gaming machines
The gaming machine uses pre-indication notifications and dynamic display changes to enhance player anticipation and interest by clearly indicating potential winnings and facilitating easier access to special game states, addressing the lack of excitement in conventional pachinko machines.
Patent Information
- Application Number
- JP2023089600
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-31
- Publication Date
- 2025-11-27
- Estimated Expiration
- 2043-05-31
AI Technical Summary
Conventional pachinko gaming machines do not sufficiently increase players' expectations for winning a big win.
Implement a gaming machine with a judgment information acquisition system that allows for pre-indication notifications and dynamic display changes, including icons and numerical symbols indicating stages of game progression, and mechanisms to enhance the likelihood of entering advantageous game states such as jackpots.
Increases player interest and anticipation by providing clear hints about potential winnings and facilitating easier access to special game states, thereby enhancing the gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present disclosure relates to gaming machines such as pachinko gaming machines. [Background technology]
[0002] Conventionally, in pachinko gaming machines, a jackpot determination is made to determine whether or not a jackpot has occurred, provided that a gaming ball has entered a starting hole (ball entry hole). When a jackpot determination is made, a special symbol is displayed in a variable manner to notify the result of the jackpot determination. When the variable display of the special symbol indicates that the result of the jackpot determination is a jackpot, a jackpot game advantageous to the player is executed (see Patent Document 1).
[0003] The gaming machine of Patent Document 1 increases the player's sense of anticipation by executing continuous preview effects that suggest the possibility of a jackpot game being played while the special pattern is being displayed in a changing state, and by entering an easy-to-win state (time-saving state) after a jackpot game is played, in which the game ball is more likely to enter the starting hole than in the normal game state. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-36748 Summary of the Invention [Problem to be solved by the invention]
[0005] However, the above-described conventional techniques have the problem that they do not sufficiently increase the player's expectations for winning a big win.
[0006] Therefore, the present disclosure has been made in consideration of such problems, and aims to provide a gaming machine that can increase a player's interest in the game they play. [Means for solving the problem]
[0007] In one aspect, a judgment information acquisition means capable of acquiring judgment information for awarding a special prize advantageous to a player, a judgment means capable of executing a judgment on the judgment information when a predetermined requirement is satisfied, a pre-judgment means capable of executing a pre-indication notification regarding the judgment information before the predetermined requirement is satisfied, and a performance pattern for indicating the judgment result of the judgment. of Change display A change in the display that stops after a first effect execution means capable of developing a first intermediate state of the effect pattern being executed into a second intermediate state at an intermediate trigger before the determination result is shown from the start of the game; a second effect execution means capable of raising a predetermined numerical pattern to a specific numerical pattern before the intermediate trigger is shown; and a third effect execution means capable of developing the first suggestion pattern into a second suggestion pattern different from the first suggestion pattern based on the execution of the advance suggestion notification; The first suggestion symbol and the second suggestion symbol are icons displayed in response to the acquisition of the judgment information, and the predetermined numerical symbol and the specific numerical symbol are images that numerically indicate stages related to the development of the variable performance. A gaming machine can be provided in which the development to the second intermediate state is more likely to occur in the case of a combination of the second suggestive pattern and the specified numerical pattern than in the case of a combination of the first suggestive pattern and the specific numerical pattern. [Effects of the Invention]
[0008] According to the present disclosure, it is possible to increase the interest of players in the games they play. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a pachinko gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a schematic front view showing the second big prize device and other features of the pachinko gaming machine. [Figure 3] FIG. 2 is an enlarged view of part A shown in FIG. 1, showing displays provided on the gaming machine. [Figure 4] 2 is a block diagram showing the electrical configuration of the main control board of the pachinko game machine. FIG. [Figure 5] 2 is a block diagram showing the electrical configuration of the sub-control board side of the pachinko gaming machine. FIG. [Figure 6] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 7] (A) A table for determining special random numbers. (B) A table for determining the type of big win symbol. (C) A table for determining the type of small win symbol. (D) A reach determination table. (E) A table for determining the type of time-saving symbol. [Figure 8] The table shows a big win symbol type determination table and a small win symbol type determination table, which are tables explaining the types of big wins and small wins. [Figure 9] (A) A table for determining whether a normal map is hit. (B) A table for determining the type of normal map. (C) A table for determining whether a normal map changes. (D) A table for determining whether an electric chute is opened. [Figure 10] This is a special chart variation pattern determination table. [Figure 11] This is a specific table for special drawing winning commands. [Figure 12] 10 is a flowchart of a main control process. [Figure 13] 10 is a flowchart of a main-side timer interrupt process. [Figure 14] 10 is a flowchart of a sensor detection process. [Figure 15] 10 is a flowchart of a gate passing process. [Figure 16] 10 is a flowchart of a normal operation process. [Figure 17] 10 is a flowchart of a special action process. [Figure 18] 10 is a flowchart of a special symbol waiting process. [Figure 19] 10 is a flowchart of a jackpot determination process. [Figure 20] 10 is a flowchart of a variation pattern selection process. [Figure 21] This is a flowchart of processing during special pattern change. [Figure 22] 10 is a flowchart of a special symbol determination process. [Figure 23]10 is a flowchart of a game status management process. [Figure 24] 10 is a flowchart of special electric device processing 1 (jackpot game). [Figure 25] 10 is a flowchart of a game status setting process. [Figure 26] This is a flowchart of special electric device processing 2 (small win game). [Figure 27] This is a flowchart of special electric device processing 2 (small win game). [Figure 28] 10 is a flowchart of a distributing member control process. [Figure 29] This is a timing chart showing the opening pattern of the second large prize opening and the operating pattern of the distribution member according to the type of small prize pattern. [Figure 30] 10 is a flowchart of a specific area sensor detection process. [Figure 31] 10 is a flowchart of a sub-control main process. [Figure 32] 10 is a flowchart of a 1 ms timer interrupt process. [Figure 33] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 34-1] 10 is a flowchart of a pre-reading performance execution process (part 1). [Figure 34-2] This is a time chart for hold change notice. [Figure 34-3] 10 is a flowchart of a pre-reading performance execution process (part 2). [Figure 35] FIG. 1 is a diagram illustrating a game flow (part 1). [Figure 36] (A) A diagram showing a background image in daytime background mode, (B) A diagram showing a background image in night background mode, and (C) A diagram showing a background image in flame background mode. [Figure 37] An explanatory diagram showing a specific example of normal fluctuation in a fluctuation presentation. [Figure 38] This is an explanatory diagram showing a specific example of N reach (normal reach) in variable performance. [Figure 39]An explanatory diagram showing a specific example of an SP reach in a variable presentation. [Figure 40] An explanatory diagram showing a specific example of a battle reach in a variable presentation. [Figure 41] An explanatory diagram showing a specific example of the development of the presentation after a small win game. [Figure 42] This is a time chart for milestone announcement production (part 1). [Figure 43] FIG. 10 is a diagram showing an example of a milestone notification presentation mode (part 1). [Figure 44] 10 is a flowchart of a milestone notification process (part 1). [Figure 45] This is a time chart for milestone announcement production (part 2). [Figure 46] FIG. 10 is a diagram showing an example of a milestone notification presentation mode (part 2). [Figure 47] 10 is a flowchart of a milestone notification process (part 2). [Figure 48] This is a time chart (part 1) regarding the notification effects and the execution of consecutive special games. [Figure 49] This is a time chart (part 2) regarding the notification effects and the execution of consecutive special games. [Figure 50] A figure showing an example of a bonus aspect of a performance pattern. [Figure 51] 10 is a flowchart of a bonus symbol notification process. [Figure 52] 10 is a table showing display modes of hold icons. [Figure 53] An explanatory diagram showing a specific example of a presentation change including a hold icon. [Figure 54] 10 is a flowchart of a reliability suggestion notification process. [Figure 55] An explanatory diagram showing a specific example of a preview notification that can be executed during the introductory performance. [Figure 56] 10 is a flowchart of a re-display notification process. [Figure 57] 10A and 10B are explanatory diagrams showing specific examples of effects related to operation instruction images. [Figure 58] 10 is a flowchart of an input suggestion notification process. [Figure 59] FIG. 10 is a diagram illustrating the game flow (part 2). DETAILED DESCRIPTION OF THE INVENTION
[0010] In the form for implementing the present invention (hereinafter referred to as "this embodiment"), a pachinko gaming machine 1 will be described as an example of a gaming machine in which the gaming medium used for playing is a gaming ball, and the game can be played by firing the gaming ball toward the gaming board.
[0011] In the following explanation, explanations of technical matters well known to those skilled in the art may be simplified or omitted. Furthermore, terms commonly used by those skilled in the art may be used without definitions or explanations of those terms. The supplementary content in parentheses below is an example, and the present invention is not limited to that supplementary content.
[0012] [Overview of the basic game progression of Pachinko Machine 1] The pachinko game machine 1 illustrated below satisfies the conditions for conducting a predetermined lottery (acquisition of judgment information / acquisition of judgment elements) when a game ball enters (progresses the game) a predetermined ball entry port provided on the game board (game area 3 through which the game ball flows down) that can accept (enter) a game ball fired in response to a predetermined operation (handle rotation operation) performed by the player.
[0013] Based on a predetermined trigger (start timing of lottery judgment based on the First-In, First-Out method / establishment of game conditions / establishment of lottery judgment start requirements / main judgment) resulting from the fulfillment of the conditions for implementing this predetermined lottery, the display device for the gaming machine (pattern display / segment display unit) will begin to display a changing identification pattern (a special pattern related to the ball entering the starting gate, or a normal pattern related to the ball entering gate 28).
[0014] When a predetermined time has elapsed since the start of the display of the identifying pattern, the identifying pattern is displayed in a stopped state in a predetermined type of stopped display mode corresponding to the result of a predetermined lottery (determination of lottery elements / win or lose), thereby enabling the game to progress in such a way that the game result (announcement of win or lose) is derived.
[0015] In addition, while the aforementioned identification pattern is being displayed in a changing state, the display device (liquid crystal display) for the gaming machine can display the changing state of one or more identification patterns, and by providing a notification of the game progress (during the changing display) (video display using predetermined images) in accordance with a predetermined presentation scenario (presentation change pattern) that takes into account the result of a predetermined lottery, it is possible to notify the player of advance hints (advance notices) regarding the likelihood of winning before the result of the predetermined lottery is derived (before the identification pattern is displayed in a stopped state), resulting in a game that can increase the player's expectations regarding the gaming profits (prize balls, bonus status, useful information) that can be obtained thereafter.
[0016] If the type of the stopped identification pattern results in a winning result (stop display of a winning identification pattern) that allows the player to transition to a special game (jackpot or small jackpot) that is more advantageous to the player than normal game, a predetermined movable part (opening / closing device) that is provided corresponding to a predetermined specific ball entry port (prize entry port or large prize entry port) on the game board that is in a state (closed) through which a ball cannot be entered during normal gameplay can be operated to make it easier to enter (open), thereby creating a game that allows the player to earn a predetermined gaming profit by entering the game ball into that specific ball entry port.
[0017] The execution condition (start) of the aforementioned specified movable part may be triggered by the announcement of the winning result, or by the game ball entering a predetermined specific ball entry area after the winning result has been announced (satisfying the specified operating requirements).
[0018] Furthermore, after the end of the special game as mentioned above, it is possible to transition to an advantageous state (a bonus state, an opportunity game state, a chance period in which the game can proceed more advantageously than during normal play) based on at least one of a probability-changing state in which the probability of winning a predetermined lottery is made higher than the probability corresponding to normal play (low probability state), and / or a time-saving state (hereinafter sometimes referred to as a time-saving state, time-saving game state, or time-saving) in which the execution efficiency of the variable display of identification patterns can be made higher than during normal play, and by making this advantageous state possible based on the achievement of predetermined starting conditions (lottery results, number of plays, detection of a predetermined ball entering, after the end of a predetermined game state, etc.), it is possible to progress in the game in a way that makes the game more interesting.
[0019] [Gaming machine structure] A pachinko gaming machine 1 according to this embodiment (hereinafter also referred to as the present pachinko gaming machine 1) will be described with reference to the drawings. As shown in Fig. 1, the present pachinko gaming machine 1 according to this embodiment comprises a gaming machine frame 50 and a gaming board 2 attached within the gaming machine frame 50. A front frame 51 of the gaming machine frame 50, which can be opened and closed (pivoted) to expose the gaming board 2, is provided with a transparent window (glass plate) 3C that allows the entire gaming board 2 to be viewed, a handle 60a for firing gaming balls with a firing strength according to the rotation angle, a ball supply tray (upper tray) 61 for storing gaming balls, and a surplus ball receiving tray (lower tray) 62 for storing gaming balls that cannot be accommodated in the ball supply tray 61.
[0020] The front frame 51 is also provided with an effect button 63 and a select button 64 (see the plan view within the dashed line in Figure 1) that can be operated by the player during effects that are executed as the game progresses. The front frame 51 is also provided with a decorative frame lamp 66 and a speaker 67. The effect button 63 has an internal light-emitting element (not shown) and a vibration device 63b built in.
[0021] In this pachinko gaming machine 1, the internal light-emitting element emits light, causing the effect button 63 to emit light. Furthermore, the vibration device 63b vibrates, causing the effect button 63 to vibrate. There are multiple types of light-emitting modes for the internal light-emitting element. Specifically, the light-emitting modes for the internal light-emitting element include a white light-emitting mode in which the internal light-emitting element emits white light, a yellow light-emitting mode in which the internal light-emitting element emits yellow light, and a red light-emitting mode in which the internal light-emitting element emits red light.
[0022] In this embodiment, input of the effect button 63 is activated when a predetermined effect is triggered during the fluctuation of the special pattern or during a predetermined winning state, or when one of multiple effects is selected, and at this time, the internal light-emitting element may emit light of a predetermined color and / or the vibration device 63b may vibrate in a predetermined pattern.
[0023] At this time, by inputting the effect button 63 (by pressing it once, pressing it for a long time, pressing it repeatedly, etc.), it is possible to activate a predetermined effect or to select and decide one of multiple effects.
[0024] The game board 2 has a game area 3, in which game balls launched by operating the handle 60a flow down, surrounded by a rail member 4. The game board 2 also has a decorative board lamp 5 (see Figure 5). The game area 3 has a plurality of game nails (not shown) protruding therefrom to guide the game balls.
[0025] The handle 60a shown in FIG. 1 is configured so that air blown from a blower (pump actuator) 60b built into the handle 60a can be discharged from a discharge hole 60c during a game (while a special symbol is being displayed variably).
[0026] Specifically, the blower 60b is configured as a pump actuator that can continuously generate instantaneous wind. However, the present invention is not limited to the configuration of a pump actuator, and other blowers (for example, a fan such as an electric fan) that can generate wind as desired may be used instead of the pump actuator.
[0027] Furthermore, in this embodiment, the drive control is configured to drive the pump actuator in conjunction with the display of the changing performance pattern on the display screen 7a of the image display device 7 or the display of a predetermined pattern (such as the operation instruction image 63c) to enable wind to be generated, but the pump actuator (including other air blowing devices) may also be configured to be drive controlled to coincide with other timing in the playing process of the pachinko game machine 1.
[0028] Therefore, when a player grips the handle 60a near the front of the pachinko game machine 1, a blowing effect based on the air discharge (tactile information that can be perceived by the sense of touch) generated from the blower 60b can be given to the player who grips the lever portion 60e (turns on the touch switch 114 (see Figure 4)) and rotates it, around the palm of the player's hand.
[0029] In addition, near the front of this pachinko game machine 1 (around the ball supply tray 61), a vibration effect based on vibrations (tactile sensory information that can be perceived by the sense of touch) generated by the vibration device 63b can be given to a player who presses the effect button 63 (turning on the effect button detection switch 63a (see Figure 5) / specified input processing).
[0030] As a variant, the position where the air blowing device 60b or the vibration device 63b is provided may be at an appropriate position on the front side of the pachinko gaming machine 1, as long as it is a position where it is possible to provide a player sitting in front of the pachinko gaming machine 1 with tactile sensory information (wind / vibration) that can be perceived by the sense of touch.
[0031] For example, a vibration device 63b may be provided inside the handle 60a, and vibrations (tactile sensory information perceptible by the sense of touch) generated from the vibration device 63b may be transmitted to the vicinity of the front side of the pachinko gaming machine 1 (around the palm of the player holding the handle 60a). Also, a blower 60b may be provided inside the speaker 67, and a configuration may be adopted in which air can be blown from an outlet hole provided on the front side of the speaker 67 to the vicinity of the front side of the pachinko gaming machine 1 (around the face of the player viewing the image display device 7).
[0032] 1, an image display device 7, which is a liquid crystal display device, is provided near the center of the game area 3. The display screen (display unit, display area) 7a of the image display device 7 has a performance pattern display area that displays a variation of performance patterns 8 (8L, 8C, 8R, also referred to as decorative patterns) synchronized with the variable display (variable display) of a first special pattern (hereinafter also referred to as special pattern 1) and a second special pattern (hereinafter also referred to as special pattern 2) described below.
[0033] The effect symbol display area consists of three display areas, for example, "left," "center," and "right." The left display area displays the left effect symbol 8L, the center display area displays the center effect symbol 8C, and the right display area displays the right effect symbol 8R. Each effect symbol consists of multiple symbols representing numbers, for example, from "1" to "9."
[0034] The image display device 7 clearly displays the results of the variable display of special chart 1 and special chart 2 (i.e., the results of the jackpot lottery) displayed on the special chart 1 display 41a and special chart 2 display 41b (see Figure 3) described below, by combining the left, center, and right performance patterns.
[0035] For example, if you win a big prize, the display will stop with a repeating number such as "777". If you lose the big prize and miss the special number, the display will stop with a random number (a losing number for the special prize) such as "263". If you win a small prize, the display will stop with a predetermined small prize number (which can be set arbitrarily, and can be a random number or random number).
[0036] This makes it easier for players to understand the progress of the game. In other words, players generally do not understand the results of the jackpot lottery on the special symbol 1 display 41a or the special symbol 2 display 41b, but on the image display device 7. Note that the positions of the display areas for the effect symbols 8L, 8C, and 8R do not have to be fixed.
[0037] The display of the effect symbols can be, for example, scrolled up and down. The combination of effect symbols to be displayed in a static state can be arbitrarily changed depending on the result of each lottery, and the effect symbols can be displayed in a static state with a special combination including a predetermined special symbol when a big win or a small win is won.
[0038] The image display device 7 displays on the display screen 7a not only the effect symbol change effect (also called "decorative symbol change effect" or simply "change effect") using the effect symbols as described above, but also the big win effect that is performed in parallel with the big win game, demo effects for waiting customers, etc. In the effect symbol change effect, in addition to effect symbols such as numbers, effect images other than effect symbols such as background images and character images are also displayed.
[0039] In addition, this pachinko game machine 1 has a function that allows the player to operate the effect button detection switch (SW) 63a and the select button detection switch 64a (see Figure 5) to freely change and set the trigger for outputting a predetermined game notification regarding effects when special patterns are changing or during a predetermined winning state, as well as the frequency of occurrence of reach effects (previews), etc.
[0040] Specifically, a menu image can be displayed on the image display device 7 when a demo presentation for waiting for customers is being displayed, and the presentation can be changed to suit the player's preferences based on the menu image being displayed.
[0041] In addition, with regard to changing the settings to suit the player's preferences, the player may be able to use the select button 64 to change the presentation style of the presentation that is performed while the special pattern is changing, change the frequency of the presentation (such as a reach presentation or a pre-reading presentation) (including not generating the presentation), change the frequency of the air presentation generated based on the air blower 60b or the vibration presentation generated based on the vibration device 63b (including not generating the presentation), and change the so-called auto button function (a function that allows a button presentation to be executed as if a button had been pressed, without the button being pressed).
[0042] In addition, the display screen 7a of the image display device 7 is capable of displaying one or more (in this embodiment, up to four) reserve icons 9 according to the number of special chart reserves (storage of judgment information that can be stored in the special chart 1 reserve memory unit 85a or the special chart 2 reserve memory unit 85b in the reserve memory unit 85 described below), and is provided with a reserve icon display area 7a1 that allows each reserve icon 9 to be moved in a predetermined direction (in this embodiment, to the left).
[0043] Furthermore, the display screen 7a of the image display device 7 is provided with a hold icon display area 7a2 adjacent to the left side of the hold icon display area 7a1, which is capable of displaying a predetermined hold icon 9 (the one at the left end) displayed in the hold icon display area 7a1 based on the final movement (left shift / disappearance of display) of the hold icon 9D.
[0044] In addition, the pedestal icon 9E can also be displayed in the reserved icon display area 7a2. The pedestal icon 9E can be displayed as a receptacle notification (an indication of the display position of the reserved icon 9D) indicating the destination corresponding to the disappearance of the reserved icon 9D from the reserved icon display area 7a1 that ultimately shifts left.
[0045] The reserved icon 9 that can be displayed in the reserved icon display area 7a1 described above can be displayed in the reserved icon display area 7a1 based on the trigger of a special winning (entering the starting hole described below) that can store and store judgment information (random number for special winning) in the special winning 1 reserved memory unit 85a (or the special winning 2 reserved memory unit 85b). The reserved icon 9 can display the number of icons corresponding to the number of memories in which information based on each special winning is stored (in this embodiment, corresponding to 1 memory, 2 memories, 3 memories, and 4 memories).
[0046] Furthermore, the display color and / or display form of the hold icon 9 can be changed to a display form (so-called hold change) corresponding to a predetermined reliability (a pre-determination before a success / failure determination is made, a so-called pre-reading determination) according to each displayed hold icon 9. In this embodiment, as shown in Fig. 1, it is possible to change the hold icon 9A from a white (low reliability) hold icon 9A used under normal circumstances to a green (medium reliability) hold icon 9B or a red (high reliability) hold icon 9C based on a predetermined reliability.
[0047] In addition, the reserve icon 9 is displayed so as to be distinguishable as the reserve icon 9 for special chart 1 corresponding to the special chart 1 reserve (stored in the special chart 1 reserve memory unit 85a), or the reserve icon 9 for special chart 2 corresponding to the special chart 2 reserve (stored in the special chart 2 reserve memory unit 85b). As a result, when one or more reserve icons 9 are displayed in the reserve icon display area 7a1, the number of special chart 1 reserves (or special chart 2 reserves) stored, which is displayed on the special chart 1 reserve display unit 43a (or special chart 2 reserve display unit 43b) described below, can be clearly shown to the player.
[0048] Furthermore, one or more reserve icons 9 that can be displayed in the reserve icon display area 7a1 read one judgment information stored corresponding to the special chart reserve from the reserve memory unit 85 to judge whether the lottery (special chart lottery described below) is a success or failure, and are capable of moving display that shifts one icon to the left each time the result of the judgment is announced.
[0049] Then, at the time of the final (final left shift) movement, the reserved icon 9D corresponding to the predetermined (the one on the left) reserved icon 9 (display color / display form) that is the target of reading the memory (determination information) related to the special chart reserved that was the oldest reserved waiting icon can be displayed as if it were the result of a left shift movement toward the reserved icon display area 7a2.
[0050] The hold icon 9D can continue to be displayed until a predetermined trigger occurs during the variable display of the special chart, which is executed based on the left shift movement of the final hold icon 9 to the hold icon display area 7a2, or until a predetermined trigger occurs at the end of the variable display of the special chart, and when the predetermined trigger occurs, the hold icon 9D can disappear from the hold icon display area 7a2, or the hold icon 9D and the base icon 9E can disappear.
[0051] Therefore, the reserved icon 9D disappears at a predetermined trigger before the variable display of the special symbol (determination of the lottery for the special symbol) based on the special symbol 1 reserved (special symbol 2 reserved) becomes a stopped display and ends, thereby clearly indicating to the player that the next reserved icon 9D can be displayed.
[0052] In addition, the reserve icon 9D serves as a pre-warning in response to the variable display (before the announcement of the judgment of whether or not the prize has been awarded) of the special chart corresponding to 0 memories (a judgment of whether or not the prize has been awarded when the memory storage area for reading in question becomes empty) based on the memory clearing (judgment information read out to make a judgment from the reserve memory unit 85) of the special chart 1 reserve memory unit 85a (or the special chart 2 reserve memory unit 85b), making it possible to make an indication of the reliability of whether or not the prize has been awarded (awarding of the special prize) based on the display mode (display color / display form) shown before the aforementioned specified trigger occurs.
[0053] In addition, the display mode of the hold icon 9D displayed in the hold icon display area 7a2 may be made to be the same as the hold icon 9 that ultimately shifts to the left (disappears from the display of the hold icon display area 7a1), or it may be made to have a different reliability (in this embodiment, an increased reliability) than the hold icon 9 that ultimately shifts to the left.
[0054] A center decorative body 10 is arranged near the center of the game area 3, around the periphery of the image display device 7, so as to cover a portion of the image display device 7 (display area 7a). A stage section 11 is formed at the bottom of the center decorative body 10, which can guide game balls rolling on the top surface to the first starting hole 20 described below. In addition, a warp section 12 is provided at the left side of the center decorative body 10, which allows game balls to flow in from the entrance and out to the stage section 11 from the exit. Furthermore, a decorative member 13 depicting letters, figures, etc. is arranged at the top of the center decorative body 10.
[0055] Below the image display device 7 in the game area 3, a fixed winning device 19 is provided, which has a first starting hole 20 that always keeps the same ease of entry for game balls. The first starting hole 20 is also called the first winning hole, fixed ball entry hole, or first ball entry hole. The entry of a game ball into the first starting hole 20 triggers a lottery for the first special symbol (special symbol 1) (a jackpot lottery, i.e., the acquisition of a special symbol winning random number etc. (determination information) related to the lottery information).
[0056] Additionally, to the upper right of the first starting hole 20, there is provided a normal variable winning device (ball entry support means / so-called electric tulip, normal electric accessory, hereinafter referred to as electric chute) 22 equipped with a second starting hole (first ball entry hole) 21. The second starting hole 21 is also called the second winning hole, variable ball entry hole, or second ball entry hole. The entry of a game ball into the second starting hole 21 triggers the drawing of a lottery for a second special symbol (special symbol 2) (a jackpot lottery, i.e., the acquisition of a special symbol winning random number etc. (determination information) related to the lottery information).
[0057] The electric chute 22 of this embodiment is provided with a sliding movable member (ball entrance opening / closing member, movable part) 23 based on a plate material that can move back and forth, and the second starting hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (see FIG. 4).
[0058] The second starting hole 21 can capture a game ball only when the movable member 23 is open (i.e., when the movable member 23 is in the open state and protrudes forward from the surface of the board), and the captured game ball can enter the hole by being guided through the movable member 23. In other words, when the movable member 23 is closed (i.e., when the movable member 23 is in the closed state and retracted behind the surface of the board), the game ball cannot be captured and therefore cannot enter the hole.
[0059] As a modified example, an electric tulip (well-known) structure may be used, which is made up of a blade-type movable member that opens and closes in the left-right direction along the surface of the board.
[0060] In addition, below the first starting hole 20 in the game area 3, a first large prize device (first special variable prize device, other special prize means) 31 equipped with a first large prize hole (other special prize hole) 30 is provided.
[0061] The first large prize device 31 is equipped with an opening / closing member (another special prize opening opening / closing member) 32 that can be opened or closed, and the first large prize opening 30 is opened or closed by the operation of the opening / closing member 32. The opening / closing member 32 is driven by a first large prize opening solenoid 33 (see FIG. 4). The first large prize opening 30 can capture game balls only when the door-like opening / closing member 32 is open (i.e., when in the open state), and the captured game balls are guided through the opening via the opening / closing member 32 to enter the opening.
