gaming machines
The gaming machine uses a launching mechanism and variable display with notification control to enhance player engagement by dynamically updating and switching notification modes, addressing the lack of effective hints in existing machines.
Patent Information
- Application Number
- JP2024112108
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-12
- Publication Date
- 2026-01-21
- Estimated Expiration
- 2042-04-15
AI Technical Summary
Existing gaming machines lack sufficient mechanisms to enhance player engagement and attention by providing inadequate or uniform hints about advantageous gaming states, making it difficult for players to understand the potential profit and maintain interest.
A gaming machine with a launching mechanism, variable display, and notification control system that dynamically updates information and switches notification modes based on game conditions, allowing players to make choices that affect profit outcomes and providing tailored hints.
Enhances player engagement by increasing understanding of potential profits and maintaining interest through dynamic and personalized game suggestions.
Smart Images

Figure 0007803374000001 
Figure 0007803374000002 
Figure 0007803374000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine. [Background technology]
[0002] Conventionally, there are gaming machines that hold a lottery for winning or the like based on the fulfillment of predetermined starting conditions, and when a player wins, for example, the game machine pays out predetermined gaming media to the player in response to the fulfillment of predetermined winning conditions.
[0003] This gaming machine is configured to be able to generate at least a predetermined first gaming state and a second gaming state that is more advantageous to the player than the first gaming state, and some are configured to be able to win a winning game in the second gaming state and then continuously generate the second gaming state again (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2008-295672 Summary of the Invention [Problem to be solved by the invention]
[0005] In order to enhance the enjoyment of the game, it is necessary to increase the attention paid to the game in the gaming machines exemplified above, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the above circumstances, and aims to provide a gaming machine that can suitably increase attention to the game. [Means for solving the problem]
[0007] In order to achieve this object, the gaming machine according to claim 1 comprises a launching means capable of launching a gaming ball, a starting ball entry area provided in a gaming area where the gaming ball can flow down, A determination means for executing a predetermined determination based on the game ball entering the starting ball entry area;a display means for variably displaying a predetermined symbol when a gaming ball enters the starting ball entry area; Provided in the gaming area, When the determination means determines a specific result, A gaming machine equipped with a variable ball entry means that can switch between a second state in which it is difficult or impossible for a gaming ball to enter the ball and a first state in which it is possible for a gaming ball to enter the ball from the second state, and an update means that updates specific information based on the establishment of a predetermined update condition in the variable display, and the gaming machine can update the specific information by the update means. In a specific game state, the specific information has reached a predetermined updated state. If a specific indication is made in this case, and if the profit condition is met after the specific indication, Generate a predetermined profit situation a notification control means configured to obtain a predetermined notification mode display, and to execute a first notification mode display or a second notification mode display different from the first notification mode display as the notification mode display; Equipped with This gaming machine is configured to generate a specific benefit when a gaming ball launched by the launching means enters the variable ball entry means in the first state and a predetermined gaming condition is met, and is configured such that when the specific judgment result is reached by the judgment means in a predetermined gaming state before the occurrence of the predetermined benefit state, executing a first predetermined gaming operation thereafter may be more disadvantageous to the player than executing a second predetermined gaming operation, The notification control means is The aforementioned When a specific determination result is obtained, a predetermined timing before a predetermined period of time before the specific information becomes the predetermined updated state. in is the first notification mode Run the display And, after the predetermined timing And The specific information is updated to the predetermined state. and the notification switching is configured to be executable when the gaming state becomes the predetermined gaming state, and when the specific judgment result is reached in the predetermined gaming state, the gaming machine is configured to execute the predetermined notification mode display in the second notification mode display for the specific judgment result and to urge the player to execute the second predetermined gaming operation, and the gaming machine is configured to be able to execute, at least between the predetermined timing and the specific timing when the notification switching is executed, a predetermined gaming operation notification display which is different from the first notification mode display and the second notification mode display and which notifies the player that a predetermined gaming operation may be executed based on the player's judgment rather than a gaming operation instruction display from the gaming machine to the player, and and a predetermined storage area is configured to set