gaming machines
The gaming machine addresses the uniformity of game effects and sounds by introducing variable ball entry and dynamic sound-image combinations, enhancing player engagement through diverse execution modes.
Patent Information
- Application Number
- JP2022172791
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-27
- Publication Date
- 2025-12-22
- Estimated Expiration
- 2042-10-27
AI Technical Summary
Conventional gaming machines lack diversity in game effects and game sounds execution, which can lead to a decrease in player interest due to uniform execution of game effects and sounds.
The gaming machine incorporates a variable ball entry port, game effect image and sound selection mechanisms, and special notification effects to diversify the execution of game effects and sounds, including static and moving text displays and audio outputs to indicate the possibility of special games.
This diversification of game effects and sounds enhances player engagement and interest by providing varied and dynamic gaming experiences.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine, and is particularly applicable to pachinko gaming machines and the like. [Background technology]
[0002] In conventional gaming machines, a hit / miss determination is made with a predetermined probability of hitting a jackpot based on the ball entering the starting hole, and a variable display of symbols is performed, and if the result of the hit / miss determination is a jackpot, the symbols are stopped and displayed as a jackpot symbol, and a jackpot game is executed in which the jackpot opening is opened. In addition, a game presentation (reach presentation, character presentation, etc.) is performed in conjunction with the variable display of the symbols, and the execution mode of the game presentation indicates the possibility that the result of the hit / miss determination will be a jackpot, that is, the possibility that the symbols will be stopped and displayed as a jackpot symbol (jackpot reliability) (for example, Patent Document 1).
[0003] In addition, a predetermined game sound selected from a plurality of game sounds is output in conjunction with the changing display of the patterns and the reach effect (preview effect), and the game sound increases the player's sense of excitement, thereby increasing the player's interest in the game. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 10-57583 Summary of the Invention [Problem to be solved by the invention]
[0005] In the gaming machines described above, the gaming sounds output together with the gaming effects increase the gaming interest, but there is also a risk that the gaming effects and gaming sounds are executed in a uniform manner, which may result in a decrease in gaming interest.
[0006] The present invention has been made in consideration of the above-mentioned circumstances, and provides a highly entertaining gaming machine in which the manner in which game effect images and game effect sounds are executed is diversified. [Means for solving the problem]
[0007] The gaming machine of the first invention for solving the above-mentioned problems comprises: an identification information display means for variably displaying the identification information when a predetermined condition is met; a variable ball entry port that can be changed between a ball entry state in which the game ball can be entered and a ball entry non-entry state in which the game ball cannot be entered; a game effect image display means for displaying a game effect image on a display unit; a game effect sound output means for outputting a game effect sound; A special game execution means for executing a special game in which the variable ball entrance is in a ball entrance state when the result of the variable display of the identification information becomes a specific result, A special notification effect is provided which indicates the possibility of execution of the special game, The special notification effect is an effect in which character information is displayed on the display unit and the character information displayed on the display unit is output by sound by the game effect sound output means, As the special notification effect, a first special notification effect that displays the character information on the display unit in a stopped state, and a second special notification effect that displays the character information on the display unit in an operating state, The second special notification effect indicates a higher possibility of execution of the special game than the first special notification effect, When the player operates the effect button, a game effect sound selection means for selecting a predetermined game effect sound from a plurality of game effect sounds; a game effect image selection means for selecting a predetermined game effect image from a plurality of game effect images; The game effect images include a common game effect image corresponding to a plurality of game effect sounds in common, and a plurality of individual game effect images corresponding to the plurality of game effect sounds individually, The game effect sound selected by the game effect sound selection means and the game effect image selected by the game effect image selection means are executed in parallel, A first game condition is set in advance and can be established during play. Before the first gaming condition is established, The player operates the effect buttonWhen the game effect sound selection means selects a game effect sound and the game effect sound is being output, the common game effect image is displayed regardless of the type of game effect sound being output, After the first gaming condition is established, The player operates the effect button When the game effect sound selection means selects a game effect sound and the selected game effect sound is output, the individual game effect image corresponding to the game effect sound is displayed depending on the type of the game effect sound being output. It is characterized by the following.
[0008] According to this gaming machine, a display unit that displays game effect images and a game effect sound output means that outputs game effect sounds are provided. The special notification effect indicating the possibility of a special game is an effect in which text information is displayed on the display unit and the text information displayed on the display unit is output as audio by the game effect sound output means. The special notification effects include a first special notification effect that displays text information in a static manner and a second special notification effect that displays text information in a moving manner. The second special notification effect indicates a higher possibility of a special game being executed than the first special notification effect. This diversifies the game effects by the display manner of the text information and the audio output, and the execution manner can indicate the possibility of a special game being executed to the player. This also increases the player's interest in the game. [Effects of the Invention]
[0013] According to the gaming machine of the present invention, it is possible to provide a highly entertaining gaming machine in which the execution modes of game effect images and game effect sounds are diversified. [Brief explanation of the drawings]
[0014] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the gaming machine according to the embodiment of the present invention. [Figure 3] FIG. 2 is a front view showing the configuration of the game board according to the embodiment of the present invention. [Figure 4]FIG. 4 is an enlarged view of the main display shown in FIG. 3, showing the displays provided in the gaming machine. [Figure 5] FIG. 2 is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] This is a table showing the correspondence between the type of win and the opening pattern of the large prize opening. [Figure 7] 10 is a table showing various random numbers acquired by a game control microcomputer. [Figure 8] (A) is a hit determination table, (B) is a jackpot type determination table, (C) is a normal pattern hit determination table, and (D) is a normal pattern change pattern selection table. [Figure 9] This is a fluctuation pattern table. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of an interrupt process. [Figure 12] 10 is a flowchart of a start port sensor detection process. [Figure 13] This is a flowchart of the processing when the starting ball is scored. [Figure 14] 10 is a flowchart of a general operation process. [Figure 15] 10 is a flowchart of normal symbol standby processing. [Figure 16] This is a flowchart of the normal pattern correctness determination process. [Figure 17] This is a flowchart of the normal pattern random number shift process. [Figure 18] This is a flowchart of processing during normal pattern change. [Figure 19] 10 is a flowchart of the normal symbol determination process. [Figure 20] This is a flowchart of normal electric accessory processing. [Figure 21] 10 is a flowchart of special chart operation processing. [Figure 22] 10 is a flowchart of a special symbol waiting process. [Figure 23] This is a flowchart of the process for determining whether or not Special Chart 2 is correct. [Figure 24] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 25] This is a flowchart of the special chart 2 variation pattern selection process. [Figure 26] Special Figure 2 is a flowchart of random number shift processing. [Figure 27] This is a flowchart of the special diagram 1 pass / fail determination process. [Figure 28] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 29] This is a flowchart of the special chart 1 variation pattern selection process. [Figure 30] Special Figure 1 is a flowchart of random number shift processing. [Figure 31] This is a flowchart of processing during special pattern change. [Figure 32] 10 is a flowchart of a special symbol determination process. [Figure 33] This is a flowchart of special electric device processing 1 (jackpot game). [Figure 34] 10 is a flowchart of a game status setting process. [Figure 35] This is a flowchart of special electric device processing 2 (small hit game). [Figure 36] 10 is a flowchart of a specific area sensor detection process. [Figure 37] This is a flowchart of the reserved ball number processing. [Figure 38] 10 is a flowchart of a power interruption monitoring process. [Figure 39] 10 is a flowchart of a sub-control main process. [Figure 40] 10 is a flowchart of a reception interrupt process. [Figure 41] 10 is a flowchart of a 2 ms timer interrupt process. [Figure 42] 10 is a flowchart of a 10 ms timer interrupt process. [Figure 43] 10 is a flowchart of a first presentation mode setting process. [Figure 44]10 is a flowchart of a pre-effect switching process. [Figure 45] 10 is a table showing a random number table for effect selection. [Figure 46] FIG. 10 is a diagram showing a time chart of the selection effect. [Figure 47] FIG. 10 is a diagram showing battle effects and preview effects. [Figure 48] FIG. 10 is a diagram showing battle effects and preview effects. DETAILED DESCRIPTION OF THE INVENTION
[0015] Next, an embodiment of the present invention will be described using examples. In the following examples, the present invention will be applied to a pachinko game machine (pinball game machine) in which the game medium used in the game is a game ball and the game can be progressed by firing the game ball toward the game board. Specifically, the present invention will be described using as an example a so-called "type 1" pachinko game machine in which a special symbol is displayed in a variable manner based on the entry of a game ball into a starting hole, and when a jackpot symbol is displayed in a static manner following the end of the variable display of the special symbol, a jackpot game (special game) in which a predetermined amount of game profit (e.g., prize balls) can be awarded to the player.
[0016] In the following description, the term "front" simply refers to the near side (the side where the player is positioned when playing) when the gaming machine is viewed from the front, and the term "rear" simply refers to the rear side when the gaming machine is viewed from the front. Furthermore, the terms "upper", "lower", "left" and "right" simply refer to the up, down, left and right directions when the gaming machine is viewed from the front, for example, the upper, lower, left and right sides in Figures 1 and 3. [Example]
[0017] 1 to 3, the pachinko gaming machine 1 of the present embodiment 1 includes a gaming machine frame 50 and a gaming board 2 attached within the gaming machine frame 50, and the gaming board 2 is configured to be detachable from the gaming machine frame 50. FIG. 3 shows the gaming board 2 removed from the gaming machine frame 50. The gaming machine frame 50 is configured to include a front frame 51 having a decorative surface, a main frame 52 to which the gaming board 2 and the like are attached, and an outer frame 53 for attaching the pachinko gaming machine 1 to the island equipment of the hall, and the front frame 51, main frame 52, and outer frame 53 are pivotally supported at one side end and are each configured to be openable and closable.
[0018] The front frame 51 is also provided with a launch handle 60 for launching game balls with a launch strength according to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 that can store game balls and supply the stored game balls to the launching device side, and a surplus ball receiving tray (lower tray) 62 that stores game balls that cannot be accommodated in the ball supply tray 61. Furthermore, the front frame 51 is also provided with a first effect button 63a and a second effect button 63b (these two effect buttons are collectively referred to as "effect buttons 63") that can be operated by the player during the execution of game effects that are executed as the game progresses, a decorative frame lamp 66 that can emit various lights depending on the game situation, a speaker 67 that can emit various sounds (sound effects) depending on the game situation, etc.
[0019] The effect button 63 functions as an input means that allows input by the player, and different effect buttons can be used depending on the type of game effect. For example, when the first effect button 63a or the second effect button 63b is operated during execution of a game effect, a predetermined operation-related effect is performed based on the operation. Note that the configuration of the effect button 63 is not limited to the embodiment 1, and any means that allows a player to perform input is sufficient. For example, the effect button 63 may be an input means (e.g., a retractable or touch sensor type) in which the player directly touches the button portion to perform input, or a non-contact input means (e.g., a photoelectric type) that detects the proximity of a part of the player's body to perform input. Furthermore, the effect button may be a type that performs an effect action such as protruding upward or toward the player or vibrating (a movable effect operation means).
[0020] The game board 2 has a game area 3 surrounded by a rail member 4, into which game balls launched by operating a launch handle 60 flow. A plurality of game nails 16 that guide the game balls are protruded from the game area 3, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is intended to prevent game balls once guided into the game area from returning to the launching device. The game board 2 also has a decorative board lamp 5 (see Figure 5) that can emit various lights depending on the game situation.
[0021] Near the center of the gaming area 3 is an image display device 7, which is one form of effect display means. In this embodiment, the image display device 7 is a liquid crystal display device, and its display screen 7a is provided with an effect pattern display area 7b (also referred to as the "effect pattern display section"), which displays effect patterns 8L, 8C, and 8R (also simply referred to as "effect pattern 8"), and a background display area 7c, which displays a background image that forms the background of the display screen 7a. The effect patterns 8L, 8C, and 8R are displayed in synchronization with the display of the first special pattern and the second special pattern, which will be described later. The display can be displayed by scrolling up and down, left and right, or diagonally. In this embodiment, the display is primarily displayed by scrolling up and down. The effect pattern display area 7b is composed of three pattern display areas, for example, "left," "center," and "right." The left pattern display area displays the left effect pattern 8L, the center pattern display area displays the center effect pattern 8C, and the right pattern display area displays the right effect pattern 8R. Furthermore, the positions of the left, center, and right pattern display areas do not need to be set separately, and the left, center, and right performance pattern display areas may each be the entire pattern display area (performance pattern display area 7b).
[0022] In this embodiment, the effect symbols 8L, 8C, and 8R each consist of multiple symbols (identification information) representing the numbers "1" through "9." The combination of left, center, and right effect symbols displayed in the effect symbol display area 7b (stop display mode) determines the display results of the first special symbol variable display displayed on the first special symbol display 41a (also referred to as the "first special symbol display unit") and the second special symbol variable display displayed on the second special symbol display 41b (also referred to as the "second special symbol display unit"), i.e., the results of the special symbol win / fail judgment (also simply referred to as the "win / fail judgment"), so that the player can easily recognize them. In this embodiment, the stopping order of the variable display effect symbols 8L, 8C, and 8R is generally "left → right → center." Note that the first special symbol, second special symbol, or effect symbol may sometimes be simply referred to as "symbol" or "identification information." In addition, normal patterns are sometimes called "normal patterns," special patterns are sometimes called "special patterns," the first special pattern is sometimes called "special pattern 1" or "first special pattern," and the second special pattern is sometimes called "special pattern 2" or "second special pattern."
[0023] For example, if the result of the special symbol hit / miss determination is a jackpot, it is possible to display a three-digit repeating number such as "777" (also called a "hit symbol") as a stop symbol. Also, if a small hit is determined, it is possible to display a preset chance symbol such as "135" or a special symbol such as "3★3" (also called a "small hit symbol"). Also, if a miss is determined, it is possible to display a random symbol (also called a "miss symbol") in which at least one of the three symbols is different, such as "637" or "373." This allows players to easily understand the progress of the game by looking at the stop symbol. In other words, players generally do not directly understand the results of the special symbol hit / miss determination by looking at the special symbol displayed on the first special symbol display 41a or the second special symbol display 41b, but rather by looking at the symbol displayed in the symbol display area 7b.
[0024] Here, among the stop display modes of the performance symbols, the stop display mode (double numbers in this embodiment) corresponding to the result of the special symbol hit / miss judgment is sometimes referred to as a "big hit mode" or "specific display result", and the stop display mode (random numbers in this embodiment) corresponding to the result of the special symbol hit / miss judgment is sometimes referred to as a "miss mode" or "non-specific display result", etc. Also, the stop display mode corresponding to the result of the special symbol hit / miss judgment is sometimes referred to as a "small hit mode" or "predetermined display result", etc.
[0025] On the display screen 7a of the image display device 7, in addition to displaying game effects using the aforementioned effect symbols (effect symbol game effects), winning game effects executed in conjunction with winning games, demo effects for waiting customers, etc. are also displayed. In the effect symbol game effects, winning game effects, and demo effects, in addition to effect symbols such as numbers, various effect images other than effect symbols, such as background images and character images, are also displayed.
[0026] Further, the display screen 7a of the image display device 7 is provided with a first effect hold display area 9c (first effect hold display unit) that displays a first effect hold 9a according to the number of stored first special symbol holds described below, and a second effect hold display area 9d (second effect hold display unit) that displays a second effect hold 9b according to the number of stored second special symbol holds described below. Depending on the display mode (display number) of the first effect hold and the second effect hold, the number of stored first special symbol holds displayed on the first special symbol hold display 43a (see FIG. 4) described below and the number of stored second special symbol holds displayed on the second special symbol hold display 43b can be clearly shown to the player.
[0027] Furthermore, the display screen 7a of the image display device 7 of this embodiment is provided with a variable hold display area 9e that displays the effect hold corresponding to the currently changing special pattern (first special pattern or second special pattern), i.e., the effect hold corresponding to the consumed special pattern hold (first effect hold 9a or second effect hold 9b) (see Figure 3).
[0028] Furthermore, the display screen 7a of the image display device 7 is provided with a left-hit display area 70c (left-hit instruction image display section) that displays a left-hit instruction image 70 (described later) and a right-hit display area 71c (right-hit instruction image display section) that displays a right-hit instruction image 71 (described later) depending on the game status. The left-hit instruction image 70 and the right-hit instruction image 71 are collectively referred to as "launch instruction images."
[0029] A center decorative body 10 is provided near the center of the game area 3, in front of the image display device 7, surrounding the effect symbol display area 7b. A stage section 11 having a game ball rolling surface along which game balls can roll is provided at the bottom of the center decorative body 10. A hollow warp section 12 is provided at the left side of the center decorative body 10. The warp section 12 is provided with a warp entrance and a warp exit, and receives game balls flowing down the game area 3 from the warp entrance, discharges the game balls from the warp exit, and guides them to the stage section 11. Game balls guided to the rolling surface of the stage section 11 have a higher chance of entering the first starting hole 20 (described below) than game balls not guided to the stage section 11. Furthermore, a decorative member 13 shaped like letters, figures, etc., is provided at the top of the center decorative body 10. The decorative member 13 has an LED or other electric lighting element (board lamp 5) that can be illuminated depending on the game status. The decorative member 13 is shaped like letters, figures, etc.
[0030] Additionally, a movable decorative member 14 is provided at the top of the center decorative body 10, behind the decorative member 13, and is operable in response to game effects. In Fig. 3, only a portion of the movable decorative member 14 is visible, but when a game effect with a relatively high probability of winning is executed, the movable decorative member 14 falls downward, covering the front of the display screen 7a and making most of it visible. This heightens the player's anticipation of a win.
[0031] A fixed winning device 19 equipped with a non-variable first starting hole 20 that does not change the ease with which a gaming ball can enter is provided below the image display device 7 in the gaming area 3. A random number or the like for determining whether a special symbol has been hit is acquired based on the entry of a gaming ball into the first starting hole 20, and when a predetermined condition is met, a hit / miss determination for the first special symbol (first special symbol hit / miss determination) is executed, and the first special symbol is displayed in a variable manner and is displayed as a still symbol based on the result of the hit / miss determination.
[0032] Below the first starting hole 20, there is provided a variable winning device 22 (also called a "variable starting hole") equipped with a variable second starting hole 21 that changes the ease with which the game ball can enter. Based on the game ball entering the second starting hole 21, a random number or the like for determining whether the special symbol has been hit is acquired, and when a predetermined condition is met, a hit / miss determination of the second special symbol (second special symbol hit / miss determination) is executed, and the second special symbol is displayed in a variable manner, and is displayed as a still symbol based on the result of the hit / miss determination.
[0033] The variable winning device 22 includes a movable member 23, which opens and closes the second starting hole 21 by operating the movable member 23. This opening and closing operation allows the second starting hole 21 to change from a first state (closed state) to a second state (open state) in which a gaming ball is more likely to enter than the first state. In other words, the movable member 23 changes the likelihood of a gaming ball entering the second starting hole 21 by performing a predetermined operation (opening and closing operation). The movable member 23 is driven by a second starting hole solenoid 24 (see FIG. 5 ). In this embodiment, the second starting hole 21 allows a gaming ball to enter only when the movable member 23 is in the open state, and prevents a gaming ball from entering when the movable member 23 is in the closed state. The second starting hole 21 does not have to completely prevent a gaming ball from entering when the movable member 23 is in the closed state, as long as it is more difficult for a gaming ball to enter when the movable member 23 is in the closed state than when the movable member 23 is in the open state.
[0034] To the right of the first starting hole 20 in the gaming area 3 is provided a first large prize device 31 equipped with a first large prize opening 30 (also referred to as a "first variable ball opening"). The first large prize device 31 is equipped with an opening / closing member 32, and operation of the opening / closing member 32 opens and closes the first large prize opening 30. The opening / closing member 32 is driven by a first large prize opening solenoid 33 (see FIG. 5). Game balls can enter the first large prize opening 30 only when the opening / closing member 32 is in the open position. In other words, the first large prize device 31 can be changed between a ball-entry-disabled state (closed state) in which game balls cannot enter and a ball-entry-enabled state (open state) in which game balls can enter, by the opening and closing operation of the opening / closing member 32.
[0035] Additionally, above the first large prize opening 30 in the game area 3 and at the lower right of the center decorative body 10, a second large prize opening device 36 equipped with a second large prize opening 35 (also referred to as a "second variable ball opening") is provided. The second large prize opening device 36 is equipped with an opening / closing member (blade member) 37, and the operation of the opening / closing member 37 opens and closes the second large prize opening 35. The opening / closing member 37 is driven by a second large prize opening solenoid 38 (see FIG. 5). The second large prize opening 35 can receive game balls only when the opening / closing member 37 is in the open position. In other words, the second large prize opening device 36 can be changed between a ball-entry-disabled state (closed state) in which game balls cannot enter and a ball-entry-enabled state (open state) in which game balls can enter, by the opening and closing operation of the opening / closing member 37.
[0036] The second large prize device 36 is formed with a specific area 39 through which a gaming ball entering the second large prize opening 35 can pass. In this pachinko gaming machine 1, a high probability state, which will be described later, is generated based on the detection that at least one of the gaming balls entering the second large prize opening 35 has passed through the specific area 39. In other words, the specific area 39 is a probability variable activation opening. Such a specific area 39 is not provided in the first large prize device 31. The second large prize opening 35 (second large prize device 36) that has such a specific area 39 (V area) as a probability variable activation opening is also referred to as a "V attacker." The high probability state is one of the gaming benefits granted to the player, separate from the special game.
[0037] A gate 28 (game ball passage opening) through which game balls can pass is provided in the right area of the center decorative body 10 in the game area 3. Random numbers for determining whether a game ball has been selected are acquired based on the passage of the game ball through the gate 28. When a predetermined condition is met, a normal symbol win / loss determination is executed to determine whether the second start opening 21 should be opened, and the normal symbol is displayed variably and is displayed as a static symbol based on the result of the normal symbol win / loss determination. When a winning normal symbol is displayed as a static symbol, the second start opening 21 is opened. Furthermore, multiple general winning openings 27 are provided below the game area 3. In this embodiment, four general winning openings 27 are provided, three of which are left general winning openings located to the left of the first start opening 20, and one is a right general winning opening located to the right of the first large winning opening 30. The first start opening 20, the second start opening 21, the first major prize opening 30, the second major prize opening 35, and the general prize opening 27 are each openings that trigger the payout of prize balls, and when a game ball enters each opening, a predetermined number of game balls (prize balls) is paid out from each opening. Specifically, the number of prize balls from the first start opening 20 is "4," the number of prize balls from the second start opening 21 is "2," the number of prize balls from the first major prize opening 20 and the second major prize opening 35 is "15," and the number of prize balls from the general prize opening 27 is "10."
[0038] In this way, the game area 3, which is arranged with multiple ball entry ports (first start port 20, second start port 21, first major prize port 30, second major prize port 35, general prize port 27, and gate 28), can be divided into a left game area 3A (first area) on the left side of the center in the horizontal direction, and a right game area 3B (second area) on the right side. Firing a game ball so that it flows down through the left game area 3A is called a "left hit," and firing a game ball so that it flows down through the right game area 3B is called a "right hit." Here, of the multiple ball entry ports, the first start port 20 and the three left general entry ports 27 are provided so that game balls flowing down the left game area 3A of the game area 3 can enter, and the second start port 21, the first large entry port 30, the second large entry port 35, the right general entry port 27, and the gate 28 are provided so that game balls flowing down the right game area 3B of the game area 3 can enter. In this pachinko game machine 1, when the game starts, in principle, a left-handed shot is used to aim for the ball to enter the first start port 20. On the other hand, when a hit / miss determination based on the ball entering the first start port 20 results in a hit and the game state changes, in principle, a right-handed shot is used to aim for the ball to enter the gate 28, the second start port 21, the first large entry port 30, and the second large entry port 35.
[0039] 3 and 4, a main display 40 is disposed in the lower right portion of the gaming board 2. The main display 40 includes a first special symbol display 41a (first special symbol display unit) that displays the first special symbol as a variable and stationary symbol, a second special symbol display 41b (second special symbol display unit) that displays the second special symbol as a variable and stationary symbol, and a regular symbol display 42 (regular symbol display unit) that displays the regular symbol as a variable and stationary symbol. The main display 40 also includes a first special symbol hold display 43a that displays the number of stored hit / miss judgment information related to the first special symbol (first special symbol hold), a second special symbol hold display 43b that displays the number of stored hit / miss judgment information related to the second special symbol (second special symbol hold), and a regular symbol hold display 44 that displays the number of stored operation holds (regular symbol hold) for the regular symbol display 42. Furthermore, the main display 40 includes a win indicator 48 that indicates whether the result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment is a hit, a round indicator 45 that indicates the number of rounds of the winning game that will be executed when the result of the first special symbol hit / miss judgment or the second special symbol hit / miss judgment is a hit, a game status indicator 46 that indicates whether the probability fluctuation function is activated, and a launch direction indicator 47 that indicates the launch direction of the game ball, i.e., whether the state is to hit to the right or the state is to hit to the left. The display of these various indicators included in the main display 40 is controlled by the main control unit, which will be described later.
[0040] The variable display of the first special symbol is performed based on the entry of a gaming ball into the first starting hole 20. The variable display of the second special symbol is performed based on the entry of a gaming ball into the second starting hole 21. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as "special symbols." Furthermore, the first special symbol display device 41a and the second special symbol display device 41b may be collectively referred to as "special symbol display unit 41." Furthermore, the first special symbol reserve display device 43a and the second special symbol reserve display device 43b may be collectively referred to as "special symbol reserve display unit 43."
[0041] The special symbol display unit 41 displays a special symbol (identification information) in a variable manner for a predetermined period of time, and then displays it in a static manner. The statically displayed special symbol (stopped symbol) notifies the result of a lottery (special symbol hit / miss judgment, jackpot lottery) based on the ball entering the first starting hole 20 or the second starting hole 21. The statically displayed special symbol is one special symbol selected from a plurality of types of special symbols by the special symbol hit / miss judgment. If the stopped symbol is a predetermined specific special symbol (specific identification information), that is, if the mode of the stopped display of the special symbol (the display result of the variable display of the special symbol) is a winning mode such as a jackpot symbol or a small jackpot symbol, a special game (jackpot game, small jackpot game) is played in which the first large winning hole 30 or the second large winning hole 35 is opened in an opening pattern corresponding to the type of winning symbol that has been stopped and displayed. The opening patterns of the large prize openings (first large prize opening 30 and second large prize opening 35) in the special game will be described later.
