattern Display Area Db1c → Special Chart 1 Second Reserved Pattern Display Area Db1b → Special Chart 1 First Reserved Pattern Display Area Db1a → Executed Pattern Display Area Db0.
[0131] In the first embodiment, the number of reserved balls for the variable effects based on balls entering the special symbol 1 winning slot 64b or the special symbol 2 winning slot 64c is set 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). 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 symbol display device 81, or in four divided 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 symbol display device 37, the number of reserved balls does not need to be displayed on the third symbol display device 81. If the third symbol display device 81 does not display information regarding the number of reserved balls (reserved symbols, etc.), the "reserved change notice" based on the reserved symbols cannot be executed. Therefore, a pre-reading notice similar to the "reserved change notice" may be executed by additionally displaying other character symbols, etc.
[0132] Furthermore, the variable display unit 80 may be provided with four reserved lamps indicating the number of reserved balls, each corresponding to the maximum number of reserved balls for the first special symbol and the second special symbol, and the number of reserved balls may be displayed according to the number of reserved lamps that are lit. Note that when the number of reserved balls is displayed by the reserved lamps, it is naturally possible to perform a pre-reading notice similar to the "reserved change notice" of the first embodiment by providing multiple display colors for the reserved lamps.
[0133] The sub-display area Ds is horizontally elongated and positioned above the main display area Dm, and is further divided horizontally into three small areas Ds1 to Ds3. The small areas Ds1 to Ds3 are areas that display characters and preview effect images, respectively. 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 effect performed in the main display area Dm. The cockpit display area Db is an area that displays a reserved ball count, which is the number of balls (reserved balls) that have entered the special prize slot 1 64b or the special prize slot 2 64c but have not yet been subjected to the variable effect, and an execution pattern related to the variable effect currently being performed.
[0134] On the actual display screen, a total of nine main symbols of the third symbol are displayed in the main display area Dm as shown in Fig. 6(b). In the sub-display area Ds, a video is displayed in the left small area Ds1, such as a preview symbol appearing, suggesting to the player that the variable effect being performed in the main display area Dm is in a state where it is easier than usual to transition to a jackpot.
[0135] In addition, in the sub-display area Ds, in the central small area Ds2, a predetermined character (in the first embodiment, a boy wearing a headband) usually performs a predetermined action, and based on the changing performance taking place in the main display area Dm, a special action other than the predetermined action is performed, the color of the boy's hair, which is usually black, or the color of his headband, which is usually white, changes, or another character appears, thereby performing a preview performance.
[0136] Furthermore, in the sub-display area Ds, a level meter (not shown) appears in the right small area Ds3, indicating in stages whether a jackpot will occur in the variable effect being performed in the main display area Dm. This level meter increases (adds) as the expected probability of a "reach display" or a jackpot in the variable effect being performed increases based on the appearance of preview symbols, etc., in the variable effect, and indicates that a jackpot will be confirmed when the level meter reaches its display limit (MAX display). Therefore, the sub-display area Ds has the function of indicating the occurrence of a "reach display" in the main display area Dm.
[0137] Returning to Figure 3, the explanation will continue. The normal symbol display device 83 performs a variable display in which a "circle" symbol and an "x" symbol are alternately lit as display symbols (normal symbols) each time a ball passes through the normal symbol gate 67. The pachinko machine 10 is configured so that when the variable display on the normal symbol display device 83 stops at a predetermined symbol (the "circle" symbol in the first embodiment), the normal electric device 67a enters an operating state corresponding to the game status (the rotating plate is rotated).
[0138] The number of reserved balls in the normal symbol gate 67 can be reserved up to four times, and the number of reserved balls is displayed by lighting the normal symbol reservation lamp 84. Four normal symbol reservation lamps 84 are provided, the maximum number of reserved balls, and are disposed above the third symbol display device 81. The number of reserved balls is displayed by the number of lit normal symbol reservation lamps 84.
[0139] In addition, the variable display of the normal symbol may be performed by switching on and off multiple 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 turned on by a part of the third symbol display device 81. Furthermore, as with the special symbol 1 winning port 64b or the special symbol 2 winning port 64c, the maximum number of reserved balls passing through the normal symbol gate 67 is not limited to four times, but may be set to three or less, or five or more times (for example, eight times). Furthermore, when the number of reserved balls is indicated by the special symbol display device 37, the normal symbol reserve lamp 84 may not be turned on.
[0140] At the left and right corners of the lower side of the game board 13, attachment spaces K1 and K2 are provided for attaching stamps, identification labels, etc., and the stamps, etc. attached to attachment space K1 can be seen through a 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, 65a 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 falling direction of the balls, and various components (apparatuses) such as windmills are also provided.
[0142] Next, the electrical configuration of the pachinko machine 10 will be described with reference to Fig. 7. Fig. 7 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 setting of the dynamic display and variable effects 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 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 reserved number table 202c, a stop pattern table 202d, a fluctuation pattern table 202e, a probability variable area opening / closing table 202f, and a probability variable area effective table 202g. The main control device 110 executes the above-mentioned main control by using various counters stored in the RAM 203 and various tables stored in the ROM 202.
[0147] Here, with reference to Fig. 8, 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 symbol display device 37, the setting of the variable performance of the third symbol display device 81, the lottery of the display result of the variable display on the normal symbol display device 83, etc. In addition, in the explanation of the various counters, with reference to Figs. 9 to 12, various tables stored in the ROM 202 of the main control device 110 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, the normal symbol winning random number counter C4 is used for the lottery of the normal symbol display device 83, and the second initial value random number counter CINI2 is used to set the initial value of the normal symbol winning random number counter C4. 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.
[0150] Each counter is updated, for example, at intervals of "4 milliseconds," which is the execution interval of the timer interrupt process (see FIG. 22), and some counters are updated irregularly during the main process (see FIG. 33), and the updated values are appropriately stored in a counter buffer 203c set in a predetermined area of the RAM 203. Details will be described later, but 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 special prize winning port 64b or the special prize winning port 64c.
[0151] 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 899") and return to "0" after reaching a maximum value (for example, "899" for a counter that can take values from "0 to 899"). 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.
[0152] 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 899," the first initial value random number counter CINI1 is also a loop counter that takes on a range of "0 to 899." This first initial value random number counter CINI1 is updated once for each execution of the timer interrupt process (see FIG. 22), and is repeatedly updated within the remaining time of the main process (see FIG. 33).
[0153] 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. 22)). Then, when the ball enters the special symbol 1 winning port 64b (start winning), it is stored in a jackpot random number counter storage area 203d1 of a first reserve area of one of the first reserve areas 1 to 4 provided in the first reserved ball storage area 203d of the RAM 203 provided in correspondence with the special symbol 1 winning port 64b (first special symbol). Also, when the ball enters the special symbol 2 winning port 64c (start winning), it is stored in a jackpot random number counter storage area 203e1 of a second reserve area of one of the second reserve areas 1 to 4 provided in the second reserved ball storage area 203e of the RAM 203 provided in correspondence with the special symbol 2 winning port 64c (second special symbol).
[0154] The random number value that determines whether the jackpot random number counter C1 is a jackpot is set by the jackpot random number table 202a stored in the ROM 202 of the main control unit 110, and a jackpot is determined when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage areas 203d1, 203e1 in the reserved area matches the random number value that determines a jackpot set by the jackpot random number table 202a.
[0155] Here, the details of the jackpot random number table 202a will be described with reference to FIG. 9. FIG. 9 is a schematic diagram showing an example of the jackpot random number table 202a stored in the ROM 202. The jackpot random number table 202a is divided into two types: one for a low probability state, which is used when the gaming state of the pachinko machine 10 is in a low probability state of a special symbol (a period other than a "probability variable state"), which is a "normal gaming state" or a "time-shortened state," and one for a high probability state, which is used when the gaming state of the pachinko machine 10 is in a "probability variable state (during a probability variable)," which is a high probability state of a special symbol with a higher probability of winning a jackpot than in a low probability state. The numbers of random numbers that result in a jackpot are set differently for the low probability state and the high probability state. In this way, by making the numbers of random numbers that result in a jackpot different, the probability of winning a jackpot is changed between the low probability state and the high probability state.
[0156] In the pachinko machine 10 of the first embodiment, the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in the low probability state is three, and the value "7,307,582" is stored in the jackpot random number table 202a. In other words, the jackpot probability of a special symbol in the low probability state (i.e., the "normal game state" and the "time-shortened state") is set to 3 / 900 = 1 / 300.
[0157] On the other hand, the number of random number values (jackpot random number values) that result in a jackpot in the high probability state is nine, and the values "28,122,298,390,486,567,656,750,866" are stored in the jackpot random number table 202a. In other words, the jackpot probability of a special symbol in the high probability state (i.e., "variable probability state") is set to 9 / 900 = 1 / 100.
[0158] In the first embodiment, the jackpot random number values for the low probability state and the high probability state stored in the jackpot random number table 202a are set so that they do not overlap. If there is a value that becomes a jackpot random number regardless of the state of the pachinko machine 10, that value will be easy to predict from the outside, which may increase the possibility of winning a jackpot fraudulently. In contrast, by changing the value of the random number that becomes a jackpot depending on the state (i.e., depending on whether the pachinko machine 10 is in a high probability state or a low probability state) as in the first embodiment, the value of the random number that becomes a jackpot can be made difficult to predict, thereby preventing fraud.
[0159] Returning to FIG. 8, the explanation will be continued. 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 a value of "0 to 99"). The value of the jackpot type counter C2 is updated, for example, periodically (in the first embodiment, once per timer interrupt process (see FIG. 22)). Then, at the timing when the ball enters the special symbol 1 winning port 64b (start winning), the value is stored in the jackpot type counter storage area 203d2 of the first reserved area, which is the same as 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 of the RAM 203 provided corresponding to the special symbol 1 winning port 64b (first special symbol). In addition, at the time when the ball enters the special winning slot 64c (start winning), it is stored in the jackpot type counter storage area 203e2 of the second holding area, which is the same as the second holding area in which the jackpot random number counter C1 is stored, among the second holding areas 1 to 4 provided in the second holding ball storage area 203e of RAM203 provided corresponding to the special winning slot 64c (second special pattern).
[0160] 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, that is, if it is a random number that results in a miss, 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 miss. 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, 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.
[0161] 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." The jackpot type is determined based on this jackpot type counter C2 and a jackpot type table 202b stored in the ROM 202. This jackpot type table 202b is provided with a jackpot type table 202b1 for special symbol 1, which is referenced in the first lottery game for the first special symbol, and a jackpot type table 202b2 for special symbol 2, which is referenced in the second lottery game for the second special symbol.
[0162] Here, with reference to Figures 10(a) and 10(b), the jackpot type table 202b1 for special symbol 1 and the jackpot type table 202b2 for special symbol 2 will be described. Figure 10(a) is a diagram showing an example of the jackpot type table 202b1 for special symbol 1 corresponding to the first special symbol stored in ROM 202, and Figure 10(b) is a diagram showing an example of the jackpot type table 202b2 for special symbol 2 corresponding to the second special symbol also stored in ROM 202. As shown in Figures 10(a) and 10(b), the jackpot type table 202b is a table that associates the type of special symbol, the jackpot type according to the type of special symbol, and the value of the jackpot type counter C2.
[0163] As for the types of jackpots, as mentioned above, there are two types: "Probability Fluctuation A" which is a "15R Probability Variable Jackpot" in which the probability of winning a special symbol and the probability of winning a normal symbol are both in a high probability state (so-called ST100 and time reduction 100 times) and notifies the player that the "probability fluctuation state" is in place after a jackpot with a maximum of 15 rounds, until the special symbol fluctuation effect is executed 100 times; "Latent Probability Fluctuation C" which is a "15R Latent Probability Variable Jackpot" in which the probability of winning a special symbol and the probability of winning a normal symbol are both in a high probability state (so-called ST100 and time reduction 100 times) and notifies the player that the "probability fluctuation state" is in place after a jackpot with a maximum of 15 rounds, until the special symbol fluctuation effect is executed 100 times; and "Latent Probability Fluctuation C" which is a "15R Latent Probability Variable Jackpot" in which the probability of winning a normal symbol is in a high probability state (so-called ST100 and time reduction 100 times) and notifies the player that the "probability fluctuation state" is in place after a jackpot with a maximum of 15 rounds, until the special symbol fluctuation effect is executed 100 times. "Time Shortening C" is a "15R time shortening jackpot" that transitions to a "time shortening state" where the probability becomes low (so-called time shortening 100 times), and after a jackpot with a maximum of 7 rounds, the probability of a jackpot with a special symbol becomes high (so-called ST100 times) until the special symbol variation performance is executed 100 times, and the probability of a hit with a normal symbol becomes high (so-called time shortening 50 times) until the special symbol variation performance is executed 50 times, but There are two types of jackpots: "Latent Probability Fluctuation A" and "Latent Probability Fluctuation B," which are "7R latent probability variable jackpots" that do not notify you that they are in a "probability fluctuation state," and "Time Reduction A" and "Time Reduction B," which are "7R time-saving jackpots" that transition to a "time-saving state" in which the probability of winning with normal symbols is high until the special symbol fluctuation performance is executed 50 times after a jackpot with a maximum of 7 rounds, but the probability of winning with special symbols is low (so-called time-saving 50 times).
[0164] In the jackpot type table 202b1 for special chart 1 and the jackpot type table 202b2 for special chart 2, each jackpot type is associated with a possible value of the jackpot type counter C2 that determines the jackpot type.
[0165] In the example of the jackpot type table 202b1 for special chart 1 in Figure 10(a), the value of the jackpot type counter C2 "0 to 19" is associated with "time reduction A," which is a "7R time reduction jackpot," the value of the jackpot type counter C2 "20 to 39" is associated with "time reduction B," which is also a "7R time reduction jackpot," the value of the jackpot type counter C2 "40 to 59" is associated with "latent probability fluctuation A," which is a "7R latent certain variable jackpot," the value of the jackpot type counter C2 "60 to 79" is associated with "latent probability fluctuation B," which is also a "7R latent certain variable jackpot," and the value of the jackpot type counter C2 "80 to 99" is associated with "probability fluctuation A," which is a "15R certain variable jackpot."
[0166] In the first embodiment, in the lottery for determining whether the first special pattern will be won or lost, 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 is determined from the jackpot type table 202b1 for special pattern 1.
[0167] For example, if the value of the jackpot type counter C2 is "15", then "time-saving A" corresponding to a "7R time-saving jackpot" is determined as the jackpot type; if the value of the jackpot type counter C2 is "35", then "time-saving B" corresponding to a "7R time-saving jackpot" is determined as the jackpot type; if the value of the jackpot type counter C2 is "48", then "latent probability fluctuation A" corresponding to a "7R latent probability variable jackpot" is determined as the jackpot type; if the value of the jackpot type counter C2 is "77", then "latent probability fluctuation B" corresponding to a "7R latent probability variable jackpot" is determined as the jackpot type; and if the value of the jackpot type counter C2 is "95", then "probability fluctuation A" corresponding to a "15R probability variable jackpot" is determined as the jackpot type.
[0168] In other words, when a jackpot is won in the first lottery game of the first special symbol (i.e., the lottery based on the ball entering the special symbol 1 winning slot 64b), each of the jackpot types "Time Reduction A", "Time Reduction B", "Latent Probability Variation A", "Latent Probability Variation B" and "Probability Variation A" is selected equally at a rate of 20% each.
[0169] In addition, in the example of the jackpot type table 202b2 for special chart 2 in Figure 10(b), the value of the jackpot type counter C2, "0 to 39", is associated with "time-saving C", which is a "15R time-saving jackpot", the value of the jackpot type counter C2, "40 to 59", is associated with "latent probability fluctuation C", which is a "15R latent probability variable jackpot", and the value of the jackpot type counter C2, "60 to 99", is associated with "probability fluctuation A", which is a "15R probability variable jackpot".
[0170] In the first embodiment, in the lottery for determining whether the second special pattern is a winner or loser, similar to the lottery for determining whether the first special pattern is a winner or loser, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the holding areas of the second holding ball storage area 203e 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 203e2 of the same holding area is determined from the jackpot type table 202b2 for special pattern 2.
[0171] For example, if the value of the jackpot type counter C2 is "10", the jackpot type is determined to be "time-saving C" corresponding to a "15R time-saving jackpot", if the value of the jackpot type counter C2 is "55", the jackpot type is determined to be "latent probability fluctuation C" corresponding to a "15R latent probability variable jackpot", and if the value of the jackpot type counter C2 is "80", the jackpot type is determined to be "probability fluctuation A" corresponding to a "15R probability variable jackpot".