predetermined period information, which is information corresponding to a period from an initial state until the specific information reaches the predetermined updated state, based on the type of the predetermined period information; the period from the initial state until the specific information reaches the specific timing can be changed based on the type of the predetermined period information; the period from the initial state until the specific information reaches the specific timing is configured to be longer than the period from the specific timing until the specific information reaches the predetermined updated state; the notification mode display is configured to include at least a first display element constituting a part of the notification mode display and a second display element different from the first display element; and when the specific notification switching is executed to switch from the first notification mode display to the second notification mode display, the display content of the first display element is not switched, and the display content of the second display element can be switched and displayed. . [Effects of the Invention]
[0008] According to the gaming machine of claim 1, a launching means capable of launching a gaming ball, a starting ball entry area provided in a gaming area where the gaming ball can flow down, A determination means for executing a predetermined determination based on the game ball entering the starting ball entry area; a display means for variably displaying a predetermined symbol when a gaming ball enters the starting ball entry area; Provided in the gaming area, When the determination means determines a specific result, A gaming machine equipped with a variable ball entry means that can switch between a second state in which it is difficult or impossible for a gaming ball to enter the ball and a first state in which it is possible for a gaming ball to enter the ball from the second state, and an update means that updates specific information based on the establishment of a predetermined update condition in the variable display, and the gaming machine can update the specific information by the update means. In a specific game state, the specific information has reached a predetermined updated state. If a specific indication is made in this case, and if the profit condition is met after the specific indication, Generate a predetermined profit situation a notification control means configured to obtain a predetermined notification mode display, and to execute a first notification mode display or a second notification mode display different from the first notification mode display as the notification mode display; Equipped with This gaming machine is configured to generate a specific benefit when a gaming ball launched by the launching means enters the variable ball entry means in the first state and a predetermined gaming condition is met, and is configured such that when the specific judgment result is reached by the judgment means in a predetermined gaming state before the occurrence of the predetermined benefit state, executing a first predetermined gaming operation thereafter may be more disadvantageous to the player than executing a second predetermined gaming operation, The notification control means is The aforementioned When a specific determination result is obtained, a predetermined timing before a predetermined period of time before the specific information becomes the predetermined updated state. in is the first notification mode Run the display And, after the predetermined timing And The specific information is updated to the predetermined state. and the notification switching is configured to be executable when the gaming state becomes the predetermined gaming state, and when the specific judgment result is reached in the predetermined gaming state, the gaming machine is configured to execute the predetermined notification mode display in the second notification mode display for the specific judgment result and to urge the player to execute the second predetermined gaming operation, and the gaming machine is configured to be able to execute, at least between the predetermined timing and the specific timing when the notification switching is executed, a predetermined gaming operation notification display which is different from the first notification mode display and the second notification mode display and which notifies the player that a predetermined gaming operation may be executed based on the player's judgment rather than a gaming operation instruction display from the gaming machine to the player, and and a predetermined storage area is configured to set predetermined period information, which is information corresponding to a period from an initial state until the specific information reaches the predetermined updated state, based on the type of the predetermined period information; the period from the initial state until the specific information reaches the specific timing can be changed based on the type of the predetermined period information; the period from the initial state until the specific information reaches the specific timing is configured to be longer than the period from the specific timing until the specific information reaches the predetermined updated state; the notification mode display is configured to include at least a first display element constituting a part of the notification mode display and a second display element different from the first display element; and when the specific notification switching is executed to switch from the first notification mode display to the second notification mode display, the display content of the first display element is not switched, and the display content of the second display element can be switched and displayed. This has the effect of favorably increasing the level of attention to the game. [Brief explanation of the drawings]