[0042] As shown in FIG. 4, the first special symbol display 41a is composed of eight LEDs indicated by "i-p" and displays a special symbol according to the result of the first special symbol hit / miss judgment. In this embodiment, four types of hits are provided as a result of the first special symbol hit / miss judgment: "15R first hit," "15R second hit," "5R third hit," and "2R fourth hit," as well as a first small hit (see FIGS. 6 and 8). The LEDs of the first special symbol display 41a can adopt display modes corresponding to each of these hits and small hits. For example, if the result of the first special symbol hit / miss judgment is a first hit (15R hit), three "ijn" LEDs are lit and the rest are turned off (15R first hit symbol). In addition, if a second jackpot (15R jackpot) occurs, the three "ijk" LEDs will light up and the rest will go out (15R second jackpot symbol). In addition, if a third jackpot (15R jackpot) occurs, the three "ijl" LEDs will light up and the rest will go out (15R third jackpot symbol). In addition, if a fourth jackpot (2R jackpot) occurs, the four "jnop" LEDs will light up and the rest will go out (2R fourth jackpot symbol). In addition, if a first small jackpot occurs, the four "mnop" LEDs will light up and the rest will go out (small jackpot symbol). In addition, if a miss occurs, the two "lo" LEDs will light up and the rest will go out (miss symbol).
[0043] On the other hand, the second special symbol display 41b is composed of eight LEDs labeled "a-h" and displays a special symbol corresponding to the result of the second special symbol hit / miss determination. In this embodiment, two types of hits are provided as the result of the second special symbol hit / miss determination: a "15R 5th jackpot" and a "15R 6th jackpot" (see FIG. 8). The LEDs of the second special symbol display 41b can adopt display modes corresponding to each of these hits. For example, if the result of the second special symbol hit / miss determination is a 5th jackpot (15R jackpot), three "abd" LEDs are lit and the remaining ones are extinguished (15R 5th jackpot symbol). Also, if a 6th jackpot (15R jackpot) is achieved, three "abc" LEDs are lit and the remaining ones are extinguished (15R 6th jackpot symbol). In addition, if the second small win occurs, the four "cdeh" LEDs will light up and the rest will go out (second small win pattern). In addition, if the win is a miss, the two "eh" LEDs will light up and the rest will go out (miss pattern).
[0044] The display mode of the special symbols (stopped symbols) is not limited to these and can be set arbitrarily. Before the special symbols are displayed, the special symbols are displayed in a variable manner for a predetermined variable time, and the variable display mode can be, for example, a mode in which each LED is lit so that light flows repeatedly from left to right in a predetermined order.
[0045] In this pachinko gaming machine 1, when a game ball enters the first starting hole 20 or the second starting hole 21, various information (also referred to as "acquired information"), such as a random number for determining whether a special symbol has been selected, is acquired based on the ball entry. The acquired information is temporarily stored in a special symbol reserve memory unit (not shown) formed in the RAM of the main control unit. Specifically, if the ball enters the first starting hole 20, it is stored in the first special symbol reserve memory unit (not shown) as a first special symbol reserve (first acquired information), and if the ball enters the second starting hole 21, it is stored in the second special symbol reserve memory unit (not shown) as a second special symbol reserve (second acquired information). Each special symbol reserve memory unit can store up to a predetermined number of special symbol reserves (acquired information), and in this embodiment, the upper limit is "4." The first special symbol reserve memory unit and the second special symbol reserve memory unit are also referred to as the "first acquired information storage means" and the "second acquired information storage means," respectively, and are collectively referred to as the "acquired information storage means."
[0046] The reserved special symbols stored in the reserved special symbol memory unit are consumed when it becomes possible to display a variable special symbol based on that reserved special symbol. The consumption of reserved special symbols refers to determining the random number or other information used to determine whether or not a special symbol is selected for that reserved special symbol, and then displaying a variable special symbol to indicate the result of that determination. Therefore, in this pachinko gaming machine 1, even if the display of a variable special symbol based on a game ball entering the first starting hole 20 or the second starting hole 21 cannot be performed immediately upon the ball entering, i.e., even if the display of a variable special symbol is being performed or a special game is being played, it is possible to reserve the right to determine whether or not a special symbol is selected for that ball, up to a predetermined number of times.
[0047] The number of reserved special drawings stored in the reserved special drawing storage unit is displayed on the first reserved special drawing display 43a and the second reserved special drawing display 43b. Specifically, the first reserved special drawing display 43a is composed of two LEDs, "uv", and displays the number of reserved first special drawings by controlling the display of the LEDs according to the number of reserved first special drawings. For example, if the number of pending orders is "0", the display can be "u□v□" (for example, □: off, ●: red, ▲: green), with both LEDs turned off; if the number of pending orders is "1", the display can be "u□v●", with the "u" LED turned off and the "v" LED turned on in red; if the number of pending orders is "2", the display can be "u●v□", with the "u" LED turned on in red and the "v" LED turned off; if the number of pending orders is "3", the display can be "u●v●", with both LEDs turned on in red; and if the number of pending orders is "4 (maximum number)", the display can be "u▲v▲", with both LEDs turned on in green.
[0048] In addition, the second special chart reserve indicator 43b is composed of two LEDs "wx", and displays the number of second special chart reserves by controlling the display of the LEDs according to the number of second special chart reserves. For example, when the reserve number is "0", the display mode is "w□x□" (for example, □: off, ●: red lit, ▲: green lit), in which both LEDs are turned off, and the reserve numbers "1" to "4" are also determined in the same way as the first special chart reserve indicator 43a.
[0049] The normal symbol variable display is triggered by the passage of a gaming ball through the gate 28. The normal symbol display 42 displays the normal symbol variable for a predetermined period of time, then stops, and the stopped normal symbol (stopped symbol) notifies the result of the normal symbol hit / miss judgment based on the passage of the gaming ball through the gate 28. The stopped normal symbol is one normal symbol selected from multiple types of normal symbols by the normal symbol hit / miss judgment. If the stopped normal symbol is a predetermined specific normal symbol (winning normal symbol), an auxiliary game is played in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.
[0050] Specifically, as shown in FIG. 4, the normal symbol display 42 is composed of two "st" LEDs, and displays the normal symbol according to the result of the normal symbol hit / miss judgment by the way the LEDs are lit. For example, if the judgment result is a hit, a winning normal symbol is displayed with both LEDs lit, as in "s■t■" (for example, ■: lit, □: unlit). If the judgment result is a miss, a losing normal symbol is displayed with only the "t" LED lit, as in "s□t■". Note that the losing normal symbol is not a specific normal symbol. Before the normal symbol is displayed, a variable display of the normal symbol is executed for a predetermined variable time, and the variable display mode is, for example, a mode in which both LEDs alternately light up and turn off.
[0051] In this pachinko gaming machine 1, when a gaming ball passes through the gate 28, various information (also referred to as "acquired information") such as a random number for determining whether a normal symbol is a hit or miss is acquired based on that passage, and the acquired information is temporarily stored as a normal symbol reserve in a normal symbol reserve memory unit (not shown) formed in the RAM of the main control unit. The number of normal symbol reserves that can be stored in the normal symbol reserve memory unit is limited to a predetermined number, and in this embodiment, the upper limit is "4". The normal symbol reserves stored in the normal symbol reserve memory unit are consumed when it becomes possible to display a variable normal symbol based on that normal symbol reserve. Consumption of a normal symbol reserve means determining the random number for determining whether a normal symbol is a hit or miss corresponding to that normal symbol reserve and executing a variable normal symbol display to show the result of that determination. Therefore, in this pachinko game machine 1, even if the display of the normal pattern change based on the game ball passing through the gate 28 cannot be executed immediately at the time of the passage, that is, even if the display of the normal pattern change is being executed or an auxiliary game is being executed, the right to judge whether the normal pattern is correct or not for the passage can be reserved up to a predetermined number.
[0052] The number of reserved general maps stored in the reserved general map memory unit is displayed on the reserved general map display 44. Specifically, the reserved general map display 44 is composed of two LEDs, "qr," and displays the number of reserved general maps by lighting up the LEDs according to the number of reserved general maps. For example, if the reserved number is "0," the display mode is "q□r□" (e.g., □: off, ●: red light, ▲: green light), with both LEDs turned off. If the reserved number is "1," the display mode is "q□r●," with the "q" LED turned off and the "r" LED lit in red. The reserved numbers "2" to "4" are also determined in the same way as the first special map reserve display 43a.
[0053] Next, the electrical configuration of the present pachinko gaming machine 1 will be described with reference to Figures 2 and 5. The pachinko gaming machine 1 of this embodiment is equipped with a main control board 80 (also called the "main control unit" and "game control unit") that controls game progress and game profits, such as determining whether a special symbol is a hit or a miss, determining whether a normal symbol is a hit or a miss, and transitioning between game states, a sub-control board 90 (also called the "sub-control unit" and "performance control unit") that controls effects executed as the game progresses, a payout control board 110 (also called the "payout control unit") that controls the payout of game balls, and an image control board 100 (image control unit) that controls the display of the image display device 7, the performance display device 102, the first special symbol reserve display device 103a, the second special symbol reserve display device 103b, etc.
[0054] 2, a main control board storage case that stores the main control board 80 is provided in the approximate center of the rear side (back side) of the pachinko gaming machine 1, and above this main control board case, a storage case for image control boards, etc. that stores the sound control board 106, lamp control board 107, and image control board 100 is provided, and above this storage case for image control boards, etc., a sub-control board storage case that stores the sub-control board 90 is provided. Also, below and to the left of the main control board case, a payout control board case that stores the payout control board is provided, and to the right of that, a power supply board case that stores the power supply board 109 is provided.
[0055] The main control board 80 is equipped with a one-chip game control microcomputer (hereinafter referred to as the "game control microcomputer") 81, which controls the progress of the game on the pachinko gaming machine 1 according to a program. The game control microcomputer 81 includes a ROM storing programs for controlling the progress of the game, a RAM used as work memory, and a CPU for executing the programs stored in the ROM. The game control microcomputer 81 transmits and receives data (information) to and from other boards via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcomputer 81. Alternatively, the ROM may be external. The RAM of the game control microcomputer 81 is provided with the aforementioned special symbol reserve memory section (first special symbol reserve memory section and second special symbol reserve memory section) and regular symbol reserve memory section. Furthermore, memory areas for various flags and various counters are reserved at predetermined addresses in the RAM (main control RAM) of the main control board 80 (game control microcomputer 81).
[0056] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input from each sensor to the main control board 80, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include a first start hole sensor 20a, a second start hole sensor 21a, a gate sensor 28a, a first large prize hole sensor 30a, a second large prize hole sensor 35a, a specific area sensor 39a, a non-specific area sensor 49a, and a general prize hole sensor 27a. These various sensors are also referred to as "game ball detection means."
[0057] The first start opening sensor 20a is provided in the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided in the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided in the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided in the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided in the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The specific area sensor 39a is provided in a 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 49a is provided in a non-specific area (not shown) within the second large prize opening 35, and detects game balls that have entered the second large prize opening 35 but have passed through the non-specific area (i.e., game balls that have not passed through the specific area 39). The general prize opening sensors 27a are provided within each general prize opening 27, and detect game balls that have entered the general prize opening 27.
[0058] Also connected as solenoids are second start port solenoid 24, first large prize port solenoid 33, and second large prize port solenoid 38. Second start port solenoid 24 is for driving movable member 23 of variable prize device 22. First large prize port solenoid 33 is for driving opening / closing member 32 of first large prize device 31. Second large prize port solenoid 38 is for driving opening / closing member 37 of second large prize device 36.
[0059] Furthermore, the main control board 80 is connected to a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, a normal symbol reserve display 44, a round display 45, a game status display 46, a launch direction display 47, and a win display 48. In other words, the display control of these main displays 40 is performed by a game control microcomputer 81.
[0060] The main control board 80 also transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a payout device 120 that pays out prize balls and loan balls, and a card unit 135 (which is installed adjacent to the pachinko gaming machine 1 and enables ball lending based on information stored on an inserted prepaid card (game value storage medium) or the like), as well as to a launching device 112 via a launching control board 111 (also referred to as a "launching control unit"). The launching device 112 includes a launching handle 60 (see FIG. 1).
[0061] The payout control board 110 is equipped with a payout control one-chip microcomputer 116 (also referred to as the "payout control microcomputer") that controls the payout of game balls from the pachinko gaming machine 1 according to a program. The payout control microcomputer 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The payout control microcomputer 116 drives a payout motor 121 of a payout device 120 to pay out prize balls or loan balls based on signals from the game control microcomputer 81 and signals from a card unit 135 connected to the pachinko gaming machine 1 via an input / output circuit 117. Payout balls are detected by payout sensors 122 and 123 for counting. When the player operates the handle 60 (see FIG. 1) of the launcher 112, the touch switch 114 detects the player's contact with the launcher handle 60, and the launch volume 115 detects the amount of rotation of the launcher handle 60. The launcher motor 113 is then controlled to launch game balls with a strength corresponding to the magnitude of the detection signal from the launch volume 115. In this embodiment, the number of game balls that can be continuously launched by the launcher 112 through the drive of the launcher motor 113 is approximately 100 per minute.
[0062] Furthermore, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way 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.
[0063] As shown in FIG. 5, the sub-control board 90 is also equipped with a one-chip microcomputer 91 for effect control ("effect control microcomputer") that controls the effects of the pachinko gaming machine 1 according to a program. The effect control microcomputer 91 includes a ROM that stores programs for controlling effects as the game progresses, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The effect control microcomputer 91 transmits and receives data to and from other boards via an input / output circuit 95. The input / output circuit 95 may be built into the effect control microcomputer 91. Alternatively, the ROM may be external. At predetermined addresses in the RAM (effect control RAM) of the sub-control board 90 (effect control microcomputer 91), storage areas are reserved for various flags and various counters.
[0064] An image control board 100, a sound control board 106, and a lamp control board 107 are connected to the sub-control board 90. The sub-control board 90 (sub-controller), the image control board 100 (image controller), the sound control board 106 (sound controller), and the lamp control board 107 (lamp controller) function as effect control means (effect execution means) that controls the execution of various effects such as display effects, sound effects, and lamp effects (light effects) by corresponding effect devices, components, etc. (effect means) according to the game situation.
[0065] Based on commands received from the main control board 80, the performance control microcomputer 91 of the sub-control board 90 causes the CPU of the image control one-chip microcomputer 101 ("image control microcomputer") of the image control board 100 to control the display of the image display device 7, the performance display device 102, the first special effect reserved display device 103a, and the second special effect reserved display device 103b. The RAM of the image control board 100 is a memory for expanding image data. The ROM of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data of characters, items, figures, letters, numbers, symbols, etc. (including performance patterns, reserved patterns, etc.) and background images. The image control microcomputer 101 reads image data from the ROM based on commands from the performance control microcomputer 91. Then, it executes display control based on the read image data.
[0066] The effect display 102 is composed of two LEDs, and performs a fluctuating display and a stop display in accordance with the fluctuating display and stop display of the effect symbol 8. The two LEDs are turned on and off or the color combination displays the stop display in a display mode that indicates the display result of the effect symbol 8 (the result of the special symbol hit / miss judgment). The effect first special symbol hold display 103a and the effect second special symbol hold display 103b are also composed of two LEDs. The effect first special symbol hold display 103a is controlled in a display mode that indicates the same number of reserved items as the number of reserved items displayed in the first effect hold display area 9c and the number of reserved items displayed on the first special symbol hold display 43a, depending on the turning on and off or color combination of the two LEDs. The effect second special symbol hold display 103b is controlled in a display mode that indicates the same number of reserved items as the number of reserved items displayed in the second effect hold display area 9d and the number of reserved items displayed on the second special symbol hold display 43b. This is because it is possible that the performance pattern, the first performance hold display section, or the second performance hold display section may become partially or entirely invisible when the character pattern is displayed on almost the entire display screen 7a (performance pattern display section) or when the movable decorative member 14 is operated to cover the performance pattern display area 7b (performance pattern display section) of the display screen 7a, and therefore such a display device is provided. Note that a VDP (Video Display Processor) may be provided instead of or in addition to the image control one-chip microcomputer 101 of the image control board 100.
[0067] Furthermore, the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on commands received from the main control board 80. Audio data such as voice output from the speaker 67 is stored in the ROM of the sub-control board 90. A CPU may be implemented on the voice control board 106, in which case the CPU may be made to execute voice control. In this case, a ROM may be implemented on the voice control board 106, and the audio data may be stored in the ROM. The speaker 67 may be connected to the image control board 100, and the image control microcomputer 101 may be made to execute voice control. In this case, the audio data may be stored in the ROM of the image control board 100.
[0068] Furthermore, based on commands received from the main control board 80, the performance control microcomputer 91 determines the light emission pattern data (data that determines the on / off status, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5 from the data stored in the ROM, and controls the lighting of lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.
[0069] In addition, the performance control microcomputer 91 operates the movable decorative member 14 connected to the lamp control board 107 via the relay board 108 based on commands received from the main control board 80. As mentioned above, the movable decorative member 14 is a movable gimmick provided on the center decorative body 10 (behind the decorative member 13). The performance control microcomputer 91 determines operation pattern data (also called "drive data") for operating the movable decorative member 14 in a predetermined operating mode from data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data. Note that a CPU may be implemented in the lamp control board 107, and in this case, the CPU may be configured to control the lighting of the lamps and the operation of the movable decorative member 14. Furthermore, in this case, a ROM may be implemented in the lamp control board 107, and data regarding the light-emitting pattern and operation pattern may be stored in the ROM.
[0070] In addition, a first effect button detection switch 63c and a second effect button detection switch 63d are connected to the sub-control board 90, and detect when the first effect button 63a or the second effect button 63b (see FIG. 1) is operated (pushed, rotated, pulled, etc.). Therefore, when a player performs a predetermined input operation on the first effect button 63a or the second effect button 63b, a signal is output from the corresponding effect button detection switch to the sub-control board 90. The first effect button detection switch 63c and the second effect button detection switch 63d are also collectively referred to simply as the "effect button detection switch."
[0071] Next, a control (determination means) related to the hit / miss determination in the pachinko gaming machine 1 of this embodiment will be described. The results of the special symbol hit / miss determination are a "jackpot," a "small hit," and a "miss." When the result of the special symbol hit / miss determination is a "jackpot," a "jackpot symbol" is displayed statically in the special symbol display section 41, and when the result is a "small hit," a "small hit symbol" is displayed statically in the special symbol display section 41. When a jackpot or a small hit is determined, a "special game" is executed in which the first large prize opening 30 or the second large prize opening 35 is opened in an opening pattern corresponding to the type of special symbol that is displayed statically. A special game executed when a jackpot is achieved is called a "jackpot game," and a special game executed when a small hit is achieved is called a "small hit game."
[0072] There are several types of jackpots. As shown in Figure 6, the types of jackpots are "15R (round) 1st jackpot," "15R 2nd jackpot," "15R 3rd jackpot," "2R 4th jackpot," "15R 5th jackpot," and "15R 6th jackpot." The "15R 1st jackpot" and "15R 5th jackpot" are jackpots in which the large prize entry port (first large prize entry port 30 or second large prize entry port 35) is opened 15 times (number of rounds), and in the first and second rounds, the second large prize entry port 35 is opened in a manner that makes it possible (easy) for the game ball to pass (V pass) into the specific area 39. The round in which the game ball aims to pass into this specific area 39 is also called a "V round" or "chance round."
[0073] In the "15R 2nd jackpot," "15R 3rd jackpot," and "15R 6th jackpot," the number of times (number of rounds) the large prize opening (first large prize opening 30 or second large prize opening 35) is opened is 15 times, but the opening time of the first and second rounds, which are the V rounds mentioned above, is extremely short (opens and closes for an instant), making it difficult (or even impossible) for the game ball to pass through to the specific area 39. In other words, these jackpots can be said to be jackpots that do not open the second large prize opening 35 in a manner that allows (easily allows) the game ball to pass through to the specific area 39.
[0074] The "2R 4th jackpot" is a jackpot in which the large prize opening (first large prize opening 30 or second large prize opening 35) is opened twice (number of rounds), and in the first and second rounds, which are V rounds, the second large prize opening 35 is opened in a manner that allows the game ball to pass through to the specific area 39. However, since the opening time of the second large prize opening 35 is 1.8 seconds in the first and second rounds combined, the possibility of the game ball passing through to the specific area is lower than in the 15R 1st jackpot.
[0075] In the pachinko gaming machine 1 of this embodiment, the game state after the end of a jackpot game is transitioned to a high probability state, which will be described later, based on the passage of the game ball into the specific area 39 during the jackpot game. Therefore, if the result of the special symbol hit / miss determination is a 15R first jackpot or a 15R fifth jackpot, the first and second V rounds are executed in a state in which the probability of the game ball passing through the specific area 39 is extremely high, and therefore, by passing the game ball through the specific area 39 during the execution of the jackpot game, the game state after the jackpot game can be transitioned to a high probability state. Furthermore, if the result of the special pattern hit / miss judgment is a 2R 4th jackpot, the first and second V rounds will be executed in a manner in which there is a possibility of the game ball passing through the specific area 39, although not as much as in the 15R 1st jackpot or the 15R 5th jackpot. Therefore, if the game ball can be made to pass through the specific area 39 during the execution of the jackpot game, the game state after the jackpot game can be transitioned to a high probability state.
[0076] On the other hand, if the result of the special pattern hit / miss judgment is a 15R second jackpot, a 15R third jackpot, or a 15R sixth jackpot, since the opening times of the V rounds in the first and second rounds are each 0.1 seconds, it is extremely difficult to get the game ball to enter the second large prize entry port, and therefore the possibility of the game ball passing through the specific area 39 during the jackpot game is extremely low (effectively impossible), and the game state after the jackpot game is very likely to become the normal state (low probability state) described below (it can also be said to become a low probability state).
[0077] On the other hand, a small win (first small win, second small win) is a win that opens the large prize opening (second large prize opening 35) in the same apparent opening pattern as the 2R 4th jackpot. In other words, a small win opens the second large prize opening 35 in a manner that allows the game ball to pass through to the specific area 39. However, even if a game ball passes through the specific area 39 during the execution of a small win game, the game state after the execution of the small win game remains unchanged from before the execution of the small win game. Therefore, if the game state before the execution of the small win game is a normal state (low probability state), the game state after the execution of the small win game will also be a normal state. From the player's perspective, the above-mentioned 2R 4th jackpot and a small win cannot be distinguished by looking at the opening pattern of the large prize opening (second large prize opening 35). In other words, it is difficult for the player to determine whether the result of the special symbol hit / miss determination is a "2R 4th jackpot" or a "small jackpot." Therefore, even if the game ball passes through the specific area 39 during a special game (jackpot game) for a 2R 4th jackpot, it is difficult to determine whether the subsequent game state has transitioned to a high-probability state. Also, even if the game ball passes through the specific area 39 during a special game (small jackpot game) for a small jackpot, it is difficult to determine whether the subsequent game state remains normal or has transitioned to a high-probability state. As a result, in the case of a small jackpot or a 2R 4th jackpot, the player can proceed with the game with the expectation that the high-probability state may be reached, thereby increasing the player's interest in the game. Note that in the case of a small jackpot, the number of times the large prize slot opens is not referred to as the number of rounds, but simply as the number of openings.
[0078] The opening patterns of the large prize opening when a large prize and a small prize are achieved in the pachinko gaming machine 1 of this embodiment are as shown in Figure 6. That is, in the case of a 15R first large prize (when a 15R first large prize symbol is stopped and displayed on the first special symbol display 41a) and a 15R fifth large prize (when a 15R fifth large prize symbol is stopped and displayed on the second special symbol display 41b), the second large prize opening 35 is opened for a maximum of 28 seconds in the first round to the second round, and the first large prize opening 30 is opened for a maximum of 28 seconds in the third round to the fifteenth round. In this case, since the opening times of the second large prize opening 35 in the first round and the second round are 28 seconds each, there is an extremely high possibility that the gaming ball will pass through the specific area 39 during that round (V round).
[0079] In addition, in the case of a 15R second jackpot (when the 15R second jackpot symbol is displayed on the first special symbol display 41a), a 15R third jackpot (when the 15R third jackpot symbol is displayed on the first special symbol display 41a), or a 15R sixth jackpot (when the 15R sixth jackpot symbol is displayed on the second special symbol display 41b), the second large prize opening 35 is opened for a maximum of 0.1 seconds in rounds 1 to 2, and the first large prize opening 30 is opened for a maximum of 28 seconds in rounds 3 to 15. In these cases, the opening time of the second large prize opening 35 in rounds 1 and 2 is limited to a maximum of 0.1 seconds (opening and closing for a moment), making it nearly impossible for the game ball to pass through the specific area 39 during that round (V round).
[0080] Thus, in this embodiment, the opening patterns for the 15R second, third, and sixth jackpots are different from the opening patterns for the 15R first and fifth jackpots in the first and second rounds (V rounds). Furthermore, in the 15R first and fifth jackpots, the second major prize opening 35 is open for 28 seconds in the first and second rounds. Therefore, in the V rounds, unless a ball jam or a problem with the game ball launching system occurs, the game ball will almost certainly enter the second major prize opening 35 and pass through the specific area 39 with a high probability. In contrast, in the 15R second, third, and sixth jackpots, the second major prize opening 35 is only open for 0.1 seconds in the first and second rounds. Therefore, it is extremely difficult for a game ball to enter the second major prize opening 35. Therefore, the possibility of the game ball passing through the specific area 39 during the jackpot game for the 2nd, 3rd and 6th jackpots of 15R is significantly lower than that for the 1st and 5th jackpots of 15R, and it can be said that it is virtually impossible for the game ball to pass through.
[0081] In addition, a jackpot in which a V round is executed in a manner in which the possibility of the game ball passing through the specific area 39 (V passing possibility) is extremely high is also called a ``V passing expected jackpot,'' and a jackpot in which a V round is executed in a manner in which the possibility of V passing is extremely low is also called a ``V non-passing expected jackpot.''
