Pinball game machine
The pinball gaming machine ensures players see bonus effects by linking operation with outcome anticipation, enhancing engagement and excitement through strategic operation instructions and displays.
Patent Information
- Application Number
- JP2021166410
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-10-08
- Publication Date
- 2025-10-28
- Estimated Expiration
- 2041-10-08
AI Technical Summary
Conventional pinball game machines face issues where players may not operate the operation means if they do not see immediate bonus effects, leading to reduced excitement, or stop operating if they perceive no need, also reducing engagement.
A pinball gaming machine with a win/loss determination mechanism that provides operation instructions and bonus effects, ensuring players see the bonus effect by operating during an effective period, even if they initially refrain from operating, and delivering multiple types of performance displays and bonus effects.
Enhances player engagement by ensuring they see bonus effects, encouraging active operation, and maintaining excitement by linking operation with outcome anticipation.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a pinball game machine, and more particularly to a pinball game machine that can provide operation instructions to prompt a player to operate an operation means as part of an effect according to a win / loss determination as to whether or not to transition to a special game advantageous to the player, and can implement a bonus effect that suggests the result of the win / loss determination according to the operation instructions. [Background technology]
[0002] Conventionally, most pachinko machines, which are pinball game machines, determine whether or not a jackpot has been awarded when a game ball enters a starting hole, and if the result of the determination is a jackpot, the main type opens a jackpot opening in a predetermined manner to start a jackpot game that is favorable for winning prize balls.
[0003] In this type of pachinko machine, when it is determined whether or not a jackpot will be awarded, a special effect is displayed on a special effect pattern display device located in the center of the playing area, and after the special effect pattern changes on this display, a confirmation display is displayed to notify the player of the result of the jackpot determination, thereby increasing the player's anticipation of a jackpot.
[0004] Furthermore, recent pachinko machines display operation instructions to prompt the player to operate the operation means for the effects of the pachinko machine as part of the effect display. Some machines then implement a special effect that suggests (pre-announces) the result of the win / loss judgment before the effect symbols are finally displayed in response to the player's operation of the operation means, thereby increasing the player's awareness that they are participating in the game by having them operate the operation means (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2012-223472 Summary of the Invention [Problem to be solved by the invention]
[0006] However, in conventional pachinko machines that implement operation instructions and bonus effects in response to the operation of the operation instructions, many require the operation of an operation means to implement the bonus effect in order to make the player feel as if they have brought about the bonus effect themselves. In this case, some players may not operate the operation means, and if they do not operate the operation means, they will not be able to see the bonus effect that is worth watching, which will halve the excitement of the effects based on the operation instructions. On the other hand, if bonus effects are implemented without the operation of all operation instructions, players may recognize that there is no need to operate the operation means and will stop operating the operation means, which will halve the excitement of the effects based on the operation instructions.
[0007] In view of the above circumstances, the present invention has been made with the objective of providing a pinball gaming machine that can entertain players by implementing bonus effects in response to operating instructions, and that will not cause players to stop operating the operating means, thereby improving the presentation effects of operating instructions and bonus effects. [Means for solving the problem]
[0008] The pinball gaming machine of the present invention comprises a win / loss determination means for determining whether or not a game state advantageous to the player will be entered when a predetermined condition is met, a performance display device for displaying a performance display to notify the result of the win / loss determination by varying a performance pattern according to the win / loss determination and then displaying a final result, and a performance display control means for controlling the performance display. The machine also comprises an operation means operable by the player, an operation instruction control means for issuing an operation instruction to operate the operation means while the performance display is being performed and for setting an effective operation period during which operation of the operation means is effective, and a bonus performance control means for implementing a bonus performance that suggests the result of the win / loss determination before the final display of the performance pattern when the operation means is operated in accordance with the operation instruction during the effective operation period. The performance display control means is capable of implementing multiple types of performance displays, including a predetermined performance display that allows the operation instruction control means to be executed multiple times during the execution of one performance display. The bonus effect control means is configured to not perform a bonus effect when an operation instruction is given multiple times during a predetermined effect display and the operation means is not operated according to the operation instruction during the effective operation period for the first operation instruction given after the start of the predetermined effect display, while when an operation instruction is given multiple times during a predetermined effect display and the operation means is not operated according to the operation instruction during the effective operation period for the last operation instruction given after the start of the predetermined effect display, the bonus effect control means is configured to perform the same bonus effect as would be performed if the operation means were operated according to the operation instruction during the effective period after the effective period ends.
[0009] In the pinball gaming machine of the present invention, the predetermined condition is to start the variable display of the special symbol. For example, the condition is that a random number for determining whether a win or loss occurs is obtained when a gaming ball enters a starting hole arranged in the gaming area, and the player is not in a special gaming state advantageous to the player, and the special symbol is not being displayed variable or fixed. Note that the predetermined condition may include additional conditions or some conditions may be omitted.
[0010] In the pinball game machine of the present invention, the special game state advantageous to the player is, for example, a jackpot game state advantageous for winning prize balls. Note that the result of the win / loss determination may include a small win game state, a game state advantageous for transitioning to the next jackpot game after the end of the jackpot game state (for example, a probability variable game state or a time-saving game state).
[0011] In the pinball gaming machine of the present invention, the effect display, for example, displays a variably simulated effect pattern corresponding to a special symbol, and then displays a finalized display to notify the result of the win / loss determination. Furthermore, the predetermined effect display is an effect in which an operation instruction is executed by the operation instruction control means, and does not necessarily have to be configured to execute an operation instruction multiple times during the execution of the effect display, but also includes an effect in which an operation instruction is executed only once. When an operation instruction is executed only once, it is conceivable that the bonus effect will not be executed if the player does not operate the operation means. Alternatively, the bonus effect may be executed if the player does not operate the operation means after executing an operation instruction only once.
[0012] In the pinball gaming machine of the present invention, the bonus effect is a notice that suggests that the result of the hit / miss judgment is a jackpot or a miss, but it is not necessarily limited to an accurate notice. For example, it is possible to suggest false information when a jackpot occurs. In this case, a surprise effect can be created in which the effect makes it seem like a miss, but the subsequent display of the confirmed pattern indicates a jackpot. In addition to suggesting a jackpot, the bonus effect can also suggest whether or not the game will transition to a probability variable game state or a time-limited game state after the jackpot game state ends.
[0013] According to the pinball gaming machine of the present invention, in a predetermined effect display that requires multiple operation instructions, a bonus effect is produced in response to the last operation instruction in one effect display, regardless of whether or not the player operates the device, allowing the player to see the bonus effect and enhancing the effect of the operation instructions and bonus effects. In particular, the bonus effect produced by the last operation instruction is produced just before the end of one effect display, so the effect can be further enhanced by producing many effects that are worth watching. Furthermore, by not producing a bonus effect unless the player operates the first operation instruction in a predetermined effect display, the player is made to want to see the bonus effect, and subsequent operation instructions encourage the player to actively operate the operation means to see the bonus effect, thereby solving the problem of players not operating the operation means.
[0014] In the pinball game machine of the present invention, a predetermined effect display is not necessarily configured to require multiple operation instructions during the execution of the effect display, but is configured to require only one operation instruction, and by not performing a bonus effect when the player does not operate the operation means in response, the problem of players not operating the operation means can be solved more effectively. [Brief explanation of the drawings]
[0015] [Figure 1] 1 is a front view of a pinball game machine to which the present invention is applied. [Figure 2] FIG. 2 is a front view of a game board used in the pinball game machine. [Figure 3] FIG. [Figure 4] FIG. 2 is an electrical block diagram of the pinball game machine. [Figure 5] 10 is an explanatory diagram of special symbols used in the pinball game machine. FIG. [Figure 6] 10 is an explanatory diagram of a jackpot game performed in the pinball game machine. FIG. [Figure 7] 3 is an explanatory diagram of the game specifications of the pinball game machine. FIG. [Figure 8]10 is a flowchart showing the control contents of the "start-up process" executed by the main control device of the pinball game machine. [Figure 9] 1 is a first flowchart showing the control content of an "interrupt process" executed by the main control device. [Figure 10] 10 is a second flowchart showing the control content of the "interrupt process" executed by the main control device. [Figure 11] 10 is a flowchart showing the control content of an "input determination process" executed in the "interrupt process." [Figure 12] This is a flowchart showing the control contents of the "special ball entry confirmation process" executed in the "input judgment process". [Figure 13] This is a flowchart showing the control content of the "pass / fail determination process" executed during the "interrupt process." [Figure 14] This is the first flowchart showing the control contents of the ``special chart pass / fail determination process'' executed within the ``pass / fail determination process.'' [Figure 15] This is a second flowchart showing the control contents of the ``special chart pass / fail determination process'' executed within the ``pass / fail determination process.'' [Figure 16] This is a third flowchart showing the control contents of the ``special chart pass / fail determination process'' executed within the ``pass / fail determination process.'' [Figure 17] This is the fourth flowchart showing the control contents of the ``special chart pass / fail determination process'' executed within the ``pass / fail determination process.'' [Figure 18] This is the fifth flowchart showing the control contents of the ``special chart pass / fail determination process'' executed within the ``pass / fail determination process.'' [Figure 19] 10 is a flowchart showing the control contents of the "variable performance start processing" executed by the sub-integrated control device of the pinball game machine. [Figure 20] 10 is a first display example showing a display mode of the effects implemented in the pinball gaming machine. [Figure 21] 10 is a second display example showing a display mode of the effects implemented in the pinball gaming machine. [Figure 22]FIG. 10 is a first explanatory diagram regarding the operation instruction presentation and the bonus presentation implemented in the pinball game machine. [Figure 23] FIG. 2 is a second explanatory diagram regarding the operation instruction effect and the bonus effect. [Figure 24] FIG. 3 is a third explanatory diagram regarding the operation instruction effect and the bonus effect. [Figure 25] FIG. 4 is a fourth explanatory diagram regarding the operation instruction effect and the bonus effect. [Figure 26] 10 is a first time chart of the operation instruction effect and the bonus effect. [Figure 27] 10 is a second time chart of the operation instruction effect and the bonus effect. [Figure 28] 10 is a third time chart of the operation instruction effect and the bonus effect. [Figure 29] FIG. 5 is a fifth explanatory diagram regarding the operation instruction effect and the bonus effect. [Figure 30] 10 is a first display example showing the display mode of the operation instruction effect and the bonus effect. [Figure 31] 10 is a second display example showing the display mode of the operation instruction effect and the bonus effect. [Figure 32] 10 is a third display example showing the display mode of the operation instruction effect and the bonus effect. DETAILED DESCRIPTION OF THE INVENTION
[0016] [Example] Hereinafter, a pinball game machine (pachinko machine 1) according to an embodiment of the present invention will be described with reference to the drawings. First, the external configuration of the pachinko machine 1 according to this embodiment will be described with reference to Figs. 1 to 3.
[0017] (1. General configuration of pachinko machine 1) As shown in FIG. 1, a pachinko machine 1 is a gaming machine that can be played by a player and is installed in a gaming facility.
[0018] (1-1. Front structure of pachinko machine 1) The pachinko machine 1 has a structure in which each component is held by an outer frame 10, which is a vertically long fixed outer holding frame. A front frame (glass frame) 11, into which a glass plate 110 is fitted, and an inner frame 30 (see Figure 3) are provided so as to be able to open and close via hinges 101, 101 provided at the top and bottom of the left side of the outer frame 10. The front frame 11 and inner frame 30 are locked to the outer frame 10 by a cylinder lock 18. A predetermined key is inserted into the cylinder lock 18, and the inner frame 30 is opened by turning the key clockwise, and the front frame 11 can be opened by turning it counterclockwise. Behind the glass plate 110 of the front frame 11, a game board 2 (see FIG. 2) held by an inner frame 30 is provided.
[0019] Speakers 112, 112 are installed on both the left and right sides of the upper part of the front frame 11, which output game sounds to enhance the entertainment value of the game. The front frame 11 is also provided with frame-side decorative lamps 113 that light up according to the game status, as well as LEDs that notify of abnormalities in the game.
[0020] An upper tray 12 and a lower tray 13 are integrally formed in the lower half of the front frame 11. A launch handle 14 is provided on the right side of the lower tray 13, and operating the launch handle 14 clockwise activates the launch device, causing game balls supplied from the upper tray 12 to be launched toward the game board 2. Prize balls are also paid out onto the upper tray 12. The lower tray 13 is configured to receive prize balls that have spilled over from the upper tray 12, and by operating the ball removal lever, the game balls that have accumulated in the lower tray 13 can be transferred to a separate box (dollar box) provided in the gaming facility.
[0021] The pachinko machine 1 is a so-called CR machine, and is adjacent to it is a prepaid card unit (CR unit) CR that reads and writes prepaid cards. The pachinko machine 1 is provided with a ball loan switch 171, a settlement switch 172, and a settlement display of the settlement display device 170 (see Figure 4) on the right side of the upper tray 12. In addition, in the center of the upper tray 12, there is provided an effect button 15 that can be operated by the player, and a jog dial 16 that surrounds the outer periphery.
[0022] (1-2. Configuration of the game board of Pachinko machine 1) As shown in Figure 2, the game board 2 has a substantially circular play area 20 surrounded by an outer rail 201 and an inner rail 202. A center case 200 is attached to the play area at a position approximately above the center. This divides the play area 20 into a left play area 20L, where game balls flow down when shot with less than a predetermined launch power, and a right play area 20R, where game balls flow down when shot with a predetermined launch power or more. Numerous game nails and the like are planted in the play area 20.
[0023] An LCD panel of a performance symbol display device 47 (not shown in its entirety) is disposed in the center of the center case 200. The center case 200 is also provided with a warp entrance, warp gutter, stage, etc., similar to well-known devices.
[0024] Directly below the center in the left-right direction of the center case 200, a first special symbol start hole 23 is disposed, into which a gaming ball can always enter and into which a first special symbol (hereinafter simply referred to as the first special symbol) is determined to be a winning or losing symbol when the gaming ball enters. When a gaming ball enters the first special symbol start hole 23, multiple types of random numbers (numerical data) are extracted, and these random numbers are stored as reserved memory for the first special symbol.
[0025] In addition, a general prize opening 27 is located downstream of the first special game starting opening 23, and further downstream is the first large prize opening 25. The general prize opening 27 is a prize opening that can always accept balls. The first large prize opening 25 is provided so that it can be opened and closed by an opening and closing plate of the special electric device, and is a prize opening that can be opened in a predetermined opening mode during a round of jackpot play.
[0026] The ball is aimed to enter the first special starting slot 23 arranged in this way by mainly making the game ball flow down to the left game area 20L by "left hit game." On the other hand, the ball is aimed to enter the first big prize slot 25 that opens in a jackpot game by mainly making the game ball flow down to the right game area 20R by "right hit game," depending on the game state described later.
[0027] In addition, in the left game area 20L, at a diagonally lower left position of the center case 200, to the left of the first special chart starting port 23, there are multiple (three) general winning ports 27 that are always open to balls.
[0028] In the right game area 20R, a normal symbol operating port 21 is located to the right of the center case 200. The normal symbol operating port 21 is a gate through which game balls can enter and pass, and whether a normal symbol (hereinafter simply referred to as a normal symbol) is hit or not is determined when the game ball passes through. When a game ball enters the normal symbol operating port 21, multiple types of random numbers (numerical data) are extracted, and these random numbers are stored as reserved memory for the normal symbol.
[0029] In addition, in the right game area 20R, a normal electric device 22 (hereinafter simply referred to as the normal electric device) is arranged downstream of the normal map operating port 21. The normal electric device 22 has a pair of left and right blades that can be opened and closed, and is a ball entry device that normally makes it difficult for a game ball to enter. Then, when the normal map is judged to be a winning combination, the blades are opened in a predetermined opening manner, making it possible for the ball to enter.
[0030] The normal power device 22 has a second special symbol start opening 24 arranged inside. The second special symbol start opening 24 is configured so that only game balls that have entered the normal power device 22 can enter. The second special symbol start opening 24 is a winning opening in which a judgment is made as to whether or not a second special symbol (hereinafter simply referred to as the second special symbol) has been won when a game ball enters the second special symbol start opening 24. When a game ball enters the second special symbol start opening 24, multiple types of random numbers (numerical data) are extracted, and these random numbers are stored as reserved memory for the second special symbol.
[0031] Furthermore, in the right gaming area 20R, a second large winning opening 26 that is opened and closed by an opening and closing plate of a special electric device is arranged downstream of the normal electric device 22. The second large winning opening 26 is a winning opening that can be opened in a small win game.