[0172] In other words, when a jackpot is won in the second lottery game of the second special symbol (i.e., the lottery based on the ball entering the special symbol 2 winning slot 64c), the jackpot type of "Time Reduction C" is selected with a probability of 40%, the jackpot type of "Latent Probability Variation C" is selected with a probability of 20%, and the jackpot type of "Probability Variation A" is selected with a probability of 40%.
[0173] Therefore, in the pachinko machine 10 of the first embodiment, the lottery game using the second special symbol has greater gaming value for the player than the lottery game using the first special symbol, so the player has to decide how to win the lottery using the second special symbol, that is, how to get the ball to enter the special symbol 2 winning slot 64c rather than the special symbol 1 winning slot 64b, which adds variety to the game and increases the excitement of the game.
[0174] Here, the opening patterns and valid patterns of the right-side variable probability area 73 and the left-side variable probability area 74 for each type of jackpot will be explained. In the pachinko machine 10 of the first embodiment, when a jackpot with a special symbol is won, the opening pattern (the driving pattern of the right-side variable probability area opening / closing plate 73a and the left-side variable probability area opening / closing plate 74a) of the right-side variable probability area 73 or the left-side variable probability area 74 for each round (1 round to 7 rounds, or 1 round to 15 rounds; the same applies below) at the time of the jackpot is set based on the jackpot type of the jackpot, and the valid pattern of the right-side variable probability area 73 or the left-side variable probability area 74 for each round is set.
[0175] In the pachinko machine 10 of the first embodiment, when a jackpot is hit, a "probability change state" is granted (occurs) after the jackpot ends when the ball passes through the right-side probability change area 73 or the left-side probability change area 74 that is set to be active (hereinafter, the right-side probability change area 73 and the left-side probability change area 74 may be collectively referred to as "probability change areas 73, 74"), and a "probability change state" is not granted (occurs) even if the ball passes through each probability change area 73, 74 that is set to be inactive.
[0176] Conventionally, there is a pachinko machine in which a probability variable area through which a ball can pass is provided in the large prize opening 65a of the variable prize device 65, which opens when a jackpot is won, and the opening and closing of the probability variable area is controlled by an opening and closing lever or the like, and when a ball that has flowed into the large prize opening 65a passes through the probability variable area, a "probability variable state" is generated (given) after the jackpot ends.
[0177] In such pachinko machines, when a jackpot occurs, the player is not notified whether a "probability variable state" will occur or not, but instead a "latent probability variable presentation mode (i.e., "time-shortened notification presentation mode" or "normal notification presentation mode"; the same applies below)" is performed, for example, by displaying a jackpot pattern corresponding to a "time-shortened state" or a "normal game state" on the third pattern display device 81, and a presentation is executed that makes the player feel as if a "time-shortened state" or a "normal game state" has occurred rather than a "probability variable state." Then, during the jackpot, the opening and closing of the release lever is controlled at a predetermined timing based on the type of jackpot.
[0178] Specifically, for example, in the case of a jackpot type that generates a "probability variable state," the opening / closing lever is controlled to open and close so that the ball that flows into the large prize opening 65a passes through the probability variable area, and the "probability variable state" is generated after the jackpot ends. On the other hand, in the case of a jackpot type that does not generate a "probability variable state," the opening / closing lever is controlled to open and close so that the ball that flows into the large prize opening 65a does not pass through the probability variable area, and the "probability variable state" is not generated after the jackpot ends, and a "time shortened state" or a "normal game state" is generated.
[0179] By configuring it in this way, it is made difficult (impossible) for the player to recognize whether the game state after the end of a jackpot is the "probability variable state," the "time-shortened state," or the "normal game state," creating a gameplay that forces the player to guess which game state they are playing in, thereby increasing the interest in the game. Furthermore, even if it is the "time-shortened state" or the "normal game state," the player is made to guess (internally) that it may be in the "probability variable state" despite the presentation mode, and is allowed to continue playing, thereby improving the operating rate of the pachinko machine.
[0180] However, in the above pachinko machine, even if the "latent probability change presentation mode" is being executed, the "probability change state" is always generated when the ball passes through the probability change area, so the player continues to pay attention to whether the ball will pass through the probability change area in the large prize opening 65a, and when the player visually confirms that the ball has passed through the probability change area, the player recognizes that the "probability change state" has occurred, and the expected playability is destroyed. Furthermore, if the "latent probability change presentation mode" is continuously executed after the player recognizes the occurrence of the "probability change state," it will not be possible to give the player any interest in the game, and there is a risk that the player will lose interest in the game.
[0181] Therefore, in the pachinko machine 10 of the first embodiment, two probability variable areas (a right-side probability variable area 73 and a left-side probability variable area 74) are provided within the jackpot opening 65a, and depending on the type of jackpot, one of the opening / closing plates 73a, 74a provided for each probability variable area 73, 74 is driven and controlled to open for each round of the jackpot, and the setting of each probability variable area 73, 74 is controlled to be enabled or disabled (internally) in a manner that is not recognizable to the player. Then, if a ball passes through a probability variable area 73, 74 that is enabled during a jackpot, a "probability variable state" is generated after the jackpot ends. On the other hand, even if a ball passes through a probability variable area 73, 74 that is disabled, a "probability variable state" is not generated after the jackpot ends.
[0182] That is, for example, when the right probability variable area opening / closing plate 73a is open and a ball can flow into the right probability variable area 73, if the right probability variable area 73 is set to be valid, a "probability variable state" is generated after the end of the jackpot when a ball passes through the right probability variable area 73. On the other hand, when the right probability variable area opening / closing plate 73a is open and a ball can flow into the right probability variable area 73, if the right probability variable area 73 is set to be invalid, a "probability variable state" is not generated after the end of the jackpot, even if a ball passes through the right probability variable area 73.
[0183] Also, for example, when the left probability variable area opening / closing plate 74a is open and a ball can flow into the left probability variable area 74, if the left probability variable area 74 is set to be active, a "probability variable state" is generated after the end of the jackpot when a ball passes through the left probability variable area 74. On the other hand, when the left probability variable area opening / closing plate 74a is open and a ball can flow into the left probability variable area 74, if the left probability variable area 74 is set to be inactive, a "probability variable state" is not generated after the end of the jackpot, even if a ball passes through the left probability variable area 74.
[0184] By configuring it in this way, even if the ball passes through each probability variable area 73, 74, if that probability variable area 73, 74 is not internally set to be valid, a "probability variable state" will not occur after the end of the jackpot, so it can be configured so that the occurrence of a "probability variable state" will not be confirmed after the end of the jackpot, even if the player sees the ball passing through each probability variable area 73, 74. By configuring it in this way, it is possible to create a gameplay feature that makes the player guess in which game state the game is being played, even when a "latent probability variable presentation mode" is being executed, thereby increasing the enjoyment of the game.
[0185] In the pachinko machine 10 of the first embodiment, the opening and closing patterns of each variable probability area 73, 74 corresponding to the jackpot type of the first special symbol are set so that the opening and closing pattern is "X1" in "time reduction A," the opening and closing pattern is "X2" in "time reduction B," the opening and closing pattern is "X1" in "latent probability fluctuation A" as in "time reduction A," the opening and closing pattern is "X2" in "latent probability fluctuation B" as in "time reduction B," and the opening and closing pattern is "Y1" in "probability fluctuation A" (see FIG. 10(a)). Also, the opening and closing patterns of each variable probability area 73, 74 corresponding to the jackpot type of the second special symbol are set so that the opening and closing pattern is "Y2" in "time reduction C," the opening and closing pattern is "Y2" in "latent probability fluctuation C" as in "time reduction C," and the opening and closing pattern is "Y1" in "probability fluctuation A" (see FIG. 10(b)).
[0186] Here, referring to Figure 11, the opening and closing patterns of each variable probability area 73, 74 for each type of jackpot will be explained. Figure 11 is a diagram showing an example of a variable probability area opening and closing table 202f. The variable probability area opening and closing table 202f shown in Figure 11 shows the variable probability areas 73, 74 that are opened for each round for each type of jackpot for each special symbol, and when the right variable probability area 73 is opened for each round, it is expressed as "right", and when the left variable probability area 74 is opened, it is expressed as "left". In the first embodiment, when one variable probability area 73, 74 (for example, the right variable probability area 73) is opened, the other variable probability area 74, 73 (for example, the left variable probability area 74) is configured to be closed.
[0187] As shown in Figure 11, the opening and closing pattern "X1" of each variable probability area 73, 74 corresponding to the jackpot types "Time Reduction A" and "Latent Probability Variation A", which are jackpots of up to 7 rounds for the first special pattern, is such that in odd rounds (i.e., 1st round, 3rd round, 5th round and 7th round), the right variable probability area opening and closing plate 73a is opened, allowing the ball to pass through the right variable probability area 73, and the left variable probability area opening and closing plate 74a is closed, preventing the ball from passing through the left variable probability area 74.
[0188] In addition, in the opening and closing pattern "X1", in even rounds (i.e., rounds 2, 4 and 6), the left special probability area opening and closing plate 74a is opened, allowing the ball to pass through the left special probability area 74, and the right special probability area opening and closing plate 73a is closed, preventing the ball from passing through the right special probability area 73.
[0189] That is, in the opening and closing pattern "X1", the ball can pass through the right-side variable probability area 73 in the first round of the jackpot, and the ball can pass through the left-side variable probability area 74 in the next round (i.e., the second round), and thereafter, the ball can pass through the right-side variable probability area 73 or the left-side variable probability area 74 alternately in each round until the end of the jackpot (i.e., the end of the seventh round). Therefore, the number of rounds that can be passed through to the right-side variable probability area 73 is "4", and the number of rounds that can be passed through to the left-side variable probability area 74 is "3".
[0190] Next, as shown in Figure 11, the opening and closing pattern "X2" of each variable probability area 73, 74 corresponding to the jackpot types "Time Reduction B" and "Latent Probability Fluctuation B", which are jackpots of up to 7 rounds for the first special pattern, is such that in odd rounds (i.e., 1st round, 3rd round, 5th round and 7th round), the left variable probability area opening and closing plate 74a is opened, allowing the ball to pass through the left variable probability area 74, and the right variable probability area opening and closing plate 73a is closed, making it impossible for the ball to pass through the right variable probability area 73.
[0191] In addition, in the opening and closing pattern "X2", in even rounds (i.e., rounds 2, 4 and 6), the right special probability area opening and closing plate 73a is opened, allowing the ball to pass through the right special probability area 73, and the left special probability area opening and closing plate 74a is closed, preventing the ball from passing through the left special probability area 74.
[0192] That is, in the opening and closing pattern "X2", the ball can pass through the left-side variable probability area 74 in the first round of the jackpot, and the ball can pass through the right-side variable probability area 73 in the next round (i.e., the second round), and thereafter, the ball can pass through the left-side variable probability area 74 or the right-side variable probability area 73 alternately in each round until the end of the jackpot (i.e., the end of the seventh round). Therefore, the number of rounds that can be passed through to the left-side variable probability area 74 is "4", and the number of rounds that can be passed through to the right-side variable probability area 73 is "3".
[0193] Next, as shown in Figure 11, the opening and closing pattern "Y1" of each probability variable area 73, 74 corresponding to the jackpot type "Probability Variation A", which is a jackpot of up to 15 rounds for the first special pattern and the second special pattern, is such that in odd rounds (i.e., 1st round, 3rd round, 5th round, 7th round, 9th round, 11th round, 13th round and 15th round), the left probability variable area opening and closing plate 74a is opened, allowing the ball to pass through the left probability variable area 74, and the right probability variable area opening and closing plate 73a is closed, making it impossible for the ball to pass through the right probability variable area 73.
[0194] In addition, in the opening and closing pattern "Y1", in even rounds (i.e., 2nd round, 4th round, 6th round, 8th round, 10th round, 12th round and 14th round), the right special probability area opening and closing plate 73a is opened, allowing the ball to pass through the right special probability area 73, and the left special probability area opening and closing plate 74a is closed, preventing the ball from passing through the left special probability area 74.
[0195] That is, in the opening and closing pattern "Y1", the ball can pass through the left-side variable probability area 74 in the first round of the jackpot, and the ball can pass through the right-side variable probability area 73 in the next round (i.e., the second round), and thereafter, the ball can pass through the left-side variable probability area 74 or the right-side variable probability area 73 alternately in each round until the end of the jackpot (i.e., the end of the 15th round). Therefore, the number of rounds in which the ball can pass through to the left-side variable probability area 74 is "8", and the number of rounds in which the ball can pass through to the right-side variable probability area 73 is "7".
[0196] Next, as shown in Figure 11, the opening and closing pattern "Y2" of each variable probability area 73, 74 corresponding to the jackpot types "Time Reduction C" and "Latent Probability Variation C", which are jackpots of up to 15 rounds for the second special pattern, is such that in odd-numbered rounds (i.e., 1st round, 3rd round, 5th round, 7th round, 9th round, 11th round, 13th round and 15th round), the right variable probability area opening and closing plate 73a is opened, allowing the ball to pass through the right variable probability area 73, and the left variable probability area opening and closing plate 74a is closed, preventing the ball from passing through the left variable probability area 74.
[0197] In addition, in the opening and closing pattern "Y2", in even rounds (i.e., 2nd round, 4th round, 6th round, 8th round, 10th round, 12th round and 14th round), the left special probability area opening and closing plate 74a is opened, allowing the ball to pass through the left special probability area 74, and the right special probability area opening and closing plate 73a is closed, preventing the ball from passing through the right special probability area 73.
[0198] That is, in the opening and closing pattern "Y2", the ball can pass through the right-side variable probability area 73 in the first round of the jackpot, and the ball can pass through the left-side variable probability area 74 in the next round (i.e., the second round), and thereafter, the ball can pass through the right-side variable probability area 73 or the left-side variable probability area 74 alternately in each round until the end of the jackpot (i.e., the end of the 15th round). Therefore, the number of rounds in which the ball can pass through to the right-side variable probability area 73 is "8", and the number of rounds in which the ball can pass through to the left-side variable probability area 74 is "7".
[0199] In this way, by providing different types of jackpots with equivalent opening and closing patterns (i.e., jackpot types "time reduction A" and "latent probability variation A", jackpot types "time reduction B" and "latent probability variation B", and jackpot types "time reduction C" and "latent probability variation C") and making it impossible to determine the jackpot type based on the opening and closing pattern of each probability variation area 73, 74 alone, it is made difficult (impossible) for the player to know which jackpot type he has won, creating a gameplay experience that allows the player to guess in which game state he is playing, thereby increasing the enjoyment of the game.
[0200] Returning to Figure 10, the explanation will be continued. In the pachinko machine 10 of the first embodiment, as the effective patterns of each probability variable area 73, 74 corresponding to the jackpot type of the first special symbol, the effective pattern is set to be "A" in "time reduction A" and "latent probability variation B", the effective pattern is set to be "B" in "time reduction B" and "latent probability variation A", and the effective pattern is set to be "C" in "probability variation A" (see Figure 10(a)).
[0201] In addition, as for the valid patterns of each probability change area 73, 74 corresponding to the jackpot type of the second special symbol, the valid pattern is set to be "A" in "time reduction C", the valid pattern is set to be "B" in "latent probability change C", and the valid pattern is set to be "C" in "probability change A" (see Figure 10(b)).
[0202] Here, referring to Figure 12, the effective patterns of each variable probability area 73, 74 for each type of jackpot will be explained. Figure 12 is a diagram showing a typical example of a variable probability area effective table 202g. The variable probability area effective table 202g shown in Figure 12 shows the variable probability areas 73, 74 that are set valid for each round for each type of jackpot for each special symbol, and when the right variable probability area 73 is set valid, it is expressed as "right", and when the left variable probability area 74 is set valid, it is expressed as "left".
[0203] In addition, in each round, when neither of the variable probability areas 73, 74 is set to be valid, that is, when both variable probability areas 73, 74 are set to be invalid, the corresponding column is represented by a diagonal ruled line. Also, in the first embodiment, when one variable probability area 73, 74 (for example, the right variable probability area 73) is set to be valid, the other variable probability area 74, 73 (for example, the left variable probability area 74) is configured to be set to be invalid.
[0204] As shown in Figure 12, for the valid pattern "A" of each probability variable area 73, 74 in the first special symbol jackpot type "time reduction A" and "latent probability fluctuation B" and the second special symbol jackpot type "time reduction C", the right-side probability variable area 73 is set to be valid while the left-side probability variable area 74 is set to be invalid in the second round. Also, for the valid pattern "A", the left-side probability variable area 74 is set to be valid while the right-side probability variable area 73 is set to be invalid in the fifth round. Note that for the valid pattern "A", both probability variable areas 73, 74 are set to be invalid in the other rounds (i.e., the first round, the third round, the fourth round, the sixth round, and the seventh round and thereafter).