[0082] Also, as shown in FIG. 6, in the case of a 2R 4th jackpot (when the 2R 4th jackpot symbol is stopped and displayed on the first special symbol display 41a), the second large prize opening 35 is opened for a maximum of 0.9 seconds from the 1st round to the 2nd round. In this case, the total opening time of the second large prize opening 35 in the 1st round and the 2nd round is a maximum of 1.8 seconds, so it is possible to have a gaming ball enter the second large prize opening 35 and pass through the specific area 39 during that round. In the pachinko gaming machine 1 of this embodiment, one gaming ball is launched every 0.6 seconds, so if the opening time of the second large prize opening 35 is 1.8 seconds, it is fully possible to have a gaming ball enter the second large prize opening 35 and pass through the specific area 39. However, in the 2R 4th jackpot, the total opening time of the 2nd main prize slot is only 1.8 seconds, so you cannot expect as many prize balls (game profits) as in the other 15R jackpots. In other words, it is a jackpot in which you cannot get many prize balls compared to other jackpots.
[0083] In addition, in the case of a first small win (when the first small win symbol is displayed on the first special symbol display 41a) and a second small win (when the second small win symbol is displayed on the second special symbol display 41b), the second large prize opening 35 is opened twice for a maximum of 0.9 seconds. In other words, the large prize opening is opened in the same opening pattern as the 2R 4th jackpot. Even in this small win, the second large prize opening 35 is open for a total of 1.8 seconds, making it possible for a game ball to enter the second large prize opening 35 and pass through the specific area 39. However, as mentioned above, even if a ball passes through the specific area 39 during a small win game, there is no change in the game state before and after the small win game. In addition, in a small win game, the total opening time of the large prize opening is short at 1.8 seconds, so as with a 2R 4th jackpot, it is not possible to expect as many prize balls. In other words, a small win offers almost no benefits to the player in terms of transitioning the game state or winning balls (only winning balls from winning the ball).
[0084] In this embodiment, the opening patterns of the second large winning opening 35 may include a first opening pattern in which the gaming ball can pass (easily pass) through the specific area 39 (15R first jackpot, 15R fifth jackpot), a second opening pattern in which the gaming ball has difficulty (cannot pass) through the specific area 39 (15R second jackpot, 15R third jackpot, 15R sixth jackpot), and a third opening pattern in which the gaming ball can pass through the specific area but has a lower probability of passing than the first opening pattern (2R fourth jackpot). Also, as an opening pattern for a small win, there may be a fourth opening pattern in which the gaming ball can pass through the specific area 39 but does not award a bonus even if it does pass (does not generate a high probability state). This fourth opening pattern may alternatively be an opening pattern in which the specific area 39 is not passable.
[0085] The allocation probability for each jackpot in determining whether the first special symbol (Special Symbol 1) is a 15R 1st jackpot is 40%, a 15R 2nd jackpot is 20%, a 15R 3rd jackpot is 30%, and a 2R 4th jackpot is 10% (see the column for random numbers used to determine jackpot types in Figure 6). In contrast, the allocation probability for determining whether the second special symbol (Special Symbol 2) is a 15R 5th jackpot is 80%, and a 15R 6th jackpot is 20% (see the column for random numbers used to determine jackpot types in Figure 6). This allocation probability represents the possibility that the game ball will pass through the specific area 39 during a jackpot game, i.e., the probability of a high-probability state. It also represents the probability of a high-base state in which the extension function described below is activated.
[0086] That is, the probability of a high probability state is at least 40% if a jackpot is determined based on the ball entering the first starting hole 20 (first special symbol hit / miss determination), and the probability is 50% if the case where the game ball passes through the specific area 39 during the jackpot game related to the 2R 4th jackpot is included. On the other hand, if a jackpot is determined based on the ball entering the second starting hole 21 (second special symbol hit / miss determination), the probability is 80%.
[0087] In addition, regarding the probability of a high base state, if a jackpot is achieved by the first special symbol judgment in a game state (low base state) in which the extension function is not activated, the probability is 60%, and if a jackpot is achieved by the first special symbol judgment in a high base state, including a 2R 4th jackpot, the probability is 70%. On the other hand, if a jackpot is achieved by the second special symbol judgment, the probability is 100%. And if a jackpot is achieved by the second special symbol judgment, a 2R jackpot that can occur when a jackpot is achieved by the first special symbol judgment will not occur, and a 15R jackpot will always occur.
[0088] Thus, in the pachinko gaming machine 1 of this embodiment, a jackpot is achieved in the second special symbol hit determination (second special symbol hit lottery) performed when a gaming ball enters the second start slot 21, compared to a jackpot achieved in the first special symbol hit determination (first special symbol hit lottery) performed when a gaming ball enters the first start slot 20. This increases the probability of a high probability state, a high base state, and the possibility of winning 15 rounds of prize balls, compared to a jackpot achieved in the first special symbol hit determination. In other words, a jackpot achieved in the second special symbol hit determination is set to be more advantageous to the player than a jackpot achieved in the first special symbol hit determination, and displaying the second special symbol in a variable manner is more likely to be advantageous to the player than displaying the first special symbol in a variable manner. For this reason, players play in the hope of a ball entering the second start slot 21. This is particularly noticeable during operation of the extended opening function (high base state), which increases the frequency of balls entering the second starting hole 21. The distribution probability described above is an example, and can be set arbitrarily taking into consideration the gameplay, specifications, etc.
[0089] In addition, in this embodiment, since the second special symbol is superior to the first special symbol, when both the first special symbol variable display and the second special symbol variable display are executable, that is, when the first special symbol reserved and the second special symbol reserved are both "1" or more, the second special symbol variable display (consumption of the second special symbol reserved) is prioritized over the first special symbol variable display (consumption of the first special symbol reserved). As a result, in a high base state in which the frequency of balls entering the second starting hole 21 increases, the frequency of the second special symbol variable display increases, so it can be said that this is a state in which the player can advantageously proceed with the game. Nevertheless, if the first special symbol is displayed in a high base state, it will ruin the advantageous play for the player (high base state), and the display of the first special symbol may be more disadvantageous than the display of the second special symbol, so it can be said that the display of the first special symbol in a high base state is not desirable for the player.
[0090] Here, as the mode of the stopped display of the special symbols, the jackpot symbol is also called the "specific display result," the small jackpot symbol is also called the "predetermined display result," and the losing symbol is also called the "predetermined mode" or "non-specific display result." Also, the jackpot symbol that does not trigger the setting of a high base state (15R third jackpot symbol, 2R fourth jackpot symbol in a low base state) is also called the "first specific display result," and the jackpot symbol that triggers the setting of a high base state (15R first, second, fifth, and sixth jackpot symbols, 2R fourth jackpot symbol in a high base state) is also called the "second specific display result." Also, as the game state when the special symbols are displayed variably, the game state in which the extension function is not activated (low base state) is also called the "first game state," and the game state in which the extension function is activated (high base state) is also called the "second game state."
[0091] In this pachinko gaming machine 1, the determination of whether a jackpot is a jackpot, a minor jackpot, or a miss is made based on a "special symbol hit / miss determination random number (also referred to as "hit / miss determination information")," and the type of jackpot, if a jackpot is achieved, is determined based on a "jackpot type determination random number (also referred to as "symbol determination random number" or "symbol determination information"). As shown in FIG. 7(A), the special symbol hit / miss determination random number takes a value in the range of "0 to 629," and the jackpot type determination random number takes a value in the range of "0 to 99." Furthermore, the random numbers (acquired information) acquired based on balls entering the first starting hole 20 or the second starting hole 21 include a "variation pattern random number (also referred to as "variation pattern information") in addition to the special symbol hit / miss determination random number and the jackpot type determination random number. The variation pattern random number is a random number used to determine a variation pattern, including a variation time, and takes a value in the range of "0 to 198." 7(B) is a random number for determining whether a normal symbol has been selected, which is shown in Fig. 7(B) among the random numbers obtained based on the passage of the gate 28. The random number for determining whether a normal symbol has been selected is a random number used to determine whether or not an auxiliary game that opens the second starting gate 21 is to be played (a normal symbol lottery), and takes a value in the range of "0 to 240."
[0092] Next, the game states of the pachinko gaming machine 1 of this embodiment will be described. The pachinko gaming machine 1 has multiple game states, depending on the combination of the probability fluctuation function for special symbols, the probability fluctuation function for normal symbols, the fluctuation time reduction function, and the opening extension function, which are activated or deactivated. A state in which the probability fluctuation function for special symbols (first special symbol and second special symbol) is activated is called a "high probability state," and a state in which it is not activated is called a "normal state (also called a "low probability state")." In the high probability state, the probability of a jackpot being determined in the special symbol hit / miss determination is higher than in the normal state. That is, in the normal state, a hit / miss determination is performed using a hit determination table for the normal state, and in the high probability state, a hit / miss determination is performed using a hit determination table for the high probability state, in which the value of the special symbol hit / miss determination random number that is determined to be a jackpot is higher than in the normal state (see Figure 8(A)). In other words, when the probability variation function of the special symbol is activated, the probability that the display result of the variation display of the special symbol will be a jackpot (the stopped symbol will be a jackpot symbol) becomes higher than when it is not activated.
[0093] Additionally, the state in which the time-saving function for special symbols (first and second special symbols) is activated is referred to as the "time-saving state," while the state in which it is not activated is referred to as the "non-time-saving state." In the time-saving state, the average value of the special symbol's time of fluctuation (the time from the start of the fluctuation display to the final display) is shorter than the average value of the special symbol's time of fluctuation in the non-time-saving state. That is, in the time-saving state, the fluctuation pattern is determined using a fluctuation pattern table that is designed to select a fluctuation pattern with a shorter time period more frequently than in the non-time-saving state (see Figure 9). As a result, in the time-saving state, the pace of consumption of reserved special symbols increases, making it easier for effective balls to be entered into the starting slot (balls that can be stored as reserved special symbols). This allows for smooth gameplay and the aim of winning a jackpot.
[0094] The probability fluctuation function and the time-shortening function for the special symbols (first and second special symbols) may operate simultaneously, or only one of them may operate. The probability fluctuation function and time-shortening function for the normal symbols operate in synchronization with the time-shortening function for the special symbols. That is, the probability fluctuation function and time-shortening function for the normal symbols operate in the time-shortening mode for the special symbols, but do not operate in the non-time-shortening mode. Therefore, in the time-shortening mode, the probability of a win in the normal symbol win / loss determination is higher than in the non-time-shortening mode. That is, the normal symbol win / loss determination (normal symbol determination) is performed using a normal symbol win determination table in which the value of the normal symbol random number (win random number) determined as a win is higher than in the normal symbol win determination table used in the non-time-shortening mode (see Figure 8(C)). In other words, when the probability fluctuation function for the normal symbols is activated, the probability that the display result of the normal symbol variable display will be a win (the stopped symbol will be a normal winning symbol) is higher than when it is not activated.
[0095] Also, in the time-saving state, the normal symbol fluctuation time is shorter than in the non-time-saving state. In this embodiment, the normal symbol fluctuation time is 30 seconds in the non-time-saving state, but 1 second in the time-saving state (see FIG. 8(D)). Furthermore, in the time-saving state, the opening time extension function of the variable winning device 22 (second start port 21) is activated, and the opening time of the second start port 21 in the auxiliary game is longer than in the non-time-saving state. In addition, in the time-saving state, the opening count increase function of the variable winning device 22 is activated, and the opening count of the second start port 21 in the auxiliary game is more than in the non-time-saving state. Specifically, when the result of the normal symbol hit / miss judgment is a hit in the non-time-saving state, the movable member 23 of the variable winning device 22 (second starting port 21) performs a single opening operation for 0.2 seconds, and when the result of the normal symbol hit / miss judgment is a hit in the time-saving state, the movable member 23 of the variable winning device 22 (second starting port 21) performs three 2.0-second opening operations.
[0096] When the probability variation function and variation time reduction function for normal symbols, as well as the opening time extension function and opening count increase function of the variable winning device 22, are activated, the second starting hole 21 opens more frequently and the frequency with which game balls enter the second starting hole 21 increases compared to when these functions are not activated (also referred to as a "high frequency state"). As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, increases. Therefore, the state in which these functions are activated is also referred to as a "high base state," and the state in which they are not activated is also referred to as a "low base state." In a high base state, you can aim for a jackpot without significantly reducing the number of game balls you have in hand (held balls).
[0097] The high base state (high frequency state) does not necessarily require all of the above functions to be activated. In other words, it is sufficient that the activation of at least one of the functions of the probability fluctuation function and fluctuation time reduction function for normal symbols, and the opening time extension function and opening count increase function of the variable winning device 22 makes the second starting hole 21 more likely to open (higher ball entry frequency) than when the function is not activated. Also, the high base state may be controlled independently without being associated with the time reduction state of the special symbols. The function that generates such a high base state can also be called the "high base generation function."
[0098] In the pachinko gaming machine 1 of this embodiment, if the first or fifth jackpot of 15R occurs, the game state after the jackpot game ends will be a high probability state of the special symbol, a time-saving state of the special symbol, and a high base state if the game ball passes through the specific area 39 during the jackpot game (see Figure 6). This game state is particularly called a "high probability, high base state." The high probability, high base state ends when the variable display of the special symbol is executed a predetermined number of times (100 times in this example) or when a jackpot is achieved and the jackpot game is executed.
[0099] Furthermore, if a 15R second or sixth jackpot occurs, the game state after the jackpot game ends will be the normal special symbol state because it is extremely difficult for the game ball to pass through the specific area 39 during that jackpot game. In addition, the game state will be the special symbol time-saving state and high base state (see Figure 6). This game state is specifically referred to as the "low probability high base state." The low probability high base state ends when the special symbol variable display is executed a predetermined number of times (100 times in this example) or when a jackpot is won and a special game related to that jackpot (jackpot game) is executed before the special symbol variable display is executed a predetermined number of times (100 times in this example). Furthermore, even if the possibility is extremely low, if the game ball passes through the specific area 39 during the jackpot game related to the 15R second or sixth jackpot, the game state after the jackpot game ends will be the "high probability high base state." Also, although the possibility is extremely low, if the game ball does not pass through the specific area 39 during the jackpot game related to the first and fifth jackpots of 15R, the game state after the jackpot game ends will be a ``low probability high base state.''
[0100] Furthermore, in the event of a 15R third jackpot, the game state after the end of the jackpot game will be the normal state for the special symbol, since it is extremely unlikely that the game ball will pass through the specific area 39 during that jackpot game, and will also be in the non-time-saving state for the special symbol and low base state (see Figure 6). This game state is specifically referred to as the "low-probability low-base state." The low-probability low-base state is the basic game state in this pachinko game machine 1, that is, the initial game state. Furthermore, although the possibility is extremely low, if the game ball passes through the specific area 39 during the jackpot game related to the 15R third jackpot, the game state after the end of that jackpot game will be the "high-probability low-base state" described below.
[0101] Furthermore, in the low-probability, low-base state, if a 2R fourth jackpot occurs, the game state after the jackpot game ends will be a high-probability state for the special symbol, a non-time-saving state for the special symbol, and a low-base state if the game ball passes through the specific area 39 during the jackpot game (see Figure 6). This game state is specifically called the "high-probability, low-base state." The high-probability, low-base state ends when the variable display of the special symbol is executed a predetermined number of times (100 times in this example) or when a jackpot is achieved and the jackpot game is executed.
[0102] This high-probability, low-base state is a state in which the high-probability state is latent, that is, a state in which it is difficult for a player to recognize that it is a high-probability state. In other words, the high-probability, low-base state is what is known as a "latent probability change state (also called a "probability non-announcement state"). In contrast, the above-mentioned high-probability, high-base state is a state in which it is clear to a player that it is a high-probability state. In other words, the high-probability, high-base state is what is known as a "probability change game state."
[0103] In addition, in the high base state, if a 2R fourth jackpot occurs, the game state after the jackpot game ends will be a "high probability high base state" if the game ball passes through the specific area 39 during the jackpot game (see Figure 6). In other words, the time-saving function and base state of the special symbol will be the same as the state before the jackpot game is executed.
[0104] In a high-base state, such as a high-probability high-base state or a low-probability high-base state, it is more advantageous to play by hitting the ball to the right to enter the right play area 3B. In a high-base state, the second start hole 21 is more likely to open than in a low-base state, making it easier for the ball to enter the second start hole 21 than the first start hole 20. Therefore, in a high-base state, hitting the ball to the right to enter the second start hole 21 while passing the ball through the gate 28, which triggers the determination of whether the normal symbol is a hit, can provide more start balls (opportunities for determining whether the special symbol is a hit) than hitting the ball to the left. In this state, the launch direction indicator 47 is controlled to light in a predetermined manner, indicating that the ball should be launched into the right play area.
[0105] In contrast, in a low base state, such as a high-probability low base state or a low-probability low base state, it is more advantageous to play by hitting the game ball from the left to enter the left game area 3A. In a low base state, the second start hole 21 is less likely to open than in a high base state, making it easier for the ball to enter the first start hole 20 than the second start hole 21. Therefore, in a low base state, hitting the game ball from the left to enter the first start hole 20 can provide more start balls (opportunities to determine whether the special symbol has been hit) than hitting the game ball from the right. In this state, the launch direction indicator 47 is lit (display controlled) in a predetermined manner, indicating that the ball should be launched into the left game area.
[0106] Specifically, the launch direction indicator 47 is composed of two LEDs, "yz," and indicates the launch direction by lighting the LEDs according to the game state. For example, in a low base state, it can notify that the ball should be launched into the left game area by displaying "y□z□" (e.g., □: off, ■: on) with both LEDs turned off. Also, in a high base state, it can notify that the ball should be launched into the right game area by displaying "y■z■" (e.g., □: off, ■: on).
[0107] In this embodiment, the launch instruction notification instructing whether the game ball should be launched toward the left game area 3A or the right game area 3B of the game area 3 is performed not only by the LED display mode on the launch direction indicator 47 but also by the display of launch instruction images (left-hit instruction image 70, right-hit instruction image 71) on the image display device 7 (display screen 7a). Generally, it can be said that the image display device 7 (display screen 7a) is easier for a player to see and grasp (understand) the displayed content than the launch direction indicator 47. Therefore, a player generally looks at the launch instruction image displayed on the image display device 7 (display screen 7a) to determine whether to "shoot left" or "shoot right," that is, whether the current game state is a "left-hit game state" in which the ball is hit left or a "right-hit game state" in which the ball is hit right.
[0108] In this embodiment, as mentioned above, "right hit" is performed when the game state is in a special game state (jackpot game state) or a high base state (high probability high base state, low probability low base state), so the "right hit game state" refers to the special game state or the high base state. This "right hit game state" is also called the "predetermined game state," the "special game state" is also called the "first predetermined game state," and the "high base state" is also called the "second predetermined game state."
[0109] As described above, in the pachinko game machine 1 of this embodiment, if the low-probability, low base state in which no small hit game or big hit game is being played is used as a reference, this low-probability, low base state can be considered as the ``normal game state'' or ``normal state,'' and the game in which the special pattern is displayed in a variable manner in this state can be considered as ``normal game.''
[0110] The jackpot game is a game that can be executed by displaying a special pattern in a varying manner and then displaying the jackpot pattern in a stopped state, and since it is an advantageous game for the player in that it allows the player to obtain a large number of prize balls by having the game ball enter the large prize opening (first large prize opening 32, second large prize opening 35), the jackpot game can be considered a "special game," and the game state in which the jackpot game is played can be considered a "special game state."
[0111] Furthermore, although the small win game is not as advantageous as the big win game, it is possible to obtain prize balls by having game balls enter the big prize slots (first big prize slot 32, second big prize slot 35), so it can be said that it is a game that is more advantageous to the player than normal play. Therefore, small win games can also be considered as "special games," and the game state in which the small win game is played can also be considered as a "special game state." Furthermore, in order to distinguish between special games as big win games and special games as small win games, special games as small win games can also be considered as "small profit special games."
[0112] [Main control main processing] Next, the operation of the game control microcomputer 81 (control processing by the main control unit) will be described with reference to FIGS. 10 to 38. The counters, flags, statuses, buffers, and the like mentioned in the description of the operation of the game control microcomputer 81 are provided in the RAM of the main control board 80. When the power supply of the pachinko gaming machine 1 is turned on, the game control microcomputer 81 provided in the main control board 80 reads and executes the main control main processing program shown in FIG. 10 from the ROM of the main control board 80. As shown in the figure, the main control main processing first performs initialization (S101). The initialization includes, for example, stack setting, constant setting, interrupt time setting, CPU setting of the main control board 80, setting of SIO, PIO, and CTC (interrupt time controller), and resetting of various flags, statuses, and counters. 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." The initial setting (S101) is performed only once after the power supply is turned on and is not performed thereafter.
[0113] Following the initial setting (S101), interrupts are prohibited (S102), and the normal and special symbol main random number update process (S103) is executed. In this normal and special symbol main random number update process (S103), the values of the various random number counters shown in FIG. 7 are updated by incrementing them by 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) in the RAM of the main control board 80.
[0114] When the normal symbol / special symbol main random number update process (S103) is completed, an interrupt is permitted (S104). While the interrupt is permitted, the interrupt process (S105) can be executed. This interrupt process (S105) is executed based on an interrupt pulse repeatedly input to the CPU of the main control board 80, for example, at a 4 ms cycle. Then, after the interrupt process (S105) is completed and before the next interrupt process (S105) is started, the update process of various counter values by the normal symbol / special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU when the interrupt is prohibited, the interrupt process (S105) does not start immediately, but starts after the interrupt is permitted (S104).
[0115] [Interrupt processing] Next, the interrupt process (S105) will be described. As shown in FIG. 11, in the interrupt process (S105), first, the output process (S201) is executed. In the output process (S201), commands (control signals) and the like set in the output buffer provided in the RAM of the main control board 80 in each process described below are output to the sub-control board 90, the payout control board 110, and the like. The commands and the like output here include information on the game status, the result of the special symbol hit / miss determination, the symbol as the type of jackpot, the variation pattern, and the like. Note that the command consists of, for example, 2 bytes of information. The upper byte is information on the type of command, and the lower byte is information on the content of the command.
[0116] In the input process (S202) that follows the output process (S201), detection signals detected by various sensors (first start hole sensor 20a, second start hole sensor 21a, first large prize hole sensor 30a, second large prize hole sensor 35a, general prize hole sensor 27a, etc. (see Figure 5)) attached to the pachinko gaming machine 1 are read and stored in the output buffer of RAM as prize ball information. Also, when the first start hole sensor 20a or the second start hole sensor 21a detects a game ball, a start ball entry command corresponding to each start hole is stored in the output buffer of RAM by the start ball entry process (S205) described below. Furthermore, a detection signal from the lower tray full switch that detects whether the lower tray 62 is full is also taken in and stored in the output buffer of RAM as lower tray full data.
[0117] The normal symbol / special symbol main random number update process (S203) that is performed next is the same as the normal symbol / special symbol main random number update process (S103) that is performed in the main control main process of Fig. 10. That is, the update process of the various random number counter values (including the normal symbol random number counter value) shown in Fig. 7 is performed both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) to the start of the next interrupt process (S105)).
[0118] Following the normal and special symbol main random number update process (S203), the following processes are executed: the start gate sensor detection process (S204), the start ball entry process (S205), the normal symbol operation process (S206), the special symbol operation process (S207), the specific area sensor detection process (S208), the reserved ball count process (S209), and the power interruption monitoring process (S210), which are described below. In addition, "other processes" necessary for game progress are executed, and the interrupt process (S105) is terminated. Then, the main control main process steps S102 to S104 are repeatedly executed (see FIG. 10) until the next interrupt pulse is input to the CPU of the main control board 80. When the interrupt pulse is input (approximately 4 msec later), the interrupt process (S105) is executed again. In the output process (S201) of the re-executed interrupt process (S105), the commands and the like set in the RAM output buffer in the previous interrupt process (S105) are output.
[0119] [Starting port sensor detection process] As shown in Fig. 12, in the start gate sensor detection process (S204), first, it is determined whether the gaming ball has passed through the gate 28, that is, whether the gaming ball has been detected by the gate sensor 28a (S301). If the gaming ball has not passed through the gate 28 (NO in S301), the process proceeds to S305, and if the gaming ball has passed through the gate 28 (YES in S301), it is determined whether the number of reserved balls for normal symbols (the number of reserved normal symbols, specifically the value of a counter that counts the number of reserved normal symbols provided in RAM) is less than 4 (S302).
[0120] If the number of reserved normal symbol balls is not less than 4 (NO in S302), the process proceeds to S305. On the other hand, if the number of reserved normal symbol balls is less than 4 (YES in S302), "1" is added to the number of reserved normal symbol balls (S303), and the normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether or not the normal symbol is correct (label -TRND-H, FIG. 7(B)) stored in the update value memory area (not shown) of the RAM is acquired, and the acquired random number value (acquired information) is stored in the address space corresponding to the current number of reserved normal symbol balls in the normal symbol reserve memory section provided in the RAM of the main control board 80.
[0121] In S305, it is determined whether a game ball has entered the second starting hole 21, i.e., whether a game ball has been detected by the second starting hole sensor 21a (S305). If a game ball has not entered the second starting hole 21 (NO in S305), the process proceeds to S309. If a game ball has entered the second starting hole 21 (YES in S305), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved second symbol symbols, specifically, the value of a counter that counts the number of reserved second symbol symbols provided in the RAM of the main control unit 80) is less than 4 (upper limit) (S306). If the number of reserved balls for special symbol 2 is not less than 4 (NO in S306), the process proceeds to S309. If the number of reserved balls for special symbol 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls for special symbol 2 (S307).
[0122] Next, a special symbol 2 related random number acquisition process (S308) is performed. In the special symbol 2 related random number acquisition process (S308), the value of the random number counter for determining whether or not the special symbol has been selected (label-TRND-A), the value of the random number counter for determining the type of jackpot (label-TRND-AS), and the value of the variable pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values shown in Figure 7(A) are acquired), and these acquired random number values (acquired information) are stored in an address space corresponding to the current number of reserved balls for the special symbol 2 in the second special symbol reserved memory unit 85b.
[0123] Next, it is determined whether a game ball has entered the first starting hole 20, that is, whether a game ball has been detected by the first starting hole sensor 20a (S309). If a game ball has not entered the first starting hole 20 (NO in S309), the process is terminated. If a game ball has entered the first starting hole 20 (YES in S309), it is determined whether the number of reserved balls for special chart 1 (the number of reserved first special charts, specifically, the value of a counter that counts the number of reserved first special charts provided in the RAM of the main control unit 80) is less than 4 (upper limit) (S310). Then, if the number of reserved balls for special chart 1 is not less than 4 (NO in S310), the process is terminated. If the number of reserved balls for special chart 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls for special chart 1 (S311).