[0062] Further, to the right of the first large prize opening 30 in the game area 3, a second large prize device (second special variable prize device, special prize means) 36 equipped with a second large prize opening (corresponding to a special prize opening) 35 is provided. The second large prize device 36 is equipped with an opening / closing member (special prize opening opening / closing member) 37 that can be opened or closed, and the second large prize opening 35 is opened or closed by operation of the opening / closing member 37.
[0063] The opening / closing member 37 is of a sliding type in which a plate member moves back and forth, and is driven by a second large prize opening solenoid 38 (see Figure 4). Only when the sliding opening / closing member 37 is open (i.e., when it is in the open state and recessed behind the surface of the board) can game balls fall into the second large prize opening 35, and the game balls can enter the opening when they fall, but when the sliding opening / closing member 37 is closed (i.e., when it is in the closed state and protrudes forward from the surface of the board), game balls cannot be dropped, and therefore the ball cannot enter the opening.
[0064] 2, a specific area (V area) 39 and a non-specific area 70 are formed inside the second large prize device 36, through which a gaming ball that has passed through the second large prize opening 35 can pass. In the second large prize device 36, a second large prize opening sensor 35a that detects the entry of a gaming ball into the second large prize opening 35 is disposed upstream of the specific area 39 and the non-specific area 70.
[0065] In addition, a specific area sensor 39a is disposed in the specific area 39 to detect the passage of a gaming ball into the specific area 39. In addition, a non-specific area sensor 70a is disposed in the non-specific area 70 to detect the passage of a gaming ball into the non-specific area 70. In addition, the second large prize device 36 is equipped with a distribution member 71 that distributes gaming balls that have passed through the second large prize opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73 that drives the distribution member 71.
[0066] When the distribution member solenoid 73 is energized, the distribution member 71 takes a first state (passage-allowing state) in which it distributes game balls to a specific area 39, and when the distribution member solenoid 73 is not energized, it takes a second state (passage-blocking state) in which it distributes game balls to a non-specific area 70.
[0067] 2, when the sorting member solenoid 73 is energized, the sorting member 71 is in a passing-permitting state in which it allows the game ball to pass through to the specific area 39. When the sorting member 71 is in the passing-permitting state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a and then passes through the specific area 39. This route of the game ball is called the first route.
[0068] As shown by the dashed line portion (sorting member 71 located on the left side) indicated by the double-headed arrow (bidirectional arrow) in Figure 2, when the sorting member solenoid 73 is not energized, the sorting member 71 is in a passage-blocking state that prevents game balls from passing through to the specific area 39. When the sorting member 71 is in the passage-blocking state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a, then rolls on the sorting member 71 and passes through the non-specific area 70. This route of the game ball is called the second route.
[0069] In this pachinko gaming machine 1, the passage of a gaming ball into the specific area 39 triggers the execution of a jackpot game, which will be described later. In other words, in this embodiment, a jackpot lottery is also conducted depending on whether or not a gaming ball has passed through the specific area 39.
[0070] A jackpot won by the lottery on Special Chart 1 or Special Chart 2 mentioned above is called a Type 1 jackpot, and a jackpot won by the game ball passing through specific area 39 (so-called V entry) is called a Type 2 jackpot.
[0071] In addition, a jackpot game that is executed when a Type 1 jackpot is won is called a Type 1 jackpot game, and a jackpot game that is executed when a Type 2 jackpot is won is called a Type 2 jackpot game. A Type 1 jackpot is also called a direct hit jackpot. In this way, this pachinko gaming machine 1 is a so-called Type 1 / Type 2 mixed machine. Hereinafter, a game related to a Type 1 jackpot and a game related to a Type 2 jackpot may be collectively referred to as a "winning game."
[0072] 1, a gate (second ball entrance) 28 through which the gaming ball can pass is provided above the second starting opening 21 in the gaming area 3. The passage of the gaming ball through the gate 28 triggers the execution of a normal symbol lottery (i.e., the acquisition of a normal symbol-related random number (determination information) related to the lottery information) to determine the normal symbol (hereinafter also referred to as the normal symbol) that determines whether or not the electric chute 22 is opened (condition fulfilled).
[0073] Furthermore, a normal winning hole 27 is provided at the lower left of the game area 3. Also, at the bottom of the game area 3, an outlet 6 is provided for discharging game balls that have been shot into the game area 3 but have not entered any of the winning holes.
[0074] The game area 3, in which various ball entry ports (starting ports, etc.) are arranged, has a left game area (first game area) 3A on the left side of the center in the left-right direction, and a right game area (second game area) 3B on the right side.
[0075] A hitting method in which a game ball is shot so that it flows down the left game area 3A is called a left hit. On the other hand, a hitting method in which a game ball is shot so that it flows down the right game area 3B is called a right hit. In this pachinko game machine 1, the flow path through which a game ball flows down when played with a left hit is called the first flow path R1, and the flow path through which a game ball flows down when played with a right hit is called the second flow path R2.
[0076] On the first flow path R1, there are provided a first start opening 20, a first big winning device 31, and an outlet 6. The player aims to win a prize at the first start opening 20 by hitting a game ball so that it flows down the first flow path R1.
[0077] On the other hand, provided on the second flow path R2 are a gate 28, an electric chute 22, a second large prize device 36, a first large prize device 31, and an outlet 6. By hitting a gaming ball so that it flows down the second flow path R2, the player aims to pass through the gate 28, or to win in the second start port 21 related to the electric chute 22, the first large prize port 30, or the second large prize port 35.
[0078] In this embodiment, the gate 28, the electric chute 22, and the second special winning device 36 are united and can be attached to and detached from the game board 2 as a single structure. In addition, the fixed winning device 19 and the first special winning device 31 are united and can be attached to and detached from the game board 2 as a single structure.
[0079] As shown in Figures 1 and 3, displays 40 are arranged in the lower right corner of the game board 2 to enable the display of predetermined identification patterns (identification information) that can start fluctuations corresponding to each ball entry port (starting port, gate).
[0080] The displays 40 include a special pattern 1 display 41a that variably displays the first special pattern (special pattern 1), a special pattern 2 display 41b that variably displays the second special pattern (special pattern 2), and a regular pattern display 42 that variably displays the regular pattern (regular pattern).
[0081] In addition, the displays 40 include a special map 1 hold display 43a that displays the number of activation holds (hereinafter also referred to as special map 1 holds) stored in the special map 1 display 41a, a special map 2 hold display 43b that displays the number of activation holds (hereinafter also referred to as special map 2 holds) stored in the special map 2 display 41b, and a general map hold display 42a that displays the number of activation holds (hereinafter also referred to as general map holds) stored in the general map display 42.
[0082] The variable display of special chart 1 is triggered by the entry of a gaming ball into the first starting hole 20. The variable display of special chart 2 is triggered by the entry of a gaming ball into the second starting hole 21. In the following explanation, special chart 1 and special chart 2 may be collectively referred to as special patterns (special charts). In addition, special chart 1 display 41a and special chart 2 display 41b may be collectively referred to as special chart display (special pattern display, pattern display, segment display unit) 41.
[0083] The special pattern display 41 displays the special pattern (special pattern 1 or special pattern 2) in a variable manner (changing display) and then displays a stopped display (end of changing display), thereby announcing (displaying a confirmed result) the result of the lottery (special pattern lottery, jackpot lottery, judgment information on whether the lottery was won or lost, random number for the special pattern) based on the winning of the first starting port 20 or the second starting port 21 until a predetermined time has elapsed.
[0084] The special pattern that is displayed when it stops (display of the form of the stopped pattern, display of the form of the special pattern derived as a result of variable display) is one special pattern selected from multiple types of special patterns (special pattern 1 or special pattern 2) by a special pattern lottery (hereinafter also referred to as special pattern lottery).
[0085] If the stopped pattern is a special pattern (jackpot pattern) of a predetermined jackpot stopping mode, a jackpot game is played in which the first jackpot opening 30 is opened in a jackpot opening pattern according to the type of jackpot pattern stopped and displayed (i.e., the type of jackpot won).
[0086] In addition, if the stopped pattern is a special pattern (small win pattern) with a predetermined small win stopping pattern, a small win game is played in which the second large win opening 35 is opened in a large win opening opening pattern according to the type of small win pattern that has stopped and been displayed (i.e., the type of small win that has been won).
[0087] The opening patterns of the big prize openings (first big prize opening 30 and second big prize opening 35) in the big prize game and the small prize game will be described later.
[0088] As a specific example, the special symbol display 41 (41a, 41b) is composed of eight LEDs arranged horizontally, and displays a special symbol according to the result of the jackpot lottery by the way in which they are lit.
[0089] For example, if you win a jackpot (one of the multiple types of jackpots described below), the jackpot symbol (a special symbol to notify you of a jackpot) will be displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). Also, if you win a small jackpot (one of the multiple types of small jackpots described below), the 5th and 6th LEDs from the left lit, such as "●●●●○○●●" will be displayed (a special symbol to notify you of a small jackpot).
[0090] In addition, in the case of a special symbol miss (one of the multiple types of special symbol misses described below), a special symbol (a special symbol to notify a miss) is displayed with only the rightmost LED lit, such as "●●●●●●●○". In addition, a special symbol (one of the special symbol misses, hereinafter also referred to as a special symbol miss) to notify a special miss (a C time-saving win) is used in which all LEDs are turned off.
[0091] In addition, before the special symbol is displayed in a static state, the special symbol is displayed in a variable state (variable display) for a predetermined period of time, and the manner of the variable display is, for example, such that each LED lights up so that light flows repeatedly from left to right. Note that the manner of the variable display can be changed as appropriate, such as all LEDs flashing at once if each LED is not displayed in a static state (light display in a specific manner).
[0092] In this pachinko game machine 1, when a game ball enters the first start port 20 or the second start port 21 (sensor detection), the values of various random numbers (judgment information) related to the special chart lottery information (special chart winning random number, etc.) obtained as a special chart winning result (hereinafter also referred to as a start winning result) resulting from the ball entering are temporarily stored in the special chart 1 reserve memory unit 85a or the special chart 2 reserve memory unit 85b (see Figure 4) until the judgment process related to the corresponding special chart lottery is completed (in other words, the change in the pattern is executed and the actual judgment of each random number (each judgment information) is executed).
[0093] In detail, when a ball enters the first starting hole 20 (sensor detection), the values of various random numbers (judgment information) related to the special drawing 1 lottery information (special drawing 1 winning random number, etc.) obtained based on the special drawing 1 winning (starting winning) resulting from that ball entry are stored in the special drawing 1 reservation memory unit 85a (see Figure 4) as special drawing 1 reservation (judgment information to be reserved).
[0094] In addition, when a ball enters the second starting hole 21 (sensor detection), the values of various random numbers (judgment information) related to the special drawing 2 lottery information (special drawing 2 winning random number, etc.) obtained based on the special drawing 2 winning (starting winning) resulting from that ball entry are stored in the special drawing 2 reservation memory unit 85b (see Figure 4) as special drawing 2 reservation (judgment information to be reserved).
[0095] There is an upper limit to the number of special drawing 1 reserves that can be stored in the special drawing 1 reserve memory unit 85a and the number of special drawing 2 reserves that can be stored in the special drawing 2 reserve memory unit 85b, and the upper limit value (upper limit number of storages, upper limit number of reserves) in this embodiment is "4".
[0096] The special chart 1 reserve stored in the special chart 1 reserve memory unit 85a is consumed when it becomes possible to variable display the special pattern (determine the lottery for the special pattern) based on that special chart 1 reserve (when the start condition (start of lottery determination) is met). The consumption of the special chart 1 reserve means determining the special chart lottery information (determination information) such as the special chart winning random number corresponding to that special chart 1 reserve, and performing variable display of the special pattern to show the determination result (winning state or losing state).
[0097] Therefore, in this pachinko game machine 1, if the variable display of the special pattern based on the entry of a game ball into the first starting port 20 cannot be performed immediately after the entry, that is, if a prize is awarded into the first starting port 20 while the variable display of the special pattern is being executed or while a jackpot game is being executed, the right to enter the jackpot lottery for that entry (determination of the special pattern lottery information (determination information) related to the special pattern related random number) can be reserved until it reaches a predetermined upper limit value.
[0098] The number of such special chart 1 reservations is displayed on the special chart 1 reservation indicator 43a. Specifically, the special chart 1 reservation indicator 43a is composed of four LEDs. The special chart 1 reservation indicator 43a displays the number of special chart 1 reservations by lighting up the LEDs equal to the number of special chart 1 reservations.
[0099] In addition, the special chart 2 reserve stored in the special chart 2 reserve memory unit 85b is consumed when it becomes possible to variable display the special pattern (determine the lottery for the special pattern) based on that special chart 2 reserve (when the start condition (start of lottery determination) is met). The consumption of the special chart 2 reserve means determining the special chart lottery information (determination information) such as the special chart winning random number corresponding to that special chart 2 reserve, and performing variable display of the special pattern to indicate the determination result (winning state or losing state).
[0100] Therefore, in this pachinko game machine 1, if the variable display of the special pattern based on the game ball entering the second starting port 21 cannot be performed immediately after the winning, that is, if the ball enters the second starting port 21 while the variable display of the special pattern is being executed or while a jackpot game is being executed, the right to enter the jackpot lottery for that winning (determination of the special pattern lottery information (determination information) related to the special pattern related random number) can be reserved until it reaches a predetermined upper limit value.
[0101] The number of such special chart 2 reserves is displayed on the special chart 2 reserve display 43b. Specifically, the special chart 2 reserve display 43b is composed of four LEDs. The special chart 2 reserve display 43b displays the number of special chart 2 reserves by lighting up the LEDs equal to the number of special chart 2 reserves.
[0102] As a modified example, if a prize is won at the second starting port 21 during the execution of the variable display of the special drawing 2, the value of various random numbers (determination information) based on the prize may not be acquired. In other words, the special drawing 2 may not be reserved beyond the upper limit value "1".
[0103] The variable display of the normal map is triggered by the passage of the gaming ball through the gate 28. The normal map display 42 displays the normal map variably (variable display) and then stops (display ends) to notify (confirm) the result of the lottery (normal map lottery, judgment information regarding the success or failure of the normal map lottery, random number information for the normal map) based on the passage of the gaming ball through the gate 28 until a predetermined time has elapsed.
[0104] The normal symbol displayed when the reel stops (the symbol pattern displayed when the reel stops after the variable display) is one selected from multiple types of normal symbols based on a normal symbol lottery. If the normal symbol displayed when the reel stops is a predetermined type (a normal symbol displayed in a winning stop pattern / normal winning symbol), an auxiliary game (so-called "winning facilitation") can be executed in which displacement control is performed to open the second starting hole 21 based on the opening pattern of the electric chute 22 according to the current game state.
[0105] In the following, auxiliary games that can be performed based on an opening pattern of the electric chute 22 that is more advantageous than the normal game state (the opening pattern of the electric chute 22 when not in time-saving mode) may be referred to as "electric support (electric chute support), electric support control."
[0106] As a specific example, the general map display 42 is composed of a total of four LEDs, two of which are arranged in the upper and lower rows (see Figure 3), and displays the general map according to the result of the general map lottery depending on the lighting mode of the LEDs.
[0107] For example, if the lottery result is a normal winning symbol (a normal symbol for announcing a win), a normal winning symbol is displayed with all LEDs lit except for the right LED in the lower row, such as "○○" in the upper row and "○●" in the lower row (○: lit, ●: unlit). If the lottery result is a normal losing symbol, a normal losing symbol (a normal symbol for announcing a loss) is displayed with all LEDs lit except for the right LED in the lower row, such as "●●" in the upper row and "●○" in the lower row. Note that a mode in which all LEDs are turned off may also be used as one of the normal losing symbols.
[0108] Before the normal map is displayed as stopped, the normal map is displayed as a variable display (variable display) for a predetermined variable time, and the manner of the variable display is, for example, a manner in which each LED repeatedly lights up and goes out one by one in a predetermined order. Note that the manner of the variable display can be changed as appropriate, such as all LEDs flashing at once if each LED is not displayed as stopped (illuminated in a specific manner).
[0109] In addition, in this pachinko game machine 1, when a game ball passes through gate 28 (sensor detection), the values (judgment information) of various random numbers (regular game related random numbers) such as the regular game winning random number obtained as a regular game winning result from that passage are stored as regular game reserves (judgment information related to regular games) in the regular game reserve memory unit 85c in RAM 84, and this regular game reserve is stored as a temporary memory until the judgment process based on the regular game lottery is completed (in other words, the change in the pattern in question is executed and the actual judgment of each random number (each judgment information) is executed).
[0110] In this embodiment, if the variable display of the normal map based on the passage of the game ball through gate 28 cannot be performed immediately after the passage, that is, if the game ball passes through gate 28 while the variable display of the normal map is being executed, or if the game ball passes through gate 28 while the electric chute 22 is being opened, the right to judge the normal map lottery for that passage (judgment of judgment information (normal map lottery information) based on the normal map related random number) can be reserved and stored up to an upper limit value. Specifically, the upper limit value (upper limit number of memories, upper limit number of reserved) is set to "4".
[0111] The reserved normal map stored in the reserved normal map memory unit 85c can be consumed when the variable display of the normal map (determination of the lottery for the normal pattern) becomes possible based on the consumption of other reserved normal maps (when the start condition (start of lottery determination) is met). Here, the consumption of reserved normal maps refers to the time when the determination information (regular map lottery information) is determined based on the random number related to the normal map (such as a winning random number for the normal map) corresponding to the reserved normal map, and the variable display of the normal map is executed to show the result of the determination (won or lost).
[0112] The number of reserved general maps is displayed on the reserved general map display 42a. Specifically, the reserved general map display 42a is composed of four LEDs. The reserved general map display 42a displays the number of reserved general maps by lighting up the LEDs corresponding to the number of reserved general maps.
[0113] As a modified example, if the variable display of the normal map based on the passage of the game ball through gate 28 cannot be performed immediately after the passage, i.e., if the passage through gate 28 occurs while the variable display of the normal map is being executed or during the opening process of electric chute 22, the normal map-related random number based on the passage may not be acquired. In other words, if the operation hold (normal map hold) of normal map display 42 exceeds the upper limit value "1", it may be configured not to be stored.
[0114] [Electrical configuration of gaming machine] Next, the electrical configuration of the pachinko gaming machine 1 will be described with reference to FIGS.
[0115] As shown in Figures 4 and 5, this pachinko game machine 1 is equipped with a main control board (game control board) 80 that controls game profits such as jackpot lottery and transitions in game state based on the progress of the game (balls entering the ball entrance), a payout control board 110 that controls the payout of game balls, a sub-control board (performance control board) 90 that controls the performance executed in conjunction with the control of the main control board 80, an image control board 100, a lamp control board 107, an audio control board 106, a drive control board 60d, a power supply board 150, etc.
[0116] The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the dispensing control board 110. The power is then supplied to these boards, which then supply the necessary power to other control boards and other devices (such as performance means).
[0117] In this embodiment, the main control board 80 is configured to be related to the main control unit, and the sub-control board 90 is configured to be related to the sub-control unit 99. The sub-control unit 99 includes at least the sub-control board 90, and is capable of controlling the execution of various effects using predetermined effect means (such as the image display device 7, panel lamp 5, frame lamp 66, speaker 67, panel movable body 15, air blower 60b, and vibration device 63b).
[0118] 5, the power supply board 150 is provided with a backup power supply circuit 151. When power is not supplied (powered on) to the pachinko gaming machine 1, the backup power supply circuit 151 supplies power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later. Therefore, the information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when power to the pachinko gaming machine 1 is interrupted.
[0119] A power switch 155 is also connected to the power supply board 150. By turning the power switch 155 on and off, power is switched on and off.
[0120] In addition, a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, and a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.
[0121] The power supply board 150 is also provided with a RAM clear switch (RAM clear operation means) 152 for causing the CPU 82 to clear information stored in the RAM 84 of the game control microcomputer 81, which will be described later.
[0122] The RAM clear switch 152 is provided on the power supply board 150 located on the back side of the pachinko gaming machine 1. Therefore, only an employee of the gaming parlor who can open the gaming machine frame 50 can operate the RAM clear switch 152. In other words, the RAM clear switch 152 can be said to be an operating means that cannot be operated by a player.
[0123] The RAM clear switch 152 of this embodiment is a tactile switch, and when the RAM clear switch 152 is pressed, a detection signal indicating that the RAM clear switch 152 is ON is input to the game control microcomputer 81.
[0124] The state in which the RAM clear switch 152 is pressed is referred to as the ON state of the RAM clear switch 152, and the state in which the RAM clear switch 152 is not pressed is referred to as the OFF state of the RAM clear switch 152.
[0125] As shown in FIG. 4, a main control board 80 is equipped with a game control one-chip microcomputer (hereinafter referred to as "game control microcomputer") 81 for controlling the progress of the game in the pachinko gaming machine 1 according to a program.
[0126] The game control microcomputer 81 includes a ROM 83 that stores programs for controlling the progress of the game, a RAM 84 used as work memory, a CPU 82 that executes the programs stored in the ROM 83, and an I / O port section (input / output circuit) 87 for inputting and outputting data and signals.
[0127] 4, the RAM 84 is provided with the above-mentioned special drawing 1 reservation memory unit 85a, special drawing 2 reservation memory unit 85b, and general drawing reservation memory unit 85c as a reservation memory unit 85. The ROM 83 may be external.
[0128] 4, various sensors and solenoids are connected to main control board 80 via relay board 88. Therefore, signals are input from each sensor to main control board 80, and signals are output from main control board 80 to each solenoid.
[0129] Specific sensors connected include a first start port sensor 20a, a second start port sensor 21a, a gate sensor 28a, a first large prize port sensor 30a, a second large prize port sensor 35a, a specific area sensor 39a, a non-specific area sensor 70a, and a normal prize port sensor 27a.
[0130] The first start hole sensor 20a is provided in the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided in the second start hole 21 and detects a game ball that has entered the second start hole 21.
[0131] Furthermore, gate sensor 28a is provided inside gate 28 and detects gaming balls that have passed through gate 28. First large prize opening sensor 30a is provided inside first large prize opening 30 and detects gaming balls that have entered first large prize opening 30. Second large prize opening sensor 35a is provided inside second large prize opening 35 and detects gaming balls that have entered second large prize opening 35.
[0132] Furthermore, the specific area sensor 39a is provided in the specific area 39 within the second large prize opening 35 and detects game balls that have passed through the specific area 39. The non-specific area sensor 70a is provided in the non-specific area 70 within the second large prize opening 35 and detects game balls that have passed through the non-specific area 70. The regular prize opening sensors 27a are provided in the regular prize openings 27 and detect game balls that have entered the regular prize openings 27.
[0133] In addition, the solenoids connected include an electric chute solenoid 24, a first large prize opening solenoid 33, a second large prize opening solenoid 38, and a distribution member solenoid 73.
[0134] The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The distribution member solenoid 73 drives the distribution member 71 of the second large prize device 36.
[0135] Furthermore, the main control board 80 is connected to a special chart 1 display 41a, a special chart 2 display 41b, a normal chart display 42, a special chart 1 reserve display 43a, a special chart 2 reserve display 43b, and a normal chart reserve display 42a. In other words, the display control of these displays 40 is performed by a game control microcomputer 81.
[0136] In addition, the main control board 80 transmits various commands to the dispensing control board 110 and receives signals from the dispensing control board 110 for dispensing monitoring.
[0137] The payout control board 110 is connected to a prize ball payout device 120 and a card unit 135 (which is installed adjacent to the pachinko game machine 1 and enables ball lending based on information such as an inserted prepaid card), and is also connected to a launching device 112 via a launching control circuit 111. The launching device 112 includes a handle 60a (see FIG. 1).
[0138] The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out prize balls or pay out loan balls based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to this pachinko gaming machine 1. The paid-out prize balls and loan balls are detected by a prize ball sensor 122 to be counted.
[0139] When the player operates the handle 60a (see Figure 1) of the launching device 112, the touch switch 114 detects that the player has touched the handle 60a (hereinafter also referred to as human detection), and the launching volume 115 detects the amount of rotation of the handle 60a (lever portion 60e).
[0140] Then, on the condition that human presence is detected by the touch switch 114, the launch motor 113 is driven to launch game balls with a strength corresponding to the magnitude of the detection signal from the launch volume 115. In this pachinko game machine 1, one game ball is launched in about 0.6 seconds (about 100 balls in one minute).
[0141] The main control board 80 also transmits various commands to the sub-control board 90. For example, it is possible to transmit a detection signal (command) indicating that human presence is being detected by the touch switch 114.
[0142] The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.
[0143] As shown in FIG. 5, the sub-control board 90 is equipped with a one-chip microcomputer for effect control (hereinafter referred to as "microcomputer for effect control") 91 that controls the effects of the pachinko gaming machine 1 according to a program.
[0144] The performance control microcomputer 91 includes a ROM 93 that stores programs for controlling performance based on the progress of the game (determination of lottery information (determination information) resulting from balls entering the ball entrance), a RAM 94 used as work memory, a CPU 92 that executes the programs stored in the ROM 93, and an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. The ROM 93 may be external.
[0145] As shown in FIG. 5, the sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a drive control board 60d.
[0146] The performance control microcomputer 91 (performance control means 91A) of the sub-control board 90 causes the CPU 102 of the image control board 100 to control the display of the image display device 7 based on commands received from the main control board 80.
[0147] The RAM 104 of the image control board 100 is a memory for expanding image data. The ROM 103 of the image control board 100 stores still image data, moving image data, etc. to be displayed on the image display device 7.
[0148] Specifically, it stores image data such as characters, items, figures, letters, numbers, symbols, etc. (including performance designs), background images, etc., expectation suggestion images that correspond to expected values (game information related to expectation) that can be calculated based on the performance implementation design, time-saving number suggestion images that correspond to the number of time-saving times, menu images, custom setting images, game notification images related to the time-saving status, and operation instruction images.
[0149] The CPU 102 of the image control board 100 reads image data from the ROM 103 based on a command from the performance control microcomputer 91. Then, the CPU 102 executes display control based on the read image data.
[0150] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The sound data such as voice output from the speaker 67 is stored in the ROM 93 of the sub-control board 90.
[0151] A CPU may be mounted on the audio control board 106, and in this case, the CPU may be made to execute audio control. Furthermore, in this case, a ROM may be mounted on the audio control board 106, and audio data may be stored in the ROM.
[0152] Also, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute audio control. In this case, the ROM 103 of the image control board 100 may store sound data.
[0153] In addition, the performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 via the lamp control board 107 based on commands received from the main control board 80.
[0154] In detail, the performance control microcomputer 91 creates light emission data (data that determines the on / off state, light color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the light emission of lamps such as the frame lamp 66 and the board lamp 5 according to the light emission data. Note that data stored in the ROM 93 of the sub-control board 90 is used to create the light emission data.
[0155] Furthermore, the performance control microcomputer 91 operates the movable board 15 connected to the lamp control board 107 via the relay board 108 based on the command received from the main control board 80. The movable board 15 is a movable gimmick (a driving device for a movable accessory) provided on the center decorative body 10, although it is not shown in FIG.
[0156] In detail, the performance control microcomputer 91 creates operation pattern data (also called drive data) that determines the operation mode of the board movable body 15, and controls the operation of the board movable body 15 according to the operation pattern data. The operation pattern data is created using data stored in the ROM 93 of the sub-control board 90.