[0009] [Figure 1]1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a rear view of the pachinko machine. [Figure 3] FIG. 2 is a front view of the game board of a pachinko machine. [Figure 4] 1A is a diagram showing a schematic diagram of area division settings and effective line settings on a display screen, and FIG. 1B is a diagram showing an example of an actual display screen. [Figure 5] 1 is a block diagram showing the electrical configuration of a pachinko machine, and is a block diagram showing mainly the electrical configuration of the main control device. [Figure 6] This is a diagram showing the configuration of various counters, each reserved ball storage area, and reserved ball execution area. [Figure 7] (a) is a diagram showing a schematic example of a special chart 1 jackpot random number table, and (b) is a diagram showing a schematic example of a special chart 2 jackpot random number table. [Figure 8] This is a diagram showing a schematic example of a special chart 2 jackpot type table. [Figure 9] (a) is a diagram showing a schematic example of a special chart 1 small prize type table, and (b) is a diagram showing a schematic example of a special chart 2 small prize type table. [Figure 10] This is a list that explains the trigger for transitioning to each game state, the probability of winning a jackpot with a special symbol, the probability of winning with a normal symbol, the recommended ball launch mode, the main winning destinations, the time it takes for the first special symbol to change, the time it takes for the second special symbol to change, and whether it is possible to hit to the right. [Figure 11] This is a diagram showing the firing pattern in each game state and the transition destination of the game state based on the type of jackpot won, etc. [Figure 12] (a) is a diagram showing a schematic example of a reservation number table for special drawing 1, and (b) is a diagram showing a schematic example of a reservation number table for special drawing 2. [Figure 13] FIG. 1A is a diagram schematically illustrating an example of table A of the stop pattern table, and FIG. 1B is a diagram schematically illustrating an example of table B of the stop pattern table. [Figure 14]1A is a diagram schematically illustrating an example of table C of the stop pattern table, and FIG. 1B is a diagram schematically illustrating an example of table D of the stop pattern table. [Figure 15] FIG. 10(a) is a diagram schematically illustrating an example of an E table of the stop pattern table, and FIG. 10(b) is a diagram schematically illustrating an example of an F table of the stop pattern table. [Figure 16] (a) is a diagram showing a schematic diagram of an example of a fluctuation pattern table for a special chart 1 miss, and (b) is a diagram showing a schematic diagram of an example of a fluctuation pattern table for a special chart 1 small win. [Figure 17] (a) is a diagram showing a schematic diagram of an example of a fluctuation pattern table for a special chart 2 miss, and (b) is a diagram showing a schematic diagram of an example of a fluctuation pattern table for a special chart 2 big win / small win. [Figure 18] FIG. 10 is a diagram schematically illustrating an example of a jackpot opening table. [Figure 19] FIG. 10 is a diagram showing an example of a small prize opening table. [Figure 20] This shows the driving patterns of the large prize opening solenoid and the specific area solenoid when the small prize type "Time Reduction B (Small Prize A)" or "Time Reduction C (Small Prize A)" is won in the dynamic display of the first special pattern, the detection modes of the large prize opening switch and the specific area switch, and the setting mode of the large prize flag, and is a timing chart when a ball passes through the specific area. [Figure 21] This shows the driving patterns of the large prize opening solenoid and the specific area solenoid when the small prize type "Time Reduction B (Small Prize A)" or "Time Reduction C (Small Prize A)" is won in the dynamic display of the first special pattern, the detection modes of the large prize opening switch and the specific area switch, and the setting mode of the large prize flag, and is a timing chart when the ball does not pass through the specific area. [Figure 22]This shows the driving pattern of the large prize opening solenoid and the specific area solenoid when the small prize type "Time Reduction D (Small Prize B)" is won in the dynamic display of the second special pattern, the detection mode of the large prize opening switch and the specific area switch, and the setting mode of the large prize flag, and is a timing chart when a ball passes through the specific area. [Figure 23] (a) is a diagram showing a schematic example of a normal winning random number table, (b) is a diagram showing a schematic example of a normal winning time table, and (c) is a diagram showing a schematic example of a normal electric role opening table. [Figure 24] FIG. 10 is a diagram illustrating an example of a time-saving termination condition table. [Figure 25] 2 is a block diagram mainly showing the electrical configuration of the voice lamp control device. FIG. [Figure 26] 2 is a diagram showing a schematic configuration of a first pending information storage area, a second pending information storage area, and an execution information storage area. FIG. [Figure 27] This table summarizes the difference in the average number of balls acquired between the two game states: when a small jackpot type "Time-saving B (small jackpot A)" or "Time-saving C (small jackpot A)" is won in "normal game state A," the average number of balls acquired when a right-hand play is performed when the small jackpot is won to generate a jackpot, and the average number of balls acquired when a right-hand play is not performed when the small jackpot is won, but the player returns to "normal game state A" to execute the dynamic display of the special symbol again, and the number of times the rescue condition is met is reached, causing a transition to the "normal symbol low probability