gaming machines
The gaming machine enhances gameplay flexibility by allowing transitions between non-time-shortened and time-shortened states based on special game execution, addressing the limitations of conventional machines and increasing player engagement.
Patent Information
- Application Number
- JP2021103239
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-22
- Publication Date
- 2025-10-29
- Estimated Expiration
- 2041-06-22
AI Technical Summary
Conventional gaming machines lack flexibility in game state transitions, limiting the ability to design novel gameplay that enhances player interest, as the game state after a special game is determined by the jackpot symbol and cannot be changed without executing the special game.
The gaming machine incorporates a determination mechanism to set different game states based on the execution or non-execution of a special game, allowing for variable displays and enabling transitions between non-time-shortened and time-shortened game states, including first and second time-shortened states with distinct settings.
This design allows for innovative gameplay with high flexibility in game specifications, increasing player interest by offering variable display frequencies and reducing the need for special game execution.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, a gaming machine of this type has been known in which, when a gaming ball enters a start winning slot in a gaming area, a lottery is held to determine whether a special game will be played, a special symbol indicating the result of the lottery is selected, the special symbol is displayed in a variable manner, and a jackpot symbol is displayed in a static state, indicating that the result of the lottery indicates that the special game will be played (a jackpot has been won), thereby executing a special game in which many prize balls can be won. In such gaming machines, it is common for the degree of advantage of the gaming profit awarded to the player to vary depending on the type of jackpot symbol selected. For example, a gaming machine is known that has two game states: a non-time-saving game state in which it is relatively difficult for a gaming ball to enter a predetermined start winning slot, and a time-saving game state in which it is relatively easy for a gaming ball to enter a predetermined start winning slot. When a specific jackpot symbol is selected, the game state after the special game ends is set to the time-saving game state (see Patent Documents 1 and 2). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-107139 [Patent Document 2] Japanese Patent Application Laid-Open No. 2008-253554 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the gaming machines described above, the game state set after the execution of a special game is associated with the type of jackpot symbol, and the non-time-saving game state cannot be changed to the time-saving game state without deciding to execute the special game (winning the jackpot) and executing the special game. Therefore, since there are significant restrictions on changing to different game states, it is difficult to design game specifications with a high degree of freedom, and there has been a problem in that it is not possible to provide novel gameplay that can increase the interest of players.
[0005] Therefore, the present invention has been made in view of the above-mentioned circumstances, and has as its object to provide a gaming machine that can provide novel gameplay that can increase the interest of players. [Means for solving the problem]
[0006] In order to achieve the above object, the present invention is configured as follows. (1) The gaming machine according to the present invention comprises a determination means capable of determining an execution result associated with the execution of a special game advantageous to the player, or a non-execution result associated with the non-execution of the special game, and a variable display means capable of executing a variable display based on the result of the determination by the determination means. A non-time-shortened gaming state in which a game can be played in which the difficulty of a game ball entering a predetermined starting area is relatively high and the average time of the variable display is relatively long, resulting in a relatively low frequency of variable display execution, and a non-time-shortened gaming state in which a game in which the difficulty of a game ball entering a predetermined starting area is relatively low and the average time of the variable display is relatively short, resulting in a relatively low frequency of variable display execution. and a setting means capable of setting one of a plurality of game states including a time-shortening game state in which a game can be played with a relatively high frequency of execution of variable display, wherein the time-shortening game state includes a first time-shortening game state which is set after the end of a special game which is executed based on a decision when an execution result is determined, and a second time-shortening game state which is set when a non-execution result is determined, the non-execution result including a first non-execution result and a second non-execution result, wherein the setting means ends the time-shortening game state and sets a non-time-shortening game state when a decision is made by the decision means for the number of time-shortening times corresponding to the time-shortening game state during the time-shortening game state, No. 1 During time-saving play Or during the second time-saving game modeIn a situation where a predetermined number of decisions have been made by the decision means and the number of time-shortening decisions has not been made, if a first non-execution result is decided, the time-shortening game state being set is terminated before the variable display based on the decision stops, and a second time-shortening game state can be set when the variable display based on the decision stops, while if a second non-execution result is decided, the time-shortening game state being set is not terminated before the variable display based on the decision stops, and the setting contents of the second time-shortening game state set based on the decision differ between when the first non-execution result is decided and when the second non-execution result is decided.
[0007] In the gaming machine according to the present invention, A non-execution result associated with the fact that the special game will not be executed By determining The difficulty of the game ball entering the specified starting area is relatively low. It is possible to play games with a relatively high frequency of variable display execution. Time saving The game state can be set, and unlike conventional gaming machines, there is no need to execute special games. Time saving The ability to set the game state allows for a high degree of freedom in the design of game specifications, and allows for innovative gameplay that can increase the player's interest. 。 [Effects of the Invention]
[0009] According to the present invention, it is possible to provide a gaming machine that can provide novel gameplay that can increase the interest of players. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. 1 is an external perspective view of a pachinko machine. [Figure 2] FIG. 1 is an external perspective view of a pachinko machine with the front door open. [Figure 3] FIG. 2 is a schematic front view of the game board of a pachinko machine. [Figure 4] FIG. 2 is a front schematic view of the inside of the attacker device of the pachinko machine. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 6]An explanatory diagram of a win / fail random number determination table for a pachinko machine. [Figure 7] An explanatory diagram of a win / fail random number determination table for a pachinko machine. [Figure 8] An explanatory diagram of a win / fail random number determination table for a pachinko machine. [Figure 9] An explanatory diagram of a win / fail random number determination table for a pachinko machine. [Figure 10] An explanatory diagram of a win / fail random number determination table for a pachinko machine. [Figure 11] An explanatory diagram of a win / fail random number determination table for a pachinko machine. [Figure 12] FIG. 10 is an explanatory diagram of a special symbol random number determination table for a pachinko machine. [Figure 13] FIG. 1 is an explanatory diagram of a special electric device operating table for a pachinko machine. [Figure 14] FIG. 10 is an explanatory diagram of a game status setting table for a pachinko machine. [Figure 15] FIG. 10 is an explanatory diagram of a variation pattern table for a pachinko machine. [Figure 16] FIG. 1 is an explanatory diagram of a random number determination table for determining a win in a pachinko machine. [Figure 17] FIG. 10 is an explanatory diagram of a normal symbol variation pattern determination table for a pachinko machine. [Figure 18] An explanatory diagram of the second start winning slot opening control table of a pachinko machine. [Figure 19] 10 is a flowchart showing an outline of the main processing in the main control board of the pachinko machine. [Figure 20] 10 is a flowchart showing an outline of timer interrupt processing in the main control board of a pachinko machine. [Figure 21] 10 is a flowchart showing an outline of the processing performed when a sensor detects something in the main control board of a pachinko machine. [Figure 22] 10 is a flowchart showing an outline of the processing performed when a gate is detected in the main control board of a pachinko machine. [Figure 23] This is a flowchart showing an outline of the processing when the first start winning slot is detected in the main control board of a pachinko machine. [Figure 24]This is a flowchart showing an outline of the processing when the second start winning port is detected in the main control board of a pachinko machine. [Figure 25] 10 is a flowchart showing an outline of a preliminary determination process in a main control board of a pachinko machine. [Figure 26] 10 is a flowchart showing an outline of the processing performed when a specific area is detected in the main control board of a pachinko machine. [Figure 27] This is a flowchart showing an outline of the special chart-related control processing in the main control board of a pachinko machine. [Figure 28] 10 is a flowchart showing an outline of the special symbol variation start processing in the main control board of a pachinko machine. [Figure 29] 10 is a flowchart showing an outline of the win / loss determination process in the main control board of a pachinko machine. [Figure 30] 10 is a flowchart showing an outline of the variation pattern determination process in the main control board of a pachinko machine. [Figure 31] 10 is a flowchart showing an outline of the special symbol variation stop processing in the main control board of a pachinko machine. [Figure 32] 10 is a flowchart showing an outline of post-stop processing in the main control board of a pachinko machine. [Figure 33] 10 is a flowchart showing an outline of the special game control processing in the main control board of the pachinko machine. [Figure 34] 10 is a flowchart showing an outline of the small win game control processing in the main control board of a pachinko machine. [Figure 35] 10 is a flowchart showing an outline of the special game ending process in the main control board of a pachinko machine. [Figure 36] 10 is a flowchart showing an outline of the general map-related control processing in the main control board of a pachinko machine. [Figure 37] 10 is a flowchart showing an outline of the normal pattern variation start processing in the main control board of a pachinko machine. [Figure 38] 10 is a flowchart showing an outline of the normal pattern variation stop processing in the main control board of a pachinko machine. [Figure 39]10 is a flowchart showing an outline of the processing after the normal symbol stops on the main control board of a pachinko machine. [Figure 40] 10 is a flowchart showing an outline of a movable piece control process in a main control board of a pachinko machine. [Figure 41] This is a state transition diagram showing the transition to each game state of a pachinko machine. [Figure 42] FIG. 10 is a diagram showing an example of the variable presentation of a pachinko machine. [Figure 43] FIG. 10 is a diagram showing an example of the variable presentation of a pachinko machine. [Figure 44] FIG. 10 is a diagram showing an example of the variable presentation of a pachinko machine. [Figure 45] FIG. 10 is a diagram showing an example of the variable presentation of a pachinko machine. [Figure 46] FIG. 10 is a diagram showing an example of the variable presentation of a pachinko machine. [Figure 47] FIG. 10 is an explanatory diagram of a variable effect determination table for a pachinko machine. [Figure 48] FIG. 10 is a diagram showing an example of the execution rate of preview effects on a pachinko machine. [Figure 49] A figure showing an example of the execution rate of the pre-reading effects of a pachinko machine. [Figure 50] FIG. 10 is a diagram showing an example of a special notification effect of a pachinko machine. [Figure 51] FIG. 10 is a diagram showing an example of a special notification effect of a pachinko machine. [Figure 52] FIG. 10 is a diagram showing an example of a special notification effect of a pachinko machine. [Figure 53] 1 is a time chart showing the progress of the variable effects and special notification effects of a pachinko machine. [Figure 54] 1 is a time chart showing the progress of the variable effects and special notification effects of a pachinko machine. [Figure 55] 10 is a flowchart showing an outline of the main processing in the sub-control board of the pachinko machine. [Figure 56] 10 is a flowchart showing an outline of timer interrupt processing in a sub-control board of a pachinko machine. [Figure 57]10 is a flowchart showing an outline of the variable pattern command receiving process in the sub-control board of a pachinko machine. [Figure 58] An explanatory diagram of a win / lose random number determination table for a pachinko machine according to modified example (2). [Figure 59] FIG. 10 is an explanatory diagram of a variation pattern table of a pachinko machine according to a modified example (36). [Figure 60] FIG. 10 is an explanatory diagram of a variation pattern table of a pachinko machine according to a modified example (36). [Figure 61] 10 is a state transition diagram showing transitions to each game state of a pachinko machine according to another application example 1. FIG. [Figure 62] FIG. 10 is an explanatory diagram of various settings of a pachinko machine according to another application example 3. [Figure 63] 10 is a state transition diagram showing transitions to each game state of a pachinko machine according to another application example 3. FIG. [Figure 64] FIG. 10 is an explanatory diagram of various settings of a pachinko machine according to another application example 4. [Figure 65] 10 is a state transition diagram showing transitions to each game state of a pachinko machine according to another application example 4. FIG. [Figure 66] 10 is a schematic front view of a game board of a pachinko machine according to another application example 5. FIG. [Figure 67] FIG. 10 is an explanatory diagram of various settings of a pachinko machine according to another application example 5. [Figure 68] 10 is a state transition diagram showing transitions to each game state of a pachinko machine according to another application example 5. FIG. [Figure 69] 13 is a schematic front view of a game board of a pachinko machine according to another application example 6. FIG. [Figure 70] 10 is an enlarged view of the second start winning hole and the movable piece of the pachinko machine according to another application example 6. FIG. [Figure 71] FIG. 10 is an explanatory diagram of various settings of a pachinko machine according to another application example 6. [Figure 72] 13 is a flowchart showing an outline of post-stop processing of a pachinko machine according to another application example 6. [Figure 73] 13 is a flowchart showing an outline of a process for counting the number of time-saving activations of a pachinko machine according to another application example 6. [Figure 74] 13 is a flowchart showing an outline of a special game ending process of a pachinko machine according to another application example 6. [Figure 75] 13 is a flowchart showing an outline of a RAM clearing process of a pachinko machine according to another application example 6. [Figure 76] 13 is a flowchart showing an outline of a process at the time of transmitting a spec designation command for a pachinko machine according to another application example 6. [Figure 77] FIG. 10 is a diagram showing an example of a manner of displaying the number of time-saving times and the number of time-saving activation times in a pachinko machine according to another application example 6. [Figure 78] FIG. 10 is a diagram showing an example of a manner of displaying the number of time-saving times and the number of time-saving activation times in a pachinko machine according to another application example 6. [Figure 79] FIG. 10 is a diagram showing an example of a manner of displaying the number of time-saving times and the number of time-saving activation times in a pachinko machine according to another application example 6. [Figure 80] FIG. 10 is a diagram showing an example of a manner of displaying the number of time-saving times and the number of time-saving activation times in a pachinko machine according to another application example 6. [Figure 81] 10 is an explanatory diagram of a win / fail random number determination table for a pachinko machine according to another application example 7. FIG. [Figure 82] 13 is a schematic diagram of a win / fail random number determination table for a pachinko machine according to another application example 7. FIG. [Figure 83] 13 is a schematic front view of a game board of a pachinko machine according to another application example 8. FIG. [Figure 84] An enlarged view of a specific second start winning port and a movable piece of a pachinko machine relating to another application example 8. [Figure 85] FIG. 13 is an explanatory diagram of various settings of a pachinko machine according to another application example 8. [Figure 86] FIG. 13 is an explanatory diagram of various settings of a pachinko machine according to another application example 8. [Figure 87] 10 is a state transition diagram showing transitions to each game state of a pachinko machine according to another application example 8. FIG. [Figure 88] FIG. 13 is a diagram showing an example of a variation presentation mode executed when a jackpot is won during a normal game state in a pachinko machine according to another application example 8. [Figure 89] FIG. 13 is a diagram showing an example of a variation presentation mode executed when a jackpot is won during a normal game state in a pachinko machine according to another application example 8. [Figure 90] 13 is a flowchart showing an outline of a special symbol variation start process of a pachinko machine according to another application example 8. [Figure 91] 13 is a flowchart showing an outline of a special symbol variation stop process for a pachinko machine according to another application example 8. [Figure 92] 13 is a flowchart showing an outline of post-stop processing of a pachinko machine according to another application example 8. [Figure 93] 13 is a flowchart showing an outline of a process for counting the number of times time-saving is activated in a pachinko machine according to another application example 8. [Figure 94] 13 is a flowchart showing an outline of a process for starting counting the number of times time-saving is activated in a pachinko machine according to another application example 8. [Figure 95] 13 is a flowchart showing an outline of a special game ending process of a pachinko machine according to another application example 8. [Figure 96] 13 is a flowchart showing an outline of a RAM clearing process of a pachinko machine according to another application example 8. [Figure 97] 13 is a schematic front view of a game board of a pachinko machine according to another application example 9. FIG. [Figure 98] FIG. 13 is an explanatory diagram of various settings of a pachinko machine according to another application example 9. [Figure 99] FIG. 13 is an explanatory diagram of various settings of a pachinko machine according to another application example 9. [Figure 100] 10 is a state transition diagram showing transitions to each game state of a pachinko machine according to another application example 9. FIG. [Figure 101] 10 is an explanatory diagram of various settings of a pachinko machine according to another application example 10. FIG. [Figure 102] 10 is an explanatory diagram of various settings of a pachinko machine according to another application example 10. FIG. [Figure 103] 10 is an explanatory diagram of the values of the first low-probability time-saving counter A and the first low-probability time-saving counter B after decrementing by 1 in a pachinko machine according to another application example 10. FIG. [Figure 104] 13 is a flowchart showing an outline of a special symbol variation start process of a pachinko machine according to another application example 10. [Figure 105] 13 is a flowchart showing an outline of a discrimination process of a pachinko machine according to another application example 10. [Figure 106] 13 is a flowchart showing an outline of a time point determination process of a pachinko machine according to another application example 10. [Figure 107] 13 is a flowchart showing an outline of a special game ending process of a pachinko machine according to another application example 10. [Figure 108] 13 is a flowchart showing an outline of a RAM clearing process of a pachinko machine according to another application example 10. [Figure 109] 13 is a flowchart showing an outline of a first low-probability time-shortening command reception process for a pachinko machine not passing through a jackpot according to another application example 10. FIG. [Figure 110] 13 is a flowchart showing an outline of a first low-probability time-shortening start command reception process of a pachinko machine according to another application example 10. FIG. [Figure 111] 10 is a flowchart showing an outline of a first low-probability time-saving end command reception process of a pachinko machine according to another application example 10. FIG. [Figure 112] 10 is a flowchart showing an outline of a variable pattern command reception process during a first low-probability time-shortening game state of a pachinko machine according to another application example 10. FIG. [Figure 113] FIG. 13 is an explanatory diagram of various settings of a pachinko machine according to another application example 11. [Figure 114] FIG. 13 is an explanatory diagram showing an example of the setting of the time-shortening game state of a pachinko machine according to another application example 11. [Figure 115] FIG. 13 is an explanatory diagram showing an example of the setting of the time-shortening game state of a pachinko machine according to another application example 11. [Figure 116] FIG. 13 is an explanatory diagram showing an example of the setting of the time-shortening game state of a pachinko machine according to another application example 11. [Figure 117] FIG. 13 is an explanatory diagram showing an example of the setting of the time-shortening game state of a pachinko machine according to another application example 11. [Figure 118]FIG. 13 is an explanatory diagram showing an example of the setting of the time-shortening game state of a pachinko machine according to another application example 11. [Figure 119] 13 is a flowchart showing an outline of the processing performed when a time-saving grant win is won in a pachinko machine according to another application example 11. [Figure 120] 13 is a flowchart showing an outline of processing at the end of a time-shortened gaming state of a pachinko machine according to another application example 11. [Figure 121] FIG. 16 is an explanatory diagram of various settings of a pachinko machine according to another application example 12. [Figure 122] FIG. 16 is an explanatory diagram of various settings of a pachinko machine according to another application example 12. [Figure 123] 13 is a flowchart showing an outline of the processing performed when a time-saving grant win is won in a pachinko machine according to another application example 12. [Figure 124] 13 is a flowchart showing an outline of a process when a small winning symbol is determined in a pachinko machine according to another application example 12. [Figure 125] 13 is a flowchart showing an outline of a process when the number of times of completion is reached in a pachinko machine according to another application example 12. [Figure 126] FIG. 13 is a diagram showing an example of a presentation during a high probability time-shortening game state of a pachinko machine according to another application example 12. [Figure 127] FIG. 13 is a diagram showing an example of the presentation during the first low-probability time-shortening game state of a pachinko machine according to another application example 12. [Figure 128] FIG. 13 is a diagram showing an example of the presentation during the second low-probability time-shortening game state of a pachinko machine according to another application example 12. [Figure 129] FIG. 13 is a diagram showing an example of the presentation during the second low-probability time-shortening game state of a pachinko machine according to another application example 12. [Figure 130] FIG. 13 is a diagram showing an example of the presentation during the second low-probability time-shortening game state of a pachinko machine according to another application example 12. [Figure 131] FIG. 13 is a schematic front view of a game board of a pachinko machine according to another application example 13. [Figure 132] FIG. 13 is an explanatory diagram of various settings of a pachinko machine according to another application example 13. [Figure 133]FIG. 13 is an explanatory diagram of various settings of a pachinko machine according to another application example 13. [Figure 134] 13 is a flowchart showing an outline of the special symbol variation start process of a pachinko machine according to another application example 13. [Figure 135] 13 is a flowchart showing an outline of a process for updating the number of times at the start of fluctuation in a pachinko machine according to another application example 13. [Figure 136] 13 is a flowchart showing an outline of the game state setting process at the start of fluctuation in a pachinko machine according to another application example 13. [Figure 137] 13 is a flowchart showing an outline of post-stop processing of a pachinko machine according to another application example 13. [Figure 138] 13 is a flowchart showing an outline of a process for updating the number of times when a stop display time has elapsed in a pachinko machine according to another application example 13. [Figure 139] 13 is a flowchart showing an outline of a game status setting process when a stop display time has elapsed in a pachinko machine according to another application example 13. [Figure 140] 13 is a flowchart showing an outline of a special game ending process of a pachinko machine according to another application example 13. [Figure 141] 13 is a flowchart showing an outline of a RAM clearing process of a pachinko machine according to another application example 13. [Figure 142] 13 is a flowchart showing an outline of a process performed when power is restored without clearing RAM in a pachinko machine according to another application example 13. [Figure 143] FIG. 13 is a diagram showing an example of a presentation during a high probability time-shortening game state of a pachinko machine according to another application example 13. [Figure 144] FIG. 13 is a diagram showing an example of a presentation during a high probability time-shortening game state of a pachinko machine according to another application example 13. [Figure 145] A figure showing an example of the presentation during the normal gaming state of a pachinko machine according to another application example 13 and when the first low-probability time-shortening gaming state is set. [Figure 146] A figure showing an example of the presentation during the normal gaming state of a pachinko machine according to another application example 13 and when the first low-probability time-shortening gaming state is set. [Figure 147]A figure showing an example of the presentation during the normal gaming state of a pachinko machine according to another application example 13 and when the first low-probability time-shortening gaming state is set. [Figure 148] A figure showing an example of the first low probability time-saving information suggestion display of a pachinko machine related to another application example 13. [Figure 149] An explanatory diagram of a first low probability time-saving information suggestion presentation mode determination table for a pachinko machine relating to another application example 13. [Figure 150] FIG. 13 is a diagram showing an example of a variable presentation by mode PT4 of a pachinko machine according to another application example 13. [Figure 151] FIG. 13 is a diagram showing an example of variable presentation by mode PT2 of a pachinko machine according to another application example 13. [Figure 152] FIG. 13 is a diagram showing an example of a variable presentation by mode PT3 of a pachinko machine according to another application example 13. [Figure 153] FIG. 13 is a diagram showing an example of a variable presentation by mode PT3 of a pachinko machine according to another application example 13. [Fig. 154] FIG. 13 is a diagram showing an example of a variable presentation by mode PT3 of a pachinko machine according to another application example 13. [Figure 155] FIG. 13 is a diagram showing an example of a variable presentation by mode PT3 of a pachinko machine according to another application example 13. [Figure 156] 13 is an explanatory diagram of the number symbol determination table of the aspects PT1 and PT2 of the pachinko machine according to another application example 13. FIG. [Figure 157] 13 is an explanatory diagram of a mode PT3 special development performance determination table, a mode PT3 number pattern determination table, and a mode PT3 special reach display determination table of a pachinko machine relating to another application example 13. [Figure 158] 13 is an explanatory diagram of a target symbol check table for reach stimulation effects in a pachinko machine according to another application example 13. [Figure 159] FIG. 13 is a diagram showing an example of an attention-calling effect of a pachinko machine according to another application example 13. [Figure 160] 13 is a flowchart showing an outline of a setting command reception process after the special game ends in the sub-control board of a pachinko machine according to another application example 13. [Figure 161]13 is a flowchart showing an outline of a time-saving number command receiving process in a sub-control board of a pachinko machine according to another application example 13. FIG. [Figure 162] 13 is a flowchart showing an outline of the first low-probability time-shortening information suggestion effect execution process in the sub-control board of a pachinko machine relating to another application example 13. [Figure 163] 13 is a flowchart showing an outline of a predetermined mode determination process in a sub-control board of a pachinko machine according to another application example 13. [Fig. 164] FIG. 13 is an explanatory diagram of various settings of a pachinko machine according to another application example 14. [Figure 165] FIG. 13 is an explanatory diagram of various settings of a pachinko machine according to another application example 14. [Figure 166] 13 is a flowchart showing an outline of the processing at the start of time-saving grant winning variation of a pachinko machine according to another application example 14. [Figure 167] 13 is a flowchart showing an outline of the processing when the time-saving grant winning stop display time has elapsed in a pachinko machine according to another application example 14. [Figure 168] FIG. 13 is a diagram showing an example of the presentation when the third low-probability time-shortening game state is set in the pachinko machine according to another application example 14. [Figure 169] FIG. 13 is a diagram showing an example of the presentation when the third low-probability time-shortening game state is set in the pachinko machine according to another application example 14. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, embodiments and application examples of the present invention will be described with reference to the drawings. Here, unless otherwise specified, the names of components, devices, etc., the names of means, symbols, step numbers, etc. (hereinafter referred to as symbols, etc.) used in the following embodiments and each application example are used as unique symbols in the embodiment and each application example. Therefore, for convenience of explanation, although symbols, etc. may be the same in the embodiment and each application example, these indicate symbols, etc. in the embodiment and each application example. (External configuration of pachinko machine P) The gaming machine according to this embodiment is a pachinko machine P that uses gaming balls as a gaming medium. Although not shown in the figure, in an amusement parlor where the pachinko machines P are installed, a plurality of pachinko machines P are arranged side by side in an installation area for gaming machines called an island, and a gaming ball lending device for lending the gaming balls is installed adjacent to each pachinko machine P. Furthermore, each pachinko machine P is connected to a corresponding gaming ball lending device R. The game ball lending device R can accept the insertion of bills and a storage medium (card) that stores the value information required for lending game balls. After inserting a bill (or a card) into the game ball lending device R, a player can receive game balls from the game ball lending device R by performing a predetermined operation on the pachinko machine P.
[0012] As shown in Figure 1 or Figure 2, the pachinko machine P of this embodiment comprises a machine frame 1 which is a rectangular frame body fixed to an island and has a hollow portion (not specifically shown), a main body frame 2 which is a rectangular frame body attached to the machine frame 1 by a hinge mechanism (not specifically shown) so as to be able to open and close freely, and which also has a hollow portion (not specifically shown), and a front door 3 which is attached to the main body frame 2 by a hinge mechanism (not specifically shown) so as to be able to open and close freely, and which has an opening (not specifically shown) formed on the front.
[0013] 1, a speaker serving as an audio output device 10 is provided in the lower left portion of the machine frame 1. A game board 11 for forming a game area 12 is housed in the hollow portion of the main body frame 2. The front door 3 is provided with a transparent plate 4 covering the opening, an upper tray 6 and a receiving tray 7 located below the transparent plate 4 and capable of receiving game balls, an operating handle 5 attached to the right of the receiving tray 7 for operating to launch the game balls, and two speakers serving as audio output devices 10 attached to the upper left and right portions of the transparent plate 4, one each.
[0014] In this pachinko machine P, when the main body frame 2 is closed against the machine casing 1 and the front door 3 is closed, the transparent plate 4 is positioned in front of the game board 11 with a gap between them. This allows the game board 11 located behind to be viewed through the transparent plate 4.
[0015] In addition, the upper tray 6 is configured to guide game balls dispensed by the game ball dispenser R and prize balls paid out from the pachinko machine P. The upper tray 6 is capable of holding a predetermined number of game balls, but when the upper tray 6 is full of game balls, game balls to be dispensed or paid out thereafter are guided to the receiving tray 7. In addition, although not specifically shown, the bottom surface of the receiving tray 7 is provided with a discharge hole for discharging the stored game balls and an opening / closing plate that can open and close the discharge hole. Normally, the discharge hole is closed by the opening / closing plate, but by moving an opening / closing lever 8 (see Figure 1) attached integrally with the opening / closing plate in the horizontal direction, the opening / closing plate also moves in the same direction, opening the discharge hole. This allows the game balls to fall through the discharge hole and be discharged out of the receiving tray 7.