[0157] As a modified example, a CPU or a motor driver may be mounted on the lamp control board 107 or the relay board 108, in which case the CPU may control the lighting of the lamps, or the CPU or the motor driver may control the operation of the movable board body 15. Furthermore, a ROM may be mounted on the lamp control board 107 or the relay board 108, and data relating to light emission patterns and operation patterns may be stored in the ROM.
[0158] Furthermore, the performance control microcomputer 91 operates the air blower 60b connected via the drive control board 60d based on commands received from the main control board 80. The air blower 60b is provided inside the handle 60a and is capable of blowing air toward the player from the outlet hole 60c.
[0159] Specifically, the performance control microcomputer 91 creates airflow pattern data (also called airflow data) that determines the timing, power, and manner of airflow of the airflow device 60b, and controls the operation of the airflow device 60b according to the airflow pattern data. The airflow pattern data is created using data stored in the ROM 93 of the sub-control board 90.
[0160] The drive control board 60d may be equipped with a CPU, a ROM, etc., and in this case, the CPU may be made to execute operational control of the air blowing device 60b. Furthermore, data relating to air blowing patterns may be stored in the ROM.
[0161] Furthermore, the effect control microcomputer 91 operates the vibration device 63b connected via the drive control board 60d based on the command received from the main control board 80. The vibration device 63b is provided in the effect button 63, and can notify the player by vibrating the effect button 63 with the vibration device 63b.
[0162] Specifically, the performance control microcomputer 91 creates vibration pattern data (also called vibration data) that determines the vibration timing, vibration force, and vibration mode of the vibration device 63b, and controls the operation of the vibration device 63b according to the vibration pattern data. The vibration pattern data is created using data stored in the ROM 93 of the sub-control board 90.
[0163] The drive control board 60d may be equipped with a CPU, a ROM, etc., and in this case, the CPU may be made to execute operation control of the vibration device 63b. Furthermore, data relating to vibration patterns may be stored in the ROM.
[0164] In addition, a performance button detection switch (SW) 63a and a select button detection switch (SW) 64a are connected to the sub-control board 90. The performance button detection switch 63a detects that the performance button 63 (see FIG. 1) has been pressed.
[0165] When the effect button 63, which has been activated based on predetermined effect control, is pressed, a detection signal is output from the effect button detection switch 63a to the sub-control board 90. When the effect button 63 is pressed and held or repeatedly pressed (pressed multiple times in succession), a detection signal to that effect can be output from the effect button detection switch 63a to the sub-control board 90.
[0166] The select button detection switch 64a detects that the cursor keys (up, down, center, left, right) of the select button 64 (see FIG. 1) have been pressed. When a cursor key of the select button 64 that has been activated based on predetermined performance control is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.
[0167] In this embodiment, when a demo effect for waiting for customers is displayed, a menu image can be displayed on the image display device 7 by pressing the center of the cursor key of the select button 64, and when the menu image is displayed, a custom setting image is displayed that allows the player to change the effect to suit their preferences by pressing the upper, lower, left, or right part of the cursor key of the select button 64 other than the center.
[0168] 4 and 5 are merely functional block diagrams for explaining the electrical configuration of the pachinko gaming machine 1, and are not limited to the boards shown in Fig. 4 and 5. Except for the main control board 80, any of the boards shown in Fig. 4 and 5 may be configured as a single board, and the single board shown in Fig. 4 and 5 may be configured as multiple boards.
[0169] [Main games in this pachinko gaming machine 1] Next, we will explain the main games played by this pachinko gaming machine 1. This pachinko gaming machine 1 acquires special symbol-related random numbers (determination information related to special symbols) that serve as special symbol lottery information based on winning (entry of a gaming ball) into the first starting port 20 or the second starting port 21. As shown in Figure 6(A), the special symbol-related random numbers include special symbol winning random numbers, special symbol type random numbers, reach random numbers, and special symbol variation pattern random numbers (hereinafter also referred to as special symbol variation PT random numbers).
[0170] The special chart random number is used to determine whether or not you have won a big prize, a small prize, or a C time-saving prize (special miss), and is also used to determine whether or not you have won a special chart in cases other than a big prize, small prize, or C time-saving prize.
[0171] The special winning random number ranges from 0 to 65535. If a special miss is determined to be a C time-saving win, after the time-saving pattern corresponding to the special miss is displayed, the time-saving state corresponding to the C time-saving win corresponding to the time-saving pattern will be activated without going through a big win game or a small win game.
[0172] The special symbol type random number is used to determine the type of big win symbol, the type of small win symbol, and the type of time-saving symbol (the symbol corresponding to the C time-saving win). The special symbol type random number takes a value in the range of 0 to 199.
[0173] The reach random number is a random number that determines whether or not a reach will occur in the variable presentation that shows the result when the result of the special chart judgment is a miss. A reach is a state in which there is only one variable presentation pattern left out of multiple presentation patterns, and depending on which of the variable presentation patterns stops and is displayed, it will become a combination of presentation patterns that indicates a jackpot win (for example, a "7↓7" state).
[0174] In addition, the effect symbols displayed in a stopped state in the reach state may be displayed in a predetermined temporary stop display mode, such as being displayed as if they are slightly shaking on the display screen 7a or being displayed as if they are repeatedly enlarged and reduced. The reach random number takes a value in the range of 0 to 255.
[0175] The special chart fluctuation pattern random number is a random number used to determine the fluctuation pattern, including the fluctuation time related to the special chart fluctuation display. The special chart fluctuation pattern random number takes a value in the range of 0 to 99.
[0176] In addition, the pachinko gaming machine 1 acquires a normal map related random number (determination information related to the normal map) that serves as normal map lottery information based on the passage of the gaming ball through the gate 28. The normal map related random numbers include a normal map winning random number, a normal map type random number, and a normal map fluctuation pattern random number (hereinafter also referred to as a normal map fluctuation PT random number), as shown in Figure 6(B).
[0177] The random number for winning the normal map is used to determine whether or not to open the electric chute 22. The random number for winning the normal map has a value in the range of 0 to 65535.
[0178] The normal map type random number is used to determine the type of normal map to determine the opening pattern for opening the electric chute 22. The normal map type random number takes a value in the range of 0 to 199.
[0179] The random number for the map fluctuation pattern is a random number used to determine the fluctuation pattern, including the fluctuation time for the map fluctuation display. The random number for the map fluctuation pattern takes a value in the range of 0 to 99.
[0180] This pachinko game machine 1 has a game state that can be entered after a winning game, which can be executed based on the fulfillment of a predetermined condition (determination of the obtained random number), and is equipped with a ``non-time-shortened state (also called a non-time-shortened game state)'' that corresponds to the normal state, or a ``time-shortened state (also called a time-shortened game state)'' that allows the player to play in a more advantageous manner than in the non-time-shortened state.
[0181] The types of "time-shortening states" include a first time-shortening state (hereinafter also referred to as time-shortening A), which increases the base, which is the ratio of the number of winning balls to the number of balls fired, and a second time-shortening state (hereinafter also referred to as time-shortening B), and a third time-shortening state (hereinafter also referred to as slight time-shortening) in which the operability and / or ease of winning of the electric chute 22 described above remains almost unchanged compared to the non-time-shortening state, and therefore does not increase the base, which is the ratio of the number of winning balls to the number of balls fired.
[0182] In the first time-saving state (A time-saving) or the second time-saving state (B time-saving), the normal map fluctuation time (time shortening) tends to be shorter than in the non-time-saving state, increasing the number of normal map lottery executions per unit time and making it possible to lengthen the opening time of the electric chute 22 per unit time compared to the non-time-saving state. As a result, it becomes easier for the game ball to enter the second starting hole 21 based on the opening of the electric chute 22, and the base, which is the ratio of the number of winning balls to the number of shot balls, can be increased.
[0183] Therefore, in the first time-saving state, it is possible to aim for a jackpot while making it difficult to reduce the number of game balls in possession. The special chart fluctuation time in the first time-saving state (time-saving A) or the second time-saving state (time-saving B) may be made shorter than in the non-time-saving state, thereby increasing the number of times the special chart lottery is executed per unit time. This is advantageous as it can improve the advantage.
[0184] Furthermore, in the third time-shortening state (slight time-shortening), the opening time of the electric chute 22 per unit time is only slightly longer than in the non-time-shortening state, and the game ball does not become more likely to enter the second starting hole 21. Also, in the time-shortening state, the number of times that the normal lottery is executed per unit time is made the same by making the normal lottery fluctuation time the same as in the non-time-shortening state, so that the number of times that a normal lottery is determined to be a win per unit time is the same as in the non-time-shortening state.
[0185] As a result, the base ratio of the number of winning balls to the number of shot balls is reduced to the same level as in the non-time-saving state. Therefore, in the third time-saving state, for example, a notification configuration for a game mode such as a chance zone can be configured, which reduces the number of game balls held as in the non-time-saving state, while increasing the sense of anticipation when a jackpot is won.
[0186] This pachinko game machine 1 determines whether the special winning random number (hereinafter also referred to as the special winning random number) obtained based on winning (entry of the game ball) into the first starting port 20 or the second starting port 21 is a big win, a small win, or a special winning miss (special miss) by judging it according to the special winning random number judgment table shown in Figure 7 (A).
[0187] As shown in Figure 7(A), the probability of winning a jackpot is the same for the lottery related to special chart 1 based on winning at the first starting gate 20 and the lottery related to special chart 2 based on winning at the second starting gate 21, but the probability of winning a small jackpot is different.
[0188] Here, the judgment table for the special random number shown in Figure 7 is configured to be set and executed based on a group of switchable (corresponding to each game state) win / loss judgment tables (not shown) that can change the derivation rate of the judgment results of either a first win (big win, small win), a second win (so-called C time-saving win), or a no-win (miss) based on multiple types of judgment conditions that can be used depending on the game state.
[0189] For example, it is configured with a prescribed win / loss judgment table relating to a first (prescribed) judgment condition that can be used during the third time-saving state, which can be executed based on a second win (hereinafter also referred to as a C time-saving win), and a regular win / loss judgment table relating to a second (regular) judgment condition (a second judgment condition that favors a second win as the judgment result) that can be used in a predetermined normal state (non-time-saving state, a normal state initialized based on clearing the RAM when the gaming machine is started).
[0190] In addition, in this embodiment, the C time-saving hit (second win) is a special role that allows you to transition to the third time-saving state after being notified that you have won the C time-saving hit (the display of a missing symbol), unlike the first win, without going through a jackpot game.
[0191] In addition, in this embodiment, the second judgment condition (hereinafter also referred to as the usual judgment condition) is made available only when the predetermined normal state described above is reached, and it is possible to give preference to judging that a C time reduction win has occurred only when the usual judgment condition is used.
[0192] Specifically, when a lottery based on the special drawing 2 winnings is performed during the predetermined normal state described above, if it is neither a big win nor a small win, it is determined to be a special miss (the entire random number range of the special drawing 2 losing), and a C time-saving win (a win that allows transition to the third time-saving state of 1000 times) is notified with a high probability, which is a normal judgment condition (a normal hit / miss judgment table). Furthermore, when a lottery based on the special drawing 1 winnings is performed during the predetermined normal state described above, it is set to be a normal judgment condition that does not judge a C time-saving win related to a special miss.
[0193] Furthermore, when a lottery is held based on a Special Chart 1 win or a Special Chart 2 win in the third time-saving state (slight time-saving), the judgment of a C time-saving win related to a special miss will no longer be made, but when a Type 1 jackpot or Type 2 jackpot occurs based on the execution of a lottery related to a Special Chart 1 win, the judgment will be made based on the first judgment condition (specified win / loss judgment table) that will always transition to the first time-saving state with 99 A time-saving times, which has the highest number of time-saving times (hereinafter also referred to as the number of time-saving times), after the jackpot game.
[0194] In addition, in this embodiment, the system is also provided with a general pass / fail judgment table relating to general judgment conditions that can be used during a general normal state (non-time-shortened state) to which a transition is made at a predetermined trigger (after a jackpot game) after the end of a predetermined normal state, and that prevents a C time-shortened hit judgment from being made, and that can transition to the first time-shortened state with 20 A time-shortened times, which is less than 99 A time-shortened times, and a bonus pass / fail judgment table relating to bonus judgment conditions that can be used during the A time-shortened state (first time-shortened state), that prevents a C time-shortened hit judgment from being made, and that can favor a transition to the first time-shortened state with 99 A time-shortened times after a jackpot game.
[0195] In other words, when the first judgment condition, the general judgment condition, or the special judgment condition is used, the judgment of a C time-saving win is not given preferential treatment compared to when the regular judgment condition is used.
[0196] As a variant example, the general hit / miss judgment table for general judgment conditions may be configured so that it is possible to make a judgment that the result is an exceptional miss depending on the adjustment of the overall game balance, and the conditions may be configured so that a C time reduction hit notification is made with a lower probability than when the usual judgment conditions are met.
[0197] As a variant, the setting for the predetermined game state in which the above-mentioned special miss is judged to be a C time-saving hit can be designed as appropriate by making a lottery judgment to consider a special miss as a special miss (judging to be a C time-saving hit) based on a change in the game state (for example, the reserved memory that exists when transitioning to a non-time-saving state after a jackpot game), or by not making a lottery judgment, provided that it is predetermined that no lottery judgment will be made.
[0198] In addition, the drawing for special chart 1 and / or the drawing for special chart 2 may be performed with the configuration of the C time-saving winning (special losing) non-existent (none). In addition, multiple types of time-saving patterns may be set for the C time-saving winning in each of the drawing for special chart 1 and the drawing for special chart 2.
[0199] In this case, depending on the types A to C of the time-saving symbols, it may be possible to selectively transition to, for example, a time-saving state with 10 time-saving times, a time-saving state with 20 time-saving times, a time-saving state with 30 time-saving times, etc. Also, when it is determined that a C time-saving win has occurred, after stopping and displaying a plurality of types of time-saving symbols according to special misses, a third time-saving state may be activated in which the number of time-saving times related to the C time-saving win according to the time-saving symbol differs from each other.
[0200] In this embodiment, transition to the third time-shortening state (second advantageous state) that can be achieved based on a C time-shortening hit (second winning), without going through a special game state, is a third time-shortening state that is less advantageous than the first time-shortening state (first advantageous state) related to the A time-shortening state that is transitioned to after a jackpot game (for example, the electric chute opening time extension function is not activated).
[0201] However, as a variant, the performance regarding the degree of advantage associated with the third time-shortening state may be set appropriately according to the planned game characteristics (for example, a setting that activates the electric chute opening time extension function).
[0202] When the pachinko gaming machine 1 determines that a jackpot has been won, it determines the type of jackpot symbol by judging the special symbol type random number according to the jackpot symbol type determination table shown in Figure 7(B).
[0203] In the lottery for Special Chart 1, the winning combination is determined to be "Special Chart 1_Jackpot Pattern A" in approximately 60% of cases, and "Special Chart 1_Jackpot Pattern B" in approximately 40% of cases. On the other hand, in the lottery for Special Chart 2, the winning combination is determined to be "Special Chart 2_Jackpot Pattern A" in approximately 25% of cases, and "Special Chart 2_Jackpot Pattern B" in approximately 75% of cases (see Figure 7(B) Jackpot Pattern Type Determination Table).
[0204] If the type of the winning jackpot symbol is different, the opening pattern of the jackpot slot in the type 1 jackpot game and the settings for the game state (time-saving state) after the type 1 jackpot game will be different (see FIG. 8).
[0205] In addition, the special pattern display 41 will stop and display the "jackpot pattern" according to the LED display mode corresponding to "Special chart 1_jackpot pattern A," "Special chart 1_jackpot pattern B," "Special chart 2_jackpot pattern A," and "Special chart 2_jackpot pattern B."
[0206] In addition, in this embodiment, when it is determined that a small win has been won, the type of small win pattern is determined by determining the special pattern type random number according to the small win pattern type determination table shown in Figure 7 (C).
[0207] Specifically, in the drawing for Special Chart 1, the winning combination is determined to be "Special Chart 1_Small Winning Pattern a" in 70% of cases, and "Special Chart 1_Small Winning Pattern b" in 30% of cases. On the other hand, in the drawing for Special Chart 2, the winning combination is determined to be "Special Chart 2_Small Winning Pattern a" in 15% of cases, and "Special Chart 2_Small Winning Pattern b" in 85% of cases.
[0208] In addition, if the type of small prize symbol that is won is different, the opening pattern of the large prize slot during the type 2 big prize game after the small prize game (1 round) and the settings for the game state (time-saving state) after the type 2 big prize game will be different (see Figure 8).
[0209] In addition, the special pattern display 41 will stop and display the ``small win pattern'' related to the LED display mode corresponding to ``Special chart 1_small win pattern a,'' ``Special chart 1_small win pattern b,'' ``Special chart 2_small win pattern a,'' and ``Special chart 2_small win pattern b.''
[0210] In addition, in this embodiment, if it is determined that the result is a "special pattern miss" that is neither a "big hit," "small hit," nor a "C time-saving hit," the special pattern display 41 will stop and display an LED display mode corresponding to a "special miss pattern."
[0211] In addition, this pachinko game machine 1 has the following time period types (types of first time-shortening states) for the A time-shortening state to which it can be transitioned after a jackpot game: a first time-shortening state of 1 A time-shortening, 20 A time-shortening, 40 A time-shortening, and 99 A time-shortening, and a third time-shortening state of 1000 small time-shortening.
[0212] "One A time reduction" is the first time reduction state that enables the A time reduction state to end (switch to time reduction OFF / non-time reduction state) when a special pattern fluctuation stop display (special pattern miss) is generated once after a jackpot game (see Figure 8).
[0213] "20 times A time reduction" is the first time reduction state that allows the A time reduction state to end when the special pattern fluctuation stop display (special pattern miss) is generated a total of 20 times after a jackpot game (see Figure 8).
[0214] "A time reduction 40 times" is the first time reduction state that enables the A time reduction state to end when the special pattern fluctuation stop display (special pattern miss) is generated a total of 40 times after a jackpot game (see Figure 8).
[0215] "A time reduction 99 times" is the first time reduction state that enables the A time reduction state to end when the special pattern fluctuation stop display (special pattern miss) is generated a total of 99 times after a jackpot game (see Figure 8).
[0216] "1000 times of slight time reduction" is the third time reduction state that allows the slight time reduction state to end if the special pattern fluctuation stop display (special pattern miss) is derived a total of 1000 times after playing per C time reduction (see Figure 8).
[0217] Regarding the conditions for terminating the currently running time-saving state, it may be possible to selectively determine whether to terminate the time-saving state (switch to time-saving OFF / non-time-saving state) when a small jackpot is won during the A time-saving state (before a V prize is won), or whether to terminate the time-saving state (switch to time-saving OFF / non-time-saving state) when a small jackpot is played after a small jackpot is won during the A time-saving state (when a V prize is won), depending on each of the A time-saving states mentioned above.
[0218] Specifically, by making it possible to determine whether the game state when a V is won during a small win game will be a time-shortened state or a non-time-shortened state depending on the number of time-shortened states set based on a special drawing (the type of pattern determined by drawing), it may be possible to set the type of time-shortened state (the number of A time-shortened states) that can be granted after a type 2 jackpot game, or whether it is possible to transition to a time-shortened state after a type 2 jackpot game.
[0219] In addition, when determining whether a special symbol has been lost, the pachinko game machine 1 determines whether the reach random number is to be displayed in the reach mode in the variable presentation by judging the reach random number according to the reach judgment table shown in Fig. 7(D). In this embodiment, the probability that the presentation symbols 8L, 8C, 8R will be displayed in the reach mode differs depending on whether the time-saving state or the non-time-saving state is in effect.
[0220] In addition, this pachinko game machine 1 can determine that a special pattern miss (part or all within the range of the miss random number value) that is neither a big win nor a small win is a special pattern miss and is a "C time-saving win" on the condition that the special pattern lottery is held in a predetermined non-time-saving state (a predetermined normal state that allows play based on the initial settings (RAM clear) possible when the game machine is started), and when it is determined that it will be a "C time-saving win", the special pattern display 41 will stop displaying the "time-saving pattern" related to the LED display mode corresponding to the special miss pattern, making it possible to transition to a time-saving state (so-called sudden time-saving) without going through a big win game.
[0221] Then, when it is determined that the C time-saving win has occurred during the non-time-saving state, the type of time-saving pattern is determined by determining the special pattern type random number according to the time-saving pattern type determination table shown in Figure 7 (E). In this embodiment, the special pattern 2 is determined to be "Special pattern 2_Time-saving pattern β" at a rate of 100% in the special pattern 2 lottery.
[0222] As a variant, it may be possible to determine whether a C time-saving win has occurred even when drawing the special chart 1 during a non-time-saving state, making it possible to determine the "special chart 1_time-saving pattern β", or when determining whether a C time-saving win has occurred, it may be possible to determine one of multiple types of time-saving patterns based on a predetermined lottery.
[0223] When a jackpot is won in the special drawing, a "jackpot game (type 1 jackpot game)" is executed in which the first jackpot opening 30 is opened in a jackpot opening opening pattern corresponding to the type of jackpot pattern stopped and displayed.
[0224] In this embodiment, the jackpot game includes multiple rounds of play (unit opening games) that open the first large prize opening 30, an opening (also referred to as OP) before the first round of play (also referred to as R) begins, and an ending (also referred to as ED) after the final round of play ends. Each round of play begins with the end of the OP or the end of the previous round of play, and ends with the start of the next round of play or the start of the ED. The time (interval time) during which the large prize opening is closed between rounds of play is included in the open round of play before that closure.
[0225] When a small prize is won in the special lottery, a "small prize game" is executed in which the second large prize opening 35 is opened in a large prize opening opening opening pattern corresponding to the type of small prize symbol that has stopped and been displayed. Then, when a game ball enters a specific area 39 in the second large prize opening 35 during the small prize game (V entry), a "large prize game (type 2 large prize game)" is executed in which the first large prize opening 30 is opened in a large prize opening opening opening pattern corresponding to the type of small prize symbol that has been won.
[0226] In this embodiment, the small win game includes a small win opening game that opens the second large winning port 35, an opening (pre-opening interval) before the small win opening game starts, and an ending (post-closing interval) after the small win opening game ends.
[0227] In this embodiment, as shown in Figure 8, there are two types of jackpot patterns (LED display modes corresponding to the jackpot patterns stopped and displayed on the special chart 1 display 41a) that can be won based on the special chart lottery for special chart 1, and specifically, there is a possibility of winning "Special chart 1_jackpot pattern A" or "Special chart 1_jackpot pattern B."
[0228] In addition, there are two types of jackpot patterns (jackpot patterns that are stopped and displayed on the special chart 2 display 41b) that can be won based on the special chart lottery related to special chart 2, and specifically, there is a possibility of winning "Special chart 2_jackpot pattern A" or "Special chart 2_jackpot pattern B."
[0229] "Special Chart 1_Jackpot Pattern A" or "Special Chart 2_Jackpot Pattern A" is a 10R (round) jackpot, and the first large prize opening 30 opens once per round. When a specified number of game balls (for example, 10 balls) enter the opening per round (one opening), the first large prize opening 30 transitions from an open state to a closed state (end of round 1), and the maximum opening time is 29.5 seconds.
[0230] In addition, "Special Chart 1_Jackpot Pattern B" or "Special Chart 2_Jackpot Pattern B" is a 4R (round) jackpot, and the first large prize opening 30 opens once per round. When a specified number of game balls (for example, 10 balls) enter the opening per round (one opening), the first large prize opening 30 transitions from an open state to a closed state (end of round 1), and the maximum opening time is 29.5 seconds.
[0231] In this embodiment, if "Special Chart 1_Jackpot Pattern A" or "Special Chart 1_Jackpot Pattern B" is won based on the lottery for Special Chart 1, which is the main lottery (winning the first starting slot 20) during non-time-saving (left-hand hit), the game state after the Type 1 jackpot game that is played based on this winning can be transitioned to "A time-saving (first time-saving state)", and the number of A time-saving times (type of mode) that can be granted to the player can be determined (set) to 20 times based on the judgment process when the Type 1 jackpot game is activated (see Figure 8).
[0232] In addition, in this embodiment, if "Special Chart 2_Jackpot Pattern A" or "Special Chart 2_Jackpot Pattern B" is won based on the special chart lottery for Special Chart 2, which is the main lottery (winning the second starting port 21) during the time-saving (right-hand hit), the game state after the Type 1 jackpot game that is played based on this winning can be transitioned to "A time-saving (first time-saving state)", and the number of A time-saving times (type of mode) that can be granted to the player can be determined (set) to either 1 time, 40 times, or 99 times based on the judgment process when the Type 1 jackpot game is activated (see Figure 8).
[0233] In this embodiment, if a small prize is won as a result of the special drawing, a small prize game is executed in which the second large prize opening 35 is opened once (1R). If a specified number of game balls (for example, 10 balls) enter the second large prize opening 35 in this one opening (per 1R), the second large prize opening 35 is shifted from an open state to a closed state (end of 1R), and the maximum opening time is 1.6 seconds.
[0234] Then, when a game ball enters the second large prize opening 35 that has been opened by this small prize game and passes through a specific area 39 within the second large prize device 36 (hereinafter also referred to as V entry or V passage), a jackpot is won (the condition for activating the type 2 jackpot game) and a jackpot game (type 2 jackpot game) is executed, which subsequently opens the first large prize opening 30.
[0235] When this jackpot game (type 2 jackpot game) is executed, the opening of the second large prize opening 35 as a small prize game corresponds to the first round. If the game ball does not pass through the specific area 39 in the small prize game, the type 2 jackpot game will not be executed. In this specification, the jackpot game and the small prize game may also be referred to as special games. In the special game, there may be rounds in which the large prize opening is opened and closed multiple times during one round.
[0236] As shown in Figure 8, there are two types of small prize symbols that can be won in the lottery for special symbol 1 (small prize symbols stopped and displayed on the special symbol 1 display 41a). Specifically, depending on the result of the symbol lottery based on the special symbol type random number, it can be determined as either "Special symbol 1_small prize symbol a (allocation rate: approximately 70%)" or "Special symbol 1_small prize symbol b (allocation rate: approximately 30%)" (see Figure 7(C)).
[0237] In addition, there are two types of small prize symbols that can be won in the lottery for special symbol 2 (small prize symbols stopped and displayed on the special symbol 2 display 41b). Specifically, depending on the result of the symbol lottery based on the special symbol type random number, it can be determined to be either "Special symbol 2_small prize symbol a (allocation rate: approximately 15%)" or "Special symbol 2_small prize symbol b (allocation rate: approximately 85%)" (see Figure 7(C)).
[0238] "Special chart 1_small win patterns a-b" are the winning patterns for the small win that enable V entry (V passage to specific area 39) during the small win game, which is the activation condition for the type 2 jackpot, if the small win is won based on the lottery of special chart 1. Also, "Special chart 2_small win pattern b" is the winning pattern for the small win that enables V entry (V passage to specific area 39) during the small win game, which is the activation condition for the type 2 jackpot, if the small win is won based on the lottery of special chart 2.
[0239] In the small prize game corresponding to "Special Chart 1_Small Prize Symbol a," "Special Chart 1_Small Prize Symbol b," or "Special Chart 2_Small Prize Symbol b," the OP time (seconds) for waiting until the second large prize opening 35 is opened is set to 0.008 seconds. In addition, in the small prize game corresponding to "Special Chart 2_Small Prize Symbol a," the OP time (seconds) for waiting until the second large prize opening 35 is opened is set to approximately 4.6 seconds. After the opening of Special Chart 2_Small Prize Symbol a, the second large prize opening 35 is opened once per round for up to 1.6 seconds.