[0205] That is, in the case of the valid pattern "A" of each probability variable area 73, 74, if the ball passes through the right probability variable area 73 in the second round or the ball passes through the left probability variable area 74 in the fifth round, a "probability variable state" will be given after the end of the jackpot.
[0206] Here, in the opening patterns of the jackpot types "time reduction A" and "time reduction C," the left-side variable probability area 74 is opened in the second round, while the right-side variable probability area 73 is closed. Also, in the fifth round, the right-side variable probability area 73 is opened, while the left-side variable probability area 74 is closed. Therefore, the ball does not pass through the variable probability areas 73, 74 that are set valid in any round. Therefore, in the jackpot types "time reduction A" and "time reduction C," the ball does not pass through the variable probability areas 73, 74 that are set valid during the jackpot, so a "probability fluctuation state" does not occur after the jackpot ends.
[0207] On the other hand, in the opening pattern of the jackpot type "latent probability fluctuation B," the right-side probability variable area 73 is opened in the second round, while the left-side probability variable area 74 is closed. Also, in the fifth round, the left-side probability variable area 74 is opened, while the right-side probability variable area 73 is closed. Therefore, the ball passes through the probability variable areas 73, 74 in multiple rounds in which each probability variable area 73, 74 is set to be valid. Therefore, in the jackpot type "latent probability fluctuation B," the ball passes through the probability variable areas 73, 74 that are set to be valid during the jackpot, so that a "probability fluctuation state" occurs after the jackpot ends.
[0208] Next, as shown in Figure 12, for the valid pattern "B" of each probability variable area 73, 74 in the first special symbol jackpot type "time reduction B" and "latent probability variation A" and the second special symbol jackpot type "latent probability variation C", the right-side probability variable area 73 is set to be valid while the left-side probability variable area 74 is set to be invalid in the third round. Also, for the valid pattern "B", the left-side probability variable area 74 is set to be valid while the right-side probability variable area 73 is set to be invalid in the sixth round. Note that for the valid pattern "B", both probability variable areas 73, 74 are set to be invalid in the other rounds (i.e., the first, second, fourth, fifth, and seventh rounds and onwards).
[0209] That is, in the case of the effective pattern "B" of each probability variable area 73, 74, if the ball passes through the right probability variable area 73 in the third round or the ball passes through the left probability variable area 74 in the sixth round, a "probability variable state" will be given after the end of the jackpot.
[0210] Here, in the opening pattern of the jackpot type "time reduction B", the left-side variable probability area 74 is opened in the third round, while the right-side variable probability area 73 is closed. Also, in the sixth round, the right-side variable probability area 73 is opened, while the left-side variable probability area 74 is closed. Therefore, the ball does not pass through the variable probability areas 73, 74 that are set valid in any round. Therefore, in the jackpot type "time reduction B", the ball does not pass through the variable probability areas 73, 74 that are set valid during the jackpot, so that a "probability fluctuation state" does not occur after the jackpot ends.
[0211] On the other hand, in the opening patterns of the jackpot types "latent probability fluctuation A" and "latent probability fluctuation C," the right-side probability variable area 73 is opened in the third round, while the left-side probability variable area 74 is closed. Also, in the sixth round, the left-side probability variable area 74 is opened, while the right-side probability variable area 73 is closed. Therefore, the ball passes through each probability variable area 73, 74 in multiple rounds in which each probability variable area 73, 74 is set to be valid. Therefore, in the jackpot types "latent probability fluctuation A" and "latent probability fluctuation C," the ball passes through the probability variable areas 73, 74 that are set to be valid during the jackpot, so that a "probability fluctuation state" occurs after the jackpot ends.
[0212] Next, as shown in Figure 12, in the valid pattern "C" of each probability variable area 73, 74 in the jackpot type "probability variable A" of the first special symbol and the second special symbol, the right-side probability variable area 73 is set to be valid while the left-side probability variable area 74 is set to be invalid in the fourth round. Also, in the valid pattern "C", the left-side probability variable area 74 is set to be valid while the right-side probability variable area 73 is set to be invalid in the ninth round. Note that in the valid pattern "C", both probability variable areas 73, 74 are set to be invalid in the other rounds (i.e., rounds 1 to 3, rounds 5 to 8, and rounds 10 to 15).
[0213] That is, in the case of the valid pattern "C" of each probability change area 73, 74, if the ball passes through the right probability change area 73 in the fourth round or the ball passes through the left probability change area 74 in the ninth round, a "probability change state" will be given after the jackpot ends.
[0214] Here, the opening pattern of the jackpot type "probability fluctuation A" is that in the fourth round, the right-side probability variable area 73 is opened, while the left-side probability variable area 74 is closed. Also, in the ninth round, the left-side probability variable area 74 is opened, while the right-side probability variable area 73 is closed. Therefore, the ball passes through the probability variable areas 73, 74 in multiple rounds in which each probability variable area 73, 74 is set to be valid. Therefore, in the jackpot type "probability fluctuation A," since the ball passes through the probability variable areas 73, 74 that are set to be valid during the jackpot, a "probability fluctuation state" is generated after the jackpot ends.
[0215] In this way, for each type of jackpot, probability variable areas 73, 74 that can be passed through are set for each round, and the validity or invalidity of the probability variable areas 73, 74 is set according to the round. By making it impossible to determine the type of jackpot just by the ball passing through each probability variable area 73, 74, it is made difficult (impossible) for the player to recognize which type of jackpot he has won, creating a gameplay that allows the player to guess in which game state he is playing, thereby increasing the enjoyment of the game.
[0216] Furthermore, in the first embodiment, when a jackpot type that generates a "probability fluctuation state" after a jackpot is won is configured so that the ball can pass through the active variable probability areas 73, 74 in multiple rounds of the jackpot. Therefore, even if the ball cannot pass through the active variable probability areas 73, 74 in one of the rounds in which the active variable probability areas 73, 74 are set, it is possible to pass the ball through the active variable probability areas 73, 74 in the other round. Therefore, even if a sudden problem (for example, a game abnormality such as a firing error or the player's poor physical condition) prevents the ball from passing through the active variable probability areas 73, 74 in one of the active rounds, by providing the possibility of passing the ball through the active variable probability areas 73, 74 in the other active round, the player can enjoy a comfortable game without suffering any disadvantages due to unforeseen circumstances, and the enjoyment of the game can be improved.
[0217] Furthermore, in the first embodiment, when a jackpot type that generates a "probability fluctuation state" after a jackpot is won is selected, different probability fluctuation areas 73, 74 are enabled in multiple rounds of the jackpot, and the ball is allowed to pass through them. By configuring it in this way, even if an abnormality occurs in one of the probability fluctuation areas 73, 74, the "probability fluctuation state" can be generated when the ball passes through the other probability fluctuation area 74, 73. Therefore, a comfortable game can be played without the player suffering a disadvantage due to an unforeseen event, and the enjoyment of the game can be improved.
[0218] The probability of each jackpot type being selected in the event of a jackpot is set appropriately for each machine type. Then, the value of the jackpot type counter C2 associated with each jackpot type is defined in the jackpot type table 202b according to the set probability.
[0219] Furthermore, the probability of selecting a jackpot type may be changed depending on the gaming state of the pachinko machine 10. In this case, a jackpot type table 202b corresponding to each gaming state may be prepared, and the number of values of the jackpot type counter C2 associated with each jackpot type may be changed in each jackpot type table 202b.
[0220] Returning to Figure 8, 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").
[0221] In the first embodiment, the general presentation mode of the variable presentation at the time of a jackpot and a miss, which is displayed on the third symbol display device 81, is selected according to the number of reserved variable presentations and the value of the stop pattern selection counter C3. Specifically, five presentation modes are selected: a "non-reach (shortened)" presentation mode or a "non-reach (normal)" presentation mode in which a "reach display" does not occur, a "normal reach" presentation mode in which only the variable elements of the "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 the "super reach", and a "special reach" presentation mode in which the variable elements of the "normal reach" are developed to execute the variable elements of the "special reach".
[0222] Here, each of the presentation modes will be explained in detail. Among the presentation modes, the "non-reach (shortened)" presentation mode and the "non-reach (normal)" presentation mode are presentation modes in which, after a "high-speed fluctuation" variable element is performed in each of the display regions Dm1 to Dm3 (see FIG. 6(a)) of the main display region Dm, the same third symbol does not stop in the left display region Dm1 and the right display region Dm3, and a "reach display" does not occur.
[0223] The variable element of "high-speed variation" refers to a variable element in which the third symbols displayed in each of the symbol rows Z1 to Z3 (see FIG. 6(a)) are scrolled vertically downward on the display screen at high speed in the variation effect performed in the main display area Dm (see FIG. 6) of 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 the stop results of the previously stopped and displayed variation effect are randomly mixed (shuffled).
[0224] In the pachinko machine 10 of the first embodiment, after a "high-speed fluctuation" variable element is performed, a "low-speed fluctuation" variable element is performed except for a specific presentation mode ("non-reach (shortened)" presentation mode). The "low-speed fluctuation" variable element refers to a variable element that scrolls the third symbol slowly at a speed that is visible to the player after the "high-speed fluctuation" variable element in a presentation performed in the main display area Dm (see FIG. 6(a)) of the third symbol display device 81. In this "slow-speed fluctuation" variable element, the third symbol is stopped and displayed in the order of left symbol column Z1 → right symbol column Z3 → center symbol column Z2 (see FIG. 6(a)), allowing the player to recognize the display content of the third symbol. If the same third symbol stops in the left symbol column Z1 and the right symbol column Z3, it is assumed that a "reach display" has occurred, and the display develops into a "normal reach" variable element. On the other hand, if different third symbols stop in the left symbol column Z1 and the right symbol column Z3, the display of the middle symbol column Z2 is stopped, and the variable effect ends (except when it develops into a "pseudo-consecutive" as described below).
[0225] Therefore, in the "non-reach (normal)" presentation mode, the "high-speed fluctuation" variable element is performed after the "high-speed fluctuation" variable element is performed, and each of the symbol rows Z1 to Z3 (see Figure 6(a)) stops in order, and the variable presentation of 1 ends. On the other hand, in the "non-reach (shortened)" presentation mode, the "high-speed fluctuation" variable element is not performed after the "high-speed fluctuation" variable element is performed, and after the "high-speed fluctuation" variable element ends, each of the symbol rows Z1 to Z3 stops simultaneously, and the variable presentation of 1 ends.
[0226] Among the presentation modes, the "normal reach" presentation mode is one of the presentation modes of "reach displays" in which, in the variable presentation of each of the symbol columns Z1 to Z3 (see FIG. 6(a)) in the main display area Dm, immediately after the same third symbol stops in the left symbol column Z1 and the right symbol column Z3, the variable element of "normal reach" is executed, and it does not develop into other "reach displays," i.e., the variable element of "super reach" or the variable element of "special reach." In this "normal reach" variable element, as described above, the third symbols stopped and displayed in the left symbol column Z1 (left display area Dm1) and the right symbol column Z3 (right display area Dm3) in the main display area Dm are displayed larger than usual. In addition, the third symbol in the center symbol column Z2 (center display area Dm2) scrolls vertically downward at a slow speed on the display screen, so that the third symbol in the center display area Dm2 is displayed in a state where it can be seen by the player. Furthermore, in the variable element of this "normal reach", the sub-display area Ds is erased (not shown) as the main display area Dm is enlarged.
[0227] 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. In this "Super Reach" presentation mode, while the variable elements of the "Super Reach" are being executed, the cockpit display area Db (see FIG. 6(a)) is erased from the display state of the variable elements of the "Normal Reach", and the reach-forming symbol of the third symbol that was the cause of this "Reach Display" is displayed in a reduced size in the upper left of the display area of the display screen. Then, the background display of the main display area Dm changes from the variable elements of the "Normal Reach", and multiple character symbols are made to appear, resulting in a "battle presentation (e.g., kickboxing)" (not shown).
[0228] In the first embodiment, the result (win or loss) of the "battle performance" is used to suggest whether the variable performance will be a success or failure. Specifically, for example, in the above-mentioned "battle performance," if the character symbol on the player's side wins over the character symbol on the enemy's side, the variable performance is suggested to be a "jackpot display," and if the character symbol on the player's side loses to the character symbol on the enemy's side, the variable performance is suggested to be a "loss display."
[0229] 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. In this "Special Reach" presentation mode, while the variable elements of the "Special Reach" are being executed, the cockpit display area Db (see FIG. 6(a)) is erased from the display state of the variable elements of the "Normal Reach" as in the variable elements of the "Super Reach" described above, and the reach-forming symbol of the third symbol that was the cause of this "Reach Display" is displayed in a reduced size in the upper left of the display area of the display screen. Then, the background display in the main display area Dm (see FIG. 6(a)) changes from the variable elements of the "Normal Reach", and multiple characters different from the variable elements of the "Super Reach" are made to appear, and a "race presentation (for example, a car race)" is carried out (not shown).
[0230] In the first embodiment, the winning or losing of the variable effect is suggested based on the result (win or loss) of the "competition effect." Specifically, for example, in the above-mentioned "competition effect," if the character symbol on the player's side wins over the character symbol on the opponent's side, the variable effect is suggested to be a "jackpot display," and if the character symbol on the player's side loses to the character symbol on the opponent's side, the variable effect is suggested to be a "loss display."
[0231] 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. 22)). Then, when the ball enters the special symbol 1 winning port 64b (start winning), the jackpot random number counter C1 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 ball storage areas 1 to 4 provided in the first reserved ball storage area 203d of the RAM 203 provided corresponding to the special symbol 1 winning port 64b (first special symbol). Also, when the ball enters the special symbol 2 winning port 64c (start winning), the jackpot random number counter C1 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 ball storage areas 1 to 4 provided in the second reserved ball storage area 203e of the RAM 203 provided corresponding to the special symbol 2 winning port 64c (second special symbol).
[0232] 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 performance is successful, the current game state, and the number of variable performances currently on hold (number of reserved balls). That is, a plurality of types of stop pattern tables 202d are provided, and the table is configured to be selected depending on the number of waiting variable performances (number of reserved balls), etc.
[0233] 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 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 rough variation mode of the variation effect is selected. After that, based on the selected mode and the value of the variation type counter CS1 described later, a detailed variation pattern (variation time) of the variation effect is determined.
[0234] The multiple stop pattern tables 202d are set so that the range of the random number value of the stop pattern selection counter C3, which selects the presentation mode, differs for each stop pattern table 202d. The reason why multiple stop pattern tables 202d are prepared is to change the selection ratio of the presentation mode of the variable presentation depending on whether the variable presentation is a hit or miss, the game state, and the number of reserved balls. That is, the selection ratio of the presentation mode is changed depending on (1) whether a jackpot occurs in the variable presentation of the acquired third symbol, (2) whether the current game state of the pachinko machine 10 is the "probability variable state," "time shortened state," or "normal game state," and (3) how many reserved balls there are for the reserved variable presentation.
[0235] The first reason for this is to change the degree of expectation of a jackpot for each presentation mode. That is, by configuring the selection ratio of the "non-reach" presentation mode, the "normal reach" presentation mode, the "super reach" presentation mode, and the "special reach" presentation mode to differ between when the jackpot lottery is won and when the jackpot lottery is lost, the degree of expectation of a jackpot is changed for each presentation mode. Specifically, for example, the "super reach" presentation mode or the "special reach" presentation mode is configured to be easily selected when the jackpot lottery is won, and the "non-reach" presentation mode or the "normal reach" presentation mode is configured to be easily selected when the jackpot lottery is not won. By configuring in this way, the "super reach" presentation mode and the "special reach" presentation mode can be configured to be an presentation that makes it easier to win a jackpot, and the "normal reach" presentation mode and the "non-reach" presentation mode can be configured to be an presentation that makes it harder to win a jackpot or does not result in a jackpot, thereby differentiating the degree of expectation of a jackpot for each presentation mode. Therefore, when an effect that is likely to result in a big win appears in the variable performance, the player is informed that there is a high possibility of a big win occurring while the effect that is likely to result in a big win is being performed, thereby increasing the interest in the game.
[0236] Therefore, in the pachinko machine 10 of the first embodiment, when the acquired lottery result is a jackpot, the performance mode of the variable performance is selected based on the stop pattern table 202d in which it is easy to select a performance that is likely to result in a jackpot and it is difficult to select a performance that is unlikely to result in a jackpot. On the other hand, when the acquired lottery result is a loss, it is difficult to select a performance that is likely to result in a jackpot and it is difficult to select a performance 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 performance, if a performance that is likely to result in a jackpot is being executed, the variable performance makes it easy to cause a jackpot, and if a performance that is unlikely to result in a jackpot is being executed, the variable performance makes it difficult to cause a jackpot. By providing a difference in the expected value of a jackpot for each performance mode, it is possible to increase the enjoyment of the game during the execution of the variable performance.