[0016] The operating handle 5 is also formed so that the player can rotate it in a predetermined direction. When the player rotates the operating handle 5, the game balls held in the upper tray 6 are sent to a launching device (not shown), and the launching device launches the game balls toward the play area 12 with a strength that corresponds to the rotation angle of the operating handle 5. The game balls thus launched are guided upward by a pair of rails 13a, 13b fixed to the game board 11, and reach the play area 12.
[0017] Here, the game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 when the main frame 2 and the front door 3 are closed to the machine frame 1, which is partitioned into an approximately circular shape by a pair of rails 13a, 13b fixed to the game board 11, and is an area where game balls can flow down. As shown in FIG. 3, the game area 12 is composed of a first game area 12a, which is the area on the left side as seen from the player facing the pachinko machine P, and a second game area 12b, which is the area on the right side as seen from the player facing the pachinko machine P. The possibility of a game ball entering these two game areas 12 differs depending on the firing strength of the launching device. Specifically, when the firing strength of the launching device is less than a predetermined strength (a strength that prevents the game ball launched by the launching device from reaching the highest point in the game area 12), the game ball enters the first game area 12a. On the other hand, when the firing strength of the launching device is greater than or equal to a predetermined strength (a strength that allows the game ball launched by the launching device to reach the highest point in the game area 12), the game ball enters the second game area 12b.
[0018] Also, as shown in Fig. 3, within this gaming area 12, there are provided a windmill and numerous nails for making the direction in which gaming balls flow irregularly, a general winning opening 14 through which gaming balls can enter, a first starting winning opening 15 and a second starting winning opening 16 as starting areas, a gate 20 through which gaming balls can pass, an attacker device 17 that operates when predetermined conditions are met, an outlet 19 that guides gaming balls out of the gaming area 12, and an effect display device 21 that acts as an effect device that produces effects as the game progresses, etc. Note that Fig. 3 shows only some of the nails, and the other nails are omitted.
[0019] As shown in Figure 3, the general winning opening 14 is located slightly to the left of the center of the bottom of the game area 12, and when a game ball enters the general winning opening 14, a predetermined number of prize balls (five in this embodiment) are paid out. The number and location of the general winning slots 14 are not particularly limited.
[0020] As shown in Fig. 3, the first start winning opening 15 is located slightly below the center of the game area 12, and the second start winning opening 16 is located slightly above the center of the right part of the game area 12. In the pachinko machine P according to this embodiment, only game balls flowing down the first game area 12a can enter the first start winning opening 15, and game balls flowing down the second game area 12b cannot enter. In addition, only game balls flowing down the second game area 12b can enter the second start winning opening 16, and game balls flowing down the first game area 12a cannot enter.
[0021] 3, the second start winning opening 16 is provided with a movable piece 16b (a normal electric device) that can be opened and closed. When the movable piece 16b is closed, the second start winning opening 16 is in a closed state, and it is not possible for a game ball to enter the second start winning opening 16. On the other hand, when the movable piece 16b is opened, the second start winning opening 16 is in an open state, and this movable piece 16b functions as a guide member that guides the game ball toward the second start winning opening 16, thereby making it possible for the game ball to enter the second start winning opening 16. Furthermore, the configuration of this movable piece 16b is not particularly limited, and may be configured, for example, as a pair of blade members that rotate left and right around an axis perpendicular to the game board 11 to open and close the second start winning opening 16, or a lid member that rotates back and forth around an axis horizontal to the game board 11 to open and close the second start winning opening 16, or as a shutter member that slides up and down to open and close the second start winning opening 16. The installation locations of the first start winning opening 15 and the second start winning opening 16 are not particularly limited, and for example, the first start winning opening 15 and the second start winning opening 16 may be placed in a position that makes it easy for game balls flowing down either game area 12 (first game area 12a, second game area 12b) to enter.
[0022] When a game ball enters the first start winning slot 15 or the second start winning slot 16, a predetermined number of prize balls are paid out, and a lottery is held to determine whether or not a jackpot (described below) has been won (also referred to as a jackpot win), whether or not a small jackpot (described below) has been won (also referred to as a small jackpot win), and whether or not a time-saving game state (described below) will be granted (also referred to as a time-saving grant win), and one special symbol is selected from a plurality of predetermined special symbols according to the result of the lottery. There are multiple types of special symbols that can be selected, and depending on the type of special symbol selected, a game benefit such as the execution of a special game advantageous to the player, the execution of a small jackpot game, or the granting of a time-saving game state (setting of a first time-saving game state described below) is awarded. The number of prize balls paid out based on the entry of a game ball into the first start winning port 15 or the second start winning port 16 is not particularly limited as long as it is one or more, and may be any number. Furthermore, the number of prize balls may be the same or different between the start winning port (second start winning port 16) provided with the movable piece 16b and the start winning port (first start winning port 15) not provided with the movable piece 16b. In the pachinko machine P according to this embodiment, the number of prize balls paid out based on the entry of a game ball into the first start winning port 15 is four, and the number of prize balls paid out based on the entry of a game ball into the second start winning port 16 is one.
[0023] As shown in Fig. 3, the gate 20 is provided above the second start winning opening 16. When a gaming ball passes through this gate 20, a lottery for a normal symbol, which will be described later, is held. If the result of the lottery for the normal symbol is a winning one, the movable piece 16b provided in the second start winning opening 16 is opened for a predetermined time.
[0024] As shown in FIG. 3, the attacker device 17 is provided in the lower right portion of the game area 12 (below the second start winning opening 16). The attacker device 17 includes a large winning opening 18 into which game balls can enter, and an opening / closing door 18b that opens and closes the large winning opening 18. Normally, the opening / closing door 18b is closed and the large winning opening 18 is closed, preventing game balls from entering the large winning opening 18. However, when the special game or small prize game described above is played, the opening / closing door 18b opens and the large winning opening 18 is opened, allowing game balls to enter the large winning opening 18. Specifically, during the special game described above, a round game in which the large winning opening 18 is opened is played multiple times, and during the small prize game described above, the large winning opening 18 is opened once. When one game ball enters the big prize opening 18, a predetermined number of prize balls (10 in this embodiment) are paid out. 3, game balls flowing down the second game area 12b can enter this large prize opening 18, but game balls flowing down the first game area 12a cannot. Although not specifically shown, nails, windmills, etc. are arranged so that almost all game balls flowing down the second game area 12b can reach the large prize opening 18, except for those that enter the second start prize opening 16. Therefore, as long as game balls continue to be shot out as long as the large prize opening 18 is open, the game balls will enter the large prize opening 18.
[0025] 4(a) and (b), a rolling path 51 is provided inside the attacker device 17, along which a gaming ball that has entered the large prize opening 18 can roll to the left. This rolling path 51 branches into an upper passage 52 and a lower passage 53 at a predetermined position in the rolling direction, and a general area 58 is provided at the end of the upper passage 52, into which a gaming ball that has entered the large prize opening 18 can enter, and a specific area 57 is provided at the end of the lower passage 53, into which a gaming ball that has entered the large prize opening 18 can enter (see FIGS. 4(a) and (b)).
[0026] 4(a) and 4(b), a distributing member 59 that distributes game balls to either the upper passage 52 or the lower passage 53 is provided at the position where the upper passage 52 and the lower passage 53 branch off. This distributing member 59 is rotatable about an axis perpendicular to the gaming board 11 and is displaceable between a first position where it opens the path to the upper passage 52 and blocks the path to the lower passage 53, and a second position where it blocks the path to the upper passage 52 and opens the path to the lower passage 53. A game ball that enters the big prize opening 18 proceeds to the upper passage 52 and enters the general area 58 when the distributing member 59 is located at the first position, and proceeds to the lower passage 53 and enters the specific area 57 when the distributing member 59 is located at the second position.
[0027] In addition, although not specifically shown, the attacker device 17 is provided with a specific area outlet for discharging game balls that have entered the specific area 57 outside the large prize opening 18 (on the back side of the game board 11), and a general area outlet for discharging game balls that have entered the general area 58 outside the large prize opening 18 (on the back side of the game board 11).
[0028] In addition, in the pachinko machine P of this embodiment, the manner of opening and closing (opening and closing pattern) of the opening and closing door 18b and the manner of operation (operation pattern) of the distribution member 59 in the round game executed during the above-mentioned special game are set for each type of special pattern determined when a jackpot is won. In the pachinko machine P according to this embodiment, when a predetermined number of game balls (one in this embodiment) enter the specific area 57 during a specific round of play, the game state after the end of the special game is set to a game state that combines a high-probability game state, which is a game state advantageous to the player, and a time-saving game state. On the other hand, when a predetermined number of game balls do not enter the specific area 57 during a specific round of play (i.e., when all game balls that entered the big prize opening 18 enter the general area 58), the game state after the end of the special game is set to a game state (normal game state) that combines a low-probability game state and a non-time-saving game state. The opening and closing pattern of the opening and closing door 18b, the operation pattern of the sorting member 59, and the setting of the game state will be described in detail later. As described above, instead of setting the game state after the end of a special game to a high-probability game state or a time-saving game state when a predetermined number of game balls enter the specific area 57 during a round of play during a special game, the game state after the end of the special game may be set to a high-probability game state or a time-saving game state depending on the type of special symbol determined when a jackpot is won. For example, when a jackpot is won and a specific special symbol is determined, the game state after the end of the special game may be set to a game state combining a high-probability game state and a time-saving game state (high-probability time-saving game state), but if a special symbol other than the specific special symbol is determined, the game state after the end of the special game may be set to a game state combining a low-probability game state and a non-time-saving game state (normal game state). In this way, if the game state after the end of a special game is determined depending on the type of special symbol, there is no need to provide the specific area 57 described above.
[0029] 3, the outlet 19 is provided at the bottom of the game area 12 and receives game balls that have not entered any of the general winning hole 14, the first starting winning hole 15, the second starting winning hole 16, and the big winning hole 18. The game balls received in the outlet 19 are then guided to the back side of the game board 11 and collected.
[0030] As shown in Fig. 3, the effect display device 21 is provided in approximately the center of the play area 12. In the pachinko machine P according to this embodiment, a liquid crystal display device is used as this effect display device 21. The effect display device 21 is provided with a display unit 21a for displaying images such as moving images and still images, and in addition to displaying a background image, the display unit 21a displays effect symbols 50 (dummy symbols) in a variable manner, and a variable effect is performed to notify the player of the result of the winning or losing lottery depending on the stop display mode of each effect symbol 50. The performance display device 21 is not limited to a liquid crystal display device, but may be, for example, a drum-type display device that uses multiple drums with patterns on the outer periphery to display various types of information.
[0031] The pachinko machine P of this embodiment is equipped with, as a performance device, a performance display device 21, as well as a speaker as the above-mentioned audio output device 10, and a lamp (see Figure 1) as a performance lighting device 23 that produces performance by emitting light in various colors and lighting patterns. However, the performance devices are not limited to these, and may include, for example, performance prop devices that move at various times and in various ways.
[0032] In addition, a performance operation device 9 is provided in front of the upper tray 6, which can be operated by the player to progress or switch the performances executed during play or standby. In this embodiment, the performance operation device 9 is composed of an operation dial 9a, which is a circular ring-shaped frame that can be rotated, and an operation button 9b that is fitted into the operation dial 9a and can be pressed. When a predetermined performance is being executed by the performance display device 21, rotating the operation dial 9a or pressing the operation button 9b will progress various performances, such as variable performances, or switch to a different display. The effect operation device 9 is not limited to the operation dial 9a and the operation button 9b, but may be provided with a cross key or the like that allows input in the up, down, left, and right directions. In addition to providing the effect operation device 9 such as the operation dial 9a and the operation button 9b, the above-mentioned cross key may be provided separately.
[0033] Also, as shown in Figure 3, in the lower right part of the game board 11 and outside the game area 12, there are provided a first special pattern display device 30, a second special pattern display device 31, a first special pattern reserve display device 38, a second special pattern reserve display device 39, a normal pattern display device 32 and a normal pattern reserve display device 33 as devices for displaying various statuses of the game.
[0034] As described above, the pachinko machine P according to this embodiment is electrically connected to the game ball lending device R, and operations for the game ball lending device R, such as lending game balls and discharging cards, can be accepted by the pachinko machine P. For this reason, the pachinko machine P is provided with a value information display device 35 that displays value information (balance information) stored in the card, a ball lending button 36 that can be pressed, and a card return button 37 that can be pressed, as shown in Fig. 1 .
[0035] (Configuration of control means of pachinko machine P) Next, a control means for controlling the game and effects of the pachinko machine P will be described. The above-mentioned control means is composed of various control boards, and specifically, as shown in Figure 5, it includes a main control board 100 that controls the basic game operations of the pachinko machine P, a launch / payout control board 200 that controls the launch of game balls and the payout of prize balls, a sub-control board 300 that controls various presentations, and a game ball lending control board 400 that relays operations to the game ball lending device R.
[0036] 5, the main control board 100 is connected to a launch / payout control board 200 and a sub-control board 300, and the launch / payout control board 200 is connected to a game ball lending control board 400. Furthermore, the main control board 100 and the launch / payout control board 200 are connected to an external information terminal board 500 for outputting various information on the progress of the game to the outside of the pachinko machine P (for example, to a hall computer in an amusement parlor, etc.). In the pachinko machine P of this embodiment, as described above, the launch / payout control board 200 controls both the launch of game balls and the payout of prize balls, but a board that controls the launch of game balls (launch control board) and a board that controls the payout of prize balls (payout control board) may be provided separately.
[0037] Although not specifically shown, a power supply board is connected to each board provided in the pachinko machine P according to this embodiment. This power supply board is provided with a backup power supply, and when the voltage value of the power supplied to the pachinko machine P falls below a predetermined value, it is determined that a power interruption has occurred and a power interruption signal is output to the main control board 100.
[0038] The main control board 100 controls the games played on the pachinko machine P, and specifically controls the special symbol games (lottery to determine whether the game is won or lost, determination of the special symbol, display of the changing special symbol (hereinafter also referred to as the change in the special symbol)) that start when the game ball enters the first start winning port 15 or the second start winning port 16, the regular symbol games (lottery to determine whether the game is won or lost, display of the changing normal symbol (hereinafter also referred to as the change in the normal symbol) etc.) that start when the game ball passes through the gate 20, special games that are advantageous to the player, small win games, etc. As shown in Figure 5, this main control board 100 is equipped with a main CPU 101 that performs various calculation processes, a main ROM 102 that stores control programs for progressing the game and data and tables necessary for the game, and a main RAM 103 that is used as a temporary storage area during calculation processes. Then, based on signals from each detection sensor and timer described later, the main CPU 101 reads out a control program stored in the main ROM 102 and performs arithmetic processing, as well as controls various devices connected to the main CPU 101 and sends commands to other boards based on the results of the arithmetic processing.
[0039] 5, the main control board 100 is connected to a general prize opening detection sensor 14a that detects the entry of a game ball into the general prize opening 14, a first start prize opening detection sensor 15a that detects the entry of a game ball into the first start prize opening 15, a second start prize opening detection sensor 16a that detects the entry of a game ball into the second start prize opening 16, a special prize opening detection sensor 18a that detects the entry of a game ball into the special prize opening 18, a gate detection sensor 20a that detects the passage of a game ball through the gate 20, a fraud detection sensor 35 that detects magnetism, radio waves, etc. directed toward the game board 11, and a specific area detection sensor 57a that detects the entry of a game ball into the specific area 57. The detection signals output from each of these detection sensors are input to the main control board 100. It should be noted that the sensors connected to the main control board 100 are not limited to these, and for example, a general area detection sensor that detects when a gaming ball enters the general area 58 may be provided.
[0040] Furthermore, the main control board 100 is connected to the following devices to be controlled: a start winning port solenoid 16c that drives the movable piece 16b of the second start winning port 16 to open and close; a large winning port solenoid 18c that drives the opening and closing door 18b of the large winning port 18 to open and close; a distribution member solenoid 59c that displaces the distribution member 59; a first special pattern display device 30; a second special pattern display device 31; a normal pattern display device 32; a first special pattern reserve display device 38; a second special pattern reserve display device 39; and a normal pattern reserve display device 33. The main control board 100 drives each solenoid to control the opening and closing of the second start winning opening 16 and the large winning opening 18, control the displacement of the sorting member 59, and also control the display of each display device.
[0041] Furthermore, in the pachinko machine P according to this embodiment, multiple stages from setting value 1 to setting value 6 are defined as settings for ball output, and the probability of winning a jackpot in the win / lose lottery described below varies depending on the setting value. For example, setting value 6 is set to have a higher probability of winning a jackpot than setting value 1, and if the probability of winning a jackpot is higher, the possibility of winning prize balls also increases, so changing the setting value changes the amount of prize balls expected to be paid out in that pachinko machine P. Also, a win / lose random number determination table 110 used in the win / lose lottery described below is provided corresponding to each of setting values 1 to 6, and when the setting value is changed, the win / lose random number determination table 110 provided for each setting value is changed as a whole. Although not shown, the main control board 100 is provided with a RAM clear switch and a setting switch used to change the above-mentioned setting values. In the pachinko machine P according to this embodiment, when the front door 3 is open and the power is turned on with both the RAM clear switch and the setting switch on, the machine transitions to a setting change state in which the setting values can be changed. Then, in this setting change state, the setting values can be changed by operating the RAM clear switch.
[0042] Although not specifically shown, the launch and payout control board 200, like the main control board 100, is equipped with a CPU, ROM, and RAM, and is connected to the main control board 100 so as to be able to communicate bidirectionally.
[0043] 5, the firing / payout control board 200 is connected with devices for controlling the firing of game balls, including a touch sensor 5a that detects when a player touches the operating handle 5, an operation volume 5b that detects the operating angle (rotation angle) of the operating handle 5, a firing stop switch 5c that stops the firing of game balls, a ball feed solenoid 60 that sends game balls received in the upper tray 6 to a firing device (not shown), and a firing motor 61 that fires game balls. Control signals output from the touch sensor 5a, the operation volume 5b, and the firing stop switch 5c are input to the firing / payout control board 200.
[0044] When control signals from the touch sensor 5a and the operation volume 5b are input to the launch / payout control board 200, the ball feed solenoid 60 and the launch motor 61 are energized to control the launch of game balls. Also, while the ball feed solenoid 60 and the launch motor 61 are energized, game balls are continuously launched at 0.6 second intervals (i.e., a launch pace of 100 balls per minute). On the other hand, when a control signal from the launch stop switch 5c is input to the launch / payout control board 200, control is performed to stop the energization of the ball feed solenoid 60 and the launch motor 61 to stop the launch of game balls. It should be noted that a rotary solenoid may be used instead of the launch motor 61 as a device for launching the game balls.
[0045] 5, the launch payout control board 200 is connected to a payout motor 62 that pays out game balls stored in a game ball storage unit (not specifically shown) as prize balls, and a payout counting switch 63 that detects and counts the paid-out game balls, as devices for controlling the payout of game balls. When the launch payout control board 200 receives a payout number command transmitted from the main control board 100, the launch payout control board 200 controls the payout motor 62 to pay out a predetermined number of game balls (prize balls) based on the payout number command. At this time, the number of paid-out game balls is counted by the payout counting switch 63, making it possible to determine whether the predetermined number of game balls (prize balls) have been paid out.
[0046] Furthermore, as shown in Figure 5, the shooting and dispensing control board 200 is connected to a front door open detection sensor 3a that detects the open state of the front door 3 and a tray full detection sensor 7a that detects the full state of the tray 7.
[0047] The front door open detection sensor 3a outputs an open detection signal to the shooting / dispensing control board 200 when it detects that the front door 3 is open, and the open detection signal is output continuously while the front door 3 is open. When the open detection signal is input, the shooting / dispensing control board 200 sends a door open command to the main control board 100. In response to this, the front door open detection sensor 3a turns off when it no longer detects that the front door 3 is open, and stops outputting the door open detection signal. When the input of the door open detection signal stops, the shooting / dispensing control board 200 determines that the front door 3 is closed, and stops sending the door open command to the main control board 100.
[0048] The tray full detection sensor 7a is provided at a predetermined position on the tray 7. When the tray 7 is filled with a predetermined amount of game balls to be paid out as prize balls, the stored game balls reach the predetermined position. The tray full detection sensor 7a turns on when it detects that the gaming balls have reached the predetermined position, outputting a tray detection signal to the launch / payout control board 200. The tray detection signal is continuously output while the stored gaming balls are at the predetermined position. When the tray detection signal is input, the launch / payout control board 200 sends a tray full command to the main control board 100. In response, when the tray full detection sensor 7a no longer detects that the gaming balls have reached the predetermined position, it turns off and stops outputting the tray detection signal. When the input of the tray detection signal stops, the launch / payout control board 200 determines that the tray full state of the tray 7 has been released, and stops sending the tray full command to the main control board 100.
[0049] As described above, the launching and dispensing control board 200 is connected to a game ball lending control board 400 that relays operations to the game ball lending device R. As shown in Figure 5, the launching and dispensing control board 200 is connected via the game ball lending control board 400 to a value information display device 35, a ball lending switch 36a that detects the pressing operation of the ball lending button 36, and a card return switch 37a that detects the pressing operation of the card return button 37.
[0050] When the ball lending button 36 is pressed, a detection signal output from the ball lending switch 36a is input to the launching and dispensing control board 200, and the launching and dispensing control board 200 transmits a lending request signal requesting the lending of game balls to the game ball lending device R. Then, when the game ball lending device R receives the lending request signal, the game ball lending device R performs a process of subtracting predetermined value information from the stored value information, and controls the dispensing of the number of game balls corresponding to the subtracted value information. When the card return button 37 is pressed, a detection signal output from the card return switch 37a is input to the launch / payout control board 200, and the launch / payout control board 200 transmits a return request signal requesting the return of the card to the game ball lending device R. When the game ball lending device R receives the return request signal, it controls the game ball lending device R to dispense the card.
[0051] The sub-control board 300 controls the effects that are executed during play, standby, etc. As shown in Figure 5, this sub-control board 300 is equipped with a sub-CPU 301 that performs various calculation processes, a sub-ROM 302 that stores control programs for executing performances, data and tables necessary for executing performances, and a sub-RAM 303 that is used as a temporary storage area during calculation processes, and is connected so as to enable one-way communication from the main control board 100 to the sub-control board 300. Then, based on commands sent from the main control board 100 and signals from the timer, the sub-CPU 301 reads out the control program stored in the sub-ROM 302 and performs arithmetic processing, and sends commands for executing performances to an image control board (not specifically shown) for controlling image display, an audio control board (not specifically shown) for controlling audio output, and an electric lighting control board (not specifically shown) for controlling the lighting on and off. In the pachinko machine P of this embodiment, as described above, the audio control board and the lighting control board are provided separately, but it is also possible to provide a single board (audio and lighting control board) that combines the functions of these boards, and to use this board to control both audio output and lighting.
[0052] The sub-control board 300 is also connected to the performance display device 21 via an image control board, and to the audio output device 10 via an audio control board. Furthermore, the sub-control board 300 is connected to the performance lighting device 23 via an illumination control board, a rotation operation detection sensor 9c that detects the rotation operation of the operation dial 9a, and a press operation detection sensor 9d that detects the press operation of the operation button 9b.
[0053] Although not specifically shown, the image control board is equipped with an image CPU, image ROM, image RAM, etc. The image ROM of this image control board stores image data such as the effect pattern 50 and background displayed on the effect display device 21. Then, based on a command sent from the sub-control board 300, the image CPU controls the image display by the effect display device 21 by storing the image data read from the image ROM in the image RAM.
[0054] Although not specifically shown, the audio control board includes a sound chip (CPU), sound ROM, sound RAM, etc. The sound ROM stores sound data such as audio and background music output from the audio output device 10. Based on commands sent from the sub-control board 300, the sound data read from the sound ROM is stored in the sound RAM, thereby controlling the audio output from the audio output device 10.
[0055] The illumination control board controls the lighting by the illumination effect device 23 based on commands from the sub-control board 300. In addition, when a rotation operation detection signal output from the rotation operation detection sensor 9c based on the rotation operation of the operation dial 9a or a pressing operation detection signal output from the pressing operation detection sensor 9d based on the pressing operation of the operation button 9b is input, the illumination control board transmits a predetermined command to the sub-control board 300.
[0056] (Overview of Pachinko Machine P) Next, the game in the pachinko machine P of this embodiment will be explained based on various tables stored in the main ROM 102. As described above, in the pachinko machine P of this embodiment, the special game and the regular game proceed in parallel. In addition, as the game state when these two games proceed, either a low probability game state (so-called non-probability game state) or a high probability game state (so-called probability game state) is set as a game state that combines either a non-time-saving game state or a time-saving game state. In addition, in the pachinko machine P of this embodiment, two time-saving game states are provided, a first time-saving game state and a second time-saving game state, and either of the time-saving game states is set. Specifically, in the pachinko machine P of this embodiment, one of the following game states is set: a game state combining a low-probability game state and a non-time-shortened game state (hereinafter referred to as the normal game state), a game state combining a low-probability game state and a first time-shortened game state (hereinafter referred to as the first low-probability time-shortened game state), a game state combining a low-probability game state and a second time-shortened game state (hereinafter referred to as the second low-probability time-shortened game state), or a game state combining a high-probability game state and a second time-shortened game state (hereinafter referred to as the high-probability time-shortened game state).
[0057] Here, the low-probability gaming state and the high-probability gaming state are gaming states that are set so that the probability of winning a jackpot through a hit / miss lottery, which will be described later, is different, and in the high-probability gaming state, the probability of winning a jackpot through a hit / miss lottery is set to a higher value than in the low-probability gaming state. In other words, it is easier to win a jackpot through a hit / miss lottery in the high-probability gaming state than in the low-probability gaming state.
[0058] In addition, the non-time-shortened game state and the time-shortened game state are game states that are set so that the difficulty of getting a game ball into the second start winning port 16 is different, and in the time-shortened game state, it is set so that the movable piece 16b is more likely to be maintained in the open state (i.e., the second start winning port 16 is more likely to be in the open state) than in the non-time-shortened game state. In other words, it is easier for a game ball to get into the second start winning port 16 during the time-shortened game state than during the non-time-shortened game state. In addition, in the pachinko machine P according to this embodiment, as described above, two time-shortening game states, a first time-shortening game state and a second time-shortening game state, are provided, and in the second time-shortening game state, the movable piece 16b is set to be more likely to be maintained in the open state than in the first time-shortening game state. That is, in the pachinko machine P according to this embodiment, the game ball is most likely to enter the second start winning port 16 during the second time-shortening game state, next, the game ball is most likely to enter the second start winning port 16 during the first time-shortening game state, and the game ball is most unlikely to enter the second start winning port 16 during the non-time-shortening game state. In addition, the normal game mode is set in the initial state immediately after shipping from the factory or after resetting.