[0124] Next, the special symbol 1 related random number acquisition process (S312) is performed. In the special symbol 1 related random number acquisition process (S312), similar to the special symbol 2 related random number acquisition process (S308), the value of the counter for determining whether or not the special symbol is a hit (label-TRND-A), the value of the random number counter for determining the type of jackpot (label-TRND-AS), and the value of the variable pattern random number counter (label-TRND-T1) stored in the update value memory area (not shown) of the RAM are acquired (i.e., the random number values shown in Figure 7 (A) are acquired), and these acquired random number values are stored in the address space corresponding to the current number of special symbol 1 reserved balls in the first special symbol reserved memory unit.
[0125] [Processing at the time of starting the ball] As shown in FIG. 11, the game control microcomputer 81 performs the start hole sensor detection process (S204) followed by the start ball entry process (S205). As shown in FIG. 13, in the start ball entry process (S205), first, it is determined whether the number of reserved balls in the special figure 2 has increased by "1" (S315). If it is determined that the number of reserved balls in the special figure 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" is added to the number of reserved balls in the special figure 2 in S307 of the start hole sensor detection process (S204) based on the game ball entering the second start hole. On the other hand, if it is determined that the number of reserved balls in the special figure 2 has not increased (NO in S315), the process proceeds to S319.
[0126] In S316, the latest acquired random number value (acquired information) acquired in the special symbol 2 related random number acquisition process (S308) in the immediately preceding start port sensor detection process (S204) and stored in the second special symbol reserved memory unit is read (S316). Next, the acquired random number value related to the read second special symbol is determined (S317). In S317, the value of the special symbol hit / miss determination random number counter (special symbol hit / miss determination random number value) among the read acquired random numbers is determined to be a hit or miss depending on the current game state (low probability state or high probability state), and if the result of the determination is a hit, the type of hit is further determined. This S317 process corresponds to a pre-determination (so-called "reserved pre-read") made prior to the hit / miss determination (S1303, S1309) in the special symbol 2 hit / miss determination process (S1202) described below.
[0127] In addition, the preliminary determination of whether or not a jackpot has occurred can be determined based on a jackpot determination table (see FIG. 8(A)), i.e., a jackpot determination table for high-probability states in the high-probability state, and a jackpot determination table for normal states in the normal state (low-probability state). Another preliminary determination mode is to provide a variation pattern information determination table capable of determining variation pattern information, including a variation pattern information determination table for normal states (low-probability states) and a variation pattern information determination table for high-probability states (high-probability states). In the preliminary determination, predetermined variation pattern information can be selected based on the acquired random number value (such as the value of a random number counter for determining whether or not a special symbol has been hit) and the variation pattern information determination table corresponding to the game state. From this selected variation pattern information, it is possible to identify whether or not a jackpot has occurred, the type of jackpot, and whether or not a game presentation with a high probability of winning a jackpot will be executed.
[0128] Next, in S318, game information (pre-determination information) relating to the result of the preliminary determination in S317, specifically, information indicating whether the random number value for determining whether or not a special symbol is a hit or miss match the jackpot determination value (hit or miss information), information indicating the value of the random number counter for determining the jackpot type (jackpot type determination random number value), information indicating the value of the fluctuation pattern random number counter (fluctuation pattern random number value), etc., is generated as a special symbol 2 start ball entry command, and the command is set in the output buffer of RAM (S318). Note that as the special symbol 2 start ball entry command, some or all of the value of the special symbol 2 acquisition random number read in S316 may be sent directly to the sub-control board, or the value of the special symbol 2 acquisition random number may not be sent directly, and game information acquired based on the value of the special symbol 2 acquisition random number (for example, the aforementioned fluctuation pattern information, etc.) may be sent.
[0129] Furthermore, by analyzing the special chart 2 start ball entry command transmitted from the main control unit 80 by the sub-control unit 90, the sub-control unit 90 can identify whether the information is related to a jackpot, what the jackpot type is, what the variation pattern is, etc. In addition to this, in this embodiment, by analyzing the special chart 2 start ball entry command, it is possible to determine whether the acquired special chart 2 acquisition random number will result in a jackpot when judged in a high probability state, and whether it will result in a jackpot when judged in a low probability state. As a result, the sub-control unit 90 stores the received special chart 2 start ball entry command as a hold (effect hold information), pre-judges the effect hold information at a specific timing, and determines whether effect hold information that will be judged as a jackpot when judged in a low probability state is stored.
[0130] Furthermore, from the viewpoint of preventing fraud, the random number value for determining whether or not a special pattern has been selected among the random number values obtained in S316 is not sent directly to the sub-control unit, but instead command data including information indicating the value of the random number counter for determining the type of jackpot (random number value for determining the type of jackpot) and the value of the fluctuation pattern random number counter (fluctuation pattern random number value), as well as information indicating the result of the preliminary determination, can be generated as a special pattern 2 start-entry command and set.
[0131] Next, in S319, similar to the processing related to Special Chart 2 described above, it is determined whether the number of reserved balls for Special Chart 1 has increased by "1" (S319). If it is determined that the number of reserved balls for Special Chart 1 has increased by "1" (YES in S319), the processing proceeds to S320. This corresponds to the case where "1" is added to the number of reserved balls for Special Chart 1 in S311 in the start port sensor detection processing (S204) based on the entry of a game ball into the first start port. On the other hand, if it is determined in S319 that the number of reserved balls for Special Chart 1 has not increased (NO in S319), the processing ends as is.
[0132] In S320, it is determined whether the time-saving flag is ON (S320), and if it is determined that the time-saving flag is ON, i.e., that the base state is high (YES in S320), the process ends. On the other hand, if it is determined that the time-saving flag is OFF, i.e., that the base state is low (NO in S320), the process proceeds to the pre-determination process from S321 onwards.
[0133] The processing of S321 to S323 is the same as the processing of S316 to S318 described above, but for special chart 1. That is, the latest acquired random number value (acquired information) acquired in the special chart 1 related random number acquisition process (S312) in the start gate sensor detection process (S204) and stored in the first special chart reserve memory unit is read (S321), and a preliminary judgment is made on the read acquired random number value (S322). Then, command data including game information related to this preliminary judgment is generated as a special chart 1 start ball entry command, and the command is set in the output buffer of RAM (S323). Note that the preliminary judgment (reserved advance reading) of S322 is made prior to the judgment (S1603, S1609) in the special chart 1 hit / miss judgment process (S1207) described later.
[0134] Here, in the high base state, the opening extension function is activated, which increases the frequency of balls entering the second starting hole 21, making it easier to make a hit / miss judgment for special symbol 2 (see FIG. 8(B)). Also, in this embodiment, as will be described later, the consumption of special symbol 2 reserved (display of the change in the second special symbol) is executed in priority to the consumption of special symbol 1 reserved (display of the change in the first special symbol). For this reason, in this embodiment, the advance judgment regarding special symbol 1 reserved (special symbol 1 advance judgment) is performed in the low base state, where the change in the first special symbol is mainly displayed, and the advance judgment regarding special symbol 2 reserved (special symbol 2 advance judgment) is performed regardless of whether the base state is low or high. Furthermore, in the pachinko game machine 1 of this embodiment, as will be described later, the machine is controlled to a low probability low base state during a jackpot game, but even if a game ball enters the first starting hole 20 during a jackpot game and the number of reserved balls for special chart 1 increases by "1", the processing of S321 to S323 (special chart 1 advance judgment processing) is not performed.
[0135] [General Action Processing] After the start ball entry game processing (S206), the game control microcomputer 81 performs the normal symbol operation processing (S207) shown in Fig. 14. In the normal symbol operation processing (S207), the processing related to the normal symbol display 42 and the variable winning device 22 is divided into four stages, and "normal symbol operation status 1, 2, 3, 4" is assigned to each stage. Then, if the "normal map operation status" is "1" (YES in S401), normal pattern standby processing (S402) is performed, and if the "normal map operation status" is "2" (NO in S401, YES in S403), normal pattern change processing (S404) is performed, and if the "normal map operation status" is "3" (NO in both S401 and S403, YES in S405), normal pattern confirmation processing (S406) is performed, and if the "normal map operation status" is "4" (NO in S401, S403, and S405), normal electric accessory processing (S407) is performed. Note that the normal map operation status is initially set to "1".
[0136] [Normal pattern standby processing] As shown in FIG. 15, in the normal symbol waiting process (S402), first, it is determined whether the number of reserved balls for the normal symbol is "0" (S501). If it is "0" (YES in S501), this process ends. On the other hand, if it is not "0" (NO in S501), the normal symbol hit / miss determination process (described later) is performed (S502), and then the normal symbol change pattern selection process (S503) is performed. In the normal symbol change pattern selection process, the normal symbol change pattern selection table shown in FIG. 8(D) is referenced, and if the game state is in the time-saving state, a normal symbol change pattern with a normal symbol change time of 1 second is selected. On the other hand, if the game state is not in the time-saving state, a normal symbol change pattern with a normal symbol change time of 30 seconds is selected. After the normal symbol change pattern selection process (S503) is completed, the normal symbol random number shift process (S504) described later is performed, and then the normal symbol change start process (S505) is performed, and the process ends. In the normal symbol variation start processing, the normal symbol variation display is started based on the normal symbol variation pattern selected in S503, and the normal operation status is set to "2." In addition, in the normal symbol variation start processing, a normal symbol variation start command is set to notify the sub-control board 90 that the normal symbol variation has started.
[0137] [Normal pattern correctness determination process] As shown in FIG. 16, in the normal symbol hit / miss judgment process (S502), first, the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) stored in the normal symbol reserve memory unit is read (S601). Next, it is determined whether the time-saving flag is ON (i.e., whether the game state is in the time-saving state or not) (S602). In S602, if it is determined that the time-saving flag is ON, that is, the game state is in the time-saving state (YES in S602), it is determined whether or not there is a hit by a high-probability normal symbol hit / miss judgment based on the table for the time-saving state (hit judgment value is "0" to "239") among the normal symbol hit judgment tables shown in FIG. 8 (C) (S604), and the process proceeds to S605. In other words, it is determined whether or not the value of the random number counter for normal symbol hit / miss judgment (label-TRND-H) that has been read matches any of the hit judgment values. On the other hand, in S602, if it is determined that the time-saving flag is not ON, that is, the time-saving state is not in effect (NO in S602), a low-probability normal symbol hit / miss judgment based on the table for the non-time-saving state (hit judgment values are "0" and "1") among the normal symbol hit judgment tables shown in Fig. 8 (C) is used to judge whether or not there is a hit (S603), and the process proceeds to S605. Then, in S605, it is determined whether or not the result of the normal symbol hit / miss judgment (S603, S604) is a hit (normal symbol hit) (S605), and if it is determined to be a miss (NO in S605), the missing normal symbol to be displayed as a stop symbol (normal symbol miss symbol) is determined (S606), and the process ends. On the other hand, if it is determined in S605 that there is a win (normal winning symbol) (YES in S605), the winning normal symbol (normal winning symbol) to be displayed is determined (S607), the normal winning symbol flag is turned ON (S608), and the processing ends.
[0138] [Normal pattern random number shift processing] As shown in FIG. 17, in the normal symbol random number shift process (S504), first, the number of normal symbol reserved balls is decremented by 1 (S701). Next, the storage location of each normal symbol reserved in the normal symbol reserved memory unit is shifted by one from the current position to the side to be read (S702). Then, the address space that is the storage location of the highest reserved memory in the normal symbol reserved memory unit is made empty ("0"), that is, the RAM area corresponding to the fourth normal symbol reserved is cleared to 0 (S703), and the process is completed. In this way, the normal symbol reserved is consumed in the reserved order.
[0139] [Normal pattern change processing] As shown in Figure 18, in the normal pattern variation processing (S404), first, it is determined whether the normal pattern variation time has elapsed (S801), and if it has not elapsed (NO in S801), the processing is terminated. On the other hand, if it has elapsed (YES in S801), a normal pattern variation stop command is set (S802), and the normal pattern operation status is set to "3" (S803). Then, other processing is performed, such as stopping the normal pattern variation display at the display result (winning normal pattern or losing normal pattern) according to the result of the normal pattern win / loss judgment random number (S804), and this processing is terminated.
[0140] [Normal pattern confirmation process] As shown in FIG. 19, in the normal symbol determination process (S406), first, it is determined whether the normal symbol winning flag is ON (S901). If the normal symbol winning flag is not ON (NO in S901), the normal symbol operation status is set to "1" (S905), and this process ends. On the other hand, if the normal symbol winning flag is ON (YES in S901), it is next determined whether the time-saving flag is ON, i.e., whether the time-saving state is in effect (S902). If the time-saving state is in effect (YES in S902), the opening pattern during the time-saving state is set as the opening pattern of the variable winning device 22 (second starting hole 21) (S903). As mentioned above, the opening pattern during the time-saving state is an opening pattern in which a 2.0-second opening is repeated three times. Therefore, the second starting hole opening counter, which counts the number of times the second starting hole 21 has been opened, is set to "3."
[0141] On the other hand, if the game is in a non-time-shortened state (NO in S902), the opening pattern for the variable winning device 22 (second starting port 21) is set to the opening pattern for the non-time-shortened state (S906). As mentioned above, the opening pattern for the non-time-shortened state is an opening pattern in which a 0.2-second opening is performed once. Therefore, the second starting port opening counter is set to "1". Then, following the setting of the opening pattern (S903, S906), the normal operation status is set to "4" (S904), and this process is completed.
[0142] [Normal electric accessory processing] As shown in Fig. 20, in the normal electric accessory processing (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag indicating that the opening of the second starting hole 21 has been completed in the auxiliary game that was executed as a winning.
[0143] If the normal hit end flag is not ON (NO in S1001), it is determined whether or not the second start port 21 is currently open (S1002). If it is not currently open (NO in S1002), it is determined whether or not the time (timing) to open the second start port 21 has arrived (S1003). If not (NO in S1003), the processing ends. If it has arrived (YES in S1003), the second start port 21 is opened (S1004), and the processing ends. On the other hand, if the second starting port 21 is open (YES in S1002), it is determined whether the time has come to close the second starting port 21 (i.e., whether a predetermined opening time has elapsed since the second starting port 21 was opened) (S1005), and if it has not come (NO in S1005), the processing is terminated, and if it has come (YES in S1005), the second starting port 21 is closed (S1006).
[0144] Then, following the closing process of the second start hole 21 (S1006), the value of the second start hole opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start hole opening counter is "0" (S1008). If it is not "0" (NO in S1008), the process ends to open the second start hole 21 again. On the other hand, if it is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), and a normal win end flag is set (S1010), and the process ends. Note that the second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the movable member 23) three times during the time-saving state, and becomes "0" when the second start hole 21 is opened once during the non-time-saving state.
[0145] On the other hand, if the normal symbol winning end flag is ON in S1001 (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), and the normal symbol operation status is set to "1" (S1013) to end the processing. As a result, in the next interrupt processing, the normal symbol waiting processing (S402) will be executed again as the normal symbol operation processing (FIG. 13). [Normal electric accessory processing] As shown in Figure 20, in the normal electric accessory processing (S407), first, it is determined whether the normal winning end flag is ON (S1001). The normal winning end flag is a flag that indicates that the opening of the second starting hole 21 has been completed in the auxiliary game that was executed as a winning.
[0146] If the normal hit end flag is not ON (NO in S1001), it is determined whether the second start port 21 is currently open (S1002). If it is not currently open (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has arrived (S1003). If not (NO in S1003), the processing is terminated. If it has arrived, the second start port 21 is opened (S1004), and the processing is terminated. On the other hand, if the second start port 21 is currently open (YES in S1002), it is determined whether the time (timing) to close the second start port 21 has arrived (i.e., whether a predetermined opening time has elapsed since the second start port 21 was opened) (S1005). If not (NO in S1005), the processing is terminated. If it has arrived (YES in S1005), the second start port 21 is closed (S1006).
[0147] Then, following the closing process of the second start hole 21 (S1006), the value of the second start hole opening counter is decremented by 1 (S1007), and it is determined whether the value of the second start hole opening counter is "0" (S1008). If it is not "0" (NO in S1008), the process ends to open the second start hole 21 again. On the other hand, if it is "0" (YES in S1008), a normal win end process is performed to end the auxiliary game (S1009), and the normal win end flag is set (S1010), and the process ends. Note that the second start hole opening counter becomes "0" when the second start hole 21 is opened (the opening operation of the movable member 23) three times during the time-saving state, and becomes "0" when the second start hole 21 is opened once during the non-time-saving state.
[0148] On the other hand, if the normal symbol winning end flag is ON in S1001 (YES in S1001), the opening operation of the second starting port 21 for the number of times set in S903 or S906 has ended, so the normal symbol winning end flag is turned OFF (S1011), the normal symbol winning flag is turned OFF (S1012), and the normal symbol operation status is set to "1" (S1013) to end the processing. As a result, in the next interrupt processing, the normal symbol waiting processing (S402) will be executed again as the normal symbol operation processing (FIG. 13).
[0149] [Special diagram operation processing] As shown in Fig. 11, the game control microcomputer 81 performs the special symbol operation process (S207) after the normal symbol operation process (S206). As shown in Fig. 21, in the special symbol operation process (S207), the processing related to the special symbol display device 41 and the big prize device (the first big prize device 31 and the second big prize device 36) is divided into five stages, and "special symbol operation status 1, 2, 3, 4, 5" is assigned to each stage. If the special symbol operation status is "1" (YES in S1101), special symbol waiting processing (S1102) is performed; if the special symbol operation status is "2" (NO in S1101, YES in S1103), special symbol changing processing (S1104) is performed; if the special symbol operation status is "3" (NO in both S1101 and S1103, YES in S1105), special symbol determination processing (S1106) is performed; if the special symbol operation status is "4" (NO in all S1101, S1103, S1105, YES in S1107), special electric device processing 1 (S1108) is performed for a big win game; and if the special symbol operation status is "5" (NO in all S1101, S1103, S1105, S1107), special electric device processing 2 (S1109) is performed for a small win game. The initial setting for the special chart operation status is "1".
[0150] [Special pattern standby process] As shown in Fig. 22, in the special symbol waiting process (S1102), first, it is determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls in special symbol 2) is "0" (S1201). If the number of reserved balls in special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value acquired based on the ball entering the second starting port 21, it is determined whether the number of reserved balls in the first starting port 20 (i.e., the number of reserved balls in special symbol 1) is "0" (S1206). Then, if the number of reserved balls for special chart 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value obtained based on the ball entering the first starting port 20, it is determined whether or not the display screen 7a of the image display device 7 is in the process of being set to the standby screen (a demo screen for waiting customers is being executed) (S1211), and if it is in the process (YES in S1211), the process is terminated, and if it is not in the process (NO in S1211), the standby screen setting process is executed to display the standby screen (S1212).
[0151] If the number of reserved balls for special chart 2 is not "0" in S1201 (NO in S1201), that is, if there is one or more memories of random number counter values obtained based on balls entering the second starting port 21, the special chart 2 hit / miss judgment process (S1202), special chart 2 variation pattern selection process (S1203), special chart 2 random number shift process (S1204), and special chart 2 variation start process (S1205) described below are performed in this order. Also, if the number of reserved balls for special symbol 2 is "0" but the number of reserved balls for special symbol 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of a random number counter value related to the second starting hole 21, but there is one or more memories of random number counter values acquired based on balls entering the first starting hole 20, the following special symbol 1 hit / miss judgment process (S1207), special symbol 1 variation pattern selection process (S1208), special symbol 1 random number shift process (S1209), and special symbol 1 variation start process (S1210) are performed in this order. Thus, in this embodiment, the display of the variation of the first special symbol based on the reservation of the first special symbol is performed only when the number of reserved balls for special symbol 2 is "0" (YES in S1201). In other words, the consumption of the second special symbol reservation (display of the variation of the second special symbol) is executed in priority to the consumption of the first special symbol reservation (display of the variation of the first special symbol). In this embodiment, a win / loss determination based on the reservation of the second special chart is more likely to result in a jackpot that is more profitable for the player than a win / loss determination based on the reservation of the first special chart (see Figure 8(B)).
[0152] [Special Diagram 2 Correctness Judgment Processing] As shown in FIG. 23, in the special symbol 2 hit / miss determination process (S1202), first, the value (label-TRND-A) of the random number counter for determining whether or not the special symbol has been hit is read (S1301) from the lowest area of the special symbol reserve memory section of RAM (i.e., the RAM area corresponding to the first special symbol reserved in the second special symbol). Next, it is determined whether or not the probability variable flag is ON, i.e., whether or not the high probability state is present (S1302). If the high probability state is not present (NO in S1302), i.e., if the normal state is present, a hit / miss determination is made based on the hit determination table for the normal state (jackpot determination values are "3" and "397") in the hit determination table (see FIG. 8(A)) (S1303). On the other hand, if the high probability state is present (YES in S1302), a hit / miss determination is made based on the hit determination table for the high probability state in the hit determination table (see FIG. 8(A)) (S1309). In the jackpot determination table for high probability states, the jackpot determination values are "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".
[0153] If the result of the hit / miss judgment (S1303, S1309) is judged to be a "jackpot" (YES in S1304), the value of the random number counter for determining the jackpot type (label-TRND-AS) is read out, the jackpot type is judged based on the jackpot type judgment table shown in Figure 8 (B) (S1310), the jackpot pattern is determined based on the value of the random number for determining the jackpot type (S1311), the jackpot flag is turned ON (S1312), and the processing ends. In addition, in the case of a hit / miss judgment related to the first special pattern, the jackpot type is judged using the jackpot type judgment table for the first special pattern, and in the case of a hit / miss judgment related to the second special pattern, the jackpot type is judged using the jackpot type judgment table for the second special pattern. If the first special pattern (Special Pattern 1) is judged to be a jackpot, it will be determined to be either a 15R 1st jackpot, a 15R 2nd jackpot, a 15R 3rd jackpot, or a 2R 4th jackpot, and if the second special pattern (Special Pattern 2) is judged to be a jackpot, it will be determined to be a 15R 5th jackpot or a 15R 6th jackpot (see Figure 8(B)).
[0154] In response to this, in this embodiment, the jackpot flag is a long hit flag that is turned on when the type of jackpot is a 15R 1st jackpot, a 15R 2nd jackpot, a 15R 3rd jackpot, a 15R 5th jackpot, or a 15R 6th jackpot, and a short hit flag that is turned on when the 2R 4th jackpot. Then, when a 2R 4th jackpot occurs and the short hit flag is turned on, the 2R lamp (see FIG. 4) of the round display 45 is lit at the timing when the 2R 4th jackpot symbol is confirmed and displayed. Specifically, the display mode is "2R▲15R△" (for example, ▲: lit, △: unlit). In addition, when the long hit flag is turned ON for any of the 15R 1st to 3rd jackpots, 15R 5th jackpots, and 15R 6th jackpots, the 15R lamp (see Figure 4) will be lit at the timing when the corresponding jackpot symbol is displayed. Specifically, the display will be something like "2R △ 15R ▲".
[0155] Here, the jackpot determination (special symbol hit determination) and the jackpot type determination determination may be referred to as "determination" respectively, or the jackpot determination and the determination of which jackpot symbol will be determined may be referred to as "determination." These results may also be referred to as "determination results."
[0156] On the other hand, if it is determined that the result of the hit / miss determination (S1303, S1309) is not a "big hit" (NO in S1304), it is determined whether or not it is a small hit (S1305). That is, it is determined whether or not the value of the random number counter for determining whether or not the special symbol is a hit (Label-TRND-A) matches any of the small hit determination values "101" to "105" (see FIG. 8(A)). Then, if it is determined that it is not a "small hit" (NO in S1305), the losing symbol is determined (S1308), and the process ends. In other words, if the result of the hit / miss determination (S1303, S1309) is neither a "big hit" nor a "small hit", the result is a "miss". On the other hand, if the result of the small win determination (S1305) is determined to be a "small win" (YES in S1305), the small win symbol is determined (S1306), the small win flag is turned ON (S1307), and the process ends. Note that the random number that determines whether or not there is a small win may be set separately from the random number for determining whether or not there is a special symbol win.
[0157] [Special Chart 2 Variation Pattern Selection Processing] In the special symbol waiting process (FIG. 22), after the special symbol 2 hit / miss determination process (S1202), the special symbol 2 fluctuation pattern selection process (S1203) is performed. As shown in FIGS. 24 and 25, in the special symbol 2 fluctuation pattern selection process (S1203), first, it is determined whether the game state is in the time-saving state (whether the time-saving flag is ON or not) (S1401). Then, if it is not in the time-saving state (NO in S1401), that is, if it is in the non-time-saving state, it is determined whether the jackpot flag is ON or not (S1402). If it is ON (YES in S1402), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the table for jackpots in the non-time-saving state (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and jackpot) (S1403). Note that once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, in this embodiment, the table for jackpots during non-time-saving mode is also divided into long jackpots (15R jackpots) and short jackpots (2R jackpots) (see Figure 9). However, this process is a variation pattern selection process for special chart 2, and only the 15R fifth jackpot (long jackpot) exists for the jackpots that can be won by lottery for special chart 2 (see Figure 6). Therefore, the location referenced in this process is always the long jackpot location, and variation pattern P1 or P2 is selected. Note that the table for jackpots during non-time-saving mode does not have to be divided into long jackpots and short jackpots. This also applies to the table for jackpots during time-saving mode described below.
[0158] On the other hand, if the big hit flag is not ON (NO in S1402), it is determined whether the small hit flag is ON (S1405). Then, if the small hit flag is ON (YES in S1405), a non-time-saving state medium / small hit table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving state and small hit) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1409). Specifically, in this embodiment, fluctuation pattern P4 is always selected.
[0159] If the small win flag is not ON (NO in S1405), it is determined that the result is neither a big win nor a small win, and in this case, it is determined whether the reserved number of the second special symbol is "1" or "2" (S1406). The reserved number here refers to the number of memories including the information determining the variation pattern through this process, so the number of reserved memories is set to any value from "1" to "4." If it is determined in S1406 that the reserved number is "1" or "2" (YES in S1406), a variation pattern is selected based on the variation pattern random number counter value (label -TRND-T1) by referring to the first reserved number miss table during non-time-saving mode (the portion of the variation pattern table shown in FIG. 9 that corresponds to the non-time-saving mode, a miss, and the reserved ball number "1, 2") (S1407). In this embodiment, one of the variation patterns P5 to P8 is selected.