time-saving state." [Figure 28] FIG. 10 is a diagram illustrating an example of a break-even number table. [Figure 29] 2 is a block diagram mainly showing the electrical configuration of the display control device. FIG. [Figure 30] FIG. 10 is an explanatory diagram illustrating an image displayed when the power is turned on. [Figure 31] 1A is an explanatory diagram illustrating a rear surface A, and FIG. 1B is an explanatory diagram illustrating a rear surface B. FIG. [Figure 32] FIG. 10 is an explanatory diagram illustrating the rear surface C. [Figure 33] FIG. 10 is a diagram schematically illustrating an example of a variable display data table. [Figure 34] FIG. 10 is a diagram schematically illustrating an example of an additional data table. [Figure 35] FIG. 10 is a diagram illustrating an example of a transfer data table. [Figure 36] FIG. 10 is a diagram schematically illustrating an example of a drawing list. [Figure 37] 10 is a flowchart showing a startup process executed by an MPU in the main control device. [Figure 38] 10 is a flowchart showing a setting change process executed by an MPU in the main control device. [Figure 39] 4 is a flowchart showing main processing executed by an MPU in the main control device. [Figure 40] 10 is a flowchart showing a timer interrupt process executed by an MPU in the main control device. [Figure 41] This is a flowchart showing the start-up winning process executed by the MPU in the main control unit. [Figure 42] 10 is a flowchart showing gate passage processing executed by an MPU in the main control device. [Figure 43] This is a flowchart showing the special chart change processing executed by the MPU in the main control unit. [Figure 44] 10 is a flowchart showing the fluctuation start processing executed by the MPU in the main control device. [Figure 45] 10 is a flowchart showing the fluctuation stop processing executed by the MPU in the main control device. [Figure 46] 10 is a flowchart showing a time-saving counting process executed by the MPU in the main control device. [Figure 47] 10 is a flowchart showing a relief arrival counting process executed by an MPU in the main control device. [Figure 48] 10 is a flowchart showing a winning process executed by the MPU in the main control device. [Figure 49] This is a flowchart showing the small win opening / closing control process executed by the MPU in the main control device. [Figure 50] 10 is a flowchart showing a specific area device open / close control process executed by an MPU in the main control device. [Figure 51] This is a flowchart showing the processing performed by the MPU in the main control unit when the large prize opening is open during a small win. [Figure 52] This is a flowchart showing the small win end processing executed by the MPU in the main control device. [Figure 53] 10 is a flowchart showing the jackpot opening / closing control process executed by the MPU in the main control device. [Figure 54] This is a flowchart showing the processing performed by the MPU in the main control unit during opening of the large prize opening. [Figure 55] This is a flowchart showing the jackpot termination process executed by the MPU in the main control device. [Figure 56] 10 is a flowchart showing the general map change processing executed by the MPU in the main control device. [Figure 57] 10 is a flowchart showing the normal power utility control process executed by the MPU in the main control device. [Figure 58] 10 is a flowchart showing base value processing executed by an MPU in the main control device. [Figure 59] 10 is a flowchart showing an NMI interrupt process executed by an MPU in the main control device. [Figure 60] 10 is a flowchart showing the startup process executed by the MPU in the voice lamp control device. [Figure 61] 10 is a flowchart showing the main processing executed by the MPU in the voice lamp control device. [Figure 62] 10 is a flowchart showing a command determination process executed by an MPU in a voice lamp control device. [Figure 63] This is a flowchart showing the special diagram 1 command processing executed by the MPU in the voice lamp control device. [Figure 64]This is a flowchart showing the special diagram 2 command processing executed by the MPU in the voice lamp control device. [Figure 65] 10 is a flowchart showing a rescue-related command receiving process executed by an MPU in the voice lamp control device. [Figure 66] 10 is a flowchart showing the variable performance processing executed by the MPU in the voice lamp control device. [Figure 67] This is a flowchart showing the display special diagram 1 variation pattern command setting process executed by the MPU in the voice lamp control device. [Figure 68] A flowchart showing the display special diagram 1 stop type command setting process executed by the MPU in the voice lamp control device. [Figure 69] 10 is a flowchart showing the winning effect processing executed by the MPU in the voice lamp control device. [Figure 70] This is a flowchart showing the right-hit notification display processing when a small win is won, which is executed by the MPU in the voice lamp control device. [Figure 71] 10 is a flowchart showing main processing executed by an MPU in the display control device. [Figure 72] 10A is a flowchart showing command interrupt processing executed by an MPU in a display control device, and FIG. 10B is a flowchart showing V interrupt processing executed by an MPU in a display control device. [Figure 73] 10 is a flowchart showing a command determination process executed by an MPU in the display control device. [Figure 74] (a) is a flowchart showing the pending ball number command processing executed by the MPU in the display control device, and (b) is a flowchart showing the demo command processing executed by the MPU in the display control device. [Figure 75] 10 is a flowchart showing variable performance command processing executed by an MPU in a display control device. [Figure 76]10A is a flowchart showing a determination command process