[0059] In the pachinko machine P according to this embodiment, when a game ball that is launched by a launching device (not shown) and flows down the game area 12 enters the first start winning port 15 or the second start winning port 16, a lottery is held to determine whether or not a special symbol is associated with a game profit based on the result of the lottery. In the lottery according to this embodiment, first, a judgment is made as to whether or not a jackpot has been won, and if a judgment result is derived that the jackpot has not been won (hereinafter also referred to as a non-win of the jackpot), then a judgment is made as to whether or not a small jackpot has been won, and if a judgment result is derived that the small jackpot has not been won (hereinafter also referred to as a non-win of the small jackpot), then a judgment is made as to whether or not a time-saving game state will be granted (whether or not a time-saving game state will be granted, in other words, whether or not a time-saving game state will be set), and if a judgment result is derived that the time-saving game state will not be granted (hereinafter also referred to as a non-win of the time-saving game state), then the winning or losing is determined. Then, when the result of this lottery indicates that a jackpot has been won (i.e., when a jackpot has been won), the big prize opening 18 is opened and a special game is executed that allows a game ball to enter the big prize opening 18, and furthermore, the game state after the special game ends is set to either the normal game state, the second low-probability time-shortened game state or the high-probability time-shortened game state. In other words, after the special game ends, the game state transitions to either the normal game state, the second low-probability time-shortened game state or the high-probability time-shortened game state.
[0060] Furthermore, when the result of the above-mentioned win / lose lottery indicates that a small prize has been won (i.e., when a small prize has been won), the large prize opening 18 is opened and a small prize game is played in which a game ball can enter the large prize opening 18. When a game ball enters the large prize opening 18 in this small prize game, a predetermined number of game balls are paid out as described above. The game status after the end of the small prize game remains the same as the game status before the small prize game started. In other words, when a small prize game is played, the game status does not change.
[0061] Furthermore, when the result of the above-mentioned winning / losing lottery indicates that the time-saving game state will be granted (hereinafter also referred to as winning the time-saving grant), the low-probability game state remains unchanged and the first time-saving game state is set. In other words, when the above-mentioned winning / losing lottery results in winning the time-saving grant, the game state transitions from the normal game state to the first low-probability time-saving game state. In contrast, when the above-mentioned winning / losing lottery results in not winning the time-saving grant, the game state remains the normal game state. In the pachinko machine P according to this embodiment, the determination of whether or not the time-saving bonus will be awarded is made only in the win / loss lottery during the normal game state, and the determination of whether or not the time-saving bonus will be awarded is not made in the win / loss lottery during other game states. Therefore, since the determination result of whether or not the time-saving bonus will be awarded is not derived during other game states, the game state is set not to change without winning a jackpot and executing a special game.
[0062] In the pachinko machine P according to this embodiment, game balls flowing down the first game area 12a can enter the first start winning hole 15. Also, game balls flowing down the second game area 12b can pass through the gate 20, enter the second start winning hole 16, and enter the big winning hole 18. During the normal game state and the first low-probability time-shortened game state, the player is made to shoot the game ball toward the first game area 12a (so-called left-handed shot) so that the game ball will enter the first start winning port 15, and during the second low-probability time-shortened game state, the high-probability time-shortened game state and the special game, the player is made to shoot the game ball toward the second game area 12b (so-called right-handed shot) so that the game ball will enter the large winning port 18 or pass through the gate 20 and enter the second start winning port 16. Specifically, during the second low-probability time-saving game state, the high-probability time-saving game state and the special game state, the effect display device 21 displays a display instructing the player to shoot a game ball toward the second game area 12b, and during the normal game state and the first low-probability time-saving game state, the effect display device 21 displays a display instructing the player to shoot a game ball toward the first game area 12a.
[0063] The winning / losing lottery is conducted based on various random numbers obtained when the game ball enters the first starting winning slot 15 or the second starting winning slot 16, and various tables stored in the main ROM 102 for determining the random numbers. Here, the pachinko machine P of this embodiment has, as random numbers for determining the win / lose lottery and the special pattern, a win / lose random number used to determine the result of the win / lose lottery (jackpot, small win, granting of time-saving play state or loss), a special pattern random number used to determine the type of special pattern, and a fluctuation pattern random number used to determine the fluctuation pattern command described below. In the pachinko machine P according to this embodiment, the above-mentioned winning / losing random number uses a hardware random number built into the main control board 100. This winning / losing random number is updated according to a set rule, and the random number sequence is automatically changed every time the random number sequence completes one cycle, and the start value is changed every time the system is reset. The variation pattern command is for determining the pattern (variation time, mode) of the variation effect that can notify the result of the winning / losing lottery. The random numbers used to determine the variation pattern command are not limited to those described above, and for example, other random numbers may be used in addition to these random numbers.
[0064] When a game ball enters the first start winning port 15 or the second start winning port 16, a random number value is obtained for each of the above-mentioned random numbers, and each random number value is stored in a reserved memory area of the main RAM 103. This reserved memory area is composed of a first reserved memory area for storing each random number value (hereinafter referred to as first special random number) of the random number related to the winning / losing lottery and the determination of the special symbol, which is obtained by the entry of a gaming ball into the first start winning slot 15, and a second reserved memory area for storing each random number value (hereinafter referred to as second special random number) of the random number related to the winning / losing lottery and the determination of the special symbol, which is obtained by the entry of a gaming ball into the second start winning slot 16. Each of these reserved memory areas is composed of a total of four memory units, from the first memory unit to the fourth memory unit, and is capable of storing a total of four sets of first special random numbers and four sets of second special random numbers.
[0065] Furthermore, in the pachinko machine P according to this embodiment, when a gaming ball enters the first start winning port 15, the first special symbol random number is stored in order from the first storage unit of the first reserve storage area. For example, when a gaming ball enters the first start winning port 15 in a state where the first special symbol random number is not stored in any storage unit of the first reserve storage area, the first special symbol random number acquired in response to this is stored in the first storage unit of the first reserve storage area. Also, when a gaming ball enters the first start winning port 15 in a state where the first special symbol random number is stored in the first storage unit of the first reserve storage area, the first special symbol random number acquired in response to this is stored in the second storage unit of the first reserve storage area. Furthermore, in a state where the first special chart random number is stored in the first memory section and the second memory section of the first reserved memory area, if a gaming ball enters the first start winning hole 15, the first special chart random number acquired in response to this is stored in the third memory section of the first reserved memory area. Also, in a state where the first special chart random number is stored in the first to third memory sections of the first reserved memory area, if a gaming ball enters the first start winning hole 15, the first special chart random number acquired in response to this is stored in the fourth memory section of the first reserved memory area. And, in a state where the first special chart random number is stored in the first to fourth memory sections of the first reserved memory area, if a gaming ball enters the first start winning hole 15, the first special chart random number related to this entry is not stored.
[0066] Similarly, when a game ball enters the second start winning hole 16, the second special random number is stored in the first storage section of the second reserved storage area in order. The specific storage process is the same as the storage of the first special random number described above, so a description thereof will be omitted. In addition, in the pachinko machine P of this embodiment, the number of sets of first special random numbers stored in the first reserve memory area (hereinafter referred to as the first reserve number) is stored in a first reserve number counter (not specifically shown), and the number of sets of second special random numbers stored in the second reserve memory area (hereinafter referred to as the second reserve number) is stored in a second reserve number counter (not specifically shown). In this specification, as described above, the storage of the first special random number and the second special random number in the reserved memory area is also referred to as "reservation" or "reserved memory," and the first reserved number and the second reserved number are also simply referred to as "reserved numbers."
[0067] The pachinko machine P of this embodiment has a win / lose random number determination table 110 for determining the result of the win / lose lottery, a special pattern random number determination table 111 for determining the type of special pattern, a special electric device operation table 112 for controlling the special game that is executed when a big win is won and the small win game that is executed when a small win is won, a game state setting table 113 for setting the game state after the determination result that a time-shortened game state is granted is derived (after a time-shortened pattern that is determined to set the first time-shortened game state described below is decided) or after the special game ends, and a fluctuation pattern table 114 for determining a fluctuation pattern command. Note that tables related to lottery results and the like are not limited to these, and tables may be provided as appropriate when it is necessary to make judgments or decisions based on random numbers.
[0068] The win / loss random number determination table 110 is used to determine the result of the win / loss lottery (winning a big win, winning a small win, winning or losing the time-saving grant), and is roughly divided into a win / loss random number determination table 110 (hereinafter referred to as table A) that is referenced in a low-probability game state, and a win / loss random number determination table 110 (hereinafter referred to as table B) that is referenced in a high-probability game state. Also, as shown in Figures 6 to 11, six types of tables A and B are provided, each corresponding to the currently set value.
[0069] Specifically, table A includes table A1, which is referenced when the setting value is "1," table A2, which is referenced when the setting value is "2," table A3, which is referenced when the setting value is "3," table A4, which is referenced when the setting value is "4," table A5, which is referenced when the setting value is "5," and table A6, which is referenced when the setting value is "6." Table B includes table B1, which is referenced when the setting value is "1", table B2, which is referenced when the setting value is "2", table B3, which is referenced when the setting value is "3", table B4, which is referenced when the setting value is "4", table B5, which is referenced when the setting value is "5", and table B6, which is referenced when the setting value is "6".
[0070] In the pachinko machine P according to this embodiment, when a game ball enters the first start winning slot 15 or the second start winning slot 16, one win / loss random number is obtained within the numerical range of 0 to 65535. Then, one of the above-mentioned win / loss random number determination tables 110 is selected according to the setting value set in the pachinko machine P and the game status at the time of the win / loss lottery, and the result of the win / loss lottery is determined based on the obtained win / loss random number and the selected win / loss random number determination table 110.
[0071] As shown in Figure 6 (a), according to table A1, if the win / loss random number is 1000 to 1373, it is determined to be a big win, if the win / loss random number is 2000 to 3309, it is determined to be a small win, if the win / loss random number is 3310 to 3964, it is determined to be a time-saving grant win, and if the win / loss random number is other than these (0 to 999, 1374 to 1999, 3965 to 65535), it is determined to be a loss. Therefore, in this table A1, the probability of winning a big win is approximately 1 / 175, the probability of winning a small win is approximately 1 / 50, and the probability of winning a time-saving grant is approximately 1 / 100.
[0072] As shown in Figure 7(a), according to table A2, if the random number is 1000 to 1384, it is determined to be a big win, if the random number is 2000 to 3309, it is determined to be a small win, if the random number is 3310 to 3964, it is determined to be a time-saving award, and if the random number is any other than these (0 to 999, 1385 to 1999, 3965 to 65535), it is determined to be a loss. Therefore, in this table A2, the probability of winning a big win is approximately 1 / 170, the probability of winning a small win is approximately 1 / 50, and the probability of winning a time-saving award is approximately 1 / 100.
[0073] As shown in Figure 8 (a), according to table A3, if the win / loss random number is 1000 to 1396, it is determined to be a big win, if the win / loss random number is 2000 to 3309, it is determined to be a small win, if the win / loss random number is 3310 to 3964, it is determined to be a time-saving grant win, and if the win / loss random number is other than these (0 to 999, 1397 to 1999, 3965 to 65535), it is determined to be a loss. Therefore, in this table A3, the probability of winning a big win is approximately 1 / 165, the probability of winning a small win is approximately 1 / 50, and the probability of winning a time-saving grant is approximately 1 / 100.
[0074] As shown in Figure 9 (a), according to table A4, if the win / loss random number is 1000 to 1408, it is determined to be a big win, if the win / loss random number is 2000 to 3309, it is determined to be a small win, if the win / loss random number is 3310 to 3964, it is determined to be a time-saving grant win, and if the win / loss random number is other than these (0 to 999, 1409 to 1999, 3965 to 65535), it is determined to be a loss. Therefore, in this table A4, the probability of winning a big win is approximately 1 / 160, the probability of winning a small win is approximately 1 / 50, and the probability of winning a time-saving grant is approximately 1 / 100.
[0075] As shown in Figure 10(a), according to table A5, if the win / loss random number is 1000 to 1421, it is determined to be a big win, if the win / loss random number is 2000 to 3309, it is determined to be a small win, if the win / loss random number is 3310 to 3964, it is determined to be a time-saving grant win, and if it is any other win / loss random number (0 to 999, 1422 to 1999, 3965 to 65535), it is determined to be a loss. Therefore, in this table A5, the probability of winning a big win is approximately 1 / 155, the probability of winning a small win is approximately 1 / 50, and the probability of winning a time-saving grant is approximately 1 / 100.
[0076] As shown in Figure 11 (a), according to table A6, if the win / loss random number is 1000 to 1434, it is determined to be a big win, if the win / loss random number is 2000 to 3309, it is determined to be a small win, if the win / loss random number is 3310 to 3964, it is determined to be a time-saving award, and if the win / loss random number is other than these (0 to 999, 1435 to 1999, 3965 to 65535), it is determined to be a loss. Therefore, in this table A6, the probability of winning a big win is approximately 1 / 150, the probability of winning a small win is approximately 1 / 50, and the probability of winning a time-saving award is approximately 1 / 100.
[0077] Also, as shown in Figure 6(b), according to table B1, if the win / loss random number is between 1000 and 1484, it is determined to be a big win, if the win / loss random number is between 2000 and 3309, it is determined to be a small win, and if the win / loss random number is other than these (0 to 999, 1485 to 1999, 3310 to 65535), it is determined to be a loss. Therefore, the probability of winning a big win in this table B1 is approximately 1 / 135, and the probability of winning a small win is approximately 1 / 50.
[0078] As shown in Figure 7(b), according to table B2, if the win / loss random number is between 1000 and 1503, it is determined to be a big win, if the win / loss random number is between 2000 and 3309, it is determined to be a small win, and if the win / loss random number is other than these (0 to 999, 1504 to 1999, 3310 to 65535), it is determined to be a loss. Therefore, the probability of winning a big win in this table B2 is approximately 1 / 130, and the probability of winning a small win is approximately 1 / 50.
[0079] As shown in Figure 8(b), according to table B3, if the win / loss random number is between 1000 and 1523, it is determined to be a big win, if the win / loss random number is between 2000 and 3309, it is determined to be a small win, and if the win / loss random number is other than these (0 to 999, 1524 to 1999, 3310 to 65535), it is determined to be a loss. Therefore, the probability of winning a big win in this table B3 is approximately 1 / 125, and the probability of winning a small win is approximately 1 / 50.
[0080] As shown in Figure 9(b), according to table B4, if the win / loss random number is between 1000 and 1545, it is determined to be a big win, if the win / loss random number is between 2000 and 3309, it is determined to be a small win, and if the win / loss random number is other than these (0 to 999, 1546 to 1999, 3310 to 65535), it is determined to be a loss. Therefore, the probability of winning a big win in this table B4 is approximately 1 / 120, and the probability of winning a small win is approximately 1 / 50.
[0081] As shown in Figure 10(b), according to table B5, if the win / loss random number is between 1000 and 1568, it is determined to be a big win, if the win / loss random number is between 2000 and 3309, it is determined to be a small win, and if the win / loss random number is other than these (0 to 999, 1569 to 1999, 3310 to 65535), it is determined to be a loss. Therefore, the probability of winning a big win in this table B5 is approximately 1 / 115, and the probability of winning a small win is approximately 1 / 50.
[0082] As shown in Figure 11 (b), according to table B6, if the win / loss random number is between 1000 and 1594, it is determined to be a big win, if the win / loss random number is between 2000 and 3309, it is determined to be a small win, and if the win / loss random number is other than these (0 to 999, 1595 to 1999, 3310 to 65535), it is determined to be a loss. Therefore, the probability of winning a big win in this table B6 is approximately 1 / 110, and the probability of winning a small win is approximately 1 / 50.
[0083] As described above, when comparing the win / loss random number determination table 110 referenced in a high-probability game state and the win / loss random number determination table 110 referenced in a low-probability game state (for example, table A1 and table B1), which have the same associated setting values, the win / loss random number determination table 110 referenced in a high-probability game state is set to have a higher probability of winning a jackpot than the win / loss random number determination table 110 referenced in a low-probability game state. Furthermore, the numerical range of the win / loss random number that is determined to be a jackpot in the win / loss random number determination table 110 referenced in the low-probability gaming state is set to be included in the numerical range of the win / loss random number that is determined to be a jackpot in the win / loss random number determination table 110 referenced in the high-probability gaming state, which is associated with the same set value as the win / loss random number determination table 110 (specifically, the lower limit value of the numerical range that is determined to be a jackpot is the same, and the upper limit value is different). In other words, the win / loss random number that is determined to be a jackpot in the win / loss random number determination table 110 referenced in the low-probability gaming state will also be determined to be a jackpot in the win / loss random number determination table 110 referenced in the high-probability gaming state, which is associated with the same set value. In the pachinko machine P of this embodiment, as described above, the lower limit value of the numerical range of the win / lose random number that determines whether a jackpot has been won is set to be the same and the upper limit value is set to be different, but this is not limited to this, and the upper limit value may be set to be the same and the lower limit value to be different.
[0084] In addition, in both tables, the numerical range of the win / loss random number that determines whether a small win has occurred is outside the numerical range of the win / loss random number that determines whether a large win has occurred, and the upper and lower limits of the numerical range are set to be the same, so that the probability of winning a small win is the same. In other words, regardless of the set value and game state (high probability game state, low probability game state), a small win is determined to have the same probability. In addition, in the pachinko machine P of this embodiment, it is possible to win a small prize in a win / loss lottery based on either the first special chart random number or the second special chart random number, but this is not limited to this, and it may be set so that it is possible to win a small prize only in a win / loss lottery based on the first special chart random number, or it may be set so that it is possible to win a small prize only in a win / loss lottery based on the second special chart random number.
[0085] In addition, the win / loss random number determination tables 110 (Table A1, Table A2, Table A3, Table A4, Table A5, Table A6) referenced in the low probability game state are all set so that the numerical range of the win / loss random number that determines whether a time-saving award has been won is outside the numerical range of the win / loss random number that determines whether a time-saving award has been won, and the upper and lower limits of the numerical range are the same, thereby setting the probability of winning the time-saving award to be the same. Therefore, during the normal game state, regardless of the set value, the probability of winning the time-saving award will be the same. As mentioned above, the win / loss lottery in game states other than the normal game state does not determine whether or not the time-saving award will be awarded, and therefore, none of the win / loss random number determination tables 110 (Table B1, Table B2, Table B3, Table B4, Table B5, Table B6) referenced in the high-probability game state have numerical ranges for determining whether or not the time-saving award will be awarded. Therefore, during the high-probability game state, it is not determined that the time-saving award will be awarded.
[0086] Furthermore, in the pachinko machine P of this embodiment, the numerical range determined to be a winning jackpot, the numerical range determined to be a winning small jackpot, and the numerical range determined to be a winning time-saving bonus are all composed of continuous numerical ranges, but this is not limited to this and they may also be composed of discontinuous numerical ranges that include losing numbers in between.
[0087] The special pattern random number determination table 111 is used to determine the type of special pattern, and as shown in Figures 12(a) and (b), it includes a first start winning gate determination table 111a which is referenced when a winning / losing lottery is held using a first special pattern random number, and a second start winning gate determination table 111b which is referenced when a winning / losing lottery is held using a second special pattern random number. In the pachinko machine P according to this embodiment, when a gaming ball enters the first start winning port 15 or the second start winning port 16, one special symbol random number is obtained within a numerical range of 0 to 199. Then, when the above-mentioned winning / losing lottery is performed, either the first start winning port determination table 111a or the second start winning port determination table 111b is selected according to the start winning port into which the gaming ball entered, and the type of special symbol is determined based on the obtained special symbol random number and the selected special symbol random number determination table 111.
[0088] In the pachinko machine P according to this embodiment, four types of jackpot symbols (X1, X2, X3, X4) are provided as special symbols (hereinafter also referred to as jackpot symbols) that are determined in the event of a jackpot win, two types of small prize symbols (Y1, Y2) are provided as special symbols (hereinafter also referred to as small prize symbols) that are determined in the event of a small prize win, seven types of time-saving symbols (J1, J2, J3, J4, J5, J6, J7) are provided as special symbols (hereinafter also referred to as time-saving symbols) that are determined in the event of a time-saving win, and two types of losing symbols (Z1, Z2) are provided as special symbols (hereinafter also referred to as losing symbols) that are determined in the event of a losing win.
[0089] 12(a), according to the first start winning port determination table 111a, in the event of a jackpot win, when the special pattern random number is 0 to 1, the jackpot pattern X1 is determined, when the special pattern random number is 2 to 139, the jackpot pattern X2 is determined, and when the special pattern random number is 140 to 199, the jackpot pattern X3 is determined. That is, in this first start winning port determination table 111a, when a jackpot win is won, the probability that the jackpot pattern X1 is determined is 1%, the probability that the jackpot pattern X2 is determined is 69%, and the probability that the jackpot pattern X3 is determined is 30%. In addition, in the case of winning a small prize, the small prize symbol Y1 is determined when the special symbol random number is 0 to 99, and the small prize symbol Y2 is determined when the special symbol random number is 100 to 199. In other words, in this first start winning port determination table 111a, in the case of winning a small prize, the probability that the small prize symbol Y1 is determined and the probability that the small prize symbol Y2 is determined are both 50%. In addition, if a time-saving bonus is awarded, when the special pattern random number is between 0 and 99, time-saving pattern J1 is determined, when the special pattern random number is between 100 and 149, time-saving pattern J2 is determined, when the special pattern random number is between 150 and 183, time-saving pattern J3 is determined, when the special pattern random number is between 184 and 193, time-saving pattern J4 is determined, when the special pattern random number is between 194 and 197, time-saving pattern J5 is determined, and when the special pattern random number is between 198 and 199, time-saving pattern J6 is determined. In other words, in this first start winning slot determination table 111a, if a time-saving bonus is awarded, the probability that time-saving pattern J1 will be determined is 50%, the probability that time-saving pattern J2 will be determined is 25%, the probability that time-saving pattern J3 will be determined is 17%, the probability that time-saving pattern J4 will be determined is 5%, the probability that time-saving pattern J5 will be determined is 2%, and the probability that time-saving pattern J6 will be determined is 1%. In addition, in the case of a loss, a loss symbol Z1 is determined when the special symbol random number is 0 to 19, and a loss symbol Z2 is determined when the special symbol random number is 20 to 199. That is, in this first start winning port determination table 111a, in the case of a loss, the probability that a loss symbol Z1 is determined is 10%, and the probability that a loss symbol Z2 is determined is 90%.
[0090] 12(b), according to the second start winning port determination table 111b, in the event of a jackpot win, if the special pattern random number is 0 to 139, the jackpot pattern X1 is determined, and if the special pattern random number is 140 to 199, the jackpot pattern X4 is determined. That is, in this second start winning port determination table 111b, in the event of a jackpot win, the probability that the jackpot pattern X1 is determined is 70%, and the probability that the jackpot pattern X4 is determined is 30%. In addition, in the case where the time-saving award is won, when the special pattern random number is 0 to 199 (that is, regardless of the value of the special pattern random number), the time-saving pattern J7 is determined. In other words, in this second start winning port determination table 111b, when the time-saving award is won, the probability that the time-saving pattern J7 is determined is 100%. As shown in Figure 12(b), the type of small win symbol that is determined in the event of a small win and the probability of determining that type, as well as the type of losing symbol that is determined in the event of a loss and the probability of determining that type, are set to the same content as the first start winning port determination table 111a.
[0091] The special electric device operation table 112 is for controlling the special game that is executed when a jackpot is won and the small prize game that is executed when a small prize is won, and is referenced to operate the large prize opening solenoid 18c and the distribution member solenoid 59c during the execution of the special game and the small prize game. In the pachinko machine P according to this embodiment, as shown in Figures 13(a) to (d), the special electric device operation table 112 is provided with a first operation table 112a that is referenced when a jackpot is won and the jackpot symbol X1 is determined, a second operation table 112b that is referenced when a jackpot is won and the jackpot symbol X2 is determined, a third operation table 112c that is referenced when a jackpot is won and the jackpot symbol X3 or X4 is determined, and a fourth operation table 112d that is referenced when a small prize is won and the small prize symbol Y1 or Y2 is determined.
[0092] Specifically, when a jackpot is won and the jackpot symbol X1 is determined, a special game is executed by referring to a first operation table 112a shown in Fig. 13(a). According to this first operation table 112a, a round game is executed a total of 10 times from round 1 to round 10, which ends when either the special prize opening 18 is open for 29.0 seconds or ten game balls enter the special prize opening 18. During the execution of each round game, the opening / closing door 18b is displaced from the closed position to the open position, remains in the open position for 29.0 seconds, and then displaces from the open position to the closed position (opening / closing pattern), thereby opening the special prize opening 18 only once, and the time for which the special prize opening 18 is closed between each round game (i.e., the interval time) is set to 2.0 seconds. 13(a), when the jackpot symbol X1 is determined, the allocating member 59 operates in a manner (operation pattern) in which it stops (is located) at the first position during each of the first, second, fourth to tenth rounds of play. On the other hand, during the third round of play, the allocating member 59 operates in a manner in which it stops at the second position.
[0093] Furthermore, when a jackpot is won and the jackpot symbol X2 is determined, a special game is executed by referring to the second operation table 112b shown in Fig. 13(b). According to this second operation table 112b, a round game that ends under the same conditions as the first operation table 112a is executed 10 times in total, from round 1 to round 10. The opening and closing pattern of the opening and closing door 18b and the interval time are also set to the same contents as the first operation table 112a. Furthermore, as shown in FIG. 13(b), when the jackpot pattern X2 is determined, the allocating member 59 operates in a manner to stop at the first position during the first, second, fourth to tenth rounds of play, in the same manner as when the jackpot pattern X1 is determined, and furthermore, during the third round of play, the allocating member 59 also operates in a manner to stop at the first position.
[0094] Furthermore, when a jackpot is won and the jackpot symbol X3 or X4 is determined, a special game is executed by referring to the third operation table 112c shown in Fig. 13(c). According to this third operation table 112c, a round game that ends under the same conditions as the first operation table 112a and the second operation table 112b is executed four times in total, from round 1 to round 4. The opening and closing pattern and interval time of the opening and closing door 18b are set to the same contents as the first operation table 112a and the second operation table 112b. Furthermore, as shown in FIG. 13(c), when the jackpot symbol X3 or X4 is determined, the allocating member 59 operates in a manner to stop at the first position during the first, second and fourth rounds of play, in the same manner as when the jackpot symbol X1 and the jackpot symbol X2 are determined, and further, during the third round of play, the allocating member 59 operates in a manner to stop at the first position, in the same manner as when the jackpot symbol X2 is determined.
[0095] As described above, in the pachinko machine P of this embodiment, when the jackpot pattern X1 is determined, the large prize opening 18 is opened continuously for 29.0 seconds during three rounds of play (specific round play), and the distribution member 59 is stopped at the second position, so that as long as game balls are shot toward the second game area 12b, the game balls will enter the large prize opening 18 and a predetermined number of game balls can be reliably admitted to the specific area 57. On the other hand, when the jackpot pattern X2, X3 or X4 is determined, in three rounds of play, the large prize opening 18 is opened continuously for 29.0 seconds, but the distribution member 59 remains in the first position, so that even if a game ball enters the large prize opening 18, the game ball will all enter the general area 58, and it is impossible for the game ball to enter the specific area 57.