[0240] In this pachinko game machine 1, whether or not a V prize is possible during the execution of a small prize game can be determined by the operation pattern of the distribution member 71 and the opening pattern of the opening / closing member 37. Specifically, this is realized by varying the OP time (seconds) related to the waiting time until the second large prize opening 35 is opened during a small prize game depending on the type of small prize symbol.
[0241] Specifically, depending on the determination of the type of small win symbol (whether it is special symbol 2_small win symbol a or something else), the OP time (seconds) for waiting until the second large winning port 35 is opened in the small win game can be determined to be either 4.6 seconds or 0.008 seconds, thereby making it possible to change the opening timing of the second large winning port 35 for the distribution member 71, which moves in a constant manner from the start of the OP time of the small win game. In other words, a passing opening pattern (0.008 seconds opening) that allows a V win is executed during the execution of a small win game corresponding to a symbol other than special symbol 2_small win symbol a, and a non-passing opening pattern (4.6 seconds opening / so-called falling small win) that does not allow a V win is executed during the execution of a small win game corresponding to special symbol 2_small win symbol a.
[0242] In this embodiment, the content (number of rounds that are actually valid) of the jackpot game (type 2 jackpot game) that is executed based on the passage of the game ball into the specific area 39 is determined based on the opening pattern of the first large prize opening 30 that is determined according to the "Special Chart 1_Small Prize Pattern a to b", or the opening pattern of the first large prize opening 30 that is determined according to the "Special Chart 2_Small Prize Pattern a to b".
[0243] Specifically, in a type 2 jackpot game based on the winning of "Special Chart 1_Small Win Pattern a", the first large prize opening 30 is opened for a maximum opening time of 29.5 seconds per round (1 round) from round 2 to round 5, and the first large prize opening 30 is opened for a maximum opening time of 0.1 seconds per round (1 round) from round 6 to round 11. In other words, a type 2 jackpot game of 4 rounds is essentially played.
[0244] In addition, in a type 2 jackpot game based on the winning of "Special Chart 1_Small Winning Pattern b", the first large prize slot 30 is opened for a maximum opening time of 29.5 seconds per round from the second round to the eleventh round. In other words, a type 2 jackpot game of 10 rounds is essentially executed.
[0245] Furthermore, in a type 2 jackpot game based on winning "Special Chart 2_Small Win Pattern a," the operating pattern of the distribution member 71 becomes a non-passing opening pattern that makes it impossible to win a V prize during the execution of the small win game, but if an irregular V prize occurs, the first large prize opening 30 is opened with a maximum opening time of 0.2 seconds per round from the 2nd round to the 5th round, and with a maximum opening time of 0.1 seconds per round from the 6th round to the 11th round. In other words, a type 2 jackpot game of essentially 0 round is executed.
[0246] In addition, in a type 2 jackpot game based on the winning of "Special Chart 2_Small Winning Pattern b", the first large prize slot 30 is opened for a maximum opening time of 29.5 seconds per round from the second round to the eleventh round. In other words, a type 2 jackpot game of 10 rounds is essentially executed.
[0247] In addition, in this embodiment, when a small prize is won, the game state after a type 2 jackpot game can be shifted to a "time-shortened state (so-called A time-shortened state)", and when "Special Chart 1_Small Prize Pattern a" is won during a non-time-shortened or time-shortened game, the number of time-shortened states (type of mode) that can be granted to the player can be determined (set) to 1 time during the judgment process when the activation condition for a type 2 jackpot game (V winning) is met.
[0248] Furthermore, if "Special chart 2_small win pattern a" or "Special chart 1_small win pattern b" is won during non-time-saving mode, the number of A time-saving periods that can be granted to the player can be determined (set) to 1 at the time of judgment processing when the activation condition for type 2 jackpot game (V winning) is met, and if "Special chart 2_small win pattern a" is won during time-saving mode, the number of A time-saving periods that can be granted to the player can be determined (set) to 1 at the time of judgment processing when the activation condition for type 2 jackpot game (V winning) is met, but if "Special chart 2_small win pattern b" is won, the number of A time-saving periods that can be granted to the player can be determined (set) to 40 at the time of judgment processing when the activation condition for type 2 jackpot game (V winning) is met (see Figure 8).
[0249] Furthermore, if the "Special Chart 2_Small Win Pattern A" is won during the time-saving period, the operating pattern of the distribution member 71 of the electric chute 22 will be a non-passing opening pattern that makes it impossible to win a V prize while the small win game is being played (two-type big win game cannot be played, and no time-saving period will be awarded), but if an irregular V prize is won when the second big win port 35 opens, the number of time-saving periods that can be awarded to the player can be determined (set) to one during the judgment process when the V prize is fulfilled (see Figure 8).
[0250] As a variant, if an irregular V-winning occurs when the second large winning slot 35 is opened, the number of time-saving periods that can be granted to the player during the determination process when the V-winning condition is met may be determined (set) to 0.
[0251] In addition, in this embodiment, when the gaming state is a predetermined normal state (non-time-saving state) initialized based on the initial setting (RAM clear) when the gaming machine is started, it is possible to determine that a C time-saving win will be obtained based on a special miss (all of the random numbers associated with the special miss) that may occur as a result of the lottery for special chart 2.
[0252] From this, in this embodiment, the probability configuration is such that it is easier to win a special miss (special miss) in the lottery of special chart 2 than a big win or a small win. Therefore, it is possible to derive with a high probability the result of the judgment that a C time-saving win will be won based on a special miss. And, if it is judged that this C time-saving win will be won, it is possible to transition to the third time-saving state (slight time-saving) of 1000 times without going through a big win game (see Figure 8).
[0253] Furthermore, in the above-mentioned specified normal state (non-time-saving state) in this embodiment, even if the game ball is caused to enter the right game area 3B (see Figure 1) by hitting from the right, since the electric support control is not executed, even if the electric chute 22 opens, it will result in an opening pattern (short opening) in which it is difficult to get the game ball to enter the second starting hole 21, making it difficult to draw the special chart 2.
[0254] However, if a store clerk opens the front frame 51 before the opening of the gaming store, support can be provided to allow the gaming ball to enter the exposed second starting hole 21, making it possible to hold a lottery for special chart 2. As a modified example, it may be possible to make it possible to execute limited opening patterns of the electric chute 22 that allow the gaming ball to enter the second starting hole 21 in the above-mentioned predetermined normal state (non-time-saving state).
[0255] In addition, in this embodiment, when the special chart hit random number is determined to be a big hit, a small hit, a C time-saving hit, or a special chart miss, the special chart fluctuation pattern is determined by determining the special chart fluctuation PT random number according to the special chart fluctuation pattern determination table shown in Figure 10. In the time-saving state, the fluctuation time of the special chart is shorter than in the non-time-saving state.
[0256] Specifically, the average change time of the special symbol when the special symbol is not drawn during the non-time-saving state is approximately 27 seconds, and the average change time of the special symbol during the time-saving state is approximately 4 seconds. Therefore, during the time-saving state, the change time shortening function of the special symbol display 41 can be activated.
[0257] [Game status in this pachinko gaming machine 1] Next, we will explain the gaming states of the present pachinko gaming machine 1. In this embodiment, the gaming states include a non-time-shortening state and a time-shortening state.
[0258] In the following, the non-time-saving state may be referred to as the normal state, initial game, or normal game state. As mentioned above, there are three types of time-saving states: the first time-saving state (A time-saving), the second time-saving state (B time-saving), and the third time-saving state (slight time-saving).
[0259] When the pachinko gaming machine 1 is played for the first time, the game state after powering on is the non-time-shortening state (predetermined normal state or initial game). The time-shortening state related to the easy-to-win state is a game state in which the game ball is more likely to win in the electric chute 22 (second start opening 21) efficiently compared to the non-time-shortening state (a game in which the ease of achieving the start condition is improved compared to the normal game state / a game in which the execution efficiency of the judgment per unit time by the first judgment means is improved compared to the normal game state).
[0260] Specifically, there is a first time-saving state (A time-saving / electric support state that makes it easier to win) that can be entered after a jackpot game, and in this state, the time required for each variable display of special symbols (special symbol 1, special symbol 2) and / or regular symbols is shorter than in the normal game state, and the period during which the movable member 23 is in the open state is longer than in the non-time-saving state.
[0261] In this embodiment, the first time-saving state (A time-saving state) in which the winning probability of the normal lottery is higher than that of the non-time-saving state is not established. In other words, the normal lottery probability is not provided with a variable function. However, as a modified example, the normal lottery probability may be provided with a variable function.
[0262] In addition, this embodiment is equipped with a third time-saving state (slight time-saving) that can be entered after a C time-saving hit (the stop display of special symbol 2 in response to a special miss), and in this third time-saving state, the time required for each variable display of the special symbol (special symbol 1, special symbol 2) and / or normal symbol does not change compared to the normal game state, and the period each time that the movable member 23 is in the open state is very short and hardly changes compared to the normal game state, resulting in a time-saving state that does not reach a state where it is easy to win and the game ball can be easily captured based on the movement of the electric chute 22 (second starting hole 21).
[0263] In addition, the number of time-saving times in this embodiment corresponds to the upper limit of the number of times a count is executed based on the number of times the variable display of the special pattern (special pattern 1 and / or special pattern 2) is executed (the number of special pattern draws) under the time-saving state, but as a variant example, the counting target for counting the number of time-saving times may be the upper limit of the number of times a count is executed based on the number of times the variable display of the normal pattern is executed under the time-saving state (the number of normal draws).
[0264] As a variation on the time-shortening state, by using one or more of the following modes, it is possible to provide a wide variety of opening pattern modes to create an easy-to-win state in which it is easier to get the game ball into the second starting hole 21 that opens based on the movement of the electric chute 22, by using a probability variation in which the change in the lottery probability for the normal symbol drawing is improved compared to the normal game state, a shortened variation in which the time required for each variable display of the special symbol (special symbol 1, special symbol 2) and / or normal symbol is shortened compared to the normal game state, and a long opening in which the period each time the movable member 23 is in the open state is longer compared to the normal game state.
[0265] As a variant example of the time-saving state, by using one or more of the following modes, it is possible to provide a wide variety of opening pattern modes to create a state in which it is not easy to win, but which does not make it easy to get the game ball into the second starting hole 21 that is opened based on the movement of the electric chute 22, by using one or more modes in which there is no or almost no change in the probability of drawing the normal symbol, the time required for the variable display of the special symbol (special symbol 1, special symbol 2) and / or normal symbol per time changes almost or does not change compared to the normal game state, and the period in which the movable member 23 is in the open state per time changes almost or does not change compared to the normal game state.
[0266] In this pachinko game machine 1, as shown in the normal winning determination table in Figure 9 (A), when a normal drawing is performed, regardless of whether the machine is in a non-time-saving state or a time-saving state, the probability of a winning determination is set to be high.
[0267] However, by controlling the displacement of the opening pattern of the electric chute 22 in the non-time-saving state or the third time-saving state (slight time-saving), it is made impossible to capture the game ball flowing down the right game area 3B (short opening), so that in the non-time-saving state or the third time-saving state (slight time-saving), it is essentially impossible to win a prize at the second starting hole 21 related to the electric chute 22.
[0268] Furthermore, the displacement control of the opening pattern of the electric chute 22 in the first time-saving state (time-saving A) makes it possible to easily capture the game ball flowing down the right game area 3B (long opening), and also makes it possible to easily determine that a normal winning has occurred when the game ball passes through the gate 28 related to the activation of the electric chute 22 (normal winning and normal lottery), resulting in a game in which the normal winning rate is approximately 100%.
[0269] In addition, when this pachinko game machine 1 judges the normal winning random number and determines that it is a normal winning, it determines the type of normal map (one of A to D) by judging the normal map type random number according to the normal map type judgment table shown in Figure 9 (B).
[0270] Specifically, "Normal Map_A" is determined approximately 10% of the time, "Normal Map_B" is determined approximately 20% of the time, "Normal Map_C" is determined approximately 30% of the time, and "Normal Map_D" is determined approximately 40% of the time. In addition, when a normal map is selected, the normal map display 42 stops displaying the lighting state (identification information) of each LED corresponding to "Normal Map_A to D."
[0271] In addition, this pachinko game machine 1 determines the normal map fluctuation pattern by using the normal map fluctuation pattern determination table shown in Figure 9 (C) and making a judgment based on the result of the judgment of whether the normal map hit random number is determined and the normal map fluctuation PT random number. In addition, in this embodiment, the normal map fluctuation time during the time-saving state (first time-saving state, second time-saving state) is shorter than the non-time-saving state (including the third time-saving state (slight time-saving)).
[0272] Specifically, the average change time of the normal map during the non-time-saving state is about 13 seconds, and the average change time of the normal map during the time-saving state is about 2 seconds. Therefore, the first time-saving state (A time-saving) enables the operation of the change time shortening function of the normal map display 42.
[0273] This pachinko game machine 1 uses the opening pattern determination table of the electric chute 22 shown in Figure 9 (D) to determine the opening pattern of the electric chute 22 according to the type of game state (non-time reduction, A time reduction, slight time reduction) and the type of normal map (normal map_A to D).
[0274] In this embodiment, the number of times the electric chute 22 is opened per normal map varies depending on the type of time-saving state, and it is possible to vary at least one of the opening time of the electric chute 22, the opening time until the opening is performed, or the interval time depending on the type of normal map (normal map_A to D).
[0275] Specifically, the opening pattern of the electric chute 22 when in a non-time-saving state (predetermined normal state or general normal state) is a "short one-time opening" pattern in which the chute opens in 0.06 seconds regardless of the type of normal map (normal map_A to D), and the opening time (opening timing not shown) until the electric chute 22 opens is a "short one-time opening" pattern that differs depending on the type of normal map (normal map_A to D).
[0276] In other words, the electric chute 22 will be short-opened once for 0.06 seconds each time, with different opening times, so even if the electric chute 22 is short-opened, it will be virtually impossible to win at the second starting hole 21.
[0277] In addition, the opening pattern of the electric chute 22 in the third time-saving state (slight time-saving) is a "short two-time opening" pattern in which it opens for 0.06 seconds each time regardless of the type of normal map (normal map_A to D), but the "short two-time opening" pattern is such that the opening time until the electric chute 22 opens or the interval time between the two openings (opening timing not shown) differs depending on the type of normal map (normal map_A to D).
[0278] In other words, since the opening time or interval time is different and the electric chute 22 is short-opened twice, each time for 0.06 seconds, it is virtually impossible to win at the second starting hole 21 even if the electric chute 22 is short-opened twice.
[0279] In addition, the opening pattern of the electric chute 22 in the first time-saving state (A time-saving) is a "long two-time opening" pattern in which it opens for 2.5 seconds each time regardless of the type of normal map (normal map_A to D), and the opening time until the electric chute 22 opens or the interval time between the two openings (opening timing not shown) is a "long two-time opening" pattern in which the opening time differs depending on the type of normal map (normal map_A to D).
[0280] In other words, since the opening times or interval times are different and the electric chute 22 is opened twice for 2.5 seconds each time, it becomes easy to win at the second starting hole 21 by the two long openings of the electric chute 22.
[0281] In addition, the opening pattern of the electric chute 22 in the second time-saving state (B time-saving) is the same as the opening pattern of the electric chute 22 in the first time-saving state (A time-saving) (a "long opening twice" pattern regardless of the type of normal map), so illustrations and explanations are omitted.
[0282] From this point, the first time-shortening state (A time-shortening state) becomes a state in which it is easy to win a prize because the electric chute opening count increase function can be activated, which opens the electric chute 22 more times than in the non-time-shortening state, and the electric chute opening time extension function can be activated, which opens the electric chute 22 for a longer time than in the non-time-shortening state or the third time-shortening state.
[0283] Furthermore, when the function for shortening the variable time of the normal display 42, the function for extending the opening time of the electric chute 22, and the function for increasing the number of times the electric chute 22 is opened are activated, the electric chute 22 is more likely to open and the game ball is more likely to enter the second starting hole 21 than when these functions are not activated. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher.
[0284] Therefore, the state in which these functions are activated (i.e., the first time-saving state) is also called the "high base state," and the state in which they are not activated (i.e., the non-time-saving state) is also called the "low base state."
[0285] In the first time-saving state (high base state), players can aim for a jackpot without significantly reducing their available game balls. The first time-saving state (high base state) is a state (easier-to-win state) in which so-called electric support control (control that captures the game ball by operating the movable member 23 of the electric chute 22 and supports the ball entering the second starting hole 21) is being executed, enabling advantageous play by making it easier for the electric chute 22 to open the second starting hole 21 than in a non-time-saving state (a predetermined normal state or a general normal state). Therefore, the first time-saving state and / or the second time-saving state (high base state) are also referred to as electric support control states. The normal game state (low base state) is also referred to as a non-electric support control state.
[0286] It is not necessary for all of the above functions to be activated in the first time-saving state and / or the second time-saving state (high base state). That is, it is sufficient that the activation of one or more of the probability variation function of the normal map display 42, the variation time reduction function of the normal map display 42, the opening time extension function of the electric chute 22, and the opening count increase function of the electric chute 22 makes it easier for the game ball to enter the second starting hole 21 of the electric chute 22 than when the function is not activated.
[0287] The first time-saving state (A time-saving) can be ended based on the execution of a special symbol variable display (number of times a stop display related to a losing symbol is notified) according to the predetermined upper limit execution number (A time-saving 1 time, A time-saving 20 times, A time-saving 40 times, A time-saving 99 times) set as the end condition of the time-saving state. Hereinafter, the execution of the final variable display of the predetermined upper limit execution number is also referred to as the "final time-saving variable."
[0288] In addition, the third time-saving state (slight time-saving) can be ended based on the execution of a special symbol variable display (number of times a stop display related to a losing symbol is notified) according to the predetermined upper limit number of executions (1000 times of slight time-saving) set as the end condition of the time-saving state. Hereinafter, the execution of the final variable display of the predetermined upper limit number of executions is also referred to as the "final time-saving variable."
[0289] In the first time-saving state or the second time-saving state (high base state), it is more advantageous to hit the ball to the right to enter the right play area 3B (see Figure 1) in order to progress in the game. This is because the electric support control makes it easier for the electric chute 22 to open than in the non-time-saving state (low base state), and it is possible to execute an opening pattern of the electric chute 22 (long double opening) in which it is easier to win by having the game ball enter the second starting hole 21 than by having the game ball enter the first starting hole 20.
[0290] Therefore, while passing the game ball through the gate 28, which triggers the normal lottery, the player hits from the right to make the game ball enter the second starting hole 21 (a special prize). This allows more balls to enter (a special prize) than if the player hits from the left. In this pachinko game machine 1, the player also hits from the right during a jackpot game.
[0291] In contrast, in the non-time-saving state (low base state), it is more advantageous to hit the ball from the left to enter the left game area 3A (see Figure 1) to progress the game. Because electric support control is not being executed, even if the electric chute 22 opens, it will result in an opening pattern (short one-time opening) that makes it difficult for the game ball to enter the second starting hole 21. Therefore, aiming for the game ball to enter the first starting hole 20 makes it easier to win the special symbol prize than aiming for the game ball to enter the second starting hole 21. Therefore, the left hand is used to try to get the game ball to enter the first starting hole 20 (a special symbol prize). This allows for more balls to enter (a special symbol prize) than hitting from the right hand.
[0292] Furthermore, in the third time-saving state (slight time-saving), it is more advantageous to hit the ball from the left to enter the left game area 3A (see Figure 1) in order to progress through the game. Even if the function to increase the number of times the electric chute opens is executed, even if the electric chute 22 opens, it will result in an opening pattern (short two-time opening) that makes it difficult for the game ball to enter the second starting hole 21. Therefore, aiming for the game ball to enter the first starting hole 20 makes it easier to win the special symbol prize than aiming for the game ball to enter the second starting hole 21. Therefore, the left-handed shot is performed to try to get the game ball to enter the first starting hole 20 (a special symbol prize). This allows for more special symbol prizes to be obtained than by hitting from the right.
[0293] [About the special drawing award command] The present pachinko gaming machine 1 is configured to be capable of executing so-called pre-reading effects. The pre-reading effects are pre-effects relating to special symbol fluctuations that can be executed based on a pre-determination (hereinafter also referred to as pre-reading determination) made by referring to command information (hereinafter also referred to as pre-reading determination information) included in a special symbol winning command generated based on determination information (random number values such as special symbol winning random numbers) acquired in response to the game ball entering the first starting port 20 or the second starting port 21 (special symbol winning).
[0294] This pre-reading effect makes it possible to suggest the expected probability of winning associated with the special winning (special winning command) that is the subject of the pre-reading judgment during the preliminary pattern change that is executed before the win / loss judgment (main judgment) that is made at the start of the special pattern change (display of the change in the special pattern in question) that is caused by the special winning (so-called pending winning) that is the subject of the pre-reading judgment.
[0295] As shown in Figure 11, in this embodiment, it is possible to make a pre-reading judgment based on the reference of the upper command and the lower command (pre-reading judgment information) that make up the special winning command. As a result, the judgment content related to the pre-reading judgment can include whether it is a big win, a small win, a special miss (C time reduction win), a special miss, etc.
[0296] Specifically, in the case of a special winning command corresponding to a big win, it includes pre-reading determination information indicating the type of big win symbol (either big win symbol A or big win symbol B). Also, in the case of a small win, it includes pre-reading determination information indicating the type of small win symbol (either small win symbol a or small win symbol b).
[0297] In addition, when a special winning command is issued in response to a special winning miss, the command includes pre-reading judgment information indicating the type of special winning miss and whether or not there is a reach. In addition, the special winning command of this embodiment includes pre-reading judgment information indicating which of the first starting hole 20 and the second starting hole 21 the game ball has entered.
[0298] In addition, the type of pre-reading judgment information to be included in the special winning command may be changed as appropriate. For example, the special winning command may include pre-reading judgment information regarding detailed performance aspects (for example, the presence or absence of button performance) related to the variation pattern type.
[0299] [Operation of gaming control microcomputer 81] Next, the operation of the game control microcomputer 81 will be described with reference to Figures 12 to 30. The game control microcomputer 81 is formed of a one-chip microcomputer, and includes a ROM (Read Only Memory) 83 which is a game control ROM, a RAM (Random Access Memory) 84 which is a game control RAM, a CPU (Central Processing Unit) 82 which is a game control CPU, a random number circuit (0 to 65535 is set as a random number value for determining a jackpot), and an I / O port (Input / Output Port) section 87 which is an interface terminal used for inputting and outputting information.
[0300] The ROM 83 stores a game program for the CPU 82 to perform game control processing, various data and tables required for the game control processing, and the like.
[0301] The RAM 84 is used as a working memory when the CPU 82 performs game control processing. In addition, some (or all) of the game information stored in the RAM 84 (for example, the current game status, currently changing special chart 1 change display information, currently changing special chart 2 change display information, current special chart 1 reserved information, current special chart 2 reserved information, current number of special chart 1 changes, current number of special chart 2 changes, current number of jackpots, current number of rounds, control commands, etc.) is configured to serve as a backup RAM that can be retained for a predetermined period of time even if the power supply to the pachinko game machine 1 is stopped.
[0302] The game control microcomputer 81 (CPU 82) is capable of expanding the game program stored in ROM 83 to RAM 84 based on the startup processing performed when the power of this pachinko game machine 1 is turned on, and is capable of executing operation processing of counters, timers, flags, status, buffers, etc. that appear in the following description of the operation of the game control microcomputer 81, thereby controlling the main game in this pachinko game machine 1.
[0303] [Main control main processing] When the power supply of the pachinko gaming machine 1 is turned on, the game control microcomputer 81 provided on the main control board 80 reads out and executes the main control main processing program shown in Fig. 12 from the ROM 83. As shown in the figure, in the main control main processing, initial settings of the CPU 82 and the like are made in step S001.
[0304] This initial setting involves setting a stack for temporarily saving data, constants, interrupt time, SIO (Serial Input / Output) settings for input / output of serial information, PIO (Parallel Input / Output) settings for input / output of parallel information, CTC (Counter Timer Circuit) settings for the circuit for managing interrupt time, and resetting specified information (various flags, status, counters, etc.).
[0305] For example, the initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the initial setting (S001) is executed only once after the power is turned on, and is not executed thereafter.
[0306] Furthermore, the range of objects to be initialized differs depending on whether or not the RAM clear switch 152 is pressed when the power is turned on. That is, if there is no input from the RAM clear switch 152 when the power is turned on, an initial setting is made that allows the game to return to the game state that was in effect before the power was turned on, and if there is an input from the RAM clear switch 152 when the power is turned on, an initial setting is made that allows the game to return to a predetermined normal game state (predetermined normal state, initial game).
[0307] Following the initial setting (S001), interrupts are prohibited (S002), and the normal and special symbol main random number update process (S003) is executed. In this normal and special symbol main random number update process (S003), update values (hereinafter also referred to as random number counter values) for each random number counter provided corresponding to the random number type, such as the special symbol random number and normal symbol random number shown in Figure 6, are generated.
[0308] In this embodiment, the random number counter value is a periodic pseudo-random number that is an update value that is incremented by one at a time from an initial value (e.g., 0) at high speed, and when the update value reaches an upper limit, it returns to the initial value (or a randomly set start value) and is incremented by one again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number that is generated using a known random number generation circuit such as a counter IC.
[0309] When the normal symbol / special symbol main random number update process (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on interrupt pulses repeatedly input to the CPU 82 at a cycle of, for example, 4 ms (milliseconds).
[0310] Then, between the time when the main timer interrupt processing (S005) is completed and the time when the next main timer interrupt processing (S005) is started, the update processing of various counter values by the normal pattern / special pattern main random number update processing (S003) is repeatedly executed.
[0311] If an interrupt pulse is input to the CPU 82 when the interrupt is disabled, the main timer interrupt process (S005) does not start immediately, but waits until the interrupt is enabled (S004).
[0312] [Main timer interrupt processing] Next, the main timer interrupt process (S005) will be described. As shown in Fig. 13, the game control microcomputer 81 first executes output process (S101) in the main timer interrupt process (S005).
[0313] In the output process (S101), commands etc. set in the output buffer provided in the RAM 84 of the main control board 80 in each process described below are output to the sub-control board 90, the dispensing control board 110, etc.
[0314] In the input process (S102) that follows the output process (S101), the detection signals detected by the various sensors (first start hole sensor 20a, second start hole sensor 21a, first large prize hole sensor 30a, second large prize hole sensor 35a, normal prize hole sensor 27a, etc. (see Figure 4)) that are mainly attached to this pachinko game machine 1 are read and stored in the output buffer of RAM 84 as prize ball information.
[0315] It also receives a detection signal from a lower tray full switch that detects when the lower tray 62 is full, and stores this as lower tray full data in the output buffer of the RAM 84. The number of prize balls awarded for winning at each winning slot is set to a predetermined value, such as two balls for the second starting slot 21. However, the number of prize balls awarded for winning at each winning slot can be changed as needed.
[0316] The normal symbol / special symbol main random number update process (S103) that is carried out next is the same as the normal symbol / special symbol main random number update process (S003) that is carried out in the main control main process of FIG.
[0317] That is, the update process of the various random number counter values (including random number counter values related to the general purpose counters) shown in Figure 6 is performed both during the execution period of the main side timer interrupt processing (S005) and during other periods (the period from the end of the main side timer interrupt processing (S005) to the start of the next main side timer interrupt processing (S005)).
[0318] Following the normal symbol / special symbol main random number update process (S103), the following processes are executed: sensor detection process (S104), normal operation process (S105), special operation process (S106), distribution member control process (S107), and specific area sensor detection process (S108). After that, other processes (S109) are executed, and the main side timer interrupt process (S005) is terminated.