[0032] The aim to get the ball to enter the normal chart activation port 21, the normal electric device 22, the second special chart starting port 24 and the second large prize port 26 arranged in this manner is mainly to make the game ball flow down to the right game area 20R by "right-hitting play."
[0033] In the game area 20, an outlet 203 is provided at the bottom of the board directly below the first large winning hole 25 to take in game balls that have flowed down to the bottom of the game area 20 without entering any of the various winning holes.
[0034] On the game board 2, a first special symbol display device 281 and a second special symbol display device 283, each consisting of a 7-segment display, and a first special symbol reserved number display device 282 and a second special symbol reserved number display device 284, each consisting of four LED displays, are arranged in the outer area of the outer rail 201 at the lower right end. Also arranged in the same area are a normal symbol display device 285 and a normal symbol reserved number display device 286, each consisting of a plurality of LED displays.
[0035] (1-3. Back structure of pachinko machine 1) FIG. 3 shows the back of the pachinko machine 1. The back side of the pachinko machine 1 houses an inner frame 30 to which the game board 2 is detachably attached. Like the front frame 11, the inner frame 30 is hinged to the outer frame 10 at the top and bottom positions of one side edge (the right side in FIG. 3) so that it can be opened and closed. A game ball flow passage is formed in the inner frame 30, and from above (upstream), a ball tank 31, a tank rail 32, and a payout unit 33 are provided. A payout mechanism is installed within the payout unit 33. With this configuration, when a game ball enters a winning slot in the game board 2, a predetermined number of game balls (prize balls) are dispensed from the ball tank 31 via the tank rail 32 by the payout unit 33 through the payout ball flow passage and onto the upper tray 12. The payout unit 33, which dispenses prize balls, also dispenses loan balls that are dispensed by operating the ball loan switch 171.
[0036] On the back side of the pachinko machine 1, there are provided a main control device 40, a payout control device 41, a sub-integrated control device 42, a performance symbol control device 43, a launch control device 44, and a power supply board 45. The main control device 40, the sub-integrated control device 42, and the performance symbol control device 43 are provided on the game board 2, and the payout control device 41, the launch control device 44, and the power supply board 45 are provided on the inner frame 30. The launch control device 44 is not shown in Figure 3, but it is provided on the back side of the payout control device 41.
[0037] The main control device 40 is provided with an RWM clear switch and a setting key switch. The RWM clear switch is mainly operated when clearing game information and the like stored in the RWM built into the main control device 40. The RWM clear switch may also be disposed on the payout control device 41 or the power supply board 45.
[0038] The main control device 40 is provided with a performance display device consisting of four 7-segment LED displays. By providing the performance display device on the back side of the pachinko machine 1, the performance display device can be placed in a position that is not visible to players during play.
[0039] In addition, the payout control device 41 is provided with a fraud notification lamp that lights up an LED when the main control device 40 determines that fraud has occurred, thereby notifying employees of the gaming facility or the like that fraud has occurred.
[0040] An external connection terminal board 38 is disposed on the back side of the pachinko machine 1, to the right of the ball tank 31, and signals indicating the game status and game results are sent to the hall computer 500 (see FIG. 4) via the external connection terminal board 38. Conventionally, two types of external connection terminal boards have been used to send signals to the hall computer 500: one for the board (terminals for outputting signals output from the game board to the hall computer 500) and one for the frame (terminals for outputting signals output from the outer frame 10, front frame 11, and inner frame 30 to the hall computer 500). However, in this embodiment, signals indicating the game status and game results are sent to the hall computer 500 via a single external connection terminal board 38.
[0041] (2. Electrical Configuration of Pachinko Machine 1) Next, the electrical configuration of the pachinko machine 1 will be explained with reference to Figure 4. The pachinko machine 1 is configured with a main control device 40, which controls the progress of the game, as its central component, and sub-control devices including a payout control device 41, a sub-integrated control device 42, a performance symbol control device 43, and a firing control device 44. The main control device 40, payout control device 41, sub-integrated control device 42, and performance symbol control device 43 all have a CPU, ROM, RAM, input ports, output ports, etc., and in each of these control devices, the CPU starts a program consisting of a main routine and subroutines stored in the ROM in response to an interrupt signal with a 2 ms or 4 ms cycle, and various controls are executed. The main control device 40 also has a random number counter that extracts various random numbers, etc. In this embodiment, the launch control device 44 is not provided with a CPU, ROM, RAM, etc. However, this is not limited to this, and the launch control device 44 may be provided with a CPU, ROM, RAM, etc.
[0042] (2-1. Main control device 40) As shown in Figure 4, the electrical configuration of the pachinko machine 1 is centered around a main control device 40 that mainly controls game play. The main control device 40 is electrically connected to a hall computer 500 or a test firing device (not shown) via a rear wiring relay terminal board 530 and an external connection terminal board 38. An output signal from the main control device 40 is sent to the hall computer 500 or the test firing device via the rear wiring relay terminal board 530 and the external connection terminal board 38.
[0043] A glass frame opening switch 501 that detects whether the front frame 11 (see FIG. 1) is open or not, and an inner frame opening switch 502 that detects whether the inner frame 30 (see FIG. 3) is open or not are connected to the main control device 40 via a rear wiring relay terminal board 530. The glass frame opening switch 501 and the inner frame opening switch 502 each output a detection signal to the main control device 40. In FIG. 4, "switch" is abbreviated as "SW."
[0044] In addition, the main control device 40 is connected, via the game board relay terminal board 531, to a first special symbol start port switch 503 that detects balls entering the first special symbol start port 23 (see Figure 2), a second special symbol start port switch 504 that detects balls entering the second special symbol start port 24 (see Figure 2), a normal symbol activation switch 505 that detects balls entering the normal symbol activation port 21 (see Figure 2), a first count switch 506 that counts the number of balls entering the first large prize port 25 (see Figure 2), a second count switch 507 that counts the number of balls entering the second large prize port 26 (see Figure 2), a general prize port switch 508 that detects balls entering the general prize port 27 (see Figure 2), and an outlet switch 509 that detects game balls taken into the outlet 203. These first special symbol start port switch 503, second special symbol start port switch 504, normal symbol activation switch 505, first count switch 506, second count switch 507, general winning port switch 508 and outlet switch 509 each output a detection signal to the main control device 40.
[0045] Furthermore, the main control device 40 is connected to a first large prize opening solenoid 510 via a game board relay terminal board 531, and by driving this, controls the opening and closing of the first large prize opening 25 (see Figure 2). Furthermore, the main control device 40 is connected to a second large prize opening solenoid 511 via a game board relay terminal board 531, and by driving this, controls the opening and closing of the second large prize opening 26 (see Figure 2). Furthermore, the main control device 40 is connected to a normal power device solenoid 512 via a game board relay terminal board 531, and by driving this, controls the opening and closing of the normal power device 22 (see Figure 2). Note that in Figure 4, "solenoid" is written as "SOL."
[0046] The main control device 40 operates according to a program installed therein. The main control device 40 generates various commands related to the progress of the game based on various detection signals, etc., and outputs the commands to the payout control device 41 and the sub-integrated control device 42. Furthermore, the main control device 40 controls the display of the first special symbol display device 281, the first special symbol reserved number display device 282, the second special symbol display device 283, the second special symbol reserved number display device 284, the normal symbol display device 285, and the normal symbol reserved number display device 286, which are connected via the symbol display device relay terminal board 533.
[0047] The MPU (Micro Processing Unit) mounted on the main control device 40 mainly comprises a CPU, a ROM, a RAM, a counter circuit, a timer circuit, and a random number circuit. The CPU, ROM, RAM, counter circuit, timer circuit, and random number circuit are each connected via an internal bus, and the internal bus is communicatively connected to various switches and devices provided in the pachinko machine 1 via an external bus interface.
[0048] (2-2. Dispensing control device 41) Next, the payout control device 41 will be described. The payout control device 41 is connected to the main control device 40 so as to be able to communicate bidirectionally. The payout control device 41 is connected to the glass frame opening switch 501 and the inner frame opening switch 502 via the payout relay terminal board 534 and the rear wiring relay terminal board 530. The payout control device 41 then transmits information regarding the winning balls, information regarding the open / closed state of the front frame 11 and the inner frame 30, etc. to the hall computer 500 or a test firing device (not shown) via the external connection terminal board 38. The payout control device 41 also transmits a firing stop signal to the firing control device 44 to stop the firing of game balls as necessary.
[0049] In addition, the dispensing control device 41 is connected to a bulb out switch 520 that detects when the bulb tank 31 (see Figure 3) is empty via the rear wiring relay terminal board 530. When the bulb out switch 520 detects that the bulb tank 31 is empty, it outputs a detection signal to the dispensing control device 41.
[0050] Furthermore, the payout control device 41 is connected to a payout motor 521 that pays out game balls and a payout switch 522 that detects that game balls have been paid out via a payout relay terminal board 534. The payout control device 41 drives the payout motor 521 in response to commands sent from the main control device 40 to pay out game balls. When the payout switch 522 detects that game balls have been paid out, it outputs a detection signal to the payout control device 41. Furthermore, the payout control device 41 is connected to a full switch 523 that detects when the lower tray 13 is full. When the full switch 523 detects that the lower tray 13 is full, it outputs a detection signal to the payout control device 41.
[0051] The payout control device 41 stops the payout motor 521 when a detection signal is input from the out-of-ball switch 520 and when a detection signal is input from the full switch 523. This stops the payout operation of the payout unit 33 to pay out prize balls. The out-of-ball switch 520 continues to output a detection signal until the out-of-ball state is resolved, and the full switch 523 continues to output a detection signal until the full state of the lower tray 13 is released. Then, when the input of the detection signals from the out-of-ball switch 520 and the full switch 523 stops, the payout control device 41 resumes driving the payout motor 521.
[0052] When the present invention is applied to a sealed gaming machine in which game balls enclosed in the machine are circulated to play, one-way communication may be used from the main control unit 40 to the payout control unit 41 (in the case of a sealed gaming machine, since game balls are not paid out, it is preferable to call it a frame control unit). In this case, the gaming machine can be configured to be resistant to fraud.
[0053] Furthermore, the payout control device 41 is connected to the CR unit CR and the settlement display device 170 via the CR unit terminal board 535 so as to be able to communicate bidirectionally. A ball lending switch 171 and a settlement switch 172, which are operated by the player, are connected to the settlement display device 170. The ball lending switch 171 is a switch that is operated when the player requests the lending of gaming balls, and the settlement switch 172 is a switch that is operated when the player requests settlement.
[0054] When the ball lending switch 171 detects an operation by a player, it outputs an operation signal requesting a loan. The loan request signal output by the ball lending switch 171 is input to the CR unit CR via the settlement display device 170, and a loan request signal is transmitted from the CR unit CR to the payout control device 41. Then, when the payout control device 41 receives the loan request signal from the CR unit CR, it drives the payout motor 521 to pay out game balls and controls the display of the balance of the prepaid card inserted into the CR unit CR.
[0055] When the settlement switch 172 detects an operation by a player, it outputs an operation signal requesting settlement. The settlement request signal output by the settlement switch 172 is input to the CR unit CR via the settlement display device 170, and the CR unit CR controls the balance management and balance display of the prepaid card inserted into the CR unit CR in response to the settlement request signal.
[0056] The payout control device 41 is also provided with a fraud notification lamp, which is an LED that lights up when it is determined that the frequency of balls entering the general winning opening 27 is abnormal. When the payout control device 41 receives a fraud command from the main control device 40, it lights up the fraud notification lamp, thereby alerting employees of the gaming facility that fraud may have occurred.
[0057] (2-3. Sub-integrated control device 42 and performance pattern control device 43) The sub-integrated control device 42 is connected to the main control device 40 via a performance relay terminal board 532, and enables communication from the main control device 40 to the sub-integrated control device 42. The sub-integrated control device 42 controls performance based on commands received from the main control device 40. The performance button 15 and jog dial 16 are connected to the sub-integrated control device 42. The performance button 15 and jog dial 16 each input their respective detection signals to the sub-integrated control device 42 when operated.
[0058] The sub-integrated control device 42 controls the output of sound by driving the speaker 112, and also controls the turning on and off of various LEDs and lamps including the frame-side decorative lamp 113. Furthermore, the sub-integrated control device 42 is provided with a volume adjustment switch that adjusts the volume of the sound output from the speaker 112. The sub-integrated control device 42 controls the volume of the sound output from the speaker 112 based on an operation signal input from the volume adjustment switch.
[0059] The effect symbol control device 43 is connected to the sub-integrated control device 42 so as to be able to communicate bidirectionally. The sub-integrated control device 42 transmits commands to the effect symbol control device 43 regarding the effect of displaying characters and the like and the display mode of pseudo symbols corresponding to the first special symbol and the second special symbol. Meanwhile, the effect symbol control device 43 displays the pseudo effect symbol 700 corresponding to the command sent from the sub-integrated control device 42 on the LCD panel of the effect symbol display device 47.
[0060] In addition, if the sub-integrated control device 42 determines that the frequency of balls entering the general winning port 27 is abnormal, it will issue an error alert using the speaker 112, frame side decorative lamp 113 and performance pattern display device 47.
[0061] (2-4. Launch control device 44) The launch control device 44 is connected to the payout control device 41, and enables communication from the payout control device 41 to the launch control device 44. The launch control device 44 controls the launch motor 526 based on commands sent from the main control device 40 via the payout control device 41 and rotation signals of the launch handle 14, and launches and stops the launch of game balls.
[0062] In addition, a launch stop switch 524 provided on the launch handle 14 and a touch switch 525 that detects a player's contact with the launch handle 14 are connected to the launch control device 44. When the touch switch 525 detects a player's contact with the launch handle 14, it inputs a detection signal to the launch control device 44. Then, when a detection signal is input from the touch switch 525, the launch control device 44 launches gaming balls. On the other hand, when a player operates the launch stop switch 524, the launch control device 44 inputs a detection signal. Then, when a detection signal is input from the launch stop switch 524, the launch control device 44 stops the launch of gaming balls, even if a detection signal is input from the touch switch 525.
[0063] (2-5. Power supply board 45) Although not shown, the power supply board 45 includes a power supply circuit, a power receiving circuit, a power failure detection circuit, and a backup power supply circuit. The power supply circuit converts AC voltage supplied from an external AC power supply (main power supply AC24V) to generate DC voltage. A power switch is provided in the power receiving circuit, and the power supply circuit is connected to the AC power supply via the power receiving circuit. When the power switch is turned on, the power supply circuit is connected to the AC power supply and the main power supply AC24V is supplied to the power supply circuit. The power supply circuit then supplies the necessary DC voltage to various control devices, actuators, etc.
[0064] The power failure detection circuit monitors the voltage supplied from the power supply circuit. When the supplied voltage falls below a predetermined voltage, the power failure detection circuit determines that the power switch has been switched OFF or that a power outage has occurred, and sets the power failure detection signal output to the main control device 40 and the dispensing control device 41 to a high level (ON). On the other hand, when the voltage supplied from the power supply circuit rises above the predetermined voltage, the power failure detection circuit sets the power failure detection signal to a low level (OFF).
[0065] In this embodiment, the power failure detection circuit has been described as transmitting a power failure detection signal to the main control device 40 and the dispensing control device 41, but this is not necessarily limited to this. For example, the power failure detection circuit may be configured to transmit a power failure detection signal to only one of the main control device 40 and the dispensing control device 41, and to transmit a power failure command from the main control device 40 to the dispensing control device 41, or from the dispensing control device 41 to the main control device 40.
[0066] The backup power supply circuit is composed of a capacitor, etc. The backup power supply circuit charges the DC 5V power generated while the power supply circuit supplies power from the AC power source, and in the event of a power outage, supplies the backup power (DC 5V) to the RWM of the main control device 40 and the RWM of the dispensing control device 41, etc.
[0067] In this embodiment, the backup power supply is supplied to the RWM of the main control device 40 and the RWM of the payout control device 41. Therefore, even after the power supply is cut off, the pachinko machine 1 can retain, for a certain period of time, the contents stored in the main control device 40 and the payout control device 41 at the time of the power outage, such as the gaming status of the pachinko machine 1 and the number of game balls to be paid out as prize balls.
[0068] On the other hand, the backup power supply is not supplied to the RWM of the sub-integrated control device 42. Therefore, when the power supply to the pachinko machine 1 is stopped, the contents stored in the RWM of the sub-integrated control device 42 are erased.
[0069] (3. Operation of Pachinko Machine 1) The operation of the pachinko machine 1 will now be described.
[0070] (3-1. Basic Game) When a game ball enters the normal symbol operating port 21, the pachinko machine 1 extracts multiple random number values (numerical data) related to the normal symbol hit / miss judgment, and makes a hit / miss judgment based on the extracted random number values. Based on the result of this hit / miss judgment, the pachinko machine 1 starts the normal symbol fluctuating display on the normal symbol display device 285, and displays the final result after a predetermined time.