[0096] Furthermore, when a small prize is won and the small prize symbol Y1 or Y2 is determined, a small prize game is executed by referring to a fourth operation table 112d shown in Fig. 13(d). According to this fourth operation table 112d, the large prize opening 18 is opened once for 0.05 seconds, and when 10 game balls enter the large prize opening 18 while it is open, the large prize opening 18 is closed. As shown in FIG. 13(d), during a small win game, the sorting member 59 operates in a manner that it stays at the first position. In this way, in a small win game, the large prize opening 18 is only open for 0.05 seconds, making it nearly impossible to get a game ball to enter the large prize opening 18. Also, since the distribution member 50 stays in the first position during a small win game, even if a game ball does enter the large prize opening 18, the game ball will enter the general area 58, and it is impossible for the game ball to enter the specific area 57.
[0097] The game state setting table 113 is used to set the game state after the special game is played and the game state after the time-saving symbol J1, J2, J3, J4, J5, J6 or J7 is determined in the lottery during the normal game state in which the time-saving symbol J1, J2, J3, J4, J5, J6 or J7 is selected. In the pachinko machine P according to this embodiment, when a special game is executed, the game state after the special game ends is determined based on the type of jackpot symbol determined at the time of the jackpot that triggered the execution of the special game and whether a predetermined number of game balls (one in this embodiment) entered the specific area 57 during the special game. Furthermore, if a time-saving symbol J1, J2, J3, J4, J5, J6, or J7 is determined in a win / loss lottery during the normal game state, a game state determined for each time-saving symbol is set. Furthermore, in the pachinko machine P according to this embodiment, whether or not game balls can enter the specific area 57 is determined according to the type of the determined jackpot symbol, and essentially, whether or not a transition to a high-probability time-saving game state occurs after the special game based on that determination is determined based on the determined jackpot symbol.
[0098] In the pachinko machine P according to this embodiment, after a jackpot is won in a low-probability time-saving game state and the game transitions to a high-probability game state, jackpot symbols associated with the high-probability game state setting are determined consecutively without transitioning to a low-probability game state, and when the number of times the jackpot symbols are determined consecutively (hereinafter referred to as the number of consecutive high-probability settings) reaches a predetermined upper limit (10,000 times in this embodiment), the low-probability game state is forcibly set after the special game based on the determination of the jackpot symbol is completed. In other words, if the jackpot symbols are determined consecutively up to the upper limit number of times without transitioning to a low-probability game state through the execution of a special game, the low-probability game state is forcibly set after the special game based on the determination is completed, even if the conditions for setting the high-probability game state are met. Similarly, after a jackpot is won in a non-time-shortened gaming state and a transition to a time-shortened gaming state (a second time-shortened gaming state in this embodiment) occurs, jackpot symbols associated with the time-shortened gaming state are determined consecutively without transitioning to a non-time-shortened gaming state, and when the number of times that the jackpot symbols are determined consecutively (hereinafter referred to as the number of consecutive time-shortened settings) reaches a predetermined upper limit (10,000 times in this embodiment), a non-time-shortened gaming state is forcibly set after the special game based on the determination of the jackpot symbol ends. In other words, if the above-mentioned jackpot symbols are determined consecutively up to the upper limit number of times without transitioning to a non-time-shortened gaming state through the execution of a special game, a non-time-shortened gaming state is forcibly set after the special game based on that determination ends, even if the conditions for setting the time-shortened gaming state are met. In addition, in the pachinko machine P of this form, based on the set probability of winning a jackpot and the probability of determining each jackpot pattern, it is impossible for the number of consecutive high probability settings or consecutive time-saving settings to reach 10,000, and in effect, the high probability game state or time-saving game state will continue until the conditions for setting a low probability game state or a non-time-saving game state are met.
[0099] In the pachinko machine P according to this embodiment, as shown in Figs. 14(a) to (j), the game state setting table 113 includes a first game state setting table 113a which is referred to when a jackpot symbol X1 is determined and a predetermined number of game balls enter the specific area 57 during special play, a second game state setting table 113b which is referred to when a jackpot symbol X2 or X3 is determined and a predetermined number of game balls do not enter the specific area 57 during special play, a third game state setting table 113c which is referred to when a jackpot symbol X4 is determined and a predetermined number of game balls do not enter the specific area 57 during special play, a fourth game state setting table 113d which is referred to when a time-saving symbol J1 is determined in a win / loss lottery during a normal play state and a time-saving symbol J2 is determined, and a fourth game state setting table 113e which is referred to when a time-saving symbol J1 is determined in a win / loss lottery during a normal play state and a time-saving symbol J2 is determined. a fifth game state setting table 113e which is referred to when the time-saving symbol J3 is determined in the win / loss lottery during the normal game state; a sixth game state setting table 113f which is referred to when the time-saving symbol J4 is determined in the win / loss lottery during the normal game state; a seventh game state setting table 113g which is referred to when the time-saving symbol J5 is determined in the win / loss lottery during the normal game state; an eighth game state setting table 113h which is referred to when the time-saving symbol J5 is determined in the win / loss lottery during the normal game state; a ninth game state setting table 113i which is referred to when the time-saving symbol J6 is determined in the win / loss lottery during the normal game state; and a tenth game state setting table 113j which is referred to when the time-saving symbol J7 is determined in the win / loss lottery during the normal game state.
[0100] 14(a), when the jackpot symbol X1 is determined and a predetermined number of game balls enter the specific area 57 during the special game, if the number of consecutive high probability setting times has not reached the predetermined upper limit, the game state after the special game ends is set to a high probability game state, and the number of times the high probability game state continues (hereinafter referred to as the high probability number of times) is set to 10,000. Accordingly, if the number of consecutive time-shortening setting times has not reached the predetermined upper limit, the game state after the special game ends is set to a second time-shortening game state, and the number of time-shortening times is set to 10,000. That is, in the above case, when the number of consecutive high probability setting times and the number of consecutive time-saving setting times have not reached the upper limit number, after the special game ends, the high probability game state and the second time-saving game state (i.e., the high probability time-saving game state) will continue until the result of the winning / losing lottery is derived 10,000 times without winning the jackpot. As described above, in the pachinko machine P according to this embodiment, the probability of winning the jackpot in the high probability game state is approximately 1 / 110 to 1 / 135, so essentially, the high probability time-saving game state will continue until the jackpot is won again.
[0101] In contrast to this, in the above case, when the number of consecutive high probability settings has reached a predetermined upper limit, the game state after the special game ends is set to a low probability game state, and when the number of consecutive time-shortening settings has reached a predetermined upper limit, the game state after the special game ends is set to a non-time-shortening game state.
[0102] As described above, when the jackpot symbol X1 is determined, the allocating member 59 stays at the second position during the three rounds of the special game, and therefore, as long as game balls are being shot into the second game area 12b, a predetermined number of game balls will always enter the specific area 57. In other words, when the jackpot symbol X1 is determined, as long as game balls are being shot into the second game area 12b, a high-probability time-shortened game state will be set with certainty. Also, although not specifically shown, if a jackpot pattern X1 is determined but a predetermined number of game balls do not enter the specific area 57 during special play, the game state after the special play ends is set to a low-probability time-saving game state and a non-time-saving game state (i.e., a normal game state).
[0103] 14(b), if the jackpot symbol X2 or X3 is determined and a predetermined number of game balls do not enter the specific area 57 during the special game, the game state after the special game ends is set to a low-probability time-shortened game state. Accordingly, if the number of consecutive time-shortened settings has not reached the predetermined upper limit and the game state at the time of winning the jackpot was the time-shortened game state (i.e., the first time-shortened game state), the game state after the special game ends is set to a second time-shortened game state, and the number of time-shortened times is set to 10,000. That is, in the above case, if the number of consecutive time-saving settings has not reached the upper limit number and the game state at the time of winning the jackpot is in the time-saving game state, the low-probability game state and the second time-saving game state (i.e., the second low-probability time-saving game state) will continue until the result of the win / lose lottery is derived 10,000 times without winning the jackpot. As described above, in the pachinko machine P according to this embodiment, the probability of winning the jackpot in the low-probability game state is approximately 1 / 150 to 1 / 175, so essentially, the second low-probability time-saving game state will continue until the jackpot is won again.
[0104] In contrast to this, in the above case, if the number of consecutive time-shortening settings has not reached the predetermined upper limit and the game state at the time of winning the jackpot is a non-time-shortening game state, the game state after the special game ends is set to a non-time-shortening game state. Similarly, even if the number of consecutive time-shortening settings has reached the predetermined upper limit, the game state after the special game ends is set to a non-time-shortening game state. In other words, in either case, the game state after the special game ends is set to a low-probability game state and a non-time-shortening game state (i.e., a normal game state).
[0105] As described above, when the jackpot symbol X2 or X3 is determined, the allocating member 59 stays at the first position during the three rounds of the special game, and therefore, the predetermined number of game balls does not enter the specific area 57. In other words, when the jackpot symbol X2 or X3 is determined, either the second low-probability time-saving game state or the normal game state is always set.
[0106] 14(c), if the jackpot symbol X4 is determined and a predetermined number of game balls do not enter the specific area 57 during the special game, the game state after the special game ends is set to a low-probability time-saving game state. Accordingly, if the number of consecutive time-saving settings has not reached a predetermined upper limit, the game state after the special game ends is set to a second time-saving game state, and the number of time-saving settings is set to 100. In other words, in the above case, if the number of consecutive time-saving settings has not reached the upper limit, the low-probability game state and the second time-saving game state (i.e., the second low-probability time-saving game state) will continue until the results of the win / lose lottery are derived 100 times without winning a jackpot.
[0107] On the other hand, in the above case, when the number of consecutive time-saving settings has reached a predetermined upper limit, the game state after the special game ends is set to a non-time-saving game state. In other words, at this time, the game state after the special game ends is set to a low-probability game state and a non-time-saving game state (i.e., a normal game state).
[0108] As described above, when the jackpot symbol X4 is determined, the allocating member 59 stays at the first position during the three rounds of the special game, and therefore, the predetermined number of game balls does not enter the specific area 57. In other words, when the jackpot symbol X4 is determined, either the second low-probability time-saving game state or the normal game state is always set.
[0109] As shown in Figure 14(d), if a win / loss lottery during the normal game state results in a win for time-saving grant and the time-saving symbol J1 is determined, the game state after the determination is set to the first time-saving game state without changing the low-probability game state, and the number of time-saving times is set to 10. In other words, in this case, the low-probability game state and the first time-saving game state (i.e., the first low-probability time-saving game state) continue until the result of the win / loss lottery is derived 10 times without winning a jackpot.
[0110] As shown in Figure 14(e), if a win / loss lottery during the normal game state results in a win for time-saving award and determines the time-saving symbol J2, the game state after the determination is set to the first time-saving game state without changing the low-probability game state, and the number of time-saving times is set to 20. In other words, in this case, the low-probability game state and the first time-saving game state (first low-probability time-saving game state) continue until the result of the win / loss lottery is derived 20 times without winning a jackpot.
[0111] As shown in Figure 14(f), if a win / loss lottery during the normal game state results in a win for time-saving award and the time-saving symbol J3 is determined, the game state after the determination is set to the first time-saving game state without changing the low-probability game state, and the number of time-saving times is set to 30. In other words, in this case, the low-probability game state and the first time-saving game state (first low-probability time-saving game state) continue until the result of the win / loss lottery is derived 30 times without winning a jackpot.
[0112] As shown in Figure 14(g), if a win / loss lottery during the normal game state results in a win for time-saving award and the time-saving symbol J4 is determined, the game state after the determination is set to the first time-saving game state without changing the low-probability game state, and the number of time-saving times is set to 50. In other words, in this case, the low-probability game state and the first time-saving game state (first low-probability time-saving game state) continue until the result of the win / loss lottery is derived 50 times without winning a jackpot.
[0113] As shown in Figure 14(h), if a win / loss lottery during the normal game state results in a win for time-saving award and the time-saving symbol J5 is determined, the game state after the determination is set to the first time-saving game state without changing the low-probability game state, and the number of time-saving times is set to 100. In other words, in this case, the low-probability game state and the first time-saving game state (first low-probability time-saving game state) continue until the result of the win / loss lottery is derived 100 times without winning a jackpot.
[0114] As shown in Figure 14(i), if a win / loss lottery during the normal game state results in a win for time-saving award and the time-saving symbol J6 is determined, the game state after the determination is set to the first time-saving game state without changing the low-probability game state, and the number of time-saving times is set to 1000. In other words, in this case, the low-probability game state and the first time-saving game state (first low-probability time-saving game state) continue until the result of the win / loss lottery is derived 1000 times without winning a jackpot.
[0115] As shown in Figure 14(j), if the time-saving symbol J7 is selected in the win / loss lottery during the normal game state, the game state after the selection is set to the first time-saving game state without changing from the low-probability game state, and the number of time-saving times is set to 1. In other words, in this case, the low-probability game state and the first time-saving game state (first low-probability time-saving game state) continue until the result of the win / loss lottery is derived once without winning a jackpot.
[0116] In addition, when the time-saving pattern J1, J2, J3, J4, J5, J6 or J7 is determined as described above, the above-mentioned first low-probability time-saving game state is set after the change of the special pattern (time-saving pattern) stops (when the change of the next special pattern begins).
[0117] As described above, the variation pattern table 114 is used to determine the variation pattern command. In the pachinko machine P according to this embodiment, when the special symbol is determined as described above, a variation pattern command is determined based on the result of the determination. As described above, the variation pattern command is used to determine the variation pattern of the variation presentation, and the variation pattern command determines the mode and variation time of the variation presentation (the variation time of the variable display of the special symbol). Note that in the pachinko machine P according to this embodiment, the variation presentation is divided into a first half and a second half, and the mode and variation time of the first half of the variation presentation, as well as the mode and variation time of the second half of the variation presentation, are both determined by the variation pattern command. Specifically, the determined variation pattern command is transmitted from the main control board 100 to the sub-control board 300, and the sub-control board 300 determines the specific form of the variation performance (for example, the image to be displayed on the display unit 21a) based on the received variation pattern command.
[0118] In addition, in the pachinko machine P according to this embodiment, a plurality of types of variation pattern commands are provided, and each variation pattern command is associated with a variation pattern table 114. Then, for each variation pattern table 114, the type of variation pattern command to be determined and the determination ratio are set.
[0119] The pachinko machine P of this embodiment is equipped with, as the variation pattern table 114, table A which is referenced when a game ball enters the first start winning port 15 during normal game mode or the first low-probability time-shortened game mode (i.e., during left-hand play), and table B and table C which are referenced when a game ball enters the second start winning port 16 during the second low-probability time-shortened game mode or the high-probability time-shortened game mode (i.e., during right-hand play) (see Figure 15).
[0120] Here, in the pachinko machine P of this embodiment, when a jackpot is won in the normal game state or the first low-probability time-shortened game state, and the state transitions to at least one of the second time-shortened game state or the high-probability game state, and then the number of consecutive jackpots won without transitioning to the normal game state or the first low-probability time-shortened game state (consecutive jackpots won from the so-called first win while at least one of the second time-shortened game state or the high-probability game state is continuing, hereinafter referred to as consecutive jackpots) reaches a predetermined number (for example, three times), table B is referenced if the consecutive jackpot number condition is not met, and when the consecutive jackpot number condition is met, table C is referenced.
[0121] Then, when a game ball enters the first start winning port 15 or the second start winning port 16, one fluctuation pattern random number is obtained within the numerical range of 0 to 249, and a fluctuation pattern command is determined based on this obtained fluctuation pattern random number, the special pattern determined as described above, the current reserved number (first reserved number or second reserved number), the current game status, and a fluctuation pattern table 114 according to whether or not the above-mentioned consecutive jackpot number condition (the number of consecutive jackpots reaching a predetermined number) is met.
[0122] Although not specifically shown, the fluctuation pattern table 114 also includes a table that is referenced when a gaming ball enters the second start winning port 16 during the normal game state or the first low-probability time-shortened game state, or when a gaming ball enters the first start winning port 15 during the second low-probability time-shortened game state or the high-probability time-shortened game state. However, as long as the display of the instruction to shoot the gaming ball on the performance display device 21 is followed, the gaming ball will only enter the first start winning port 15 during the normal game state or the first low-probability time-shortened game state, and the gaming ball will only enter the second start winning port 16 during the second low-probability time-shortened game state or the high-probability time-shortened game state. Therefore, the entry of a game ball into the second start winning port 16 during the normal game state or the first low-probability time-shortened game state, or the entry of a game ball into the first start winning port 15 during the second low-probability time-shortened game state or the high-probability time-shortened game state, is irregular, and in the following, such irregular entries will not be taken into consideration, and the explanation will be given assuming that a game ball enters the first start winning port 15 during the normal game state or the first low-probability time-shortened game state, and that a game ball enters the second start winning port 16 during the second low-probability time-shortened game state or the high-probability time-shortened game state.
[0123] When determining a variation pattern command with reference to table A (when determining a variation pattern command based on the entry of a game ball into the first start winning port 15), the first reserved number at that time is referenced. On the other hand, when determining a variation pattern command with reference to table B or table C (when determining a variation pattern command based on the entry of a game ball into the second start winning port 16), the second reserved number at that time is referenced.
[0124] As shown in FIG. 15(a), according to Table A, when a losing symbol Z1 or Z2 is determined (i.e., the result of the lottery is a losing symbol), and the current first reserved number is 0 or 1, if the fluctuation pattern random number is 0 to 209, a fluctuation pattern command "00H" is determined that corresponds to a fluctuation pattern called "13-second fluctuation" (a fluctuation pattern in which the fluctuation time of the first half is set to 0 seconds and the fluctuation time of the second half is set to 13 seconds), and if the fluctuation pattern random number is 210 to 229, a fluctuation pattern command "00H" is determined that corresponds to a fluctuation pattern called "20-second fluctuation" (a fluctuation pattern in which the fluctuation time of the first half is set to 13 seconds and the fluctuation time of the second half is set to 7 seconds). When the fluctuation pattern random number is 230 to 239, a fluctuation pattern command "02H" is determined to be associated with a fluctuation pattern called "45-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 20 seconds and the fluctuation time for the second half is set to 25 seconds), and when the fluctuation pattern random number is 240 to 249, a fluctuation pattern command "03H" is determined to be associated with a fluctuation pattern called "60-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 20 seconds and the fluctuation time for the second half is set to 40 seconds).
[0125] In addition, when a losing symbol Z1 or Z2 is determined and the current first reserved number is 2 or more, when the fluctuation pattern random number is 0 to 209, the fluctuation pattern command "04H" associated with the fluctuation pattern "3-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 3 seconds) is determined, when the fluctuation pattern random number is 210 to 229, the fluctuation pattern command "01H" associated with the fluctuation pattern "20-second fluctuation" is determined, when the fluctuation pattern random number is 230 to 239, the fluctuation pattern command "02H" associated with the fluctuation pattern "45-second fluctuation" is determined, and when the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "03H" associated with the fluctuation pattern "60-second fluctuation" is determined.
[0126] Furthermore, when the time-saving symbol J1 is determined, regardless of the current first reserved number, when the fluctuation pattern random number is 0 to 9, the fluctuation pattern command "BAH" is determined, which is associated with the fluctuation pattern "18-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 18 seconds), and when the fluctuation pattern random number is 10 to 249, the fluctuation pattern command "B3H" is determined, which is associated with the fluctuation pattern "60-second fluctuation". Furthermore, when the time-saving symbol J2 is determined, regardless of the current first reserved number, when the fluctuation pattern random number is between 0 and 9, the fluctuation pattern command "BBH" is determined, which is associated with the fluctuation pattern "30-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 30 seconds), and when the fluctuation pattern random number is between 10 and 249, the fluctuation pattern command "B4H" is determined, which is associated with the fluctuation pattern "60-second fluctuation." In addition, when the time-saving symbol J3 is determined, regardless of the current first reserved number, when the fluctuation pattern random number is 0 to 9, the fluctuation pattern command "BCH" is determined, which is associated with the fluctuation pattern "36-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 36 seconds), and when the fluctuation pattern random number is 10 to 249, the fluctuation pattern command "B5H" is determined, which is associated with the fluctuation pattern "60-second fluctuation".
[0127] Furthermore, when the time-saving symbol J4 is determined, regardless of the current first reserved number, when the fluctuation pattern random number is 0 to 9, the fluctuation pattern command "BDH" is determined, which is associated with the fluctuation pattern "46-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 46 seconds), and when the fluctuation pattern random number is 10 to 249, the fluctuation pattern command "B6H" is determined, which is associated with the fluctuation pattern "60-second fluctuation". In addition, when the time-saving symbol J5 is determined, regardless of the current first reserved number, when the fluctuation pattern random number is 0 to 9, the fluctuation pattern command "BEH" is determined, which is associated with the fluctuation pattern "66-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 66 seconds), and when the fluctuation pattern random number is 10 to 249, the fluctuation pattern command "B7H" is determined, which is associated with the fluctuation pattern "60-second fluctuation". In addition, when the time-saving symbol J6 is determined, regardless of the current first reserved number, when the fluctuation pattern random number is 0 to 9, the fluctuation pattern command "BFH" is determined, which is associated with the fluctuation pattern "68-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 68 seconds), and when the fluctuation pattern random number is 10 to 249, the fluctuation pattern command "B8H" is determined, which is associated with the fluctuation pattern "60-second fluctuation". In addition, when the time-saving pattern J7 is determined, regardless of the current first reserved number, when the fluctuation pattern random number is between 0 and 249 (whatever the value of the fluctuation pattern random number), the fluctuation pattern command "B9H" associated with the fluctuation pattern of "60-second fluctuation" is determined.
[0128] Furthermore, when the small prize symbol Y1 or Y2 is determined (i.e., the result of the lottery is a small prize), regardless of the current first reserved number, when the fluctuation pattern random number is 0 to 124, the fluctuation pattern command "22H" associated with the fluctuation pattern of "45-second fluctuation" is determined, and when the fluctuation pattern random number is 125 to 249, the fluctuation pattern command "23H" associated with the fluctuation pattern of "60-second fluctuation" is determined.
[0129] Furthermore, when the jackpot pattern X1, X2 or X3 is determined (i.e., the result of the lottery is a jackpot), regardless of the current first reserved number, if the fluctuation pattern random number is 0 to 124, the fluctuation pattern command "A2H" associated with the fluctuation pattern of "45-second fluctuation" is determined, and if the fluctuation pattern random number is 125 to 249, the fluctuation pattern command "A3H" associated with the fluctuation pattern of "60-second fluctuation" is determined.
[0130] As shown in Figure 15(b), according to Table B, when a losing symbol Z1 or Z2 is determined and the current second reserved number is 0 or 1, if the fluctuation pattern random number is 0 to 209, the fluctuation pattern command "00H" associated with the fluctuation pattern of "13-second fluctuation" is determined, if the fluctuation pattern random number is 210 to 239, the fluctuation pattern command "02H" associated with the fluctuation pattern of "45-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "03H" associated with the fluctuation pattern of "60-second fluctuation" is determined.
[0131] In addition, when a losing symbol Z1 or Z2 is determined and the current second reserved number is 2 or more, if the fluctuation pattern random number is 0 to 209, the fluctuation pattern command "04H" associated with the fluctuation pattern of "3-second fluctuation" is determined, if the fluctuation pattern random number is 210 to 239, the fluctuation pattern command "02H" associated with the fluctuation pattern of "45-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "03H" associated with the fluctuation pattern of "60-second fluctuation" is determined.
[0132] In addition, when the small winning pattern Y1 or Y2 is determined, regardless of the current second reserved number, when the fluctuation pattern random number is 0 to 124, the fluctuation pattern command "22H" associated with the fluctuation pattern of "45-second fluctuation" is determined, and when the fluctuation pattern random number is 125 to 249, the fluctuation pattern command "23H" associated with the fluctuation pattern of "60-second fluctuation" is determined.
[0133] In addition, when the jackpot pattern X1 or X4 is determined, regardless of the current second reserved number, if the fluctuation pattern random number is 0 to 124, the fluctuation pattern command "A2H" associated with the fluctuation pattern of "45-second fluctuation" is determined, and if the fluctuation pattern random number is 125 to 249, the fluctuation pattern command "A3H" associated with the fluctuation pattern of "60-second fluctuation" is determined.
[0134] As shown in Figure 15(c), according to table C, when a losing symbol Z1 or Z2 is determined and the current second reserved number is 0 or 1, if the fluctuation pattern random number is 0 to 209, a fluctuation pattern command "05H" is determined which is associated with a fluctuation pattern called "26-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 26 seconds), if the fluctuation pattern random number is 210 to 239, a fluctuation pattern command "06H" is determined which is associated with a fluctuation pattern called "90-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 30 seconds and the fluctuation time for the second half is set to 60 seconds), and if the fluctuation pattern random number is 240 to 249, a fluctuation pattern command "07H" is determined which is associated with a fluctuation pattern called "120-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 30 seconds and the fluctuation time for the second half is set to 90 seconds).
[0135] In addition, when a losing symbol Z1 or Z2 is determined and the current second reserved number is 2 or more, if the fluctuation pattern random number is 0 to 209, the fluctuation pattern command "08H" associated with the fluctuation pattern "6-second fluctuation" (a fluctuation pattern in which the fluctuation time for the first half is set to 0 seconds and the fluctuation time for the second half is set to 6 seconds) is determined, if the fluctuation pattern random number is 210 to 239, the fluctuation pattern command "06H" associated with the fluctuation pattern "90-second fluctuation" is determined, and if the fluctuation pattern random number is 240 to 249, the fluctuation pattern command "07H" associated with the fluctuation pattern "120-second fluctuation" is determined.
[0136] In addition, when the small winning pattern Y1 or Y2 is determined, regardless of the current second reserved number, if the fluctuation pattern random number is 0 to 124, the fluctuation pattern command "26H" associated with the fluctuation pattern of "90 seconds fluctuation" is determined, and if the fluctuation pattern random number is 125 to 249, the fluctuation pattern command "27H" associated with the fluctuation pattern of "120 seconds fluctuation" is determined.
[0137] In addition, when the jackpot pattern X1 or X4 is determined, regardless of the current second reserved number, if the fluctuation pattern random number is 0 to 124, the fluctuation pattern command "A6H" associated with the fluctuation pattern of "90 seconds fluctuation" is determined, and if the fluctuation pattern random number is 125 to 249, the fluctuation pattern command "A7H" associated with the fluctuation pattern of "120 seconds fluctuation" is determined.
[0138] In this way, the fluctuation time associated with the fluctuation pattern determined by table C is set to be longer than the fluctuation time associated with the fluctuation pattern determined by table B. In other words, in the second low-probability time-shortened game state and the high-probability time-shortened game state, the proportion of long fluctuation times determined is higher after the above-mentioned condition for the number of consecutive jackpots is met (after the number of consecutive jackpots has reached a predetermined number) than before the condition for the number of consecutive jackpots is met (before the number of consecutive jackpots has reached a predetermined number). As a result, in the pachinko machine P according to this embodiment, after the above-mentioned consecutive jackpot count condition is met, the interval between winning one jackpot and winning the next jackpot can be made longer than before the above-mentioned consecutive jackpot count condition was met, and the number of special games executed per unit time (number of jackpot wins per unit time) can be reduced. Therefore, it is possible to appropriately prevent the occurrence of situations in which a large number of special games are executed in a short period of time, the number of prize balls won by the player increases suddenly, and other situations in which gambling becomes extremely high.