[0319] Other processing (S109) includes controlling the display mode of the special chart 1 reserved ball display 43a to show the number based on the number of reserved balls for special chart 1, which will be described later.
[0320] Then, steps S002 to S004 of the main control main processing are repeatedly executed (see Figure 12) until the next interrupt pulse is input to the CPU 82, and when the interrupt pulse is input (approximately 4 ms later), the main side timer interrupt processing (S005) is executed again.
[0321] In the output process (S101) of the main-side timer interrupt process (S005) executed again, the commands etc. set in the output buffer of the RAM 84 in the previous main-side timer interrupt process (S005) are output.
[0322] [Sensor detection process] As shown in Figure 14, the game control microcomputer 81 determines (S201) whether a game ball has passed through the gate 28, i.e., whether a game ball has been detected by the gate sensor 28a, in the sensor detection process (S104) related to the main side timer interrupt process (S005) of Figure 13.
[0323] If the gaming ball has passed through the gate 28 (YES in S201), the gate passing process (S202) described below is performed. On the other hand, if the gaming ball has not passed through the gate 28 (NO in S201), the gate passing process (S202) is skipped and the process proceeds to step S203.
[0324] In step S203, it is determined whether a game ball has entered the second starting hole 21, that is, whether a game ball has been detected by the second starting hole sensor 21a (S203). If a game ball has not entered the second starting hole 21 (NO in S203), the process proceeds to step S209. However, if a game ball has entered the second starting hole 21 (YES in S203), it is determined whether the number of reserved balls for special drawing 2 (the number of reserved balls for special drawing 2, specifically, the value of the counter that counts the number of reserved balls for special drawing 2 provided in RAM 84) has reached "4" (S204).
[0325] If the number of reserved balls for Special Chart 2 has reached "4" (YES in S204), the process proceeds to step S209, but if the number of reserved balls for Special Chart 2 is less than "4" (NO in S204), "1" is added to the number of reserved balls for Special Chart 2 (S205).
[0326] Next, a special chart 2 related random number acquisition process (S206) is performed. In the special chart 2 related random number acquisition process (S206), a group of random numbers related to the special chart shown in Figure 6 (A) is acquired, and the acquired random numbers are stored in the special chart 2 reserved memory unit 85b (Figure 4).
[0327] Specifically, the random number counter value for the special chart (any one extracted value within the numerical range of counter A), the random number counter value for the special chart type (any one extracted value within the numerical range of counter B), the reach random number counter value (any one extracted value within the numerical range of counter C), and the special chart fluctuation pattern random number counter value (any one extracted value within the numerical range of counter D) are obtained, and these obtained random number values are stored in a memory area of the special chart 2 reserved memory unit 85b (Figure 4) that corresponds to the current number of balls reserved for the special chart 2.
[0328] Next, a special drawing 2 winning command identification process (S207) is performed. In the special drawing 2 winning command identification process (S207), the special drawing 2 winning command is identified using the special drawing winning command identification table shown in FIG. 11 based on the random number group stored in step S206.
[0329] Specifically, if the special drawing random number is "65535" and the special drawing type random number is "199", the command "E2H02H" is identified as the special drawing 2 winning command by referring to the second starting point in the special drawing winning command identification table in Figure 11. The command consists of 2 bytes of information (1 byte of upper command (e.g., E2H) and 1 byte of lower command (e.g., 02H)).
[0330] The classification of the special winning random numbers in the table shown in Figure 11 corresponds to the classification in the big win determination table (see Figure 7(A)). In addition, the classification of the special winning random numbers allows the classification of the small winning patterns (see Figure 7(C)).
[0331] In detail, if the special chart 2 special chart winning random number value is any of 65250 to 65535 and the special chart type random number is any of "0 to 50", it is determined to be a jackpot for "Special Chart 2_Jackpot Pattern A", and a special chart 2 winning command (for example, the value of the upper command is E2H and the value of the lower command is 01H) indicating this (i.e., the acquired judgment information is jackpot winning information that is expected to be judged as a jackpot win) is identified.
[0332] If the special chart 2 special chart winning random number value is any of 65250 to 65535 and the special chart type random number is any of "51 to 199", it is determined to be a jackpot for "Special Chart 2_Jackpot Pattern B", and a special chart 2 winning command (for example, the value of the upper command is E2H and the value of the lower command is 02H) indicating this (i.e., the acquired judgment information is jackpot winning information that will be judged as a jackpot win) is identified.
[0333] Furthermore, if the special chart 2 special chart winning random number value is any value between 0 and 2000 and is judged to be a small win, and the special chart type random number value is any value between 0 and 30, it will be judged as "Special chart 2_small win pattern a", and the special chart 2 winning command (the value of the upper command is E2H, and the value of the lower command is 03H) indicating this (i.e., the acquired judgment information is small win information that is expected to be judged as a small win, and the type of small win pattern is "small win pattern a") will be identified.
[0334] Furthermore, if the special chart 2 special chart winning random number value is determined to be a small win between 0 and 2000, and the special chart type random number value is between 31 and 199, it will be determined to be "Special chart 2 small win pattern b", and the special chart 2 winning command (the value of the upper command is E2H, and the value of the lower command is 04H) indicating this (i.e., the acquired judgment information is small win information that is expected to be determined to be a small win, and the type of small win pattern is "small win pattern b") will be identified.
[0335] In addition, for example, if the random number value of the special chart winning special chart 2 drawn in a predetermined non-time-saving state (hereinafter also referred to as a predetermined non-time-saving state), such as the non-time-saving state when determining the special chart 2 reserve remaining when switching from time-saving ON to time-saving OFF, or the non-time-saving state after RAM is cleared, is an exceptional miss equivalent to 2001 to 65249, it can be determined to be a C time-saving win, and therefore a special chart 2 winning command (the value of the upper command is E2H, and the value of the lower command is 05H) indicating this (i.e., the obtained determination information is C time-saving win information that is expected to be determined to be a C time-saving win) is identified.
[0336] Furthermore, if the random number value for the special drawing win is between 2001 and 65249 in a non-time-saving state that does not fall under the aforementioned specified non-time-saving state, or during the transition to the time-saving state, it is determined to be a special drawing miss, and a special drawing 2 winning command (the upper command value is E2H, and the lower command value is 06H) indicating this (i.e., the acquired judgment information is special drawing miss information that will be judged as a special drawing miss) is identified.
[0337] In the special winning command of this embodiment, the value of the upper digit of the upper command in hexadecimal is information that specifies the type of command (that it is a special winning command). Also, the value of the lower digit of the upper command is start port information that specifies the type of start port (whether it is a win in the first start port 20 or the second start port 21).
[0338] In addition, the two-digit lower command in hexadecimal is the lottery result information regarding the winning / losing type and the pattern type. Note that the rules for generating such special winning commands are only examples and can be changed as desired.
[0339] Next, the game control microcomputer 81 sets the special drawing 2 winning command identified in step S207 in the output buffer of the RAM 84 (S208).
[0340] Next, in the sensor detection process (S104), it is determined whether or not a game ball has entered the first starting hole 20, that is, whether or not a game ball has been detected by the first starting hole sensor 20a (S209). If a game ball has not entered the first starting hole 20 (NO in S209), the process is terminated, but if a game ball has entered the first starting hole 20 (YES in S209), it is determined whether or not the number of reserved balls in special figure 1 (the number of reserved balls in special figure 1, specifically the value of the counter that counts the number of reserved balls in special figure 1 provided in RAM 84) has reached "4" (S210).
[0341] If the number of reserved balls for special chart 1 reaches "4" (YES in S210), the processing ends, but if the number of reserved balls for special chart 1 is less than "4" (NO in S210), "1" is added to the number of reserved balls for special chart 1 (S211).
[0342] Next, the special chart 1 related random number acquisition process (S212) is performed. In the special chart 1 related random number acquisition process (S212), similar to the special chart 2 related random number acquisition process (S206), a group of random numbers related to the special chart shown in Figure 6 (A) is acquired, and the acquired random numbers are stored in the special chart 1 reserved memory unit 85a (Figure 4).
[0343] Specifically, the random number counter value for the special chart (any one extracted value within the numerical range of counter A), the random number counter value for the special chart type (any one extracted value within the numerical range of counter B), the reach random number counter value (any one extracted value within the numerical range of counter C), and the special chart fluctuation pattern random number counter value (any one extracted value within the numerical range of counter D) are obtained, and these obtained random number values are stored in a memory area of the special chart 1 reserved memory unit 85a (Figure 4) that corresponds to the current number of balls reserved for special chart 1.
[0344] Next, a special drawing 1 winning command identification process (S213) is performed. In the special drawing 1 winning command identification process (S213), the special drawing 1 winning command is identified using the special drawing winning command identification table shown in FIG. 11 based on the random number group stored in step S212.
[0345] Specifically, if the special winning random number is "65535" and the special winning type random number is "199", the command "E1H02H" is identified as the special winning command for special drawing 1 by referring to the first starting point in the special drawing winning command identification table in Figure 11.
[0346] As in the case of the special symbol 2 winning command described above, the classification of the special symbol winning random numbers in the table shown in Figure 11 corresponds to the classification in the big win determination table (see Figure 7(A)). In addition, the classification of the special symbol type random numbers allows the type of small win symbol to be distinguished (see Figure 7(C)).
[0347] In detail, if the special chart winning random number value is any of 65250 to 65535 and the special chart type random number value is any of 0 to 120, it will be determined to be "Special Chart 1_Jackpot Pattern A", and the special chart 1 winning command indicating this (i.e., the acquired determination information is jackpot winning information that will be determined to be a jackpot win) will be identified (the value of the upper command is E1H, and the value of the lower command is 01H).
[0348] Furthermore, if the special chart winning random number value is any of 65250 to 65535 and the special chart type random number value is any of 121 to 199, it will be determined to be "Special Chart 1_Jackpot Pattern B", and the special chart 1 winning command indicating this (i.e., the acquired determination information is jackpot winning information that will be determined as a jackpot win) will be identified (the value of the upper command is E1H, and the value of the lower command is 02H).
[0349] Furthermore, if the special winning random number value is any one between 0 and 330 and the special winning type random number value is any one between 0 and 140, it will be determined to be special winning 1_small winning pattern a, and a special winning command (the value of the upper command is E1H and the value of the lower command is 03H) indicating this (i.e., the acquired determination information is small winning information that is expected to be determined as a small winning, and the type of small winning pattern is "small winning pattern a") will be identified.
[0350] Furthermore, if the special winning random number value is any one between 0 and 330 and the special winning type random number value is any one between 141 and 199, it will be determined to be special winning 1_small winning pattern b, and the special winning 1 command (the value of the upper command is E1H and the value of the lower command is 04H) indicating this (i.e., the acquired determination information is small winning information that is expected to be determined as a small winning, and the type of small winning pattern is "small winning pattern a") will be identified.
[0351] Furthermore, if the random number value for the special drawing is between 331 and 65249, it is determined to be a special drawing miss, and a special drawing 1 winning command (the upper command value is E1H, and the lower command value is 05H) is identified to indicate this (i.e., the acquired judgment information is special drawing miss information that will be determined to be a special drawing miss).
[0352] Next, the game control microcomputer 81 sets the special drawing 1 winning command identified in step S213 in the output buffer of the RAM 84 (S214), and ends the processing.
[0353] [Gate passing process] As shown in Figure 15, the game control microcomputer 81 (acquisition means) determines whether the number of reserved balls (the number of reserved balls, specifically the value of a counter that counts the number of reserved balls provided in RAM 84) has reached "4" (S221) during the gate passage process (S202) related to the sensor detection process (S104). If the number of reserved balls has reached "4" (YES in S221), the process is terminated, but if the number of reserved balls is less than "4" (NO in S221), "1" is added to the number of reserved balls (S222).
[0354] Next, the process of acquiring random numbers related to the general map (S223) is performed. In the process of acquiring random numbers related to the general map (S223), a group of random numbers shown in Fig. 6(B) is acquired, and the acquired random numbers are stored in the general map reservation memory unit 85c (Fig. 4).
[0355] Specifically, the random number counter value per regular ball (any one extracted value in the numerical range of 1 to 65535), the random number counter value for regular ball type (any one extracted value in the numerical range of 0 to 199), and the random number counter value for regular ball fluctuation pattern (any one extracted value in the numerical range of 0 to 99) are obtained, and these obtained random number values are stored in a memory area of the regular ball reserve memory unit 85c (Figure 4) that corresponds to the current number of regular balls reserved.
[0356] Next, a normal map passing command identification process (S224) is performed. In the normal map passing command identification process (S224), a normal map passing command is identified using a normal map passing command identification table (not shown) based on the random number group stored in step S223.
[0357] Specifically, as shown in Figure 9(A), if the random number value for a normal map hit is any value between 1 and 65535, it is determined to be a normal map hit, so by referring to the normal map pass command identification table (not shown), it is determined that the value of the upper command in the normal map pass command will be E3H.
[0358] In addition, the types of normal patterns can be distinguished by dividing the random numbers by normal pattern type (see Figure 9(B)).
[0359] In detail, if the random number value for the normal map type is any one between 0 and 19, it will be determined to be normal map_A, and therefore the value of the lower command in the normal map passing command, which indicates this (i.e., that the acquired determination information is normal map winning information that is to be used to determine whether a normal map is a winning pattern, and the type of the normal map winning pattern is "normal map_A"), is determined to be 01H.
[0360] In addition, if the random number value for the normal map type is between 20 and 60, it is determined to be normal map_B, and the value of the lower command in the normal map passage command indicating this is determined to be 02H.
[0361] In addition, if the random number value for the normal map type is any of 61 to 121, it is determined to be normal map_C, and the value of the lower command in the normal map passage command indicating this is determined to be 03H.
[0362] In addition, if the random number value for the normal map type is any of 122 to 199, it is determined to be normal map_D, and the value of the lower command in the normal map passage command indicating this is determined to be 04H.
[0363] Furthermore, if the random number value for the normal map hit is 0, it is determined to be a normal map miss, so the value of the lower command in the normal map pass command, which indicates this (i.e., the acquired judgment information is normal map miss information that is expected to be determined to be a normal map miss), is determined to be 05H.
[0364] Next, the game control microcomputer 81 sets the normal map passing command identified in step S224 in the output buffer of the RAM 84 (S225), and ends the processing.
[0365] [Normal operation processing] As shown in FIG. 16, the game control microcomputer 81 performs a normal operation process (S105) following the sensor detection process (S104) related to the main-side timer interrupt process (S005) in FIG.
[0366] In the normal operation process (S105), it is determined whether the electric chute 22 is in operation (S301). If the electric chute 22 is not in operation (NO in S301), it is then determined whether the normal map is in a stopped state (from the start to the end of the normal map stop time) (S302). If the normal map is not in a stopped state (NO in S302), it is then determined whether the normal map is in a variable state (S303).
[0367] If the normal map is not being displayed (NO in S303), it is then determined whether the normal map reserved ball count related to whether the normal map related random number is stored or not obtained in the above-mentioned step S223 is "0" (S304). If the normal map reserved ball count is "0" (YES in S304), this process ends because the normal map related random number is not stored.
[0368] In step S304, if the number of reserved balls for the normal map is not "0" (NO in S304), the normal map-related random number is stored, so a hit determination process (S305) is performed. In the normal map hit determination process (S305), a determination is made as to whether or not the normal map is a hit based on the normal map hit determination table (see FIG. 9(A)).
[0369] Then, a pattern determination process is performed (S306) to set normal stop pattern data according to the result of the normal winning determination process in a predetermined storage area of the RAM 84. That is, in the normal pattern determination process (S306), if the normal winning pattern is a "normal losing pattern", data according to the "normal winning pattern (normal_A to D)" is set.
[0370] Next, the normal map fluctuation time determination process (S307) is performed. In the normal map fluctuation time determination process (S307), by referring to the normal map fluctuation pattern determination table shown in FIG. 9 (C), if the game state is in a non-time-saving state, the normal map fluctuation pattern pt1 with a fluctuation time of 16 seconds per normal map, the normal map fluctuation pattern pt2 with a fluctuation time of 13 seconds per normal map, or the normal map fluctuation pattern pt3 with a fluctuation time of 10 seconds per normal map loss can be selected.
[0371] On the other hand, if the game state is in the time-saving state, it is possible to select from among the following: normal map fluctuation pattern pt4, in which the fluctuation time per normal map is 2.5 seconds; normal map fluctuation pattern pt5, in which the fluctuation time per normal map is 1.5 seconds; and normal map fluctuation pattern pt6, in which the fluctuation time per normal map miss is 2 seconds.
[0372] Next, the number of reserved balls for the general map is decremented by 1 (S308). As a result, the storage location (storage area) of the reserved general map for reading in the reserved general map storage unit 85c becomes empty, and the storage location (storage area) of each reserved general map in the reserved general map storage unit 85c is shifted one place from the current position to the side from which it is read, and the storage area corresponding to the fourth reserved ball in the reserved general map storage unit 85c (the storage area farthest from the side from which it is read) becomes empty (S309).
[0373] In this way, the reserved normal map is consumed in the order in which it was reserved. After that, the game control microcomputer 81 starts displaying the normal map fluctuation according to the normal map fluctuation pattern selected in step S307 (S310). In addition, in order to notify the sub-control board 90 that the normal map fluctuation has started, a normal map fluctuation start command is set.
[0374] If the normal map is currently being displayed in the above-mentioned step S303 (YES in S303), it is then determined whether the normal map change time has elapsed (S311), and if not (NO in S311), this processing is terminated.
[0375] On the other hand, if the time has elapsed (YES in S311), the display of the normal map fluctuation is stopped with the display result (normal winning pattern or normal losing pattern) according to the judgment result of the normal map related random number (S312). Then, a normal map fluctuation stop command is set to the sub-control board 90 to notify the normal map fluctuation stop (S313), and the normal map stop time (500 ms in this embodiment, see Figure 9 (C)) is set (S314), and this processing ends.
[0376] Also, if the normal map is currently being displayed as stopped in step S302 (YES in S302), it is then determined whether the normal map stop time set in step S314 has elapsed (S315), and if it has not elapsed (NO in S315), this processing is terminated.
[0377] Also, if the normal symbol stop time has elapsed in step S315 (YES in S315), it is determined whether or not the normal symbol stop symbol data for the normal winning symbol has been set (S316), and if it is not the data for the normal winning symbol (i.e., if it is not a win (NO in S316)), this process ends.
[0378] On the other hand, it is determined whether the normal winning symbol stop pattern data is set (S316), and if it is the normal winning symbol data (i.e., if it is a win (YES in S316)), the opening pattern of the electric chute 22 is set (S317).
[0379] In detail, when in a non-time-saving state, the opening pattern of the electric chute 22 with the opening timing according to the type of normal map (normal map_A to D) is set to the "short one-time opening" opening pattern for the non-time-saving state.
[0380] Also, when in the third time-saving state (slight time-saving), the opening pattern of the electric chute 22 with the opening timing according to the type of normal map (normal map_A to D) is set to the "two short openings" opening pattern for the third time-saving state (slight time-saving).
[0381] Also, if the first time-saving state is in effect (either 1 A time-saving, 20 A time-saving, 40 A time-saving, or 99 A time-saving), the opening pattern of the electric chute 22 with the opening timing according to the type of normal map (normal map_A to D) is set to the "long 2-time opening" opening pattern for the first time-saving state (A time-saving) (see the electric chute opening pattern determination table in Figure 9 (D)).
[0382] Then, displacement control is performed to operate the electric chute 22 according to the electric chute opening pattern set in step S317 (S318).
[0383] Furthermore, if the electric chute 22 is in operation in step S301 described above (YES in S301), it is determined whether or not a specified number of game balls have entered the second starting hole 21 based on the opening of the electric chute 22 (S319), and if the specified number of game balls have entered (YES in S319), the operation of the electric chute 22 is terminated without waiting for the operation time of the electric chute 22 to elapse (S321). Next, if the specified number of game balls have not entered (NO in S319), it is determined whether or not the operation time of the electric chute 22 has elapsed (S320), and if the operation time of the electric chute 22 has not elapsed (NO in S320), this process is terminated. On the other hand, if the operation time of the electric chute 22 has elapsed (YES in S320), the operation of the electric chute 22 is terminated (S321).
[0384] [Special Action Processing] As shown in FIG. 17, the game control microcomputer 81 performs a normal operation process (S105) related to the main-side timer interrupt process (S005) in FIG. 13, followed by a special operation process (S106).
[0385] In the special operation processing (S106), the processing relating to the special symbol display 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into five stages, and each stage is assigned a "special operation status 1, 2, 3, 4, 5."
[0386] If the "special operation status" is "1" (YES in S901), a special symbol standby process (S902) is performed; if the "special operation status" is "2" (NO in S901, YES in S903), a special symbol variable process (S904) is performed; if the "special operation status" is "3" (NO in S901, S903, YES in S905), a special symbol determination process (S906) is performed; if the "special operation status" is "4" (NO in S901, S903, S905, YES in S907), a special electric accessory process 1 (S908) is performed for a big win game; if the "special operation status" is "5" (NO in S901, S903, S905, S907), a special electric accessory process 2 (S909) is performed for a small win game. The special operation status is initially set to "1".
[0387] [Special symbol standby process (Special operation status 1 in Figure 17)] As shown in Figure 18, in the special pattern waiting process (S902), the game control microcomputer 81 determines whether the acquired random number value (the random number value before the hit determination acquired in the above-mentioned step S206) is stored in the special pattern 2 reserve memory unit 85b (Figure 4) (S1001).
[0388] If the acquired random number value is not stored in the special chart 2 reserved memory unit 85b (Figure 4) (YES in S1001), that is, if there is no memory of the group of random number counter values acquired due to winning at the second starting port 21, it is determined whether the number of reserved balls at the first starting port 20 (i.e., the number of reserved balls at special chart 1) is "0" (S1007).
[0389] Then, if the number of reserved balls for special chart 1 is also "0" (YES in S1007), that is, if there is no memory of the group of random number counter values obtained as a result of winning at the first starting port 20, it is determined whether the display screen 7a of the image display device 7 has already been set to the standby screen (demo screen for waiting customers) (S1013), and if so (YES in S1013), the processing is terminated, and if not (NO in S1013), the standby screen setting process (S1014) is performed.
[0390] In the standby screen setting process (S1014), a customer standby command is set to display the standby screen after a predetermined standby time has elapsed.
[0391] In step S1001, if the obtained random number value is stored in the special chart 2 reserved memory unit 85b (Figure 4) (NO in S1001), the special chart 2 jackpot determination process (S1002) and the special chart 2 variation pattern selection process (S1003) are performed sequentially.
[0392] Thereafter, the game control microcomputer 81 subtracts one from the number of reserved balls for special chart 2 and clears the storage location (first storage area) for reading various counter values in the special chart 2 reserved storage unit 85b to make it empty (S1004).
[0393] Then, each of the five storage locations (storage area for reading + storage areas for reserve 1 to reserve 4) of various counter values in the special drawing 2 reserve storage unit 85b is shifted one to the side from which it is read (first storage area side) from its current position, and the fifth storage area (storage area farthest from the side from which it is read) corresponding to the fourth reserved item in the special drawing 2 reserve storage unit 85b is made empty (S1005). In this way, the special drawing 2 reserves are consumed in the order in which they were reserved.
[0394] Next, the game control microcomputer 81 executes the special chart 2 variation start processing (S1006). In the special chart 2 variation start processing (S1006), the special operation status is set to "2" and the variation start command is set in the output buffer of the RAM 84, and the variation display of the special chart 2 is started.
[0395] In addition, the fluctuation start command (also called the special chart 2 fluctuation start command) set in the special chart 2 fluctuation start process (S1006) includes information on the special chart stop pattern data (not shown) set in the special chart 2 jackpot determination process (S1002) and information on the fluctuation pattern set in the special chart 2 fluctuation pattern selection process (S1003) (information including fluctuation time information).
[0396] In addition, if the acquired random number value is not stored in the special chart 2 reserved memory unit 85b (Figure 4) but the number of reserved balls for special chart 1 is not "0" (YES in S1001 and NO in S1007), the special chart 1 jackpot determination process (S1008) and the special chart 1 variation pattern selection process (S1009) are performed sequentially.
[0397] Thereafter, the game control microcomputer 81 subtracts one from the number of reserved balls in the special chart 1 and clears the storage location (first memory area) for reading various counter values in the special chart 1 reserved memory unit 85a, leaving it empty (S1010).
[0398] Then, each of the five storage locations (each storage area) in which various counter values can be stored in the special drawing 1 reservation storage unit 85a is shifted one location from the current position to the side from which it is read (the first storage area side), and the fifth storage area (the storage area farthest from the side from which it is read) corresponding to the fourth reserved item in the special drawing 1 reservation storage unit 85a is made empty (S1011). In this way, the special drawing 1 reservations are consumed in the order in which they were reserved.
[0399] Next, the game control microcomputer 81 executes the special chart 1 variation start processing (S1012). In the special chart 1 variation start processing (S1012), the special operation status is set to "2" and the variation start command is set in the output buffer of the RAM 84, and the variation display of the special chart 1 is started.
[0400] In addition, the fluctuation start command (also called the special chart 1 fluctuation start command) set in the special chart 1 fluctuation start process (S1012) includes information on the special chart stop pattern data (not shown) set in the special chart 1 jackpot determination process (S1008) and information on the fluctuation pattern set in the special chart 1 fluctuation pattern selection process (S1009) (information including fluctuation time information).
[0401] As described above, in this embodiment, the display of the changing special pattern based on the special pattern 1 reservation is performed only when the special pattern random number counter value is not stored in the special pattern 2 reservation memory unit 85b (if YES in S1001).
[0402] That is, the processing based on the random number counter value per special drawing in the special drawing 2 reservation memory unit 85b is executed in priority to the consumption of the special drawing 1 reservation. As a modified example, the consumption of the special drawing 1 reservation may be executed even during the processing based on the random number counter value per special drawing in the special drawing 2 reservation memory unit 85b.
[0403] In this embodiment, if a small prize is won in a lottery based on the special prize winning random number counter value in the special prize 2 reserve memory unit 85b, the player will be able to pass through the specific area 39 during the subsequent small prize game (while the second large prize device 36 is open).
[0404] [Special Chart 2 Big Hit Determination Processing (Special Chart 1 Big Hit Determination Processing)] The special chart 2 jackpot determination process (S1002) and the special chart 1 jackpot determination process (S1008) have roughly the same processing flow, so they will be explained together based on Figure 19.
[0405] As shown in Figure 19, in the special chart 2 jackpot determination process (S1002) or the special chart 1 jackpot determination process (S1008), the game control microcomputer 81 reads out the special chart win random number counter value (extracted value related to counter A in Figure 6) extracted upon special chart winning (start winning) as a determination value (S1101).
[0406] In detail, in the special chart 2 jackpot determination process (S1002), the special chart hit random number counter value stored in the special chart 2 reserve memory section 85b of RAM 84 (the first memory area corresponding to the reading of special chart 2 reserve) is read out.
[0407] In addition, in the special chart 1 jackpot determination process (S1008), the special chart hit random number counter value stored in the special chart 1 reserve memory section 85a of RAM 84 (first memory area corresponding to reading out special chart 1 reserve) is read out.
[0408] Next, a special random number determination table (FIG. 7(A)) is set (S1102). Next, it is determined whether or not there is a jackpot based on the set determination table (S1103). That is, it is determined whether or not the special random number counter value matches any of the jackpot determination values (determination information) "65250" to "65535" (see FIG. 7(A)).