[0071] If the result of the normal symbol hit / miss judgment is a hit, the pachinko machine 1 opens the normal symbol 22, allowing the ball to enter the second special symbol starting hole 24. The opening time and number of times of the normal symbol 22 are set to, for example, 1.0 second x 1 time in the normal state, and 3.0 seconds x 1 time in the game state advantageous to the player (the time-saving game state described later).
[0072] When a gaming ball enters the first special symbol starting hole 23, the pachinko machine 1 extracts multiple random number values (numerical data) related to the hit / miss judgment of the first special symbol, and stores a predetermined number of the extracted random number values as reserved memory for the first special symbol. Then, the pachinko machine 1 performs a hit / miss judgment based on the reserved random number values, and determines whether it is a hit or a miss. Based on the result of this hit / miss judgment, the pachinko machine 1 starts a variable display of the first special symbol on the first special symbol display device 281, and displays a finalized result after a predetermined time has passed. In addition, the pachinko machine 1 starts a variable display of the pseudo effect symbol 700 (see FIG. 20) corresponding to the first special symbol on the effect symbol display device 47, and displays a finalized result after a predetermined time has passed.
[0073] Similarly, when a gaming ball enters the second special symbol starting hole 24, the pachinko machine 1 extracts multiple random number values (numerical data) related to the hit / miss judgment of the second special symbol, and stores a predetermined number of the extracted random number values as reserved memory for the second special symbol. Then, the pachinko machine 1 performs a hit / miss judgment based on the reserved random number value of the second special symbol, and determines whether it is a big hit, a small hit, or a miss. Based on this hit / miss judgment, the pachinko machine 1 starts a variable display of the second special symbol on the second special symbol display device 283, and displays the finalized second special symbol after a predetermined time has passed. In addition, the pachinko machine 1 starts a variable display of the pseudo effect symbol 700 corresponding to the second special symbol on the effect symbol display device 47, and displays the finalized symbol after a predetermined time has passed.
[0074] If the result of the determination of the first or second special figure of the pachinko machine 1 is a jackpot according to the confirmed display mode of the first or second special figure, a jackpot game is carried out. In this jackpot game, the pachinko machine 1 opens and closes the first large winning opening 25. Specifically, when a predetermined time (for example, 29 seconds) has elapsed since the start of the opening of the first large winning opening 25, or when the number of game balls that have entered since the start of the opening of the first large winning opening 25 reaches the specified number of winning balls (9 in this embodiment), the pachinko machine 1 closes the first large winning opening 25. A round game in which a series of operations such as this is defined as one round is carried out a predetermined number of times. For example, the jackpot game is configured to carry out 4 rounds, 10 rounds, or 15 rounds of the round game in which the first large winning opening 25 is opened in a predetermined opening mode. The pachinko machine 1 plays a game aiming at the first large winning opening 25 by a right-handed game in the jackpot game.
[0075] If the result of the determination of the second special figure of the pachinko machine 1 is a minor jackpot according to the confirmed display mode of the second special figure, a minor jackpot game is carried out. In this minor jackpot game, the pachinko machine 1 opens and closes the second large winning opening 26. In the minor jackpot game, for example, an opening operation of opening the second large winning opening 26 for 1.600 seconds is executed once. The pachinko machine 1 plays a game aiming at the second large winning opening 26 by a right-handed game in the minor jackpot game. Incidentally, when there is no need to particularly distinguish between the first special figure and the second special figure, they are simply referred to as special figures as a general term for both.
[0076] (3-2. Production display) In the pachinko machine 1, the variable display and confirmation display of the first and second special symbols are displayed in small letters in the corners of the game board 2. The pachinko machine 1 then performs a "special symbol win / loss determination effect" using pseudo effect symbols 700 corresponding to the first and second special symbols on the effect symbol display device 47 located in the center of the game area 20, and notifies the player of the result of the win / loss determination through the special symbol win / loss determination effect. In the special symbol win / loss determination effect, the pachinko machine 1 displays the variation of three pseudo effect symbols 700, and if the result of the win / loss determination is a jackpot, the three pseudo effect symbols 700 are stopped with the same symbol and a confirmation display is performed. Furthermore, the pachinko machine 1 can perform a reach effect in the special symbol win / loss determination effect in which two pseudo effect symbols 700 are stopped with the same symbol and the remaining pseudo effect symbol 700 is displayed with a variable display. By performing this reach effect, it is possible to give the player a sense of expectation that he or she will hit the jackpot when the hit / miss determination is made.
[0077] The pachinko machine 1 is configured to prioritize the judgment of whether the second special symbol is a winner over the judgment of whether the first special symbol is a winner. For example, even if the first special symbol is in reserve memory, if the second special symbol is stored in reserve memory due to a ball entering the second special symbol starting hole 24, the judgment of whether the second special symbol is a winner is performed before the judgment of whether the first special symbol is a winner. In this case, the variation of the second special symbol is also prioritized when it comes to the variation of the special symbol and pseudo-effect symbol. Note that, in implementing the present invention, the game configuration does not necessarily prioritize the judgment of whether the second special symbol is a winner, and a game configuration in which the first special symbol and the second special symbol are simultaneously varied is also acceptable.
[0078] Furthermore, the pachinko machine 1 performs a look-ahead determination to check (look ahead) the contents of the reserved memory for the first special symbol and the contents of the reserved memory for the second special symbol before making a win / loss determination for the first special symbol and a win / loss determination for the second special symbol. In this case, a look-ahead performance is performed according to the look-ahead determination, and in the look-ahead performance, the display mode of the reserved symbol indicating the presence of reserved memory on the performance symbol display device 47 is changed to a special display different from the normal display, thereby performing a performance that heightens the player's anticipation of a jackpot.
[0079] Furthermore, the pachinko machine 1 can implement an "operation instruction effect" that prompts the player to operate an operation means such as the effect button 15 or the jog dial 16 while the pseudo effect pattern 700 is being displayed in a varying manner, as an effect to heighten the player's anticipation of hitting a jackpot. In this case, the pachinko machine 1 displays the operation instruction and also sets a valid operation period during which the operation of the operation means is valid.
[0080] In response to an operation instruction, the pachinko machine 1 can perform a "bonus effect" that suggests the result of the win / loss judgment before the pseudo effect symbol 700 is finally displayed. For example, the bonus effect can display a predetermined character image, a predetermined character, a predetermined video, or the like to heighten the player's anticipation in the special symbol win / loss judgment performance by the effect symbol display device 47. Details of the operation instruction and the bonus effect will be described later.
[0081] (3-3. Game Status) Next, we will explain the game states used in the pachinko machine 1. The pachinko machine 1 is roughly divided into two game states: a game state in which the first major prize opening 25 is closed, and a game state in which the first major prize opening 25 is open. Furthermore, the game state in which the first major prize opening 25 is closed in the pachinko machine 1 includes game states such as a normal game state, a probability variable game state that is more advantageous to the player than the normal game state, and a time-limited game state that is more advantageous to the player than the normal game state.
[0082] In the normal game mode, the probability of winning the jackpot in the first or second special design is set low, and the time-saving function and normal power support function described below are not provided. In the normal game mode, the pachinko machine 1 plays by hitting the left hand side, aiming at the first special design start hole 23.
[0083] The probability variable game state is a game state in which the probability of winning a jackpot when determining whether the first or second special symbol is a winner is set higher than in the normal game state. As described below, the pachinko machine 1 uses both the probability variable game state and the time-saving game state, so it can be configured to have a high probability of winning a jackpot. However, some pachinko machines may be equipped with a time-saving function that shortens the average fluctuation time of the special symbol when determining whether the first or second special symbol is a winner, and a normal power support function that increases the probability of winning when determining whether the normal symbol is a winner, shortens the fluctuation time of the normal symbol, and extends the opening time of the normal power device 22. In addition, the probability variable game state may also be configured to have a normal power support function without the time-saving function.
[0084] The probability variable game state is a game that can be transitioned to after the end of a jackpot game, depending on the jackpot symbol (or the type of jackpot game based on the jackpot symbol) determined at the time of the hit / miss judgment that caused the jackpot game. The probability variable game state is configured to transition to the normal game state when an ending condition is met, such as the number of times that the special symbols that did not result in a jackpot in succession based on the hit / miss judgment of the first and second special symbols reaches a predetermined number of continuations (for example, 10,000 times). In the pachinko machine 1, the probability variable game state is configured to continue until the next jackpot. Note that the pachinko machine 1 performs right-hand play in the probability variable game state.
[0085] The time-saving game state is a game state in which a time-saving function is provided that shortens the average fluctuation time of the special chart when determining whether the first or second special chart is a winner, and a normal power support function is provided that increases the probability of winning when determining whether the normal chart is a winner, shortens the fluctuation time of the normal chart, and extends the opening time of the normal power device 22.
[0086] The pachinko machine 1 has multiple types of time-saving game states. One of them is a time-saving game state (also called time-saving game state A) that can be entered after a jackpot game ends. The pachinko machine 1 is configured to always enter "time-saving game state A" after a jackpot game ends. For example, the pachinko machine 1 can also be configured to enter both a probability variable game state and a time-saving game state after a jackpot game ends.
[0087] In addition, the pachinko machine 1 is provided with a "b time-saving game state" in which, in the type of time-saving game state, when the number of consecutive fluctuations that do not result in a jackpot (small hit fluctuations or miss fluctuations) in the hit / miss judgment of the first and second special symbols in the non-probability variable game state (low probability) reaches a predetermined number (also called the b time-saving number of times, for example, 900 times), the state can be shifted from the normal game state without going through a jackpot game. In this case, the number of consecutive fluctuations that do not result in a jackpot of the first and second special symbols in the non-probability variable game state is counted.
[0088] Furthermore, the pachinko machine 1 is provided with a time-saving game state (also called a c time-saving game state) that can be transitioned to from the normal game state without going through a jackpot game by determining a predetermined losing pattern when determining whether the first or second special chart is a hit or miss in the normal game state.
[0089] In any of these a to c time-saving game states, the game transitions to the normal game state when a termination condition is met, such as the number of times that the special pattern that has not consecutively resulted in a jackpot in the hit / miss judgment of the first special pattern and the second special pattern has changed reaches a predetermined number of continuations (for example, 10,000 times (a time-saving), 100 times (a time-saving), 500 times (b time-saving), 30 times (c time-saving), etc.).
[0090] Depending on the game configuration, the time-saving game state may be configured to provide only the normal power support function without shortening the average fluctuation time of the special symbol. In particular, in configurations such as "time-saving game state b" and "time-saving game state c," which provide time-saving without a jackpot, the rules do not permit a shift in the winning probability to a higher probability without a jackpot. Therefore, in configurations with such time-saving features, the time-saving game state must be configured without shifting the winning probability of the normal symbol to a higher probability. For this reason, the time-saving game state can simply be defined as a state in which winning on the normal symbol is easier. In the time-saving game state, pachinko machine 1 plays by hitting the right button, aiming for the normal symbol 22 (second special symbol starting slot 24).
[0091] In this way, the pachinko machine 1, which has a normal game state, a probability variable game state, and a time-saving game state, can transition to either a probability variable / time-saving game state (high probability / time-saving) consisting of probability variable and time-saving, or a normal probability / time-saving game state (low probability / time-saving) immediately after the end of a jackpot game. In other words, the machine is configured to always enter the time-saving game state for a predetermined period immediately after the end of a jackpot game.
[0092] (3-4. Special symbols and jackpots) 5 and 6, we will explain the jackpot symbols, small jackpot symbols, and missing symbols used in the pachinko machine 1, as well as the types of jackpot games set according to the jackpot symbols. The pachinko machine 1 has 13 types of special symbols, such as "first jackpot symbol," "second jackpot symbol," "third jackpot symbol," "fourth jackpot symbol," "fifth jackpot symbol," "small jackpot symbol A," "small jackpot symbol B," "small jackpot symbol C," "small jackpot symbol D," "missing symbol 1," "missing symbol 2," "missing symbol 3," and "missing symbol 4."
[0093] As shown in Figures 5 and 6, the "first jackpot symbol" is a symbol that selects the "first jackpot." The "first jackpot" is a configuration in which the game state is set to both high probability gameplay and time-limited gameplay after the jackpot game ends. In this case, the high probability game transitions to non-high probability gameplay (low probability) when the number of consecutive special symbol changes that did not result in a jackpot reaches a predetermined number of consecutive high probability gameplays (10,000 times, see Figure 7). On the other hand, the type of time-limited game is "a time-limited game." In "a time-limited game," the time-limited game ends when the number of consecutive special symbol changes that did not result in a jackpot reaches a predetermined number of consecutive time-limited gameplays (10,000 times, see Figure 7). The "first jackpot" has a 10% selection rate when selected at the time of a jackpot. The "first jackpot" transitions to a 4R (round) jackpot game.
[0094] For the "first jackpot," the b time-saving game state is granted when the number of b time-saving hits is set to 900. In other words, when the jackpot game for the "first jackpot" ends and the number of fluctuations that do not result in a jackpot after the probability variable game and "a time-saving game" have ended reaches 900, the b time-saving game state will be entered from the next fluctuation. Furthermore, for the "first jackpot," the b time-saving game state continues when the number of b time-saving continuations is set to 500. In other words, when the number of fluctuations reaches 500 in the b time-saving game state, the b time-saving game state ends and the game enters the normal game state (non-probability variable and non-time-saving game).
[0095] The "second jackpot symbol" is a symbol that selects the "second jackpot." The "second jackpot" is configured so that the game state is set to a fixed rate game and a time-saving game after the jackpot game ends. The type of time-saving game is "a time-saving game (time-saving continuation number of times: 10,000 times, see Figure 7)." The selection rate for the "second jackpot" when a jackpot occurs is 45%. The "second jackpot" transitions to a 10R jackpot game. The "second jackpot" is set to 900 times the number of times b time-saving is reached, at which the b time-saving game state is granted. Furthermore, the number of times b time-saving continues, at which the b time-saving game state continues, is set to 500 times.
[0096] The "third jackpot symbol" is a symbol that selects the "third jackpot." The "third jackpot" is configured so that the game state is set to a guaranteed variable game and a time-saving game after the jackpot game ends. The type of time-saving game is "a time-saving game (time-saving continuation number of times: 10,000 times, see Figure 7)." The selection rate for the "third jackpot" when a jackpot occurs is 5%. The "third jackpot" transitions to a 15R jackpot game. The "third jackpot" is set to 900 times the number of times b time-saving is reached, which grants the b time-saving game state. Furthermore, the "third jackpot" is set to 500 times the number of times b time-saving continues, which continues the b time-saving game state.
[0097] The "fourth jackpot symbol" is a symbol that selects the "fourth jackpot." The "fourth jackpot" is configured so that the game state is set to a non-probable time-saving game after the jackpot game ends. The type of time-saving game is "a time-saving game (time-saving continuation number of times: 100, see Figure 7)." The "fourth jackpot" has a 30% selection rate when selected during a jackpot. The "fourth jackpot" transitions to a 5R jackpot game. The "fourth jackpot" is set to 900 b time-saving times, which grants the b time-saving game state. In other words, when the jackpot game of the "fourth jackpot" ends and the number of fluctuations that do not result in a jackpot after the "a time-saving game" ends reaches 900, the game will enter the b time-saving game state from the next fluctuation. Furthermore, the b time-saving continuation number, which continues the b time-saving game state, is set to 500 times.
[0098] The "5th jackpot symbol" is a symbol that selects the "5th jackpot." The "5th jackpot" is configured so that the game state is set to non-probable time-saving game after the jackpot game ends. The type of time-saving game is "a time-saving game (time-saving continuation number of times: 100 times, see Figure 7)." The "5th jackpot" has a 10% selection rate when a jackpot is selected. The "5th jackpot" transitions to a 5R jackpot game. The "5th jackpot" sets the number of times the b time-saving game state is reached to 900 times, which grants the b time-saving game state. Furthermore, the number of times the b time-saving game state continues to be set to 500 times.
[0099] The "first jackpot" through "fifth jackpot" differ in the number of prize balls that can be acquired according to the number of rounds, and in the degree of advantage of the game, such as whether the game is in a probability change mode or not after the jackpot game ends. For example, the "third jackpot" has the most rounds of jackpot gameplay, the greatest number of prize balls that can be acquired, and it also has the highest advantage for the player because it changes to a probability change mode after the jackpot game ends. On the other hand, the "fourth jackpot" has the least advantage for the player due to the number of prize balls that can be acquired and the game state that is entered after the jackpot game ends.