[0139] The variation pattern command determined as above is transmitted to the sub-control board 300, and the specific mode of the first half of the variation performance and the specific mode of the second half of the variation performance are determined based on the variation pattern command. Then, the variation performance is executed according to the specific mode determined in this way, and the sum of the variation time of the first half and the variation time of the second half set in the variation pattern command becomes the time from the start to the end of the variation performance (variable display of special symbols). For example, if the determined fluctuation pattern command is "02H" (the fluctuation time for the first half is 20 seconds, and the fluctuation time for the second half is 25 seconds), the sum of the fluctuation time for the first half and the fluctuation time for the second half, 45 seconds (= 20 seconds + 25 seconds), will be the fluctuation time for the entire fluctuation performance (the entire fluctuation display of the special pattern). The fluctuation pattern commands "00H", "04H", "05H", "BAH", "BBH", "BCH", "BDH", "BEH", and "BFH" have a first half fluctuation time of "0 seconds". When these fluctuation pattern commands are determined, the entire fluctuation performance is executed in the manner determined according to the fluctuation pattern command during the corresponding second half fluctuation time.
[0140] In addition, based on the above-mentioned change time, the change performance is performed on the performance display device 21, and the change display of the special pattern is performed on the special pattern display device (first special pattern display device 30 or second special pattern display device 31). Specifically, if the starting winning slot into which the gaming ball has entered is the first starting winning slot 15, the first special symbol display device 30 will be displayed flashing during the aforementioned variable time, and if the starting winning slot into which the gaming ball has entered is the second starting winning slot 16, the second special symbol display device 31 will be displayed flashing during the aforementioned variable time. After the variable time has elapsed, the determined special symbol is displayed statically. As will be described later, this special symbol is displayed statically until the predetermined static display time has elapsed.
[0141] Regarding the mode of the variable presentation, rather than determining either the mode of the first half of the variable presentation or the mode of the second half of the variable presentation based on the variable pattern command, it is also possible to determine other commands in addition to the variable pattern command, and determine the mode of the first half of the variable presentation based on one of the commands, and determine the mode of the second half of the variable presentation based on the other command. Furthermore, instead of dividing the variable performance into a first half and a second half, it may be divided into more parts, with the aspect of each part being determined based on the corresponding command.
[0142] Next, the processing related to normal gameplay will be explained. In the pachinko machine P according to this embodiment, when a gaming ball that is launched by a launching device (not shown) and flows down the gaming area 12 passes through the gate 20, a lottery for a normal symbol is held to determine whether or not to activate the movable piece 16b of the second start winning opening 16 and open said movable piece 16b. If a winning normal symbol is selected by the lottery, the movable piece 16b opens for a predetermined time, and the second start winning opening 16 is opened, making it easier for the gaming ball to enter the second start winning opening 16. The lottery for this normal symbol is conducted based on a winning determination random number obtained when the game ball passes through gate 20, and a winning determination random number determination table 116 stored in main ROM 102 for determining the random number.
[0143] When the gaming ball passes through gate 20, the above-mentioned winning determination random number is obtained, and the random number value is stored in the general map reserve memory area of main RAM 103, up to a maximum of four. Specifically, this general map reserve memory area is composed of a total of four memory units, from the first memory unit to the fourth memory unit, and the numbers are stored starting from the first memory unit in the order of passing through gate 20. Furthermore, if winning determination random numbers have already been stored in several memory units, the winning determination random number is stored in the memory unit with the smallest number among the empty memory units. Therefore, if four winning determination random numbers have already been stored in the general map reserve memory area, even if the gaming ball passes through gate 20, the winning determination random number related to this passage will not be stored in the general map reserve memory area. In the pachinko machine P according to this embodiment, the winning determination random number is a hardware random number built into the main control board 100. This winning determination random number is updated according to a set rule, and the random number sequence is automatically changed every time the random number sequence completes one cycle, and the start value is changed every time the system is reset. In addition, in the pachinko machine P of this embodiment, the number of winning determination random numbers stored in the regular number reserve memory area (hereinafter referred to as the regular number reserve number) is stored in a regular number reserve number counter (not specifically shown).
[0144] The winning determination random number judgment table 116 is used to judge whether or not a winning has occurred by drawing lots for normal symbols, and as shown in Figures 16(a) to (c), it comprises a first judgment table 116a which is referenced during the non-time-shortened game state (i.e., during the normal game state), during special game, and during small winning game, a second judgment table 116b which is referenced during the first time-shortened game state (i.e., during the first low-probability time-shortened game state), and a third judgment table 116c which is referenced during the second time-shortened game state (i.e., during the second low-probability time-shortened game state or the high-probability time-shortened game state). In the pachinko machine P according to this embodiment, when a gaming ball passes through the gate 20, one winning determination random number within a numerical range of 0 to 65535 is obtained. If the gaming state at the time of drawing the normal symbol is a non-time-shortened gaming state, or if the gaming state at the time of drawing the normal symbol is a special game or a small win game, the first judgment table 116a is selected, and the normal symbol is drawn based on the obtained winning determination random number and the selected first judgment table 116a. If the gaming state at the time of drawing the normal symbol is a first time-shortened gaming state, the second judgment table 116b is selected, and the normal symbol is drawn based on the obtained winning determination random number and the selected second judgment table 116b. If the gaming state at the time of drawing the normal symbol is a second time-shortened gaming state, the third judgment table 116c is selected, and the normal symbol is drawn based on the obtained winning determination random number and the selected third judgment table 116c.
[0145] 16(a), according to the first determination table 116a, a win is determined when the winning determination random number is 1, and a loss is determined when the winning determination random number is other than this (0, 2 to 65535). Therefore, the probability of winning in this first determination table 116a is 1 / 65536. 16(b), according to the second judgment table 116b, a winning determination random number between 1 and 5 is determined as a winning number, and a losing determination random number between 0, 6 and 65535 is determined as a losing number. Therefore, the probability of winning in this second judgment table 116b is 5 / 65536. 16(c), according to the third determination table 116c, a win is determined when the winning determination random number is between 1 and 65500, and a loss is determined when the winning determination random number is other than this (0, 65501 to 65535). Therefore, the probability of winning in this third determination table 116c is approximately 99 / 100. If the regular pattern is drawn and a winning pattern is selected, the winning pattern will be determined, and if the regular pattern is drawn and a losing pattern is selected, the losing pattern will be determined.
[0146] In addition, the pachinko machine P of this embodiment is equipped with a normal pattern variation pattern determination table 117 and a second start winning port opening control table 118 as tables for determining the normal pattern variation pattern and controlling the opening and closing of the movable piece 16b.
[0147] The normal symbol variation pattern determination table 117 is for determining the variation pattern of the normal symbol. As described above, when a lottery for a normal symbol is performed by a gaming ball passing through the gate 20, the variation pattern of the normal symbol is determined based on this normal symbol variation pattern determination table 117. In the pachinko machine P according to this embodiment, as shown in Fig. 17, when the game state is a non-time-saving game state, or during a special game or a small win game, a normal pattern variation pattern with a 3-second variation time is determined, when the game state is a first time-saving game state, a normal pattern variation pattern with a 2-second variation time is determined, and when the game state is a second time-saving game state, a normal pattern variation pattern with a 0.5-second variation time is determined. Then, when the normal pattern variation pattern is determined, the normal pattern display device 32 (see Fig. 3) flashes for the variation time set for this normal pattern variation pattern. Then, when the normal pattern lottery results in a win and a winning pattern is determined, the normal pattern display device 32 lights up, and when the lottery results in a loss and a losing pattern is determined, the normal pattern display device 32 turns off. In this specification, the flashing display of the normal pattern display device 32 is referred to as "normal pattern change," and the lighting or turning off of the normal pattern display device 32 is referred to as "normal pattern stop display," "stop of normal pattern change," "stop of normal pattern change," etc.
[0148] In addition, the second start winning opening opening control table 118 is referenced to control the operation of the movable piece 16b provided in the second start winning opening 16. In the pachinko machine P according to this embodiment, when the normal symbol display device 32 is turned on, the movable piece 16b of the second start winning opening 16 opens and closes in a manner determined by the second start winning opening opening opening opening control table 118. Specifically, when the game state is a non-time-shortened game state, or during a special game or a small win game, the start winning opening solenoid 16c is energized for 0.05 seconds (= 0.05 seconds × 1 time) as shown in FIG. 18, so that the movable piece 16b of the second start winning opening 16 is opened for 0.05 seconds. Also, when the game state is a first time-shortened game state, the start winning opening solenoid 16c is energized for 0.2 seconds (= 0.2 seconds × 1 time) as shown in FIG. 18, so that the movable piece 16b of the second start winning opening 16 is opened for 0.2 seconds. Also, when the game state is the second time-saving game state, as shown in Figure 18, the start winning port solenoid 16c is energized for 1.8 seconds (= 0.9 seconds x 2 times), so that the movable piece 16b of the second start winning port 16 is open for a total of 1.8 seconds.
[0149] As described above, conditions for opening and closing the second start winning port 16 are set for both the non-time-saving game state and the time-saving game state, and depending on the content of these conditions, the second start winning port 16 is more likely to be maintained in an open state in the time-saving game state, making it easier for a game ball to enter the second start winning port 16 than in the non-time-saving game state. Furthermore, in the first time-shortened game state among the time-shortened game states, the second start winning port 16 is more likely to be maintained in an open state than in the non-time-shortened game state, but the second start winning port 16 is less likely to be maintained in an open state than in the second time-shortened game state among the time-shortened game states. In other words, during the first time-shortened game state, it is easier for a ball to enter the second start winning port 16 than in the non-time-shortened game state, and during the second time-shortened game state, it is easier for a ball to enter the second start winning port 16 than in the first time-shortened game state. Therefore, during the second time-shortened game state, it is possible to acquire an opportunity to enter the lottery while suppressing the decrease in game balls that occurs as the game progresses, compared to the non-time-shortened game state and the first time-shortened game state, and during the first time-shortened game state, it is possible to acquire an opportunity to enter the lottery while suppressing the decrease in game balls that occurs as the game progresses, compared to the non-time-shortened game state and the first time-shortened game state, and
[0150] In addition, when the game state is a time-shortened game state, as described above, the processing to make it easier to maintain the second start winning port 16 in an open state includes the lottery of a normal pattern using the second judgment table 116b or the third judgment table 116c (a winning determination random number judgment table 116 set to have a higher probability of winning than in a non-time-shortened game state), the determination of the variable time for the first time-shortened game state and the variable time for the second time-shortened game state (a variable time shorter than in a non-time-shortened game state), and opening control using the opening pattern for the first time-shortened game state and the opening pattern for the second time-shortened game state (an opening pattern with a longer total opening time than in a non-time-shortened game state), but this is not limited to this, and for example, at least one of the above-mentioned processing may be performed.
[0151] (Outline of processing in pachinko machine P) Next, an outline of the processing executed by the main control board 100 as the special game, normal game, and bonus game described above progresses will be explained using a flowchart. First, the main processing of the main control board 100 will be described. When power is supplied from the power supply board, a system reset occurs in the main CPU 101, and the main CPU 101 executes the main processing shown in the flowchart of FIG.
[0152] In step 100, as an initialization process, the main CPU 101 reads a startup program from the main ROM 102 in response to power-on, initializes flags stored in the main RAM 103, and stores various commands to be sent to the sub-control board 300 in a performance transmission data storage area provided in the main RAM 103. Then, the process proceeds to the next step 101. In step 101, the main CPU 101 updates the initial value update random number for the special symbol random number, which is referenced when updating the special symbol random number. This initial value update random number for the special symbol random number is used to determine the initial value of the special symbol random number. In other words, the special symbol random number is updated using the initial value update random number for the special symbol random number at the time the update is started as its initial value. Then, once this random number range has been completed, the update of the special symbol random number continues using the initial value update random number for the special symbol random number at that time as its initial value. Then, the process proceeds to the next step 102.
[0153] In step 102, the main CPU 101 updates the fluctuation pattern random number for determining the fluctuation pattern. After the processing of step 102 is completed, the processing of steps 101 and 102 is repeatedly executed until a predetermined interrupt processing is performed.
[0154] Next, the timer interrupt process of the main control board 100 will be described. A reset clock pulse generating circuit provided on the main control board 100 generates a clock pulse at a predetermined period (4 milliseconds in the pachinko machine P of this embodiment), thereby executing the timer interrupt processing shown in the flowchart of Figure 20.
[0155] In step 200, the main CPU 101 executes a timer update process for updating various timer counters, and then proceeds to step 201. In addition, the pachinko machine P of this embodiment uses a countdown timer, and the timer counter is decremented by 1 each time the timer interrupt process of the main control board 100 is executed, and the countdown stops when it reaches 0. In step 201, the main CPU 101 updates the special symbol random number. Specifically, the random number counter is updated by adding "1", and if the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to "0", and if the random number counter has completed one cycle, the random number is updated from the value of the initial value update random number for the special symbol random number at that time. Then, the process proceeds to the next step 202.
[0156] In step 202, the main CPU 101 determines whether there is an input from the gate detection sensor 20a, the first start winning hole detection sensor 15a, the second start winning hole detection sensor 16a, and the specific area detection sensor 57a, and executes a sensor detection process to perform a predetermined process based on the result. Then, the process proceeds to the next step 203. In step 203, the main CPU 101 executes a special symbol-related control process for controlling the special symbol game, the special game, and the small win game. Then, the process proceeds to step 204.
[0157] In step 204, the main CPU 101 executes a general game-related control process for controlling the general game. Then, the process proceeds to step 205. In step 205, the main CPU 101 executes error-related processing to control the occurrence and cancellation of various errors. Specifically, when the main control board 100 receives a door open command based on the opening of the front door 3, a tray full command based on the full state of the tray 7, or the like, the main CPU 101 generates a corresponding error designation command (e.g., a door open command, a tray full command, etc.) and stores (sets) it in the performance transmission data storage area. Also, when the main control board 100 no longer receives the above-mentioned commands, the main CPU 101 generates a corresponding error cancellation designation command (e.g., a door close command, a full cancellation command, etc.) and stores it in the performance transmission data storage area. Then, the process proceeds to the next step, 206.
[0158] In step 206, when detection signals from the general prize opening detection sensor 14a, the first start prize opening detection sensor 15a, the second start prize opening detection sensor 16a, and the special prize opening detection sensor 18a are input to the main CPU 101, the main CPU 101 updates the prize ball counters provided corresponding to each detection signal and sends a payout number designation command corresponding to each detection signal to the launch payout control board 200. When prize balls are paid out by the launch payout control board 200, a payout command is sent to the main control board 100 for each payout, and when the main CPU 101 receives the payout command, it decrements the prize ball counter. Then, the process proceeds to the next step 207. In step 207, the main CPU 101 executes the creation of external information data for outputting the game status of the pachinko machine P to the outside of the pachinko machine P, start winning port solenoid data for opening and closing the movable piece 16b of the second start winning port 16, large winning port solenoid data for controlling the opening and closing of the large winning port 18, display data for various display devices (first special symbol display device 30, second special symbol display device 31, normal symbol display device 32, first special symbol reserve display device 38, second special symbol reserve display device 39 and normal symbol reserve display device 33), etc. Then, the process proceeds to the next step 208.
[0159] In step 208, the main CPU 101 executes output control processing, which performs port output for outputting the signals of the data created in step 207, and command transmission processing for transmitting the commands stored in the performance transmission data storage area, etc. Then, the timer interrupt processing of the main control board 100 is terminated.
[0160] Next, the sensor detection process in step 202 will be described with reference to the flowchart in FIG. In step 300, the main CPU 101 executes gate detection processing for drawing a lottery for a normal symbol based on the fact that the gaming ball has passed through the gate 20. Then, the process proceeds to the next step 301. In step 301, the main CPU 101 executes a first start winning hole detection process for performing a winning / losing lottery based on the game ball entering the first start winning hole 15. Then, the process proceeds to the next step 302.
[0161] In step 302, the main CPU 101 executes a second start winning hole detection process for performing a winning / losing lottery based on the game ball entering the second start winning hole 16. Then, the process proceeds to the next step 303. In step 303, the main CPU 101 executes a specific area detection process for carrying out a predetermined process based on the gaming ball entering the specific area 57. Then, the sensor detection process ends.
[0162] Next, the gate detection process in step 300 will be described with reference to the flowchart in FIG. In step 400, the main CPU 101 determines whether or not a detection signal has been input from the gate detection sensor 20a. If it is determined that a detection signal has not been input from the gate detection sensor 20a, the gate detection process is terminated. On the other hand, if it is determined that a detection signal has been input from the gate detection sensor 20a, the process proceeds to the next step 401. In step 401, the main CPU 101 determines whether the value of the normal map reservation counter (i.e., the current normal map reservation number) is less than "4". If it is determined that the value is not less than "4" (i.e., "4"), it terminates the gate detection processing. On the other hand, if it is determined that the value is less than 4, it proceeds to the next step 402.
[0163] In step 402, the main CPU 101 increments the value of the normal reserved number counter by "1". Then, the process proceeds to step 403. In step 403, the main CPU 101 obtains a winning determination random number and stores it in the general map reserve memory area, and ends the gate detection processing.
[0164] Next, the processing performed when the first start winning slot is detected in step 301 described above will be explained with reference to the flowchart in FIG. In step 500, the main CPU 101 determines whether or not a detection signal has been input from the first start winning hole detection sensor 15a. If it is determined that a detection signal has not been input from the first start winning hole detection sensor 15a, the first start winning hole detection process is terminated. On the other hand, if it is determined that a detection signal has been input from the first start winning hole detection sensor 15a, the process proceeds to the next step 501. In step 501, the main CPU 101 determines whether the value of the first reserved number counter (i.e., the first reserved number at the current time) is less than "4". If it determines that the value is not less than "4" (i.e., "4"), it ends the processing when the first start winning port is detected. On the other hand, if it determines that the value is less than "4", it proceeds to the next step 502.
[0165] In step 502, the main CPU 101 increments the value of the first pending number counter by 1. Then, the process proceeds to step 503. In step 503, the main CPU 101 acquires the win / lose random number and stores it in the memory section of the first reserved memory area. Then, the process proceeds to step 504.
[0166] In step 504, the main CPU 101 acquires the special symbol random number updated in the above-mentioned step 201 and stores it in the memory unit of the first reserved memory area where the win / loss random number was stored in the above-mentioned step 503. Then, proceed to the next step 505. In step 505, the main CPU 101 acquires the variable pattern random number updated in step 102 described above and stores it in the memory section of the first reserved memory area where the win / loss random number was stored in step 503 described above. As a result, the acquired win / loss random number, special symbol random number, and variable pattern random number are all stored in the memory section of the same first reserved memory area. Then, proceed to the next step 506.
[0167] In step 506, the main CPU 101 generates a start winning command indicating that the first special symbol random number and the first time-saving symbol random number have been stored, and stores the command in the performance transmission data storage area. Then, the process proceeds to step 507. In step 507, the main CPU 101 determines whether the current gaming state is a non-time-shortened gaming state or a first time-shortened gaming state. If it is determined that the current gaming state is neither a non-time-shortened gaming state nor a first time-shortened gaming state (i.e., the current gaming state is a second time-shortened gaming state), the first start winning slot detection process is terminated. On the other hand, if it is determined that the current gaming state is a non-time-shortened gaming state or a first time-shortened gaming state, the process proceeds to the next step 508.
[0168] In step 508, the main CPU 101 executes a pre-determination process for making various determinations regarding the winning / losing lottery for the stored first special random number before the start of fluctuation based on the first special random number (at the time when the first special random number is acquired (stored as reserved)). Then, the process at the time of detecting the first start winning slot is terminated.
[0169] Next, the processing performed when the second start winning slot is detected in step 302 described above will be explained with reference to the flowchart in FIG. In step 600, the main CPU 101 determines whether or not a detection signal has been input from the second start winning hole detection sensor 16a. If it is determined that a detection signal has not been input from the second start winning hole detection sensor 16a, the second start winning hole detection process is terminated. On the other hand, if it is determined that a detection signal has been input from the second start winning hole detection sensor 16a, the process proceeds to the next step 601. In step 601, the main CPU 101 determines whether the value of the second reserved number counter (i.e., the current second reserved number) is less than "4". If it determines that the value is not less than "4" (i.e., "4"), it terminates the second start winning port detection process. On the other hand, if it determines that the value is less than "4", it proceeds to the next step 602.
[0170] In step 602, the main CPU 101 increments the value of the second pending number counter by 1. Then, the process proceeds to step 603. In step 603, the main CPU 101 acquires the winning / losing random number and stores it in the memory section of the second reserved memory area. Then, the process proceeds to step 604.
[0171] In step 604, the main CPU 101 acquires the special symbol random number updated in the above-mentioned step 201 and stores it in the memory unit of the second reserved memory area that stored the winning / losing random number in the above-mentioned step 603. Then, proceed to the next step 605. In step 605, the main CPU 101 acquires the variable pattern random number updated in step 102 described above and stores it in the memory section of the second reserved memory area where the win / loss random number was stored in step 603 described above. As a result, the acquired win / loss random number, special symbol random number, and variable pattern random number are all stored in the memory section of the same second reserved memory area. Then, proceed to the next step 606.
[0172] In step 606, the main CPU 101 generates a start winning command indicating that the second special symbol random number has been stored and stores it in the performance transmission data storage area. Then, the process proceeds to step 607. In step 607, the main CPU 101 determines whether the current gaming state is the second time-shortened gaming state. If it is determined that the current gaming state is not the second time-shortened gaming state (i.e., the current gaming state is the non-time-shortened gaming state or the first time-shortened gaming state), the second start winning slot detection process is terminated. On the other hand, if it is determined that the current gaming state is the second time-shortened gaming state, the process proceeds to the next step 608.
[0173] In step 608, the main CPU 101 executes a pre-determination process for making various determinations regarding the winning / losing lottery for the stored second special random number before the start of fluctuation based on the second special random number (at the time when the second special random number is acquired (stored as reserved)). Then, the process at the time of detecting the second start winning slot is terminated.
[0174] Next, the pre-determination processing of steps 508 and 608 described above will be explained with reference to the flowchart in Fig. 25. In the pre-determination processing of step 508 described above, the following processing is executed based on the win / loss random number, special symbol random number, and variable pattern random number stored in the memory unit of the first reserved memory area, and the first reserved number, and in the pre-determination processing of step 608 described above, the following processing is executed based on the win / loss random number, special symbol random number, and variable pattern random number stored in the memory unit of the second reserved memory area, and the second reserved number. In step 650, the main CPU 101 checks the type of start winning slot into which the game ball has entered (first start winning slot 15, second start winning slot 16), the number of reserved balls (first reserved number, second reserved number), and the game state (normal game state, first low probability time-shortened game state, second low probability time-shortened game state, high probability time-shortened game state). Then, the process proceeds to the next step 651.
[0175] In step 651, the main CPU 101 acquires one of the set values (tables A1-A6 or B1-B6) from the win / loss random number determination table 110 corresponding to the set value and the game state confirmed in step 650 described above. Based on the acquired table and the stored win / loss random number, the main CPU 101 executes a win / loss determination process to determine the result of the win / loss lottery. Then, data related to the result of the determination (won a jackpot, won a small jackpot, won or lost the time-saving award) is stored in a predetermined processing area of the main RAM 103. Note that even in this preliminary determination process, the determination of whether the time-saving award will be awarded is made only if the game state confirmed in step 650 (i.e., the game state set at that time) is the normal game state, and is not made if the game state is other than the normal game state. Therefore, if the game state is other than the normal game state, the result of either a jackpot win, a small jackpot win, or a loss is derived. Then, the process proceeds to step 652. In step 652, the main CPU 101 executes a special symbol determination process for determining the type of special symbol. Specifically, if the start winning hole into which the gaming ball entered is the first start winning hole 15 (first special symbol random number), the main CPU 101 acquires the first start winning hole determination table 111a, and determines the type of jackpot symbol (jackpot symbol X1, X2, X3), the type of small win symbol (small win symbol Y1, Y2), the type of time-saving symbol (time-saving symbol J1, J2, J3, J4, J5, J6), or the type of losing symbol (losing symbol Z1, Z2) based on the table and the stored special symbol random number. Also, if the start winning slot into which the game ball entered is the second start winning slot 16 (second special symbol random number), the second start winning slot determination table 111b is acquired, and based on the table and the stored special symbol random number, the type of jackpot symbol (jackpot symbol X1, X4), the type of small win symbol (small win symbol Y1, Y2), the type of time-saving symbol (time-saving symbol J7), or the type of losing symbol (losing symbol Z1, Z2) is determined. Then, data related to the result of the determination (type of special symbol) is stored in a predetermined processing area of the main RAM 103. Then, the process proceeds to the next step 653.
[0176] In step 653, the main CPU 101 acquires the fluctuation pattern table 114 corresponding to the game status confirmed in the above-mentioned step 650, the type of the starting winning hole into which the game ball entered, and whether or not the above-mentioned consecutive jackpot number condition (the number of consecutive jackpots reaching a predetermined number) is established. Then, the process proceeds to the next step 654. In step 654, the main CPU 101 executes a variation pattern command determination process to determine a variation pattern command based on the type of special symbol determined in the above-mentioned step 652, the number of reserved symbols, the variation pattern table 114 acquired in the above-mentioned step 653, and the stored variation pattern random number. Then, proceed to the next step 655.
[0177] In step 655, the main CPU 101 stores in the performance transmission data storage area the result of the winning / losing lottery determined in the above-mentioned step 612, the type of special symbol determined in the above-mentioned step 652, and the pre-determination command including the variation pattern command determined in the above-mentioned step 654. Then, the pre-determination process ends. Through the above processing, for the first special pattern random number or second special pattern random number stored as pending, the result of the winning / losing lottery determined when the special pattern starts to change, the type of special pattern and the change pattern command are transmitted to the sub-control board 300 in advance (i.e., before the change starts) at the time the random number is obtained by the advance determination command.
[0178] In the pachinko machine P according to this embodiment, the above-mentioned preliminary determination process determines the first special random number acquired based on the entry of a gaming ball into the first start winning port 15 and stored in the reserved memory area (first reserved memory area), or the second special random number acquired based on the entry of a gaming ball into the second start winning port 16 and stored in the reserved memory area (second reserved memory area), but is not limited to this. For example, in the preliminary determination process, instead of directly determining the random number stored in the reserved memory area, it may also be configured to determine a random number stored in another memory area (for example, a register, etc.).
[0179] Next, the specific area detection process in step 303 will be described with reference to the flowchart in FIG. In step 670, the main CPU 101 determines whether or not a special game is being played. If it is determined that a special game is not being played, the specific area detection process is terminated. On the other hand, if it is determined that a special game is being played, the process proceeds to step 671. In step 671, the main CPU 101 determines whether or not a detection signal from the specific area detection sensor 57a has been input a predetermined number of times (in this embodiment, once). If it is determined that a detection signal from the specific area detection sensor 57a has not been input the predetermined number of times, the specific area detection process is terminated. On the other hand, if it is determined that a detection signal from the specific area detection sensor 57a has been input the predetermined number of times, the process proceeds to the next step 672. In step 672, the main CPU 101 turns on an entry flag indicating that a predetermined number of gaming balls have entered the specific area 57. Then, the specific area detection process ends.