[0409] If the result of the jackpot determination (S1103) is a "jackpot" (YES in S1103), the jackpot flag (information related to the determination result of whether or not a jackpot has been won) is turned ON (S1104), and the special symbol type random number counter value (extracted value related to counter B in Figure 6) extracted when a special symbol is won is read out, and the jackpot symbol type (type of jackpot) is determined based on the jackpot symbol type determination table shown in Figure 7(B) (S1105).
[0410] After determining the type of jackpot symbol (S1105), the special symbol stop symbol data (not shown), which is one of the identification information corresponding to the type of jackpot symbol, is set in the special symbol type buffer provided in RAM 84 (S1106), and the processing is completed.
[0411] On the other hand, if the result of the jackpot determination (S1103) is not a "jackpot" (NO in S1103), it is determined whether it is a small jackpot or not (S1107). In detail, in the special jackpot 2 jackpot determination process (S1002), it is determined whether the special jackpot random number counter value matches any of the small jackpot determination values "0" to "2000" (see the special jackpot 2 column in Figure 7 (A)).
[0412] In this embodiment, the probability of winning the small prize is set higher in the drawing for special drawing 2 than in the drawing for special drawing 1, but as a modified example, the probability of winning the small prize may be set higher in the drawing for special drawing 1 than in the drawing for special drawing 2. Also, the drawing for the small prize may be held only in either the drawing for special drawing 1 or the drawing for special drawing 2.
[0413] If the result of the small win determination (S1107) is a "small win" (YES in S1107), the small win flag (information related to the result of the determination of whether a small win has been won) is turned ON (S1108), and the special symbol type random number counter value is read out and the small win symbol type (type of small win) is determined based on the small win symbol type determination table shown in Figure 7 (C) (S1109).
[0414] After determining the small win symbol type (S1109), the special symbol stop symbol data (not shown) that is one of the identification information according to the small win symbol type is set in the special symbol type buffer provided in RAM 84 (S1110), and the process ends. Note that a random number that determines whether or not there is a small win may be provided separately from the special symbol win random number.
[0415] In the special chart 2 jackpot determination process (S1002), when the specified non-time-saving state (specified normal state, initial play) is in effect, it is possible to determine whether the special chart hit random number counter value matches any of the values from "2001" to "65249", which are the C time-saving hit (special miss) determination values (see the special chart 2 column in Figure 7(A)).
[0416] Therefore, in the special chart 2 big win determination process (S1002), if it is not a big win (NO in S1103) or a small win (NO in S1107), it is determined in step S1111 whether it is a C time-saving win (special miss), and if it is a "C time-saving win" (YES in S1111), the C time-saving win flag (information related to the determination result of the C time-saving win) is turned ON (S1112).
[0417] Next, the special symbol type random number counter value is read out, and the symbol type (time-saving symbol β / type of time-saving symbol) related to the C time-saving hit is determined based on the time-saving symbol type determination table shown in Figure 7 (E) (S1113), and the special symbol stop symbol data (not shown) of the identification information corresponding to the symbol type (time-saving symbol β) related to the C time-saving hit is set in the special symbol type buffer provided in RAM84 (S1114), and the processing is completed.
[0418] On the other hand, if it is not a "C time reduction win" in step S1111 (NO in S1111), it is a "special chart miss", so the special chart stop pattern data (not shown) of the identification information corresponding to the special miss pattern is set in the special chart type buffer provided in RAM84 (S1115), and the processing is terminated.
[0419] As a modified example, the special symbol type random number counter value may be read out, and the type of time-saving symbol or special losing symbol may be determined based on a time-saving symbol type determination table or a special losing symbol type determination table (not shown), and special symbol stop symbol data (not shown) which is either one of multiple types of time-saving symbol (time-saving symbol β or time-saving symbol α) or identification information corresponding to multiple types of special losing symbol may be set in a special symbol type buffer provided in RAM 84 (S1114), and the processing may be terminated. Also, a random number which determines whether or not there is a C time-saving win may be provided separately from the special symbol win random number.
[0420] [Special Chart 2 Variation Pattern Selection Process (Special Chart 1 Variation Pattern Selection Process)] The special pattern 2 variation pattern selection process (S1003) and the special pattern 1 variation pattern selection process (S1009) related to the special pattern waiting process (S902) in Figure 18 have roughly the same processing flow, so they will be explained together based on Figure 20.
[0421] As shown in Figure 20, the game control microcomputer 81 determines whether the game state is a non-time-shortened state (whether the time-shortened flag is OFF or not) in the special chart 2 variation pattern selection process (S1003) or the special chart 1 variation pattern selection process (S1009) (S1301).
[0422] If the game is in a non-time-saving state (YES in S1301), it is then determined whether the jackpot flag is ON (S1302). If it is ON (YES in S1302), the table for jackpots during non-time-saving states (the portion of the table shown in FIG. 10(A) that corresponds to the jackpot) is referenced, and a fluctuation pattern is selected based on the special chart fluctuation pattern random number counter value (the extracted value related to counter D in FIG. 6) extracted upon winning a special chart (S1303). As shown in FIG. 10, once the fluctuation pattern is determined, the fluctuation time is also determined.
[0423] In addition, a variation effect is associated with each variation pattern, and once a variation pattern is determined, a variation effect corresponding to that variation pattern is executed.
[0424] Specifically, for example, in a variation presentation based on variation pattern P1, a super reach (hereinafter also referred to as an SP reach) is executed, in a variation presentation based on variation pattern P2, a normal reach (hereinafter also referred to as an N reach) is executed, and in a variation presentation based on variation pattern P3, a battle reach is executed (see the reach type column shown in Figure 10).
[0425] Here, SP reach or battle reach is a reach with a longer fluctuation time after reach than N reach, and the allocation rate of the table is set so that the expectation rate (expectation rate of winning) of executing a big win game or a small win game is higher than N reach. In this embodiment, a progressive execution is performed that leads to SP reach or battle reach via N reach.
[0426] On the other hand, in step S1302, if the big win flag is not ON (NO in S1302), it is determined whether the small win flag is ON (S1304). If it is ON (YES in S1304), a table for non-time-saving state medium and small wins (the part of the table shown in FIG. 10(A) that corresponds to the small win) is referenced, and a variation pattern is selected based on the special chart variation pattern random number counter value (S1305).
[0427] Also, in step S1304, if the small win flag is not ON (NO in S1304), in step S1306, it is determined whether or not a C time-saving win has been made based on a special miss in special chart 2 when the game is in a predetermined non-time-saving state (predetermined normal state, initial play) (S1306).
[0428] Then, if it is determined that a C time-saving hit has occurred (YES in S1306), the table for a C time-saving hit during a non-time-saving state (the part corresponding to a C time-saving hit shown in Figure 10 (A)) is referenced to select a fluctuation pattern (battle reach of fluctuation pattern P14) (S1307).
[0429] In addition, since a special miss in the special chart 2 when the time-saving state is active is not judged as a C time-saving hit, a variation pattern is selected depending on whether the reach random number counter value is a reach establishment random number value. In addition, the type of time-saving pattern when a C time-saving hit is active may be displayed based on the display result based on the battle reach.
[0430] On the other hand, if it is not determined that the C time reduction has been won (NO in S1306), the special chart will be lost, so it is then determined whether the reach random number counter value (the extracted value related to counter C in FIG. 6) extracted upon winning the special chart is a reach establishment random number value (S1308). As shown in FIG. 7(D), the reach establishment random number value in the non-time reduction state is any value between "0" and "80".
[0431] Then, if the reach random number counter value is a reach establishment random number value (YES in S1308), that is, if there is a reach but the special chart is missed, a table for reach but special chart is missed during non-time-saving state (the part of the table shown in Figure 10 (A) that corresponds to reach when the special chart is missed) is referenced, and a variation pattern is selected based on the special chart variation pattern random number counter value (S1309).
[0432] On the other hand, if the reach random number counter value is not a reach establishment random number value (NO in S1308), that is, if there is no reach and the special chart is missed, a table for no reach and special chart misses during non-time-saving mode (the part of the table shown in Figure 10(A) that corresponds to no reach when the special chart is missed) is referenced, and a variation pattern is selected based on the special chart variation pattern random number counter value (S1310).
[0433] In addition, when the special symbol misses without a reach in the special symbol 2 variation pattern selection process (S1003) or the special symbol 1 variation pattern selection process (S1009), the function of shortening the variation according to the number of reserved balls is activated. In other words, when the number of reserved balls of the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of reserved balls of the special symbol is "0" to "2".
[0434] Also, in step S1301, if it is determined that the game state is not in the non-time-saving state (NO in S1301), that is, if it is determined that it is in the time-saving state, it is determined whether the jackpot flag is ON (S1311). If it is ON (YES in S1311), the table for the jackpot during the time-saving state (the portion of the table shown in FIG. 10(B) that corresponds to the jackpot) is referenced, and a variation pattern is selected based on the special chart variation pattern random number counter value (the extracted value related to counter D in FIG. 6) that is extracted when the special chart wins (S1312).
[0435] On the other hand, in step S1311, if the big win flag is not ON (NO in S1311), it is determined whether the small win flag is ON (S1313). If it is ON (YES in S1313), a table for small and medium wins in the time-saving state (the part corresponding to the small win in the table shown in FIG. 10(B)) is referenced, and a variation pattern is selected based on the special chart variation pattern random number counter value (S1314).
[0436] Also, in step S1313, if the small win flag is not ON (NO in S1313), the special winning symbol will be lost, so it is then determined whether the reach random number counter value (extracted value related to counter C in Figure 6) extracted upon winning the special symbol is a reach establishment random number value (S1315).
[0437] As shown in Fig. 7(D), the reach establishment random number value during the time-saving state is any value between "0" and "40." When the reach random number counter value is a reach establishment random number value (YES in S1315), that is, when there is a reach and a special chart miss, a variation pattern is selected based on the special chart variation pattern random number counter value by referring to the table for reach and special chart miss during the time-saving state (the portion of the table shown in Fig. 10(B) that corresponds to reach of the special chart miss).
[0438] On the other hand, if the reach random number counter value is not a reach establishment random number value (NO in S1315), that is, if there is no reach and the special chart is missed, a table for no reach and special chart misses during the time-saving state (the part of the table shown in Figure 10 (B) that corresponds to no reach when the special chart is missed) is referenced, and a variation pattern is selected based on the special chart variation pattern random number counter value (S1317).
[0439] In addition, in the special chart fluctuation pattern determination table during the non-time-shortening state, fluctuation patterns with longer fluctuation times are more likely to be selected overall than during the time-shortening state, and in the special chart fluctuation pattern determination table during the time-shortening state, fluctuation patterns with shorter fluctuation times are more likely to be selected overall than during the non-time-shortening state.
[0440] After selecting the fluctuation pattern as described above, the selected fluctuation pattern is set (S1319) as shown in Figure 20, and this process ends. The information on the fluctuation pattern set in step S1319 is included in the fluctuation start command set in step S1006 or S1012 in the special symbol standby process (S902).
[0441] As a modified example, the battle reach of the variation pattern P14 may be selected in the process related to the selection of the variation pattern at the time of the final variation of the time-saving state. In other words, the result of the special drawing lottery may be shown by the display result based on the battle reach. In other words, at the time of the final variation of the time-saving state, a predetermined reach effect (battle reach) may be executed.
[0442] [Special pattern change processing (Special operation status 2 in Figure 17)] As shown in Figure 21, the game control microcomputer 81 determines whether the special symbol variation time (variation time determined according to the variation pattern selected in step S1003 or S1009, see Figure 10) has elapsed in the special symbol variation process (S904) (S1501). If the special symbol variation time has not elapsed (NO in S1501), this process immediately ends. This allows the variable display of the special symbol to continue.
[0443] On the other hand, if the fluctuation time has elapsed (YES in S1501), a fluctuation stop command is set (S1502), and the special operation status is set to "3" (S1503). Then, other processing is performed, such as stopping the special symbol fluctuation display at a symbol (one of a big win symbol, a small win symbol, a time-saving symbol, or a special losing symbol) according to the set special symbol stop symbol data (not shown) (S1504), and this processing ends.
[0444] [Special pattern confirmation process (Special operation status 3 in Figure 17)] As shown in FIG. 22, the game control microcomputer 81 determines whether or not the stop time of the special symbol (FIG. 10) has elapsed (S1601) in the special symbol determination process (S906).
[0445] In step S906, if the stop time of the special symbol has not elapsed (NO in S1601), this process is immediately terminated. On the other hand, if the stop time has elapsed (YES in S1601), a game status management process is performed (S1602). The game status management process will be described in detail later.
[0446] Next, it is determined whether the jackpot flag is ON (information related to the jackpot winning determination result is stored) (S1603). If the jackpot flag is ON (YES in S1603), the special action status is set to "4" (S1604).
[0447] Then, the game control microcomputer 81 determines whether the time-saving flag is ON or not (S1605), and if the time-saving flag is not ON (NO in S1605), proceeds to step S1607, but if the time-saving flag is ON (YES in S1605), it refers to the special symbol type buffer provided in RAM 84, and turns OFF the time-saving flag (S1606) at the timing related to determining the combination of the type of time-saving state (the number of times time-saving is performed when the time-saving state is started) that was set when the time-saving flag was turned ON and the type of jackpot symbol that determines whether a win has been won (for example, at the start or end of the special symbol variation when the operating conditions for Type 1 jackpot game are met), and proceeds to step S1607.
[0448] In this embodiment, the low base state refers to a low base state in the sense that there is no electric support (winning support) due to the electric chute 22 being able to be opened frequently, and does not take into account a base increase based on the operation of the large winning device.
[0449] Thereafter, in order to start the jackpot game, a jackpot opening command (not shown) is set (S1607), and the opening of the jackpot game is started (S1608). Following step S1608, the game control microcomputer 81 sets the opening pattern of the jackpot opening (see FIG. 8 for details) according to the type of the jackpot symbol that has been won (S1609).
[0450] At this time, the value of the large prize opening counter, which counts the number of times the large prize opening has been opened during the special game, is set to a value corresponding to the type of large prize symbol that has been won. The setting of the opening pattern of the large prize opening (setting of data corresponding to the opening pattern of the large prize opening) may be performed for each round.
[0451] On the other hand, if the big win flag is not ON in step S1603 (NO in S1603), it is then determined whether the small win flag is ON (information related to the determination result of the small win is stored) (S1610). If the small win flag is ON (YES in S1610), the special action status is set to "5" (S1611).
[0452] Next, it is determined whether the time-saving flag is ON (S1612), and if the time-saving flag is not ON (NO in S1612), the program proceeds to step S1614, but if the time-saving flag is ON (YES in S1612), the program refers to the special symbol type buffer provided in RAM84, and sets the time-saving flag to OFF at the timing related to the determination of the combination of the type of time-saving state (number of times time-saving is performed when execution is started) that was set when the time-saving flag was turned ON and the type of small win symbol that was determined to be a win during the time-saving state (for example, when a V is won when the operating conditions for a type 2 jackpot game are met, or when a type 2 jackpot game starts before a V is won) (S1613), and the program proceeds to step S1614.
[0453] Then, the game control microcomputer 81 sets a small win opening command (not shown) to start the small win game (S1614), and starts the opening of the small win game (S1615). Following step S1615, the game control microcomputer 81 sets a large prize opening opening pattern (see FIG. 8 for details) according to the type of small win symbol that has been won (S1616). At this time, the value of the large prize opening counter is set to a value according to the type of small win symbol that has been won.
[0454] Thereafter, the game control microcomputer 81 turns on the distributing member operation flag (S1617) and ends this process. The distributing member operation flag is a flag indicating that it is the period in which the distributing member 71 is to be operated. That is, in this embodiment, the operation of the distributing member 71 begins with the opening of the small win game. The operation pattern of the distributing member 71 will be described in detail later.
[0455] If the small win flag is not ON in step S1610 (NO in S1610), neither the big win game nor the small win game will start, so the special operation status is set to "1" (S1618) and this process ends.
[0456] [Game status management processing] As shown in Figure 23, the game control microcomputer 81 determines whether the time-saving flag is ON or not (S1701) in the game status management process (S1602) related to the special pattern determination process (S906) in Figure 22, and if the time-saving flag is not ON but is OFF (NO in S1701), proceeds to step S1705.
[0457] On the other hand, if the time-saving flag is ON (YES in S1701), the value of the time-saving counter that counts the number of times the special symbol miss variation (miss variation display of the special symbol) was executed during the time-saving state is decremented by 1 (S1702), and it is determined whether the value of the time-saving counter is "0" or not (S1703). If it is not "0" (NO in S1703), this process is terminated, and if it is "0" (YES in S1703), the time-saving flag is turned OFF (S1704), and the process proceeds to step S1705.
[0458] In step S1705, if the result is a C time-saving hit (exceptional miss) that can be determined based on judgment conditions (usual judgment conditions) that can only be used in a predetermined non-time-saving state (a predetermined normal state related to initial play) after a jackpot (when the miss counter described below reaches 800 times from the time the gaming machine is initially activated or transitions to the general normal state) (YES in S1705), a predetermined time-saving flag (B time-saving flag or C time-saving flag) is turned ON (S1706), and the process proceeds to step S1707.
[0459] In this embodiment, if the miss counter reaches 800 times without a jackpot, the B time-saving flag is turned ON, and if a C time-saving hit (special miss) occurs, which allows the player to transition to the time-saving state without playing a jackpot, the C time-saving flag is turned ON.
[0460] In step S1707, the value of the time-saving counter for activating the time-saving state is set. Specifically, when the miss counter reaches 800 times (after a jackpot, etc.), the value of the time-saving counter is set to "1000 times." Also, when the result of the determination is a C time-saving win (special miss), the value of the time-saving counter corresponding to the "Special Chart 2_Time-saving Pattern β" is set to "1000 times." Then, proceed to step S1710.
[0461] In this embodiment, as will be described later, when a Type 1 jackpot game or a Type 2 jackpot game ends (when transitioning to A time reduction), the value of the time reduction counter according to the type of jackpot pattern or small jackpot pattern can be set to either "1 time," "20 or 40 times (second ending condition)," or "99 times (first ending condition)," thereby enabling the A time reduction flag to be turned ON.
[0462] As a modification of the C time-saving winnings, a time-saving pattern α different from the time-saving pattern β may be provided, and the value of the time-saving counter corresponding to this time-saving pattern α may be set to "50 times." In other words, it may be possible to select one of a plurality of time-saving patterns, and to set different values of the time-saving counter according to the selected time-saving pattern.
[0463] On the other hand, if it is not after a jackpot or a C time reduction win (NO in S1705), proceed to step S1708. In step S1708, it is determined whether or not either the jackpot flag or the small win flag is ON, and if it is ON (YES in S1708), proceed to step S1710. Also, if neither the jackpot flag nor the small win flag is ON and the special chart is a miss (NO in S1708), proceed to step S1709.
[0464] In step S1709, if a special symbol miss variation (miss variation display of special symbol) is executed during the non-time-shortening state, the value of the miss counter that counts the number of times can be incremented by 1, and the process proceeds to step S1710.
[0465] In this embodiment, if the value of the miss counter reaches "800 times (predetermined number of times)" under a predetermined non-time-saving state (a low probability state in which the probability of winning the special drawing lottery is low), it is possible to transition to a second time-saving state (so-called B time-saving, Yu-time) without depending on the result of the special drawing lottery.
[0466] The value of the aforementioned miss counter is cleared when it reaches 800 times or when a jackpot is achieved. The aforementioned second time-saving state (B time-saving) may be set appropriately, such as to be the same time-saving state as either the first time-saving state (A time-saving) or the third time-saving state (slight time-saving).
[0467] In step S1710, a game status command including information about the current game status is set in the output buffer of RAM 84. By outputting this command, information about the current game status is notified to the sub-control board 90. The sub-control board 90 then controls the presentation mode according to the current game status.
[0468] [Special Electric Device Processing 1 (Jackpot Game)] The special electric accessory process 1 (special operation status 4 in FIG. 17) is a process for executing a jackpot game such as a type 1 jackpot game or a type 2 jackpot game.
[0469] 24, the game control microcomputer 81 determines whether the jackpot end flag is ON (S2001) in the special electric accessory process 1 (S908). The jackpot end flag is a flag indicating that the opening of the first big winning device 31 (unit opening game, round game) in the winning jackpot game has all ended.
[0470] If the jackpot end flag is not ON (NO in S2001), it is determined whether the first major prize opening 30 is currently open (i.e., whether the first major prize device 31 is currently open) (S2002). If it is not currently open (NO in S2002), it is determined whether the time has come to open the first major prize opening 30, that is, whether the opening time for the jackpot has passed and it is time to start opening the first major prize opening 30, or whether the interval time between openings has passed and it is time to start the next opening (S2003).
[0471] If the determination result in step S2003 is NO, the process ends. On the other hand, if the determination result in step S2003 is YES, the first major prize opening 30 is opened according to the set opening pattern of the major prize opening (S2004).
[0472] If the first large prize slot 30 is open in step S2002 (YES in S2002), it is determined whether the number of prizes won into the first large prize slot 30 in that unit open game (one round of game) has reached the specified maximum number of prizes (10 in this embodiment) (S2005).
[0473] If the specified number of winnings has not been reached (NO in S2005), it is determined whether or not it is time to close the first major winning opening 30 (i.e., whether or not a predetermined opening time (see FIG. 8) has elapsed since the first major winning opening 30 was opened) (S2006). If the opening time of the first major winning opening 30 has not elapsed (NO in S2006), this process ends.
[0474] On the other hand, if the specified number of winnings has been reached (YES in S2005) or the opening time of the first large winning opening 30 has elapsed (YES in S2006), that is, if either of the two opening termination conditions is met, the first large winning opening 30 is closed (blocked) (S2007).
[0475] Then, the value of the large prize opening counter is decremented by 1 (S2008), and it is determined whether the value of the large prize opening counter is "0" (S2009). If it is not "0" (NO in S2009), the process ends to start the next opening.
[0476] On the other hand, if it is "0" (YES in S2009), a jackpot ending command (not shown) is set to end the jackpot game (S2010), and the jackpot ending is started (S2011). Then, a jackpot end flag is set and the process ends (S2012).
[0477] Also, if the jackpot end flag is ON in step S2001 (YES in S2001), the opening of all first large prize slots 30 in the jackpot game has been completed, so it is determined whether the jackpot ending time has elapsed (S2013), and if the ending time has not elapsed (NO in S2013), the processing is terminated.
[0478] On the other hand, if the ending time has elapsed (YES in S2013), the jackpot end flag is turned OFF (S2014), and the jackpot flag is turned OFF (S2015). Then, after setting the special action status to "1" (S2016), the game status setting process (S2017) described below is performed, and this process ends.
[0479] [Game status setting process] 25, in the game state setting process (S2017) related to the special electric device process 1 (S908), the game control microcomputer 81 determines whether the jackpot that triggered the execution of this jackpot game is a type 1 jackpot (S2101). If the result of this determination is NO, it is determined to be a small jackpot and the process proceeds to step S2109. If the result of this determination is YES, it determines whether the current game state is in a time-saving state (time-saving flag ON) when the operation condition of the type 1 jackpot game is satisfied (S2102).
[0480] In step S2102, if the determination result is NO (non-time-saving state), proceed to step S2104, and if the type of jackpot pattern in the jackpot winning variation (at the time of winning determination) that notifies of a jackpot by a special pattern is "Special chart 1_jackpot pattern A" or "Special chart 1_jackpot pattern B", the value of the time-saving counter related to the time-saving grant (number of time-saving times) is set to "20 times", and if the type of jackpot pattern is "Special chart 2_jackpot pattern A" or "Special chart 2_jackpot pattern B", the value of the time-saving counter (number of time-saving times) is set to "1 time" (see Figure 8) as an irregular measure for right-hand play when left-hand play is recommended (non-time-saving), and proceed to step S2107.
[0481] On the other hand, if the judgment result of step S2102 is YES (time-shortened state), in step S2103, it is judged whether the current game state is in a slight time-shortened state (third time-shortened state in which the first judgment condition is available) when the activation conditions for the first type jackpot game are met.
[0482] If the result of this determination is YES (slight time-saving state), and the type of jackpot pattern in the jackpot winning variation (at the time of winning determination) that notifies of a jackpot by a special pattern is "Special pattern 1_jackpot pattern A" or "Special pattern 1_jackpot pattern B", the value of the time-saving counter related to the time-saving grant (number of time-saving times) is set to "99 times", and if the type of jackpot pattern is "Special pattern 2_jackpot pattern A" or "Special pattern 2_jackpot pattern B", the value of the time-saving counter (number of time-saving times) is set to "1 time" (see Figure 8) as an irregular measure for right-hand play when left-hand play is recommended (non-time-saving), and proceed to step S2107.
[0483] Also, in step S2103, if the judgment result is NO (A time-saving state), proceed to step S2105, and if the type of jackpot pattern in the jackpot winning variation that notifies of a jackpot by a special pattern (the type of pattern won during A time-saving state) is "Special pattern 2_jackpot pattern A", the value of the time-saving counter related to the time-saving grant (number of time-saving times) is set to "99 times", and if the type of jackpot pattern is "Special pattern 2_jackpot pattern B", "Special pattern 1_jackpot pattern A" or "Special pattern 1_jackpot pattern B", the value of the time-saving counter (number of time-saving times) is set to "40 times" (see Figure 8), and proceed to step S2107.
[0484] In addition, in step S2109, which is reached when the judgment result in step S2101 is NO (small win), it is determined whether the V flag described below is ON (V winning) during the small win game, and if the V flag is not ON (NO in S2109), this processing is terminated, and if the V flag is ON (YES in S2109), it is determined in step S2110 whether the time-shortening state (time-shortening flag ON) is in effect when the V flag is turned ON (when a type 2 jackpot is activated / when a V win is won).
[0485] In step S2110, if the judgment result is NO (non-time-saving state), proceed to step S2111, and if the type of small win pattern in the small win variation that notifies of a small win by a special pattern is "Special pattern 1_small win pattern a" or "Special pattern 1_small win pattern b", the value of the time-saving counter related to the time-saving grant (number of times of time-saving) is set to "1 time", and also if the type of small win pattern is "Special pattern 2_small win pattern a" or "Special pattern 2_small win pattern b", the value of the time-saving counter (number of times of time-saving) is set to "1 time" (see Figure 8), and proceed to step S2107.
[0486] On the other hand, if the judgment result of step S2110 is YES (time-shortened state), proceed to step S2112, where it is judged whether or not the current game state is in a slight time-shortened state (third time-shortened state in which the first judgment condition is available) when the operating conditions for the type 2 jackpot game are met (when the V flag is ON).
[0487] If the result of this determination is YES (slight time-saving state), proceed to step S2106, and if the type of jackpot pattern in the jackpot winning variation (at the time of winning determination) that notifies of a small win by a special pattern is "Special chart 1_small win pattern a" or "Special chart 1_small win pattern b", the value of the time-saving counter related to the time-saving grant (number of time-saving times) is set to "99 times", and if the type of small win pattern is "Special chart 2_small win pattern a" or "Special chart 2_small win pattern b", the value of the time-saving counter (number of time-saving times) is set to "1 time" (see Figure 8) as an irregular measure for right-hand play when left-hand play is recommended (non-time-saving), and proceed to step S2107.
[0488] Also, in step S2112, if the judgment result is NO (A time reduction state), proceed to step S2113, and if the type of small win pattern in the small win winning variation that notifies of a small win by a special pattern is "Special pattern 1_small win pattern b" or "Special pattern 2_small win pattern b", the value of the time reduction counter related to the time reduction granting (number of time reductions) is set to "40 times", and if the type of small win pattern is "Special pattern 1_small win pattern a" or "Special pattern 2_small win pattern a", the value of the time reduction counter related to the time reduction granting (number of time reductions) is set to "1 time" (see Figure 8), and proceed to step S2107.