[0160] On the other hand, if it is determined in S1406 that the reserved number is not "1" or "2," i.e., "3" or "4" (NO in S1406), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the table for the second reserved number miss during non-time-saving mode (the portion of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving mode, miss, and reserved ball number "3, 4") (S1408). In this embodiment, one of fluctuation patterns P9 to P12 is selected. Here, the table for the first reserved number miss during non-time-saving mode is set to be more likely to select a fluctuation pattern with a relatively long fluctuation time than the table for the second reserved number miss. Furthermore, the shortest selectable fluctuation time (12,000 ms) is also longer than that of the table for the second reserved number miss (4,000 ms). In other words, when a win is lost, the function of shortening the fluctuation according to the number of reserved balls is activated, and when the number of reserved balls of the special pattern is "3" or "4", a fluctuation pattern with a shorter fluctuation time is selected compared to when the number of reserved balls of the special pattern is "1" or "2".
[0161] Also, in the above-mentioned S1401, if it is determined that the game state is in a time-saving state (YES in S1401), it is determined whether the jackpot flag is ON (S1410 in FIG. 25). Then, if it is determined that the jackpot flag is ON (YES in S1410), it refers to the time-saving state jackpot table (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state and the jackpot), and selects a fluctuation pattern based on the fluctuation pattern random number counter value (label-TRND-T1) (S1411). As mentioned above, this process is a fluctuation pattern selection process for special chart 2, and since there is only a 15R fifth jackpot (long jackpot) in the jackpot that can be won by lottery for special chart 2 (see FIG. 6), in S1411, the fluctuation pattern P13 or P14 corresponding to the long jackpot is selected.
[0162] On the other hand, if it is determined in S1410 that the big win flag is not ON (NO in S1410), it is determined whether the small win flag is ON (S1412). Then, if the small win flag is ON (YES in S1412), a time-saving state medium / small win table (the part of the time-saving state and small win in the fluctuation pattern table shown in FIG. 9) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (S1416). Specifically, in this embodiment, the fluctuation pattern P16 is always selected.
[0163] Also, if it is determined in S1412 that the small win flag is not ON (NO in S1412), that is, in the case of a miss, it is determined whether the reserved number of the second special symbol is "1" (S1413). The reserved number here is the same as described above, and the reserved number is set to any value from "1" to "4". Then, if it is determined that the reserved number is "1" (YES in S1413), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the third reserved number miss table during time-saving mode (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the non-time-saving mode, miss, and reserved ball number "1"). In this embodiment, one of the fluctuation patterns P17 to P20 is selected. On the other hand, in S1413, if it is determined that the reserved number is not "1", that is, the reserved number is any of "2" to "4" (NO in S1413), a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) by referring to the fourth reserved number miss table during time-saving state (the part of the fluctuation pattern table shown in FIG. 9 that corresponds to the time-saving state, miss, and reserved ball number "2 to 4"). In this embodiment, one of the fluctuation patterns P21 to P24 is selected.
[0164] Thus, in the time-saving state fluctuation pattern table (the portion of the time-saving state in the fluctuation pattern table shown in Figure 9) the shortened fluctuation function according to the number of reserved balls at the time of a miss works when the number of reserved balls is "2" to "4". Also, when a long jackpot is won, a fluctuation pattern with a shorter fluctuation time is more likely to be selected than in the non-time-saving state. In other words, the time-saving state fluctuation pattern table is a table in which the average fluctuation time of special symbols is shorter than that in the non-time-saving state fluctuation pattern table. As a result, in the time-saving state, the speed at which reserved special symbols are consumed is faster (gameplay during the time-saving state progresses more quickly) than in the non-time-saving state (normal state).
[0165] After selecting the fluctuation pattern as described above, other processing (S1404) shown in Figure 24 is performed, and this processing is completed. In addition, in other processing (S1404), a fluctuation pattern designation command (variation pattern designation command corresponding to special diagram 2) corresponding to the selected fluctuation pattern is set in the output buffer of RAM. The set fluctuation pattern designation command is included in the fluctuation start command described later and is sent to the sub-control board 90 by the output processing (S201).
[0166] [Special Chart 2: Random Number Shift Processing] As shown in FIG. 26, in the special chart 2 random number shift process (S1204), first, the number of reserved balls for the special chart 2 is decremented by 1 (S1501). Next, the storage location of various counter values in the second special chart reserved memory unit is shifted to the lower side (for example, if the second special chart reserved memory unit consists of an address space corresponding to addresses "0000" to "0003", the address "0000" side) (S1502). Then, "0" is set in the top address space of the second special chart reserved memory unit, that is, (if the upper limit number has been stored) the RAM area corresponding to the fourth reserved second special chart is cleared to 0 (S1503), and this process is completed.
[0167] After the special symbol 2 random number shift process (S1204) is executed, the special symbol 2 variation start process (S1205) in the special symbol standby process (S1102) shown in Fig. 22 is executed. In the special symbol 2 variation start process (S1205), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of the RAM, and the variable display of the second special symbol is started.
[0168] Also, in the special pattern waiting process (S1102) of Figure 22, if the number of reserved balls for special pattern 2 is "0" and the number of reserved balls for special pattern 1 is not "0" (YES in S1201, NO in S1206), the special pattern 1 hit / miss determination process (S1207), special pattern 1 change pattern selection process (S1208), special pattern 1 random number shift process (S1209), and special pattern 1 change start process (S1210) are performed in this order.
[0169] [Special Diagram 1 Correctness Judgment Processing] As shown in Fig. 27, in the special drawing 1 pass / fail determination process (S1207), processing (S1601 to S1612) is performed in the same flow as the special drawing 2 pass / fail determination process (S1202) shown in Fig. 23. Therefore, detailed description of this process will be omitted.
[0170] However, since this process is related to special symbol 1, in S1601, the random number counter value (label-TRND-A) for determining whether or not a special symbol has been hit is read from the lowest area of the first special symbol reserved memory section of RAM (i.e., the RAM area corresponding to the first of the first special symbol reserved). Also, in determining the type of jackpot in S1610, it may be determined to be any of the following: 15R first jackpot, 15R second jackpot, 15R third jackpot, and 2R fourth jackpot (Figure 8(B)). As shown in the column for the first special symbol (special symbol 1) in Figure 8(B), the distribution rate for each jackpot is 40% for the 15R first jackpot, 20% for the 15R second jackpot, 30% for the 15R third jackpot, and 10% for the 2R fourth jackpot. If the type of jackpot is determined to be either a 15R first jackpot, a 15R second jackpot, or a 15R third jackpot, a long hit flag is turned on as a jackpot flag in S1612. On the other hand, if the type of jackpot is determined to be a 2R fourth jackpot, a short hit flag is turned on as a jackpot flag in S1612.
[0171] [Special Chart 1 Variation Pattern Selection Processing] As shown in Figures 28 and 29, in the special chart 1 variation pattern selection process (S1208), processing (S1701 to S1720) is performed in the same manner as the special chart 2 variation pattern selection process (S1203) shown in Figures 24 and 25. Therefore, detailed explanations of this process will be omitted.
[0172] However, since this process is related to the special chart 1, if S1702 (Fig. 28) is YES (i.e., if the jackpot flag is ON), it is further determined whether the type of jackpot is a 15R jackpot (15R 1st jackpot, 15R 2nd jackpot, or 15R 3rd jackpot) (S1703). Then, if it is a 15R jackpot (long jackpot) (YES in S1703), a table for 15R jackpots in non-time-saving state (the part of the fluctuation pattern table shown in Fig. 9 that corresponds to the non-time-saving state and long jackpot) is referenced, and a fluctuation pattern is selected based on the fluctuation pattern random number counter value (label -TRND-T1) (S1704). Specifically, fluctuation pattern P1 or P2 is selected.
[0173] On the other hand, if it is determined in S1703 that it is not a 15R jackpot (NO in S1703), that is, if it is a 2R fourth jackpot (short hit), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the table for 2R jackpots in non-time-shortened state (the part of the fluctuation pattern table shown in Figure 9 that corresponds to the non-time-shortened state and short hit) (S1706). Specifically, fluctuation pattern P3 is selected.
[0174] Also, in this special chart 1 variation pattern selection process, even if S1712 (Fig. 29) is YES (i.e., if the jackpot flag is ON), it is further determined whether the type of jackpot is a 15R jackpot (15R 1st jackpot, 15R 2nd jackpot, or 15R 3rd jackpot) (S1713). If it is a 15R jackpot (long jackpot) (YES in S1713), a variation pattern is selected based on the variation pattern random number counter value by referring to the 15R jackpot table during the time-saving state (the part of the variation pattern table shown in Fig. 9 that corresponds to the time-saving state and long jackpot) (S1714). Specifically, variation pattern P13 or P14 is selected.
[0175] On the other hand, if it is determined in S1713 that it is not a 15R jackpot (NO in S1713), that is, if it is a 2R fourth jackpot (short hit), a fluctuation pattern is selected based on the fluctuation pattern random number counter value by referring to the table for 2R jackpots in the time-saving state (the part of the fluctuation pattern table shown in Figure 9 that corresponds to the time-saving state and short hit) (S1715). Specifically, the fluctuation pattern P15 is selected.
[0176] In this special diagram 1 variation pattern selection process, after the variation pattern is selected, other processing (S1705, Figure 28) is performed and this process is completed. In other processing (S1705), a variation pattern designation command (variation pattern designation command corresponding to special diagram 1) corresponding to the selected variation pattern is set in the output buffer of RAM. The set variation pattern designation command is included in the variation start command described below and is sent to the sub-control board 90 by the output processing (S201).
[0177] [Special Figure 1: Random number shift processing] As shown in Figure 30, in the special chart 1 random number shift process (S1209), first, the number of reserved balls for special chart 1 is decremented by 1 (S1801). Next, the storage location of various counter values in the first special chart reserved memory unit is shifted one position downward (S1802). Then, "0" is set in the top address space of the first special chart reserved memory unit, that is, (if the upper limit number has been stored) the RAM area corresponding to the fourth reserved first special chart is cleared to 0 (S1803), and this process is completed.
[0178] After executing the special symbol 1 random number shift process (S1209), execute the special symbol 1 variation start process (S1210) in Figure 22. In the special symbol 1 variation start process (S1210), the special symbol operation status is set to "2", and the variation start command is set in the output buffer of RAM, and the variable display of the first special symbol is started.
[0179] [Special pattern change processing] As shown in Fig. 31, in the special symbol variation process (S1104), first, it is determined whether the variation time of the special symbol (variation time determined according to the variation pattern selected in S1203 or S1208 of Fig. 22, see Fig. 9) has elapsed (S1901). Then, if it is determined that the variation time has not elapsed (NO in S1901), the process ends. This allows the variable display of the special symbol to continue.
[0180] On the other hand, if it is determined that the fluctuation time has elapsed (YES in S1901), a fluctuation stop command is set (S1902). Then, it is determined whether the probability variable flag is ON (S1903), and if it is ON (YES in S1903), the probability variable counter is decremented by 1 (S1904), and it is determined whether the value of the probability variable counter is "0" (S1905). If it is determined in S1905 that the probability variable counter is "0", the probability variable flag is turned OFF, and the process proceeds to S1907. On the other hand, if it is determined that the probability variable flag is not ON (NO in S1903), or if it is determined that the probability variable counter is not "0" (NO in S1905), the process proceeds to S1907.
[0181] Then, in S1907, it is determined whether the time-saving flag is ON (S1907), and if it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter that counts the number of times the special symbol variable display was executed during the time-saving state is decremented by 1 (S1908), and it is determined whether the value of the time-saving counter is "0" (S1909), and if it is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. Also, if it is determined that the time-saving flag is not ON (NO in S1907), or if it is determined that the value of the time-saving counter is not "0" (NO in S1909), the process proceeds to S1911. In S1911, the special symbol operation status is set to "3" (S1911). Then, other processing is performed, such as stopping the display of the changing special symbol based on the results of the random number for determining whether the special symbol is a hit or not and the random number for determining the type of jackpot (S1912), and this processing is completed.
[0182] [Special design confirmation process] As shown in Figure 32, in the special symbol determination process (S1106), first, it is determined whether the jackpot flag is ON (S2001). If the jackpot flag is ON (YES in S2001), it is then determined whether the type of jackpot is a 15R jackpot (15R 1st jackpot, 15R 2nd jackpot, 15R 3rd jackpot, or 15R 5th jackpot) (S2002). Then, if it is a 15R jackpot (i.e., if the long jackpot flag is ON), the value of the round counter that counts the number of rounds executed during the jackpot game (in the case of one opening per round, one round is from the opening to the closing of the large prize opening) is set to "15", and the opening pattern of the large prize opening (first large prize opening 30 or second large prize opening 35) is set (see Figure 6) as follows: if it is a 15R first jackpot, the opening pattern for the 15R first jackpot; if it is a 15R second jackpot, the opening pattern for the 15R second jackpot; if it is a 15R third jackpot, the opening pattern for the 15R third jackpot; if it is a 15R fifth jackpot, the opening pattern for the 15R fifth jackpot; and if it is a 15R sixth jackpot, the opening pattern for the 15R sixth jackpot (S2003).
[0183] On the other hand, if S2002 determines that it is not a 15R jackpot (i.e., the short jackpot flag is ON), the jackpot type is a 2R 4th jackpot, so the round counter value is set to "2" and the opening pattern for the large prize opening (first large prize opening 30 or second large prize opening 35) is set to the opening pattern for a 2R 4th jackpot (see Figure 6) (S2004).
[0184] After completing the processing of S2003 or S2004, the opening command for the jackpot is set (S2005) to start the jackpot game, the opening performance of the jackpot game is started (S2006), and the special chart operation status is set to "4" (S2007).
[0185] Also, if it is determined in S2001 that the big win flag is not ON (NO in S2001), it is determined whether the small win flag is ON (S2008). As a result, if the small win flag is ON (YES in S2008), the value of the small win opening counter, which counts the number of times the large prize opening (second large prize opening 35) has been opened during the small win game, is set to "2", and the opening pattern for the large prize opening (second large prize opening 35) is set to the opening pattern for the small win (see Figure 6) (S2009). Then, to start the small win game, a small win opening command is set (S2010), the opening performance for the small win game is started (S2011), and the special symbol operation status is set to "5" (S2012). Furthermore, if the small hit flag is not ON in S2008 (NO in S2008), neither the big hit game nor the small hit game will start, so the special chart operation status is set to "1" and processing is terminated.
[0186] [Special Electric Device Processing 1 (Jackpot Game)] As shown in FIG. 33, in the special electric device processing 1 (S1108), first, it is determined whether the probability variable flag is ON (S2101), and if it is determined to be ON (YES in S2101), the probability variable flag is turned OFF (S2102). Also, it is determined whether the time-saving flag is ON (S2103), and if it is determined to be ON (YES in S2103), the time-saving flag is turned OFF (S2104). In other words, during the execution of a jackpot game, it is controlled to a low probability state and a non-time-saving state. In this embodiment, since the non-time-saving state is always a low base state, it is also controlled to a low probability low base state during the execution of a jackpot game.
[0187] Next, it is determined whether the jackpot end flag is ON (S2105). The jackpot end flag indicates that all of the large prize openings (first large prize opening 30 and second large prize opening 35) have been opened (the jackpot game has ended). If the jackpot end flag is not ON (NO in S2105), it is determined whether the large prize opening (first large prize opening 30 or second large prize opening 35) is currently opening (S2106). If the large prize opening is not currently opening (NO in S2106), it is determined whether the time has come to open the large prize opening (first large prize opening 30 or second large prize opening 35), i.e., whether the opening time for the jackpot has elapsed and the time has come to start the first round, or whether the interval time between rounds has elapsed and the time has come to start the next round (next opening) (S2107). This determination is made based on the large prize opening opening pattern set for each type of jackpot described above. For example, if it is before the start of the first round, it is determined whether the opening period has ended and it is time to execute the first opening process of the first round. Also, if the first round has already started, it is determined whether the previous round has ended and a predetermined interval period has ended. Note that a round is simply referred to as "R" or "round play."
[0188] If the determination result in S2107 is NO, the process ends. On the other hand, if the determination result in S2107 is YES, it is determined whether the round to be executed corresponds to either the first round or the second round, i.e., whether it is a V round (S2108). This determination may be made using the value of a round counter for each type of jackpot, or a separate round counter may be provided to count the number of the round to be executed. If the round to be executed is not a V round (NO in S2108), i.e., if it is one of rounds 3 to 15, the process proceeds to S2110, where the first large prize device 31 is operated to open the first large prize opening 30 according to an opening pattern (see FIG. 6) corresponding to the type of jackpot. On the other hand, if it is determined that the round to be executed is a V round (first or second round) (YES in S2108), the V valid period setting process (S2109) is performed, and then the process proceeds to S2110, where the second large prize device 36 is activated to open the second large prize opening 35 according to the opening pattern (see FIG. 6) corresponding to the type of jackpot. Furthermore, when the large prize opening (first large prize opening 30 or second large prize opening 35) is opened, i.e., when the round starts, a round start command for the corresponding round is set. For example, a round start command that can identify the round to start is set, such as a "1R start command" for the start of the first round, or a "2R start command" for the start of the second round. The set round start command is sent to the sub-control unit 90 by the output process of S201.
[0189] In the V valid period setting process (S2109), the period during which the second large prize opening 35 is open and the period after the second large prize opening 35 is closed in the V round (first or second round in this embodiment) are set as the period (corresponding to the first period) during which detection of the game ball by the specific area sensor 39a is determined to be valid. In this embodiment, periods other than this (including when a small win is occurring or when a special game is not being played) are set as the period (corresponding to the second period) during which detection of the game ball by the specific area sensor 39a is determined to be invalid. Here, determining that detection of the game ball by the specific area sensor 39a is valid means turning on the V flag based on detection of the game ball by the specific area sensor 39a (see S2401 to S2403 of the specific area sensor detection process described below), and determining that detection of the game ball by the specific area sensor 39a is invalid means not turning on the V flag even if a game ball is detected by the specific area sensor 39a.
[0190] Here, when the specific area sensor 39a detects a gaming ball and the V flag is turned ON, the gaming status indicator 46 is set to a predetermined display mode, indicating that the gaming status after the jackpot game will be a high-probability state. Specifically, the gaming status indicator 46 is composed of three LEDs, "a1a2a3." In this embodiment, in the normal state (low-probability state), the display mode is "a1□a2□a3□" (e.g., □: off, ■: on). Furthermore, when the specific area sensor 39a detects a gaming ball during the jackpot game and the V flag is turned ON, the display mode is "a1■a2■a3■." When the jackpot game ends and the gaming status is set to a high-probability state, the display mode is "a1□a2□a3□." Furthermore, the lighting control timing of the game status indicator 46 is not limited to such timing, and during a jackpot game, the display mode may remain ``a1□a2□a3□'' even if the game ball passes through a specific area, and at the timing of transition to a high probability state after the jackpot game ends, the display mode may change to ``a1■a2■a3■'', and at the timing of transition from the high probability state to a low probability state, the display mode may change to ``a1□a2□a3□''.
[0191] That is, in the specific area sensor detection process (S208) described later, the V flag is turned ON only when V passage (passage of the gaming ball into the specific area 39) is detected during the V valid period, and the V flag is not turned ON when V passage is detected outside the V valid period (V invalid period). Note that when the V flag is ON, the probability variable flag is turned ON, that is, the gaming state after the jackpot game is set to a high probability state (see the gaming state setting process described later). In this way, the V flag is not turned ON based on V passage due to fraudulent acts, that is, it is prevented from being fraudulently set to a high probability state.
[0192] Also, if there is a V pass in the V round (1R or 2R) of the jackpot game, the game state after the end of the jackpot game is set to a high probability state, while even if there is a V pass during a small jackpot game, if the game state before the small jackpot game is a normal state, the game state after the end of the small jackpot game is also a normal state, and if the game state before the small jackpot game is a high probability state, the game state after the end of the small jackpot game is also a high probability state. In other words, the probability of winning or losing is not changed before and after the small jackpot game.
[0193] In this embodiment, in the V valid period setting process (S2109), the period during which the detection of the gaming ball by the specific area sensor 39a is determined to be valid is set to the first period even in the case of the second or third jackpot of the 15R. However, in another embodiment, the first period may not be set in the V round in the case of the second or third jackpot of the 15R. That is, the V round may be set to the second period in the case of the second or third jackpot of the 15R. In the jackpot game related to the second or third jackpot of the 15R, the opening time of the second large prize winning hole 35 is set to an extremely short time of 0.1 seconds, so the possibility of a gaming ball entering the second large prize winning hole 35 is extremely low. However, if the second period is set, the V flag will not be turned ON even if a ball does enter. This prevents the V flag from being turned ON fraudulently or from being turned ON due to a rare ball entering. In this embodiment, the first and second rounds are defined as V rounds, and the detection of the game ball by the specific area sensor 39a is enabled in the V rounds, but the location of the V rounds is not limited to this.
[0194] If the major prize opening (first major prize opening 30 or second major prize opening 35) is open in S2106 (YES in S2106), it is determined whether the number of balls entering the major prize opening in that round has reached the specified maximum number of balls (10 per round in this embodiment) (S2111). If the specified number of balls has not been reached (NO in S2111), it is determined whether the time has come to close the major prize opening, that is, whether a specified opening time (see Figure 6) has passed since the major prize opening was opened (S2112). Then, if the opening time of the major prize opening has not passed (NO in S2112), the processing ends.
[0195] On the other hand, if the predetermined number of balls has been entered (YES in S2111), or if the opening time of the special prize opening has elapsed (YES in S2112), i.e., if one of the two round end conditions is met, the special prize opening (first special prize opening 30 or second special prize opening 35) is closed (S2113). Then, the round counter value is decremented by 1 (S2114), and it is determined whether the round counter value is "0" (S2115). If it is determined that the round counter value is not "0" (NO in S2115), the process ends to start the next round. Furthermore, when the special prize opening (first special prize opening 30 or second special prize opening 35) is closed, i.e., when the round is ended, a round end command for the corresponding round is set. For example, a round end command that can identify the round that is ending is set, such as a "1R end command" at the end of the first round, or a "2R end command" at the end of the second round. This set round end command is sent to the sub-control unit 90 by the output process of S201. The round end command is sent at the end of each round except the final round of the jackpot game, that is, when it is determined in S2115 that the value of the round counter is not "0". For example, if the number of rounds of the jackpot game to be executed is a 15R jackpot game, the round end command is sent until the end of 14R, but is not sent at the end of 15R. This is because at the end of the final round, the ending command set in the process of S2116, which will be described later, is sent.
[0196] On the other hand, if it is determined that the value of the round counter is "0" (YES in S2115), a jackpot ending command is set (S2116) and the jackpot ending presentation is started (S2117) as a jackpot ending process that ends the jackpot game. Then, a jackpot end flag is set (S2118) and the process ends. Note that the round counter becomes "0" when the jackpot opening is executed 15 times in the case of a long jackpot (15R jackpot), and becomes "0" when the jackpot opening is executed twice in the case of a short jackpot (2R jackpot).
[0197] Also, if it is determined in S2105 that the jackpot end flag is ON (YES in S2105), the final round has ended, so it is determined whether the execution time (ending time) of the jackpot ending performance has elapsed (S2119). If the ending time has not elapsed (NO in S2119), the processing ends. On the other hand, if the ending time has elapsed (YES in S2119), the jackpot end flag is turned OFF (S2120), and the game status setting processing (S2121) described below is performed. Then, the jackpot flag is turned OFF (S2122), the special symbol operation status is set to "1" (S2123), and the processing ends. As a result, in the next interrupt processing, the special symbol standby processing (S1102) will be executed again as the special symbol operation processing (S207). The game control microcomputer 81 that executes the above-mentioned special electric accessory process 1 (S1108) can be said to function as a "special game execution means."
[0198] [Game status setting process] As shown in FIG. 34, in the game state setting process (S2121), first, it is determined whether or not the V flag is ON (S2201). The V flag is a flag that is turned ON in the specific area sensor detection process (FIG. 36) described later. If the V flag is ON (YES in S2201), the high probability flag is turned ON (S2202), the high probability counter is set to "100" (S2203), the V flag is turned OFF (S2204), and the process proceeds to S2205. On the other hand, if the V flag is OFF (NO in S2201), the high probability flag is not turned ON and the process proceeds to S2205. That is, in this pachinko gaming machine 1, whether or not the game state after the jackpot game ends is determined based on whether or not the V flag is ON in this game state setting process.
[0199] In S2205, it is determined whether the jackpot game that has just finished (the jackpot game that has just been played) is a 15R jackpot. If it is determined to be a 15R jackpot (YES in S2205), it is determined whether the 15R jackpot is a 15R third jackpot (S2206). If it is a 15R third jackpot (YES in S2206), the process ends. If it is not a 15R third jackpot, that is, if it is a 15R first, second, or fifth jackpot (NO in S2206), the time-saving flag is turned ON (S2207), and the time-saving counter is set to "100" (S2208), and the process ends. Here, if the current jackpot game is related to a 15R first jackpot or a 15R fifth jackpot, the game ball should have passed through the specific area 39 (V passage) during the jackpot game and the V flag should have been ON (YES in S2201), so the game state after the jackpot game in this case will be a high-probability, high-base state. Also, if the current jackpot game is related to a 15R second jackpot, the V should not have passed through during the jackpot game and the V flag should not have been ON (NO in S2201), so the game state after the jackpot game in this case will be a low-probability, high-base state. Also, if the current jackpot game is related to a 15R third jackpot, the V should not have passed through during the jackpot game and the V flag should not have been ON (NO in S2201), so the game state after the jackpot game in this case will be a low-probability, low-base state.
[0200] On the other hand, if S2205 determines that the completed jackpot game (the jackpot game executed this time) is not a 15R jackpot, i.e., a 2R fourth jackpot (NO in S2205), it is determined whether the game state before the start of this jackpot game, i.e., the game state at the time of the 2R fourth jackpot, was in a time-saving state (S2209). If it is determined that the time-saving state was not in a time-saving state (NO in S2209), the processing ends without turning on the time-saving flag. As a result, if the V flag is not turned on in this jackpot game (NO in S2201), the game state after the jackpot game ends will be a low-probability low-base state, and if the V flag is turned on in this jackpot game (YES in S2201), the game state after the jackpot game ends will be a high-probability low-base state.