[0237] The second reason is to minimize the number of wasted balls (so-called no-lottery due to overflow winning) resulting from balls entering the special symbol 1 winning slot 64b when the number of waiting times for the first special symbol variable effect has reached the upper limit, or balls entering the special symbol 2 winning slot 64c when the number of waiting times for the second special symbol variable effect has reached the upper limit. Specifically, the number of waiting times for the first special symbol variable effect and the second special symbol variable effect are each limited to a maximum of four times, and the variable effect is executed for at least a certain period of time. Therefore, in a game state in which balls are likely to enter the special symbol 2 winning slot 64c in the "probability variable state," the maximum number of reserved balls for the second special symbol is likely to be reached. In these game states, if a long-time variable effect is selected, balls frequently land in the special symbol 2 winning slot 64c when the maximum number of reserved balls for the second special symbol has been reached. Even if a ball lands in the special symbol 2 winning slot 64c, the player will not be able to obtain the lottery opportunity for the second special symbol. Furthermore, even in the "normal game state," if a long-time variable effect is selected when 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 variable effect. Therefore, even if a ball lands in the special symbol 1 winning slot 64b during that time, the player will not be able to obtain the lottery opportunity for the first special symbol. In this situation, the player will conclude that there is no game value in balls entering the special symbol 1 winning slot 64b, and will stop firing balls and suspend play until the variable effect is consumed and the reserved balls can be obtained again. Suspending play reduces the operating rate of the pachinko machine 10, which impacts the operation of the gaming parlor.
[0238] Therefore, in the pachinko machine 10 of the first embodiment, 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, the presentation mode of the variable presentation is selected based on the stop pattern table 202d, in which a relatively short variation time is likely to be selected. This makes it possible to prevent balls from entering the special symbol 1 winning hole 64b or the special symbol 2 winning hole 64c when the maximum number of reserved balls for the third symbol (first special symbol or second special symbol) has been reached.
[0239] A third reason is that by setting a longer execution time and delaying the end of the variable effect, the variable effect can be maintained for a longer period of time. Specifically, if the number of balls reserved for the variable effect is low (or zero), the next variable effect cannot begin unless a new ball enters either the special symbol 1 winning slot 64b or the special symbol 2 winning slot 64c within the variable effect time of the currently executing variable effect. Therefore, a demo screen or the like must be displayed on the third symbol display device 81. If a player fires a ball and plays a game but the variable effect does not occur on the third symbol display device 81, the player loses interest in the jackpot lottery he or she is looking for, and loses interest in the game. Furthermore, if the variable effect does not occur on the third symbol display device 81, the player may perceive the pachinko machine 10 as one in which it is difficult for a ball to enter the special symbol 1 winning slot 64b or the special symbol 2 winning slot 64c. This may lead the player to conclude that the machine is difficult to obtain game value from, and may stop playing the pachinko machine 10.
[0240] 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 relatively 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.
[0241] The variation type counter CS1 is configured to be incremented by "1" in sequence within the range of "0 to 199", for example, and to return to "0" after reaching the maximum value (i.e., "199"). The value of the variation type counter CS1 is updated once each time the timer interrupt process (see FIG. 22) described below is executed, and is also repeatedly updated within the remaining time in the main process (see FIG. 33). Then, at the timing when the ball enters the special symbol 1 winning hole 64b (start winning), the value is stored in the variation type counter storage area 203d4 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 of the RAM 203 provided corresponding to the special symbol 1 winning hole 64b (first special symbol). In addition, at the time when the ball enters the special winning slot 64c (start winning), it is stored in the variable type counter storage area 203e4 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 of RAM203 provided corresponding to the special winning slot 64c (second special pattern).
[0242] The variation type counter CS1 is used to determine the detailed variation pattern of the variation effect. That is, the MPU 201 of the main control device 110 determines the detailed variation pattern based on the value of the variation type counter CS1 and the variation pattern table 202e stored in the ROM 202 in the performance mode selected by the stop pattern table 202d and the stop pattern selection counter C3. Determining the variation pattern is, specifically, determining the variation time of the variation effect. Based on the variation pattern (variation time) determined by the variation type counter CS1, the audio lamp control device 113 and the display control device 114 determine the reach type and detailed pattern variation mode of the third pattern displayed on the third pattern display device 81, and also determine whether or not to execute the preview effect and the execution mode of the preview effect.
[0243] In this way, the MPU 201 of the main control device 110 selects a rough variation pattern of the variation effect and determines only the variation time. By configuring in this way, the MPU 201 of the main control device 110 does not need to perform detailed control such as advance lottery required to execute the variation effect, so the processing of the MPU 201 related to the variation effect can be reduced. In addition, the main control device 110 does not need to prepare commands for all variation patterns of the variation effect, so the ROM capacity of the main control device 110 can be reduced.
[0244] Furthermore, the audio lamp control device 113 and the display control device 114 can increase the degree of freedom in selecting the variable effects by determining a detailed variable effect pattern based on the variable time (rough variable pattern) determined by the main control device 110. Furthermore, in a pachinko machine 10 in which the game state changes from moment to moment, it becomes possible to select or change the content of the variable effects at any time in response to the changes, and an appropriate effect can be executed according to the game state.
[0245] Here, we will explain each variable element that makes up a variable pattern. A variable element is a part of one variable performance, and one variable performance is made up of a combination of each variable element. In the pachinko machine 10 of the first embodiment, the variable elements are provided as "high-speed fluctuation" variable elements, "low-speed fluctuation" variable elements, "pseudo consecutive" variable elements, "normal reach" variable elements, "super reach" variable elements, "special reach" variable elements, and "re-fluctuation" variable elements.
[0246] The "high-speed fluctuation" variable element is a variable element that scrolls and fluctuates at a high speed so that the player cannot clearly recognize the content of the third symbol. This "high-speed fluctuation" variable element is performed for "3 seconds" at the beginning of the variable effect when the "non-reach (shortened)" presentation mode is selected, and is performed for "7 seconds" at the beginning of the variable effect when a presentation mode other than "non-reach (shortened)" (for example, "non-reach (normal)") is selected. Note that when this "high-speed fluctuation" variable element ends, the "low-speed fluctuation" variable element described below is started (executed), or the variable effect ends as it is.
[0247] The "slow-speed fluctuation" variable element is a variable element that starts after the "seven-second" "high-speed fluctuation" variable element is executed, and scrolls the third symbol so that it can be seen, indicating whether or not a "reach display" will occur. This "slow-speed fluctuation" variable element is not executed when the "non-reach (shortened)" presentation mode is selected, but when a presentation mode other than the "non-reach (shortened)" presentation mode (for example, the "non-reach (normal)" presentation mode) is selected, it is executed "three seconds" after the "high-speed fluctuation" variable element. That is, in the "non-reach (shortened)" presentation mode, after the "high-speed fluctuation" variable element is executed, each of the symbol rows Z1 to Z3 in the main display area Dm is rapidly stopped (so-called "perfect stop") without going through the "slow-speed fluctuation" variable element. Note that, when this "slow-speed fluctuation" variable element ends, the "pseudo consecutive" variable element (described later) is started (executed), the "normal reach" variable element (described later) is started (executed), or the variable element ends as is.
[0248] Therefore, in the pachinko machine 10 of the first embodiment, the "non-reach (normal)" presentation mode is configured with a variation pattern including a "7-second" "high-speed variation" variable element and a "3-second" "low-speed variation" variable element. Also, the "non-reach (shortened)" presentation mode is configured with a variation pattern including only a "3-second" "high-speed variation" variable element.
[0249] The "pseudo consecutive" variable element is a variable element in which the start of a variable effect occurs multiple times (one pseudo stop) in one variable effect. Specifically, it is a variable element in which a "high-speed fluctuation" variable element is started in each of the symbol rows Z1 to Z3 of the third symbol display device 81, then switched to a "low-speed fluctuation" variable element, and then the variable effect in all symbol rows Z1 to Z3 is ended and a predetermined stop result (for example, pseudo consecutive chance eye "677") is displayed. This "pseudo consecutive" variable element is a variable element in which, when the predetermined stop result stops after the "low-speed fluctuation" variable element, the "high-speed fluctuation" variable element starts again from that stop result, and an effect is executed as if another variable effect had started.
[0250] The variable element of this "pseudo consecutive wins" is a variable element in which, after the execution of the variable element of "slow fluctuation", a predetermined stop result (so-called pseudo consecutive chance eye) appears, the variable element of "high-speed fluctuation" is executed again for a second time, and then develops into a variable element of "normal reach". In other words, the variable element of "pseudo consecutive wins" is a variable element in which a pseudo variable stop (hereinafter referred to as "pseudo stop") in which a pseudo consecutive chance eye is displayed is executed once, and then a predetermined stop result appears in that pseudo stop, and the variable element of "high-speed fluctuation" is started again. In the pachinko machine 10 of the first embodiment, after the variable element of this "pseudo consecutive wins" ends, it is configured to always develop into a variable element of at least "normal reach". The variable element of this "pseudo consecutive wins" is executed "10 seconds" after the variable element of "slow fluctuation".
[0251] In the first embodiment, the number of pseudo stops in the "pseudo consecutive" variable element is one, but it may be configured to execute a "pseudo consecutive" variable element in which the number of pseudo stops is two or more. Also, it may be configured to execute a variable element (a so-called "pseudo fake" variable element) that performs an effect of whether or not a pseudo consecutive chance eye will stop before the occurrence of the "pseudo consecutive" variable element. In this "pseudo fake" variable element, an effect of whether or not a predetermined stop result will appear after the execution of the "slow fluctuation" variable element (for example, an effect of whether or not the pattern forming the predetermined stop result will fluctuate back and forth on the activated line L1 (see FIG. 6(a)) and stop; hereinafter referred to as "pseudo fluctuation") is executed, and it may be configured so that the predetermined stop result does not appear in the "pseudo fluctuation" and does not develop into a "pseudo consecutive" variable element. By providing this "pseudo-fake" variable element, it is possible to add a gameplay element in which, after the "pseudo-fake" variable element ends, it will either develop into a "normal reach" variable element, or a "miss display" will appear (for example, "687") and the variable presentation will end as is.
[0252] The variable element of "normal reach" is a variable element that indicates whether or not a jackpot will occur depending on the result of the fluctuation of the middle symbol column Z2 when reach-forming symbols are stopped and displayed in the left symbol column Z1 and the right symbol column Z3 in the variable elements of "slow fluctuation" or "pseudo consecutive" (hereinafter, "variable elements of "slow fluctuation" or "pseudo consecutive"" are sometimes collectively referred to as "variable elements of "slow fluctuation, etc."). This variable element of "normal reach" occurs "10 seconds" after the variable element of "slow fluctuation, etc."
[0253] In the pachinko machine 10 of the first embodiment, after the variable element of "normal reach" is executed, the following patterns are available: a pattern in which a "miss display" is directly displayed; a pattern in which a "jackpot display" is directly displayed; a pattern in which the variable element develops into a "super reach" variable element; a pattern in which the variable element develops into a "special reach" variable element; and a pattern in which a temporary "miss display" is displayed first and then a "re-variation" variable element is executed.
[0254] The "Super Reach" variable element is developed and executed when the "miss display" in the "Normal Reach" variable element does not stop and the fluctuation of the middle symbol row Z2 continues, and a "battle performance" is performed in the main display area Dm to show whether or not a jackpot will occur. This "Super Reach" variable element is executed "10 seconds" after the execution of the "Normal Reach" variable element.
[0255] In the pachinko machine 10 of the first embodiment, after the variable element of "Super Reach" is executed, there are prepared three patterns: a pattern in which a "miss display" is directly displayed, a pattern in which a "jackpot display" is directly displayed, and a pattern in which a temporary "miss display" is displayed first and then a variable element of "re-variation" is executed.
[0256] The "Special Reach" variable element is developed and executed when the "miss display" in the "Normal Reach" variable element does not stop and the fluctuation of the middle symbol row Z2 continues, and a "race presentation" is performed in the main display area Dm to show whether or not a jackpot will occur. This "Special Reach" variable element is executed "20 seconds" after the execution of the "Normal Reach" variable element.
[0257] In the pachinko machine 10 of the first embodiment, after the variable element of the "special reach" is executed, there are three patterns available: a pattern in which a "miss display" is directly displayed, a pattern in which a "jackpot display" is directly displayed, and a pattern in which a temporary "miss display" is first displayed and then "varies again."
[0258] It is configured so that after the variable element of "normal reach" is executed, it develops into the variable element of "super reach" or the variable element of "special reach", but instead of this configuration, when the reach forming symbol stops after "slow fluctuation", it may be configured so that it develops straight into the variable element of "super reach" or the variable element of "special reach" without going through the variable element of "normal reach". Also, it may be configured so that the variable element of "special reach" is executed after the variable element of "super reach" is executed.
[0259] The "re-variation" variable element is a variable element that develops and executes after a "miss display" appears once in any of the "reach displays," and causes a "jackpot display" to appear. This "re-variation" variable element occurs "10 seconds" after any of the "reach displays."
[0260] In the pachinko machine 10 of the first embodiment, a pattern is prepared in which a "big win display" appears after the execution of the "re-variation" variable element.
[0261] Furthermore, this "re-variation" variable element is configured to occur only when a jackpot is won. In other words, in the case of a "miss display", the "re-variation" variable element is configured not to be executed. This is because the "re-variation" variable element is a variable element that changes a temporarily stopped "miss display" to one of the "jackpot displays", so if it is performed in the case of a "miss display" that has not won a jackpot, a discrepancy in the presentation will occur. Therefore, this "re-variation" variable element is configured to be selected only in the jackpot variation pattern table 202e, and not in the loss variation pattern table 202e.
[0262] The random number counter C4 for a normal map is configured as a loop counter that increments by one within the range of "0 to 99", and returns to "0" after reaching the maximum value (i.e., "99"). When the random number counter C4 for a normal map completes one cycle, the value of the second initial value random number counter CINI2 at that time is read as the initial value of the random number counter C4 for a normal map.
[0263] In addition, the second initial value random number counter CINI2 is configured as a loop counter that is updated within the same range as the normal random number counter C4 (value = "0 to 99"), and is updated once for each timer interrupt processing (see Figure 22) and repeatedly updated within the remaining time of the main processing (see Figure 33).
[0264] The value of the normal symbol winning random number counter C4 is updated, for example, periodically (in the first embodiment, once per timer interrupt process (see FIG. 22)), and when it is detected that the ball has passed through the normal symbol gate 67, it is stored in one of the normal symbol reserve areas 1 to 4 provided in the normal symbol reserve ball storage area 203j of RAM 203. Then, the data is shifted to the normal symbol reserve ball execution area 203k in the order in which it was stored in the normal symbol reserve ball storage area 203j, and a win determination is made for the value of the normal symbol winning random number counter C4 stored in the normal symbol reserve ball execution area 203k.
[0265] The value of the random number that results in a winning normal symbol is set by a normal symbol winning random number table (not shown) stored in the ROM 202 of the main control device 110 for each game state (for example, "1 / 10" in a low probability state, "9 / 10" in a high probability state), and a win is determined when the value of the normal symbol winning counter C4 stored in the normal symbol reserve ball execution area 203k matches the value of the random number that results in a winning set by the normal symbol winning random number table. Then, a normal symbol variable time table (not shown) stored in the ROM 202 of the main control device 110 is referenced depending on the game state, and the variable display time of the normal symbol (for example, "3 seconds" or "0.5 seconds") is set, and after the variable display time has elapsed on the normal symbol display device 83, a "○" symbol is lit and displayed as the stopped symbol (normal symbol). Thereafter, the normal electric role control table (not shown) stored in the ROM 202 of the main control device 110 is referenced depending on the game status, and the opening time of the rotating plate of the normal electric role device 67a (for example, "0.5 seconds" or "5 seconds") is set, and the rotating plate rotates during the opening time, during which time the ball is configured to be able to roll on the upper surface of the rotating plate.
[0266] On the other hand, if the value of the normal symbol winning counter C4 stored in the normal symbol reserved ball execution area 203k does not match the value of the random number that becomes a win set by the normal symbol winning random number table (not shown), it is determined to be a miss. Then, the normal symbol variable time table (not shown) is referenced according to the game state and a variable display time (for example, "3 seconds" or "0.5 seconds") is set, and after the variable display time has elapsed on the normal symbol display device 83, an "x" symbol is displayed as a stopped symbol (normal symbol).