[0100] "Small win pattern A," "Small win pattern B," "Small win pattern C," and "Small win pattern D" are patterns that are used to play small win games.
[0101] Among "Missing Symbol 1," "Missing Symbol 2," "Missing Symbol 3," and "Missing Symbol 4," "Missing Symbol 3" and "Missing Symbol 4" are the predetermined missing symbols and are "time-saving symbols." These are symbols that, after the symbol is determined, will set the game state to "time-saving game state c" from the next change without going through a jackpot game. The probability of the "time-saving game state c" occurring is set to, for example, 1 / 76.
[0102] (4. Pachinko Machine 1 Game Specifications) Next, the basic specifications of the pachinko machine 1 will be explained. As shown in Figure 7, the pachinko machine 1 is configured to be able to change the probability of winning a jackpot for the first and second special symbols according to the setting value. For example, the jackpot probability in the normal game state at setting value 1 is set to 1 / 219 for both the first and second special symbols, 1 / 214 at setting value 2, 1 / 209 at setting value 3, 1 / 204 at setting value 4, 1 / 199 at setting value 5, and 1 / 194 at setting value 6. The jackpot probability in the probability variable game state is set to 1 / 20 regardless of the first and second special symbols, and is common to all setting values 1 to 6. In this embodiment, the probability of a jackpot in the special game state is the same for all setting values 1 to 6, but this is not limited to this and it may be different for each setting value.
[0103] In the pachinko machine 1, a small win is not determined in the hit / miss determination of the first special symbol. On the other hand, the probability of winning a small win in the second special symbol is set to 1 / 209 regardless of the normal game state, the probability variable game state, or the setting value. Not limited to this, the probability of winning a small win may be different for each normal game state, the probability variable game state, and the setting value.
[0104] In the pachinko machine 1, the probability of winning a normal prize is constant regardless of the setting value. The probability of winning a normal prize is set to 1 / 6 in the normal state, and to 5 / 6 in the probability variation state or the time-saving state.
[0105] In the pachinko machine 1, the probability of entering the probability variable game state after the end of a jackpot game is set to 60% for both the first special chart and the second special chart. The duration of the probability variable game state is set to 10,000 times. This setting means that the probability variable game state will continue until the next jackpot occurs.
[0106] In pachinko machine 1, the rate of entering the time-saving game state (time-saving game state A) after a jackpot game is set to 100% for both the first and second special symbols. Furthermore, the continuation of the time-saving game state A, which is entered after a jackpot game, is set to 10,000 or 100 times after the jackpot game ends, with the number of times the first and second special symbols change display. Furthermore, the time-saving game state B, which is entered when the number of times the first and second special symbols change display in the non-probability game state (low probability) after a jackpot game ends reaches the time-saving game state B, continues until the number of times the first and second special symbols change display reaches 500 times after the jackpot game ends. The time-saving game state C, which is entered depending on the symbol, continues until the number of times the first and second special symbols change display reaches 30 times.
[0107] In the pachinko machine 1, when a jackpot occurs on the first or second special design, a jackpot game is played at the first major prize opening 25. In the jackpot game, one of the following jackpot games is selected: a 4R jackpot game in which four rounds of round play are played to open the first major prize opening 25, a 10R jackpot game in which ten rounds of round play are played, or a 15R jackpot game in which fifteen rounds of round play are played. In each round, the first major prize opening 25 remains open until the opening time reaches 29 seconds or until the number of balls that enter the first major prize opening 25 reaches the specified number of nine.
[0108] When a small win of the second special design occurs, the pachinko machine 1 executes a small win game at the second large prize opening 26. In the small win game, the second large prize opening 26 is opened once for 1,600 seconds.
[0109] In the pachinko machine 1, in the non-time-saving game state (normal), the normal power device 22 is opened once for 1.0 second. Also, when a normal figure is won in the time-saving game state, the normal power device 22 is opened once for 3.0 seconds. In this way, the opening time of the normal power device 22 is configured to change depending on whether the game is in the time-saving game state or the non-time-saving game state.
[0110] Next, we will explain about the prize balls. The number of prize balls in the first special prize starting hole 23 is set to three per ball that enters. The number of prize balls in the second special prize starting hole 24 is set to one per ball that enters. The number of prize balls in the first large prize hole 25 is set to ten per ball that enters. The number of prize balls in the second large prize hole 26 is set to ten per ball that enters. The number of prize balls in the general prize hole 27 is set to ten per ball that enters.
[0111] (5. Startup process) Next, the "start-up process" executed by the main control device 40 will be described with reference to the flowchart shown in Fig. 8. The start-up process is a process executed when the power of the pachinko machine 1 is turned on.
[0112] 8, as the first step in the startup process, the main control unit 40 sets a stack pointer to a stack address (step S1). Next, the main control unit 40 sets the interrupt vector address of the interrupt vector table to the corresponding register (step S2) and also sets an internal register (step S3). Note that the interrupt vector address is used to specify the start address of the interrupt processing program, which will be described later, in the address space (memory space).
[0113] Next, the main control device 40 reads the register of the input port (process S4) and determines whether the power outage stop signal is OFF (process S5). If the power outage detection signal remains ON and the determination is negative (process S5: No), the main control device 40 determines that the voltage supplied from the power supply board 45 has not reached the predetermined voltage. In this case, the main control device 40 returns to process S4 and repeatedly executes processes S4 and S5 until the power outage stop signal is turned OFF.
[0114] On the other hand, if the power outage detection signal is switched OFF and the judgment is positive (Process S5: Yes), the main control unit 40 determines that the voltage supplied from the power supply board 45 has reached a predetermined voltage or higher and that a stable voltage supply has been achieved, and allows writing to the RWM built into the main control unit 40 (Process S6).
[0115] After process S6, the main control unit 40 executes an initial setting process (process S7). This initial setting process (process S7) mainly sets the transition mode. Thereafter, the main control unit 40 prohibits interrupts (process S8) and executes register save (process S9). Furthermore, the main control unit 40 executes a game performance calculation process (process S10) that calculates game performance such as base values. In other words, the main control unit 40 performs calculations related to game performance outside the area of the RWM built into the main control unit 40.
[0116] After process S10, the main control unit 40 restores the registers (process S11) and allows interrupts (process S12), returning to process S8. In this way, the main control unit 40 repeatedly executes processes S8 to S12 in the startup process. Meanwhile, the main control unit 40 periodically (for example, every 4m process S) executes an interrupt process (see FIG. 9), which will be described later, between the time when process S12 is executed and the time when process S8 is executed again.
[0117] (6. Interrupt processing) Next, the "interrupt processing" executed by the main control device 40 will be described with reference to the flowchart shown in Fig. 9. As shown in Fig. 9, the main control device 40 sets a timer and a watchdog timer as the first process executed in the interrupt processing (process S21). In process S21, the main control device 40 sets various timers provided in the main control device 40 and clears and restarts the watchdog timer.
[0118] After process S21, the main control device 40 determines whether the transition mode to which the pachinko machine 1 transitions after power-on is the "game stop mode" (process S22). As a result, if it is the "game stop mode" (process S22: Yes), it can be determined that the pachinko machine 1 is in a state where it cannot start playing and is waiting for the power switch to be switched off. Therefore, in this case, the main control device 40 performs interrupt permission (process S36) and returns to the startup process (see FIG. 8).
[0119] On the other hand, if the determination in process S22 is negative and the mode is not "game stop mode" (process S22: No), the main control device 40 executes a timer update process for updating various timers provided in the main control device 40 (process S23). Next, the main control device 40 executes an input determination process (process S24), which is a process related to the entry of game balls into the various start ports and various winning ports. Details of the input determination process (process S24) will be described later with reference to the flowchart shown in FIG. 11. After process S24, the main control device 40 executes a win / loss determination process (process S25), which is a process related to win / loss determination and jackpot game. Details of the win / loss determination process (process S25) will be described later with reference to the flowchart shown in FIG. 13.
[0120] After process S25, the main control device 40 executes a game state setting process (process S26). In this process, the main control device 40 sets various tables, such as game state settings such as normal, probability change, and time reduction, tables for selecting jackpot symbols and losing symbols, and tables for selecting variable patterns. In this process, when various game states are transitioned, the main control device 40 executes a process for transmitting a signal to the hall computer 500 to that effect. For example, the main control device 40 transmits a signal to the hall computer 500 after a predetermined time has elapsed after the jackpot game (special game) or winning game (normal game) has ended in the hit / miss determination process (process S25) described above.
[0121] In addition, when the pachinko machine 1 is connected to a test firing device (not shown), the main control device 40 transmits a test signal indicating that the game state has shifted to the test firing device in process S26.
[0122] After process S26, the main control device 40 performs an error monitoring process (process S27) to monitor whether an error has occurred. Examples of errors that the main control device 40 monitors in the error monitoring process (process S27) include an open error indicating that the front frame 11 or the inner frame 30 is open, a radio wave error indicating that an abnormal radio wave has been detected by a radio wave sensor (not shown), and a vibration error indicating that an abnormal vibration has been detected by a vibration sensor (not shown).
[0123] After process S27, the main control device 40 executes a prize ball command sending process (process S28) to send a prize ball command to the payout control device 41. Then, based on the received prize ball command, the payout control device 41 executes the payout of prize balls set for each of the various starting ports or various winning ports into which the ball entered.
[0124] After process S28, the main control device 40 executes a performance data output process (process S29) in which image data, audio data, etc. are created during execution according to the game content, and output to the sub-integrated control device 42. Furthermore, when the main control device 40 detects the occurrence of an error in the error monitoring process (process S27) described above, it appropriately notifies the error by displaying an error on the performance symbol display device 47, lighting or blinking the frame side decorative lamp 113, outputting audio from the speaker 112, etc., according to the content of the detected error.
[0125] After process S29, the main control device 40 executes an external output process (process S30) to the hall computer 500 via the external connection terminal board 38. In process S30, the main control device 40 transmits data relating to the first large prize opening solenoid 510, the second large prize opening solenoid 511, and the normal power feature solenoid 512 to the hall computer 500 based on the processing contents of the hit / miss determination process (process S25) described above. Also, in process S30, if the main control device 40 detects the occurrence of an error in the error monitoring process (process S27) described above, it transmits a security signal to the hall computer 500. Note that if a test firing device is connected to the pachinko machine 1, the main control device 40 transmits data relating to the first large prize opening solenoid 510, the second large prize opening solenoid 511, and the normal power feature solenoid 512 and a security signal to the test firing device in process S30.
[0126] As shown in Fig. 9, after process S30, the main control unit 40 saves register data (process S31) and executes a performance display data creation process (process S32). In process S32, the main control unit 40 creates data for displaying on the performance display device the calculation results of the performance display calculation process (process S10) executed outside the area of the RWM built into the main control unit 40 during the startup process (see Fig. 8) and the test results of the test firing test. After process S31, the main control unit 40 executes a register restore (process S33).
[0127] After process S33, the main control device 40 executes a segment data creation process (process S34). In process S34, the main control device 40 creates segment data for controlling the light emission of each common (8-bit display area related to an LED segment) of various LEDs provided on the performance display device, in preparation for displaying the data created in process S31 on the performance display device.
[0128] After process S34, the main control device 40 displays game performance and test firing data on the performance display device as display processing for various display devices (process S35). Also, in process S35, the main control device 40 performs variable display and final display of various symbols on the first special symbol display device 281, the second special symbol display device 283, and the normal symbol display device 285 according to the game status being played. After process S35, the main control device 40 permits an interrupt (process S36) and returns to the startup processing (see FIG. 8).
[0129] The main control unit 40 executes the performance display calculation process (process S10) in the startup process (FIG. 8), while executing the process related to displaying the calculation results of the performance display calculation process (process S10) in the interrupt process. In this regard, by executing the performance display calculation process (process S10), which has a large processing load, in the startup process, the main control unit 40 can prevent the interrupt prohibition (process S8, see FIG. 8) from being executed before the performance display calculation process (process S10) is completed. On the other hand, the main control unit 40 can improve the efficiency of display control by executing the display process for the performance display device at the same timing as the display process for the first special image display device 281, etc.
[0130] (7. Input determination process) Next, with reference to the flowchart shown in FIG. 11, the "input determination process" (process S24) executed in the interrupt process (see FIG. 9) will be described. As shown in FIG. 11, the main control device 40 executes a special ball entry confirmation process (process S101) as the first process of the input determination process (process S24). The special ball entry confirmation process (process S101) is a process executed when a game ball enters the first special ball start hole 23 or the second special ball start hole 24. Details of the special ball entry confirmation process (process S101) will be described later with reference to the flowchart shown in FIG. 12.
[0131] After the process S101, the main control device 40 executes a normal ball entry confirmation process (process S102). The normal ball entry confirmation process (process S102) is a process executed when a game ball enters the normal ball operation port 21.
[0132] After process S102, the main control device 40 executes a win count process (process S103). The win count process (process S103) is a process that is executed when a gaming ball enters the first large prize opening 25, the second large prize opening 26, or the general prize opening 27. Specifically, in process S103, when the first count switch 506, the second count switch 507, or the general prize opening switch 508 detects a gaming ball, the main control device 40 adds 1 to the value of a counter that counts the number of gaming balls that have entered the first large prize opening 25, the second large prize opening 26, or the general prize opening 27.
[0133] After process S103, the main control device 40 executes a process for counting the number of outs (process S104). The process for counting the number of outs (process S104) is a process for tallying up the number of outs used in calculating game performance. Specifically, in process S104, the main control device 40 adds 1 to the value of a counter that counts the number of outs when the first special symbol start port switch 503, the second special symbol start port switch 504, the normal symbol activation switch 505, the first count switch 506, the second count switch 507, the general winning port switch 508, and the out port switch 509 that detects balls entering the out port 203 detect a game ball.
[0134] After process S104, the main control device 40 determines whether the frequency of balls entering the general winning opening 27 is abnormal (process S105). Specifically, in process S105, the main control device 40 determines that fraud has occurred if the number of game balls entering the general winning opening 27 within a predetermined time (e.g., 60 seconds) exceeds a specified number of winnings (e.g., 10 balls). As a result, if the ball entry frequency is normal and the determination is negative (process S105: No), the main control device 40 ends this process as is and returns to the interrupt process (see FIG. 15).
[0135] On the other hand, if the ball entry frequency is abnormal and the judgment is positive (Process S105: Yes), the main control unit 40 sends a fraud alarm command to the payout control unit 41 and the sub-integrated control unit 42 (Process S106), and terminates this process. In Process S106, the payout control unit 41, which has received the fraud alarm command from the main control unit 40, turns on the fraud alarm lamp provided on the payout control unit 41.
[0136] Furthermore, the sub-integrated control device 42, which has received a fraud notification command from the main control device 40, issues an error notification by turning on or flashing the frame-side decorative lamp 113, outputting a sound from the speaker 112, etc. Furthermore, the effect pattern control device 43, which has received a fraud notification command from the sub-integrated control device 42, displays a warning that fraud has occurred on the effect pattern display device 47. The error notification by sound output from the speaker 112 ends 30 seconds after the error notification starts, and the warning display on the effect pattern display device 47 and the error notification by the frame-side decorative lamp 113 end 5 minutes after the error notification starts.
[0137] (7-1. Special drawing entry confirmation process) Next, the special symbol ball entry confirmation process (process S101) executed in the input determination process (process S24, see FIG. 11) will be described with reference to the flowchart shown in Fig. 12. The special symbol ball entry confirmation process (process S101) extracts and reserves random numbers of multiple types of first special symbols in response to a ball entering the first special symbol starting hole 23, and also extracts and reserves random numbers of multiple types of second special symbols in response to a ball entering the second special symbol starting hole 24. Then, it is a process of transmitting various commands resulting from the ball entering the first special symbol starting hole 23 and the second special symbol starting hole 24 to the sub-integrated control device 42.
[0138] As shown in Fig. 12, the "special chart entry confirmation process" first determines in process S110 whether or not the first special chart entry port switch 503 has detected a ball entering the first special chart entry port 23. If the determination is negative (process S110: No), the process proceeds to process S115.
[0139] If the determination in process S110 is affirmative (process S110: Yes), it is determined in process S111 whether the number of reserved memories of the first special symbol stored in the reserved memory area for the first special symbol is full (whether the upper limit number has been reached). If the determination is affirmative (process S111: Yes), the process proceeds to process S115.