executed by an MPU in a display control device, and FIG. 10B is a flowchart showing a variation pattern command process executed by an MPU in a display control device. [Figure 77] 10 is a flowchart showing a stop type command process executed by an MPU in the display control device. [Figure 78] 10 is a flowchart showing a hit-related command process executed by an MPU in the display control device. [Figure 79] 10 is a flowchart showing a character-based command process executed by an MPU in the display control device. [Figure 80] 10A is a flowchart showing rear image command processing executed by the MPU in the display control device, and FIG. 10B is a flowchart showing error command processing executed by the MPU in the display control device. [Figure 81] 10 is a flowchart showing a display setting process executed by an MPU in the display control device. [Figure 82] 10 is a flowchart showing a display setting process executed by an MPU in the display control device. [Figure 83] 10A is a flowchart showing a reserved image setting process executed by an MPU in a display control device, and FIG. 10B is a flowchart showing a warning image setting process executed by an MPU in a display control device. [Figure 84] 10 is a flowchart showing a pointer update process executed by an MPU in the display control device. [Figure 85] 10A is a flowchart showing a transfer setting process executed by an MPU in a display control device, and FIG. 10B is a flowchart showing a resident image transfer setting process executed by an MPU in a display control device. [Figure 86] 10 is a flowchart showing a normal image transfer setting process executed by an MPU in the display control device. [Figure 87]10 is a flowchart showing detailed image transfer processing executed by an MPU in the display control device. [Figure 88] 10 is a flowchart showing a drawing process executed by an MPU in the display control device. [Figure 89] 1 shows the progression of the presentation on the third symbol display device when a small win on special symbol 1 is won in "normal game state A", (a) is a diagram showing the state in which a small win on special symbol 1 is won when the rescue counter in "normal game state A" is at "58" (i.e., the big win priority notification period), the variable presentation has ended and the third symbol has stopped, (b) is a diagram showing the state in which the opening of the small win game is being executed from the state of (a), (c) is a diagram showing the state in which a small win on special symbol 1 is won when the rescue counter in "normal game state A" is at "637" (i.e., the big win priority notification period), the variable presentation has ended and the third symbol has stopped, and (d) is a diagram showing the state in which the opening of the small win game is being executed from the state of (c). [Figure 90] FIG. 10 is a block diagram showing the electrical configuration of a voice lamp control device 113 in the second embodiment. [Figure 91] FIG. 10 is a diagram schematically illustrating an example of a break-even number table in the second embodiment. [Figure 92] 10 is a flowchart showing a startup process executed by an MPU in the voice lamp control device in the second embodiment. [Figure 93] A flowchart showing the display special diagram 1 stop type command setting process executed by the MPU in the voice lamp control device in the second embodiment. [Figure 94] 10 is a flowchart showing a winning effect process executed by an MPU in the voice and lamp control device in the second embodiment. [Figure 95] 10 is a flowchart showing the right-hit notification effect process when a small win is won, which is executed by the MPU in the voice and lamp control device in the second embodiment. [Figure 96]10 is a flowchart showing a hit-related command process executed by an MPU in the display control device in the second embodiment. [Figure 97] 10 shows the progression of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the second embodiment, (a) is a diagram showing the state in which the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is "58" (i.e., the big win priority notification period), the variable presentation has ended and the third pattern has stopped, (b) is a diagram showing the state in which the opening of the small win game is being executed from the state of (a), (c) is a diagram showing the state in which the rescue counter 203r in the "normal game state A" is "637" (i.e., the rescue priority notification period), the special chart 1 small win is won, the variable presentation has ended and the third pattern has stopped, and (d) is a diagram showing the state in which the opening of the small win game is being executed from the state of (c). [Figure 98] The diagram shows the progression of the presentation on the third pattern display device 81 when a small win on special chart 1 is won in the "normal game state A" of the second embodiment, where (a) is a diagram showing the state in which a small win on special chart 1 is won when the rescue counter 203r in the "normal game state A" is "551" (i.e., the ambiguous notification period), the variable presentation ends, and the third pattern stops, and (b) is a diagram showing the state in which the opening of the small win game is being executed from the state of (a). [Figure 99]The figure shows the transition of the performance on the third symbol display device 81 when a special symbol 1 small win is won in the "normal game state A" of the third embodiment, (a) is a figure showing the state in which the value of the rescue counter 203r in the "normal game state A" is "524 to 563 spins" (i.e., the ambiguous notification period) and the special symbol 1 small win is won, and the opening of the small win game is being executed, (b) is a figure showing the state in which the opening of the small win game is being executed continuously from the state of (a), and in the state of (a) (c) is a diagram showing the state in which the opening of the small win game is