[0201] On the other hand, if it is determined in S2209 that the game state at the time of the 2R fourth jackpot was in the time-saving state (YES in S2209), the time-saving flag is turned ON (S2207), the time-saving counter is set to "100" (S2208), and processing ends. As a result, if the V flag is not turned ON during this jackpot game (NO in S2201), the game state after the jackpot game ends will be a low-probability high-base state, and if the V flag is turned ON during this jackpot game (YES in S2201), the game state after the jackpot game ends will be a high-probability high-base state.
[0202] Furthermore, the high probability high base state, low probability high base state, and high probability low base state all end when one of the following conditions is met: the special pattern is displayed in a changing state 100 times, or the next jackpot occurs.
[0203] In addition, the process (S2209) for determining whether the game state before the start of the jackpot game for the 2R 4th jackpot is in the time-saving state is performed in order to make the operating states of the time-saving function and high base function before and after the jackpot game the same as the state (conditions) when a small jackpot occurs. If these operating states were different for the 2R 4th jackpot and the small jackpot, even if it was difficult to recognize which win was due to the opening pattern of the large prize opening, it would be easy to distinguish which win was due to the subsequent game state (operating state of the time-saving function and high base function). This makes it difficult to distinguish between a 2R 4th jackpot and a small jackpot based on the opening pattern of the large prize opening, and also makes it difficult to distinguish based on the subsequent operating state of the time-saving function and high base generation function.
[0204] [Special Electric Device Processing 2 (Small Hit Game)] As shown in FIG. 35, in the special electric device processing 2 (S1109), first, it is determined whether the small win end flag is ON (S2301). The small win end flag is a flag indicating that all openings of the second large prize opening 35 have been completed during the small win game. If the small win end flag is not ON (NO in S2301), it is determined whether the second large prize opening 35 is currently opening (S2302). If it is not currently opening (NO in S2302), it is determined whether the time has come to open the large prize opening (first large prize opening 30 or second large prize opening 35), that is, whether the opening time for the small win has passed and the time has come to start the first opening, or whether the interval time between multiple openings has passed and the time has come to start the next opening (S2303). If the determination result in S2303 is NO, the processing ends as is. On the other hand, if the judgment result of S2303 is YES, the V invalid period setting process (S2304) is performed, then the process proceeds to S2305, and the second large prize device 36 is activated to open the second large prize opening 35 according to the small prize opening pattern (see Figure 6).
[0205] In the V invalid period setting process (S2304), the period during which the second large winning opening 35 is open and the few seconds after the second large winning opening 35 is closed during a small win game are set as a period (second period) during which detection of a game ball by the specific area sensor 39a is determined to be invalid. In this embodiment, any period other than the period determined as the valid period in the aforementioned V valid period setting process (S2109) is set as the invalid period (second period). Therefore, in this V invalid period setting process, it is checked whether the valid period is not set, i.e., whether the invalid period is set. Specifically, it is checked whether the V timer (provided in the RAM of the main control board 80), which counts down the elapsed V valid period, is set to "0" (i.e., a state without a valid period). If the V timer is not "0," the V timer is set to "0." It is also possible to set the V timer to "0," i.e., a state without a valid period, without checking whether the V timer is "0." As a result, even if a V passes during a small win game, if the game state before the start of the small win game is a normal state, the game state after the end of the small win game will not transition to a high probability state. In this embodiment, since the period other than the period set as the valid period in the above-mentioned V valid period setting process (S2109) is an invalid period, the processing of S2304 may be omitted.
[0206] If the second large prize opening 35 is currently open in S2302 (YES in S2302), it is determined whether the number of balls that entered the second large prize opening 35 during the two openings, i.e., the total number of game balls that entered during the two openings, has reached the specified maximum number of balls (10 in this embodiment) (S2306). If the specified number of balls has not been reached (NO in S2306), it is determined whether it is time to close the second large prize opening 35, i.e., whether a specified opening time (see FIG. 6) has elapsed since the second large prize opening 35 was opened (S2307). Then, if the opening time of the second large prize opening 35 has not elapsed (NO in S2307), the processing ends.
[0207] On the other hand, if the number of balls entering the second large prize opening 35 during the two openings reaches the specified number of balls (YES in S2306), the second large prize opening 35 is closed (S2314), and the process proceeds to small prize termination processing in S2311. On the other hand, if it is determined in S2307 that the opening time of the second large prize opening 35 has elapsed (YES in S2307), the second large prize opening 35 is closed (S2308). Then, the value of the small prize opening counter is decremented by 1 (S2309), and it is determined whether the value of the small prize opening counter is "0" or not (S2310). If it is determined in S2310 that the value is not "0" (NO in S2310), the process ends as is to start the next opening.
[0208] On the other hand, if it is determined to be "0" in S2310 (YES in S2310), the process proceeds to the small win end process of S2311. In S2311, as the small win end process that ends the small win game, the small win ending command is set (S2311) and the small win ending performance is started (S2312). Then, the small win end flag is set (S2313) and the process ends. Furthermore, the small win opening counter becomes "0" when the second large winning port 35 is opened twice.
[0209] In S2301, if the small win end flag is ON (YES in S2301), two releases have been completed, so it is determined whether the small win ending time has elapsed (S2315), and if the ending time has not elapsed (NO in S2315), the processing is terminated. On the other hand, if the ending time has elapsed (YES in S2315), the small win end flag is turned OFF (S2316), the small win flag is turned OFF (S2317), and the special symbol operation status is set to "1" (S2318), and the processing is terminated. As a result, in the next interrupt processing, the special symbol standby processing (S1102) will be executed again as the special symbol operation processing (S207).
[0210] Furthermore, when a small win game starts, the probability variable flag and time-saving flag are not switched from ON to OFF. Furthermore, when a small win game ends, the game state setting process (S2121, FIG. 36) is not performed. In other words, in this pachinko gaming machine 1, the game state is not changed before and after the small win game is executed. The game control microcomputer 81 that executes the above-mentioned special electric device process 2 (S1109) can be said to function as a "small-profit special game execution means."
[0211] [Specific area sensor detection processing] As shown in FIG. 11, the game control microcomputer 81 performs the special symbol operation process (S207) followed by the specific area sensor detection process (S208). As shown in FIG. 36, in the specific area sensor detection process (S208), first, it is determined whether or not a game ball has been detected by the specific area sensor 39a (S2401). If it is determined that there has been no detection (NO in S2401), the process is terminated. On the other hand, if it is determined that there has been detection in S2401 (YES in S2401), it is determined whether or not the V valid period is in progress (S2402). The V valid period is the period set in the V valid period setting process (S2109) in the special electric device process 1 (S1108) described above. In this embodiment, the V valid period is set in the first and second rounds of the jackpot game.
[0212] Also, if it is determined in S2402 that the V is in the valid period (YES in S2402), the V flag is turned ON (S2403), and it is determined whether the currently running jackpot game is a 2R jackpot (2R fourth jackpot) or not (S2404). If it is determined that it is not a 2R jackpot (NO in S2404), that is, if it is a 15R jackpot, a first V passing command is set (S2405), and processing ends. On the other hand, if it is determined that it is a 2R jackpot (YES in S2404), a second V passing command is set (S2406), and processing ends. The CPU of the main control board 80 sends this V passing command to the sub-control board 90 at a predetermined timing, and the sub-control board 90 executes a game effect in the effect symbol display area or the like depending on the type of V passing command received.
[0213] Also, if it is determined in S2402 that the V valid period is not in progress (NO in S2402), the third V passing command is set (S2407) without turning the V flag ON, and processing ends. The first V passing command is a command for causing the sub-control board 90 to perform V passing notification control. In contrast, the second V passing command and the third V passing command are commands for not causing the sub-control board 90 to perform V passing notification control in principle. Furthermore, the game control microcomputer 81 functions as a means for switching between valid and invalid passage of the game ball into the specific area 39 (specific area state switching means) by executing such specific area sensor detection processing (S208) and V valid period setting processing (S2109).
[0214] [Pending ball processing] As shown in FIG. 11, the game control microcomputer 81 performs the specific area sensor detection process (S208) followed by the reserved ball count process (S209). As shown in FIG. 37, in the reserved ball count process (S209), the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the RAM of the main control board 80 are first read (S2501). Next, the reserved ball count data (reserved ball count command for transmitting the reserved ball count information to the sub-control board 90, etc.) is set in the output buffer of the RAM (S2502). This reserved ball count data (reserved ball count command) is output by the output process (S201) in the next interrupt process (S105). For each interrupt process, the setting of the reserved ball count data (reserved ball count command) in the output buffer (S2502) and the output process (S201) are sequentially performed.
[0215] When the sub-control unit 90 receives this reserved ball number command and determines that the number of reserved balls for the special chart has increased or decreased based on the received reserved ball number command, it updates the display contents of the effect reserved display area (first effect reserved display area 9c, second effect reserved display area 9d) on the display screen 7a of the image display device 7 accordingly. Specifically, for example, if the number of reserved balls for the special chart 1 increases by 1 from "3" to "4", the first effect reserved 9a corresponding to the increased number of reserved balls for the special chart 1, "4", is additionally displayed in the first effect reserved display area 9c. Also, if the number of reserved balls for the special chart 1 decreases by 1 from "2" to "1" (that is, if the first special chart reserve is consumed), the first effect reserved 9a displayed at the left end of the first effect reserved display area 9c (the part corresponding to the number of reserved balls for the special chart 1, "1", see FIG. 3) is erased, or moved to the variable reserve display area (not shown) and displayed, and accordingly the first effect reserved 9a displayed in the first effect reserved display area 9c is moved (shifted) by one to the left. On the other hand, the display contents of the second effect reserve 9b (second special chart reserve) can also be updated in the same manner as the first effect reserve 9a (first special chart reserve).
[0216] In addition, the data on the number of reserved balls for the special symbol when the number of reserved balls for the special symbol is added, i.e., the data on the number of reserved balls for the special symbol when a starting ball is entered (starting winning), may be included in the starting ball entry command described above, or a reserved ball number command indicating the number of reserved balls for the special symbol after the addition (after the starting ball is entered) may be set in the output buffer together with the starting ball entry command. Also, the data on the number of reserved balls for the special symbol when the number of reserved balls for the special symbol is subtracted, i.e., the data on the number of reserved balls for the special symbol when the special symbol variation starts (the consumption of the reserved special symbol), may be included in the variation start command described above, or a reserved ball number command indicating the number of reserved balls for the special symbol after the subtraction (after the reserved special symbol is consumed) may be set in the output buffer together with the variation start command.
[0217] [Power off monitoring process] As shown in Fig. 11, the game control microcomputer 81 performs the reserved ball count process (S209) followed by the power-off monitoring process (S210). As shown in Fig. 38, in the power-off monitoring process (S210), first, it determines whether or not a power-off signal has been input (S2601), and if there is no input (NO in S2601), the process ends. On the other hand, if there is a power-off signal input (YES in S2601), data regarding the current state of the gaming machine (whether or not it is in a special mode, whether or not it is a winning game, how many reserved balls there are, how many times the special mode / time-saving mode has remaining, etc.) is stored in RAM (S2602), the power-off flag is turned ON (S2603), and then the process loops without returning to the interrupt process (Fig. 11).
[0218] [Sub-control main processing] Next, the operation of the performance control microcomputer 91 (control processing by the sub-control unit 90) will be described with reference to Figs. 39 to 51. The counters, flags, status, buffers, timers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the RAM of the sub-control board 90 (sub-control unit). When the power to the pachinko gaming machine 1 is turned on, the performance control microcomputer 91 provided in the sub-control board 90 reads out and executes the program for the sub-control main processing shown in Fig. 39 from the ROM of the sub-control board 90. As shown in the figure, in the sub-control main processing, first, a CPU initialization processing is performed (S4001). In the CPU initialization processing (S4001), stack setting, constant setting, CPU 92 setting, SIO, PIO, CTC (interrupt time controller), etc. are performed, and various flags, status, and counter resetting are also performed.
[0219] Next, in S4002, it is determined whether the power-off signal is ON and the contents of the RAM of the sub-control board 90 are normal (S4002). If the result of this determination is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003), and the process proceeds to S4004. On the other hand, if the result of the determination is YES (YES in S4002), the RAM of the sub-control board 90 is not initialized and the process proceeds to S4004. That is, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the RAM are not normal (NO in S4002), the RAM of the sub-control board 90 is initialized. However, if the power-off signal is ON due to a power outage or the like but the contents of the RAM are still normal (YES in S4002), the RAM is not initialized and information is restored based on the data backed up in the RAM. When the RAM is initialized, various flags, status, and counter values are reset.
[0220] Note that S4001 to S4003 are executed only once after power is turned on (when power is turned on), and are not executed thereafter. Furthermore, in this embodiment 1, the performance control microcomputer 91 also performs processing similar to the power interruption monitoring processing (S209) by the game control microcomputer 81 shown in FIG. 11, and when a power interruption signal is turned ON due to a power interruption or the like, data related to performance control at that time is stored in the RAM of the sub-control board 90. In other words, data related to performance control when a power interruption such as a power interruption occurs is backed up. Therefore, when power is turned on after recovery from a power interruption such as a power interruption (when power is restored), the state of performance control by the performance control microcomputer 91 will return to the state before the power interruption occurred, unless initialization (S4003) of the RAM of the sub-control board 90 is performed.
[0221] In S4004, interrupts are prohibited. Next, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various random number counters for determining effects are updated. The updated random number counter values are sequentially stored in a predetermined update value memory area (not shown) in the RAM of the sub-control board 90. The random numbers for determining effects include a variable effect determination random number that determines the mode (variable effect pattern) of the effect pattern game effect to be executed, a preview effect determination random number that determines the preview effect, and a performance pattern determination random number that determines the performance pattern. The random numbers can be updated in the same way as the random number update process performed by the main control board 80 described above. Note that when updating the random numbers, the random number values may be incremented by 2 instead of 1. The performance determination random numbers are obtained at predetermined times. This timing can be, for example, when a control signal (starting ball entry command) notifying that a starting ball has been entered is sent from the main control board 80, when a control signal (change start command) notifying the start of fluctuation is sent from the main control board 80, or when a fluctuation effect pattern, which will be described later, is determined. The acquired random number for effect determination is stored in a predetermined random number counter value storage area (not shown) in the RAM of the sub-control board 90.
[0222] When the random number seed update process (S4005) is completed, a command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also referred to as the "sub-output buffer") in the RAM of the sub-control board 90 are transmitted to the control board that is the corresponding command destination, among the image control board 100, the sound control board 106, and the lamp control board 107. Each control board (each control unit) that receives the command executes various effects (such as effect symbol game effects and special game effects related to jackpot games) using various effect devices (such as the image display device 7, speaker 67, board lamp 5, frame lamp 66, and movable decorative member 14) in accordance with the received command. The effect control microcomputer 91 then permits interrupts (S4007). Thereafter, S4004 to S4007 are looped. While interrupts are permitted, it is possible to execute reception interrupt processing (S4008), 2 ms timer interrupt processing (S4009), and 10 ms timer interrupt processing (S4010). By executing these control processes, it is possible to control the display of performance patterns and the like executed on the display screen 7a (performance pattern display area 7b) of the image display device 7, control the lighting of various lamps, control the operation of movable decorative members, control the sound output from the speaker, and the like.
[0223] [Receive interrupt processing] In the reception interrupt process (S4008), as shown in Fig. 40, it is determined whether or not the strobe signal (STB signal) is ON, i.e., whether or not the strobe signal sent from the main control board 80 has been input to the external INT input section of the performance control microcomputer 91 (S4101). If it is determined in S4101 that the strobe signal is not ON (NO in S4101), the process ends. On the other hand, if it is determined in S4101 that the strobe signal is ON (YES in S4101), the various commands sent from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and the process ends. This reception interrupt process (S4008) is executed with priority over other interrupt processes (S4009, S4010).
[0224] [2ms timer interrupt processing] The 2 ms timer interrupt process (S4009) is executed each time a 2 ms periodic interrupt pulse is input to the sub-control board 90. As shown in FIG. 41, the 2 ms timer interrupt process (S4009) first performs input processing (S4201) to create switch data (edge data and level data) based on the detection signals from the effect button detection switches 63c and 63d. Next, a lamp data output process (S4202) outputs lamp data for illuminating lamps such as the frame lamp 66 and the panel lamp 5, and a drive data output process (S4203) outputs drive data for driving the movable decorative member 14 (electrical drive source). The lamp data and drive data are created in the 10 ms timer interrupt process (described later). Finally, a watchdog timer process (S4204) is performed to reset the watchdog timer.
[0225] [10ms timer interrupt processing] The 10 ms timer interrupt process (S4010) is a process executed each time an interrupt pulse having a 10 ms period is input to the sub-control board 90. As shown in FIG. 42, the 10 ms timer interrupt process (S4010) first performs a first presentation mode setting process (S4301) described later. In the first presentation mode setting process (S4301), a predetermined presentation mode is selected from a plurality of presentation modes (also called "game modes") based on a predetermined trigger, and the selected presentation mode is set. As will be described in detail later, these plurality of presentation modes differ in some or all of the display modes of the game presentations displayed on the display screen, in some or all of the display patterns of the LEDs, etc., and in some or all of the sound patterns output from the speaker. Next, a received command analysis process (S4302) described later is performed. Next, a switch state acquisition process is performed in which the switch data created in the 2 ms timer interrupt process is stored in the RAM of the sub-control board 90 as switch data for the 10 ms timer interrupt process (S4303), and switch processing is performed to set the display content of the display screen 7a, etc. based on the switch data stored in the switch state acquisition process (S4304).After that, other processes are performed, such as creating lamp data (data that controls the lighting of the panel lamps 5 and frame lamps 66) and updating the random numbers for determining the effects (S4305).
[0226] [Received command analysis process] Next, the received command analysis process (S4302) will be explained using Figures 43 and 44. In the received command analysis process (S4302), first, it is determined whether or not a start ball entry command has been received from the main control board 80 (S4401), and if it is determined that a start ball entry command has not been received (NO in S4401), the process proceeds to S4404, and if it is determined that a start ball entry command has been received (YES in S4401), the process performs a performance hold information storage process (S4402), performs a preliminary determination process (S4403), and proceeds to S4404. The effect pending information storage process (S4402) stores various information (game information such as preliminary judgment results, random number values for determining the type of jackpot, fluctuation pattern random number values, fluctuation pattern information, etc.) contained in the start ball entry command (special chart 1 start ball entry command or special chart 2 start ball entry command) received in S4401 in a predetermined effect pending information storage area of the RAM of the sub-control board 90 in shift memory format according to the type of special pattern (first special pattern, second special pattern) and the number of special chart pending balls at the time of sending and receiving the start ball entry command (at the time of command generation).
[0227] For example, if the received start ball entry command is a special chart 1 start ball entry command corresponding to the number of reserved balls "4" in special chart 1, the information included in the special chart 1 start ball entry command, such as the preliminary judgment result and winning type, is stored as special chart 1 effect pending information in the area corresponding to the reserved number 4 in the special chart 1 effect pending information storage area. The effect pending information stored in this manner is used to execute various effects, such as variable effects, preview effects, and effect modes, as described below. The contents (effect pending information) stored in the effect pending information storage area of the sub-control board 90 are consistent with the contents (acquired information) stored in the special chart pending memory units (first special chart pending memory unit, second special chart pending memory unit) of the main control board (main control unit) 80. For this reason, the effect pending information storage area of the sub-control board 90 can also be referred to as "acquired information storage means." The means for making a judgment based on the acquired information in this sub-control board (sub-control unit) is also referred to as "judgment execution means." In addition, the pre-determination process (S4403) is a process for pre-determining the various information stored in the effect pending information storage process, and executing a game effect (pre-effect) based on the results of the pre-determination in conjunction with a variable display prior to the variable display related to the various information. The means for making a pre-determination based on the various information (acquired information) in this sub-control board (sub-control unit) is also called the "pre-determination means."
[0228] Next, in S4404, it is determined whether or not a fluctuation start command has been received from the main control board 80 (S4404), and if it is determined that a fluctuation start command has been received (YES in S4404), then a fluctuation performance start process (S4405) is performed, and the process proceeds to S4406. On the other hand, if it is determined that a fluctuation start command has not been received (NO in S4404), the process proceeds to S4406 without performing the fluctuation performance start process. In S4406, it is determined whether or not a fluctuation stop command has been received from the main control board 80 (S4406), and if it is determined that a fluctuation stop command has been received (YES in S4406), a fluctuation performance end process is performed to stop the display of the performance pattern and end the fluctuation performance (S4407), and the process proceeds to S4408. On the other hand, if it is determined in S4406 that a fluctuation stop command has not been received (NO in S4406), the process proceeds to S4408 without performing the fluctuation performance end process.
[0229] Here, in the variable effect end process (S4407), a variable effect end command for stopping the display of the effect symbol 8 and ending the variable effect is set in the sub-output buffer. When the set variable effect end command is sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 stops the display of the effect symbol 8 that was being displayed on the display screen 7a of the image display device 7, and ends the variable effect (effect symbol game effect). Note that the variable effect refers to various effects that are performed in accordance with the variable display of the special symbol.
[0230] Next, in S4408, it is determined whether or not a jackpot game-related command has been received from the main control board 80 (S4408). Here, the jackpot game-related command refers to a command transmitted from the main control board 80 when a jackpot game is executed, and specifically includes an opening command transmitted at the start of a jackpot game (occurrence of a jackpot), a round start command transmitted at the start of a round, a round end command transmitted at the end of a round, an ending command transmitted at the end of a jackpot game, etc. In S4408, it is determined whether or not any of these jackpot game-related commands has been received (S4408), and if it is determined that a jackpot game-related command has been received (YES in S4408), a jackpot game-related effect process is performed according to the type of the received command (S4409), and the process proceeds to S4410.
[0231] In the jackpot game-related effect processing, for example, if the received command is an opening command, an opening effect command that specifies an opening effect corresponding to the type of jackpot specified based on the command is set in the sub-output buffer; if it is a round start command, a round effect command that specifies a round effect corresponding to the round specified based on the command is set in the sub-output buffer; and if it is an ending command, an ending effect command that specifies an ending effect corresponding to the type of jackpot specified based on the command is set in the sub-output buffer. When these various effect commands related to the jackpot that have been set are sent to the image control board 100 by the command sending process (S4006), the image control microcomputer 101 executes effects related to the jackpot game, such as opening effects and round effects, on the display screen 7a of the image display device 7 in accordance with the progress of the jackpot game.
[0232] In addition, S4409 is a process (a process executed when a jackpot occurs) that is executed when one of the above-mentioned jackpot game-related commands is received (for example, when an opening command is received). S4410 performs other processes based on received commands other than the above-mentioned various commands (for example, a normal symbol variation start command or a normal symbol variation stop command) (S4410).
[0233] [Sound effects] Next, we will explain the sound effects, which are one of the game effects of this pachinko gaming machine. This pachinko gaming machine stores a wide variety of game effects, such as game effects that are executed when a game ball enters a predetermined ball entrance, game effects that are executed in conjunction with the variable display of patterns (special patterns, effect patterns, normal patterns), game effects that are executed in conjunction with big win games and small win games, and game effects (demonstration effects) that are executed when not playing. When the predetermined execution conditions set for each are met, the corresponding game effect is executed according to the execution conditions that are met. By being able to execute such a wide variety of game effects, it is possible to prevent players from getting bored with the game even after playing for a long time and to increase their interest in the game.
[0234] The pachinko gaming machine of this embodiment has a function in which the probability (ease of ball entry) of a game ball entering a plurality of ball entry ports changes depending on the game situation. In response to this change in the game situation, when a game ball enters a corresponding ball entry port, a special sound effect (special game sound, game presentation sound) is output, thereby enhancing the interest in the game. Specifically, the machine has a first start port 20 and a second start port 21, and in the first game situation (low probability low base state), the probability of a game ball entering the first start port is higher than the probability of a game ball entering the second start port. In other words, in the first game situation, it is easier for a player to enter the ball into the first start port than into the second start port.
[0235] Furthermore, in the second gaming situation (high probability, high base state), the probability of the gaming ball entering the second starting hole is higher than the probability of the gaming ball entering the first starting hole. In other words, in the second gaming situation, it is easier for the player to get the ball to enter the second starting hole than the first starting hole. Furthermore, in the third gaming situation (low probability, high base state), the probability of the gaming ball entering the second starting hole is higher than the probability of the gaming ball entering the first starting hole. In other words, in the third gaming situation, it is easier for the player to get the ball to enter the second starting hole than the first starting hole. Furthermore, in the fourth gaming situation (high probability, low base state), the probability of the gaming ball entering the first starting hole is higher than the probability of the gaming ball entering the second starting hole. In other words, in the fourth gaming situation, it is easier for the player to get the ball to enter the first starting hole than the second starting hole.
[0236] In this way, the pachinko gaming machine of this embodiment has a function of changing the relative probability (ease of ball entry) of a game ball entering the first starting hole 20 and the second starting hole 21 depending on the game situation (game state). The function of changing the probability of a ball entering is also called a ball entry possibility control means.
[0237] More specifically, in a first game situation (low probability, low base state, first ball-scoring possibility state) in which it is easier to score a ball through the first starting hole than through the second starting hole, if a ball lands through the second starting hole, which is a difficult hole, a special sound effect (special game sound) is output (game sound output means) that is not output when a ball lands through the first starting hole, which is an easy hole. Specifically, a sound effect (special game sound) saying "That one's harder! Amazing!" is output. Because players typically play by continuously firing approximately 100 game balls per minute, it is difficult for them to notice that a ball has sunk into the second starting hole, which is rarely scored (low chance of scoring). Therefore, if a ball lands in such a relatively difficult hole, notification of this at a specific timing enhances the player's interest in the game. Furthermore, based on the ball scorching, it is possible to increase anticipation for a jackpot game based on the result of the variable display corresponding to the ball scorching.
[0238] In the first game situation, even if the ball lands in the first starting hole, which is easy to enter, the above-mentioned special sound effect (special game sound) is not output. In the first game situation, if the ball lands in the second starting hole, which is a difficult ball entry hole in the first game situation, a special sound effect (special game sound) is output, but if the ball lands in the first starting hole, which is an easy ball entry hole in the first game situation, a special sound effect (special game sound) is not output.