[0140] If the determination in process S111 is negative (process S111: No), in process S112, the random numbers for determining a jackpot for the first special symbol, the random numbers for determining a jackpot symbol, the random numbers for reach determination, the random numbers for determining a variation pattern, etc. are extracted. The various extracted random numbers are stored in a temporary storage area in the reserve storage area for the first special symbol. Furthermore, the various random numbers stored in the temporary storage area are stored in the main storage area of the reserve storage area for the first special symbol as reserve memories for the first special symbol. Note that even if the reserve memory number for the first special symbol is "0", various random numbers such as the win / lose random number extracted when the gaming ball enters the first special symbol start hole 23 are stored in the same way as when there is a memory number less than the maximum value.
[0141] Next, in process S113, a first special symbol pre-reading determination process is executed. This pre-reading determination process checks whether the random numbers for determining a jackpot or the random numbers for determining a jackpot symbol stored in the temporary storage area for the first special symbol reserve storage area are specific numbers before determining whether or not a jackpot will occur. For example, specific numbers are checked to see if they are numbers that are determined to be a jackpot, numbers that are determined to be a reach, etc., and, in the case of a jackpot, whether or not the jackpot is a jackpot that will grant a probability variable game state, etc. In addition, in this process, a pre-reading command indicating the result of the first special symbol pre-reading determination is transmitted to the sub-integrated control device 42. Thereafter, in process S114, a reserve memory counter indicating the number of reserved memories is incremented, and a reserve number instruction command indicating the incremented value of the reserve memory counter for the first special symbol is transmitted to the sub-integrated control device 42.
[0142] It is desirable to send the look-ahead command to the sub-integrated control device 42 when there is a possibility of a jackpot, a reach, etc. Of course, it may be configured to send a look-ahead command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the look-ahead command, the sub-integrated control device 42 performs a look-ahead effect on the reserved memory patterns, etc. of the effect pattern display device 47, suggesting that there is a possibility of a jackpot or a reach.
[0143] In the following process S115, the second special symbol start port switch 504 determines whether or not a ball has entered the second special symbol start port 24. If the determination is negative (process S115: No), the process returns to the input determination process (see FIG. 11) and ends this process.
[0144] If the determination in process S115 is affirmative (process S115: Yes), it is determined in process S116 whether the number of reserved memories of the second special symbol stored in the reserved memory area for the second special symbol is full (whether the upper limit number has been reached). If the determination is affirmative (process S116: Yes), the process returns.
[0145] If the determination in process S116 is negative (process S116: No), in process S117, the random numbers for determining a jackpot for the second special symbol, the random numbers for determining a jackpot pattern, the random numbers for determining a minor jackpot pattern, the random numbers for reach determination, the random numbers for determining a variation pattern, etc. are extracted. The various extracted random numbers are stored in a temporary storage area in the reserve storage area for the second special symbol. Furthermore, the various random numbers stored in the temporary storage area are stored in the main storage area of the reserve storage area for the second special symbol as reserve memories for the second special symbol. Furthermore, the random numbers stored in the specified storage area are stored as reserve memories. Note that even if the reserve memory number for the second special symbol is "0", various random numbers such as the win / lose random number extracted when the gaming ball enters the second special symbol start hole 24 are stored in the same way as when there is a memory number less than the maximum value.
[0146] Next, in process S118, a pre-reading determination process for the second special symbol is executed. This pre-reading determination process checks whether the random numbers for determining a jackpot or the random numbers for determining a jackpot symbol stored in the temporary storage area for the second special symbol reserve storage area are specific numerical values before determining whether or not a jackpot will occur. For example, specific numerical values are checked to see whether they are numerical values that are determined to be a jackpot, numerical values that are determined to be a reach, etc., and, in the case of a jackpot, whether or not the jackpot is a jackpot that will grant a probability variable game state, etc. In addition, in this process, a pre-reading command indicating the determination result of the pre-reading determination for the second special symbol is transmitted to the sub-integrated control device 42. Thereafter, in process S119, a reserve memory counter indicating the number of reserved memories is incremented, and a reserve number instruction command indicating the incremented value of the reserve memory counter for the first special symbol is transmitted to the sub-integrated control device 42.
[0147] It is desirable to send the look-ahead command to the sub-integrated control device 42 when there is a possibility of a jackpot, a reach, etc. Of course, it may be configured to send a look-ahead command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the look-ahead command, the sub-integrated control device 42 performs a look-ahead effect on the reserved memory patterns, etc. of the effect pattern display device 47, suggesting that there is a possibility of a jackpot or a reach.
[0148] In the special ball entry confirmation process (process S101), if the number of reserved memories is not full, the extracted random number is stored in a predetermined temporary memory area, and then the random number stored in the temporary memory area is stored in the main reserved memory area. Alternatively, if the number of reserved memories is not full, the extracted random number may be stored in both the temporary memory area and the main reserved memory area. Furthermore, when a random number is extracted due to a ball entering the first special ball starting hole 23 or the second special ball starting hole 24, the extracted random number is stored in the temporary memory area. Then, it is confirmed whether the number of reserved memories is full, and if not, the random number stored in the temporary memory area may be stored in the main reserved memory area. In this case, if the number of reserved memories is full, the random number stored in the temporary memory area is erased.
[0149] In the special ball entry confirmation process (process S101), the look-ahead judgment process looks ahead and judges the random numbers stored in the temporary memory area, but it is not limited to this and may also look ahead and judge the random numbers stored in the subject's reserved memory area.
[0150] (8. Correct / incorrect judgment process) Next, the winning / losing determination process (process S25) executed in the interrupt process (see FIG. 9) will be described with reference to the flowchart shown in Fig. 13. As shown in Fig. 13, the main control device 40 executes the winning / losing determination process (process S200) for the normal number, which is a process related to the winning / losing determination of the normal number and the winning game (normal number game), as the first process executed in the winning / losing determination process (process S25).
[0151] In addition, in process S200, the main control device 40 also executes processing related to the normal winning game (normal game) according to the normal winning / losing judgment. In this case, if the result of the normal winning / losing judgment is a winning, the main control device 40 performs control processing for the normal game, which opens and closes the normal power device in a predetermined manner. In this normal game processing, when a normal winning / losing win occurs based on the normal winning / losing judgment, the main control device 40 opens the normal power device in a predetermined opening manner after the start interval time has elapsed. Then, the main control device 40 performs processing to close the normal power device when a specified number of balls enter the normal power device or the opening end time has elapsed. On the other hand, if the normal winning / losing judgment does not result in a normal winning, the normal power device is not opened and the process returns to the winning / losing judgment processing (process S25).
[0152] Next, the main control device 40 executes a special symbol win / loss determination process (process S300) which is a process related to the win / loss determination of the first special symbol or the second special symbol, the small win game, and the big win game. Next, the details of the special symbol win / loss determination process (process S300) will be described with reference to the flowcharts shown in Figs. 14 to 18.
[0153] (8-1. Special drawing approval / disapproval process) As shown in Figure 14, the "special winning / losing determination process" first checks whether the special electric device is not operating in process S300 and determines whether or not a jackpot game is being played. If the determination is negative (process S300: No), the process proceeds to "special game process" (process S400) (see Figure 15).
[0154] If the determination is affirmative in the process S300 (process S300: Yes), it is determined in process S301 whether the first special symbol or the second special symbol is stopped from varying. If the determination is affirmative (process S301: Yes), it is determined in process S302 whether the determined symbol of the first special symbol or the second special symbol is not yet displayed.
[0155] If the determination is affirmative in the process S302 (process S302: Yes), it is determined in process S303 whether there is a reserved memory of the second special symbol. If the determination is affirmative (process S303: Yes), the number of reserved memories of the second special symbol is subtracted in process S304, and a shift process of the reserved memories is performed. By this shift process, the oldest reserved memory among the reserved memories of the second special symbol becomes the object of the judgment of correctness.
[0156] If the determination is negative in the process S303 (process S303: No), it is determined in process S305 whether there is a reserved memory of the first special symbol. If the determination is affirmative (process S305: Yes), the number of reserved memories of the first special symbol is subtracted in process S306, and a shift process of the reserved memories is performed. By this shift process, the oldest reserved memory among the reserved memories of the first special symbol becomes the object of the judgment of correctness.
[0157] Following the process S304 or S306, in process S310 shown in Fig. 15, the probability variable flag is checked to determine whether the current game state is a probability variable game state of the special symbol. If the determination is affirmative (process S310: Yes), in process S311, a determination is made by comparing the probability variable (high probability) hit / miss determination table with the reserved memory random number for hit determination that is the target of hit / miss determination.
[0158] If the judgment in step S310 is negative (step S310: No), a judgment is made in step S312 by comparing the table for determining whether or not the result is a normal probability (low probability) with the random number for determining whether or not the result is a jackpot stored in the reserved memory and is the subject of the judgment.
[0159] Next, in process S313, it is determined whether the result of the process S311 or the process S312 is a jackpot or not. If the determination is affirmative (process S313: Yes), in process S314, the jackpot symbol is determined based on the random number for determining the jackpot symbol stored in the reserved memory, which is the subject of the hit / miss determination. Next, in process S315, a variation pattern such as the variation time of the special winning symbol is determined based on the random number for determining the variation pattern of the reserved memory that is the subject of the hit / miss judgment.
[0160] After the variation pattern is determined, a jackpot setting process is performed in process S316. In this process, the content of the jackpot game is set based on the determined jackpot symbol. In addition, it is set whether the game state will transition to a probability variable game state or a time-saving game state after the jackpot game ends, and when transitioning to a probability variable game state, the number of times the probability variable will continue is set, and when transitioning to a time-saving game state, the number of times the time-saving will continue is set. Furthermore, in this process, the number of times the bonus time-saving will be reached, the number of times the variation switch will be reached, the number of times the bonus time-saving will continue, the time for the jackpot start effect of the jackpot game executed by the effect symbol display device 47, the time for the jackpot end effect, etc. are set.
[0161] Next, in process S317, information on the reserved memory after the execution of the pass / fail judgment (for example, information indicating a decrease in the reserved memory after the execution of the pass / fail judgment) is transmitted to the sub-integrated control device 42. In the following process S318, the first special symbol display device 281 or the second special symbol display device 283 is controlled to start changing the symbol, and a symbol change start command and a symbol designation command are sent to the sub-integrated control device 42, and the process proceeds to "special game processing" (process S400). The change start command and symbol designation command include the change pattern of the special symbol, the result of the judgment of whether the special symbol is a hit or a miss, etc. Depending on the configuration, a symbol determination command may be sent to indicate the end of the change time. However, this is not essential, as the change time is specified in advance by the change pattern, etc.
[0162] If the determination in the process S313 is negative (process S313: No), a determination is made in process S320 as to whether the hit / miss determination in the process S311 or the process S312 is a small hit or not. If the determination is positive (process S320: Yes), a small hit symbol is determined in process S321 based on the random number for determining the small hit symbol of the second special symbol that is the target of the hit / miss determination.
[0163] Next, in process S322, based on the random number for determining the variation pattern of the second special symbol that is the subject of the hit / miss judgment, a variation pattern such as the variation time of the small hit symbol of the second special symbol is determined from a variation pattern table for variations other than when a pre-selected big hit occurs.
[0164] Next, in process S323, a small win setting process is performed. In this process, based on the determined small win symbol, the content of the small win game, the setting of the time of the small win start effect of the small win game performed by the effect symbol display device 47, the time of the small win end effect, etc. are set. After that, the process S317 and the process S318 are executed, and the process returns.
[0165] If the determination in step S320 is negative (step S320: No), the first or second special symbol is determined to be a loss, so the loss symbol of the first or second special symbol is determined in step S325, and in step S326, a fluctuation pattern such as the fluctuation time of the loss symbol is determined from a pre-selected fluctuation pattern table for fluctuations other than when a jackpot occurs, based on the random number for determining the fluctuation pattern of the first or second special symbol that is the subject of the hit / miss determination. Next, in step S327, a loss setting process is performed. After that, step S317 and step S318 are executed, and then the process returns.
[0166] If the determination is negative in the process S301 shown in Fig. 14 (process S301: No), it is confirmed whether the symbol variation time has elapsed in process S330 as shown in Fig. 16. If the determination is negative (process S330: No), the process proceeds to "special game process" (process S400, see Fig. 15). If the determination is affirmative (process S330: Yes), in the determined symbol display process of process S331, control is performed to terminate the variable display of the special symbol on the first special symbol display device 281 or the second special symbol display device 283. After that, the process proceeds to "special game process" (process S400).
[0167] If the determination is negative in the process S302 shown in Fig. 14 (process S302: No), it is determined whether or not the determined symbol display time of the first special symbol or the second special symbol has elapsed in process S340, as shown in Fig. 17. If the determination is negative (process S340: No), the process proceeds to "special game process" (process S400, see Fig. 15).
[0168] On the other hand, if the judgment is positive (process S340: Yes), in process S341, control is performed to terminate the display of the confirmed pattern of the first special pattern by the first special pattern display device 281 or the display of the confirmed pattern of the second special pattern by the second special pattern display device 283, and a command is sent to the sub-integrated control device 42 to terminate the confirmed display of the pseudo-effect pattern corresponding to the first special pattern or the second special pattern.
[0169] Next, in process S342, it is determined whether the symbols on the first special symbol or the second special symbol are a combination that will result in a jackpot. If the determination is affirmative (process S342: Yes), it is determined in process S343 whether the probability variable flag indicating the probability variable game state is "1". If the determination is negative (process S343: No), the process proceeds to process S345. If the determination is affirmative (process S343: Yes), the probability variable flag is reset to "0" in process S344.
[0170] In process S345, it is determined whether the time-saving flag indicating the time-saving gaming state is "1." If the determination is negative (process S345: No), the process proceeds to process S347. If the determination is positive (process S345: Yes), the time-saving flag is reset to "0" in process S346.
[0171] The time-saving flag indicates that the game state is in a time-saving game state, and when it is set (the value of the flag is "1"), the game state is in a time-saving game state. On the other hand, when it is released (the value of the flag is "0"), the game state is in a non-time-saving game state.
[0172] These processes reset the game status regarding the variable probability game and time-limited game during the jackpot game to the normal game status.
[0173] Next, in process S347, the operation of the condition device is started. The condition device is activated when the first or second special symbol is judged to be a jackpot and the jackpot symbol is displayed as a confirmed jackpot, thereby establishing the conditions for starting a jackpot game, and is a device necessary for the operation of the accessory continuous operation device in a jackpot game.
[0174] In the next step S348, the accessory continuous operation device is operated. Furthermore, the special electric accessory is operated in response to the operation of the accessory continuous operation device. This makes it possible to start a jackpot game, and in the next step S349, a jackpot game start process is performed.
[0175] In the jackpot game start process, a command to start the jackpot game and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) are sent to the sub-integrated control device 42. After that, the process proceeds to "special game process" (process S400, see FIG. 15).
[0176] If the determination is negative in process S342 (process S342: No), as shown in Fig. 18, process S351 determines whether the symbols on the second special chart are a combination that will result in a small win. If the determination is negative (process S351: No), the process proceeds to process S354. If the determination is positive (process S351: Yes), process S352 performs processing to start the operation of the special electric device. In the following process S353, small win game start processing is performed. In this process, a command to start the small win game and information related to the small win game (small win opening time, opening pattern, small win ending time, etc.) are sent to the sub-integrated control device 42.
[0177] Next, in process S354, it is determined whether the probability variable flag is "1". If the determination is negative (process S354: No), the process proceeds to process S358. If the determination is affirmative (process S354: Yes), the process proceeds to process S355, where the probability variable counter counts the number of times the first special symbol and the second special symbol have changed after the transition to the probability variable game state. In this case, the number of times the first special symbol and the second special symbol have changed is the sum of the number of times the first special symbol and the second special symbol have changed.
[0178] For example, in this embodiment, the number of times the probability variable game state continues is 10,000 times, and it is desirable that the counting process by the probability variable counter subtracts "1" from the count value of the probability variable counter from the number of times of continuation "10,000" times for each time a change occurs other than a jackpot for the first special chart and the second special chart. Not limited to this, the process of counting the number of times a change occurs may be such that the count value of the probability variable counter is added to the initial value "0" for each time a change occurs other than a jackpot for the first special chart and the second special chart.
[0179] Next, in process S356, it is determined whether the number of times the first special symbol and the second special symbol have changed has reached the number of continuations (10,000 times) that will end the variable probability game state. That is, it is determined whether the value counted in process S355 is "0" (in an addition configuration, it is determined whether it is 10,000). If the determination is negative (process S356: No), the process proceeds to process S358. If the determination is positive (process S356: Yes), the variable probability flag is reset to "0" in process S357. This ends the variable probability game state, and the game state transitions to a non-variable probability game state.