[0489] In the case of "Special Chart 2_Small Win Pattern a", even though the operating pattern of the distribution member 71 of the electric chute 22 is a non-passing open pattern (2nd type big win cannot be executed, no time reduction is granted) which makes it impossible to win a V during the execution of a small win game, it occurs when an irregular V win is achieved.
[0490] Next, in step S2107, a predetermined time-saving flag (time-saving flag A) is set ON, and the process proceeds to step S2108. In step S2108, a game status command including information on the current game status is set in the output buffer of RAM 84. By outputting this command, information on the current game status is notified to the sub-control board 90. Then, the sub-control board 90 controls the presentation mode according to the current game status.
[0491] [Special Electric Device Processing 2 (Small Win Game)] The special electric accessory process 2 (special operation status 5 in FIG. 17) is a process for executing a small win game in which the second big winning device 36 having the specific area 39 is opened.
[0492] 26 and 27, the game control microcomputer 81 determines whether the small win end flag is ON (S2301) in the special electric accessory process 2 (S909). The small win end flag is a flag indicating that the opening of the second big winning device 36 has ended in the small win game.
[0493] If the small win end flag is not ON (NO in S2301), it is determined whether the second large prize opening 35 is currently open (i.e., whether the second large prize device 36 is currently open) (S2302). If it is not currently open (NO in S2302), it is determined whether the time has come to open the second large prize opening 35, that is, whether the predetermined pre-opening interval (small win opening) time has passed and it is time to start opening the second large prize opening 35 (S2303).
[0494] If the result of the determination in step S2303 is NO, the process ends. On the other hand, if the result of the determination in step S2303 is YES, the second large prize opening 35 is opened according to the opening pattern of the large prize opening (see FIG. 8) corresponding to the type of the small prize symbol that has been won (S2304).
[0495] If the second major prize opening 35 is open in step S2302 (YES in S2302), it is determined whether the number of prizes won through the second major prize opening 35 has reached the specified maximum number of prizes (10 in this embodiment) (S2305).
[0496] If the specified number of winnings has not been reached (NO in S2305), it is determined whether or not it is time to close the second major winning opening 35 (i.e., whether or not a predetermined opening time (1.6 seconds in this embodiment as shown in FIG. 8) has elapsed since the second major winning opening 35 was opened) (S2306). If the opening time for the second major winning opening 35 has not elapsed (NO in S2306), this process ends.
[0497] On the other hand, if the specified number of winnings has been reached (YES in S2305) or if the opening time of the second large prize opening 35 has elapsed (YES in S2306), that is, if either of the two opening end conditions is met, the second large prize opening 35 is closed (blocked) (S2307). Then, the value of the large prize opening counter is decremented by 1 (S2308), and the small prize end flag is set (S2309), and this process ends.
[0498] Also, if the small win end flag is ON in step S2301 (YES in S2301), as shown in Figure 27, it is determined whether a predetermined time (post-closing interval time) has elapsed since the second large prize opening 35 was closed during the small win game (S2310), and if the post-closing interval time has not elapsed (NO in S2310), the processing is terminated.
[0499] The time interval after closing the small win game will be described later. On the other hand, if the time interval after closing has elapsed (YES in S2310), the small win end flag is turned OFF (S2311), the small win flag is turned OFF (S2312), and the process proceeds to step S2313.
[0500] In step S2313, it is determined whether or not the V flag is ON. The V flag is a flag indicating that the gaming ball has passed through the specific area 39 during the execution of the small win game, and is a flag that is turned ON in step S2603 (see FIG. 30) described later.
[0501] If the V flag is ON (YES in S2313), the game control microcomputer 81 turns OFF the V flag (S2314), turns ON the jackpot flag (S2315), sets the special operation status to "4" (S2316), and proceeds to step S2317 to execute a type 2 jackpot game. Then, a jackpot opening command (not shown) is set (S2317), and the jackpot opening starts (S2318). This transition occurs from a small jackpot game in which the second large prize opening 35 is opened for a short period of time to a type 2 jackpot game.
[0502] On the other hand, if the V flag is not ON in step S2313 (NO in S2313), the value of the big prize opening counter is cleared to "0" (S2320), the special operation status is set to "1" (S2321), and this processing ends, since the type 2 big prize game will not be executed.
[0503] [Parts allocation control processing] The game control microcomputer 81 performs a special action process (S106) related to the main timer interrupt process (S005) in FIG. 13, followed by a distribution member control process (S107).
[0504] 28, in the sorting member control process (S107), first, it is determined whether the sorting member operation flag is ON (S2501). If the sorting member operation flag is not ON (NO in S2501), this process ends.
[0505] On the other hand, if the distribution member activation flag is ON (YES in S2501), the opening of the small win game has begun (see Figure 22), so a distribution member activation process (S2502) is performed to activate the distribution member 71 in a predetermined activation pattern, and a V valid period setting process (S2503) is performed.
[0506] In the distributing member operation process (S2502), a timer is set to measure the operation time of the distributing member 71, and based on the timing using the timer, the distributing member solenoid 73 is turned ON when it is time to open the distributing member 71, and the distributing member solenoid 73 is turned OFF when it is time to close the distributing member 71.
[0507] As a result, the distributing member 71 moves in a constant manner from the start of the opening of the small win game.
[0508] Specifically, the distribution member 71 is first controlled to a pass-blocking state (shown by the dashed line in FIG. 2) for 8 ms from the start of the opening of the small win game. This is called the pre-opening interval. Then, it is controlled to a pass-allowing state (see FIG. 29(C)) for 4600 ms. This is called V-opening.
[0509] Next, the passage is blocked for 3000 ms. This is called the post-closing interval. This series of operations consisting of "pre-opening interval ⇒ V-opening ⇒ post-closing interval" is the constant operation of the sorting member 71.
[0510] Furthermore, in the V effective period setting process (S2503), a V effective period is set for the above-described constant operation of the distribution member 71. The V effective period is a period during which, when a detection is made by the specific area sensor 39a, the detection is considered valid and the V flag is turned ON.
[0511] As shown in Figure 29 (d), the V effective period is from the start of opening of the specific area 39 (the point at which the sorting member 71 is controlled to the passing-permitting state) until a predetermined time has elapsed. The predetermined time is set to be longer than the opening time of the specific area 39 (the time during which the sorting member 71 is controlled to the passing-permitting state). This is done in consideration of the time lag until the game ball that has passed the arrangement position of the sorting member 71 reaches the specific area 39.
[0512] Specifically, in the V valid period setting process (S2503), a timer is set to measure the V valid period, and based on the timing using the timer, the V valid flag is turned ON when it is time to enable the specific area 39, and the V valid flag is turned OFF when it is time to disable the specific area 39.
[0513] In step S2602 of the specific area sensor detection process (S108) described later, it is determined whether or not the V valid flag is ON, thereby determining whether or not the V valid period is in progress.
[0514] Following the V valid period setting process (S2503), the game control microcomputer 81 determines whether or not the operation of the distribution member 71 has been completed (S2504).
[0515] Specifically, based on the timer set in step S2502 for measuring the operating time of the distributing member 71, it is determined whether the total operating time (7600 ms (see FIG. 29(c)) from the start to the end of the fixed operation of the distributing member 71 has elapsed.
[0516] If the operation of the distribution member 71 has not yet been completed (NO in S2504), the process ends. On the other hand, if the operation of the distribution member 71 has been completed (YES in S2504), the distribution member operation flag is turned OFF (S2505) and the process ends.
[0517] Here, the relationship between the constant operation of the distribution member 71 as described above and the opening pattern of the second large prize opening 35 (opening / closing member 37) in a small prize game will be explained based on Figure 29. In this embodiment, there are two opening patterns for the second large prize opening 35 in a small prize game, as shown in Figure 29(b) and (e).
[0518] FIG. 29(a) shows the timing of the variable display and the stop display of the special symbols to make it easier to understand the timing of the start of the small win game.
[0519] The opening pattern shown in Figure 29(b) is an opening pattern that is selected when a small prize is won in the lottery for special drawing 2. In other words, it is an opening pattern that is selected when a "special drawing 2_small prize pattern b" (see Figure 8) is won. This opening pattern is a passage opening pattern that allows passage to the specific area 39.
[0520] More specifically, this opening pattern for passing blocks the second large winning hole 35 for 8 ms. This is an opening pattern in which the second large prize opening 35 is opened for 1600 ms after that, and then the second large prize opening 35 is closed for 6000 ms.
[0521] In other words, the small prize game executed with this opening pattern includes an opening in which the second large prize opening 35 is blocked for 8 ms, a small prize opening game in which the second large prize opening 35 is open for 1600 ms, and a post-closing interval in which the second large prize opening 35 is blocked for 6000 ms.
[0522] When second large prize opening 35 is opened in this opening pattern, during the 1600 ms period in which second large prize opening 35 is open and during the 6000 ms period after second large prize opening 35 is closed, distribution member 71 is in a V-shaped opening and is in a state in which balls are allowed to pass (see Figures 29(b) and (c)). Therefore, regardless of the timing at which a gaming ball enters second large prize opening 35, the gaming ball can pass through specific area 39.
[0523] In this embodiment, the second large prize device 36 and other devices are arranged so that if game balls are continuously shot by hitting from the right, the game balls will always enter the second large prize opening 35 during the 1.6-second opening period. In addition, the time required for a game ball that has passed through the second large prize opening 35 to reach the position of the distribution member 71 is shorter than 3000 ms.
[0524] The opening pattern shown in Figure 29(e) is an opening pattern that is selected when "Special Chart 2_Small Winning Pattern a" (see Figure 8) is won in the lottery for Special Chart 2. This opening pattern is a non-passing opening pattern that makes it virtually impossible to pass through to the specific area 39.
[0525] More specifically, this non-passing opening pattern is an opening pattern in which the second large prize opening 35 is blocked for 4568 ms, then opened for 1600 ms, and then blocked for 1440 ms.
[0526] In other words, the small prize game executed with this opening pattern includes an opening in which the second large prize opening 35 is blocked for 4568 ms, a small prize opening game in which the second large prize opening 35 is open for 1600 ms, and a post-closing interval in which the second large prize opening 35 is blocked for 1440 ms.
[0527] When second large prize opening 35 is opened in this opening pattern, V-shaped opening of distribution member 71 is almost completed during the opening (see Figures 29(e) and (c)). The period during which V-shaped opening of distribution member 71 and the opening of second large prize opening 35 coincide is only 40 ms immediately after second large prize opening 35 begins to open.
[0528] Therefore, even if a gaming ball enters the second large winning opening 35 as it begins to open, by the time the gaming ball reaches the position of the distribution member 71, the distribution member 71 has been controlled to a passage-blocking state. Therefore, when this opening pattern is selected, the gaming ball will not pass through the specific area 39. In other words, it is substantially impossible for the gaming ball to pass through the specific area 39.
[0529] As explained above with reference to FIG. 29, in this embodiment, the operation of the distribution member 71 is started with the start of the opening of the small win game. Then, the small win game is executed in one of two opening patterns according to the type of small win symbol. Each opening pattern has a different opening time.
[0530] Therefore, in each opening pattern, the opening timing of the second large winning opening 35 differs relative to the displacement timing of the distribution member 71. In this way, it is possible to execute a small win game in which the ball can pass through the specific area 39 regardless of the timing of winning the second large winning opening 35 (special 2V passing small win in FIG. 29(b)), and a small win game in which the ball cannot pass through the specific area 39 no matter what timing the ball wins the second large winning opening 35 (special 1V non-passing small win in FIG. 29(e)).
[0531] In this embodiment, during a small win game, the number of game balls that enter the second large prize device 36 is counted based on detection by the second large prize opening sensor 35a, and the number of game balls that are ejected from the second large prize device 36 is counted based on detection by the specific area sensor 39a or the non-specific area sensor 70a.
[0532] That is, in this embodiment, the specific area sensor 39a and the non-specific area sensor 70a also function as outlet sensors that count the number of game balls discharged outside the second big prize winning device 36. When the two count values do not match at the end of a certain operation of the distribution member 71, an error is reported.
[0533] It is also possible to stop the operation of the distribution member 71 when both count values match after the second large winning opening 35 is closed. In this way, it is possible to smoothly start the variable display of the special symbol after the second large winning opening 35 is closed.
[0534] [Specific area sensor detection process] Returning to the explanation of the operation of the game control microcomputer 81, the game control microcomputer 81 performs a specific area sensor detection process (S108) following a distribution member control process (S107) related to the main timer interrupt process (S005) in FIG.
[0535] As shown in Fig. 30, in the specific area sensor detection process (S108), first, it is determined whether or not a gaming ball has been detected to turn on the specific area sensor 39a (S2601). If there is no detection (NO in S2601), the process is terminated, but if there is detection (YES in S2601), it is determined whether or not the V effective period is in progress (S2602). The V effective period is the period set in the V effective period setting process (S2503) in the distribution member control process (Fig. 28) described above. Specifically, the V effective period is the period shown in Fig. 29(d).
[0536] If it is determined in step S2602 that the V is in the valid V period (YES in S2602), the V flag is turned ON (S2603), a V passing command is set (S2604), and the process proceeds to step S2605. On the other hand, if it is determined in step S2602 that the V is not in the valid V period (NO in S2602), the specific area sensor detection process is terminated without performing the processes of steps S2603 to S2606. The V passing command is a command for causing the sub-control board 90 to notify of V passing (passing through the specific area 39).
[0537] In step S2605, it is determined whether or not there is stored information relating to a win (hereinafter also referred to as a win within the reservation) in the reservation storage unit 85, and if there is no win within the reservation (NO in S2605), this process ends. On the other hand, if there is a win within the reservation (YES in S2605), the process proceeds to step S2606, where a win within the reservation flag is set so that an indication that there is a win within the reservation can be added to the effects during the small win game, and this process ends.
[0538] [Operation of the performance control microcomputer 91] Next, the operation of the performance control microcomputer 91 will be described with reference to Figures 31 to 33. The performance control microcomputer 91 is formed by a one-chip microcomputer, and includes a ROM (performance control ROM) 93, a RAM (performance control RAM) 94, a CPU (performance control CPU) 92, a random number circuit, an I / O port unit 97, etc. The ROM 93 stores a performance control program that the CPU 92 uses to perform performance control processing, as well as various data and tables required for the performance control processing.
[0539] The RAM 94 is used as a working memory when the CPU 92 performs performance control processing. The RAM 94 also has a performance control command storage area for storing received performance control commands, and a performance information storage area for storing performance control information determined by the CPU 92 in response to the performance control commands.
[0540] The CPU 92 analyzes the effect control commands stored in the RAM 94 and executes effect control processing according to the analysis results. Note that some (or all) of the effect control commands or effect control information stored in the RAM 94 are used as a backup RAM that can be retained for a predetermined period of time even if the power supply to the pachinko gaming machine 1 is stopped.
[0541] The presentation control microcomputer 91 is capable of expanding the game program stored in ROM 93 into RAM 94 based on the startup processing performed when the power to this pachinko game machine 1 is turned on, and is able to perform operation processing of counters, timers, flags, buffers, etc. that appear in the operation description of the presentation control microcomputer 91, as well as presentation-related control processing by the presentation control means 91A (CPU 92) described below, thereby controlling the presentation.
[0542] [Sub-control main processing] As shown in Fig. 31, when the power of the pachinko gaming machine 1 is turned on, the performance control microcomputer 91 reads out and executes a program for sub-control main processing from the ROM 93. As shown in the figure, the sub-control main processing first performs power-on processing in response to power-on (S4001). The power-on processing performs, for example, setting of the CPU 92, SIO (Serial Input / Output), PIO (Parallel Input / Output), CTC (Counter Timer Circuit), etc.
[0543] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for effect determination, which are used to make determinations regarding various effects, are updated. As an example, the method for updating the random number counters for effect determination regarding various effects can be the same as the random number update process performed by the main control board 80 described above. When updating, the random number values may be incremented by 2 instead of by 1. This is also true for the random number update process performed by the main control board 80 described above.
[0544] When the random number update process is completed, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in RAM 94 of sub-control board 90 are transmitted to image control board 100. Upon receiving the commands, image control board 100 displays images on display screen 7a (display unit) in accordance with the received commands (executing various effects using images).
[0545] In addition to the various effects performed by the image control board 100, the sub-control board 90 also outputs sound from the speaker 67 via the audio control board 106 (to perform various sound effects using audio), lights up the board lamp 5 and frame lamp 66 via the lamp control board 107 (to perform various light-emitting effects using light), and operates the board movable body 15 (to perform various movable body effects using movement).
[0546] In this way, various effects (variation effects, hold effects, movable body effects, operation effects, pre-reading effects, other preview effects, opening effects associated with special games, open game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.
[0547] The performance control microcomputer 91 then enables interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are enabled, it becomes possible to execute reception interrupt processing (S4010), 1 ms timer interrupt processing (S4011), and 10 ms timer interrupt processing (S4012).
[0548] The reception interrupt process (S4010) is executed each time various commands sent from the main control board 80 are input to the performance control microcomputer 91. In the reception interrupt process (S4010), the performance control microcomputer 91 stores the various commands sent and received by the output process (S101) of the main control board 80 in a reception buffer of RAM 94. This reception interrupt process is executed with priority over other interrupt processes (S4011, S4012).
[0549] [1ms timer interrupt processing] The 1 ms timer interrupt process (S4011) related to the sub-control main process of FIG. 31 can be executed every time an interrupt pulse with a 1 ms period is input to the sub-control board 90.
[0550] As shown in FIG. 32, the 1 ms timer interrupt processing (S4011) sequentially performs input processing (S4101), light emission data output processing (S4102), sound data output processing (S4103), vibration data output processing (S4104), air blowing data output processing (S4105), movable body control processing (S4106), and watchdog timer processing (S4107).
[0551] The input processing (S4101) detects input operations performed on player-operable operation sections such as the effect button detection switch 63a, the select button detection switch 64a, and the touch switch 114, and sets commands or makes it possible to create effect data according to the detection results.
[0552] Next, in the light emission data output process (S4102), command information related to the light emission data (lamp data) is output to the lamp control board 107 to light up lamps such as the frame lamp 66 and / or the board lamp 5 at timings that match the variable display performance (performance using images, etc.) based on the performance data created by the input process and the performance data creation process described below. In other words, the performance control microcomputer 91 performs a predetermined light emission performance in which the frame lamp 66 and / or the board lamp 5 are made to emit light in a predetermined manner in accordance with the light emission data.
[0553] Next, in the audio data output process (S4103), command information related to audio data (data that controls the output of audio, background music, predetermined sound effects, etc. from the speaker 67) is output to the audio control board 106 to output audio from the speaker 67 at timing that matches the variable display performance, based on the input process and performance data created by the performance data creation process described below. In other words, the performance control microcomputer 91 performs a predetermined audio performance in which a notification in a predetermined audio format is output from the speaker 67 in accordance with the audio data.
[0554] Next, in the vibration data output process (S4104), command information relating to the vibration data is output to the drive control board 60d to operate the vibration device 63b to generate vibrations at a timing that matches the variable display performance, based on the performance data created by the input process and the performance data creation process described below. In other words, the performance control microcomputer 91 performs a predetermined vibration performance in which the vibration device 63b outputs vibrations in a predetermined manner in accordance with the vibration data.
[0555] Next, in the air-blowing data output process (S4105), command information relating to the air-blowing data is output to the drive control board 60d to operate the air blower 60b at a timing that matches the variable display performance, based on the performance data created by the input process and the performance data creation process described below. In other words, the performance control microcomputer 91 performs a predetermined air-blowing performance in which the air blower 60b outputs air in a predetermined manner in accordance with the air-blowing data.
[0556] Next, in the movable body control process (S4106), in order to perform a movable body performance in which movable bodies such as the board movable body 15 are operated at a predetermined timing based on the input process and the performance data created by the performance data creation process described later, command information related to the drive data is output to the relay board 108 via the lamp control board 107. In other words, the performance control microcomputer 91 performs a movable body performance in which the board movable body 15 and the like are operated in a predetermined operating mode in accordance with the drive data.
[0557] Finally, in the watchdog timer process (S4107), the watchdog timer is reset and the process ends.
[0558] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4012) related to the sub-control main process of FIG. 31 can be executed every time an interrupt pulse having a 10 ms period is input to the sub-control board 90.
[0559] As shown in FIG. 33, the 10 ms timer interrupt process (S4012) sequentially performs received command analysis process (S4201), received command response setting process (S4202), performance timer update process (S4203), and performance data creation process (S4204).
[0560] In the received command analysis process (S4201), the command stored in the receiving buffer of RAM 94 of the sub-control board 90 is analyzed based on the receive interrupt process (S4010), and in the next step, the received command response setting process (S4202), enables the performance control microcomputer 91 to perform processing related to performance execution according to the type of command received.
[0561] The processing (not shown) related to the execution of effects according to the types of the above commands stored in RAM94 includes, for example, the following 1 to 8: 1. Pre-reading effect determination processing according to a special winning command, 2. Presentation mode update processing according to a game status designation command, 3. Variable effect start processing according to a variable start command, 4. Variable effect end processing according to a variable stop command, 5. Opening effect selection processing according to an opening command, 6. V passing effect selection processing according to a V passing command, 7. Round effect selection processing according to a round designation command, 8. Ending effect selection processing according to an ending command, 9. Other processing according to other commands other than the above-mentioned commands, and the processing (not shown) related to the execution of effects can be performed based on the analysis results of the received command analysis processing (S4201).
[0562] That is, the received command corresponding setting process (S4202) enables setting process of the performance control command corresponding to the analyzed command (for example, selection of the performance, setting of the performance mode, setting of the command, etc.).
[0563] Next, in the effect timer update process (S4203), the timer for measuring the time related to each effect is updated. This effect timer update process enables measurement of the effective operation period of an operation unit such as the effect button 63 or the select button 64, and the start and end timings of the execution period of a predetermined effect based on at least one of light emission, sound, vibration, air blowing, and movable body operation.
[0564] Next, in the performance data creation process (S4204), performance data is created according to the processing results (setting of performance control commands) based on the input processing and received command analysis processing.
[0565] [Outline of the process related to the execution of effects according to the command type stored in RAM94] The "1. Pre-reading performance determination process (not shown)" performed based on the received command analysis process (S4201) of Figure 33 described above determines whether or not a special winning command (special winning command 1 or special winning command 2) has been received from the main control board 80, and if not, terminates this process.
[0566] On the other hand, if a special winning command has been received, the special winning command received from the main control board 80 is stored in the special winning command reserve effect memory section (special winning command 1 reserve effect memory section or special winning command 2 reserve effect memory section) of the RAM 94 of the sub-control board 90, and based on this, a decision is made as to whether or not to execute a predictive effect such as an interrelated preview effect (continuous preview) that can be executed over multiple special winning changes, or a preview effect (e.g., a reserve change preview) that changes the display of the reserve icon image in the normal display mode (white reserve icon 9A, see Figure 1) to a reserve icon image in a special display mode (e.g., red reserve icon 9C) that has a higher expectation of winning a jackpot than the normal display mode.
[0567] More specifically, if the received command is a special drawing 1 winning command, processing related to the lottery for executing the advance reading performance can be performed when the command is stored in the special drawing 1 pending performance memory unit (not shown) provided in RAM 94 of the sub-control board 90.
[0568] In addition, if the command is a special chart 2 winning command, when the command is stored in the special chart 2 pending performance memory unit (not shown) provided in RAM 94 of the sub-control board 90, processing related to the lottery for executing the advance reading performance can be performed.
[0569] The above-mentioned "processing relating to the lottery for executing the pre-reading effect" is carried out based on the "effect-related control processing by the effect control means 91A" described later.
[0570] From here, a "pre-reading setting lottery" is carried out in which it is possible to select one or more of a plurality of types of pre-reading effects to enable the execution of a pre-reading effect selectively from a plurality of types of notification modes (hold change notice, zone notice, continuous notice that activates a movable body for the effect, etc.), depending on the result of the pre-reading judgment based on the special chart winning command stored in the special chart hold effect memory section (not shown) of RAM94 of the sub-control board 90.
[0571] In other words, based on the performance control means 91A, which is a functional means based on the performance control microcomputer 91 (10 ms timer interrupt processing (S4012)), it is possible to decide whether or not to execute a predetermined pre-reading performance (such as continuous notice or hold change notice), and based on that decision, various settings can be made regarding the execution of the predetermined pre-reading performance.
[0572] If a decision is made not to execute the aforementioned specified pre-reading performance, this processing can be carried out, but if a decision is made to execute the aforementioned specified pre-reading performance, the process proceeds to the received command response setting processing (S4202), which enables various settings to be made to execute the notification mode of the specified pre-reading performance.
[0573] For example, when performing a pre-reading effect related to consecutive previews, it is possible to turn on a consecutive preview flag indicating that consecutive previews are in progress, or to set a value in a consecutive preview counter that counts the number of consecutive previews.
[0574] Therefore, the "pre-reading performance determination process" analyzes the special winning command, selects a predetermined pre-reading performance pattern (content) based on the analysis results, and sets a command to execute the pre-reading performance with the selected pre-reading performance pattern in the output buffer of RAM94 of the sub-control board 90.
[0575] Furthermore, "2. Presentation mode update processing (not shown)" which is performed based on the received command analysis processing (S4201) of Figure 33 described above determines whether or not a game status designation command has been received from the main control board 80, and if not received, this processing is terminated, but if received, this processing is performed to enable the presentation mode corresponding to the game status to be executed based on the presentation control means 91A.
[0576] Therefore, the "received command analysis process" analyzes the game state designation command, selects the pattern (content) of the presentation mode based on the analysis results, and sets the command for executing the presentation mode with the selected presentation mode pattern in the output buffer of RAM94 of the sub-control board 90.
[0577] This makes it possible to execute a pattern of a presentation mode in which the presentation symbol 8 and its background image have a form (color, shape, etc.) corresponding to each game state. Specifically, when analyzing a game state designation command indicating that a game state related to "99 times A time reduction" is set, a command for executing "background image for 99 times A time reduction" is set in the output buffer of the RAM 94 of the sub-control board 90 over the execution period of the game state related to "99 times A time reduction."
[0578] In addition, "3. Variable performance start processing (not shown)" which is performed based on the received command analysis processing (S4201) of Figure 33 described above determines whether or not a variable performance start command (special pattern 1 variable performance start command or special pattern 2 variable performance start command) has been received from the main control board 80, and if not received, this processing is terminated, but if received, this processing is performed to enable the start response for the variable performance of the special pattern to be executed based on the performance control means 91A.
[0579] Therefore, the "variation effect start processing" analyzes the variation start command, selects the pattern (content) of the special symbol variation start effect based on the analysis results, and sets a command to execute the special symbol variation start effect in the selected special symbol variation start effect pattern in the output buffer of RAM94 of the sub-control board 90.
[0580] Furthermore, "4. Variable performance termination processing (not shown)" which is performed based on the received command analysis processing (S4201) of Figure 33 described above determines whether or not a variable performance stop command has been received from the main control board 80, and if not received, this processing is terminated, but if received, this processing is performed so that the termination response for the variable performance of the special pattern can be executed based on the performance control means 91A.
[0581] Therefore, the "variation effect end processing" analyzes the variation stop command, selects the pattern (content) of the special symbol variation end effect based on the analysis results, and sets a command to execute the special symbol variation end effect in the selected special symbol variation end effect pattern in the output buffer of RAM94 of the sub-control board 90.