[0239] In this embodiment, the output timing (alert timing) of the special sound effect is set to the timing of the ball entering (when the ball enters), but this is not limited to this timing. For example, since which entry port (first entry port or second entry port) the ball entered is stored for each pending information, the output timing of the special sound effect may be set to the start (when the change begins) of the variable display of the special pattern (performance pattern) based on that entry (a ball entering a difficult entry port). In such a case, a special sound effect such as "We're about to start the change for the rare entry!" is output. This allows the player to recognize that the variable display based on the ball entering a different entry port than usual is starting, and makes it possible to increase the player's anticipation for the jackpot game based on the variable display that is about to begin.
[0240] In contrast, the third game situation (low probability high base state, third ball entry possibility state) is a game situation in which it is easier to enter the second starting gate than the first starting gate. In the third game situation, when the ball enters the first starting gate, a special sound effect (special game sound) is output (game sound output means) that is not output when the ball enters the second starting gate. Specifically, a sound effect (special game sound) of "That's the more difficult one! Amazing!" is output. This increases the interest in the game and makes it possible to increase the expectation of a jackpot game based on the result of the variable display corresponding to the ball entering the difficult ball entry gate (first starting gate).
[0241] In the third game situation, even if the ball lands in the second starting hole, which is easier to enter, the above-mentioned special sound effect (special game sound) is not output. In the third game situation, if the ball lands in the first starting hole, which is a difficult ball entry hole in the third game situation, a special sound effect (special game sound) is output, but if the ball lands in the second starting hole, which is an easy ball entry hole in the third game situation, a special sound effect (special game sound) is not output. The above-mentioned first and third game situations aim to increase the player's sense of anticipation by outputting a special sound effect when the ball lands in a difficult ball entry hole.
[0242] Furthermore, this embodiment also includes a second gaming situation (high probability, high base state, second ball scoring possibility state) that is different from the first gaming situation and the third gaming situation described above. In this gaming situation, special sound effects (special gaming sounds) are not output regardless of whether the ball enters a difficult or easy scoring hole. The second gaming situation (high probability, high base state, second ball scoring possibility state) is a gaming situation in which it is easier to score a ball through the second starting hole than through the first starting hole. In the second gaming situation, the special sound effects (special gaming sounds) described above are not output regardless of whether the ball enters the first starting hole or the second starting hole. This creates a situation in which special sound effects are not necessarily output even when the ball enters a difficult scoring hole (starting hole). This diversifies the correspondence between gaming situations and special sound effects, increasing gaming interest. It also creates a sense of incongruity in the presentation (sound effects), thereby increasing gaming interest.
[0243] This embodiment also includes a fourth gaming situation (high probability low base state, fourth ball scoring possibility state) that differs from the first, second, and third gaming situations described above. The fourth gaming situation is a situation in which it is easier to score a ball through the first starting gate than through the second starting gate. This gaming situation is the least feasible among the first, second, and third gaming situations. In this less feasible gaming situation, a special sound effect is output when the ball scores through the first starting gate, which is easier to score, and the special sound effect is not output when the ball scores through the second starting gate, which is more difficult to score (lower chance of scoring) than the first starting gate. This allows for situations in which special sound effects are more likely to be generated, enhancing gaming enjoyment. Furthermore, if special sound effects were too easy to output, the anticipation for the special sound effects would be diminished. Therefore, this function is employed in gaming situations that are less likely to occur than other gaming situations. Furthermore, the fourth gaming situation can be significantly effective when it is included in addition to the first gaming situation or the third gaming situation.
[0244] In this embodiment, in a predetermined game situation (game state), if a first jackpot occurs and the game ball does not pass through a specific area during the jackpot game (the first specific condition is met), the first game situation (low probability low base state) is executed (set). Also, the first game situation (low probability low base state) is executed (set) after power-on (the first specific condition is met) accompanied by RAM clearing (initialization of game information). Also, in the high base state, if the result of the variable display is a miss a predetermined number of times in succession (the first specific condition is met), the first game situation (low probability low base state) is executed (set).
[0245] Furthermore, in a predetermined gaming situation (gaming state), if a second jackpot occurs and the gaming ball passes through a specific area during jackpot play (the second specific condition is met), a second gaming situation (high probability, high base state) is executed (set). Also, in a predetermined gaming situation (gaming state), if a third jackpot occurs and the gaming ball does not pass through a specific area during jackpot play (the third specific condition is met), a third gaming situation (low probability, high base state) is executed (set). Also, in a predetermined gaming situation (gaming state), if a fourth jackpot occurs and the gaming ball passes through a specific area during jackpot play (the second specific condition is met), a fourth gaming situation (high probability, low base state) is executed (set).
[0246] In this embodiment, the timing of the change in the game situation (the fulfillment of the first to fourth specific conditions) is when the game state changes, but this is not limited to this. In the same (identical) game state, the game situation may be changed when a specific condition is fulfilled (for example, winning a specific random number lottery) without a jackpot, thereby changing the relative probability (ease of ball entry) of a game ball entering the first ball entry port and the second ball entry port. The first ball entry port and the second ball entry port may be the first start port and the second start port, or a separate ball entry port may be provided. At least one of the first ball entry port and the second ball entry port must be a variable ball entry port that can be changed between an open state and a closed state in which the probability of a game ball entering is lower than in the open state. Both ball entry ports may also be variable ball entry ports.
[0247] In this embodiment, the special sound effects that can be output in the first, second, and fourth game situations are common sound effects (for example, "That's on the more difficult side! Amazing!"). However, the present invention is not limited to this, and special sound effects (first special sound effect, second special sound effect, third special sound effect) with different audio content may be output depending on each game situation.
[0248] In addition, in this embodiment, a special sound effect is output depending on the game situation, such as when the ball enters a difficult-to-enter ball hole, but in addition to or instead of the special sound effect, lamp control with a special lighting mode may be executed. Whether or not the lamp control with a special lighting mode is executed is the same as the special sound effect.
[0249] In addition, this special sound effect may be output at a volume louder than normal. This allows the player to be sure that a special sound effect has been output, enhancing the player's interest in the game. For example, in the first game situation, the volume of the music output together with the variable display when the ball lands in the first starting hole is set to be louder than the volume of the music output together with the variable display when the ball lands in the second starting hole. Also, a volume adjustment means is provided to adjust these volumes.
[0250] In addition, in this embodiment, when a gaming ball enters a ball entry port associated with a special sound effect depending on the game situation, a special sound effect is always output. Alternatively, a special sound effect may be output at a predetermined rate when a gaming ball enters a ball entry port associated with a special sound effect. In other words, when a gaming ball enters a ball entry port associated with a special sound effect, a special sound effect may or may not be output. This reduces the frequency of occurrence of the special sound effect, making it rarer and significantly increasing the player's sense of anticipation when the special sound effect occurs.
[0251] In addition, the first specific condition may be established based on the end of the high base state, the second specific condition may be established based on a guaranteed jackpot being achieved, the third specific condition may be established based on a normal jackpot being achieved, and the fourth specific condition may be established based on a latent guaranteed jackpot being achieved.
[0252] [Player selection effect] Next, using Figures 45 and 46, we will explain the player selection effect, which is one of the game effects of the pachinko gaming machine of this embodiment. In the pachinko gaming machine of this embodiment, predetermined game sounds (game music, game effect sounds) are output in conjunction with the game (variable display of effect symbols), and predetermined game images (game effect images) are displayed together with the game sounds, thereby increasing the player's anticipation of a big win and increasing the player's interest in the game. This player selection effect is an effect in which the player can freely select and decide one or both of the game sounds and / or game images based on the establishment of predetermined conditions.
[0253] In a predetermined presentation state (first presentation state, initial state) after power-on, predetermined game sounds are output and predetermined game images are displayed in accordance with the display of the varying presentation symbols. In this first presentation state, the player cannot select either the game sounds (game music) or the game images (game presentation images).
[0254] In another presentation state (second presentation state), the player can select from a plurality of game sounds (game music) to be output in conjunction with the variable display of the presentation symbols by operating the presentation button. In this presentation state, regardless of which of a plurality of game sounds is selected, the game image displayed on the display screen in conjunction with the selected game sound is a common game image. In this second presentation state, the game sound can be selected from the game sounds (game music) and game images (game presentation images), and the game image to be executed is a common game image (common game image, common game presentation image). When this presentation state is executed, the player can have their preferred game sounds output in conjunction with the game, which increases their interest in the game.
[0255] In yet another presentation state (third presentation state), the player can select from multiple game sounds (game music) to be output in conjunction with the display of the varying presentation symbols by operating the presentation button. In this presentation state, the game image displayed on the display screen in conjunction with the selected game sound varies depending on which of the multiple game sounds is selected. For example, if game music A is selected as the game sound, game image A is displayed in conjunction with (concurrently with) the output of game music A, and if game music B is selected, game image B is displayed in conjunction with (concurrently with) the output of game music B. In this third presentation state, the game sound can be selected from game sounds (game music) and game images (game presentation images), and the game image displayed is individual (individual game image, individual game presentation image) for each selected game sound. When this presentation state is executed, the player can select their preferred game sound in conjunction with the game, increasing their interest in the game. Furthermore, the game images executed according to the selected game sounds are different (the combinations are fixed), which prevents players from getting bored of the game and increases their interest in the game. The means for selecting one game sound from a plurality of game sounds is called a "game sound selection means (game effect sound selection means)."
[0256] In yet another presentation state (fourth presentation state), the player can select any of a plurality of game images (game presentation images) displayed on the display screen in conjunction with the variable display of presentation symbols by operating a presentation button. In this presentation state, regardless of which of a plurality of game images is selected, the game sound (game music) output from the speaker (sound output means) in conjunction with the selected game image is a common game sound. In this fourth presentation state, a game image can be selected from the game sound (game music) and the game image (game presentation image), and the output game sound is common (common game sound, common game presentation sound). When this presentation state is executed, the player can display their preferred game image in conjunction with the game, thereby increasing the player's interest in the game. The means for selecting one game image from a plurality of game images is referred to as a "game image selection means (game presentation image selection means)."
[0257] In yet another presentation state (fifth presentation state), the player can select from multiple game images (game presentation images) by operating the presentation button to display a game image (game presentation image) on the display screen in conjunction with the variable display of presentation symbols. In this presentation state, the game sound output from the speaker in conjunction with the selected game image varies depending on which of the multiple game images is selected. For example, if game image C is selected as the game image, game sound C is output in conjunction with (concurrently with) the display of game image C, and if game image D is selected, game sound D is output in conjunction with (concurrently with) the output of game image D. In this fifth presentation state, a game image can be selected from game sounds (game music) and game images (game presentation images), and the output game sound (individual game sound, individual game presentation sound) is individual for each selected game image. When this presentation state is executed, the player can display their preferred game image in conjunction with the game, enhancing the game's enjoyment. Furthermore, since the game sounds executed vary depending on the selected game image (the combination is fixed), it is possible to prevent boredom from occurring in the game and increase interest in the game.
[0258] In yet another presentation state (sixth presentation state), the player can select both the game image (game presentation image) displayed on the display screen in conjunction with the display of the varying presentation symbols and the game sound (game music) output from the speaker by operating the presentation button. Furthermore, the game image can be selected arbitrarily from multiple game images, the game sound can be selected arbitrarily from multiple game sounds, and the combination of game image and game sound can also be selected arbitrarily (game image A with game sound A, game image A with game sound B, etc.). In this sixth presentation state, both the game sound (game music) and the game image (game presentation image) can be selected individually, and the individually selected game sounds and game images are executed in parallel. When this presentation state is executed, the player can display their preferred game sounds and game images in conjunction with the game, increasing the player's interest in the game. Furthermore, the combination of game sounds and game images can be set as desired, which prevents players from getting bored of the game and increases their interest in the game.
[0259] In this embodiment, when the game ball enters the start hole (first start hole or second start hole) (at the ball entry timing), the effect selection random number acquisition means (effect selection means) included in the sub-controller acquires an effect selection random number value (random number range: 0 to 199). As shown in Fig. 45, depending on the acquired random number value, a different game effect (selected effect) is executed (including not being executed).
[0260] Specifically, if the acquired random number value for effect selection is between 0 and 159 (first condition established), the execution state of the player selection effect currently being executed (or not being executed) is maintained. In other words, if the player selection effect is not being executed, it is not executed. If it is in a predetermined effect state (for example, the fifth effect state), that effect state is maintained (continuation pattern). Also, if the acquired random number value for effect selection is between 160 and 168 (second condition established), the execution state of the effect is set to the first effect state (initial state) in which predetermined game sounds and game images are executed at a predetermined timing (for example, a predetermined timing during the executing variable display or at the start of the next variable display) (non-selection pattern).
[0261] Furthermore, if the acquired random number value for effect selection is 169 to 178 (third condition established, second game condition), the effect state being executed is set to a second effect state in which the player can select a game sound and a common game image is executed at a predetermined timing (for example, a predetermined timing during the executing variable display or at the start of the next variable display) (game sound selection pattern 1). Furthermore, if the acquired random number value for effect selection is 179 to 183 (fourth condition established, first game condition), the effect state being executed is set to a third effect state in which the player can select a game sound and an individual game image is executed according to the selected game sound at a predetermined timing (for example, a predetermined timing during the executing variable display or at the start of the next variable display).
[0262] Furthermore, if the acquired random number value for effect selection is 184 to 193 (the fifth condition is met), the effect state being executed is set to a fourth effect state in which the player can select a game image and a common game sound is executed at a predetermined timing (for example, a predetermined timing during the variable display being executed, or at the start of the next variable display) (game image selection pattern 1). Furthermore, if the acquired random number value for effect selection is 194 to 198 (the sixth condition is met), the effect state being executed is set to a fifth effect state in which the player can select a game image and an individual game sound is executed according to the selected game image at a predetermined timing (for example, a predetermined timing during the variable display being executed, or at the start of the next variable display) (game image selection pattern 2).
[0263] Furthermore, if the acquired random number value for effect selection is 199 (the seventh condition is met), the currently running effect state is set to a sixth effect state (game sound / game image selection pattern 1) in which the player can select both game sounds and game images individually at a predetermined timing (for example, a predetermined timing during the currently running variable display or at the start of the next variable display). Also, as shown in FIG. 45, the more diverse the combination of game sounds and game images, the lower the execution possibility is set. As a result, the more interesting the player-selected effect (for example, the third effect state, the fifth effect state, the sixth effect state) is executed, the more exciting the game becomes.
[0264] Next, an example of the execution of the player selection effect will be explained using a time chart in Fig. 46. The period t1 shown in Fig. 46 is a predetermined period after the power is turned on, during which the effect state is set to the first effect state. This period t1 is a change period during which an effect selection lottery is executed for each variable display. The effect selection lottery is a lottery that determines the selection pattern of the game sounds and game images to be executed using the effect selection random number value obtained based on the starting ball and the effect selection random number table shown in Fig. 45.
[0265] In the 50th variation (predetermined number of variations) after the start of period t1, game sound selection pattern 1 is selected (the third condition is met, and the second game condition is met). Then, in the next variation display (the 51st variation, after a predetermined period has elapsed since winning the variation selection lottery), the first variation state is set to the second variation state. The second variation state continues for a predetermined period (for example, the period of 30 variation displays) after the state is set, and during this period, the player can use the variation button to arbitrarily select (determine) a game sound (game music). Note that, until game sound selection pattern 1 is selected (until the third condition is met), a variation selection lottery is also executed for each variation display, and the result of the variation selection lottery is that a continuation pattern or a non-selection pattern is selected.
[0266] In addition, there is a non-change period t2 after the start of the second presentation state in which the presentation selection lottery is not executed (the selected presentation state is maintained). In this embodiment, the non-change period is set until 50 variable displays are executed after the start of the second presentation state. This prevents a situation in which the first presentation state or another presentation state is quickly set even though the second presentation state has been executed and a preferred game sound (music) has been set, thereby preventing a decrease in interest in the game. This also makes it possible to maintain the set state, such as the second presentation state, for a certain period of time.
[0267] Furthermore, when the non-change period ends (from the 101st variable display), a change period begins in which a performance selection lottery is executed. In the example shown in Fig. 46, the game sound selection pattern 2 is selected in the performance selection lottery in the 116th variable display (the fourth condition is met, and the first game condition is met). In addition, the continuation pattern is selected in the performance selection lottery executed from the 101st to the 115th variable display (the second condition is met).
[0268] Then, in the next variable display (the 117th variable, after a predetermined period has elapsed since winning the effect selection lottery), the third effect state is set. After the third effect state is set, a predetermined game sound selection period is set, and during this period, the player can arbitrarily select (determine) a game sound (game music) using the effect button. In this embodiment, the game sound selection period (game image selection, game sound / game image selection period) is set to the same length for all effect states.
[0269] Also, in the period t3 after the start of the third performance state, there is a non-change period in which the performance state is not changed (maintained) as described above, and a change period in which the performance state can be changed by lottery (determination). This non-change period is also set to the same length for all performance states.
[0270] Furthermore, when the non-change period ends, the game enters a change period in which a presentation selection lottery is executed. In the example shown in Fig. 46, game image selection pattern 2 is selected in the presentation selection lottery in the 195th changing display (the sixth condition is met). Then, in the next changing display (the 196th changing display, after a predetermined period has elapsed since the presentation selection lottery was won), the fifth presentation state is set. After the fifth presentation state is set, a predetermined period of game image selection period is set, and during this period, the player can arbitrarily select (determine) a game image (game presentation image) using the presentation button.
[0271] In this embodiment, after the end of a selection period (such as a game sound selection period) during which game sounds and game images can be selected, the game continues with the game sounds and / or game images selected at the end of the selection period. Furthermore, the first through sixth presentation states described above can be transitioned in any pattern. For example, there is a pattern of transition from the second presentation state (the period during which the second presentation state in FIG. 46 is set, period t2) to the third presentation state (the period during which the third presentation state in FIG. 46 is set, period t3), and there is also a pattern of transition from the third presentation state (the period during which the third presentation state is set, period t3) to the second presentation state (the period during which the second presentation state is set, period t2). Various (all) transition patterns are possible, such as a pattern of transition from the sixth presentation state (the period during which the sixth presentation state, not shown, is set) to the first presentation state (the period during which the sixth presentation state, not shown) or the fifth presentation state (the period during which the fifth presentation state, not shown), etc.
[0272] In addition, in this embodiment, if the result of the changing display of the presentation pattern at a predetermined timing while a predetermined presentation state is being executed is a jackpot and a jackpot game is executed, the presentation state after the jackpot game ends is reset (similar to after the power is turned on), and the presentation state starts from the first presentation state (t1) as shown in Figure 46.
[0273] In addition, in this embodiment, the non-change period is set longer than the game sound selection period (game image selection period, or game sound / game image selection period), but this is not limited to this. The non-change period and the game sound selection period may be the same length, or the non-change period may be shorter than the game sound selection period. Also, the game sound selection period (second presentation state) may continue until the presentation state changes (including the non-change period and the change period).
[0274] Furthermore, in the above-described embodiment, a predetermined period after power-on may be set as a non-change period, or if the presentation state after power-on is the first presentation state, the non-change period may not be set. Furthermore, a presentation selection lottery execution period in which a presentation selection lottery is executed and a presentation selection lottery non-execution period in which a presentation selection lottery is not executed may be provided, and the presentation selection lottery execution period may include a non-change period and a change period. For example, a first gaming state (e.g., a low-probability, low-base state) and a second gaming state (a high-probability, high-base state) may be provided, and at least a portion of the period of the first gaming state may be set as a presentation selection lottery execution period, and the second gaming state may be set as a presentation selection lottery non-execution period.
[0275] In the selection presentation of this embodiment, after a predetermined number of changes, the selection mode of the game sounds and game images, and the correspondence between the game images or game sounds corresponding to the selected game sounds or game images, change, so that the presentation mode can be diversified, preventing players from getting bored with the game. This also makes it possible to increase the enjoyment of the game.
[0276] [Battle effects] Next, the reach effects (battle effects) of the pachinko machine of this embodiment will be explained using Figures 47 and 48. Figure 47(a) shows a scene in which a predetermined variable display is being executed. Speakers 67 are shown in the upper left and right of the display screen 7a. Figure 47(b) shows a scene in which a predetermined time has elapsed since the scene shown in Figure 47(a) in the same variable display as Figure 47(a).
[0277] In FIG. 47(b), a preview effect (first preview effect, special notification effect) is being executed, which gives advance notice of a reach effect (game effect) that will be executed (later). A first display effect 201 (special notification effect) is executed in a first preview display area 213 of the display screen 7a. In the first display effect 201, the words "Enemy A is coming!!" (dialogue characters, text information, first text information) are displayed as lines spoken by an ally character 202. Here, the text (dialogue characters) displayed in the first display effect 201 are statically displayed (displayed in a stopped state) in a relatively small size in the first preview display area 213, which is a relatively narrow display area. This comparison is with the second display effect described below.
[0278] Additionally, together with this first display effect 201, a first audio effect 200 (special notification effect, first special notification effect) is output (executed) from speaker 67. In first audio effect 200, as the words "Enemy A is coming!!" are displayed in first display effect 201, a line corresponding to the words (the same as the words) is output as audio. For ease of explanation, FIG. 47(b) shows the words "Enemy A is coming" as if they were being output from the speaker, but in reality, the same audio as these words, "Enemy A is coming", is output.
[0279] Figure 47(c) shows a scene after a predetermined time has elapsed from the scene shown in Figure 47(b) in the same variable display as Figure 47(b). Figure 47(c) shows a scene in which a battle reach has been executed based on the advance notice effect (first audio effect and first display effect by ally character 202) described in Figure 47(b). In a battle reach, ally character 202 and enemy character A battle, and if the ally character wins, it is a jackpot, and if enemy character A wins, it is a miss. This battle reach is a reach effect with a lower reliability of a jackpot than the special battle reach described later. Note that explanations of the effects from Figure 47(c) onwards will be omitted. From this point onwards, there are effect execution modes that result in a jackpot and effect execution modes that result in a miss.
[0280] FIG. 47(d) shows a scene after a predetermined time has elapsed from the scene shown in FIG. 47(a) in the same variable display as FIG. 47(a). In FIG. 47(d), a preview effect (second preview effect, special notification effect, second special notification effect) is being executed, which provides advance notice of the upcoming (or subsequent) reach effect (game effect). In the second preview display area 214 of the display screen 7a, a second display effect 206 (special notification effect) is executed. In the second display effect 206, the words "A horde of enemies is coming! Gather!" (dialogue characters, text information, second text information) are displayed as lines spoken by the ally character 202. In FIG. 47(d), characters appear one by one from the right side of the second preview display area 214 and flow to the left. Note that the characters up to "A horde of enemies is coming" are displayed, and the corresponding voice "A horde of enemies is coming" is output from the speaker 67.
[0281] Here, the characters (dialogue characters) displayed in the second display performance 206 are scrolled (displayed in a moving manner, moving) in a relatively large size in the relatively large display area of the second preview display area 214. This comparison is with the first display performance described above. In addition, multiple arrows pointing left displayed at the top of the second preview display area 214 indicate the direction of movement (scroll display direction) of the characters (second character information).
[0282] Additionally, in conjunction with this second display effect 206, a second audio effect 205 (special notification effect) is output (executed) from speaker 67. In second audio effect 205, as the words "A horde of enemies is coming! Gather!" are displayed in second display effect 206, a line corresponding to the words (the same as the words) is output as audio. For ease of explanation, FIGS. 47(d) to (f) show the words "A horde of enemies is coming! Gather!" as if they were being output from the speaker, but in reality, audio identical to the words "A horde of enemies is coming! Gather!" is output. Additionally, the volume of the audio output in second audio effect 205 is set to be louder than the volume of the audio output in first audio effect 201.
[0283] FIG. 47(e) shows a scene after a predetermined time has elapsed from the scene shown in FIG. 47(d) in the same variable display as FIG. 47(d). In the second preview display area 214, characters appear one by one from the right side additionally from the scene of FIG. 47(d) (the characters of "Zo! Gather"), showing a state of flowing leftward. In addition, a scene is shown in which, corresponding to the display of the characters of "Zo! Gather", a voice of "Zo Gather" is further output from the speaker 67.
[0284] FIG. 47(f) shows a scene after a predetermined time has elapsed from the scene shown in FIG. 47(e) in the same variable display as FIG. 47(e). In the second preview display area 214, characters appear one by one from the right side additionally from the scene of FIG. 47(e) (the characters of "Zo! Gather"), showing a state of flowing leftward. Also, in this scene, all the characters (character information) of the second display effect are displayed. In addition, a scene is shown in which, corresponding to the display of the characters of "Together!" a voice of "Together" is further output from the speaker 67.
[0285] FIG. 48(g) shows a scene after a predetermined time has elapsed from the scene shown in FIG. 47(f) in the same variable display as FIG. 47(f). In FIG. 48(g), a scene in which a special battle reach is executed based on the preview effects (the second voice effect and the second display effect by the ally character 202) described in FIGS. 47(d) to (f) is shown. In the special battle reach, a plurality of ally characters 202 and a plurality of enemy characters A battle, and if the ally character wins, it is a big win, and if the enemy character A wins, it is a miss. Also, this special battle reach is a reach effect with a higher big win reliability than the battle reach described above.
[0286] Figure 48(h) shows a scene after a predetermined time has elapsed from the scene shown in Figure 48(g) in the same variable display as Figure 48(g). In the lower right of the display screen, an operation suggestion image 211 is displayed, imitating a variable button that can be operated by the player. The special battle reach is a variable button operation by the player. When the player operates the variable button according to the operation instructions, a battle ensues between ally characters (ally character A), ally character B, and ally character C and multiple enemy characters. In addition, in the upper right of the display screen, a reach pattern 210 ("7↓7") is displayed, in which two symbols are displayed stationary with the same symbol, and one symbol is performing a variable display.
[0287] Figure 48(i) shows a scene after a predetermined time has passed since the scene shown in Figure 48(h) in the same variable display as Figure 48(h). Figure 48(i) shows a scene in which the battle presentation progresses based on the player's operation of the presentation button (the arrow moves downward), and the ally character defeats the enemy character. This confirms the big win.