[0180] Next, the special drawing related control processing in step 203 described above will be explained with reference to the flowchart of FIG. In step 700, the main CPU 101 loads the value of the execution phase data. This execution phase data indicates which of the multiple function modules (subroutines) constituting the special symbol-related control processing is to be executed. Specifically, this execution phase data has data "00" indicating the execution of a special symbol variation start processing described later, data "01" indicating the execution of a special symbol variation stop processing described later, data "02" indicating the execution of a post-stop processing described later, data "03" indicating the execution of a special game control processing described later, data "04" indicating the execution of a small win game control processing described later, and data "05" indicating the execution of a special game end processing described later. Then, the main CPU 101 executes any one of the following processes based on the value of the execution phase data loaded in the above-mentioned step 700: special symbol variation start process (step 701), special symbol variation stop process (step 702), post-stop process (step 703), special game control process (step 704), small win game control process (step 705), or special game end process (step 706). Then, the special symbol related control process is terminated.
[0181] Next, the special symbol variation start process in step 701 will be described with reference to the flowchart in FIG. In step 800, the main CPU 101 determines whether the execution phase data is "00", which indicates the execution of the special symbol variation start process. If it is determined that the execution phase data is "00", the process proceeds to the next step 801. On the other hand, if it is determined that the execution phase data is not "00", the special symbol variation start process is terminated. In step 801, the main CPU 101 determines whether or not a second special symbol random number is stored in the memory section of the second reserved memory area, that is, whether or not the second reserved number counter is equal to or greater than "1." If it is determined that a second special symbol random number is stored, the process proceeds to step 804. On the other hand, if it is determined that a second special symbol random number is not stored, the process proceeds to the next step 802.
[0182] In step 802, the main CPU 101 determines whether the first special symbol random number is stored in the memory section of the first reserved memory area, that is, whether the first reserved number counter is equal to or greater than "1." If it is determined that the first special symbol random number is not stored, the process proceeds to step 812. On the other hand, if it is determined that the first special symbol random number is stored, the process proceeds to the next step 803. In step 803, the main CPU 101 decrements the value of the first reserved number counter by "1" and executes a shift process for the first reserved memory area. Specifically, the random numbers stored in the first memory section of the first reserved memory area are stored in a predetermined processing area provided in the main RAM 103, and the random numbers stored in the second to fourth memory sections of the first reserved memory area are shifted to memory sections with numbers one smaller. As a result, the random numbers stored in the first reserved memory area are used in the win / loss determination process described below in a so-called first-in, first-out (FIFO) order. Then, the process proceeds to step 805.
[0183] In step 804, which is performed if it is determined in step 801 that the second special random number has been stored, the main CPU 101 decrements the value of the second reserved number counter by "1" and executes a shift process for the second reserved memory area. Specifically, the random numbers stored in the first memory section of the second reserved memory area are stored in a predetermined processing area provided in the main RAM 103, and the random numbers stored in the second to fourth memory sections of the second reserved memory area are shifted to the memory section with the next smaller number. As a result, the random numbers stored in the second reserved memory area are used in the win / loss determination process described below in a so-called first-in, first-out (FIFO) order. Then, the process proceeds to step 805. In step 805, the main CPU 101 increments by "1" the count value of the variation count counter, which counts the number of times the win / lose lottery is executed (the number of times the special symbol varies). The main CPU 101 also stores a variation count command including the count value of the variation count counter in the performance transmission data storage area. This causes the variation count command to be sent to the sub-control board 300, allowing the sub-control board 300 to grasp the current count value of the variation count counter. Then, the process proceeds to the next step, 806.
[0184] In step 806, the main CPU 101 executes a win / lose determination process to derive the result of the win / lose lottery. Then, the process proceeds to the next step 807. In step 807, the main CPU 101 executes a special symbol determination process to determine the type of special symbol. Specifically, if the start winning hole into which the game ball entered is the first start winning hole 15 (first special symbol random number), the first start winning hole determination table 111a is acquired, and based on the table, the result of the winning / losing lottery determined in the above-mentioned step 806 (winning a big win, winning a small win, winning a time-saving grant, or losing), and the special symbol random number stored in the predetermined processing area in the above-mentioned step 803 or step 804, the type of big win symbol (big win symbol X1, X2, X3), the type of small win symbol (small win symbol Y1, Y2), the type of time-saving symbol (time-saving symbol J1, J2, J3, J4, J5, J6), or the type of losing symbol (losing symbol Z1, Z2) is determined. In addition, if the start winning slot into which the game ball entered is the second start winning slot 16 (second special symbol random number), the second start winning slot determination table 111b is acquired, and based on the table, the result of the winning / losing lottery determined in the above-mentioned step 806 (winning a big win, winning a small win, winning a time-saving grant, or losing), and the special symbol random number stored in the predetermined processing area in the above-mentioned step 803 or step 804, the type of big win symbol (big win symbol X1, X4), the type of small win symbol (small win symbol Y1, Y2), the type of time-saving symbol (time-saving symbol J7), or the type of losing symbol (losing symbol Z1, Z2) is determined. Then, data corresponding to the determined special symbol is stored in a predetermined temporary storage area of the main RAM 103. In addition, in this special symbol determination process, the current game state, that is, the game state at the time when the special symbol is determined, is stored in the game state buffer. Then, the process proceeds to the next step 808. In the variation start processing of the pachinko machine P in this embodiment, when both the first special chart random number and the second special chart random number are stored, the second special chart random number is processed in priority to the first special chart random number, but this is not limited to this, and the numbers may be processed in the order in which they are stored in the reserved memory area.
[0185] In step 808, the main CPU 101 stores a symbol determination command indicating the type of special symbol determined in the above-mentioned step 807 in the performance transmission data storage area. As a result, information regarding the determined type of special symbol is transmitted to the sub-control board 300 at the start of fluctuation. Then, the process proceeds to the next step 809. In step 809, the main CPU 101 executes a fluctuation pattern determination process to determine a fluctuation pattern based on the fluctuation pattern random number stored in the processing area in the above-described step 803 or step 804. Then, the process proceeds to the next step 810.
[0186] In step 810, the main CPU 101 sets variable display data for starting the variable display of the special symbol on the first special symbol display device 30 or the second special symbol display device 31. As a result, when the variable display of the special symbol is performed based on the first special symbol random number, the first special symbol display device 30 starts a blinking display, and when the variable display of the special symbol is performed based on the second special symbol random number, the second special symbol display device 31 starts a blinking display. Here, the blinking display means that "-" blinks at a predetermined interval on each display device. In addition, in the pachinko machine P according to this embodiment, when the first special symbol random number is stored in the first reservation memory area, the first special symbol reservation display device 38 is displayed in a manner that allows the first reservation number to be recognized, and when the second special symbol random number is stored in the second reservation memory area, the second special symbol reservation display device 39 is displayed in a manner that allows the second reservation number to be recognized. When the above-mentioned special symbol variable display is performed based on the first special symbol random number, the first special symbol reservation display device 38 is displayed and controlled to indicate that the first reservation number is reduced by one simultaneously with the start of the variable display, and when the above-mentioned special symbol variable display is performed based on the second special symbol random number, the second special symbol reservation display device 39 is displayed and controlled to indicate that the second reservation number is reduced by one simultaneously with the start of the variable display. Then, the process proceeds to the next step 811.
[0187] In step 811, the main CPU 101 sets the execution phase data to "01" so that the special symbol variation stop processing is executed in the special symbol related control processing, and ends the special symbol variation start processing. In addition, in step 812, which is reached when it is determined in the above-mentioned step 802 that the first special symbol random number is not stored in the first reserved storage area, the main CPU 101 executes a customer waiting determination process for displaying a customer waiting display on the performance display device 21 based on the fact that a variable display is not being performed. Specifically, the main CPU 101 counts the time during which a variable display of the special symbol is not being performed, and when a predetermined customer waiting time (for example, 30 seconds) has passed without a variable display of the special symbol, it determines that a customer waiting state has been entered and stores a customer waiting command for displaying a customer waiting screen on the performance display device 21 in the performance transmission data storage area. Then, the special symbol variation start process is terminated.
[0188] Next, the pass / fail determination process in step 806 described above will be explained with reference to the flowchart in FIG. In step 850, the main CPU 101 selects one of the win / loss random number determination tables 110 that corresponds to the set value and the current game state (low probability game state, high probability game state), and executes a jackpot win / loss determination process to determine whether or not a jackpot will be won (i.e., to determine whether or not a jackpot will be won) based on the selected table and the win / loss random number stored in the predetermined processing area of step 803 or step 804 described above. Specifically, the main CPU 101 obtains information on the numerical range that will result in a jackpot win from the table described above, and determines whether or not the win / loss random number falls within this obtained numerical range. Then, if the win / loss random number falls within the numerical range, it is determined that a jackpot has been won, and if the win / loss random number does not fall within the numerical range, it is determined that a jackpot has not been won. Then, the process proceeds to the next step 851. In step 851, the main CPU 101 determines whether or not the result of the jackpot win / loss determination process executed in the above-mentioned step 850 was a jackpot win (i.e., whether or not a jackpot win was achieved). If it is determined that a jackpot win was not achieved (a jackpot non-win), the process proceeds to step 853. On the other hand, if it is determined that a jackpot win was achieved, the process proceeds to the next step 852.
[0189] In step 852, the main 101 stores the fact that a jackpot has been won in a predetermined storage area of the main RAM 103. Then, the win / loss determination process ends. Furthermore, in step 853, which is reached when it is determined in the above-mentioned step 851 that a jackpot has not been won, the main CPU 101 executes a small win win / loss determination process to determine whether or not a small win will be won (i.e., to determine whether or not a small win will be won) based on the table selected in the above-mentioned step 850 and the win / loss random number stored in the predetermined processing area of the above-mentioned step 803 or step 804 (i.e., the same win / loss random number as the win / loss random number that was the subject of determination in the above-mentioned step 850). Specifically, the main CPU 101 obtains information on the numerical range that will result in a small win from the above-mentioned table, and determines whether or not the above-mentioned win / loss random number falls within this obtained numerical range. Then, if the above-mentioned win / loss random number falls within the above-mentioned numerical range, it is determined that a small win has been won, and if the above-mentioned win / loss random number does not fall within the above-mentioned numerical range, it is determined that a small win has not been won. Then, the process proceeds to the next step 854.
[0190] In step 854, the main CPU 101 determines whether or not the result of the small win determination process executed in the above-mentioned step 853 was a win of a small win (that is, whether or not a small win was won). Then, if it is determined that a small win was not won (a small win was not won), the process proceeds to step 856. On the other hand, if it is determined that a small win was won, the process proceeds to the next step 855. In step 855, the main 101 stores the fact that a small win has been won in a predetermined storage area of the main RAM 103. Then, the win / loss determination process ends.
[0191] In step 856, which is reached when it is determined in step 854 that the small win has not been won, the main CPU 101 determines whether the currently set gaming state is the normal gaming state. If it is determined that the gaming state is not the normal gaming state (i.e., the first low-probability time-shortening gaming state, the second low-probability time-shortening gaming state, or the high-probability time-shortening gaming state), the process proceeds to step 860. On the other hand, if it is determined that the gaming state is the normal gaming state, the process proceeds to the next step 857. In step 857, the main CPU 101 executes a time-saving award determination process to determine whether or not the time-saving award will be won (i.e., to determine whether or not the time-saving award will be won) based on the table selected in step 850 described above and the win / loss random number stored in the predetermined processing area of step 803 or step 804 described above (i.e., the win / loss random number is the same as the win / loss random number that was the subject of determination in step 850 and step 853 described above). Specifically, the main CPU 101 obtains information on the numerical range that will result in a win for the time-saving award from the table described above, and determines whether or not the win / loss random number falls within this obtained numerical range. Then, if the win / loss random number falls within the numerical range described above, it is determined that the time-saving award will be won, and if the win / loss random number does not fall within the numerical range described above, it is determined that the time-saving award will not be won. Then, the process proceeds to the next step 858.
[0192] In step 858, the main CPU 101 determines whether or not the result of the time-saving awarding success / failure determination process executed in the above-mentioned step 857 was a win for the time-saving awarding (i.e., whether or not the time-saving awarding was won). If it is determined that the time-saving awarding was not won (a small win was not won), the process proceeds to step 860. On the other hand, if it is determined that the time-saving awarding was won, the process proceeds to the next step 859. In step 859, the main 101 stores the fact that the time-saving award has been won in a predetermined storage area of the main RAM 103. Then, the win / loss determination process ends.
[0193] In addition, in step 860, which is reached when it is determined in the above-mentioned step 856 that the normal game state is not being performed, or when it is determined in the above-mentioned step 858 that the time-saving award has not been won, the main CPU 101 stores the fact that it has lost in a predetermined storage area of the main RAM 103. Then, the win / loss determination process is terminated. In addition, in the pachinko machine P of this embodiment, the process of determining whether or not a jackpot has been won, the process of determining whether or not a small jackpot has been won, and the process of determining whether or not a time-saving bonus has been awarded are all executed by a common processing program (the same module) that selects a win / lose random number determination table 110 corresponding to the set setting value and game status, obtains information on the numerical range to be determined, and determines whether or not the win / lose random number belongs to that numerical range.
[0194] Next, the fluctuation pattern determination process in step 809 described above will be described with reference to the flowchart in FIG. In step 900, the main CPU 101 checks the type of start winning slot into which the game ball has entered (first start winning slot 15, second start winning slot 16), the number of reserved balls (first reserved number, second reserved number), and the game state (normal game state, first low probability time-shortened game state, second low probability time-shortened game state, high probability time-shortened game state). Then, the process proceeds to the next step 901. In step 901, the main CPU 101 acquires the fluctuation pattern table 114 corresponding to the game status confirmed in the above-mentioned step 900, the type of the starting winning hole into which the game ball entered, and whether or not the above-mentioned consecutive jackpot count condition (the number of consecutive jackpots reaching a predetermined number) is established. Then, the process proceeds to the next step 902.
[0195] In step 902, the main CPU 101 determines a fluctuation pattern command based on the fluctuation pattern table 114 acquired in the above-mentioned step 901, the type of special symbol determined in the above-mentioned step 807, the reserved number confirmed in the above-mentioned step 900, and the fluctuation pattern random number stored in the processing area in the above-mentioned step 803 or 804, and stores this determined fluctuation pattern command in a predetermined processing area. Then, proceed to the next step 903. In step 903, the main CPU 101 stores the variation pattern command determined in the above-mentioned step 902 in the transmission data storage area for performance.
[0196] In step 904, the main CPU 101 determines the fluctuation time associated with the fluctuation pattern command based on the fluctuation pattern table 114. Then, the determined fluctuation time is set in the fluctuation time timer counter. Then, the fluctuation pattern determination process ends.
[0197] Next, the special symbol variation stop processing in step 702 will be described with reference to the flowchart in FIG. In step 1000, the main CPU 101 determines whether the execution phase data is "01", which indicates the execution of the special symbol variation stop process. If it is determined that the execution phase data is not "01", the special symbol variation stop process is terminated. On the other hand, if it is determined that the execution phase data is "01", the process proceeds to the next step 1001.
[0198] In step 1001, the main CPU 101 determines whether the variable time set in the variable time timer counter in step 904 has elapsed. If it is determined that the variable time has not elapsed, the special symbol variation stop process is terminated. On the other hand, if it is determined that the variable time has elapsed, the process proceeds to the next step 1002. In step 1002, the main CPU 101 sets the stop display data for stopping and displaying the special symbol determined in step 807 on the first special symbol display device 30 or the second special symbol display device 31, and executes the stop display of the special symbol. Then, the process proceeds to the next step 1003.
[0199] In step 1003, the main CPU 101 stores a symbol determination command indicating that the special symbol has been determined in the effect transmission data storage area. In step 1004, the main CPU 101 sets the stop display time for the special symbol to be displayed in the stop display time timer counter. In the pachinko machine P according to this embodiment, when the determined special symbol is a time-saving symbol (J1, J2, J3, J4, J5, J6, J7), the stop display time is set to 3 seconds, and otherwise the stop display time is set to 0.5 seconds. Then, the process proceeds to the next step 1005.
[0200] In step 1005, the main CPU 101 sets the execution phase data to "02" so that post-stop processing is executed in the special symbol related control processing. Then, the special symbol variation stop processing is terminated.
[0201] Next, the post-stop processing in step 703 will be described with reference to the flowchart in FIG. In step 1100, the main CPU 101 determines whether the execution phase data is "02," which indicates execution of post-stop processing. If it is determined that the execution phase data is not "02," the post-stop processing is terminated. On the other hand, if it is determined that the execution phase data is "02," the process proceeds to the next step 1101. In step 1101, the main CPU 101 determines whether the static display time set in the static display time timer counter in step 1004 has elapsed. If it is determined that the static display time has not elapsed, the post-stop processing is terminated. On the other hand, if it is determined that the static display time has elapsed, the process proceeds to the next step 1102.
[0202] In step 1102, the main CPU 101 stores a stop display end command indicating that the stop display time has elapsed in the performance transmission data storage area. This notifies the sub-control board 300 that the stop display time has elapsed. The main CPU 101 also stores the current game status in the game status buffer. Then, the process proceeds to the next step 1103. In step 1103, the main CPU 101 executes a time-shortening count update process. Specifically, the main CPU 101 determines whether either a first time-shortening game flag indicating that the current game state is the first time-shortening game state or a second time-shortening game flag indicating that the current game state is the second time-shortening game state is on. If the main CPU 101 determines that the first time-shortening game flag or the second time-shortening game flag is on, the main CPU 101 updates a time-shortening count storage area provided in the main RAM 103. This time-shortening count storage area stores the number of remaining fluctuations until the time-shortening game state ends. The stored remaining fluctuation count is then decremented by "1." If the remaining fluctuation count becomes "0" after updating the remaining fluctuation count, the main CPU 101 also executes a process to turn off the first time-shortening game flag or the second time-shortening game flag that was on. If the main CPU 101 determines that neither the first time-shortening game flag nor the second time-shortening game flag is on, the main CPU 101 does not perform any processing. Then, the process proceeds to the next step 1104.
[0203] In step 1104, the main CPU 101 performs a high-probability count update process. Here, the main CPU 101 determines whether a high-probability game flag, which indicates that the current game state is a high-probability game state, is on. If it is determined that the high-probability game flag is on, the main CPU 101 updates a high-probability count storage area provided in the main RAM 103. This high-probability count storage area stores the number of remaining variations until the high-probability game state ends. The stored remaining number of variations is then decremented by "1." If the remaining number of variations becomes "0" after updating the remaining number of variations, the main CPU 101 also executes a process to turn off the high-probability game flag. If it is determined that the high-probability game flag is not on, the main CPU 101 does not perform any processing. Then, the main CPU 101 proceeds to the next step 1105.
[0204] In step 1105, the main CPU 101 determines whether the stopped special symbol is a big win symbol. If it determines that the stopped special symbol is not a big win symbol (i.e., a small win symbol, a time-saving symbol, or a losing symbol), the process proceeds to step 1111. On the other hand, if it determines that the stopped special symbol is a big win symbol, the process proceeds to the next step 1106. In step 1106, the main CPU 101 sets a command at the time of winning a jackpot to transmit the game status at the time of winning a jackpot and the type of jackpot symbol (jackpot symbol X1, X2, X3, X4) that is stopped and displayed to the sub-control board 300. Then, the process proceeds to the next step 1107.
[0205] In step 1107, the main CPU 101 resets the current game state, and then proceeds to step 1108. In step 1108, the main CPU 101 sets the opening time, which is the waiting time set at the start of the special game, in the opening time timer counter, and stores an opening command indicating that the opening process will start in the effect transmission data storage area. Then, the process proceeds to the next step 1109.
[0206] In step 1109, the main CPU 101 sets the number of rounds in the main RAM 103 based on the type of jackpot symbol that is stopped and displayed. Specifically, if the jackpot symbol that is stopped and displayed is X1 or X2, the main CPU 101 sets the number of rounds to "10," and if the jackpot symbol that is stopped and displayed is X3 or X4, the main CPU 101 sets the number of rounds to "4." Then, the process proceeds to the next step 1110. In step 1110, the main CPU 101 sets the execution phase data to "03" so that the special game control process is executed in the special symbol related control process. Then, the post-stop process is terminated.
[0207] In step 1111, which is reached when it is determined in step 1105 that the special symbol displayed in a stopped state is not a big win symbol, the main CPU 101 determines whether the special symbol displayed in a stopped state is a small win symbol. If it is determined that the special symbol displayed in a stopped state is not a small win symbol (i.e., a time-saving symbol or a losing symbol), the process proceeds to step 1114. On the other hand, if it is determined that the special symbol displayed in a stopped state is a small win symbol, the process proceeds to step 1112. In step 1112, the main CPU 101 sets the opening time, which is the waiting time set at the start of the small win game, in the opening time timer counter, and stores an opening command indicating that the opening process will start in the performance transmission data storage area. Then, the process proceeds to the next step 1113.
[0208] In step 1113, the main CPU 101 sets "04" to the execution phase data so that the small win game control process is executed in the special chart related control process. Then, the post-stop process is terminated.
[0209] In step 1114, which is reached when it is determined in step 1111 that the special symbol displayed in the stopped state is not a small winning symbol, the main CPU 101 determines whether the special symbol displayed in the stopped state is a time-saving symbol. If it is determined that the special symbol displayed in the stopped state is not a time-saving symbol (i.e., a losing symbol), the process proceeds to step 1116. On the other hand, if it is determined that the special symbol displayed in the stopped state is a time-saving symbol, the process proceeds to step 1115. In step 1115, the main CPU 101 executes a first low-probability time-saving game state setting process to set the game state to the first low-probability time-saving game state. Specifically, the first time-saving game flag is turned on, and the number of time-saving times is set to "10" if the stopped time-saving symbol is J1, "20" if the stopped time-saving symbol is J2, "30" if the stopped time-saving symbol is J3, "50" if the stopped time-saving symbol is J4, "100" if the stopped time-saving symbol is J5, "1000" if the stopped time-saving symbol is J6, and "1000" if the stopped time-saving symbol is J7. Then, the process proceeds to step 1116.
[0210] In step 1116, the main CPU 101 checks the set game state and stores a game state command indicating the game state in the effect transmission data storage area. In step 1117, the main CPU 101 sets the execution phase data to "00" so that the special symbol variation start process is executed in the special symbol related control process. Then, the post-stop process is terminated.
[0211] Next, the special game control process in step 704 will be described with reference to the flowchart in FIG. In step 1200, the main CPU 101 determines whether the execution phase data is "03", which indicates the execution of the special game control process. If it is determined that the execution phase data is not "03", the special game control process is terminated. On the other hand, if it is determined that the execution phase data is "03", the process proceeds to the next step 1201. In step 1201, the main CPU 101 determines whether the opening time set in the opening time timer counter in the above-mentioned step 1108 has elapsed. If it is determined that the opening time has not elapsed, the special game control process is terminated. On the other hand, if it is determined that the opening time has elapsed, the process proceeds to the next step 1202.
[0212] In step 1202, the main CPU 101 determines whether or not the special game control process is currently in the ending process, which is a standby process that is performed after all rounds of play have been completed. If it is determined that the ending process is currently in progress, the process proceeds to step 1210. On the other hand, if it is determined that the ending process is not currently in progress, the process proceeds to the next step 1203. In step 1203, the main CPU 101 executes a special winning opening opening / closing control process for opening and closing the special winning opening 18 and operating the distribution member 59, based on the special electric accessory operation table 112 corresponding to the type of the jackpot symbol stopped and displayed. Then, the process proceeds to the next step 1204.
[0213] In step 1204, the main CPU 101 determines whether or not a round of play has started based on the control of opening and closing the big prize opening in step 1203. If it is determined that a round of play has not started, the process proceeds to step 1206. On the other hand, if it is determined that a round of play has started, the process proceeds to the next step 1205. In step 1205, the main CPU 101 stores a round game start command indicating the start of a round game in the effect transmission data storage area. It should be noted that a round game start command is provided for each number of round games, and this makes it possible to transmit to the sub-control board 300 which number of round games has started.
[0214] In step 1206, the main CPU 101 determines whether the round game has ended based on the large prize opening / closing control in step 1203. If it is determined that the round game has not ended, the special game control process is terminated. On the other hand, if it is determined that the round game has ended, the process proceeds to the next step 1207. In step 1207, the main CPU 101 decrements the number of rounds stored in the main RAM 103 by "1". Then, the process proceeds to step 1208.
[0215] In step 1208, the main CPU 101 determines whether the number of rounds decremented in step 1207 is "0." If it is determined that the number of rounds is not "0," the special game control process is terminated. On the other hand, if it is determined that the number of rounds is "0," the process proceeds to the next step 1209. In step 1209, the main CPU 101 sets the ending time, which is the waiting time set at the end of the special game, in the ending time timer counter, and stores an ending command indicating that the ending process will start in the performance transmission data storage area.Then, the special game control process is terminated.
[0216] In step 1210, which is reached when it is determined in step 1202 that the ending process is in progress, the main CPU 101 determines whether the ending time set in the ending time timer counter in step 1209 has elapsed. If it is determined that the ending time has not elapsed, the special game control process is terminated. On the other hand, if it is determined that the ending time has elapsed, the process proceeds to step 1211. In step 1211, the main CPU 101 stores a special game end command indicating that the special game has ended in the effect transmission data storage area.
[0217] In step 1212, the main CPU 101 sets the execution phase data to "05" so that the special game end process is executed in the special symbol related control process. Then, the special game control process is ended.
[0218] Next, the small win game control process in step 705 will be described with reference to the flowchart in FIG. In step 1250, the main CPU 101 determines whether the execution phase data is "04", which indicates the execution of the small win game control process. If it is determined that the execution phase data is not "04", the small win game control process is terminated. On the other hand, if it is determined that the execution phase data is "04", the process proceeds to the next step 1251. In step 1251, the main CPU 101 determines whether the opening time set in the opening time timer counter in the above-mentioned step 1112 has elapsed. If it is determined that the opening time has not elapsed, the small win game control process is terminated. On the other hand, if it is determined that the opening time has elapsed, the process proceeds to the next step 1252.
[0219] In step 1252, the main CPU 101 determines whether or not the ending process, which is a standby process performed after the opening and closing of the large prize opening 18 in this small prize game control process, is in progress. If it is determined that the ending process is in progress, the process proceeds to step 1256. On the other hand, if it is determined that the ending process is not in progress, the process proceeds to the next step 1253. In step 1253, the main CPU 101 performs a small win game execution process for opening and closing the big prize opening 18 based on the fourth operation table 112d in the special electric accessory operation table 112. Then, the process proceeds to the next step 1254.
[0220] In step 1254, the main CPU 101 determines whether or not the opening and closing of the large prize opening 18 has been completed. If it is determined that the opening and closing of the large prize opening 18 has not been completed, the small prize game control process is terminated. On the other hand, if it is determined that the opening and closing of the large prize opening 18 has been completed, the process proceeds to the next step 1255. In step 1255, the main CPU 101 sets the ending time, which is the waiting time set at the end of the small win game, in the ending time timer counter, and stores an ending command indicating that the ending process will start in the performance transmission data storage area. Then, the small win game control process is terminated.