[0582] Furthermore, "5. Opening effect selection process (not shown)", which is performed based on the received command analysis process (S4201) of Figure 33 described above, determines whether an opening command has been received from the main control board 80, and if not, terminates this process, but if received, performs this process to enable the selection of an opening effect at the start of special play (jackpot play, small jackpot play) to be executed based on the effect control means 91A.
[0583] Therefore, the "opening effect selection process" analyzes the opening command and, based on the analysis results, selects the pattern (content) of the opening effect to be executed during the opening of the special game (jackpot game, small jackpot game), and sets the opening effect start command to start the opening effect with the selected opening effect pattern in the output buffer of RAM94 of the sub-control board 90.
[0584] In addition, the "6. V Passing Effect Selection Processing (not shown)" performed based on the received command analysis processing (S4201) of Figure 33 described above determines whether or not a V passing command has been received from the main control board 80, and if not received, this processing is terminated, but if received, this processing is performed to enable the selection of a V passing effect to be performed after the start of special play (small win play), etc.
[0585] Therefore, the "V passing effect selection process" analyzes the V passing command and, based on the analysis results, selects the pattern (content) of the V passing effect that can be executed during the valid period of the V passing port during special play (small win play), and sets a V passing effect start command in the output buffer of RAM94 of the sub-control board 90 to start the effect of displaying the letter "V" on the display screen of the image display device 7 using the selected V passing effect pattern.
[0586] Furthermore, "7. Round performance selection processing (not shown)" which is performed based on the received command analysis processing (S4201) of Figure 33 described above determines whether or not a round designation command has been received from the main control board 80, and if not received, this processing is terminated, but if received, this processing is performed to enable the selection of round performances related to the execution of special games (jackpot games, small jackpot games) to be executed based on the performance control means 91A.
[0587] Therefore, the "round performance selection process" analyzes the round designation command, and based on the analysis results, selects the pattern (content) of the round performance (open game performance) to be executed during round play, and sets the round performance start command to start the round performance with the selected round performance pattern in the output buffer of RAM 94 of the sub-control board 90 in the performance control microcomputer 91.
[0588] Furthermore, "8. Ending effect selection process (not shown)", which is performed based on the received command analysis process (S4201) of Figure 33 described above, determines whether or not an ending command has been received from the main control board 80, and if not, terminates this process, but if received, this process is performed to enable the selection of an ending effect related to the end of special play (jackpot play, small jackpot play, time-saving play) to be executed based on the effect control means 91A.
[0589] Therefore, the "ending effect selection process" analyzes the ending command, and based on the analysis results, selects the pattern (content) of the ending effect to be executed during the ending of the jackpot game, and sets the ending effect start command to start the ending effect with the selected ending effect pattern in the output buffer of RAM94 of the sub-control board 90.
[0590] [Outline of when to execute pre-reading effects] In the above-mentioned "processing related to the lottery for executing the pre-reading effect (pre-reading setting lottery)", it is possible to determine whether to draw a lottery for the pre-reading effect of the special chart winning command stored in the special chart 1 pending effect memory section or to draw a lottery for the pre-reading effect of the special chart winning command stored in the special chart 2 pending effect memory section, depending on whether the time-saving state is in effect or not.
[0591] In other words, in the non-time-saving state, the main special chart (main variation) is special chart 1, so the pre-reading effect is only performed for pending wins related to special chart 1 (such as winning a special chart while the pattern is changing), and the pre-reading effect is not performed for pending wins related to special chart 2.
[0592] In addition, since the main special chart (main variation) in the time-saving state variation display is special chart 2, the pre-reading effect is only performed for reserved winnings related to special chart 2, and the pre-reading effect is not performed for reserved winnings related to special chart 1.
[0593] Specifically, based on the "game status information indicating the game status at the time of winning" included in the special winning command, it is determined whether the current game status is in a time-saving state, and if it is not in a time-saving state (if it is in a non-time-saving state), it is determined whether it is a special winning command related to special chart 1, and if it is determined that it is a special winning command related to special chart 1, it judges the pre-reading judgment information included in the special chart 1 winning command received this time.
[0594] It is then possible to add 1 to the value of the counter for the special chart 1 hold effect, which counts when the result of the pre-reading judgment indicates predetermined win / loss hold information (for example, a special chart hold that is expected to be judged as a win), and a judgment is made regarding the conditions for the pre-reading performance to be executed (hereinafter also referred to as ``pre-reading performance conditions'') based on whether or not it will interfere with the game (such as a variable performance currently being executed).
[0595] Next, when the pre-reading performance conditions are satisfied, a pre-reading setting lottery is made available to determine whether or not to execute the pre-reading performance and to determine in what notification mode the pre-reading performance should be made executable.
[0596] On the other hand, based on the "game status information indicating the game status at the time of winning" included in the special winning command, it is determined whether the current game status is in a time-saving state, and if it is in a time-saving state, it is determined whether it is a special winning command 2, and if it is determined to be a special winning command 2, it determines the pre-reading determination information included in the special winning command received this time.
[0597] Then, if the result of the pre-reading judgment indicates predetermined hit / miss hold information (for example, special chart 2 hold that is scheduled to be judged as a hit in the jackpot judgment process at the start of the special chart fluctuation), it is possible to add 1 to the value of the counter for the special chart 2 hold effect, and a judgment is made regarding the pre-reading performance conditions based on whether or not they will interfere with the game (such as the fluctuation performance currently being performed).
[0598] Next, when the pre-reading performance conditions are satisfied, a pre-reading setting lottery is made available to determine whether or not to execute the pre-reading performance and to determine in what notification mode the pre-reading performance should be made executable.
[0599] In addition, the value of the counter for the aforementioned special chart 1 hold effect or the counter for the aforementioned special chart 2 hold effect is provided in RAM 94 of the sub-control board 90, and the value of the counter is decremented by 1 each time a variable effect based on the special chart winning command that was the subject of the pre-reading judgment is started.
[0600] In addition, in this embodiment, the decision as to whether or not to execute the pre-reading effect is made based on the pre-reading judgment of the pre-reading judgment information contained in the special chart 1 winning command or the special chart 2 winning command. Specifically, in the case of a jackpot that will result in an SP reach (SP reach jackpot), and in the case of a jackpot that will not result in an SP reach but will result in an N reach (N reach jackpot), it is possible to make a decision that the pre-reading effect can be executed with a 30% probability, as an example.
[0601] In addition, in the case of a miss in which an SP reach is made (a miss in the SP reach), and in the case of a miss in which an N reach is made but an SP reach is not made (a miss in the N reach), it is possible to decide that a pre-reading effect can be executed with a probability of 15%, for example.
[0602] In addition, if there is no reach and there is a miss, it is possible to determine that the pre-reading effect can be executed with a probability of 5%. In addition, in the case of a small win, it is possible to determine that the pre-reading effect can be executed with a probability of 25%, for example.
[0603] In this way, the predictive effect has a higher probability of being executed when the predictive judgment result is a special prize winning command that includes command information (pre-read judgment information) that will result in a big win or a small win, than when the predictive judgment result is a special prize winning command that includes command information (pre-read judgment information) that will result in a miss, and therefore functions as a pre-notification effect (before the change) that suggests that there is a high probability of winning a big win or a small win (probability of winning a big win).
[0604] In addition, the predictive effect has a higher probability of being executed when the predictive judgment result is a special winning command that includes command information (predictive judgment information) that results in an SP reach miss or an N reach miss, than when the predictive judgment result is a special winning command that includes command information (predictive judgment information) that results in a no-reach miss, so it also functions as a pre-notification effect (before the change in question) that suggests that the expectation of a reach being achieved (reach expectation) is high.
[0605] [Example of processing of received commands by the performance control microcomputer 91] Below, we will provide an example of processing when the type of command received by the performance control microcomputer 91 from the game control microcomputer 81 is a change start command (received command) to perform a change performance (a performance related to the change display of special patterns and / or the change display of performance patterns).
[0606] When the microcomputer 91 for effect control determines in the received command analysis process (S4201) that it has received a variation start command that can be generated based on winning at the start port (the start condition is met), it can determine the effect pattern based on the effect control information (command information indicating the jackpot determination result, variation pattern, etc.) contained in the variation start command based on the execution of the "effect-related control process by the effect control means 91A" described below.
[0607] Specifically, it is possible to determine the content of the display of the changing performance pattern executed during the display of the changing special pattern, the video content related to the scenario performance (animation) in which events unfold using predetermined images (characters, etc.) that can be displayed together with the display of the changing performance pattern, the notification content related to the preview performance that enables a derived display or derived notification during the display of the changing performance pattern, and the performance pattern corresponding to the changing performance, including the combined display of performance patterns 8L, 8C, and 8R when a temporary stop display or a stop display is made.
[0608] Then, information relating to the aforementioned determined presentation pattern (hereinafter also referred to as the preview presentation pattern) is stored in a variable presentation memory area (not shown) of RAM 94 of the sub-control board 90, a presentation control command corresponding to the presentation pattern is set in the output buffer, and various control processes based on the presentation control command are made executable, thereby controlling the operation of the image control board 100, lamp control board 107, sound control board 106, and drive control board 60d, making it possible to deliver to the player a variable presentation corresponding to the variation start command (received command).
[0609] For example, if the special chart variation pattern indicated by the variation start command (special chart 1 variation start command or special chart 2 variation start command) is an SP reach variation, a preview performance pattern for performing this SP reach variation is selected, and a variation performance control command corresponding to that preview performance pattern is set in the output buffer.By making it possible to execute each process (light emission data output process (S4102), sound data output process (S4103), vibration data output process (S4104), air blowing data output process (S4105), movable body control process (S4106), command transmission process (S4004), etc.) based on the variation performance control command, the SP reach variation performance corresponding to the selected preview performance pattern can be presented to the player via the image display device 7.
[0610] Also, for example, if the special chart change pattern indicated by the change start command is a normal reach change, a preview presentation pattern for performing a normal reach change is selected, and a change presentation control command corresponding to that preview presentation pattern is set in the output buffer, and each process can be executed based on that change presentation control command, so that the normal reach change presentation corresponding to the selected preview presentation pattern can be presented to the player via the image display device 7.
[0611] In addition, the processing flow for realizing the effects based on the effect control means 91A is basically the same for other effects, such as effects associated with big win or small win games (including winning notification effects and ending effects), effects corresponding to game results (balls won, consecutive wins) obtained through special games or time-saving games (milestone notification effects), customer waiting effects, pre-reading effects, so-called advance notice effects associated with the relevant fluctuations, and status effects corresponding to each different effect mode.
[0612] [Performance-related control processing by performance control means 91A] The performance control means 91A is a related processing unit (a control functional means based on the performance control microcomputer 91 (CPU 92)) that analyzes commands (such as special winning commands, fluctuation start commands, and game state designation commands) received from the main control board 80, expands the game program stored in the ROM 93 of the sub-control board 90 into the RAM 94 of the sub-control board 90, and enables execution control of performance-related operations (for example, pre-reading performances, preview performances, and performance modes), and is equipped with a "performance control processing unit 91B" and a "pre-notification lottery processing unit 91C" (see Figure 5).
[0613] The following provides an overview of the "performance control processing unit 91B" and the "preview lottery processing unit 91C" provided in the performance control means 91A.
[0614] The aforementioned "performance control processing unit 91B" is a related processing unit that provides a "game performance control function" and a "preview performance control function" that enable execution control of the image control board 100 that controls the images of the image display device 7 (performance patterns 8L, 8C, 8R, background pattern, button operation instruction image, etc.), the lamp control board 107 that controls the light emission of the frame lamp 66 and / or board lamp 5 or the operation of the board movable body 15, the audio control board 106 that controls the audio of the speaker 67, and the drive control board 60d that controls the air blowing by the air blower 60b or the vibration by the vibration device 63b.
[0615] Specifically, the "game presentation control function" is a processing means for controlling the execution of various presentations according to multiple game states, which are performed by the image display device 7, speaker 67, frame lamp 66, board lamp 5, etc.
[0616] In addition, the "preview performance control function" is a processing means for controlling the execution of a pre-reading performance (processing related to the lottery for executing a pre-reading performance) that can be performed based on the lottery results of the pre-view performance processing unit 91C, or a pre-view performance (processing related to the lottery for executing a pre-view performance during a variable performance).
[0617] In addition, the pre-reading or preview performance can be derived by appropriately combining display performance by the image display device 7, audio performance by the speaker 67, light-emitting performance by the frame lamp 66 and / or board lamp 5, vibration performance by the vibration device 63b, air blowing performance by the air blower 60b, and action performance by the board movable body 15.
[0618] In addition, the aforementioned "pre-reading lottery processing unit 91C" is a related processing unit that provides a "pre-reading performance selection function" that determines whether or not to execute a pre-reading performance and enables the type of pre-reading performance (performance element) to be selected according to the result of the pre-reading setting lottery (pre-reading performance lottery) based on the reception processing of the special symbol winning command, and a "pre-reading performance selection function" that determines one or more pre-reading performances that can be derived during the display of the special symbol's fluctuation and enables the type of pattern (performance element) corresponding to the extracted pre-reading performance to be selected according to the performance setting lottery (pre-reading performance lottery) based on the reception processing of the fluctuation start command.
[0619] This "pre-reading effect selection function" and "pre-announcement effect selection function" are processing means for selecting effect elements (types of effect patterns) that can be extracted according to the probability (level of expectation) of obtaining a winning notification (special result) under a setting in which multiple types of effect categories and multiple types of effect patterns corresponding to each of the effect categories are prepared in advance.
[0620] Specifically, a lottery is held based on "prediction performance conditions" that enable the derivation of a pre-reading performance that suggests whether the result will be a hit or a miss before the change performance, or on "pre-notice performance conditions" that enable the derivation of a pre-notice performance that suggests whether the result will be a hit or a miss during the change performance, and a predetermined performance category (for example, weapon pre-notice) is determined according to the result of the lottery, and a performance pattern (for example, either sword or spear) corresponding to the predetermined performance category can be determined according to the probability (level of expectation) of obtaining a hit notification (special result).
[0621] [Pre-reading effect execution process (part 1)] In the present pachinko gaming machine 1, the execution control of the pre-reading effect processing (an example of the processing related to the execution lottery of the pre-reading effect) based on the effect control means 91A is performed in the procedure shown in Fig. 34-1. Below, the type of command received by the effect control microcomputer 91 will be briefly explained as an example (part 1) of the case where it is a special winning command.
[0622] First, based on the reception of a special winning command relating to a special winning (hereinafter also referred to as a pending winning) during a variable performance, a preview performance lottery (pre-read setting lottery) can be executed in the preview lottery processing unit 91C (S2701).
[0623] Next, in the pre-reading judgment based on reference to the pre-reading judgment information included in the special winning command, an extraction process (S2702) is made executable to perform a hold change notice (pre-reading presentation pattern) during the execution of the variable presentation based on the pre-reading judgment result that there is highly anticipated information (for example, hit information, SP reach information, N reach information, etc.) and the result of the pre-reading setting lottery when it is performed by satisfying the pre-reading presentation condition that there will be no disruption to the game, and when this extraction process (S2702) is executed, the presentation command regarding the hold change notice is made available to the presentation control processing unit 91B, making it possible to generate a pre-reading presentation control command according to the presentation command.
[0624] Next, when the aforementioned look-ahead performance control command is generated, a set process (S2703) that enables the execution control of various processes using the look-ahead performance control command is performed based on the performance control processing unit 91B, making it possible to derive a look-ahead performance (performance notification to the player) consisting of the operational output of at least one of the image control board 100, lamp control board 107, sound control board 106, and drive control board 60d.
[0625] Next, a determination is made as to whether or not there was information to perform an SP reach in the pre-reading determination result based on reference to the pre-reading determination information contained in the special winning command (S2704), and if the pre-reading determination result is a negative (N reach) determination that does not result in an SP reach (NO in S2704), the control processing for the image display device 7 is made to change the color of the reserve display by changing the color from the normal display mode of white circle reserve (white reserve icon 9A, see Figure 1) to a green circle reserve (not shown: green reserve icon) (S2705), and this processing is terminated.
[0626] On the other hand, if the result of the pre-reading judgment is positive (YES in S2704), which results in an SP reach, the control processing for the image display device 7 performs a hold change display in which the shape of the normally displayed white circle hold (hold icon 9A) is changed to a button-shaped hold image (hereinafter also referred to as button hold 9Z, see Figure 34-2) (S2706), and the control processing for executing the effect button 63 enables input operation (pressing the effect button) using the effect button 63 (S2707).
[0627] Next, a determination is made (S2708) as to whether or not the effect button 63 has been pressed, and if a positive determination is made (S2708: YES), the control processing for the image display device 7 is made to perform a hold change display during the change effect (before the start of the next change effect) in which the button hold 9Z is changed to a red circle hold (red hold icon) 9C at the timing of the button press (S2712).
[0628] On the other hand, if the result is a negative judgment that the effect button 63 has not been pressed (NO in S2708), a judgment is made as to whether or not the variable effect that was being executed when the special winning command based on the pending winning was received will end (S4709), and if the result is a negative judgment that the variable effect will not end (NO in S2709), a loop is made to return to step S2708, and if the result is a positive judgment that the variable effect will end (YES in S2709), a judgment is made as to whether or not the pre-reading judgment information (pre-reading of a hit) was a hit in the pre-reading judgment result based on reference to the pre-reading judgment information included in the special winning command (S2710).
[0629] In step S2210, if the result of the pre-reading judgment is a negative judgment (SP reach miss) that does not include the pre-reading judgment information that will result in a win (NO in S2710), the control process for the image display device 7 performs a hold change display that changes the button hold 9Z to a red circle hold (red hold icon) 9C at the timing when the confirmation period for the special pattern that is stopped and displayed based on the end of the variable presentation that was being executed when the special pattern winning command based on the hold winning is received starts (S2712).
[0630] On the other hand, in step S2710, if the result of the pre-reading judgment is a positive judgment (YES in S2710) that includes the pre-reading judgment information for a win, a judgment is made as to whether or not the next variable performance to be performed after the end of the variable performance that was being executed when the special symbol winning command based on the pending winning was received (end of the confirmation period of the special symbol that was stopped and displayed) will begin (S2711), and if the judgment is a negative judgment (NO in S2711) that the next variable performance will not begin, a loop is executed to wait until the next variable performance begins.
[0631] Then, in step S2711, if a positive judgment is made that the next change performance will start (YES in S2711), the control processing for the image display device 7 causes a hold change display to be performed (S2712) by changing the button hold 9Z to a red circle hold (hold icon 9C) at the start timing of the next change performance (end of the fixed period), and this processing is terminated.
[0632] As a variant example, if a positive judgment is made in step S2711 (YES in S2711) that the next change presentation will begin, the control processing for the image display device 7 may be configured to display a hold change display (S2712) that changes the button hold 9Z to a rainbow circle hold (not shown) with a higher expectation setting than the red circle hold (hold icon 9C) at the start timing of the next change presentation (end of the fixed period), and then terminate this processing.
[0633] [Hold change notice time chart] Next, a time chart showing the general flow of the hold change notice (prediction effect) shown in FIG. 34-2 will be explained.
[0634] First, when it is determined that a variation start command, which can be generated as a result of winning the starting hole (winning the special symbol), has been received (the start condition is met) based on the received command analysis process (S4201) of Figure 33 described above, the image display device 7 starts the initial first symbol variation (the presentation pattern related to the variation presentation) which causes the performance symbols 8L, 8C, and 8R to be displayed in a varying manner.
[0635] Next, if there is a winning entry into the starting hole (hereinafter also referred to as a pending winning entry) during the execution of the aforementioned first pattern change, a special winning entry command is generated due to that pending winning entry, and if the result of the pre-reading judgment based on reference to the pre-reading judgment information contained in the special winning entry command is a predetermined result (for example, a pre-reading judgment result including command information indicating a high degree of expectation), and if the pre-reading performance conditions that do not interfere with the game are met, a pre-reading performance of the pending change notice can be executed.
[0636] When the aforementioned hold change notice pre-reading effect becomes executable, during the aforementioned first pattern change, which is executed before the next second pattern change (start of the next change effect) that becomes executable based on the hold winning that was the subject of the pre-reading judgment, the image display device 7 displays button hold 9Z (predetermined pre-reading effect) instead of the normal display mode of white circle hold (hold icon 9A, see Figure 1), and activates button press (input operation) of effect button 63.
[0637] As shown in Figure 34-2(a), if the effect button 63 is pressed after the button reserve 9Z is displayed on the image display device 7, the button reserve 9Z will change to the red circle reserve 9C at the time of the button press (while the first pattern change is being performed).
[0638] Also, as shown in Figure 34-2(b), after button reserve 9Z is displayed on the image display device 7, if the effect button 63 is not pressed before the end of the first pattern change (the first change time has elapsed) and the predetermined result of the above-mentioned pre-reading judgment contains pre-reading judgment information indicating a medium expectation level (for example, a pre-reading judgment result related to an SP reach that does not contain information indicating a win), then at the end of the first pattern change (first timing / first trigger when the determination time for the special pattern that has been displayed as stopped begins), button reserve 9Z will change to red circle reserve 9C (first pre-reading effect).
[0639] Also, as shown in Figure 34-2(c), after button reserve 9Z is displayed on the image display device 7, if the effect button 63 is not pressed before the end of the first pattern change (the passage of the initial change time) and the predetermined result of the above-mentioned pre-reading judgment contains pre-reading judgment information indicating a high expectation (for example, a pre-reading judgment result including information indicating a win), then at the start of the second pattern change (second timing / second trigger when the confirmation time of the special pattern that has been displayed as stopped ends), button reserve 9Z will change to red circle reserve 9C (second pre-reading effect).
[0640] In addition, when the predetermined result of the above-mentioned look-ahead judgment includes look-ahead judgment information indicating high expectation, the button reserved 9Z may be changed to the red circle reserved 9C (first look-ahead effect) at the end of the first pattern variation. Also, when the predetermined result of the above-mentioned look-ahead judgment includes look-ahead judgment information indicating medium expectation, the button reserved 9Z may be changed to the red circle reserved 9C (second look-ahead effect) at the start of the second pattern variation.
[0641] Furthermore, the start of the second pattern variation may be a predetermined timing after the start of the second pattern variation (for example, any time during a predetermined period until the performance pattern develops into a reach display).
[0642] Therefore, as shown in Figure 34-2 (b) or (c), if the button reserve 9Z is displayed but the effect button 63 is not pressed before the first pattern change ends, the result of the pre-reading judgment based on reference to the pre-reading judgment information included in the special winning command will be a predetermined result, and based on this, the timing of changing from button reserve 9Z to red circle reserve 9C will be changed with a time lag, giving the player a sense of incongruity, so that it is possible to provide a pre-reading effect (hold change notice) that can give more promising suggestions depending on whether or not there is a sense of incongruity.
[0643] In this embodiment, if the effect button 63 is not pressed during the first pattern change when the button reserve 9Z is displayed, the timing of changing to the red circle reserve 9C is set to either the end of the first pattern change or the start of the second pattern change.However, as a variant, in a situation where a reserve change display is being displayed during the pattern change using another first reserve icon (predetermined pre-reading effect), such as changing the color to a green circle reserve (not shown), the timing of changing from the green circle reserve (not shown) to another second reserve icon (first pre-reading effect) such as a rainbow circle reserve (not shown) may be set to either the end of the first pattern change (first timing), or the timing of changing to another second reserve icon (second pre-reading effect) may be set to the start of the second pattern change (second timing).
[0644] In addition, as a variant example, when the execution of the reserve icon 9A (concealment of a predetermined pre-reading effect) in the normal display mode (for example, white circle reserve) is being performed during a pattern change, the timing for changing from the white circle reserve (not shown) to another second reserve icon (first pre-reading effect) such as a blue circle reserve (not shown) may be set to the end of the first pattern change (first timing), or the timing for changing to another second reserve icon (second pre-reading effect) may be set to the start of the second pattern change (second timing).
[0645] In addition, in this embodiment, the hold change notice can be executed based on the result of a look-ahead judgment based on reference to look-ahead judgment information contained in one special winning command based on one hold winning during the execution of the first initial first pattern change, but as a variant, the hold change notice can be executed based on the result of a look-ahead judgment based on reference to any of the look-ahead judgment information contained in multiple hold memories (special winning commands) based on multiple (any of two to four) hold winnings that are established during the execution of the pattern change.
[0646] Furthermore, as a modified example, when two or more reserved winning entries are achieved during the pattern change, the timing of changing from the previous advance read-out reserved icon (predetermined advance read-out effect) to the next advance read-out reserved icon (first advance read-out effect or second advance read-out effect) does not have to be at the end of the first first pattern change or the start of the next second pattern change, but may be changed based on the execution of the change effect caused by two or more subsequent reserved winning entries, such as at the end of the next second pattern change or the start of the third pattern change after that.
[0647] [Pre-reading effect execution process (part 2)] In the present pachinko gaming machine 1, the execution control of the pre-reading effect process (another example of the process related to the execution lottery of the pre-reading effect) based on the effect control means 91A is performed in the procedure shown in Fig. 34-3. Below, the type of command received by the effect control microcomputer 91 will be briefly explained as an example (part 2) of the case where the command is a special winning command.
[0648] First, based on the reception of a special winning command relating to a special winning (hereinafter also referred to as a pending winning) during a variable performance, a preview performance lottery (pre-read setting lottery) can be executed in the preview lottery processing unit 91C (S2801).
[0649] Next, in the pre-reading judgment based on reference to the pre-reading judgment information included in the special winning command, an extraction process (S2802) can be executed to perform a pre-reading incongruity notice (pre-reading presentation pattern) at the end of the variable presentation based on the pre-reading judgment result that there is highly promising information (for example, hit information, SP reach information, N reach information, etc.) and the result of the pre-reading setting lottery when it is performed by satisfying the pre-reading presentation condition that there will be no disruption to the game, and when this extraction process (S2802) is executed, the presentation command related to the pre-reading incongruity notice can be obtained by the presentation control processing unit 91B, thereby making it possible to generate a pre-rea...
Claims
1. a judgment information acquisition means for acquiring judgment information for awarding a special prize advantageous to a player; a determination means capable of making a determination on the determination information when a predetermined requirement is satisfied; a pre-determination means capable of executing a pre-suggestion notification regarding the determination information before the predetermined requirement is satisfied; A first effect execution means capable of developing a first intermediate state of the effect pattern being executed into a second intermediate state at an intermediate trigger from the start of a variable effect in which a variable display is followed by a stop display of an effect pattern for indicating the judgment result of the judgment and before the judgment result is displayed; A second effect execution means capable of increasing a predetermined numerical symbol to a specific numerical symbol before the intermediate trigger occurs; A third effect execution means capable of developing a first suggestion symbol into a second suggestion symbol different from the first suggestion symbol based on the execution of the advance suggestion notification; Equipped with The first suggestion symbol and the second suggestion symbol are icons displayed in response to acquisition of the determination information, The predetermined numerical symbols and the specific numerical symbols are images that numerically indicate stages of the development of the variable performance, A gaming machine characterized in that the development to the second intermediate state is more likely to be carried out in the case of a combination of the second suggestive pattern and the specified numerical pattern than in the case of a combination of the first suggestive pattern and the specific numerical pattern.
2. The third effect execution means The display color associated with the second suggestive pattern can be developed into either a first display color representing a first reliability regarding the reliability of whether or not the special prize will be awarded, or a second display color representing a second reliability higher than the first reliability, The gaming machine described in claim 1, characterized in that the development to the second intermediate state is more likely to be executed when the second suggestive pattern of the first display color is combined with the specified numerical pattern than when the second suggestive pattern of the second display color is used alone.
Citation Information
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