[0267] In the pachinko machine 10 of the first embodiment, the variations in the probability of winning or losing a normal symbol, the variable display time of the normal symbol, and the opening time of the rotating plate of the normal electric device 67a are configured to be different depending on each game state. Specifically, for example, in a "normal game state" without a "time-saving function," the probability of winning or losing a normal symbol is low, the variable display time of the normal symbol is long, and the opening time of the rotating plate is short. Also, in a "probability-varying state" or "time-saving state" with a "time function," the probability of winning or losing a normal symbol is high, the variable display time of the normal symbol is short, and the opening time of the rotating plate is long.
[0268] In this way, various counters etc. are provided in the RAM 203 of the main control unit 110, and various tables are provided in the ROM 202 of the main control unit 110, and the main control unit 110 can execute the main processing of the pachinko machine 10, such as drawing a jackpot, setting dynamic displays and variable effects in the special pattern display device 37 and the third pattern display device 81, and drawing a lottery for the display results in the normal pattern display device 83, according to the values of these counters etc. and the above-mentioned tables 202a to 202g.
[0269] Returning to Fig. 7, the explanation will be continued. In addition to the counter buffer 203c shown in Fig. 8, the RAM 203 has a stack area in which the contents of the internal registers of the MPU 201 and the return addresses of the control programs executed by the MPU 201 are stored, and a work area (working region) in which values of various flags, counters, input / output (hereinafter abbreviated as "I / O"), etc. The RAM 203 is configured so that it can retain (back up) data by receiving a backup voltage from the power supply device 115 even after the power supply to the pachinko machine 10 is cut off, and all data stored in the RAM 203 is backed up.
[0270] When the power supply is cut off due to a power outage or the like, the stack pointer and the values of each register at the time of the power outage (including when a power outage occurs; the same applies below) are stored in RAM 203. On the other hand, when the power is turned on (including when the power is turned on after the power outage is resolved; the same applies below), the state of the pachinko machine 10 is restored to the state before the power was turned off based on the information stored in RAM 203. Writing to RAM 203 is executed by main processing (see FIG. 33) when the power is turned off, and the restoration of each value written to RAM 203 is executed in the startup processing when the power is turned on (see FIG. 32). Note that a power outage signal SG1 from the power outage monitoring circuit 252 is input to a non-maskable interrupt (hereinafter abbreviated as "NMI") terminal of MPU 201 when the power supply is cut off due to a power outage or the like. When the power outage signal SG1 is input to MPU 201, NMI interrupt processing (see FIG. 31) is immediately executed as a power outage processing.
[0271] The RAM 203 further has at least a first reserved ball number counter 203a, a second reserved ball number counter 203b, a first reserved ball storage area 203d, a second reserved ball storage area 203e, a reserved ball execution area 203f, a right special rate activation flag 203g, a left special rate activation flag 203h, and a special rate transition flag 203i.
[0272] The first reserved ball number counter 203a is a counter that counts the number of reserved balls (number of waiting times) for the dynamic display of the first special pattern (the variable performance of the third pattern corresponding to the first special pattern performed on the third pattern display device 81) up to a maximum of four times based on the entry of a ball into the first special pattern winning port 64b of special pattern 1 (hereinafter, the entry of a ball into the special pattern 1 winning port 64b or the special pattern 2 winning port 64c may be referred to as the "initial entry") detected during a timer interrupt process (see Figure 22) that is executed periodically every "4 milliseconds."
[0273] This first reserved ball number counter 203a is set to "0" as an initial value by the initial setting process of RAM203 after power-on (S913 in FIG. 32). Then, each time a start winning into the special symbol 1 winning slot 64b is detected and the number of reserved balls for the dynamic display (variable effect) of the first special symbol increases, 1 is added up to the maximum value "4" (see S203 in FIG. 23). On the other hand, the first reserved ball number counter 203a is decremented by 1 each time the dynamic display (variable effect) of the first special symbol is executed (see S308 in FIG. 24).
[0274] The second reserved ball number counter 203b, like the first reserved ball number counter 203a, is a counter that counts up to four reserved balls (number of waiting times) for the dynamic display of the second special pattern (the variable performance of the third pattern corresponding to the second special pattern performed by the third pattern display device 81) performed by the special pattern display device 37 based on the initial winning into the special pattern 2 winning port 64c detected during the timer interrupt processing (see Figure 22) that is executed periodically every "4 milliseconds."
[0275] Like the first reserved ball counter 203a, this second reserved ball counter 203b is set to "0" as an initial value by the initial setting process of RAM203 after power-on (S913 in FIG. 32). Then, each time a start winning entry into the special symbol 2 winning slot 64c is detected and the number of reserved balls for the dynamic display (variable effect) of the second special symbol increases, 1 is added up to the maximum value of "4" (see S207 in FIG. 23). On the other hand, the second reserved ball counter 203b is decremented by 1 each time the dynamic display (variable effect) of the second special symbol is executed (see S305 in FIG. 24).
[0276] The value of the first reserved ball number counter 203a (i.e., the number of reserved balls of the first special pattern) or the value of the second reserved ball number counter 203b (i.e., the number of reserved balls of the second special pattern) is notified to the voice lamp control device 113 by a reserved ball number command (see S210 in Figure 23). The reserved ball number command is a command sent from the main control device 110 to the voice lamp control device 113 each time a start winning is detected and the first reserved ball number counter 203a or the second reserved ball number counter 203b is incremented by one.
[0277] The voice lamp control device 113 can use the reserved ball count command to obtain the value of the number of reserved balls for the dynamic display (variable effect) of the first special symbol or the second special symbol reserved in the main control device 110. This allows the voice lamp control device 113 to manage the number of reserved balls for the dynamic display (variable effect) of each special symbol without accessing the main control device 110. Furthermore, by sending a reserved ball count command from the main control device 110 to the voice lamp control device 113 every time a start winning is detected, even if the number of reserved balls for the dynamic display (variable effect) of each special symbol managed by the voice lamp control device 113 deviates from the actual number of reserved balls for the dynamic display (variable effect) reserved in the main control device 110 due to the influence of noise or the like, the deviation can be corrected by the next received reserved ball count command.
[0278] In addition, each time the number of reserved balls managed internally changes, the voice lamp control device 113 sends a display reserved ball number command to notify the display control device 114 of the number of reserved balls. The display control device 114 displays the reserved symbols in the cockpit display area Db of the third symbol display device 81 based on the number of reserved balls notified by this display reserved ball number command.
[0279] Furthermore, in the first embodiment, when the main control unit 110 sends a reserved ball number command to the voice lamp control unit 113, the reserved ball number command includes not only the value of the first reserved ball number counter 203a or the second reserved ball number counter 203b incremented by 1, but also the values of the jackpot random number counter C1, jackpot type counter C2, stop pattern selection counter C3, and variation type counter CS1 obtained from the counter buffer 203c (see Figure 8) in response to the above-mentioned start winning that triggered the increment of the first reserved ball number counter 203a or the second reserved ball number counter 203b.
[0280] In other words, when a starting winning occurs, the values of the jackpot random number counter C1, jackpot type counter C2, stop pattern selection counter C3, and variation type counter CS1 obtained from the counter buffer 203c by the main control unit 110 are transmitted to the voice lamp control unit 113 by the number of reserved balls command.
[0281] The voice lamp control device 113 reads in advance the values of the jackpot random number counter C1, jackpot type counter C2, stop pattern selection counter C3, and change type counter CS1 transmitted by the reserved ball number command before a change effect based on each value is executed, and determines what the change effect will be (whether it will be a jackpot or not, what the change time will be, etc.) before the change effect is executed. Then, based on the judgment results from this read-ahead, it is possible to decide whether to execute various effects, and to decide the effect content and execution time (timing) of the "reserved change notice."
[0282] It is also possible to configure the system to transmit a reserved ball count command indicating the number of reserved balls for the variable effect and a command indicating the value of the jackpot random number counter C1, etc., separately. As a command indicating the value of the jackpot random number counter C1, etc., separate from the reserved ball count command, a reserved ball count command may be generated at the timing of a ball entering the special prize winning port 64b or the special prize winning port 64c, and commands similar to the variable pattern command and stop type command based on the ball entering (pre-variation pattern command and pre-stop type command) may be generated and transmitted to the audio lamp control device 113. In this case, the program for generating the pre-variation pattern command and pre-stop type command may be reused to facilitate program creation.
[0283] As described above, the first reserved ball storage area 203d is a memory for storing the values of the jackpot random number counter C1, the jackpot type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 obtained from the counter buffer 203c upon detection of a start winning into any of the special symbol 1 winning slots 64b. When the MPU 201 detects that a ball has won (start winning) into the special symbol 1 winning slot 64b during the timer interrupt process (see FIG. 22), it acquires the values of each counter C1 to C3, CS1 from the counter buffer 203c and stores them in the first reserved ball storage area 203d. The first reserved ball storage area 203d has four reserved areas (first reserved areas 1 to 4) so that data corresponding to one start winning of the first special symbol (counter values C1 to C3, CS1) can be stored (reserved) up to four times (see FIG. 8).
[0284] As described above, the second reserved ball storage area 203e is a memory for storing the values of the jackpot random number counter C1, the jackpot type counter C2, the stop pattern selection counter C3, and the variable type counter CS1 obtained from the counter buffer 203c upon detection of the start winning of the special symbol 2 winning hole 64c. When the MPU 201 detects that a ball has won (start winning) the special symbol 2 winning hole 64c during the timer interrupt process (see FIG. 22), it acquires the values of each counter C1 to C3, CS1 from the counter buffer 203c and stores them in the second reserved ball storage area 203e. The second reserved ball storage area 203e has four reserved areas (second reserved areas 1 to 4) so that data corresponding to one start winning of the second special symbol (counter values C1 to C3, CS1) can be stored (reserved) up to four times (see FIG. 8).
[0285] As described above, the reserved ball execution area 203f is a memory for storing data (values of counters C1 to C3, CS1) to be referenced when starting execution or when performing processing such as the jackpot lottery for the first special pattern or the second special pattern that is currently being executed, and when setting the dynamic display and variable effects of the special pattern display device 37 and the third pattern display device 81.
[0286] When the MPU 201 detects that it is the timing to start the execution of the variable effect of the first or second special symbol, in order to execute processing such as the jackpot lottery for the first or second special symbol, and the dynamic display and variable effect settings of the special symbol display device 37 and the third symbol display device 81, among the data corresponding to each start winning stored in the first reserved ball storage area 203d or the second reserved ball storage area 203e described above (counter C1-C3, CS1 values), if data corresponding to the start winning of the second special symbol is stored in the second reserved ball storage area 203e, the data corresponding to one start winning of the data is shifted to this reserved ball execution area 203f. On the other hand, if data corresponding to the start winning of the second special symbol is not stored in the second reserved ball storage area 203e and data corresponding to the start winning of the first special symbol is stored in the first reserved ball storage area 203d, the data corresponding to one start winning of the data is shifted to this reserved ball execution area 203f. That is, in the pachinko machine 10 of the first embodiment, the dynamic display (variable effect) of the second special symbol is executed preferentially, and the dynamic display (variable effect) of the first special symbol is executed on the condition that the dynamic display (variable effect) of the second special symbol is not reserved. Note that, in the first embodiment, "shift" refers to moving data stored in one area to another area.
[0287] Here, the first reserved ball storage area 203d, the second reserved ball storage area 203e, and the reserved ball execution area 203f will be described in detail with reference to Fig. 8 again. The first reserved ball storage area 203d, the second reserved ball storage area 203e, and the reserved ball execution area 203f are used by the MPU 201 of the main control device 110 to perform the jackpot lottery for the first special symbol or the second special symbol, and to set the dynamic display and variable performance of the special symbol display device 37 and the third symbol display device 81.
[0288] As described above, the jackpot random number counter C1 used for the jackpot lottery, the jackpot type counter C2 used for determining the jackpot type, the stop pattern selection counter C3 used for determining the presentation mode of the variable presentation, and the variable type counter CS1 used for determining the variable presentation pattern are used to set the jackpot lottery for the first special symbol or the second special symbol, and the dynamic display and variable presentation of the special symbol display device 37 and the third symbol display device 81. The first reserved ball storage area 203d stores the values of the counters C1 to C3 and CS1 obtained by the MPU 201 from the counter buffer 203c when a ball enters the special symbol 1 winning slot 64b (start winning), and the second reserved ball storage area 203e stores the values of the counters C1 to C3 and CS1 obtained by the MPU 201 from the counter buffer 203c when a ball enters the special symbol 2 winning slot 64c (start winning).
[0289] The first reserved ball storage area 203d is made up of four reserved areas (first reserved areas 1 to 4). Each of the four reserved areas (first reserved areas 1 to 4) has a jackpot random number counter storage area 203d1 that stores the value of a jackpot random number counter C1, a jackpot type counter storage area 203d2 that stores the value of a jackpot type counter C2, a stop pattern selection counter storage area 203d3 that stores the value of a stop pattern selection counter C3, and a fluctuation type counter storage area 203d4 that stores the value of a fluctuation type counter CS1.
[0290] Similarly to the first reserved ball storage area 203d, the second reserved ball storage area 203e is made up of four reserved areas (second reserved areas 1 to 4). Similar to the first reserved ball storage area 203d, each of the four reserved areas (second reserved areas 1 to 4) is provided with a jackpot random number counter storage area 203e1 that stores the value of the jackpot random number counter C1, a jackpot type counter storage area 203e2 that stores the value of the jackpot type counter C2, a stop pattern selection counter storage area 203e3 that stores the value of the stop pattern selection counter C3, and a fluctuation type counter storage area 203e4 that stores the value of the fluctuation type counter CS1.
[0291] In the first embodiment, the jackpot random number counter storage areas 203d1, 203e1, the jackpot type counter storage areas 203d2, 203e2, the stop pattern selection counter storage areas 203d3, 203e3, and the variable type counter storage areas 203d4, 203e4 are all located together in one reserved ball storage area 203d, 203e, respectively, but it is also possible to provide multiple reserved ball storage areas for each counter C1 to C3, CS1.
[0292] As described above, the first reserved ball storage area 203d stores up to four pieces of data (values of each counter C1 to C3, CS1) acquired at the time when the ball enters one of the special winning slots 64b (start winning), but in that case, among the four reserved areas (first reserved 1st to 4th areas), data is stored in order from the area with the smallest area number (1st to 4th). In other words, the smaller the area number, the older the data corresponding to the start winning in the special winning slot 64b is stored, and the first reserved 1st area stores data corresponding to the oldest start winning in the special winning slot 64b.
[0293] In addition, the second reserved ball storage area 203e stores up to four pieces of data (values of each counter C1 to C3, CS1) acquired at the time the ball enters the special prize winning port 64c (start winning), but in that case, among the four reserved areas (second reserved 1st to 4th areas), data is stored in order from the area with the smallest area number (1st to 4th). In other words, the area with the smaller area number stores data corresponding to the oldest start winning in the special prize winning port 64c, and the second reserved 1st area stores data corresponding to the oldest start winning in the special prize winning port 64c.
[0294] On the other hand, the reserved ball execution area 203f is composed of only one area. This reserved ball execution area 203f, like the first reserved ball storage area 203d or the second reserved ball storage area 203e, is provided with a jackpot random number counter storage area 203f1 that stores the value of the jackpot random number counter C1, a jackpot type counter storage area 203f2 that stores the value of the jackpot type counter C2, a stop pattern selection counter storage area 203f3 that stores the value of the stop pattern selection counter C3, and a fluctuation type counter storage area 203f4 that stores the value of the fluctuation type counter CS1.
[0295] When the MPU201 determines that it is time to start executing the variable effect, if data (values of each counter C1 to C3, CS1) is stored in the second reserved first area of the second reserved ball storage area 203e, the data stored in the second reserved first area is shifted to each of the areas 203f1 to 203f4 of this reserved ball execution area 203f. On the other hand, when it is time to start executing the variable effect, if no data is stored in the second reserved first area of the second reserved ball storage area 203e and data is stored in the first reserved first area of the first reserved ball storage area 203d, the MPU201 shifts the data stored in the first reserved first area to each of the areas 203f1 to 203f4 of this reserved ball execution area 203f.
[0296] The data shifted to the reserved ball execution area 203f is then referenced in the variation start process (see FIG. 25), and a jackpot lottery is performed based on the reference data and the game status, and a variation pattern and stop type corresponding to the lottery result are determined. The special symbol display device 37 performs dynamic display based on the determined variation pattern and stop type under the control of the main control device 110.