[0221] In step 1256, which is reached when it is determined in step 1252 that the ending process is in progress, the main CPU 101 determines whether the ending time set in the ending time timer counter in step 1255 has elapsed. If it is determined that the ending time has not elapsed, the small win game control process is terminated. On the other hand, if it is determined that the ending time has elapsed, the process proceeds to step 1257. In step 1257, the main CPU 101 stores a small win game end command indicating that the small win game has ended in the effect transmission data storage area. Then, the process proceeds to step 1258.
[0222] In step 1258, the main CPU 101 checks the set game state and stores a game state command indicating the game state in the performance transmission data storage area. The main CPU 101 also sets the execution phase data to "00" so that the special symbol variation process is executed in the special symbol-related control process. Then, the small win game control process is terminated.
[0223] Next, the special game ending process in step 705 will be described with reference to the flowchart in FIG. In step 1300, the main CPU 101 determines whether the execution phase data is "05", which indicates the execution of the special game ending process. If it is determined that the execution phase data is not "05", the special game ending process is ended. On the other hand, if it is determined that the execution phase data is "05", the process proceeds to the next step 1301. In step 1301, the main CPU 101 determines whether the entry flag is on. If it is determined that the entry flag is not on (i.e., it is off), the process proceeds to step 1309. On the other hand, if it is determined that the entry flag is on, the process proceeds to the next step 1302.
[0224] In step 1302, the main CPU 101 decrements the value of the continuous variable probability setting counter for counting the number of times of continuous variable probability setting by 1, and also decrements the value of the continuous time-saving setting counter for counting the number of times of continuous time-saving setting by 1. Then, the process proceeds to the next step 1303. In step 1303, the main CPU 101 determines whether the value of the continuous variable probability setting counter has reached 0, that is, whether the continuous variable probability setting count has reached a predetermined upper limit number of times. If it is determined that the value of the continuous variable probability setting count counter has not reached 0, the process proceeds to step 1305. On the other hand, if it is determined that the value of the continuous variable probability setting count counter has reached 0, the process proceeds to the next step 1304.
[0225] In step 1304, the main CPU 101 executes a low-probability game state setting process to set the game state to a low-probability game state. Specifically, the main CPU 101 turns off the high-probability game flag. The main CPU 101 also sets the continuous probability change setting count counter to "10000," which is a predetermined upper limit number. Then, the process proceeds to step 1306. In addition, in step 1305, which is reached when it is determined in the above-mentioned step 1303 that the value of the continuous probability change setting counter has not reached 0, a high probability game state setting process is executed to set the game state to a high probability game state. Specifically, the high probability game flag is turned on, and the high probability number is set to "10000". Then, the process proceeds to the next step 1306.
[0226] In step 1306, the main CPU 101 determines whether the value of the continuous time-saving setting counter has reached 0, that is, whether the number of continuous time-saving setting times has reached a predetermined upper limit. If it is determined that the value of the continuous time-saving setting counter has not reached 0, the process proceeds to step 1308. On the other hand, if it is determined that the value of the continuous time-saving setting counter has reached 0, the process proceeds to the next step 1307. In step 1307, the main CPU 101 executes a non-time-shortened game state setting process to set the game state to a non-time-shortened game state. Specifically, the main CPU 101 turns off the first time-shortened game flag and the second time-shortened game flag. The main CPU 101 also sets the continuous time-shortened setting counter to "10000," which is the predetermined upper limit number. Then, the process proceeds to step 1311.
[0227] In step 1308, which is reached when it is determined in step 1306 that the value of the continuous time-shortening setting counter has not reached 0, the main CPU 101 executes a second time-shortening game state setting process to set the game state to the second time-shortening game state. Specifically, the main CPU 101 turns on the second time-shortening game flag and sets the time-shortening count to "10000." Then, the process proceeds to step 1311. In step 1309, which is reached when it is determined in step 1301 that the entry flag is not on, the main CPU 101 executes the same low-probability time-saving game state setting process as in step 1304, and sets the continuous probability change setting counter to "10000," which is the predetermined upper limit number of times. Then, the process proceeds to step 1310.
[0228] In step 1310, the main CPU 101 executes a time-shortened / non-time-shortened game state setting process to set the game state to the non-time-shortened game state or the second time-shortened game state. Specifically, if the jackpot symbol determined at the time of the jackpot win is X2 or X3, and the game state at the time of the jackpot win was the time-shortened game state (first time-shortened game state), the second time-shortened game flag is turned on and the number of time-shortened game states is set to "10000" to set the second time-shortened game state. On the other hand, if the game state at the time of the jackpot win was the non-time-shortened game state, the first time-shortened game flag and the second time-shortened game flag are turned off to set the non-time-shortened game state. Furthermore, if the jackpot symbol determined at the time of the jackpot win is X4, the second time-shortened game flag is turned on and the number of time-shortened game states is set to "100" to set the second time-shortened game state. Then, the process proceeds to step 1311. In step 1311, the main CPU 101 determines whether the set gaming state is either a high-probability time-shortened gaming state (high-probability gaming state and second time-shortened gaming state) or a second low-probability time-shortened gaming state (low-probability gaming state and second time-shortened gaming state). If it is determined that the set gaming state is neither of these, the process proceeds to step 1313. On the other hand, if it is determined that the set gaming state is either of these, the process proceeds to the next step 1312.
[0229] In step 1312, the main CPU 101 increments the value of the consecutive jackpot counter for counting the number of consecutive jackpots by 1. When the value of this consecutive jackpot counter reaches a value corresponding to a predetermined number of times (three times in this embodiment), the above-mentioned consecutive jackpot number condition is met. Then, the process proceeds to step 1314. In step 1313, which is reached when it is determined that the gaming state set in step 1311 is neither the high-probability time-shortening gaming state nor the second low-probability time-shortening gaming state, the main CPU 101 resets (clears to zero) the value of the consecutive jackpot counter. Then, the process proceeds to step 1314.
[0230] In step 1314, the main CPU 101 turns off the entry flag, and then proceeds to the next step 1315. In step 1315, the main CPU 101 sets a game state designation command in the performance transmission data storage area according to the game state set as described above. This game state designation command includes information on whether the high probability game flag is on or off, information on whether the first time-shortened game flag is on or off, information on whether the second time-shortened game flag is on or off, the number of high probability games, and the number of time-shortened games. Then, the process proceeds to the next step 1316.
[0231] In step 1316, the main CPU 101 sets the execution phase data to "00" so that the variable start process is executed in the special symbol related control process. Then, the special game end process is ended.
[0232] Next, the map-related control process in step 204 will be described with reference to the flowchart in FIG. In step 1400, the main CPU 101 loads the value of the normal symbol execution phase data. This normal symbol execution phase data indicates which of the multiple function modules (subroutines) that make up the normal symbol-related control processing will be executed. Specifically, this normal symbol execution phase data has data "10" indicating the execution of the normal symbol variation start processing described later, data "11" indicating the execution of the normal symbol variation stop processing described later, data "12" indicating the execution of the normal symbol stop post-processing described later, and data "13" indicating the execution of the movable piece control processing described later. Then, the main CPU 101 executes either the normal symbol variation start process (step 1401), the normal symbol variation stop process (step 1402), the normal symbol stop post-process (step 1403), or the movable piece control process (step 1404) based on the value of the normal symbol execution phase data loaded in the above-mentioned step 1400. Then, the normal symbol related control process is terminated.
[0233] Next, the normal symbol variation start processing in step 1401 described above will be explained with reference to the flowchart in FIG. In step 1500, the main CPU 101 determines whether the normal symbol execution phase data is "10", which indicates the execution of the normal symbol variation start process. If it is determined that the normal symbol execution phase data is not "10", the normal symbol variation start process is terminated. On the other hand, if it is determined that the normal symbol execution phase data is "10", the process proceeds to the next step 1501. In step 1501, the main CPU 101 determines whether a hit random number is stored in the regular symbol reserved memory area, that is, whether the regular symbol reserved number counter is "1" or more. If it is determined that the regular symbol reserved number counter is not "1" or more (i.e., "0"), it ends the regular symbol variation start processing. On the other hand, if it is determined that the regular symbol reserved number counter is "1" or more, it proceeds to the next step 1502.
[0234] In step 1502, the main CPU 101 decrements the value of the normal reserved number counter by "1". Then, the process proceeds to the next step 1503. In step 1503, the main CPU 101 executes a shift process for the general map reserved memory area. Specifically, the winning determination random number stored in the first memory unit is stored in a predetermined processing area provided in the main RAM 103, and the winning determination random numbers stored in the second to fourth memory units are shifted to the memory unit with the next smaller number. As a result, the winning determination random numbers stored in the general map reserved memory area are used in the winning determination process described below in a so-called first-in, first-out (FIFO) order. Then, the process proceeds to step 1504.
[0235] In step 1504, the main CPU 101 selects a winning determination random number determination table 116 (either the first determination table 116a, the second determination table 116b, or the third determination table 116c) corresponding to the current state (non-time-shortened gaming state, the first time-shortened gaming state, the second time-shortened gaming state, during special gaming, or during small win gaming), and executes a winning determination process to derive the result of the lottery for the normal symbol based on the selected table and the winning determination random number stored in the processing area in the above-mentioned step 1503. Specifically, the main CPU 101 refers to the first determination table 116a when in the non-time-shortened gaming state, during special gaming, or during small win gaming; refers to the second determination table 116b when in the first time-shortened gaming state; and refers to the third determination table 116c when in the second time-shortened gaming state, to determine the winning determination random number stored in the processing area. Then, the process proceeds to the next step 1505. In step 1505, the main CPU 101 determines whether or not the result of the winning determination process in the above-mentioned step 1504 is a win. If it is determined that there is a win, the process proceeds to the next step 1506. On the other hand, if it is determined that there is no win (i.e., a loss), the process proceeds to step 1507.
[0236] In step 1506, the main CPU 101 stores the winning symbol data in a predetermined processing area of the main RAM 103. Then, the process proceeds to step 1508. In addition, in step 1507, which is carried out when it is determined in the above-mentioned step 1505 that the result of the winning determination process is not a win (i.e., a loss), the main CPU 101 stores the loss symbol data in a predetermined processing area of the main RAM 103. Then, the process proceeds to the next step 1508.
[0237] In step 1508, the main CPU 101 checks whether the current state of the pachinko machine P is in a non-time-reduction game state, a first time-reduction game state, a second time-reduction game state, a special game, or a small win game, and references the normal symbol variation pattern determination table 117 to set the normal symbol variation time timer counter to the normal symbol variation time corresponding to the current state of the pachinko machine P. Specifically, if the main CPU 101 is in a non-time-reduction game state, a special game, or a small win game, it sets the normal symbol variation time counter to "3 seconds." If the main CPU 101 is in the first time-reduction game state, it sets the normal symbol variation time counter to "2 seconds." If the main CPU 101 is in the second time-reduction game state, it sets the normal symbol variation time counter to "0.6 seconds." Then, the process proceeds to the next step 1509. In step 1509, the main CPU 101 sets variable display data to start displaying the normal symbol. As a result, when the normal symbol variable display is performed, the normal symbol display device 32 starts flashing. Also, in the pachinko machine P according to this embodiment, when the winning determination random number is stored in the normal symbol reserved memory area, the normal symbol reserved display device 33 is displayed in a manner that allows the normal symbol reserved number to be recognized. Then, when the normal symbol variable display is performed, the normal symbol reserved display device 33 is displayed and controlled to indicate that the normal symbol reserved number is reduced by one at the same time as the variable display starts. Then, proceed to the next step 1510.
[0238] In step 1510, the main CPU 101 stores the current state of the pachinko machine P in the gaming machine state buffer as the state of the pachinko machine P at the start of fluctuation. In step 1511, the main CPU 101 sets the normal symbol execution phase data to "11" so that the normal symbol variation stop process is executed in the normal symbol related control process. Then, the normal symbol variation start process is terminated.
[0239] Next, the normal symbol variation stop processing in step 1402 described above will be explained with reference to the flowchart in FIG. In step 1600, the main CPU 101 determines whether the normal symbol execution phase data is "11", which indicates the execution of the normal symbol variation stop process. If it is determined that the normal symbol execution phase data is not "11", the normal symbol variation stop process is terminated. On the other hand, if it is determined that the normal symbol execution phase data is "11", the process proceeds to the next step 1601. In step 1601, the main CPU 101 determines whether the normal symbol fluctuation time set in the normal symbol fluctuation time timer counter in step 1508 has elapsed. If it is determined that the fluctuation time has not elapsed, the normal symbol fluctuation stop process is terminated. On the other hand, if it is determined that the fluctuation time has elapsed, the process proceeds to the next step 1602.
[0240] In step 1602, the main CPU 101 sets stop display data for stopping and displaying the normal symbols on the normal symbol display device 32, and executes the stop display of the normal symbols. Then, the process proceeds to the next step 1603. In step 1603, the main CPU 101 sets the variable stop display time for stopping and displaying the normal symbol in the normal symbol stop display time timer counter. Then, the process proceeds to the next step 1604.
[0241] In step 1604, the main CPU 101 sets "12" to the normal symbol execution phase data so that the normal symbol stop post-processing is executed in the normal symbol related control processing. Then, the normal symbol variation stop processing is terminated.
[0242] Next, the normal symbol post-stop processing in step 1403 will be described with reference to the flowchart in FIG. In step 1700, the main CPU 101 determines whether the normal symbol execution phase data is "12", which indicates the execution of normal symbol stop post-processing. If it is determined that the normal symbol execution phase data is not "12", the normal symbol stop post-processing is terminated. On the other hand, if it is determined that the normal symbol execution phase data is "12", the main CPU 101 proceeds to the next step 1701. In step 1701, the main CPU 101 determines whether the variable stop display time set in the normal symbol stop display time timer counter in step 1603 has elapsed. If it is determined that the variable stop display time has not elapsed, the normal symbol stop post-processing is terminated. On the other hand, if it is determined that the variable stop display time has elapsed, the process proceeds to the next step 1702.
[0243] In step 1702, the main CPU 101 determines whether the stopped normal symbol is a winning symbol. If it is determined that the stopped normal symbol is not a winning symbol (i.e., a losing symbol), the process proceeds to step 1704. On the other hand, if it is determined that the stopped normal symbol is a winning symbol, the process proceeds to the next step 1703. In step 1703, the main CPU 101 sets the normal symbol execution phase data to "13" so that the movable piece control process is executed in the normal symbol related control process. Then, the normal symbol stop post-processing is terminated.
[0244] In addition, in step 1704, which is performed when it is determined in step 1702 that the normal symbol displayed in the stopped state is not a winning symbol (i.e., a losing symbol), the main CPU 101 sets "10" to the normal symbol execution phase data so that the normal symbol variation start process is executed in the normal symbol related control process. Then, the normal symbol stop post-processing is terminated.
[0245] Next, the movable piece control process in step 1404 will be described with reference to the flowchart in FIG. In step 1800, the main CPU 101 determines whether the normal execution phase data is "13", which indicates the execution of the movable piece control process. If it is determined that the normal execution phase data is not "13", the movable piece control process is terminated. On the other hand, if it is determined that the normal execution phase data is "13", the process proceeds to the next step 1801. In step 1801, the main CPU 101 determines whether the movable piece 16b is under operation control, that is, whether the start winning port solenoid 16c is energized. If it is determined that the movable piece 16b is under operation control, the process proceeds to step 1804. On the other hand, if it is determined that the movable piece 16b is not under operation control, the process proceeds to the next step 1802.
[0246] In step 1802, the main CPU 101 checks whether the state of the pachinko machine P at the time when the normal symbol fluctuation started was in a non-time-shortened game state, a first time-shortened game state, a second time-shortened game state, a special game state, or a small win game state. Then, the process proceeds to the next step 1803. In step 1803, the main CPU 101 refers to the second start winning port opening control table 118, and sets the number of times of energization (number of times of opening) and the energization time (opening time) as the energization control data (opening data) of the start winning port solenoid 16c according to the state of the pachinko machine P confirmed in the above-mentioned step 1802. Then, the movable piece control process is terminated.
[0247] In step 1804, which is reached when it is determined in step 1801 that the movable piece 16b is under operation control, the main CPU 101 determines whether the energization time (opening time) set in step 1803 has elapsed. If it is determined that the energization time (opening time) has not elapsed, the movable piece control process is terminated. On the other hand, if it is determined that the energization time (opening time) has elapsed, the process proceeds to the next step 1805. In step 1805, the main CPU 101 stops the operation of the movable piece 16b, that is, stops the power supply to the start winning port solenoid 16c. Then, the process proceeds to the next step 1806.
[0248] In step 1806, the main CPU 101 sets the normal symbol execution phase data to "10" so that the normal symbol variation start process is executed in the normal symbol related control process. Then, the movable piece control process is terminated.
[0249] (Gameplay of the pachinko machine P according to this embodiment) In the pachinko machine P of this embodiment, as described above, the game progresses by setting one of the following states: a normal game state (a game state that combines a low-probability game state and a non-time-shortened game state), a first low-probability time-shortened game state (a game state that combines a low-probability game state and a first time-shortened game state), a second low-probability time-shortened game state (a game state that combines a low-probability game state and a second time-shortened game state), or a high-probability time-shortened game state (a game state that combines a high-probability game state and a second time-shortened game state).
[0250] When a player starts playing, the normal game mode is often set. During this normal game mode, as described above, the player is instructed to shoot the game ball toward the first game area 12a (so-called left shot), and as long as the game ball is shot in accordance with this, the game ball may enter the first start winning hole 15, but will not enter the second start winning hole 16. Then, a lottery is held based on the game ball entering the first start winning hole 15, and if a jackpot is won, the jackpot symbol X1, X2, or X3 is determined (see Figure 12(a)). If the jackpot symbol X1 is determined, a predetermined number of game balls enter the specific area 57, and the game state after the special game ends is set to a high-probability time-shortened game state. If the jackpot symbol X2 or X3 is determined, the predetermined number of game balls do not enter the specific area 57, and the game state after the special game ends is set to a normal game state (see FIG. 14(a) and FIG. 41). That is, in the pachinko machine P according to this embodiment, if the left hand is hit as instructed during the normal game state, a jackpot will be won, and the game will transition to the normal game state or the high-probability time-shortened game state (see FIG. 41). However, since the jackpot symbol X1 is determined only in 1% of cases where a jackpot is won (see FIG. 12(a)), it is extremely difficult to transition to the high-probability time-shortened game state during the normal game state, even if a jackpot is won.
[0251] Here, if a game ball enters the first start entry port 15 during normal game play, a lottery is held to determine whether or not the time-saving bonus will be awarded, and the probability of winning the time-saving bonus can be determined to be approximately 1 / 100 (see Figures 6(a), 7(a), 8(a), 9(a), 10(a), and 11(a)). When the time-saving symbol J1, J2, J3, J4, J5, J6 or J7 is determined, the game state is set to the first low-probability time-saving game state without going through a jackpot or special game, and when the time-saving symbol J1 is determined, the first low-probability time-saving game state continues until the result of the win / loss lottery is derived 10 times without a jackpot being won, when the time-saving symbol J2 is determined, the first low-probability time-saving game state continues until the result of the win / loss lottery is derived 20 times without a jackpot being won, and when the time-saving symbol J3 is determined, the first low-probability time-saving game state continues until the result of the win / loss lottery is derived 30 times without a jackpot being won. When the time-saving symbol J4 is determined, the first low-probability time-shortened game state continues until the result of the win / loss lottery is derived 50 times without a jackpot being won, when the time-shortened symbol J5 is determined, the first low-probability time-shortened game state continues until the result of the win / loss lottery is derived 100 times without a jackpot being won, when the time-shortened symbol J6 is determined, the first low-probability time-shortened game state continues until the result of the win / loss lottery is derived 1000 times without a jackpot being won, and when the time-shortened symbol J7 is determined, the first low-probability time-shortened game state continues until the result of the win / loss lottery is derived once without a jackpot being won.
[0252] Furthermore, during this first low-probability time-shortened game state, as described above, the player is instructed to shoot the game ball (to the left) toward the first game area 12a, and as long as the game ball is shot in accordance with this instruction, a win / loss lottery is held, as in the normal game state, based on the game ball's entry into the first start winning slot 15. If a jackpot is won during this first low-probability time-shortened game state, the jackpot symbol X1, X2, or X3 is determined, as in the normal game state, and the probability of determining each jackpot symbol (the probability of determining the jackpot symbol X1 is 1%, and the probability of determining the jackpot symbol X2 or X3 is 99%) is also the same as in the normal game state, so if a jackpot is won during the first low-probability time-shortened game state, the jackpot symbol X2 or X3 is almost always determined (see FIG. 12(a)). If the jackpot pattern X2 or X3 is determined during the first low-probability time-saving game state, since the game state at the time of winning the jackpot is the time-saving game state, the game state after the special game ends is set to the second low-probability time-saving game state, and the number of time-saving times is set to 10,000 (see Figure 14(b) and Figure 41). That is, in the pachinko machine P of this embodiment, if a jackpot is won during the first low-probability time-saving game state (until the result of the win / loss lottery has been derived 10 times if the time-saving symbol J1 is determined, until the result of the win / loss lottery has been derived 20 times if the time-saving symbol J2 is determined, until the result of the win / loss lottery has been derived 30 times if the time-saving symbol J3 is determined, until the result of the win / loss lottery has been derived 50 times if the time-saving symbol J4 is determined, until the result of the win / loss lottery has been derived 100 times if the time-saving symbol J5 is determined, until the result of the win / loss lottery has been derived 1000 times if the time-saving symbol J6 is determined, or until the result of the win / loss lottery has been derived once if the time-saving symbol J7 is determined), the machine will transition to the second low-probability time-saving game state (see Figure 41).
[0253] During the second low-probability time-saving game state, as described above, the game ball is instructed to be shot (hit to the right) toward the second game area 12b, and as long as the game ball is shot in accordance with this, the game ball has a chance of entering the second start winning hole 16, but will not enter the first start winning hole 15. Then, a lottery is held based on the game ball entering the second start winning hole 16, and if a jackpot is won, a jackpot symbol X1 or X4 is determined (see FIG. 12(b)). Then, if the jackpot symbol X1 is determined, as described above, a predetermined number of game balls enter the specific area 57, and the game state after the special game ends is set to a high-probability time-saving game state, and the number of time-saving times is set to 10,000. Also, when the jackpot symbol X4 is determined, the game state after the special game ends without the predetermined number of game balls entering the specific area 57 is set again to the second low-probability time-shortening game state, and the number of time-shortening times is set to 100 (see FIG. 14(c) and FIG. 41). That is, in the pachinko machine P according to this embodiment, if you hit the right as instructed during the second low-probability time-shortening game state, you will win a jackpot, and the second low-probability time-shortening game state will be reset, or you will transition to a high-probability time-shortening game state (see FIG. 41). Here, when the first low-probability time-saving game state transitions to the second low-probability time-saving game state, the number of time-saving times is set to 10,000, and during the second low-probability time-saving game state, the second start winning slot 16 is more likely to be maintained in the open state than during the normal game state or the first low-probability time-saving game state, so that the next jackpot can be almost certainly won while suppressing the decrease in game balls that accompanies the progress of the game. Furthermore, since the jackpot symbol X1 is determined 70% of the time when a jackpot is won (see Figure 12(b)), during the second low-probability time-saving game state, it is easy to transition to the high-probability time-saving game state if a jackpot is won.
[0254] During the high-probability time-saving game state, as in the second low-probability time-saving game state, the player is instructed to shoot the game ball (to the right) toward the second game area 12b. As long as the game ball is shot in accordance with this instruction, a lottery is held based on the entry of the game ball into the second start winning slot 16. If a jackpot is won, a jackpot pattern X1 or X4 is determined (see FIG. 12(b)). If the jackpot pattern X1 is determined, a predetermined number of game balls enter the specific area 57, and the game state after the special game ends is set to the high-probability time-saving game state again, with the number of time-saving times set to 10,000. If the jackpot pattern X4 is determined, the predetermined number of game balls do not enter the specific area 57, and the game state after the special game ends is set to the second low-probability time-saving game state, with the number of time-saving times set to 100 (see FIG. 12(c) and FIG. 41). During the high probability time-shortened game state, as in the second low probability time-shortened game state, the player can almost certainly win the next jackpot while suppressing the decrease in game balls.
[0255] Furthermore, if the jackpot pattern X4 is determined in the second low-probability time-saving game state or the high-probability time-saving game state, the second low-probability time-saving game state with 100 time-saving rounds will be set (see Figure 12(c) and Figure 41), but if a jackpot is won before 100 winning / losing lotteries are held, it is possible to expect a transition to the high-probability time-saving game state again.
[0256] In this way, in the pachinko machine P of this form, during the normal game state, the aim is to transition to a first low-probability time-saving game state by determining whether or not a time-saving award has been won (time-saving symbol J1, J2, J3, J4, J5, J6 or J7) based on a win / lose lottery, and then to a second low-probability time-saving game state by winning a jackpot during the first low-probability time-saving game state (until the result of the win / lose lottery has been determined 10 times, 20 times, 30 times, 50 times, 100 times, 1000 times or once), and then to a second low-probability time-saving game state by continuing the second low-probability time-saving game state and the high-probability time-saving game state, thereby providing an innovative game feature in which the aim is to acquire many game balls. In other words, the first low-probability time-shortening game state, which can be transitioned to from the normal game state without winning a jackpot or going through special game play, is given a gameplay characteristic that makes it a chance zone for transitioning to a second low-probability time-shortening game state or a high-probability time-shortening game state that is advantageous to the player, thereby increasing the player's interest.
[0257] As described above, with the pachinko machine P of this form, a win / loss lottery is held during the normal game state to determine whether or not the time-saving feature will be granted, and if the win / loss lottery results in a win to grant the time-saving feature and the time-saving symbol J1, J2, J3, J4, J5, J6 or J7 is determined, it is possible to transition to the time-saving game state without winning a jackpot or playing a special game, which gives the player a novel impression regarding the transition to the time-saving game state and provides a wide variety of transitions to the time-saving game state, thereby providing unprecedented gameplay. Furthermore, according to the pachinko machine P of this embodiment, in the win / loss lottery, the decision as to whether or not a jackpot has been won is made based on a win / loss random number, and if it is determined that a jackpot has not been won, during the normal game state, the decision as to whether or not a time-saving bonus will be awarded is made based on the same win / loss random number, so that the number of types of random numbers used to make various decisions can be reduced, and the load on hardware resources such as the main CPU 101 and main RAM 103 can be reduced. Furthermore, with the pachinko machine P of this embodiment, the probability of winning the time-saving grant is the same regardless of the setting value, so the degree of advantage for each setting value changes depending on the setting of the time-saving game state that does not involve winning a jackpot, and it is possible to prevent a situation in which the tendency to gamble becomes too great when a predetermined setting value is set.
[0258] (Outline of the performance in the Pachinko machine P) As described above, the special game, normal game, bonus game, and small win game progress by executing various processes on the main control board 100. During the progress of these games, the main control board 100 sends various commands to the sub-control board 300, which receives these commands and controls the presentation as the game progresses. Below, we will explain the change effect that is executed while the special pattern is being displayed, and can notify the result of the win / loss lottery, and the special notification effect that can be executed together with the change effect when the result of the win / loss lottery is a win for the time-saving grant, and can notify the win of the time-saving grant and the number of time-saving times in the first low-probability time-saving game state based on that win.