[0288] Figure 48(j) shows a scene after a predetermined time has passed since the scene shown in Figure 48(i) in the same variable display as Figure 48(i). Figure 48(j) shows a scene in which a jackpot is achieved when an ally character defeats an enemy character in a battle performance, resulting in a jackpot, and jackpot symbol 212 is displayed. The performance that notifies the player of this jackpot is also called a jackpot notification performance.
[0289] As explained above, the system has a first preview effect (first special notification effect) that displays characters in a static manner and outputs a sound corresponding to the characters, and a second preview effect (second special notification effect) that displays characters in a moving manner (including a swinging display) and outputs a sound corresponding to the characters. The second preview effect is an effect that notifies a higher probability of a jackpot than the first preview effect. Furthermore, the characters and their display area displayed in the first preview effect are larger than the characters and their display area displayed in the second preview effect. Furthermore, the sound output in the second preview effect is louder than the sound output in the first preview effect. This diversifies the game presentations and makes it easier for players to recognize game presentations with a higher probability of a jackpot through the display mode of the text information and the sound output. This also attracts players more to game presentations with a higher probability of a jackpot, thereby increasing the player's interest in the game.
[0290] Although examples and other aspects have been described above as embodiments of the present invention, the present invention is not limited to these, and is not limited to the wording of each claim as long as it does not deviate from the scope of each claim, and includes a range that can be easily substituted by a person skilled in the art, and improvements based on the knowledge that a person skilled in the art would normally possess can be added as appropriate. Furthermore, two or more of the above-mentioned inventions may be implemented in combination as appropriate.
[0291] [Other aspects] In addition, in the above-mentioned embodiment, there are two types of number of rounds for a jackpot game, "2R" and "15R", but the number of rounds is not limited to this, and there may be three or more types of number of rounds, or only one type. Furthermore, the opening pattern of the first large prize winning port 30 and the second large prize winning port 35 (V Attacker) is not limited to the above-mentioned embodiment, and for example, the opening time and number of times per round can be variously configured.
[0292] In the above-described embodiments, the possibility of V passage is set to be high (easy) or low (virtually impossible) depending on the length of time the second major prize opening 35 (V attacker) is open in the V round. That is, if the second major prize opening 35 is open for a relatively long time in the V round, it becomes easy for game balls to enter the second major prize opening 35, and at least one of the game balls that enter the second major prize opening 35 almost certainly passes through the specific area 39. On the other hand, if the second major prize opening 35 is open for a relatively short time in the V round, it becomes difficult (virtually impossible) for game balls to enter the second major prize opening 35, and as a result, the game balls do not pass through the specific area 39. Alternatively, a movable piece that opens and closes the specific area may be provided, and the movable piece may be operated based on the number of balls that enter the second major prize opening 35 in the V round (the value counted by the ball number counting means), so that the possibility of V passage varies depending on the operating mode of the movable piece.
[0293] For example, when the movable piece is operated based on a first predetermined number of balls (e.g., the first ball) entering second large prize opening 35 in the V round, the operation mode of the movable piece is set to a mode in which the possibility of V passage is low (effectively impossible), and when the movable piece is operated based on a second predetermined number of balls (e.g., any one from the second ball to a specified number), the operation mode of the movable piece is set to a mode in which the possibility of V passage is high. Then, a jackpot in which the movable piece only operates in a mode in which V passage is low in the V round, i.e., a jackpot in which the movable piece only operates based on the first predetermined number of balls entering second large prize opening 35, may be defined as a "V non-passing jackpot," and a jackpot in which the movable piece may operate in a mode in which V passage is low and in a mode in which V passage is high, i.e., a jackpot in which the movable piece operates based on the first predetermined number of balls entering second large prize opening 35 and the second predetermined number of balls entering second large prize opening 35, may be defined as a "V passing jackpot." With this configuration, as in the above-mentioned embodiments, it is possible to determine whether the probability fluctuation function is activated (whether a high probability state occurs) based on whether the gaming ball passes through a specific area.
[0294] Furthermore, in the above-described embodiments, a game benefit is provided to a player by generating a high-probability state based on the game ball passing through a specific area 39 during a V-round during a jackpot game (special game). However, the benefit referred to in the present invention is not limited to the occurrence of a high-probability state. For example, the content (type) of the benefit is not important as long as it provides some kind of benefit to the player, such as a high-base state that increases the frequency with which the game ball enters the starting hole, or a fluctuation time-shortening state (time-shortening state) that shortens the fluctuation time of the identification information. Furthermore, the game may provide one or more benefits based on the game ball passing through a specific area.
[0295] In the above-described embodiment, the present invention is applied to a pachinko machine having a specific area 39 as a probability variable operation port (a so-called "V-probability machine"). However, the present invention is not limited to this. It can also be applied to a gaming machine (a so-called "symbol probability variable machine") that does not have a specific area 39 in the large prize port and determines whether to grant a high probability state based on the result of a special symbol hit / miss determination (the type of jackpot symbol displayed). Alternatively, the present invention can be applied to a gaming machine that does not have a probability variable function. Furthermore, the present invention can also be applied to a type 1 / 2 pachinko gaming machine that has a specific area (V area) in the large prize port that can be entered when the result of the special symbol hit / miss determination is a small hit. If a gaming ball enters the large prize port during a small hit game and passes through the specific area (V-pass), a jackpot is awarded, and the jackpot game is executed based on the V-pass.
[0296] In addition, in the above-described embodiment, a control process (so-called special symbol 2 priority change) was adopted in which the second special symbol reserved (variation display of the second special symbol) is consumed in priority to the first special symbol reserved (variation display of the first special symbol), but this is not limited to this, and a control process (so-called special symbol 1 priority change) in which the first special symbol reserved is consumed in priority to the second special symbol reserved may also be used. Alternatively, without setting a priority between the consumption of the first special symbol reserved and the consumption of the second special symbol reserved, a control process (so-called ball entry order (storage order) change) in which the first special symbol reserved and the second special symbol reserved are consumed in order from the oldest stored may also be used. Furthermore, instead of the special symbol 2 priority change in the above-described embodiment, a control process (so-called special symbol 1 and 2 simultaneous change) in which the variation display of the first special symbol and the variation display of the second special symbol (consumption of the first special symbol reserved and consumption of the second special symbol reserved) are executed in parallel may also be used.
[0297] [others] Furthermore, the above-mentioned gaming machine may be modified as follows. (Reference invention 1) In conventional gaming machines, when a ball lands in a specific entrance, the gaming interest is increased, but the gaming sound output manner is uniform, which may lead to a decrease in the gaming interest. This Reference Invention 1 was made in consideration of the above-mentioned circumstances, and provides a gaming machine with a high level of entertainment value, with a diversified gaming sound output manner.
[0298] The gaming machine of Reference Invention 1-1 for solving the above-mentioned problems is as follows: an identification information display means for variably displaying the identification information when a predetermined condition is met; a variable ball entry port that can be changed between a ball entry state in which the game ball can be entered and a ball entry non-entry state in which the game ball cannot be entered; A special game execution means for executing a special game in which the variable ball entrance is in a ball entrance state when the result of the variable display of the identification information becomes a specific result, A first ball entrance through which game balls can be inserted; A second ball entrance through which game balls can be inserted; a game sound output means capable of outputting a special game sound related to a game based on a ball entering the first ball entrance or the second ball entrance; and a ball entry possibility control means for changing the relative probability of a game ball entering the first ball entry opening and the second ball entry opening, At least one of the first ball entrance and the second ball entrance is an entrance in which the possibility of a game ball entering can be changed, the ball scoring possibility control means sets a first ball scoring possibility state in which the ball is more likely to score through the first ball scoring opening than through the second ball scoring opening based on the satisfaction of a first specific condition, and sets a second ball scoring possibility state in which the ball is more likely to score through the second ball scoring opening than through the first ball scoring opening based on the satisfaction of a second specific condition, The game sound output means In the first ball entry possibility state, when the game ball enters the first ball entry port, the special game sound is not output, and when the game ball enters the second ball entry port, the special game sound is output; In the second ball entry possibility state, the special game sound is not output in either the case where the game ball enters the first ball entry opening or the case where the game ball enters the second ball entry opening. It is characterized by the following.
[0299] This gaming machine includes a first ball entry port, a second ball entry port, a ball entry possibility control means for changing the relative probability of a game ball entering the first ball entry port and the second ball entry port, and a game sound output means for outputting a special game sound related to the game. Furthermore, when a first specific condition is met, a first ball entry possibility state is set in which the ball is more likely to enter the first ball entry port than the second ball entry port, and when a second specific condition is met, a second ball entry possibility state is set in which the ball is more likely to enter the second ball entry port than the first ball entry port. In the first ball entry possibility state, the special game sound is not output when the ball enters the first ball entry port, which has a higher probability of entering, but the special game sound is output when the ball enters the second ball entry port, which has a lower probability of entering. In the second ball entry possibility state, the special game sound is not output regardless of whether the ball enters the first ball entry port or the second ball entry port.
[0300] This allows the relative probability of a ball entering the first entrance and the second entrance to be changed, thereby generating multiple states of ball entry possibility, including a state in which a special game sound is output when the ball enters an entrance with a low probability of entry, and a state in which no special game sound is output regardless of which entrance the ball enters. This draws attention to the output of the special game sound, making it possible to increase interest in the game.
[0301] The special game sound is output when a game ball enters a ball entry hole that is set according to the game state. For example, by setting a ball entry hole that is relatively difficult to enter (hard to enter), and using a special sound effect that praises the ball entering, such as "Wow, you got it in!!" or "That's a difficult ball entry hole, wow!!", the output of the special sound effect can increase the player's interest in the game. Also, by using the special sound effect to notify information about the game (for example, "The game state is currently favorable to the player," "The current probability of a jackpot on the gaming machine is 1 / 80," "The game is currently in the left zone firing state," or "The reliability of a specific reach is 50% or more"), the chance (rare) occurrence of a ball entering the game can provide the player with awareness and information about the game, thereby increasing their interest in the game.
[0302] The special game sound may be output at a volume louder than the game sound output when the ball enters the first entrance. This makes it easier for the player to recognize that the special game sound output when the ball enters an entrance that is relatively difficult to enter (hard to enter). This also makes it possible to attract the player's attention to the special game sound.
[0303] The predetermined condition can be met based on a ball entering the starting hole. At least one of the first and second ball entrances can be a ball entrance (variable ball entrance) that can change between a first state and a second state that has a higher probability of a game ball entering than the first state. Both the first and second ball entrances can be starting holes (special starting holes) that variably display identification information depending on the ball entering.
[0304] In addition, the gaming machine of Reference Invention 1-2 is the gaming machine of Reference Invention 1-1, the ball scoring possibility control means sets a third ball scoring possibility state in which the ball scoring possibility through the second ball scoring opening is higher than that through the first ball scoring opening based on the establishment of a third specific condition; The game sound output means is characterized in that, in the third ball entry possibility state, when the game ball enters the first ball entry opening, the game sound output means outputs the special game sound, and when the game ball enters the second ball entry opening, the game sound output means does not output the special game sound.
[0305] According to this gaming machine, when a third specific condition is met, a third ball entry possibility state is set in which the ball is more likely to enter the second ball entry port than the first ball entry port. In the third ball entry possibility state, the special game sound is not output if the ball enters the second ball entry port, which has a higher probability of entering, but the special game sound is output if the ball enters the first ball entry port, which has a relatively lower probability of entering. This diversifies the output patterns of the special game sound (including a state in which it is not output), draws attention to the output of the special game sound, and makes it possible to increase interest in the game.
[0306] In addition, the gaming machine of Reference Invention 1-3 is the gaming machine of Reference Invention 1-1 or Reference Invention 1-2, the ball scoring possibility control means sets a fourth ball scoring possibility state in which the ball scoring possibility through the first ball scoring opening is higher than that through the second ball scoring opening based on the establishment of a fourth specific condition; The fourth ball scoring possibility state is a game state that is more advantageous to the player than any of the first ball scoring possibility state, the second ball scoring possibility state, and the third ball scoring possibility state, The game sound output means is characterized in that in the fourth ball entry possibility state, when the game ball enters the first ball entry port, it outputs the special game sound, and when the game ball enters the second ball entry port, it does not output the special game sound.
[0307] According to this gaming machine, when a fourth specific condition is met, a fourth ball entry possibility state is set in which the probability of the ball entering the first ball entry port is higher than that of the second ball entry port. The fourth ball entry possibility state is a gaming state that is more advantageous to the player than the first, second, and third ball entry possibility states. In this state, if the ball enters the second ball entry port, which has a lower probability of entering the ball, the special game sound is not output, but if the ball enters the first ball entry port, which has a relatively higher probability of entering the ball, the special game sound is output. This increases the probability of the special game sound being output in the special fourth ball entry possibility state, which is advantageous to the player, and diversifies the output patterns of the special game sound (including a state in which the special game sound is not output), making it possible to draw attention to the output of the special game sound and increase interest in the game.
[0308] In addition, in the fourth ball entry possibility state, which is a special game state that is more advantageous to the player than other game states, the entry port that is easier for the ball to enter is set as the entry port that outputs the special game sound. This increases the possibility of the special game sound being output and makes it possible to increase interest in the game. In this case, the special game sound may not be output at a high volume, but may be output at a volume equivalent to the game sound output when the ball enters the second ball entry port. This makes it possible to set the volume low when the possibility of outputting the special game sound is high, preventing a decrease in interest in the game due to frequent output of a high volume.
[0309] According to the gaming machine of Reference Invention 1, it is possible to diversify the output modes of gaming sounds and provide a gaming machine with high ingenuity.
[0310] (Reference invention 2) In conventional gaming machines, the gaming sounds output along with the display of changing symbols and reach effects increase the interest in the game, but there is also a risk that the output manner of the gaming sounds will be uniform, which will lead to a decrease in the interest in the game. This Reference Invention 2 was made in consideration of the above-mentioned circumstances, and provides a gaming machine with a high level of interest by diversifying the output manner of the gaming sounds.
[0311] The gaming machine of Reference Invention 2-1 is: an identification information display means for variably displaying the identification information when a predetermined condition is met; a variable ball entry port that can be changed between a ball entry state in which the game ball can be entered and a ball entry non-entry state in which the game ball cannot be entered; A special game execution means for executing a special game in which the variable ball entrance is in a ball entrance state when the result of the variable display of the identification information becomes a specific result, a game effect sound selection means for selecting a predetermined game effect sound from a plurality of game effect sounds; a game effect sound output means for outputting the game effect sound selected by the game effect sound selection means; a game effect image selection means for selecting a predetermined game effect image from a plurality of game effect images; a game effect image display means for displaying the game effect image selected by the game effect image selection means on a display unit; The game effect images include a common game effect image corresponding to a plurality of game effect sounds in common, and a plurality of individual game effect images corresponding to the plurality of game effect sounds individually, The game effect sound selected by the game effect sound selection means and the game effect image selected by the game effect image selection means are executed in parallel, A first game condition is set in advance and can be established during play. If the game effect sound is output by the game effect sound selection means selecting the game effect sound before the first game condition is established, the common game effect image is displayed regardless of the type of the game effect sound being output, After the first game condition is established, when the game effect sound selection means selects a game effect sound and the selected game effect sound is output, the individual game effect image corresponding to the game effect sound is displayed depending on the type of the game effect sound being output. It is characterized by the following.
[0312] According to this gaming machine, there are provided a game effect sound output means for selecting a predetermined game effect sound from a plurality of game effect sounds and outputting the selected game effect sound, and a game effect image display means for selecting a predetermined game effect image from a plurality of game effect images and displaying the selected game effect image on a display unit. The gaming machine also has a common game effect image corresponding to the plurality of game effect sounds and a plurality of individual game effect images corresponding to each of the plurality of game effect sounds, and the game effect sounds and game effect images are executed in parallel. Furthermore, before a first game condition is fulfilled, the common game effect image is displayed regardless of the type of game effect sound being output, and after the first game condition is fulfilled, the individual game effect image corresponding to the game effect sound is displayed depending on the type of game effect sound being output. This changes the correspondence between the game effect sounds and the game effect images before and after the first game condition is fulfilled during play, diversifying the game effects, preventing boredom in the game, and making it possible to increase interest in the game.
[0313] In addition, the gaming machine of Reference Invention 2-2 is the gaming machine of Reference Invention 2-1, The game effect sound selection means has a first period in which a predetermined game effect sound can be selected from a plurality of game effect sounds, and a second period in which a game effect sound cannot be selected, The first gaming condition is characterized in that it can be fulfilled during the first period.
[0314] According to such a gaming machine, there is a first period in which a game effect sound can be selected and a second period in which a game effect sound cannot be selected, and the first game condition can be established during the first period in which a game effect sound can be selected. As a result, the first game condition is established during a period in which the game effect sound being executed can be changed to another game effect sound, and when the first game condition is established, the correspondence between the game effect sound and the game effect image can be changed, making it possible to diversify the game effects.
[0315] In addition, the gaming machine of Reference Invention 2-3 is the gaming machine of Reference Invention 2-1, The first game condition is characterized in that it is established based on the game ball entering a predetermined ball entrance.
[0316] According to this type of gaming machine, the first gaming condition is established when the gaming ball enters a predetermined entrance. As a result, the first gaming condition is established when the player causes the gaming ball to enter the predetermined entrance, and the correspondence between the gaming effect sounds and the gaming effect images changes depending on the player's own play, preventing boredom in the game and making it possible to increase the enjoyment of the game.
[0317] In addition, the gaming machine of Reference Invention 2-4 is the gaming machine of Reference Invention 2-1, A predetermined second game condition that can be established during a game is provided, After the first game condition is established, the individual game presentation image corresponding to the game presentation sound being output is displayed depending on the type of game presentation sound being output, and then, when the second game condition is established, the common game presentation image is displayed regardless of the type of game presentation sound being output.
[0318] This gaming machine has a second gaming condition in addition to the first gaming condition. Furthermore, after the first gaming condition is met, the second gaming condition is met when an individual gaming effect image corresponding to the selected and output gaming effect sound is displayed. Thereafter, a common gaming effect image is displayed regardless of the type of gaming effect sound being output. This changes the correspondence between the gaming effect sounds and the gaming effect images before and after the first gaming condition and the second gaming condition are met, diversifying the gaming effects, preventing boredom and increasing interest in the game.
[0319] The game device may also be provided with an input means that allows a player to input, and a predetermined game effect sound to be output by the game effect sound output means may be selected from a plurality of game effect sounds (game music) by inputting to the input means. The game device may also be provided with a game effect sound storage means that stores a plurality of game effect sounds (game music) with different tones, and a game effect image storage means that stores a plurality of game effect images (game moving images) with different display modes. Furthermore, at least some (or even all) of the game effect sounds (game music) that the game effect sound selection means can select may be different before and after the first game condition is established.
[0320] According to the gaming machine of Reference Invention 2, it is possible to diversify the output modes of gaming sounds and provide a gaming machine with high ingenuity.
[0321] (Reference invention 3) In conventional gaming machines, the gaming effects and sounds output together increase the interest in the game, but the execution modes of the gaming effects and sounds are uniform, which may lead to a decrease in interest in the game. This Reference Invention 3 was made in consideration of the above-mentioned circumstances, and provides a gaming machine with a high level of interest by diversifying the execution modes of the gaming effect images and gaming sound.
[0322] The gaming machine of Reference Invention 3-1 is: an identification information display means for variably displaying the identification information when a predetermined condition is met; a variable ball entry port that can be changed between a ball entry state in which the game ball can be entered and a ball entry non-entry state in which the game ball cannot be entered; A display unit that displays a game effect image; a game effect sound output means for outputting a game effect sound; A special game execution means for executing a special game in which the variable ball entrance is in a ball entrance state when the result of the variable display of the identification information becomes a specific result, A special notification effect is provided which indicates the possibility of execution of the special game, The special notification effect is an effect in which character information is displayed on the display unit and the character information displayed on the display unit is output by sound by the game effect sound output means, As the special notification effect, a first special notification effect that displays the character information on the display unit in a stopped state, and a second special notification effect that displays the character information on the display unit in an operating state, The second special notification effect indicates a higher possibility of execution of the special game than the first special notification effect. It is characterized by the following.
[0323] According to this gaming machine, a display unit that displays game effect images and a game effect sound output means that outputs game effect sounds are provided. The special notification effect indicating the possibility of a special game is an effect in which text information is displayed on the display unit and the text information displayed on the display unit is output as audio by the game effect sound output means. The special notification effects include a first special notification effect that displays text information in a static manner and a second special notification effect that displays text information in a moving manner. The second special notification effect indicates a higher possibility of a special game being executed than the first special notification effect. This diversifies the game effects by the display manner of the text information and the audio output, and the execution manner can indicate the possibility of a special game being executed to the player. This also increases the player's interest in the game.
[0324] In addition, the gaming machine of Reference Invention 3-2 is the gaming machine of Reference Invention 3-1, The character information includes first character information and second character information different from the first character information, The first special notification effect is an effect in which the first character information is displayed in a stopped state on a display unit, The second special notification effect is characterized in that it is an effect in which the second character information is displayed in an operational manner on a display unit.
[0325] According to this gaming machine, the first special notification effect is an effect in which the first character information is displayed in a stopped state, and the second special notification effect is an effect in which the second character information is displayed in an operating state. As a result, the character information displayed in a stopped state in the first special notification effect and the character information displayed in an operating state in the second special notification effect differ not only in the display state but also in the character information itself, allowing the player to easily recognize the difference between the special notification effects and easily grasp the possibility of playing a special game. This also makes it possible to increase the enjoyment of the game.
[0326] In addition, the gaming machine of Reference Invention 3-3 is the gaming machine of Reference Invention 3-1, The character information displayed in a moving manner in the second special notification performance is characterized in that it is displayed in a larger size than the character information displayed in a stopped manner in the first special notification performance.
[0327] According to this gaming machine, the text information displayed in the moving mode in the second special notification effect is displayed in a larger size than the text information displayed in the stopped mode in the first special notification effect. In the second special notification effect, which indicates a higher possibility of a special game being played than in the first special notification effect, the text information is displayed in a moving mode, making it more noticeable than the stopped mode, and the display size is larger. This increases attention to the second special notification effect, significantly increasing the player's anticipation for the special game when they see it. This also makes it possible to increase the player's interest in the game.
[0328] In the special notification effect, a specific character is displayed on the display unit, and the text information displayed and output (audio output) in the special notification effect is displayed in parallel with the specific character. The text information is then displayed and output (audio output) as text information spoken by the specific character. The specific characters displayed in the first special notification effect and the second special notification effect may be the same character or different characters. Different possibilities may be indicated (announced) for the possibility of executing a special game (jackpot reliability) depending on the type of character. For example, the first character indicates a higher possibility than the second character.
[0329] Furthermore, the text information displayed in the first special notification effect (first text information) and the text information displayed in the second special notification effect (second text information) may be displayed in different sizes or colors. The second special notification effect, which indicates a high jackpot reliability, can be displayed in a large size to make it easier for players to recognize. The second special notification effect, which indicates a high jackpot reliability, can be displayed in a noticeable color to make it easier for players to recognize. For example, the text information displayed in the first special notification effect can be displayed in white or blue text, and the text information displayed in the second special notification effect can be displayed in red, gold, or rainbow colors. Any two or more of these may be combined.
[0330] In the above-mentioned embodiment, the first special notification effect and the second special notification effect notify different possibilities for the execution of the special game. Alternatively, the first special notification effect and the second special notification effect may not notify different possibilities for the execution of the special game, that is, the reliability of the jackpot may be the same for both notification effects (pre-announcement effects). Even in this case, it is possible to increase the interest in the game by using special notification effects with different execution modes.
[0331] According to the gaming machine of Reference Invention 3, it is possible to provide a gaming machine with a high level of ingenuity, in which the execution modes of game effect images and game effect sounds are diversified. [Explanation of symbols]
[0332] 1 Pachinko game machine, 2 Game board, 3 Game area, 7 Image display device, 7a Display screen, 7b Performance pattern display area, 7c Background display area, 8 Performance pattern, 9a First performance hold, 9b Second performance hold, 9c First performance hold display area (First performance hold display section), 9d Second performance hold display area (Second performance hold display section), 20 First start port, 21 Second start port, 30 First large prize opening, 35 Second large prize opening, 41a First special pattern display device (First special pattern display section), 41b Second special pattern display device (Second special pattern display section), 80 Main control board (Main control section, game control means), 81 Game control microcomputer (Main control section, game control means), 90 Sub-control board (Sub-control section, performance control means), 91 Performance control microcomputer (Sub-control section, performance control means), 100 Image control board (image control unit, performance control means), 101 image control microcomputer (image control unit, performance control means).
Claims
[Claim 1] an identification information display means for variably displaying the identification information when a predetermined condition is met; a variable ball entry port that can be changed between a ball entry state in which the game ball can be entered and a ball entry non-entry state in which the game ball cannot be entered; a game effect image display means for displaying a game effect image on a display unit; a game effect sound output means for outputting a game effect sound; A special game execution means for executing a special game in which the variable ball entrance is in a ball entrance state when the result of the variable display of the identification information becomes a specific result, A special notification effect is provided which indicates the possibility of execution of the special game, The special notification effect is an effect in which character information is displayed on the display unit and the character information displayed on the display unit is output by sound by the game effect sound output means, As the special notification effect, a first special notification effect is provided in which the character information is displayed on the display unit in a stopped state, and a second special notification effect is provided in which the character information is displayed on the display unit in an operating state, The second special notification effect indicates a higher possibility of execution of the special game than the first special notification effect, a game effect sound selection means for selecting a predetermined game effect sound from a plurality of game effect sounds by a player operating an effect button; a game effect image selection means for selecting a predetermined game effect image from a plurality of game effect images; The game effect images include a common game effect image corresponding to a plurality of game effect sounds in common, and a plurality of individual game effect images corresponding to the plurality of game effect sounds individually, The game effect sound selected by the game effect sound selection means and the game effect image selected by the game effect image selection means are executed in parallel, A first game condition is set in advance and can be established during a game; If the game effect sound selection means selects a game effect sound by operating the effect button before the first game condition is established, the common game effect image is displayed regardless of the type of game effect sound being output. After the first game condition is established, if the game effect sound selection means selects a game effect sound by operating the effect button, and the selected game effect sound is output, the individual game effect image corresponding to the game effect sound is displayed depending on the type of the output game effect sound. A gaming machine characterized by:
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