[0180] In the following process S358, it is determined whether the time-saving flag is "1". If the determination is negative (process S358: No), the process proceeds to process S370. If the determination is positive (process S358: Yes), the process proceeds to process S359, where the time-saving counter counts the number of times the first special symbol and the second special symbol have changed after the transition to the time-saving game state. In this case, the number of times the first special symbol and the second special symbol have changed is the sum of the number of times the first special symbol and the second special symbol have changed.
[0181] For example, in this embodiment, the number of times the time-saving game state continues is 10,000 times (time-saving game state a), 100 times (time-saving game state a), 500 times (time-saving game state b), or 30 times (time-saving game state c), and it is desirable that the counting process by the time-saving counter subtracts "1" from the count value of the time-saving counter from each of the number of times it continues each time there is a change other than a jackpot for the first special chart and the second special chart. Not limited to this, the process of counting the number of changes may also be a process of adding "1" from the initial value "0" of the count value of the time-saving counter each time there is a change other than a jackpot for the first special chart and the second special chart.
[0182] Next, in process S360, it is determined whether the number of times the first special symbol and the second special symbol have changed has reached the number of continuations (10,000 times, 100 times, 500 times, or 30 times) that will end the time-saving game state. That is, it is determined whether the value counted in process S359 is "0" (in an addition configuration, it is determined whether it is the respective number of continuations). If the determination is negative (process S360: No), the process proceeds to process S370. If the determination is positive (process S360: Yes), the time-saving flag is reset to "0" in process S361. This ends the time-saving game, and the game state transitions to a non-time-saving game state.
[0183] In the next process S362, the "b time-saving setting process" is executed to set whether or not to transition to the b time-saving game state. This process first counts the number of variable displays that do not result in a jackpot for the first and second special symbols since the end of the previous jackpot game using the "b time-saving counter." In this case, the count is the sum of the number of variable displays that do not result in a jackpot for the first and second special symbols.
[0184] For example, it is desirable that the process of counting with the b time-saving counter be a process of adding "1" to the count value of the b time-saving counter from the initial value "0" for each change other than a jackpot for the first and second special symbols. The process of counting the number of changes other than a jackpot may be a process of setting the number of times the b time-saving counter has reached (900 times) that was determined in advance after the previous jackpot game ended as the count value in the b time-saving counter, and subtracting "1" from the count value for each change other than a jackpot for the first and second special symbols. The count value of the b time-saving counter is reset (cleared) to its initial value when a jackpot game occurs or when the number of times the b time-saving counter has reached is reached.
[0185] Then, it is determined whether or not the number of fluctuations other than the jackpot of the first special design and the second special design has reached the b time reduction reaching number that gives the b time reduction game state. In other words, it is determined whether or not the count value of the b time reduction counter is the b time reduction reaching number.
[0186] When the number of variations other than the jackpot of the first and second special symbols reaches the b time reduction number that grants the b time reduction game state, the number of times the b time reduction game state continues (for example, 500 times) is set, and the time reduction flag is set to "1." This transitions the game state to the b time reduction game state. In the b time reduction game state, the symbol variation time associated with the hit / miss judgment of the first and second special symbols is shortened, and the time reduction function of the normal symbol and the opening extension function of the normal electric device (second special symbol starting port 24) are granted. On the other hand, the probability of winning a normal symbol is not high.
[0187] In this case, if the b time-saving count is reached by a small win variable display, the game will transition to the b time-saving game state after the small win game ends. On the other hand, if the b time-saving count is reached by a loss variable display, the game will transition to the b time-saving game state after the special symbol variable ends. In this embodiment, even if the b time-saving count is reached in the time-saving game state (c time-saving), the transition to the b time-saving game state is invalidated. In other words, a new time-saving game state is not initiated after the variable ends, but the pre-variation time-saving game state continues (the time-saving counter continues counting). However, this is merely an example, and a configuration in which the b time-saving game state is initiated when the b time-saving count is reached in the time-saving game state, or a configuration in which a transition to the longer duration game state is initiated when a new time-saving game is initiated in the time-saving game state, may also be adopted. It is desirable to adopt this appropriately when determining gameplay characteristics.
[0188] In the next process S363, the "c time reduction setting process" is executed to set whether to transition to the c time reduction game state. This process first determines whether a predetermined losing symbol (losing symbol 3 or losing symbol 4) is confirmed and displayed when determining whether the first or second special symbol is a winning symbol in the normal game state.
[0189] If the specified losing symbol is drawn, the game will transition to the C time-saving game state. Therefore, the time-saving counter is set to a predetermined number of continuations (30 times) depending on the losing symbol, and the time-saving flag is set to "1". This will grant the C time-saving game state.
[0190] In this case, the game will transition to a time-saving game state after the special symbol has finished changing. In addition, even if a time-saving symbol is displayed in the time-saving game state (b time-saving), the pachinko machine 1 will be invalid. In other words, a new time-saving game state will not start after the change has finished, but the time-saving game state before the change will continue (the time-saving counter will continue counting). However, if a time-saving symbol is displayed as a fixed symbol in the time-saving game state, the game may be configured to start from there in the c time-saving game state, or when a new time-saving game starts in the time-saving game state, the game may transition to the state with the longer continuation count. It is considered that this can be adopted appropriately when determining the gameplay characteristics.
[0191] Next, in process S364, a state designation command indicating whether the current game state is a probability variable game state or a time-limited game state or the like is sent to the sub-integrated control device 42 after the special symbol determination time. The timing for sending the state designation command from the main control device 40 to the sub-integrated control device 42 is after the special symbol determination time, but the state designation command may also be sent when the special symbol variation starts and when the power is restored. Then, the process proceeds to "special game processing" (process S400, see FIG. 15).
[0192] If the result of the hit / miss judgment of the first special chart or the second special chart is a big hit or a small hit, the main control unit 40 performs control processing for the big hit game or the small hit game in the special game processing (process S400) to open and close the first big winning opening 25 in a predetermined manner.
[0193] In the special game processing (process S400), when the result of the hit / miss determination (process S311 or process S312) indicates a jackpot and the operation of the accessory continuous operating device is initiated (see process S348), the main control device 40 performs jackpot game processing, and after the jackpot start presentation time has elapsed, starts a round game in which the first large prize opening 25 is opened in a predetermined opening mode. The main control device 40 then performs processing to close the first large prize opening 25 and end the round game when a predetermined number of balls have entered the first large prize opening 25 or when the opening end time has elapsed. Then, after the predetermined number of rounds have been played, the jackpot game ends. At this time, settings are made for probability variable games, time-saving games, etc. that will be awarded after the jackpot game ends.
[0194] Furthermore, in the special game processing (processing S400), when the result of the win / loss determination (processing S311 or S312) is a small win and the operation of the special electric device is started (see processing S352), the main control device 40 performs small win game processing, and starts a small win game in which the second large winning opening 26 is opened in a predetermined opening mode after the small win start presentation time has elapsed. Then, the main control device 40 performs processing to close the second large winning opening 26 and end the small win game when a specified number of balls have entered the second large winning opening 26 or the opening end time has elapsed.
[0195] On the other hand, if there is neither a big win nor a small win, the main control device 40 returns to the win / loss determination process (process S25, see FIG. 13) without performing the big win game process and the small win game process in the special game process (process S400).
[0196] (9. Special drawing success / failure judgment performance) Next, the special symbol hit / miss judgment presentation that is implemented in conjunction with the hit / miss judgment of the first or second special symbol will be described. When the hit / miss judgment of the first or second special symbol is implemented in the pachinko machine 1, the sub-integrated control device 42 controls the special symbol hit / miss judgment presentation in accordance with the variable display of the first special symbol by the first special symbol display device 281 or the variable display of the second special symbol by the second special symbol display device 283, and thereby the presentation symbol display device 47 implements a variable presentation display using pseudo presentation symbols corresponding to the first or second special symbol.
[0197] (9-1. Variable performance start processing) 19 shows the "variable presentation start processing" executed by the sub-integrated control device 42. The "variable presentation start processing" is a part (subroutine) of the program processing executed by the sub-integrated control device 42.
[0198] The "variable performance start process" is a process that starts a variable performance display using pseudo performance symbols corresponding to the first special symbol or the second special symbol by receiving a special symbol variation start command (process S318, see FIG. 15) from the main control device 40. When starting the variable performance display, it is a process that determines whether or not to implement the above-mentioned "operation instruction performance" or "bonus performance."
[0199] 19, in the "variation performance start process", the sub-integrated control device 42 first determines whether or not it has received a special chart variation start command from the main control device 40 (process S500). If the determination is negative (process S500: No), the process ends and the process returns to the main routine executed by the sub-integrated control device 42.
[0200] If the determination in process S500 is affirmative (process S500: Yes), in process S501, the special chart variation start command is referenced to determine whether the result of the hit / miss determination is a jackpot. If the determination is affirmative (process S501: Yes), the content of the jackpot reach presentation is determined in process S502. For example, in the jackpot reach presentation determination process of process S502, it is determined whether or not to implement "operation instruction presentation" and "bonus presentation" as the content of the jackpot reach presentation, and the presentation content etc. is set if these presentations are implemented.
[0201] Next, in process S503, a jackpot effect symbol (a jackpot pseudo effect symbol) is determined. Note that the setting of the "operation instruction effect" and the "benefit effect" may be determined in this process S503, not limited to the jackpot reach effect determination process of the process S502.
[0202] Next, in process S504, a variable effect start process is executed to start the pseudo effect display of the big win. By this process, a command is sent to the effect symbol control device 43, and the effect symbol display device 47 starts a variable effect display (including the implementation of the operation instruction effect and the bonus effect) using a three-digit pseudo effect symbol under the control of the effect symbol control device 43. Then, it returns.
[0203] If the determination in the process S501 is negative (S501: No), in process S505, it is determined whether or not the result of the hit / miss determination is a miss and a reach effect is to be performed, based on a special chart variation start command from the main control device 40. If the determination is positive (process S505: Yes), the content of the miss reach effect is determined in process S506. For example, in the miss reach effect determination process in process S506, it is determined whether or not to perform an "operation instruction effect" and a "bonus effect" as the content of the miss reach effect, and the content of the effect, etc., if these effects are to be performed, is set.
[0204] Next, in process S507, a losing effect symbol (a losing pseudo effect symbol) is determined. Note that the setting of the "operation instruction effect" and the "bonus effect" may be determined not only in the losing reach effect determination process of process S506 but also in this process S507. After that, in process S504, a variable effect display (including the implementation of the operation instruction effect and the bonus effect) that performs the reach effect on a losing win is started.
[0205] If the determination in the process S505 is negative (process S505: No), the content of the normal (non-reach) failure effect is determined in process S508. For example, in the failure effect determination process in process S508, it is determined whether or not to implement "operation instruction effect" and "special effect" as the content of the failure effect, and the content of the effect when these effects are implemented is set.
[0206] Next, in process S509, a losing effect symbol (a pseudo losing effect symbol) is determined. Note that the setting of the "operation instruction effect" and the "bonus effect" may be determined not only in the losing effect determination process of process S508 but also in this process S509. After that, in process S504, a variable effect display (including the implementation of the operation instruction effect and the bonus effect) that performs the losing effect is started.
[0207] (9-2. Example of special drawing success / failure judgment display) In the variable effect display, the pachinko machine 1 displays a large pseudo effect pattern 700 consisting of three number symbols or the like corresponding to the variation of the first or second special symbol in the lower half of the display screen of the effect symbol display device 47, as shown in Fig. 20(a). Also, in the upper right part of the display screen, a character image 710 of "Tatsuyoshi the Bear," the main character of the pachinko machine 1, is displayed. Then, in the lower left part of the display screen, a first reserved memory display image 721 indicating the presence of reserved memory of the first special symbol is displayed. Similarly, in the lower right part, a second reserved memory display image 722 indicating the presence of reserved memory of the second special symbol is displayed.
[0208] In the pachinko machine 1, if there is a high expectation of a jackpot when the pseudo effect symbol 700 is changing, the pachinko machine 1 develops into an N-reach effect. In this case, as shown in Fig. 20(b), a reach suggestion display section 731 is displayed on the upper left side of the display screen of the effect symbol display device 47, and a large reach pseudo effect symbol 701 is displayed in the lower half of the display screen. In the reach pseudo effect symbol 701, the two symbols on both sides stop at the same symbol, and only the central symbol is changing.
[0209] If the result of the hit / miss judgment of the first or second special symbol is a jackpot, the pachinko machine 1 displays a jackpot suggestion display section 732 on the upper left side of the display screen of the effect symbol display device 47, as shown in Fig. 20(c). Then, a large jackpot pseudo effect symbol 702 consisting of three identical symbols corresponding to the jackpot symbol of the first or second special symbol is displayed in the lower half of the display screen. In addition, a character image 710 of "Tatsuyoshi the Bear" with a big smile is displayed.
[0210] If the result of the hit / miss judgment is a small hit, the pachinko machine 1 will confirm by displaying a large small hit pseudo performance pattern 703 consisting of three identical small hit patterns corresponding to the small hit pattern of the second special chart in the lower half of the display screen of the performance pattern display device 47, as shown in Figure 20 (d).
[0211] Furthermore, the pachinko machine 1 is configured to be able to develop from the N reach effect (see Fig. 20(b)) to the "SP reach effect" shown in Fig. 21, as an effect to heighten the player's expectations for a jackpot. The SP reach effect that develops from the N reach effect displays, on the display screen of the effect symbol display device 47, as shown in Fig. 21(a), a showdown reach image 741 in which, for example, fighter A and fighter B face off against each other.
[0212] If the result of the judgment is a jackpot, as shown in Figure 21(b), the display screen of the performance pattern display device 47 displays an SP jackpot suggestion display section 742 such as "Victory, jackpot entry", and also displays a fighting victory jackpot video 743 in which the main character, fighter A, defeats the enemy fighter B.
[0213] On the other hand, if the result of the judgment is a miss, as shown in Figure 21 (c), the display screen of the performance symbol display device 47 displays an SP miss display section 744 such as "defeat" and a miss symbol 704, and also displays a fighting defeat miss image 745 in which the main character fighter A is defeated by the enemy fighter B.
[0214] (10. Operation instructions and special effects) Next, we will explain the "operation instruction effect" and "bonus effect" that are performed during the variable effect display by the pseudo effect pattern 700 corresponding to the first special pattern or the second special pattern in the special pattern hit / miss judgment effect. The operation instruction effect is an effect that prompts you to operate an operation means such as the effect button 15 or the jog dial 16 while the pseudo effect pattern 700 is being displayed. Furthermore, the operation instruction effect displays an operation instruction and sets a valid operation period during which the operation is valid.
[0215] The operation instruction performance is a performance in which whether or not to perform the performance is determined in the "variation performance start process" (see FIG. 19) executed by the sub-integrated control device 42, and is performed under the control of the sub-integrated control device 42 depending on the result of the determination. For example, when the sub-integrated control device 42 receives a special chart variation start command (see FIG. 15, process S317) from the main control device 40, if the variation pattern (variation time) of the command is a predetermined variation pattern, it is determined by lottery whether or not to perform the operation instruction performance. In this case, the operation instruction performance has multiple types of performance modes with different performance contents, and when the operation instruction performance is performed, one of the performance modes is selected and performed.
[0216] The bonus effect is an effect that is implemented in response to operation instructions under the control of the sub-integrated control device 42, and is a preview effect that suggests the result of the win / loss judgment before the pseudo effect pattern 700 currently being displayed is confirmed. The bonus effect is basically implemented when the player performs the operation as instructed within the operation validity period in response to the operation instruction effect. Furthermore, the bonus effect is configured to be implemented even when the operation is not performed as instructed, depending on the type of operation instruction effect implemented (effect mode). Furthermore, there are multiple types of bonus effects with different effect contents, and one of the effects is selected and implemented. In this case, the bonus effect is designed so that the expectation of a jackpot varies depending on the type.
[0217] (10-1. Operation instruction effects and bonus effects) In a single pachinko machine, the presentation modes for the operation instruction presentation and the bonus presentation are divided into three presentation modes, namely, "first specific presentation mode," "second specific presentation mode," and "third specific presentation mode," as shown in FIG.
[0218] (10-1-1. First specific performance mode) As shown in Figures 22 and 23, in the first specific performance mode, the operation instruction performance can be performed one to three times during the variable display of one of the pseudo performance symbols associated with the win / loss determination of the first special symbol or the second special symbol. In this case, the number of times the operation instruction performance is performed is determined according to the variable pattern (variation time). For example, in a relatively short variable pattern, the operation instruction performance is performed once, in a relatively long variable pattern, the operation instruction performance is performed three times, and in a pattern between short and long, the operation instruction performance is performed twice. However, without being limited to this, it is also possible to appropriately change the selection of the number of times the operation instruction performance is performed relative to the length of the variable pattern.