[0297] In addition, the change pattern and stop type determined here are notified to the voice lamp control device 113 and the display control device 114 by a change pattern command and a stop type command. Then, under the control of the voice lamp control device 113 and the display control device 114, the third symbol display device 81 performs a change performance based on the change pattern and stop type notified by the change pattern command and the stop type command.
[0298] The details of the data shift will be explained. When the MPU 201 determines that the timing for starting the execution of the variable effect has arrived, it determines whether data is stored in the second reserved first area of the second reserved ball storage area 203e. If it determines that data is stored in the second reserved first area as a result of the determination, it shifts the random number value in the jackpot random number counter storage area 203e1 of the second reserved first area to the jackpot random number counter storage area 203f1 of the reserved ball execution area 203f. Similarly, it shifts the random number value in the jackpot type counter storage area 203e2 of the second reserved first area to the jackpot type counter storage area 203f2, shifts the random number value in the stop pattern selection counter storage area 203e3 of the second reserved first area to the stop pattern selection counter storage area 203f3, and shifts the random number value in the variable type counter storage area 203e4 of the second reserved first area to the variable type counter storage area 203f4.
[0299] Then, when the shift of data to the reserved ball execution area 203f is completed, the second reserved first area becomes empty, so a shift process is performed to move the data stored (reserved) in each area (2nd to 4th) of the second reserved ball storage area 203e to the area (1st to 3rd) with the area number smaller by 1. Note that in the first embodiment, data shifting is performed only for the second reserved areas (1st to 4th) in the second reserved ball storage area 203e where data is stored (reserved).
[0300] Here, we will explain the data shift performed for each reserved area in the second reserved ball storage area 203e. For example, when the start determination of the variable effect is made, the value of the second reserved ball number counter 203b is "4", and data is stored in all areas (1st to 4th) of the second reserved ball storage area 203e. In this state, when the data in the second reserved 1st area is shifted to the reserved ball execution area 203f and the second reserved 1st area becomes empty, the MPU 201 shifts the data in the other areas (2nd to 4th) to the areas (1st to 3rd) with area numbers one smaller. That is, the data in the second reserved 2nd area is shifted to the second reserved 1st area, the data in the second reserved 3rd area is shifted to the second reserved 2nd area, and the data in the second reserved 4th area is shifted to the second reserved 3rd area.
[0301] Also, for example, if the value of the second reserved ball number counter 203b is "2" when the start determination of the variable performance is made, the MPU 201 shifts only the data of the second reserved second area to the second reserved first area, and ends the data shift. As described above, in the first embodiment, the data shift process is not performed for the second reserved areas (third to fourth) where no data is stored (reserved), so the number of data shifts can be reduced, and the control burden can be reduced.
[0302] Note that, regardless of whether or not data is present, each piece of data in the second reserve area (second to fourth) may be configured to be shifted to an area with an area number smaller by 1. In this case, it is not necessary to determine whether or not data is stored (reserved) in the second reserve area (second to fourth), which makes it easier to create a program.
[0303] On the other hand, when the MPU 201 determines that no data is stored in the second reserved first area of the second reserved ball storage area 203e when the timing for starting execution of the variable effect arrives, it then determines whether data is stored in the first reserved first area of the first reserved ball storage area 203d. If the determination result indicates that data is stored in the first reserved first area, it shifts the random number value in the jackpot random number counter storage area 203d1 of the first reserved first area to the jackpot random number counter storage area 203f1 of the reserved ball execution area 203f. Similarly, it shifts the random number value in the jackpot type counter storage area 203d2 of the first reserved first area to the jackpot type counter storage area 203f2, shifts the random number value in the stop pattern selection counter storage area 203d3 of the first reserved first area to the stop pattern selection counter storage area 203f3, and shifts the random number value in the variable type counter storage area 203d4 of the first reserved first area to the variable type counter storage area 203f4.
[0304] Then, when the shift of data to the reserved ball execution area 203f is completed, the first reserved first area becomes empty, so a shift process is performed to move the data stored (reserved) in each area (2nd to 4th) of the first reserved ball storage area 203d to the area (1st to 3rd) with the area number smaller by 1. Note that in the first embodiment, data is shifted only for the first reserved areas (1st to 4th) in the first reserved ball storage area 203d where data is stored (reserved).
[0305] Here, we will explain the data shift performed for each reserved area in the first reserved ball storage area 203d. For example, when the start determination of the variable effect is made, the value of the first reserved ball number counter 203a is "4", and data is stored in all areas (1st to 4th) of the first reserved ball storage area 203d. In this state, when the data in the first reserved 1st area is shifted to the reserved ball execution area 203f and the first reserved 1st area becomes empty, the MPU 201 shifts the data in the other areas (2nd to 4th) to areas (1st to 3rd) with area numbers one smaller. That is, the data in the first reserved 2nd area is shifted to the first reserved 1st area, the data in the first reserved 3rd area is shifted to the first reserved 2nd area, and the data in the first reserved 4th area is shifted to the first reserved 3rd area.
[0306] Also, for example, if the value of the first reserved ball number counter 203a is "2" when the start determination of the variable performance is made, the MPU 201 shifts only the data of the first reserved second area to the first reserved first area, and ends the data shift. As described above, in the first embodiment, the data shift process is not performed for the first reserved areas (third to fourth) where no data is stored (reserved), so the number of data shifts can be reduced, and the control burden can be reduced.
[0307] Note that, regardless of whether or not data is present, each piece of data in the first reserve area (second to fourth) may be configured to be shifted to an area with an area number smaller by 1. In this case, it is not necessary to determine whether or not data is stored (reserved) in the first reserve area (second to fourth), which makes it easier to create a program.
[0308] Here, the details of the regular reserved ball storage area 203j and the regular reserved ball execution area 203k will be explained. The regular reserved ball storage area 203j and the regular reserved ball execution area 203k are used by the MPU 201 of the main control device 110 to perform the regular symbol winning lottery and the variable display setting of the regular symbol display device 83.
[0309] The regular reserved ball storage area 203j is a memory for storing the regular winning counter C4 obtained from the counter buffer 203c when a ball passes through the regular symbol gate 67. When the MPU 201 detects that a ball has passed through the regular symbol gate 67 during the timer interrupt process (see FIG. 22), it obtains the value of the regular winning counter C4 from the counter buffer 203c and stores it in the regular reserved ball storage area 203j. The regular reserved ball storage area 203j has four reserve areas (regular reserved areas 1 to 4) so that data corresponding to one reserved ball of a regular symbol (value of the regular winning counter C4) can be stored (reserved) up to four times (see FIG. 8).
[0310] The normal symbol reserved ball execution area 203k is a memory for storing data (the value of the normal symbol winning random number counter C4) to be referenced when starting execution or when processing the winning lottery or variable display of a normal symbol that is currently being executed.
[0311] When the MPU 201 detects that it is the timing to start the execution of the variable display of the normal symbol, it shifts one of the data (value of the normal symbol winning random number counter C4) stored in the above-mentioned normal symbol reserved ball storage area 203j to this normal symbol reserved ball execution area 203k in order to execute processing such as the normal symbol winning lottery and the variable display setting of the normal symbol display device 83. Note that, in the first embodiment, the shift means moving the data stored in one area to another area.
[0312] As described above, the normal symbol winning random number counter C4 used for the normal symbol winning lottery is used to set the normal symbol winning lottery and the variable display of the normal symbol display device 83. The normal symbol reserved ball storage area 203j stores the value of the normal symbol winning random number counter C4 obtained from the counter buffer 203c by the MPU 201 when a ball passes through the normal symbol gate 67.
[0313] Also, as mentioned above, the normal reserved ball storage area 203j stores up to four pieces of data (the value of the normal random number counter C4) acquired when the ball passes through the normal symbol gate 67. In this case, the data is stored in the empty areas of the four reserved areas (normal reserved areas 1 to 4) in order from the area with the smallest area number (1 to 4). In other words, the smaller the area number, the older the data corresponding to the passage of the ball through the normal symbol gate 67 is stored in the area with the smallest area number, and the data corresponding to the oldest ball passing through the normal symbol gate 67 is stored in the normal reserved area 1.
[0314] On the other hand, the regular reserved ball execution area 203k is composed of only one area. This regular reserved ball execution area 203k, like the regular reserved ball storage area 203j, is provided with a regular random number counter storage area (not shown) that stores the value of the regular random number counter C4.
[0315] When the MPU 201 determines that it is time to execute the variable display of the normal symbol, it shifts the data stored in the normal symbol reserve first area of the normal symbol reserve ball storage area 203j to this normal symbol reserve ball execution area 203k.
[0316] Then, the data shifted to the normal symbol reserve ball execution area 203k is referred to in the normal symbol variable processing (see S111 in FIG. 22), and based on the reference data and the game status, a winning lottery is performed and the contents of the variable display are determined. In the normal symbol display device 83, variable display is performed based on the determined contents under the control of the main control device 110.
[0317] The details of the data shift will be explained. When the MPU 201 determines that it is time to start the execution of the variable display of the normal symbol, it shifts the random number value in the normal symbol winning random number counter storage area (not shown) of the normal symbol winning first area of the normal symbol reserved ball storage area 203j to the normal symbol winning random number counter storage area (not shown) of the normal symbol reserved ball execution area 203k.
[0318] Then, when the shifting of data to the normal map reserve ball execution area 203k is completed, the normal map reserve first area becomes empty, so a shift process is performed to move the data stored (reserved) in each area (2nd to 4th) of the normal map reserve ball storage area 203j to the area (1st to 3rd) with an area number 1 smaller. Note that in the first embodiment, data is shifted only for the normal map reserve areas (1st to 4th) in which data is stored (reserved) in the normal map reserve ball storage area 203j.
[0319] Here, we will explain the data shifting performed for each reserved area in the normal map reserved ball storage area 203j. For example, when the start determination of the variable display of normal patterns is made, the number of reserved normal patterns is four, and data is stored in all areas (1st to 4th) of the normal map reserved ball storage area 203j. In this state, when the data in the normal map reserved area 1 is shifted to the normal map reserved ball execution area 203k and the normal map reserved area 1 becomes empty, the MPU 201 shifts the data in the other areas (2nd to 4th) to the area (1st to 3rd) with the area number one smaller. In other words, the data in the normal map reserved area 2 is shifted to the normal map reserved area 1, the data in the normal map reserved area 3 is shifted to the normal map reserved area 2, and the data in the normal map reserved area 4 is shifted to the normal map reserved area 3.
[0320] Also, for example, if the number of reserved normal symbols is two when the start determination of variable display of normal symbols is made, MPU201 shifts only the data of the normal symbol reservation second area to the normal symbol reservation first area, and ends the data shift. As described above, in the first embodiment, data shift processing is not performed for the normal symbol reservation areas (third to fourth) where data is not stored (reserved), so the number of data shifts can be reduced, and the control burden can be reduced.
[0321] Regardless of whether data is present or absent, each data in the general map reservation areas (2nd to 4th) may be configured to be shifted to an area with an area number 1 smaller. In this case, it is not necessary to determine whether data is stored (reserved) in the general map reservation areas (2nd to 4th), which makes it easier to create a program.
[0322] Returning to Figure 7, the explanation continues. The right probability variable effective flag 203g provided in the RAM 203 is a flag for indicating that the right probability variable area 73 is set to be effective when it is on. In the first embodiment, when the right probability variable effective flag 203g is set to on and a ball is detected by the right probability variable area switch 73d, the probability variable transition flag 203i described later is set to on, and a "probability variable state" occurs after the end of the jackpot.
[0323] This right probability variable effective flag 203g is set to OFF as an initial value when the power of the pachinko machine 10 is turned on. Then, when a jackpot of a special symbol is won, the probability variable area effective table 202g (see FIG. 12) is set based on the jackpot type of the jackpot (see S410 of FIG. 26), and at the start of each round during the jackpot, the right probability variable effective flag 203g is set to ON or OFF based on the probability variable area effective table 202g set in the jackpot (see S435 of FIG. 28).
[0324] Specifically, the right probability change effective flag 203g is set to ON in two rounds of the jackpot types "Time Reduction A," "Latent Probability Change B," and "Time Reduction C," is set to ON in three rounds of the jackpot types "Time Reduction B," "Latent Probability Change A," and "Latent Probability Change C," is set to ON in four rounds of the jackpot type "Probability Change A," and is set to OFF in all rounds other than the above-mentioned rounds.
[0325] The left probability variable effective flag 203h is a flag for indicating that the left probability variable area 74 is set to be effective when it is in the on state. In the first embodiment, when the left probability variable effective flag 203h is set to be on and a ball is detected by the left probability variable area switch 74d, the probability variable transition flag 203i described later is set to be on, and a "probability variable state" is generated after the end of the jackpot.
[0326] This left probability variable effective flag 203h is set to OFF as an initial value when the power of the pachinko machine 10 is turned on. Then, when a jackpot of a special symbol is won, the probability variable area effective table 202g (see FIG. 12) is set based on the jackpot type of the jackpot (see S410 of FIG. 26), and at the start of each round during the jackpot, the left probability variable effective flag 203h is set to ON or OFF based on the probability variable area effective table 202g set in the jackpot (see S435 of FIG. 28).
[0327] Specifically, the left special rate enable flag 203h is set to on in 5 rounds of the jackpot types "Time Reduction A," "Latent Probability Variation B," and "Time Reduction C," is set to on in 6 rounds of the jackpot types "Time Reduction B," "Latent Probability Variation A," and "Latent Probability Variation C," is set to on in 9 rounds of the jackpot type "Probability Variation A," and is set to off in all rounds other than the above-mentioned rounds.
[0328] The probability variable transition flag 203i is a flag for indicating that a "probability variable state" occurs when it is in the ON state. This probability variable transition flag 203i is set to OFF as an initial value when the power of the pachinko machine 10 is turned on. Then, during a jackpot, if the right probability variable effective flag 203g is set to ON and a ball is detected by the right probability variable area switch 73d (see S441: Yes → S442: Yes in FIG. 28), or if the left probability variable effective flag 203h is set to ON and a ball is detected by the left probability variable area switch 74d (see S444: Yes → S445: Yes in FIG. 28), the probability variable transition flag 203i in the OFF state is set to ON (see S443 in FIG. 29). Thereafter, in the jackpot end processing (see Figure 30), if the "probability fluctuation state" is set because this probability change transition flag 203i is turned on, that is, if the value of the ST counter described below is set to "100" (see S472 in Figure 30), the probability change transition flag 203i is set to off (see S473 in Figure 30).
[0329] An input / output port 205 is connected to the MPU 201 of the main control device 110 via a bus line 204 consisting of an address bus and a data bus. The input / output port 205 is connected to the payout control device 111, the sound lamp control device 113, the special symbol display device 37, the normal symbol display device 83, the normal symbol hold lamp 84, a large prize opening solenoid 65c provided in the variable winning device 65 for driving the large prize opening 65a to open and close forward around the lower side of the opening / closing plate 65b as an axis, a right probability variable area solenoid 73b for driving the right probability variable area opening / closing plate 73a of the right probability variable area 73 to open and close, a left probability variable area solenoid 74b for driving the left probability variable area opening / closing plate 74a of the left probability variable area 74 to open and close, and other solenoids 209 for driving other driving devices (not shown), and the MPU 201 transmits various commands and control signals to these via the input / output port 205.
[0330] In addition, the input / output port 205 is connected to a large prize opening switch 71 that is provided in the large prize opening 65a and detects balls that have entered the large prize opening 65a, a right probability change area switch 73d that is provided in the right probability change area 73 and detects balls that pass through the right probability change area 73, a left probability change area switch 74d that is provided in the left probability change area 74 and detects balls that pass through the left probability change area 74, other switches 208 that are made up of switches and sensors not shown, and a RAM erasure switch circuit 253 (described below) that is provided in the power supply 115, and the MPU 201 performs various processes based on signals output from the various switches 208 and the RAM erasure signal SG2 output from the RAM erasure switch circuit 253.
[0331] Here, with reference to Figures 13 to 21, the ball detection pattern in each round for each jackpot type, the opening or closing status of each probability variable area 73, 74 (i.e., opening or closing of the right probability variable area opening / closing plate 73a and the left probability variable area opening / closing plate 74a, and on or off of the right probability variable area solenoid 73b and the left probability variable area solenoid 74b), the valid or invalid setting status of each probability variable area 73, 74 (i.e., on or off of the right probability variable valid flag 203g and the left probability variable valid flag 203h), and the transition status to the "probability variable state" (i.e., on or off of the probability variable transition flag 203i) will be explained.