still being executed from the state in (b), and the content of the right-hit notification effect has changed after a certain period of time has passed since the state in (b); (d) is a diagram showing the state in which the opening of the small win game is still being executed from the state in (c), and the content of the right-hit notification effect has changed after a certain period of time has passed since the state in (c). [Figure 100] A flowchart showing the display special diagram 1 variation pattern command setting process executed by the MPU in the voice lamp control device in the fourth embodiment. [Figure 101] 10 shows the progression of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the fourth embodiment, (a) is a diagram showing the state in which a special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is at "58" (i.e., the jackpot priority notification period), the variable presentation ends and the third pattern stops, (b) is a diagram showing the state in which the opening of the small win game is being executed from the state of (a), and (c) is a diagram showing the state in which the ball does not pass through the specific area 65d from the state of (b), the small win state ends without transitioning to the jackpot state, returning to the "normal game state A", and the variable display of the first special pattern is being executed. [Figure 102] FIG. 11 is a block diagram showing the electrical configuration of a display control device according to a fifth embodiment. [Figure 103]A flowchart showing the display special diagram 1 variation pattern command setting process executed by the MPU in the voice lamp control device in the fifth embodiment. [Figure 104] (a) is a flowchart showing the rear image command processing executed by the MPU in the display control device in the fifth embodiment, and (b) is a flowchart showing the error command processing executed by the MPU in the display control device in the fifth embodiment. [Figure 105] 10 shows the progression of the presentation on the third pattern display device 81 when a small win on special chart 1 is won in the "normal game state A" of the fifth embodiment, where (a) is a diagram showing the state in which the variable display of the first special pattern is being executed when the rescue counter 203r in the "normal game state A" is "551" (i.e., the ambiguous notification period), (b) is a diagram showing the state in which the variable display of the special pattern that was being executed from the state of (a) has won the small win on special chart 1, the variable presentation has ended, and the third pattern has stopped, and (c) is a diagram showing the state in which the opening of the small win game is being executed from the state of (b). [Figure 106] 10 shows the progression of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the sixth embodiment, (a) is a diagram showing the state in which the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is "58" (i.e., the big win priority notification period), the variable presentation has ended and the third pattern has stopped, (b) is a diagram showing the state in which the opening of the small win game is being executed from the state of (a), (c) is a diagram showing the state in which the ball does not pass through the specific area 65d from the state of (b), the small win state has ended without transitioning to the big win state and the game has returned to the "normal game state A", and the rescue counter 203r in the "normal game state A" is "550" (i.e., the rescue priority notification period), the special chart 1 small win is won, the variable presentation has ended and the third pattern has stopped, and (d) is a diagram showing the state in which the opening of the small win game is being executed from the state of (c). [Figure 107]The figures show the progression of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the sixth embodiment, where (a) shows the state when, from the state of Figure 106(d), the ball does not pass through the specific area 65d, the small win state ends without transitioning to a big win state, and the game returns to "normal game state A", and when the rescue counter 203r in "normal game state A" is "637" (i.e., the rescue priority notification period), the special chart 1 small win is won, the variable presentation ends, and the third pattern stops, and (b) shows the state when the opening of the small win game is being executed from the state of (a). [Figure 108] FIG. 13 is a block diagram showing the electrical configuration of a main control device in the seventh embodiment. [Figure 109] FIG. 20 is a diagram schematically illustrating an example of a table of the number of times a relief condition is met in the seventh embodiment. [Figure 110] FIG. 13 is a block diagram showing the electrical configuration of a voice lamp control device in the seventh embodiment. [Figure 111] This is a table summarizing the difference in the average number of balls acquired between the two game states when a small jackpot on special symbol 1 is won in the "normal game state A" of the seventh embodiment, and when a jackpot is generated by playing with the right hand when the small jackpot is won, and when the player does not play with the right hand when the small jackpot is won, but instead returns to "normal game state A" to execute the dynamic display of the special symbol again, and when the number of times the rescue condition is met is reached and the player transitions to the "normal symbol low probability time shortened state." [Figure 112] This is a table summarizing the difference in the average number of balls acquired between the two game states when a small jackpot on special symbol 1 is won in the "normal game state A" of the seventh embodiment, and when a jackpot is generated by playing with the right hand when the small jackpot is won, and when the player does not play with the right hand when the small jackpot is won, but instead returns to "normal game state