[0219] Furthermore, in the first specific effect mode, if an operation is performed according to the operation instructions within the valid operation period, a bonus effect is implemented. On the other hand, if an operation is not performed according to the operation instructions within the valid operation period, a bonus effect is not implemented. For example, as in "Pattern 1," "Pattern 3," and "Pattern 7" in FIG. 23, if an operation is performed in response to any of the first, second, and third operation instruction effects (marked with a circle), all bonus effects are implemented (marked with a circle). On the other hand, as in "Pattern 2," "Pattern 6," and "Pattern 14," if an operation is not performed in response to any of the first, second, and third operation instruction effects (marked with an x), none of the bonus effects are implemented (marked with an x).
[0220] For example, in the first specific presentation mode, as in "Pattern 4," even if an operation is made in response to the first operation instruction presentation (marked with a circle) and a bonus presentation is implemented accordingly (marked with a circle), if there is no operation made in response to the second operation instruction presentation (marked with an x), a bonus presentation is not implemented accordingly (marked with an x).As in "Pattern 5," even if there is no operation made in response to the first operation instruction presentation (marked with an x) and a bonus presentation is not implemented accordingly (marked with an x), if there is an operation made in response to the second operation instruction presentation (marked with a circle), a bonus presentation is implemented accordingly (marked with a circle).
[0221] For example, in the first specific presentation mode, as in "Pattern 8," even if an operation is performed in response to the first and second operation instruction presentations (marked with a circle) and a bonus presentation is implemented in response to these (marked with a circle), if no operation is performed in response to the third operation instruction presentation (marked with an X), a bonus presentation is not implemented in response to this (marked with an X). As in "Pattern 13," even if no operation is performed in response to the first and second operation instruction presentations (marked with an X) and a bonus presentation is not implemented in response to these (marked with an X), if an operation is performed in response to the third operation instruction presentation (marked with a circle), a bonus presentation is implemented in response to this (marked with a circle). Note that the first specific presentation mode is a presentation mode different from the "predetermined presentation display" described in the claims.
[0222] (10-1-2. Second specific performance mode) Next, we will explain the second specific presentation mode, which corresponds to the "predetermined presentation display" described in the claims. As shown in Figures 22 and 24, in the second specific presentation mode, it is possible to perform the operation instruction presentation one to three times during the variable display of one of the pseudo presentation symbols accompanying the win / loss judgment of the first special symbol or the second special symbol. In this case, the number of times the operation instruction presentation is performed is determined according to the variation pattern (variation time). For example, in a relatively short variation pattern, the operation instruction presentation is performed once, in a relatively long pattern, the operation instruction presentation is performed three times, and in a pattern between short and long, the operation instruction presentation is performed twice. However, without being limited to this, it is also possible to appropriately change the selection of the number of times the operation instruction presentation is performed relative to the length of the variation pattern.
[0223] In addition, in the second specific effect mode, if the operation is performed according to the operation instruction within the operation valid period, a special effect will be performed. For example, as in "Pattern 1," "Pattern 3," and "Pattern 7" in Figure 24, if an operation is performed according to any of the first, second, and third operation instruction effects (marked with a circle), all of the special effects will be performed (marked with a circle).
[0224] In the second specific presentation mode, when multiple operation instruction presentations are performed in one variable display of a pseudo presentation pattern, the corresponding bonus presentation will not be performed unless the operation is performed according to the first (first) operation instruction presentation (for example, see "Pattern 5," "Pattern 6," "Pattern 13" to "Pattern 18" in Figure 24).
[0225] On the other hand, in the second specific effect mode, when multiple operation instruction effects are performed in one variable display of the pseudo effect symbol, a bonus effect corresponding to the operation instruction effect is performed even if the operation is not performed according to the last operation instruction effect. For example, as in "Pattern 6" in Fig. 24, even if there is no operation (marked with an X) in response to the first operation instruction effect and the bonus effect is not performed accordingly (marked with an X), a bonus effect is performed according to the operation instruction effect (marked with a circle) even if there is no operation (marked with an X) in response to the second (last) operation instruction effect. Similarly, as in "Pattern 14," "Pattern 16," and "Pattern 18" in Fig. 24, even if there is no operation (marked with an X) in response to the first operation instruction effect and the bonus effect is not performed accordingly (marked with an X), a bonus effect is performed according to the operation instruction effect (marked with a circle).
[0226] In the second specific performance mode, when the operation instruction performance is performed only once in the variable display of one of the pseudo performance symbols, as in "Pattern 2" in Fig. 24, the bonus performance for this is performed even if no operation is performed. Not limited to this, when the operation instruction performance is performed only once, a configuration is also conceivable in which the bonus performance for this is not performed even if no operation is performed.
[0227] In addition, in the second specific presentation mode, when the operation instruction presentation is performed three times in one variable display of the pseudo presentation pattern, as in "Pattern 9" to "Pattern 12" and "Pattern 15" to "Pattern 18" in Figure 24, if no operation is performed in response to the second operation instruction presentation, there are times when a bonus presentation is performed ("Pattern 9", "Pattern 10", "Pattern 15", "Pattern 16") and times when no bonus presentation is performed ("Pattern 11", "Pattern 12", "Pattern 17", "Pattern 18").
[0228] (10-1-3. Third specific performance mode) As shown in Figures 22 and 25, in the third specific presentation mode, the operation instruction presentation can be performed one to three times during the variable display of one of the pseudo presentation symbols accompanying the win / loss judgment of the first special symbol or the second special symbol. In this case, the number of times the operation instruction presentation is performed is determined according to the variation pattern (variation time). For example, in a relatively short variation pattern, the operation instruction presentation is performed once, in a relatively long variation pattern, the operation instruction presentation is performed three times, and in a pattern between short and long, the operation instruction presentation is performed twice. However, without being limited to this, it is also possible to appropriately change the selection of the number of times the operation instruction presentation is performed relative to the length of the variation pattern.
[0229] Furthermore, in the third specific effect mode, if an operation is performed according to the operation instructions within the operation valid period, a bonus effect is implemented. For example, as in "Pattern 1," "Pattern 3," and "Pattern 7" in FIG. 25, if an operation is performed according to any of the first, second, and third operation instruction effects (marked with a circle), a bonus effect is implemented in all cases (marked with a circle). Furthermore, in the third specific effect mode, a bonus effect is implemented even if an operation is not performed according to the operation instructions within the operation valid period (see, for example, "Pattern 2," "Pattern 4" to "Pattern 6," and "Pattern 8" to "Pattern 14" in FIG. 25). Note that the third specific effect mode is also a different effect mode from the "predetermined effect display" described in the claims.
[0230] In this way, the pachinko machine 1 has a first specific performance mode in which a bonus performance is not implemented without an operation, a second specific performance mode in which a bonus performance is not implemented without an operation in response to the first operation instruction performance in the case of multiple operation instruction performances, but is implemented in response to the last operation instruction performance even without an operation, and a third specific performance mode in which a bonus performance is implemented even without an operation. The pachinko machine 1 is configured so that the expectation of a jackpot is higher when the performance of the second specific performance mode is implemented than when the performance of the first specific performance mode is implemented, and further, the expectation of a jackpot is higher when the performance of the third specific performance mode is implemented than when the performance of the second specific performance mode is implemented.
[0231] (10-2. Time chart of operation instructions and special effects) Next, with reference to Figures 26 to 28, we will explain a representative example of a time chart in which the operation instruction effect and its bonus effect in the second specific effect mode, which corresponds to the "predetermined effect display" described in the claims, are implemented.
[0232] (10-2-1. Operation instruction pattern: one time) First, using Figure 26, we will explain "Pattern 1" and "Pattern 2" in which one operation instruction performance is performed during the variable display of one pseudo performance symbol in the second specific performance mode (see Figure 24). In pattern 1 of the second specific performance mode, as shown in Figure 26(a), the variable display of the pseudo performance symbol corresponding to the first special symbol or the second special symbol is started on the performance symbol display device 47 (A), and when a predetermined time (T1) for starting the operation instruction performance has elapsed, an operation instruction is displayed on the performance symbol display device 47 (B). Furthermore, when the display of the operation instruction is started, measurement of the operation effective period is started (C). Note that the length of the operation effective period is set to a predetermined length.
[0233] In the pattern 1 of the second specific presentation mode, when the player operates the presentation button 15 or other operation means in response to the operation instruction (D), the display of the operation instruction and the operation valid period immediately end before reaching a predetermined length, and the bonus presentation is implemented (E). In this way, the operation valid period is shortened in response to the operation.
[0234] On the other hand, in the pattern 2 of the second specific performance mode without any operation by the player, as shown in Fig. 26(b), as in the pattern 1, the variable display of the pseudo performance symbol is started on the performance symbol display device 47 (F), and after a predetermined time (T1) has passed, an operation instruction is displayed on the performance symbol display device 47 (G). Also, when the display of the operation instruction is started, the measurement of the operation valid period is started (H).
[0235] In pattern 2 of the second specific presentation mode, when the valid operation period ends after reaching a predetermined length without the player operating the operation means such as the presentation button 15 in response to the operation instruction, the display of the operation instruction is terminated and the bonus presentation is implemented (Ke).
[0236] In this way, in the second specific presentation mode, in a pattern in which one operation instruction presentation is given during the variable display of one pseudo presentation symbol, a bonus presentation is carried out regardless of whether or not the player performs an operation. Note that in a pattern in which one operation instruction presentation is given during one variable display, a bonus presentation is carried out before a reach presentation regardless of whether or not the player performs an operation. In addition, if a reach presentation is carried out, it is carried out after the end of the bonus presentation.
[0237] (10-2-2. Two-time operation instruction pattern) Next, using Figure 27, we will explain pattern 3 and pattern 6, in which two operation instruction effects are performed during the variable display of one pseudo effect symbol in the second specific effect mode (see Figure 24). In pattern 3 of the second specific effect mode, as shown in Figure 27(a), the variable display of the pseudo effect symbol corresponding to the first special symbol or the second special symbol is started on the effect symbol display device 47 (K), and when a predetermined time (T1) for starting the operation instruction effect has elapsed, the first operation instruction is displayed on the effect symbol display device 47 (S1). In addition, when the display of the first operation instruction is started, measurement of the first operation valid period is started (S1).
[0238] In pattern 3 of the second specific presentation mode, when the player operates an operation means such as the presentation button 15 in response to the first operation instruction (Se1), the first operation instruction is immediately displayed and the valid period of the first operation ends, and the first bonus presentation is implemented (So1).
[0239] Furthermore, in a pattern in which two operation instruction displays are performed in the second specific display mode, it is preferable that the time T1 from the start of the pseudo display pattern change to the first (first) operation instruction is performed be the same as that in a pattern in which only one operation instruction is performed.
[0240] Next, in pattern 3 of the second specific performance mode, after the first bonus performance ends and a predetermined time (T2) has elapsed since the pseudo performance symbol began to fluctuate, a second operation instruction is displayed on the performance symbol display device 47 (Si2). When the display of the second operation instruction begins, measurement of the second operation valid period begins (Si2). The second operation valid period is set to the same length as the first operation valid period. However, it is also possible to change the lengths of the first operation valid period and the second operation valid period.
[0241] In pattern 3 of the second specific presentation mode, when the player operates an operation means such as the presentation button 15 in response to the second operation instruction (Se2), the second operation instruction is immediately displayed and the valid period for the second operation ends, and the second bonus presentation is implemented (So2).
[0242] On the other hand, in the pattern 6 of the second specific performance mode without any operation by the player, as shown in Fig. 27(b), similar to the pattern 3, the variable display of the pseudo performance symbol is started on the performance symbol display device 47 (Ta), and after a predetermined time (T1) has passed, the first operation instruction is displayed on the performance symbol display device 47 (Ch1). Also, when the display of the operation instruction is started, the measurement of the first operation valid period is started (Ts1).
[0243] In pattern 6 of the second specific presentation mode, if the predetermined valid period for the first operation ends without the player operating an operation means such as the presentation button 15 in response to the first operation instruction (Chi1), the bonus presentation will not be implemented even if the display of the operation instruction is terminated.
[0244] Next, in the pattern 6 of the second specific performance mode, after the end of the first operation valid period (Tsu1), when a predetermined time (T2) determined in advance from the start of the variation of the pseudo performance pattern has elapsed, the second operation instruction is displayed on the performance pattern display device 47 (Tsu2). Also, when the display of the second operation instruction starts, the measurement of the second operation valid period starts (Tsu2).
[0245] In pattern 6 of the second specific presentation mode, when the predetermined valid operation period ends without the player operating the operation means such as the presentation button 15 in response to the second operation instruction (Chi2), the display of the operation instruction is terminated and a bonus presentation is implemented (Te).
[0246] In this way, in the second specific performance mode, in a pattern in which two operation instruction performances are performed during one variable display of a pseudo performance pattern, if there is no operation in response to the first operation instruction, no bonus performance is performed, and in response to the second (final) operation instruction, a bonus performance is performed regardless of whether or not there is an operation. Note that in a pattern in which two operation instruction performances are performed during one variable display, a bonus performance is performed before the reach performance regardless of whether or not there is an operation in response to the second (final) operation instruction. Also, in the case where a reach performance is performed, the reach performance is performed after the end of the bonus performance.
[0247] (10-2-3. Three-time operation instruction pattern) Furthermore, using FIG. 28, we will explain pattern 7 and pattern 18, in which three operation instruction effects are performed during the variable display of one pseudo effect symbol in the second specific effect mode (see FIG. 24). In pattern 7 of the second specific effect mode, as shown in FIG. 28(a), the variable display of the pseudo effect symbol corresponding to the first or second special symbol is started on the effect symbol display device 47 (Na), and after a predetermined time (T1) for starting the operation instruction effect has elapsed, the first operation instruction is displayed on the effect symbol display device 47 (D1). Furthermore, when the display of the first operation instruction starts, measurement of the first operation valid period begins (J1). Note that the third operation valid period is set to the same length as the first and second operation valid periods. However, it is also possible to change the lengths of the first operation valid period, the second operation valid period, and the third operation valid period.
[0248] In pattern 7 of the second specific presentation mode, when the player operates an operation means such as the presentation button 15 in response to the first operation instruction (Ne1), the first operation instruction is immediately displayed and the valid period of the first operation ends, and the first bonus presentation is implemented (No1).
[0249] Furthermore, in the pattern in which three operation instructions are given in the second specific presentation mode, it is preferable that the time T1 from the start of the pseudo presentation pattern change to the first (first) operation instruction is given be the same as that in the pattern in which only one operation instruction is given and the pattern in which two operation instructions are given.
[0250] Next, in pattern 7 of the second specific performance mode, after the first bonus performance ends and a predetermined time (T2) has elapsed since the start of the variation of the pseudo performance symbols, the second operation instruction is displayed on the performance symbol display device 47 (D2). Also, when the display of the second operation instruction starts, measurement of the second operation valid period starts (Ju2).
[0251] In pattern 7 of the second specific presentation mode, when the player operates an operation means such as the presentation button 15 in response to the second operation instruction (Ne2), the second operation instruction is immediately displayed and the valid period for the second operation ends, and the second bonus presentation is implemented (No2).
[0252] Furthermore, in the pattern in which three operation instructions are given in the second specific presentation mode, it is preferable that the time T2 from the start of the pseudo presentation pattern change to the second operation instruction is set to the same time as that in the pattern in which two operation instructions are given.
[0253] Furthermore, in pattern 7 of the second specific performance mode, after the second bonus performance ends and a predetermined time (T3) has elapsed since the start of the variation of the pseudo performance symbols, a third operation instruction is displayed on the performance symbol display device 47 (D3). Also, when the display of the third operation instruction starts, measurement of the third operation valid period starts (Ju3).
[0254] In pattern 7 of the second specific presentation mode, when the player operates an operation means such as the presentation button 15 in response to the third operation instruction (Ne3), the third operation instruction is immediately displayed and the valid period for the third operation ends, and the third bonus presentation is implemented (No3).
[0255] On the other hand, in the pattern 18 of the second specific effect mode without any operation by the player, as shown in Fig. 28(b), similar to the pattern 7, the variable display of the pseudo effect symbol corresponding to the first special symbol or the second special symbol is started on the effect symbol display device 47 (c), and after a predetermined time (T1) has passed, the first operation instruction is displayed on the effect symbol display device 47 (hi1). Also, when the display of the operation instruction is started, the measurement of the first operation valid period is started (fu1).
[0256] In pattern 18 of the second specific presentation mode, the predetermined valid period for the first operation ends (Fu1) without the player operating an operation means such as the presentation button 15 in response to the first operation instruction (Hi1), and even if the display of the operation instruction ends (Hi1), the bonus presentation is not implemented.