[0332] First, the ball detection mode and the like in each round of the jackpot type "time-saving A" will be explained with reference to Figures 13 and 14. Figure 13 is a timing chart that schematically shows the operation timing of the large prize opening solenoid 65c, the right probability variable area solenoid 73b, and the left probability variable area solenoid 74b in each round of the jackpot type "time-saving A" of the first special symbol, the ball detection timing in the large prize opening switch 71, the right probability variable area switch 73d, and the left probability variable area switch 74d, and the setting timing of the right probability variable effective flag 203g, the left probability variable effective flag 203h, and the probability variable transition flag 203i. 14 is a timing chart that shows the timing of operation of the large prize opening solenoid 65c, the right variable probability area solenoid 73b, and the left variable probability area solenoid 74b in the first and second rounds of the big win type "time reduction A", the timing of ball detection at the large prize opening switch 71, the right variable probability area switch 73d, and the left variable probability area switch 74d, and the timing of setting the right variable probability effective flag 203g, the left variable probability effective flag 203h, and the variable probability transition flag 203i. Below, while explaining each timing in FIG. 13, detailed times will be explained with reference to FIG. 14 as needed.
[0333] As shown in Figure 13, for the jackpot type "Time-saving A," a total of seven rounds of jackpot games are played, and at the start of each round, the jackpot opening solenoid 65c is turned on and the opening / closing plate 65b is opened. Then, when a predetermined condition (in the first embodiment, either a maximum of "30 seconds" has elapsed since opening (see Max t1 in Figure 14; Max t1 < "30,000 milliseconds (hereinafter, milliseconds may be abbreviated as "ms")), or 10 balls have been detected by the jackpot opening switch 71) is met, the jackpot opening solenoid 65c is turned off and the opening / closing plate 65b is closed, ending one round.
[0334] Also, in the jackpot type "time reduction A", the opening and closing pattern of the right-side probability variable area 73 and the left-side probability variable area 74 is "X1". For this reason, in the first round, when the first count ball is detected by the big prize entrance switch 71, both the right-side probability variable area solenoid 73b and the left-side probability variable area solenoid 74b are turned on for "60 ms" (see t2 in Figure 14. t2 = "60 ms").), and it is configured to be able to recognize whether the right-side probability variable area solenoid 73b and the left-side probability variable area solenoid 74b can be driven normally.
[0335] In the pachinko machine 10 of the first embodiment, even if the right special rate area solenoid 73b and the left special rate area solenoid 74b are turned on for "60 ms", the opening time of the right special rate area opening / closing plate 73a and the left special rate area opening / closing plate 74a is extremely short, making it difficult for the ball to flow into the right special rate area 73 and the left special rate area 74 (the same applies below to the ball at the first count of each round).
[0336] Furthermore, if the right probability variable area opening / closing plate 73a or the left probability variable area opening / closing plate 74a is determined not to operate normally when the first count ball is detected by the special prize opening switch 71, the right probability variable area 73 or the left probability variable area 74 may not open normally, and there is a risk that the player will not be awarded the appropriate game value. Therefore, a predetermined error notification (for example, display of an error message such as "Variable prize winning device 65 drive abnormality occurred") is configured. In addition, in response to the predetermined error notification, the current game state is backed up and the game progress is stopped. In this way, by stopping the game progress due to an error, it is possible to prevent a situation in which the player is disadvantaged, such as not being awarded the "probability variable state."
[0337] Then, when the third count ball is detected by the special prize opening switch 71, only the right special probability area solenoid 73b is turned on for "2000 ms" (see t3 in Figure 14. t3 = "2000 ms"). In the pachinko machine 10 of the first embodiment, the time required for the ball to reach the right special probability area 73 after being detected by the special prize opening switch 71 is within "2 seconds" (in the first embodiment, "1.5 seconds". see t4 in Figure 14. t4 < "2000 ms"). Therefore, the third count ball can flow into the open right special probability area 73, and is detected by the right special probability area switch 73d.
[0338] At this time, the valid pattern of the variable probability areas 73, 74 of the jackpot type "time reduction A" is "A", and the right variable probability area 73 of the second round and the left variable probability area 74 of the fifth round are set to valid. Therefore, in the first round, both variable probability areas 73, 74 are invalid, and the right variable probability valid flag 203g and the left variable probability valid flag 203h are set to off. Therefore, in the first round, even if the ball passes through the right variable probability area 73 and is detected by the right variable probability area switch 73d, the right variable probability area 73 is not set to valid, so the variable probability transition flag 203i is not turned on and remains off.
[0339] In addition, in the odd rounds (ie, 3rd round, 5th round and 7th round) of the jackpot type "time-saving A", the driving mode of the right probability change area solenoid 73b and the left probability change area solenoid 74b is the same as that in the first round.
[0340] Next, in the second round of the jackpot type "Time Reduction A", when the first count ball is detected by the jackpot entry switch 71, the right special rate area solenoid 73b and the left special rate area solenoid 74b are both turned on for "60 ms" (see t5 in Figure 14. t5 = "60 ms"), just as in the first round, and it is configured to be possible to recognize whether the right special rate area solenoid 73b and the left special rate area solenoid 74b can be operated normally.
[0341] Then, when the third count ball is detected by the special prize opening switch 71, only the left special probability area solenoid 74b is turned on for "2000 ms" (see t6 in Figure 14. t6 = "2000 ms"). In the pachinko machine 10 of the first embodiment, the time required for the ball to reach the left special probability area 74 after being detected by the special prize opening switch 71 is within "2 seconds" (i.e., "1.6 seconds". see t7 in Figure 14. t7 < "2000 ms"). Therefore, the third count ball can flow into the open left special probability area 74, and is detected by the left special probability area switch 74d.
[0342] At this time, the valid pattern of the probability variable areas 73, 74 of the jackpot type "time reduction A" is "A", and in the second round only the right-side probability variable area 73 is valid, the right-side probability variable valid flag 203g is set to on, and the left-side probability variable valid flag 203h is set to off. Therefore, in the second round, even if the ball passes through the left-side probability variable area 74 and is detected by the left-side probability variable area switch 74d, the left-side probability variable area 74 is not set to be valid, so the probability variable transition flag 203i is not turned on and remains off.
[0343] In addition, in the even-numbered rounds (that is, the 4th and 6th rounds) of the jackpot type "time-saving A", the driving modes of the right probability change area solenoid 73b and the left probability change area solenoid 74b are the same as those in the second round.
[0344] Then, from the third round onwards of the jackpot type "time-saving A", the open probability variable areas 73, 74 are invalid, and the probability variable effective flags 203g, 203h corresponding to the probability variable area switches 73d, 74d where the ball is detected are set to off. In particular, in the fifth round of the jackpot type "time-saving A", only the left probability variable area 74 is valid, the left probability variable effective flag 203h is set to on, and the right probability variable effective flag 203g is set to off, but the ball is configured to flow into the right probability variable area 73. Therefore, even if a ball passes through the right probability variable area 73 and is detected by the right probability variable area switch 73d in the fifth round, the right probability variable area 73 is not set to be valid, so the probability variable transition flag 203i is not turned on and remains off.
[0345] Therefore, in the case of the jackpot type "Time Reduction A," even if a ball passes through the special probability area 73, 74 and is detected by the special probability area switch 73d, 74d, the special probability area 73, 74 corresponding to the special probability area switch 73d, 74d that detected the ball is not set to be valid, so the special probability transition flag 203i is not turned on and remains off.
[0346] Next, the ball detection mode and the like in each round of the jackpot type "latent probability fluctuation A" will be explained with reference to Figures 15 and 16. Figure 15 is a timing chart that schematically shows the operation timing of the large prize opening solenoid 65c, the right probability variable area solenoid 73b, and the left probability variable area solenoid 74b in each round of the jackpot type "latent probability fluctuation A" of the first special symbol, the ball detection timing in the large prize opening switch 71, the right probability variable area switch 73d, and the left probability variable area switch 74d, and the setting timing of the right probability variable effective flag 203g, the left probability variable effective flag 203h, and the probability variable transition flag 203i. 16 is a timing chart that shows the timing of operation of the large prize opening solenoid 65c, the right variable probability area solenoid 73b, and the left variable probability area solenoid 74b in the first to third rounds of the big win type "latent probability fluctuation A", the timing of ball detection at the large prize opening switch 71, the right variable probability area switch 73d, and the left variable probability area switch 74d, and the timing of setting the right variable probability effective flag 203g, the left variable probability effective flag 203h, and the variable probability transition flag 203i. Below, while explaining each timing in FIG. 15, detailed times will be explained with reference to FIG. 16 as needed.
[0347] As shown in Figure 15, for the jackpot type "latent probability fluctuation A," a total of seven rounds of jackpot games are played, and at the start of each round, the large prize opening solenoid 65c is turned on and the opening / closing plate 65b is opened. Then, when a predetermined condition (in the first embodiment, either a maximum of "30 seconds" has passed since opening (see Max t1 in Figure 16. Max t1 < "30000 ms"), or 10 balls have been detected by the large prize opening switch 71) is met, the large prize opening solenoid 65c is turned off and the opening / closing plate 65b is closed, and one round ends.
[0348] In addition, in the jackpot type "latent probability fluctuation A," the opening and closing pattern of the right-side probability variable area 73 and the left-side probability variable area 74 is "X1," similar to the jackpot type "time-saving A." Therefore, in the first round, when the first count ball is detected by the big prize opening switch 71, both the right-side probability variable area solenoid 73b and the left-side probability variable area solenoid 74b are turned on for "60 ms" (see t2 in FIG. 16. t2="60 ms").), and it is configured to be possible to recognize whether the right-side probability variable area solenoid 73b and the left-side probability variable area solenoid 74b can be driven normally.
[0349] Then, when the third count ball is detected by the special prize opening switch 71, only the right special probability area solenoid 73b is turned on for "2000 ms" (see t3 in Figure 16. t3 = "2000 ms"). In the pachinko machine 10 of the first embodiment, the time required for the ball to reach the right special probability area 73 after being detected by the special prize opening switch 71 is within "2 seconds" (in the first embodiment, "1.5 seconds". see t4 in Figure 16. t4 < "2000 ms"). Therefore, the third count ball can flow into the open right special probability area 73, and is detected by the right special probability area switch 73d.
[0350] At this time, the valid pattern of the variable probability areas 73, 74 of the jackpot type "latent probability fluctuation A" is "B", and the right variable probability area 73 in the third round and the left variable probability area 74 in the sixth round are set to valid. Therefore, in the first round, both variable probability areas 73, 74 are invalid, and the right variable probability valid flag 203g and the left variable probability valid flag 203h are set to off. Therefore, in the first round, even if the ball passes through the right variable probability area 73 and is detected by the right variable probability area switch 73d, the right variable probability area 73 is not set to valid, so the variable probability transition flag 203i is not turned on and remains off.
[0351] In addition, in the odd rounds (ie, the 3rd, 5th and 7th rounds) of the jackpot type "latent probability fluctuation A", the driving mode of the right probability variable area solenoid 73b and the left probability variable area solenoid 74b is the same as that in the first round.
[0352] Next, in the second round of the jackpot type "latent probability fluctuation A," when the first count ball is detected by the jackpot entry switch 71, the right probability variable area solenoid 73b and the left probability variable area solenoid 74b are both turned on for "60 ms" (see t5 in Figure 16. t5 = "60 ms"), just as in the first round, and it is configured to be possible to recognize whether the right probability variable area solenoid 73b and the left probability variable area solenoid 74b can be operated normally.
[0353] Then, when the third count ball is detected by the special prize opening switch 71, only the left special probability area solenoid 74b is turned on for "2000 ms" (see t6 in Figure 16. t6 = "2000 ms"). In the pachinko machine 10 of the first embodiment, the time required for the ball to reach the left special probability area 74 after being detected by the special prize opening switch 71 is within "2 seconds" (i.e., "1.6 seconds". see t7 in Figure 16. t7 < "2000 ms"). Therefore, the third count ball can flow into the open left special probability area 74, and is detected by the left special probability area switch 74d.
[0354] At this time, the valid pattern of the variable probability areas 73, 74 of the jackpot type "latent probability fluctuation A" is "B", and in the second round, both variable probability areas 73, 74 are invalid, and the right variable probability valid flag 203g and the left variable probability valid flag 203h are set to OFF. Therefore, in the second round, even if the ball passes through the left variable probability area 74 and is detected by the left variable probability area switch 74d, the left variable probability area 74 is not set to be valid, so the variable probability transition flag 203i is not turned on and remains OFF.
[0355] In addition, in the even-numbered rounds (that is, the 4th and 6th rounds) of the jackpot type "latent probability fluctuation A", the driving modes of the right probability variable area solenoid 73b and the left probability variable area solenoid 74b are the same as those in the second round.
[0356] Next, in the third round of the jackpot type "latent probability fluctuation A," when the first count ball is detected by the jackpot entry switch 71, the right probability variable area solenoid 73b and the left probability variable area solenoid 74b are both turned on for "60 ms" (see t8 in Figure 16. t8="60 ms"), as in the first and second rounds, and it is configured to be possible to recognize whether the right probability variable area solenoid 73b and the left probability variable area solenoid 74b can be operated normally.
[0357] Then, in the third round, when the third count ball is detected by the special prize opening switch 71, only the right probability variable area solenoid 73b is turned on for "2000 ms" (see t9 in Figure 16. t9 = "2000 ms"). In the pachinko machine 10 of the first embodiment, the time required for the ball to reach the right probability variable area 73 after being detected by the special prize opening switch 71 is within "2 seconds" (i.e., "1.5 seconds". See t10 in Figure 16. t10 < "2000 ms"). Therefore, the third count ball can flow into the open right probability variable area 73, and is detected by the right probability variable area switch 73d.
[0358] At this time, the valid pattern of the probability variable areas 73, 74 of the jackpot type "latent probability fluctuation A" is "B", and in the third round only the right-side probability variable area 73 is valid, and the right probability variable valid flag 203g is set to on, and the left probability variable valid flag 203h is set to off. Therefore, in the third round, when the ball passes through the right-side probability variable area 73 and is detected by the right probability variable area switch 73d, the right-side probability variable area 73 is set to be valid, so the probability variable transition flag 203i is set to on.
[0359] Also, in the sixth round of the jackpot type "latent probability fluctuation A," only the left-side probability variable area 74 is valid, and the left-side probability variable valid flag 203h is set to on, and the right-side probability variable valid flag 203g is set to off. Therefore, even if the probability variable transition flag 203i is not on in the third round, the ball passes through the left-side probability variable area 74 located downstream of the right-side probability variable area 73 in the sixth round, and the ball is detected by the left-side probability variable area switch 74d, so that the probability variable transition flag 203i is set to on.
[0360] Therefore, in the jackpot type "latent probability fluctuation A", the probability variable areas 73, 74 corresponding to the probability variable area switches 73d, 74d that detected the ball in the third and sixth rounds are set to be valid, so the probability variable transition flag 203i is set to ON. Then, at the end of the jackpot, the "probability variable state" is set by referring to this probability variable transition flag 203i.
[0361] By configuring it in this way, even if a ball passes through each probability variable area 73, 74, unless that probability variable area 73, 74 is internally enabled, a "probability variable state" will not occur after the end of a jackpot. Therefore, even if a player visually observes the ball passing through each probability variable area 73, 74, the occurrence of a "probability variable state" after the end of a jackpot can be determined. Furthermore, the "latent probability variable effect mode" and the "time-saving notification effect mode" or "normal notification mode" are configured to be equivalent effects. By configuring it in this way, even when the "latent probability variable effect mode" is being executed, it is made difficult for the player to distinguish between the "probability variable state," the "time-saving state," or the "normal game state." This creates a gameplay experience that forces the player to guess which game state they are playing in, thereby increasing the enjoyment of the game.
[0362] Furthermore, if a player wins a jackpot type that generates a "probability fluctuation state" after a jackpot, the ball is configured to be able to pass through the active variable probability areas 73, 74 in multiple rounds of that jackpot. Therefore, even if the ball cannot pass through the active variable probability area 73, 74 in one of the rounds in which the active variable probability areas 73, 74 are set, the ball can pass through the active variable probability area 73, 74 in the other round. Therefore, even if a sudden problem (for example, a game malfunction such as a firing error or the player's poor physical condition) prevents the ball from passing through the active variable probability area 73, 74 in one of the active rounds, by providing the possibility of the ball passing through the active variable probability area 73, 74 in the other active round, the player can enjoy a comfortable game without suffering any disadvantages due to unforeseen circumstances.
[0363] Furthermore, at the first count of each round, the right special probability area solenoid 73b and the left special probability area solenoid 74b are driven to the extent that balls do not flow in, making it possible to check whether the right special probability area opening / closing plate 73a and the left special probability area opening / closing plate 74a can be opened or not, making it possible to quickly grasp a situation in which the special probability areas 73, 74 cannot be opened due to an abnormality, etc.