A" to execute the dynamic display of the special symbol again, and when the number of times the rescue condition is met is reached and the player transitions to the "normal symbol low probability time shortened state." [Figure 113] FIG. 20 is a diagram schematically illustrating an example of a break-even number table in the seventh embodiment. [Figure 114]13 is a flowchart showing a start-up process executed by an MPU in the main control device in the seventh embodiment. [Figure 115] 13 is a flowchart showing a lottery process for determining the number of times a rescue condition is met, which is executed by the MPU in the main control device in the seventh embodiment. [Figure 116] 13 is a flowchart showing a winning process executed by the MPU in the main control device in the seventh embodiment. [Figure 117] 13 is a flowchart showing the big win end processing executed by the MPU in the main control device in the seventh embodiment. [Figure 118] 13 is a flowchart showing base value processing executed by an MPU in the main control device in the seventh embodiment. [Figure 119] 13 is a flowchart showing the startup process executed by the MPU in the voice lamp control device in the seventh embodiment. [Figure 120] 13 is a flowchart showing a rescue-related command receiving process executed by an MPU in the voice lamp control device in the seventh embodiment. [Figure 121] A flowchart showing the display special diagram 1 stop type command setting process executed by the MPU in the voice lamp control device in the seventh embodiment. [Figure 122] 13 is a flowchart showing a winning effect processing executed by an MPU in the voice lamp control device in the seventh embodiment. [Figure 123] 13 is a flowchart showing the right-hit notification effect process when a small win is won, which is executed by the MPU in the voice lamp control device in the seventh embodiment. [Figure 124]10 shows the progression of the presentation on the third pattern display device 81 when a small win on special pattern 1 is won in the "normal game state A" of the eighth embodiment, where (a) is a diagram showing the state in which a small win on special pattern 1 is won when the rescue counter 203r in the "normal game state A" is at "550" (i.e., the ambiguous notification period), the variable presentation ends, and the third pattern stops, (b) is a diagram showing the state in which the opening of the small win game is being executed from the state in (a), (c) is a diagram showing the state in which the ball has passed through a specific area 65d due to the player's right-hand play from the state in (b), and (d) is a diagram showing the transition to a big win state from the state in (c). [Figure 125] 10 shows the progression of the presentation on the third pattern display device 81 when a special chart 1 small win is won in the "normal game state A" of the ninth embodiment, (a) is a diagram showing the state in which the special chart 1 small win is won when the rescue counter 203r in the "normal game state A" is "58" (i.e., the big win priority notification period), the variable presentation has ended and the third pattern has stopped, (b) is a diagram showing the state in which the opening of the small win game is being executed from the state of (a), (c) is a diagram showing the state in which the rescue counter 203r in the "normal game state A" is "637" (i.e., the rescue priority notification period), the special chart 1 small win is won, the variable presentation has ended and the third pattern has stopped, and (d) is a diagram showing the state in which the opening of the small win game is being executed from the state of (c). [Figure 126] A flowchart showing the display special diagram 1 variation pattern command setting process executed by the MPU in the voice lamp control device in the 10th embodiment. [Figure 127] 23 is a flowchart showing a sub-relief counter display process executed by an MPU in the voice lamp control device in the tenth embodiment. [Figure 128]10 shows the progression of the presentation on the third pattern display device 81 when the variable display of the special pattern is executed in the "normal game state A" of the tenth embodiment, where (a) is a diagram showing the state in which the variable display of the first special pattern has ended and the third pattern has stopped when the rescue counter 203r in the "normal game state A" is "541" (i.e., the jackpot priority notification period), (b) is a diagram showing the state in which the variable display of the next first special pattern has started from the state of (a), (c) is a diagram showing the state in which the variable display of the first special pattern has ended and the third pattern has stopped from the state of (b), and (d) is a diagram showing the state in which the variable display of the next first special pattern has started from the state of (c). [Figure 129] This shows the progression of the presentation on the third pattern display device 81 when the variable display of the special pattern is executed in the "normal game state A" of the 10th embodiment, where (a) is a diagram showing the state from the state of Figure 128(d) where the variable display of the first special pattern has ended and the third pattern has stopped, and (b) is a diagram showing the state where the variable display of the first special pattern has started to be executed when the rescue counter 203r is "791" (i.e., the rescue priority notification period). [Figure 130] FIG. 22 is a front view of the game board in the eleventh embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. First, a first embodiment in which the present invention is applied to a pachinko gaming machine (hereinafter simply referred to as a "pachinko machine") 10 will be described with reference to Figs. 1 to 89. Fig. 1 is a front view of the pachinko machine 10 in the first embodiment, Fig. 2 is a rear view of the pachinko machine 10, and Fig. 3 is a front view of a game board 13 of the pachinko machine 10.