[0257] Next, in the pattern 18 of the second specific performance mode, after the end of the first operation valid period (F1), when a predetermined time (T2) determined in advance from the start of the variation of the pseudo performance pattern has elapsed, the second operation instruction is displayed on the performance pattern display device 47 (F2). Also, when the display of the second operation instruction starts, measurement of the second operation valid period starts (F2).
[0258] In pattern 18 of the second specific presentation mode, the predetermined valid period for the second operation ends (Fu2) without the player operating an operation means such as the presentation button 15 in response to the second operation instruction (Hi2), and even if the display of the operation instruction ends (Hi2), the bonus presentation is not implemented.
[0259] Next, in the pattern 18 of the second specific performance mode, after the end of the second operation valid period (F2), when a predetermined time (T3) determined in advance from the start of the variation of the pseudo performance pattern has elapsed, the third operation instruction is displayed on the performance pattern display device 47 (H3). Also, when the display of the third operation instruction starts, the measurement of the third operation valid period starts (F3).
[0260] In pattern 18 of the second specific presentation mode, the predetermined valid period for the third operation ends (Fu3) without the player operating the operation means such as the presentation button 15 in response to the third operation instruction (Hi3), and the display of the operation instruction ends (Hi3), thereby implementing the bonus presentation (He).
[0261] In this way, in the second specific performance mode, in a pattern in which three operation instruction performances are performed during one variable display of a pseudo performance symbol, if there is no operation in response to the first operation instruction, no bonus performance is performed, and in response to the third (final) operation instruction, the bonus performance is performed regardless of whether or not there is an operation. Note that in a pattern in which three operation instruction performances are performed during one variable display, the bonus performance is performed during the reach performance regardless of whether or not there is an operation in response to the third (final) operation instruction. In addition, when transitioning to the SP reach performance, the transition is configured to occur after the end of the bonus performance.
[0262] In the pachinko machine 1, the time T1 from the start of the pseudo effect symbol variation to the first operation instruction is the same for any pattern in the first to third specific effect modes. Furthermore, the time T2 from the start of the pseudo effect symbol variation to the second operation instruction is the same for any pattern in which the operation instruction is given two or more times in the first to third specific effect modes (pattern 3 and onward). Furthermore, the time T3 from the start of the pseudo effect symbol variation to the third operation instruction is the same for any pattern in which the operation instruction is given three times in the first to third specific effect modes (pattern 7 and onward). This increases the interest of whether the operation instruction is given in the first, second, or third specific effect mode, and whether the operation instruction is given once, twice, or three times.
[0263] (10-3. Types of operation instructions and special effects) The types of operation instructions and types of bonus effects in the operation instruction effects implemented by the pachinko machine 1 will be described with reference to Fig. 29. As shown in Fig. 29, the pachinko machine 1 can implement five types of operation instructions: "operation instruction A," "operation instruction B," "operation instruction C," "operation instruction D," and "operation instruction E."
[0264] Operation instruction A is mainly implemented in the first (initial) operation instruction performance. The operation content of operation instruction A is to instruct the player to press performance button 15 once. The bonus performance corresponding to operation instruction A can be implemented by selecting one of five types of performances: "Bonus Performance A," "Bonus Performance B," "Bonus Performance C," "Bonus Performance D," and "Bonus Performance E."
[0265] It is desirable that the "Special Effect A," "Special Effect B," "Special Effect C," "Special Effect D," and "Special Effect E" corresponding to operation instruction A each display a predetermined specific character image together with the variable display of the pseudo effect pattern 700 on the display screen of effect pattern display device 47. Also, among "Special Effect A," "Special Effect B," "Special Effect C," "Special Effect D," and "Special Effect E," the probability of winning a jackpot for special effect A is the smallest, and the probability of winning a jackpot gradually increases from special effect A to special effect E.
[0266] Operation instruction B is mainly implemented in the second operation instruction performance. The operation content of operation instruction B is to instruct to press and hold performance button 15. The bonus performance corresponding to operation instruction B can be implemented by selecting one of two types of performances, "bonus performance ka" or "bonus performance ki."
[0267] Operation instruction C is mainly implemented in the second operation instruction performance. The operation content of operation instruction C is to repeatedly press performance button 15. The bonus performance corresponding to operation instruction C can be implemented by selecting one of two types of performances, "bonus performance K" or "bonus performance K".
[0268] It is desirable that the "bonus effect K" and "bonus effect K" corresponding to operation instructions B and C respectively display a specific character image in the background of the varying display of the pseudo effect pattern 700 on the display screen of the effect pattern display device 47. Also, in the "bonus effect K" and "bonus effect K", the expected probability of a jackpot for bonus effect K is higher than the expected probability of a jackpot for bonus effect K. Note that whether operation instruction B or operation instruction C is executed in the second operation instruction execution, the expected probability of a jackpot does not differ, but the expected probability of a jackpot differs depending on the bonus effect executed in response to these.
[0269] Operation instruction D is mainly implemented in the third operation instruction performance. The operation content of operation instruction D is to instruct the player to press performance button 15 once. The bonus performance corresponding to operation instruction D can be selected from two types of performances, "bonus performance SA" or "bonus performance S".
[0270] Operation instruction E is mainly implemented in the third operation instruction performance. The operation content of operation instruction E is to instruct the rotation of the jog dial 16 for the performance. The bonus performance corresponding to operation instruction E can be selected from two types of performances, "Bonus Performance S" or "Bonus Performance S".
[0271] Incidentally, operation instruction D and operation instruction E are configured to indicate that when operation instruction E is executed in the third operation instruction performance, the likelihood of a jackpot is higher than when operation instruction D is executed. Also, it is desirable that "special effect S" and "special effect S" corresponding to operation instruction D and operation instruction E respectively display a specific character action video together with a varying display of pseudo performance pattern 700 on the display screen of performance pattern display device 47, for example. And in "special effect S" and "special effect S", the likelihood of a jackpot for special effect S is higher than the likelihood of a jackpot for special effect S.
[0272] Furthermore, the instruction displays "Operation Instruction A," "Operation Instruction B," "Operation Instruction C," "Operation Instruction D," and "Operation Instruction E," and the effects "Special Effect A," "Special Effect B," "Special Effect C," "Special Effect D," "Special Effect E," "Special Effect F," "Special Effect G," "Special Effect S," and "Special Effect S," are configured to be implemented in the same way in any of the first specific effect mode to the third specific effect mode.
[0273] (10-4. Display examples of operation instructions and bonus effects) Using Figures 30 to 32, we will explain display examples of ``Operation Instruction A,'' ``Operation Instruction B,'' ``Operation Instruction C,'' ``Operation Instruction D,'' and ``Operation Instruction E,'' as well as display examples of ``Special Effect A,'' ``Special Effect B,'' ``Special Effect C,'' ``Special Effect D,'' ``Special Effect E,'' ``Special Effect F,'' ``Special Effect G,'' ``Special Effect S,'' and ``Special Effect S.''
[0274] Fig. 30 shows a display example of operation instruction A and a display example of the corresponding bonus effect A to bonus effect O. As shown in Fig. 30(a), operation instruction A is displayed in the center of the display screen of effect pattern display device 47 as instruction A image 751 indicating to press effect button 15, and below that, valid period gauge image 758 indicating the valid operation period. The valid period gauge image 758 expands in dark color from left to right as the valid operation period elapses, and the end of the valid operation period is indicated when the dark color display reaches the right end.
[0275] As shown in FIG. 30(b), in the bonus effect A corresponding to operation instruction A, a bonus character video 761 such as "Chance!" is displayed at the top of the display screen of the effect symbol display device 47. The content of the bonus character video 761 differs depending on the type of bonus effect A to O. As shown in FIG. 30(c), in the bonus effect A, the bonus character video 761 displays "Here it comes!". In the bonus effect C, the bonus character video 761 displays "Now's the time to attack!" Furthermore, in the bonus effect D, the bonus character video 761 displays "Hot!". Furthermore, in the bonus effect O, the bonus character video 761 displays "Super hot!"
[0276] 31 shows display examples of operation instruction B and operation instruction C, and display examples of the corresponding bonus effect K and bonus effect K. As shown in FIG. 31(a), operation instruction B is displayed in the center of the display screen of effect symbol display device 47 as instruction B image 752 instructing to press and hold effect button 15, and below that as a valid period gauge image 758 indicating the valid operation period. The valid period gauge image 758 expands in a dark color display from left to right as the valid operation period elapses, and when the dark color display reaches the right end, it indicates the end of the valid operation period.
[0277] As shown in Fig. 31(b), the operation instruction C is displayed in the center of the display screen of the effect pattern display device 47 as an instruction C image 753 instructing the user to repeatedly press the effect button 15, and below that as a valid period gauge image 758 indicating the valid operation period. The valid period gauge image 758 expands in dark color from left to right as the valid operation period elapses, and when the dark color reaches the right end, it indicates the end of the valid operation period.
[0278] The bonus effect performed in response to operation instruction B or operation instruction C is, as shown in Figure 31 (c), a large lion first bonus character image 762 is displayed on the display screen of the effect pattern display device 47 against the background of the changing display of the pseudo effect pattern 700.
[0279] In the bonus effect K that is performed in response to operation instruction B or operation instruction C, as shown in Fig. 31(d), a second bonus character image 763 of fighter A is displayed large on the display screen of the effect symbol display device 47 against the background of the variable display of the pseudo effect symbol 700. The second bonus character image 763 of the bonus effect K indicates a higher expectation of a jackpot than the first bonus character image 762 of the bonus effect K.
[0280] 32 shows display examples of operation instruction D and operation instruction E, and display examples of the corresponding bonus effect S and bonus effect S. As shown in FIG. 32(a), operation instruction D, like operation instruction A, displays instruction D image 754 instructing the player to press effect button 15 once in the center of the display screen of effect pattern display device 47, and below that, valid period gauge image 758 indicating the valid operation period. The valid period gauge image 758 expands in a dark color display from left to right as the valid operation period elapses, and the end of the valid operation period is indicated when the dark color display reaches the right end.
[0281] 32(b), the operation instruction E is displayed in the center of the display screen of the effect pattern display device 47 as an instruction E image 755 indicating to rotate the effect jog dial 16, and below that as a valid period gauge image 758 indicating the valid operation period. The valid period gauge image 758 expands in dark color from left to right as the valid operation period elapses, and when the dark color reaches the right end, it indicates the end of the valid operation period.
[0282] The bonus effect SA executed in response to operation instruction D or operation instruction E displays a first bonus action video 764 of fighter A training on the display screen of the effect pattern display device 47, as shown in FIG. 32(c).
[0283] In the bonus effect S performed in response to operation instruction D or operation instruction E, as shown in Fig. 32(d), a second bonus action video 765 in which fighter A has completed his training and attained full mastery is displayed on the display screen of the effect symbol display device 47. The second bonus action video 765 of bonus effect S indicates a higher expectation of a jackpot than the first bonus action video 764 of bonus effect S. Furthermore, since the bonus effect S and bonus effect S corresponding to operation instructions D and E are performed before the SP reach effect if they develop into an SP reach effect, the use of a character that appears in the SP reach effect in the bonus action video can increase the player's expectation of development into the SP reach effect and their expectation of a jackpot.
[0284] (11. Effects of this Example) The pachinko machine 1 of this embodiment performs a win / loss determination to determine whether or not the game will transition to a special game state advantageous to the player. Based on the win / loss determination, the machine displays a variable display of the effect symbols, followed by a final display to notify the player of the result of the win / loss determination. Furthermore, the machine issues an instruction to operate the operation means 15, 16 during the effect display, and sets a valid operation period during which operation of the operation means is valid. By operating the operation means according to the operation instructions during the valid operation period, a bonus effect can be implemented that suggests the result of the win / loss determination before the final display of the effect symbols. Furthermore, the pachinko machine 1 is capable of implementing multiple types of effect displays, including predetermined effect displays (see patterns 3 to 18 of the second specific effect mode) that allow multiple operation instructions to be implemented during one effect display. Furthermore, if multiple operation instructions are implemented during a predetermined effect display, and the operation means is not operated according to the operation instructions during the valid operation period for the first operation instruction implemented after the start of the predetermined effect display, the bonus effect will not be implemented (see, for example, patterns 5, 13, etc. of the second specific effect mode). On the other hand, if an operation instruction is executed multiple times during a specified display of effects, and the operation means is not operated according to the operation instruction executed last after the start of the specified display of effects during the valid operation period, the same bonus effect that would be executed if the operation means were operated according to the operation instruction during the valid operation period is executed after the valid operation period ends (see, for example, pattern 6, pattern 14, etc. of the second specific display mode).
[0285] According to the pachinko machine 1, in a predetermined effect display that requires multiple operation instructions, a bonus effect is performed at the last operation instruction during one effect display, regardless of whether or not the player operates the operation, so the player can see the bonus effect and the effect of the operation instructions and bonus effects can be enhanced. In particular, the bonus effect performed by the last operation instruction is performed just before the end of one effect display, so the effect of the effect can be further enhanced by performing many effects that are worth watching. Furthermore, by not performing the bonus effect unless the player operates the first operation instruction during the predetermined effect display, the player can be made to want to see the bonus effect, and subsequent operation instructions will encourage the player to actively operate the operation means to view the bonus effect, thereby solving the problem of players not operating the operation means.
[0286] In the pachinko machine 1 of this embodiment, when an operation instruction is given only once in a predetermined effect display, if the player does not operate the operation means in response to this, a bonus effect is implemented (see pattern 2 of the second specific effect mode), but this is not limited to this, and by not implementing a bonus effect when the player does not operate the operation means, the problem of players ceasing to operate the operation means can be solved more effectively. In other words, if a player misses one chance to see a bonus effect, they will operate the operation so as not to miss the chance again next time.
[0287] Furthermore, the pinball gaming machine of the present invention is not limited to the above-described embodiment and can, of course, be implemented in various ways without departing from the spirit and scope of the present invention. For example, in the above-described embodiment, the operation instruction effect may be implemented only once during one display. However, this is not limited to this, and the operation instruction effect may be implemented multiple times during one display. Of course, the operation instruction effect may be implemented three or more times during one display. Furthermore, the operation means for the operation instruction effect is not limited to an effect button or a jog dial for the effect, but may also be an operation lever that can be operated by the player, or a touch sensor that is activated when the player touches (tap or wipe) the glass surface of the gaming board. Furthermore, the bonus effect may not only indicate the expected probability of a jackpot, but may also indicate the expected probability of a game state, such as a probability change or time-saving mode, to be entered after a jackpot game.
[0288] Furthermore, the pinball gaming machine of the present invention may be applied to an enclosed gaming machine in which the gaming balls that have been displayed and fired are collected inside the gaming machine and fired again by the firing device, and the number of balls held by the player is managed as data using a storage medium such as an IC card. [Explanation of symbols]
[0289] 1: Pachinko machine, 2: Game board, 15: Performance button (operation means), 16: Jog dial (operation means), 20 Game area, 23: First special chart start port, 24: Second special chart start port, 25: First major prize port, 26: Second major prize port, 281: First special chart display device, 283: Second special chart display device, 40: Main control device (win / lose determination means), 42: Sub-integrated control device (performance display control means, operation instruction control means, bonus performance control means), 47: Performance pattern display device (performance display device)
Claims
[Claim 1] A winning / loose determining means for determining whether or not a transition to a special game state advantageous to a player will occur when a predetermined condition is met; A performance display device that performs a performance display for informing the result of the winning / losing judgment by changing the performance pattern according to the winning / losing judgment and then displaying the determined result; A performance display control means for controlling the performance display; an operating means operable by a player; an operation instruction control means for issuing an operation instruction to instruct the user to operate the operation means while the effect display is being performed, and for setting a valid operation period during which the operation of the operation means is valid; and a bonus effect control means for controlling the operation of the operation means according to the operation instruction during the valid operation period, so that the bonus effect indicating the result of the winning / losing determination can be performed before the effect symbol is determined and displayed. the effect display control means is capable of implementing a plurality of types of effect displays, and among these, there is a predetermined effect display that allows the operation instruction by the operation instruction control means to be implemented a plurality of times during the implementation of one of the effect displays; The bonus effect control means In the case where the operation instruction is executed multiple times during the predetermined effect display, and the operation means is not operated according to the operation instruction executed first after the predetermined effect display has started during the operation valid period, the special effect is not necessarily executed, A pinball game machine characterized in that, when the operation instruction is executed multiple times during the specified effect display, and the operation means is not operated according to the operation instruction executed last after the specified effect display has started during the valid operation period, the same bonus effect as that which is executed when the operation means is operated according to the operation instruction during the valid operation period is executed after the valid operation period has ended.
Citation Information
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