[0259] (Summary of the variable effects) In the pachinko machine P according to this embodiment, as described above, during the variable display of the special symbols, a variable effect is executed in which the result of the winning / losing lottery can be notified by the display mode of the effect symbols 50. In this variable effect, the variable display of the effect symbols 50 (dummy symbols) is performed superimposed on the background image displayed on the display unit 21a of the effect display device 21. Then, the result of the winning / losing lottery can be notified to the player by the combination (stop display mode) of the effect symbols 50 that are stopped and displayed after the variable display.
[0260] Specifically, after the variable display of the special symbols starts, all the performance symbols 50 are displayed in a static state, and then the variable display of all the performance symbols 50 starts (see Figures 42(a) and (b), Figures 43(a) and (b)). The downward arrow in the figure indicates that the performance symbols 50 are displayed scrolling from top to bottom. After that, the effect pattern 50 located on the left side (hereinafter referred to as the first stop pattern), the effect pattern 50 located on the right side (hereinafter referred to as the second stop pattern), and the effect pattern 50 located in the center (hereinafter referred to as the third stop pattern) are displayed in that order (see Figures 42(c) to (e) and Figures 43(c) to (e)).
[0261] If the result of the lottery is a jackpot, all of the effect symbols 50 are stopped and displayed as the same symbol (see FIG. 43(e)). That is, when all of the effect symbols 50 are stopped and displayed as the same symbol, it is announced that the result of the lottery is a jackpot.
[0262] Furthermore, if the result of the lottery is a loss, not all of the effect symbols 50 will be stopped and displayed in the same pattern (see Figure 42(e)). In other words, the result of the lottery is a loss when at least one effect symbol 50 is stopped and displayed in a pattern different from the other effect symbols 50. Note that the stop display mode described above does not actively notify the player that the result of the lottery is a loss, but simply makes the player aware that it is a loss (the player has not won either a big or small prize). Also, although not particularly shown, if the result of the win / lose lottery is a win of a small prize, the effect pattern 50 is stopped and displayed in a specific manner to indicate that (for example, a combination in which the first and second stop patterns are the same pattern and the third stop pattern is a special pattern indicating a win of a small prize). In other words, by the effect pattern 50 being stopped and displayed in a specific manner, it is announced that the result of the win / lose lottery is a win of a small prize. It should be noted that the stop display mode of the effect symbols 50 in the case of winning a small prize is not limited to the above content, and may be the same as when the result of the lottery is a loss (i.e., a mode in which at least one effect symbol 50 is stopped and displayed in a different pattern from the other effect symbols 50). In this way, the player may not be able to know whether the result of the lottery is a loss or a small prize from the stop display mode of the effect symbols 50.
[0263] Furthermore, if the result of the lottery is a win to grant time-saving, the effect pattern 50 is displayed stopped in a special manner to indicate this (for example, a combination where the first and second stopping patterns are the same odd numbered pattern other than "7" and the third stopping pattern is "7"), and a setting image (for example, a text image of "CHANCE ZONE ENTERED!!") indicating that the first low-probability time-saving game state has been set is displayed (see Figures 44(g)-(h)), and the number of time-saving times is announced (see Figure 44(i)). In other words, the effect pattern 50 is displayed stopped in a special manner and the above-mentioned setting image is displayed, to announce that the result of the lottery is a win to grant time-saving, and the type of time-saving pattern that has been decided is announced by announcing the number of time-saving times.
[0264] In addition, the third stop symbol is displayed almost simultaneously with the stop display of the special symbol on the first special symbol display device 30 or the second special symbol display device 31. This prevents the special symbol from being displayed on the first special symbol display device 30 or the second special symbol display device 31 before the stop display of the performance symbol 50, and prevents the result of the lottery from being determined by the type of special symbol.
[0265] (The first half of the variable performance) In the pachinko machine P of this embodiment, the first half of the variable performance (from the start of the variable performance until the first and second stopping patterns are stopped and displayed) is provided with a no-reach pattern in which the first and second stopping patterns are stopped and displayed as different patterns, and a reach variable pattern in which the first and second stopping patterns are stopped and displayed as the same pattern (a so-called reach display is performed).
[0266] There are a plurality of types of no-reach patterns and reach fluctuation patterns, and various ways of fluctuation are set. Specifically, as no-reach patterns, there are provided no-reach pattern A in which the first and second stop patterns are displayed as different patterns without any particular change in the way they change or the display content of the performance pattern 50, and no-reach pattern B in which the first and second stop patterns are displayed as different patterns after a pseudo-consecutive performance is executed in which all performance patterns 50 temporarily stop in a predetermined stop display mode (for example, the first and second stop patterns temporarily stop with numbers that are one number apart, and the third stop pattern temporarily stops with a temporary stop pattern that suggests a temporary stop) and the display resumes changing a predetermined number of times (for example, once). In addition, as reach fluctuation patterns, there are provided reach fluctuation pattern A in which the first and second stop patterns are displayed as the same pattern without any particular change in the way they fluctuate or the display content of the performance pattern 50, and reach fluctuation pattern B in which the first and second stop patterns are displayed as different patterns after the above-mentioned pseudo-consecutive performance is executed.
[0267] Note that the number of times and timing of the provisional stops in the pseudo consecutive effects may be set to various numbers and various points in time. Also, a pseudo consecutive effect in which the above-mentioned provisional stops are made a specific number of times (for example, four times) may be set to be executed only when a jackpot or a time-saving award is won, and when the pseudo consecutive effect is executed, it may be possible to know that a jackpot or a time-saving award has been won. Furthermore, a pseudo consecutive effect may be provided in which a reach display is made, a third stop symbol is temporarily stopped, and then the variable display is resumed, and the execution rate of the pseudo consecutive effect may be set to be high when a jackpot or a time-saving award is won. In addition, the no-reach pattern and the reach variation pattern are not limited to the above-mentioned modes. For example, the reach variation pattern may be such that the reach display in which the first stop symbol and the second stop symbol are stopped and displayed as the same symbol is not performed, and instead of performing the reach display, a mode in which a predetermined image is displayed to notify that a reach has occurred may be provided.
[0268] (The second half of the variation performance) In the pachinko machine P of this embodiment, when the pattern of the first half of the variable presentation is a no-reach pattern, the pattern of the second half of the variable presentation (from when the second stopping pattern is displayed stopped until the third stopping pattern is displayed stopped) is a normal miss pattern in which the third stopping pattern is displayed stopped as it is, thereby announcing that the result of the win / lose lottery is a miss (see Figure 42). When the mode of the first half of the variation presentation is a reach variation pattern, the mode of the second half of the variation presentation is such that after the reach display, a reach development presentation is executed in which a predetermined development presentation image is displayed on the presentation display device 21 together with the variation display of the third stop pattern, and the result of the win / loss lottery is announced as a big win, a small win, a win with time-saving grant, or a loss (see Figure 44), and a no development pattern is provided in which the above-mentioned reach development presentation is not executed after the reach display, and the result of the win / loss lottery is announced as a big win, a small win, a win with time-saving grant, or a loss (see Figure 43).
[0269] There are provided a plurality of types of development patterns, and various types of development effect images are set. In the pachinko machine P according to this embodiment, development pattern A and development pattern B are provided as development patterns. Development pattern A is a display of a moving image (hereinafter referred to as development image A) in which the performance symbols 50 are destroyed one after another and the final displayed performance symbol 50 is determined to be the third stop symbol (see Figures 44(e) to (g)), and as will be described later, can be executed in any of the cases of a big win, a small win, a win that grants a time-saving bonus, and a loss. When development pattern A is executed, if the result of the win / loss lottery is a big win, a display is made to indicate that the performance pattern 50 constituting the stop display mode that will ultimately result in a big win has been reached, and if the result of the win / loss lottery is a small win, a display is made to indicate that the performance pattern 50 constituting the stop display mode that will ultimately result in a small win has been reached, and if the result of the win / loss lottery is a win for time-saving grant, a display is made to indicate that the performance pattern 50 constituting the stop display mode that will ultimately result in a time-saving grant has been reached (see Figures 44(e) to (g)), and if the result of the win / loss lottery is a loss, a display is made to indicate that the performance pattern 50 constituting the stop display mode that will ultimately result in a loss has been reached. This allows notification of whether the result of the win / loss lottery is a big win, a small win, a win for time-saving grant, or a loss.
[0270] Although not specifically shown, development pattern B displays a moving image in which a predetermined character challenges a mission and the results of the challenge are shown. This development pattern B has four types of patterns, development pattern B1, development pattern B2, development pattern B3, and development pattern B4, and each pattern is associated with a development performance image B1, development performance image B2, development performance image B3, or development performance image B4, which has a different content of the mission to be challenged, as the moving image to be displayed. Specifically, the development performance image B1 is displayed in the development pattern B1, the development performance image B2 is displayed in the development pattern B2, the development performance image B3 is displayed in the development pattern B3, and the development performance image B4 is displayed in the development pattern B4.
[0271] Furthermore, as will be described later, this development pattern B can only be executed when either a jackpot is won or a time-saving bonus is awarded. When development pattern B1, development pattern B2, development pattern B3 or development pattern B4 is executed, if the result of the winning / losing lottery is a winning jackpot, a display indicating that the above-mentioned mission has been successfully completed is finally displayed, followed by a stop display mode indicating that the jackpot has been completed (see Figures 46(b) to (d)), and if the result of the winning / losing lottery is a winning time-saving award, a display indicating that the above-mentioned mission has been unsuccessful is finally displayed, followed by a setting image and the number of time-saving times indicating that the first low-probability time-saving game state will be set (see Figures 45(e) to (h)). This allows the player to be notified whether the result of the winning / losing lottery is a winning jackpot or a winning time-saving award. In this way, in the pachinko machine P of this embodiment, when a variable effect based on development pattern B is executed, the result of the win / loss lottery is determined to be either a jackpot win or a time-saving win, thereby increasing the player's interest in the execution of a variable effect based on development pattern B.
[0272] The development pattern is not limited to the above-mentioned modes. For example, the development pattern may be a mode in which, after a predetermined development effect image is displayed, the display is switched to another development effect image in which the expected probability of winning a jackpot or winning a time-saving bonus is set higher than that of the development effect image, or a mode in which a loss is first notified and then a jackpot or a time-saving bonus is notified.
[0273] In addition, in the pachinko machine P according to this embodiment, a special variation pattern is provided as a variation presentation mode, separate from the various modes described above, in which all of the presentation patterns 50 are displayed in a varying state, and then after the variation time has elapsed, these presentation patterns 50 all stop and are displayed at the same time.
[0274] Furthermore, in each of the above-mentioned effects, not only may images be displayed but also predetermined sounds may be output, and effect lighting device 23 (lamp) may be made to emit light in a predetermined lighting pattern or color.
[0275] (Determining the mode of variable performance) Next, we will explain how to determine the execution mode of the above-mentioned variable effects. The main ROM 302 of the sub-control board 300 stores a variation presentation determination table 119 that defines the mode of variation presentation for each variation pattern command that can be determined by the main control board 100. When the sub-CPU 301 of the sub-control board 300 receives a variation pattern command from the main control board 100 at the start of variation, it refers to the variation presentation determination table 119 and determines the mode of variation presentation based on the received variation pattern command.
[0276] The variable effect determination table 119 defines the mode of variable effect, corresponding to each variable effect pattern command and each variable effect random number acquired within a predetermined numerical range (0 to 249 in this embodiment). When the sub-CPU 301 of the sub-control board 300 receives a variable effect pattern command from the main control board 100, it acquires a variable effect random number of 1 from the predetermined numerical range (0 to 249). The sub-CPU 301 then determines the mode of variable effect based on the variable effect determination table 119, the received variable pattern command, and the acquired variable effect random number. As a result, a variable effect based on the determined mode is executed on the effect display device 21.
[0277] As shown in Figure 47, according to the variable performance determination table 119, if the received variable pattern command is "00H", "04H", "05H" or "08H" (i.e., if the result of the lottery is a miss), either a mode in which the first half is a no-reach pattern A and the second half is a normal miss pattern (hereinafter referred to as mode 1), or a mode in which the first half is a no-reach pattern B and the second half is a normal miss pattern (hereinafter referred to as mode 2) is determined.
[0278] Furthermore, if the received fluctuation pattern command is "01H" (i.e., if the result of the lottery is a loss), either the first half is reach fluctuation pattern A and the second half is a no-development pattern (hereinafter referred to as mode 3), or the first half is reach fluctuation pattern B and the second half is a no-development pattern (hereinafter referred to as mode 9) is determined.
[0279] Furthermore, if the received fluctuation pattern command is "02H", "03H", "06H" or "07H" (i.e., if the result of the lottery is a loss), the mode will be determined as either a mode in which the first half is reach fluctuation pattern A and the second half is development pattern A (hereinafter referred to as mode 4), or a mode in which the first half is reach fluctuation pattern B and the second half is development pattern A (hereinafter referred to as mode 10).
[0280] Furthermore, if the received variation pattern command is "22H," "23H," "26H," or "27H" (i.e., if the result of the lottery is a small win), either mode 4 or mode 10 will be determined.
[0281] In addition, if the received fluctuation pattern command is "A2H", "A3H", "A6H" or "A7H" (that is, if the result of the lottery is a jackpot), the following will occur: Mode 4, a mode in which the first half is reach fluctuation pattern A and the second half is development pattern B1 (hereinafter referred to as mode 5), a mode in which the first half is reach fluctuation pattern A and the second half is development pattern B2 (hereinafter referred to as mode 6), a mode in which the first half is reach fluctuation pattern A and the second half is development pattern B3 (hereinafter referred to as mode 7), a mode in which the first half is reach fluctuation pattern A and the latter part is development pattern B4 (hereinafter referred to as mode 8), mode 10, the former part is reach fluctuation pattern B and the latter part is development pattern B1 (hereinafter referred to as mode 11), the former part is reach fluctuation pattern B and the latter part is development pattern B2 (hereinafter referred to as mode 12), the former part is reach fluctuation pattern B and the latter part is development pattern B3 (hereinafter referred to as mode 13), or the former part is reach fluctuation pattern B and the latter part is development pattern B4 (hereinafter referred to as mode 14).
[0282] Furthermore, if the received variation pattern command is "B3H" (i.e., if the result of the lottery is a win for time-saving granting and time-saving pattern J1 (10 times of time-saving) is determined), then either mode 4, mode 5, mode 10 or mode 11 will be determined.
[0283] Furthermore, if the received variation pattern command is "B4H" (i.e., the result of the lottery is a win for the time-saving grant and the time-saving pattern J2 (20 times of time-saving) is determined) or "B5H" (i.e., the result of the lottery is a win for the time-saving grant and the time-saving pattern J3 (30 times of time-saving) is determined), then either mode 4, mode 5, mode 6, mode 10, mode 11 or mode 12 will be determined.
[0284] Furthermore, if the received variation pattern command is "B6H" (i.e., the result of the lottery is a win for the time-saving grant and the time-saving pattern J4 (50 times of time-saving) is determined) or "B7H" (i.e., the result of the lottery is a win for the time-saving grant and the time-saving pattern J5 (100 times of time-saving) is determined), then one of mode 4, mode 5, mode 6, mode 7, mode 10, mode 11, mode 12 or mode 13 will be determined.
[0285] Furthermore, if the received variation pattern command is "B8H" (i.e., if the result of the lottery is a win for the time-saving grant and the time-saving pattern J6 (1000 times of time-saving) is determined), then one of mode 4, mode 5, mode 6, mode 7, mode 8, mode 10, mode 11, mode 12, mode 13 or mode 14 will be determined.
[0286] Furthermore, if the received variation pattern command is "B9H" (i.e., if the result of the lottery is a win for time-saving granting and the time-saving pattern J7 (time-saving count: 1) is determined), either mode 4 or mode 10 will be determined.
[0287] Furthermore, if the received fluctuation pattern command is "BAH", "BBH", "BCH", "BDH", "BEH" or "BFH" (i.e., if the result of the lottery is a win for time-saving grant), a special fluctuation pattern (hereinafter referred to as mode 15) is determined.
[0288] In Figure 47, the numbers shown in each area where a variation pattern command and a variation presentation mode are associated indicate the range of variation presentation random numbers assigned to that area, i.e., the selection ratio (determination ratio) of that area. In the pachinko machine P according to this embodiment, the selection ratios for the variable presentation are set separately for each of the following cases: when the result of the lottery is a miss, when a big win is won, when a small win is won, and when a time-saving award is won and a predetermined time-saving pattern is determined.
[0289] For example, when the result of the lottery is a big win or a time-saving award, the probability of determining reach fluctuation pattern A is lower than when the result is a miss or a small win, but the probability of determining reach fluctuation pattern B is higher. Therefore, when reach fluctuation pattern B is executed, the expectation of winning a big win or a time-saving award is higher than when reach fluctuation pattern A is executed.
[0290] Furthermore, for development pattern A, the result of the lottery can be determined in any case of a miss, a small win, a big win, or a win for the time-saving grant, but for development pattern B (B1, B2, B3, B4), the result of the lottery can be determined only in the case of a big win or a win for the time-saving grant. Therefore, when development pattern B is executed, the win of the big win or the win for the time-saving grant is confirmed, and it becomes possible to know that one of these has been won.
[0291] Furthermore, development pattern B1 can be determined when the result of the lottery is a win for the time-saving grant and the time-saving symbol J1 (10 times the time-saving number), J2 (20 times the time-saving number), J3 (30 times the time-saving number), J4 (50 times the time-saving number), J5 (100 times the time-saving number), or J6 (1000 times the time-saving number) is determined. Development pattern B2 can be determined when the result of the lottery is a win for the time-saving grant and the time-saving symbol J2, J3, J4, J5, or J6 is determined. Development pattern B3 can be determined when the result of the lottery is a win for the time-saving grant and the time-saving symbol J4, J5, or J6 is determined. Development pattern B4 can be determined when the result of the lottery is a win for the time-saving grant and the time-saving symbol J6 is determined. In other words, if the result of the lottery is a win for the time-saving grant, when time-saving pattern J1 is determined, only development pattern B1 of development pattern B can be determined; when time-saving pattern J2 or J3 is determined, development pattern B1 and development pattern B2 of development pattern B can be determined; when time-saving pattern J4 or J5 is determined, development pattern B1, development pattern B2 and development pattern B3 of development pattern B can be determined; and when time-saving pattern J6 is determined, development pattern B1, development pattern B2, development pattern B3 and development pattern B4 of development pattern B can all be determined.
[0292] In other words, when development pattern B is executed when time-saving pattern J1, which specifies the number of time-saving times to be 10, is determined, the execution rate of development pattern B1 is 100%, and the execution rates of development patterns B2, B3, and B4 are all 0%. When development pattern B is executed when time-saving pattern J2, which specifies the number of time-saving times to be 20, is determined or when time-saving pattern J3, which specifies the number of time-saving times to be 30, is determined, the execution rate of development patterns B1 and B2 is 50%, and the execution rate of development patterns B3 and B4 is 0%. When development pattern B is executed when time-saving symbol J4, which specifies the number of time-saving times to be 50, or time-saving symbol J5, which specifies the number of time-saving times to be 100, is determined, the execution rates of development patterns B1, B2, and B3 are all about 33%, and the execution rate of development pattern B4 is 0%, and when development pattern B is executed when time-saving symbol J6, which specifies the number of time-saving times to be 1000, is determined, the execution rates of development patterns B1, B2, B3, and B4 are all 25%. In other words, the execution rates of development patterns B1, B2, B3, and B4 differ depending on the number of time-saving times that is set.
[0293] When development pattern B1 is executed, a jackpot is won or a time-saving bonus with the number of time-saving times set to 10 or more (10, 20, 30, 50, 100, or 1000) is confirmed. When development pattern B2 is executed, a jackpot is won or a time-saving bonus with the number of time-saving times set to 20 or more (20, 30, 50, 100, or 1000) is confirmed. When development pattern B3 is executed, a jackpot is won or a time-saving bonus with the number of time-saving times set to 50 or more (50, 100, or 1000) is confirmed. When development pattern B4 is executed, a jackpot is won or a time-saving bonus with the number of time-saving times set to 1000 is confirmed.
[0294] In this way, with the pachinko machine P of this embodiment, the execution rate of development patterns B1, B2, B3, and B4 varies depending on the number of times time is reduced when a time-reduction grant is won, and the player can be given different expectations regarding the number of times time can be reduced depending on the type of development pattern B executed, thereby increasing the player's interest in the variable presentation of development patterns B1, B2, B3, and B4.
[0295] Furthermore, in the pachinko machine P according to this embodiment, if the result of the win / loss lottery is a jackpot or a time-saving award, the variable effects according to the development patterns B1, B2, B3, and B4 can be executed. However, if the result of the win / loss lottery is a small win or a loss, the variable effects according to the development patterns B1, B2, B3, and B4 are not executed. In other words, the execution rate of the variable effects according to the development patterns B1, B2, B3, and B4 is higher when the result of the win / loss lottery is a jackpot or a time-saving award than when the result of the win / loss lottery is a small win or a loss. Therefore, by executing the variable effects according to the development patterns B1, B2, B3, and B4, the player's expectation for winning the jackpot or the time-saving award can be increased, thereby increasing the player's interest in the variable effects according to the development patterns B1, B2, B3, and B4.
[0296] In addition, the variable effects of the development patterns B1, B2, B3, and B4 may be executed at a lower rate than when the result of the lottery is a big win or a time-saving win, rather than being not executed when the result of the lottery is a small win or a loss.
[0297] In addition, during the variable performance, along with the display of the changing performance pattern 50, a preview performance is executed in which various preview images indicating the expected probability of winning a jackpot or the expected probability of winning a time-saving bonus are displayed.
[0298] In the pachinko machine P according to this embodiment, the likelihood of the above-mentioned preview effects being executed when a jackpot or a time-saving award is won is set separately. This makes it possible to change the player's sense of expectation for winning a jackpot or a time-saving award depending on the preview effects to be executed. Specifically, a specific preview effect is set to have a high likelihood of being executed when a jackpot or a time-saving award is won, thereby increasing the player's sense of expectation for winning a jackpot or a time-saving award.
[0299] In addition, in the pachinko machine P according to this embodiment, the possibility of a specific preview performance being executed is set higher when a time-saving award is won than when a jackpot is won.
[0300] For example, in the pachinko machine P according to this embodiment, as shown in Fig. 48, a line preview in which lines by a predetermined character are displayed can be executed as a preview effect executed before a reach display during a variable effect. Three patterns of line preview are provided: line preview A, line preview B, and line preview C. In addition, as a notice effect executed after a reach display during a variable effect, a cut-in notice in which a predetermined cut-in image is displayed can be executed. There are three types of cut-in notice: a blue cut-in notice in which a blue cut-in image is displayed, a red cut-in notice in which a red cut-in image is displayed, and a purple cut-in notice in which a purple cut-in image is displayed.
[0301] If the time-saving lottery is won, the line previews A and B can be executed, and in the above case, the rate at which line preview A is executed is 15%, and the rate at which line preview B is executed is 10%. Also, as cut-in previews, blue cut-in previews, red cut-in previews, and purple cut-in previews can be executed, and in the above case, the rate at which blue cut-in previews are executed is 10%, the rate at which red cut-in previews are executed is 40%, and the rate at which purple cut-in previews are executed is 55%.
[0302] In addition, if a jackpot is won by the lottery, the following line notices can be executed: Line Notice A, Line Notice B, and Line Notice C. In this case, Line Notice A will be executed 15% of the time, Line Notice B will be executed 20% of the time, and Line Notice C will be executed 25% of the time. In addition, Blue Cut-in Notice and Red Cut-in Notice can be executed as Cut-in Notices. In the above cases, Blue Cut-in Notice will be executed 10% of the time, and Red Cut-in Notice will be executed 25% of the time.
[0303] In addition, if the lottery results in a loss or a small win, the line previews A and B can be executed, and in this case, the probability that line preview A will be executed is 3%, and the probability that line preview B will be executed is 5%. In addition, as cut-in previews, blue cut-in previews and red cut-in previews can be executed, and in the above cases, the probability that blue cut-in previews will be executed is 5%, and the probability that red cut-in previews will be executed is 10%.
[0304] That is, in the pachinko machine P according to this embodiment, when a time-saving award is won, the rate at which line preview A is executed is the same as when a jackpot is won, but the rates at which line preview B and line preview C are executed are both small, so when line preview B or line preview C is executed, it is possible to make the player feel a sense of anticipation for winning the jackpot. Note that line preview C can only be executed when a jackpot is won, so when line preview C is executed, it is confirmed that a jackpot has been won, which can increase the player's interest.
[0305] On the other hand, when a time-saving award is won, the rate at which the blue cut-in notice is executed is the same as when a jackpot is won, and the rates at which the red cut-in notice and the purple cut-in notice are both executed are high, so when the red cut-in notice or the purple cut-in notice is executed, the player can be made to feel a sense of anticipation for winning the time-saving award. Note that the purple cut-in notice can only be executed when a time-saving award is won, so when the purple cut-in notice is executed, the time-saving award is confirmed, which can increase the player's interest. This makes it possible to increase the player's expectations for winning a time-saving award which has a high probability of transitioning to a time-saving game state, rather than winning a jackpot which has a very high probability of transitioning to a time-saving game state.
[0306] In addition, the effects that can be executed on the pachinko machine P of this embodiment are not limited to the above-mentioned variable effects, and for example, a pre-reading effect may be provided that gives suggestions regarding the hold stored in the hold memory area before the variable effect related to the hold is executed. Specifically, the predictive effects may include a hold predictive effect in which, when a new hold is stored, the hold is displayed in one of a plurality of modes including a normal mode and a special mode in which the likelihood of winning a jackpot or a time-saving grant is higher than in the normal mode; a hold change predictive effect in which, at any time from the time the hold is stored until the variable effect based on that hold ends, the hold display being displayed in a predetermined mode is changed to a mode in which the likelihood of winning a jackpot or a time-savin...
Claims
[Claim 1] A determination means for determining an execution result associated with the execution of a special game advantageous to a player or a non-execution result associated with the non-execution of the special game; a variable display means capable of displaying a variable based on the result of the determination by the determination means; and a setting means capable of setting one of a plurality of game states including a non-time-saving game state in which it is possible to play a game in which it is relatively difficult for a game ball to enter a predetermined starting area and the average time of the variable display is relatively long, thereby making it possible to play a game in which the variable display is executed relatively frequently, and a time-saving game state in which it is relatively easy for a game ball to enter a predetermined starting area and the average time of the variable display is relatively short, thereby making it possible to play a game in which the variable display is executed relatively frequently, The time-shortened game state includes a first time-shortened game state that is set after the special game that is executed based on the execution result is completed when the execution result is determined, and a second time-shortened game state that is set when the non-execution result is determined, the non-execution result includes a first non-execution result and a second non-execution result; The setting means is When the determination means determines the number of time reductions corresponding to the time reduction game state during the time reduction game state, the time reduction game state is ended and a non-time reduction game state is set; In a situation where a predetermined number of determinations have been made by the determination means during the first time-shortening game state or the second time-shortening game state and the determination of the number of time-shortening times has not been made, if a first non-execution result is determined, the time-shortening game state being set is terminated before the variable display based on the determination stops, and a second time-shortening game state can be set when the variable display based on the determination stops, whereas if a second non-execution result is determined, the time-shortening game state being set is not terminated before the variable display based on the determination stops, This gaming machine is characterized in that the setting contents of the second time-shortening game state set based on the determination are different when the first non-execution result is determined and when the second non-execution result is determined.
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