[0364] Furthermore, when a jackpot type that generates a "probability variable state" is won after the jackpot ends, with respect to the multiple rounds in which the probability variable regions 73, 74 are set to valid, the right-side probability variable region 73 located upstream within the large prize opening 65a is set to valid in the round in which the probability variable regions 73, 74 are set to valid. By configuring in this way, even if an abnormality such as ball jamming occurs within the large prize opening 65a, particularly if an abnormality such as ball jamming occurs downstream of the right-side probability variable region 73 and upstream of the left-side probability variable region 74, the right-side probability variable region 73 located upstream of the large prize opening 65a is set to valid first, and balls can flow into the right-side probability variable region 73, making it easier to grant the player the right to the "probability variable state."
[0365] Next, the ball detection mode and the like in each round of the jackpot type "time-saving B" will be explained with reference to Figure 17. Figure 17 is a timing chart that schematically shows the operation timing of the large prize opening solenoid 65c, the right probability variable area solenoid 73b, and the left probability variable area solenoid 74b in each round of the jackpot type "time-saving B" of the first special pattern, the ball detection timing in the large prize opening switch 71, the right probability variable area switch 73d, and the left probability variable area switch 74d, and the setting timing of the right probability variable effective flag 203g, the left probability variable effective flag 203h, and the probability variable transition flag 203i.
[0366] 17, in the jackpot type "time-saving B," a total of seven rounds of jackpot games are executed, and at the start of each round, the jackpot opening solenoid 65c is turned on and the opening / closing plate 65b is opened. Then, when a predetermined condition (in the first embodiment, either "30 seconds" have passed since opening or the jackpot opening switch 71 has detected 10 balls) is met, the jackpot opening solenoid 65c is turned off and the opening / closing plate 65b is closed, and one round ends.
[0367] Furthermore, in the jackpot type "Time Reduction B," the opening and closing pattern of the right-side probability change area 73 and the left-side probability change area 74 is "X2," so when the first count ball is detected by the jackpot opening switch 71 in the first round, both the right-side probability change area solenoid 73b and the left-side probability change area solenoid 74b are turned on for "60 ms," and it is possible to recognize whether the right-side probability change area solenoid 73b and the left-side probability change area solenoid 74b can be operated normally.
[0368] Then, when the third count ball is detected by the special prize opening switch 71, only the left probability variable area solenoid 74b is turned on for "2000 ms." In the pachinko machine 10 of the first embodiment, the time required for the ball to reach the left probability variable area 74 after being detected by the special prize opening switch 71 is within "2 seconds" ("1.6 seconds" in the first embodiment). Therefore, the third count ball can flow into the open left probability variable area 74, and is detected by the left probability variable area switch 74d.
[0369] At this time, the valid pattern of the variable probability areas 73, 74 of the jackpot type "time reduction B" is "B", and the right variable probability area 73 in the third round and the left variable probability area 74 in the sixth round are set to valid. Therefore, in the first round, both variable probability areas 73, 74 are invalid, and the right variable probability valid flag 203g and the left variable probability valid flag 203h are set to off. Therefore, even if the ball passes through the left variable probability area 74 in the first round and is detected by the left variable probability area switch 74d, the left variable probability area 74 is not set to valid, so the variable probability transition flag 203i is not turned on and remains off.
[0370] In addition, in the odd-numbered rounds (ie, 3rd round, 5th round, and 7th round) of the jackpot type "time-saving B", the driving modes of the right probability change area solenoid 73b and the left probability change area solenoid 74b are the same as those in the first round.
[0371] Next, in the second round of the jackpot type "Time Reduction B," when the first count ball is detected by the jackpot entry switch 71, the right special rate area solenoid 73b and the left special rate area solenoid 74b are both turned on for "60 ms," just as in the first round, and it is possible to recognize whether the right special rate area solenoid 73b and the left special rate area solenoid 74b can be operated normally.
[0372] Then, when the third count ball is detected by the special prize opening switch 71, only the right probability variable area solenoid 73b is turned on for "2000 ms." In the pachinko machine 10 of the first embodiment, the time required for the ball to reach the right probability variable area 73 after being detected by the special prize opening switch 71 is within "2 seconds" ("1.5 seconds" in the first embodiment). Therefore, the third count ball can flow into the open right probability variable area 73, and is detected by the right probability variable area switch 73d.
[0373] At this time, the valid pattern of the variable probability areas 73, 74 of the jackpot type "time reduction B" is "B", and in the second round, both variable probability areas 73, 74 are invalid, and the right variable probability valid flag 203g and the left variable probability valid flag 203h are set to OFF. Therefore, in the second round, even if the ball passes through the right variable probability area 73 and is detected by the right variable probability area switch 73d, the right variable probability area 73 is not set to be valid, so the variable probability transition flag 203i is not turned on and remains OFF.
[0374] In addition, in the even-numbered rounds (that is, the 4th and 6th rounds) of the jackpot type "time-saving B", the driving modes of the right probability change area solenoid 73b and the left probability change area solenoid 74b are the same as those in the second round.
[0375] Next, in the third round of the jackpot type "Time Reduction B," when the first count ball is detected by the jackpot entry switch 71, the right special rate area solenoid 73b and the left special rate area solenoid 74b are both turned on for "60 ms," as in the first and second rounds, and it is possible to recognize whether the right special rate area solenoid 73b and the left special rate area solenoid 74b can be operated normally.
[0376] Then, when the third count ball is detected by the special prize opening switch 71, only the left probability variable area solenoid 74b is turned on for "2000 ms." In the pachinko machine 10 of the first embodiment, the time required for the ball to reach the left probability variable area 74 after being detected by the special prize opening switch 71 is within "2 seconds" (i.e., "1.6 seconds"). Therefore, the third count ball can flow into the open left probability variable area 74, and is detected by the left probability variable area switch 74d.
[0377] At this time, the valid pattern of the probability variable areas 73, 74 of the jackpot type "time reduction B" is "B", and in the third round only the right-side probability variable area 73 is valid, the right-side probability variable valid flag 203g is set to on, and the left-side probability variable valid flag 203h is set to off. Therefore, even if the ball passes through the left-side probability variable area 74 in the third round and is detected by the left-side probability variable area switch 74d, the left-side probability variable area 74 is not set to be valid, so the probability variable transition flag 203i is not turned on and remains off.
[0378] Then, from the fourth round onwards of the jackpot type "time-saving B", the open probability variable areas 73, 74 are invalid, and the probability variable effective flags 203g, 203h corresponding to the probability variable area switches 73d, 74d where the ball is detected are set to off. In particular, in the sixth round of the jackpot type "time-saving B", only the left probability variable area 74 is valid, the left probability variable effective flag 203h is set to on, and the right probability variable effective flag 203g is set to off, but the ball is configured to flow into the right probability variable area 73. Therefore, even if a ball passes through the right probability variable area 73 and is detected by the right probability variable area switch 73d in the sixth round, the right probability variable area 73 is not set to be valid, so the probability variable transition flag 203i is not turned on and remains off.
[0379] Therefore, in the case of the jackpot type "time reduction B," even if a ball passes through the special probability area 73, 74 and is detected by the special probability area switch 73d, 74d, the special probability area 73, 74 corresponding to the special probability area switch 73d, 74d that detected the ball is not set to be valid, so the special probability transition flag 203i will not be turned on and will remain off, just like the jackpot type "time reduction A."
[0380] Next, the ball detection mode and the like in each round of the jackpot type "latent probability fluctuation B" will be explained with reference to Figure 18. Figure 18 is a timing chart that schematically shows the operation timing of the large prize opening solenoid 65c, the right probability variable area solenoid 73b, and the left probability variable area solenoid 74b in each round of the jackpot type "latent probability fluctuation B" of the first special symbol, the ball detection timing in the large prize opening switch 71, the right probability variable area switch 73d, and the left probability variable area switch 74d, and the setting timing of the right probability variable effective flag 203g, the left probability variable effective flag 203h, and the probability variable transition flag 203i.
[0381] 18, for the jackpot type "latent probability fluctuation B," a total of seven rounds of jackpot games are executed, and at the start of each round, the jackpot opening solenoid 65c is turned on and the opening / closing plate 65b is opened. Then, when a predetermined condition (in the first embodiment, either "30 seconds" have passed since opening or 10 balls have been detected by the jackpot opening switch 71) is met, the jackpot opening solenoid 65c is turned off and the opening / closing plate 65b is closed, ending one round.
[0382] Furthermore, in the jackpot type "latent probability fluctuation B," the opening and closing pattern of the right-side probability variable area 73 and the left-side probability variable area 74 is "X2," so when the first count ball is detected by the jackpot opening switch 71 in the first round, both the right-side probability variable area solenoid 73b and the left-side probability variable area solenoid 74b are turned on for "60 ms," and it is configured to be possible to recognize whether the right-side probability variable area solenoid 73b and the left-side probability variable area solenoid 74b can be operated normally.
[0383] Then, when the third count ball is detected by the special prize opening switch 71, only the left probability variable area solenoid 74b is turned on for "2000 ms." In the pachinko machine 10 of the first embodiment, the time required for the ball to reach the left probability variable area 74 after being detected by the special prize opening switch 71 is within "2 seconds" ("1.6 seconds" in the first embodiment). Therefore, the third count ball can flow into the open left probability variable area 74, and is detected by the left probability variable area switch 74d.
[0384] At this time, the valid pattern of the variable probability areas 73, 74 of the jackpot type "latent probability fluctuation B" is "A", and the right variable probability area 73 of the second round and the left variable probability area 74 of the fifth round are set to valid. Therefore, in the first round, both variable probability areas 73, 74 are invalid, and the right variable probability valid flag 203g and the left variable probability valid flag 203h are set to OFF. Therefore, in the first round, even if the ball passes through the left variable probability area 74 and is detected by the left variable probability area switch 74d, the left variable probability area 74 is not set to valid, so the variable probability transition flag 203i is not turned on and remains OFF.
[0385] In addition, in the odd rounds (ie, the 3rd, 5th and 7th rounds) of the jackpot type "latent probability fluctuation B", the driving mode of the right probability variable area solenoid 73b and the left probability variable area solenoid 74b is the same as that in the first round.
[0386] Next, in the second round of the jackpot type "latent probability fluctuation B," when the first count ball is detected by the jackpot entry switch 71, the right probability variable area solenoid 73b and the left probability variable area solenoid 74b are both turned on for "60 ms," just as in the first round, and it is possible to recognize whether the right probability variable area solenoid 73b and the left probability variable area solenoid 74b can be operated normally.
[0387] Then, when the third count ball is detected by the special prize opening switch 71, only the right probability variable area solenoid 73b is turned on for "2000 ms." In the pachinko machine 10 of the first embodiment, the time required for the ball to reach the right probability variable area 73 after being detected by the special prize opening switch 71 is within "2 seconds" ("1.5 seconds" in the first embodiment). Therefore, the third count ball can flow into the open right probability variable area 73, and is detected by the right probability variable area switch 73d.
[0388] At this time, the valid pattern of the probability variable areas 73, 74 of the jackpot type "latent probability fluctuation B" is "A", and in the second round only the right-side probability variable area 73 is valid, and the right-side probability variable valid flag 203g is set to on, and the left-side probability variable valid flag 203h is set to off. Therefore, in the second round, when the ball passes through the right-side probability variable area 73 and is detected by the right-side probability variable area switch 73d, the right-side probability variable area 73 is set to be valid, so the probability variable transition flag 203i is set to on.
[0389] Also, in the fifth round of the jackpot type "latent probability fluctuation B", only the left-side probability variable area 74 is valid, the left-side probability variable valid flag 203h is set to on, and the right-side probability variable valid flag 203g is set to off. Therefore, even if the probability variable transition flag 203i is not on in the second round, the ball passes through the left-side probability variable area 74 in the fifth round and is detected by the left-side probability variable area switch 74d, so that the probability variable transition flag 203i is set to on.
[0390] Therefore, in the jackpot type "latent probability fluctuation B", when a ball passes through the probability variable area 73, 74 and is detected by the probability variable area switch 73d, 74d, the probability variable area 73, 74 corresponding to the probability variable area switch 73d, 74d that detected the ball in the second round and the fifth round is set to be valid, so the probability variable transition flag 203i is set to ON, just like the jackpot type "latent probability fluctuation A". Then, at the end of the jackpot, the probability variable transition flag 203i is referenced and the "probability fluctuation state" is set.
[0391] Next, the ball detection mode and the like in each round of the jackpot type "probability fluctuation A" will be explained with reference to Figure 19. Figure 19 is a timing chart that schematically shows the operation timing of the jackpot opening solenoid 65c, the right probability variable area solenoid 73b, and the left probability variable area solenoid 74b in each round of the jackpot type "probability fluctuation A" of the first special pattern and the second special pattern, the ball detection timing in the jackpot opening switch 71, the right probability variable area switch 73d, and the left probability variable area switch 74d, and the setting timing of the right probability variable effective flag 203g, the left probability variable effective flag 203h, and the probability variable transition flag 203i.
[0392] 19, for the jackpot type "probability fluctuation A," a total of 15 rounds of jackpot games are executed, and at the start of each round, the jackpot opening solenoid 65c is turned on and the opening / closing plate 65b is opened. Then, when a predetermined condition (in the first embodiment, either "30 seconds" have passed since opening or 10 balls have been detected by the jackpot opening switch 71) is met, the jackpot opening solenoid 65c is turned off and the opening / closing plate 65b is closed, ending one round.
[0393] Furthermore, in the jackpot type "Probability Variation A," the opening and closing pattern of the right-side probability variation area 73 and the left-side probability variation area 74 is "Y1," so that in the first round, when the first count ball is detected by the jackpot entry switch 71, both the right-side probability variation area solenoid 73b and the left-side probability variation area solenoid 74b are turned on for "60 ms," and it is possible to recognize whether the right-side probability variation area solenoid 73b and the left-side probability variation area solenoid 74b can be operated normally.
[0394] Then, when the third count ball is detected by the special prize opening switch 71, only the left probability variable area solenoid 74b is turned on for "2000 ms." In...
Claims
[Claim 1] a launching means for launching a game ball; a ball entry means that allows the game balls launched by the launch means to enter the ball; an information acquisition means for acquiring predetermined information based on the game ball entering the ball entry means; a determination means capable of determining the predetermined information acquired by the information acquisition means; a first display means capable of displaying a dynamic display of the identification information based on the determination result of the determination means; a second display means for displaying a lighting pattern of a plurality of indicators based on the determination result of the determination means; a variable ball entry means that can be changed between a first state in which it is difficult or impossible for the game ball to enter and a second state in which it is easy or possible for the game ball to enter; an advantageous state means for changing the variable ball entry means from the first state to the second state based on the determination result of the determination means; A first passing area through which the game balls that have flowed into the variable ball entry means can pass; a second passage area different from the first passage area; A gaming machine including a second advantageous state means capable of generating a second advantageous state different from the advantageous state generated by the advantageous state means, a first switching means capable of switching whether or not the first passing area is enabled; a second switching means capable of switching whether or not the second passing area is enabled, The second advantageous state is generated based on the passage of the gaming ball through the first passage area that is set to be effective by the first switching means, while When the game ball passes through the first passing area that is not set to be effective by the first switching means, the second advantageous state is not generated; The gaming machine includes: A first situation inflow means for allowing game balls to flow into the first passage area that is set validly in a first situation during the advantageous state when the second advantageous state is generated; A second situation inflow means is provided for allowing game balls to flow into the second passage area that is set validly in a second situation different from the first situation, In the first situation, the game ball is configured to be able to flow into the first passing area which is valid, and in the second situation, the game ball is configured to be able to flow into the second passing area which is valid, In a situation where the second passing region is valid, there is a situation where the first passing region is not valid, In a situation where game balls do not flow into the first passing area or where it is difficult for the game balls to flow into the first passing area, a situation may occur in which the first passing area is effective, The first passing area and the second passing area are configured so that, in an initial state, game balls do not pass through the first passing area and the second passing area; The dynamic display in the first display means is configured to be capable of deriving a display result that does not notify the player that the second advantageous state may occur, and the lighting pattern of the plurality of indicators in the second display means displays the possibility of the second advantageous state occurring in a manner that makes it difficult for the player to grasp, The launching means The game ball can be launched at predetermined intervals, The first switching means means for enabling the first passage area for a period of time equal to or greater than at least a plurality of the predetermined periods; A gaming machine characterized by:
Citation Information
Patent Citations
Pinball game machine
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