[0011] Conventionally, there are gaming machines that, after a predetermined period of time has elapsed, transition to a predetermined advantageous gaming state for the player and award the player a profit. In the advantageous gaming state, if a predetermined condition is met by the player's play, the player can obtain a prize ball.
[0012] In such gaming machines, the suggestions given to the player regarding the occurrence of advantageous gaming states within a predetermined period are not sufficiently satisfactory, and further improvement in the content of the suggestions is required.
[0013] Specifically, for example, if the hint regarding the occurrence of an advantageous gaming state is uniform over a predetermined period, it is difficult or impossible for the player to understand the magnitude of the profit that the player will obtain if an advantageous gaming state occurs. Also, it is difficult or impossible for the player to obtain the interest that arises from changing the hint depending on the magnitude of the profit.
[0014] The present invention was invented in consideration of the above problems, and aims to provide suitable suggestions regarding the occurrence of advantageous gaming conditions within a specified period, deepen the player's understanding of the level of profit that the player will obtain if an advantageous gaming condition occurs, and increase the player's interest in the suggestions.
[0015] More specifically, for example, in the pachinko machine 10 of the first embodiment, when a small win that can generate a big win (i.e., that can pass through the specific area 65d) is won in the "normal game state A," the game is designed to provide a choice of whether or not to generate a big win with the small win, thereby enriching the game variation and aiming to provide a gaming machine that can notify the player of how to play so that the expected value of the balls that can be won is higher.
[0016] In order to achieve this object, the pachinko machine 10 of the first embodiment is a gaming machine including: a launching means capable of launching gaming balls; a starting ball entry area provided in a gaming area where gaming balls can flow down; a display means for variably displaying a predetermined pattern when a gaming ball enters the starting ball entry area; and a variable ball entry means provided in the gaming area for executing a plurality of variable operations, and further including: an update means for updating specific information based on the establishment of a predetermined update condition in the variable display; a profit state generating means for generating a predetermined profit state at a predetermined timing after the specific information becomes a predetermined updated state in a specific gaming state; and a first notification mode or a second notification mode different from the first notification mode. The game device is equipped with a notification control means for making a predetermined notification in a first notification mode, a judgment means for making a predetermined judgment based on a game ball entering the starting ball entry area, and a profit generating means for generating a specific profit when a specific judgment result is reached by the judgment means and a predetermined game condition is met based on a predetermined game operation by the player, and when a specific judgment result is reached by the judgment means, the notification control means is equipped with a switching means for notifying that the specific judgment result has been reached in the first notification mode until a predetermined timing before a predetermined period before the specific information reaches the predetermined update state, and for switching the notification mode to the second notification mode at a specific timing after the predetermined timing.
[0017] As a specific configuration of the present invention, this gaming machine comprises an "ejection device" as a "launching means", a "start detection area" as a "starting ball entry area", a "result notification device" as a "display means", a "movable device" as a "variable ball entry means", "game conditions" as "update conditions", "game information" as "specific information", an "update process" as an "update means", an "update state" as a "specific game state", an "update end state" as a "predetermined update state", a "awarded profit" as a "predetermined profit state", a "notification mode" as an "alert mode", a "display control" as an "alert control means", a "discrimination control" as a "judgment means", a "control judgment result" as a "specific judgment result", a "profit awarding condition" as a "predetermined game condition", an "award value" as a "specific profit", a "profit awarding control" as a "profit generating means", a "predetermined time" as a "predetermined timing", and a "specific time" as a "specific timing".
[0018] The launching means may be any means capable of launching the game ball so that it can enter the starting ball entry area, and examples thereof include an electric launch control device or a manual launching device.
[0019] Furthermore, the specified benefit state may be anything that can confer some kind of benefit to the player, such as a "probability fluctuation state" until a jackpot occurs a specified number of times or at least, a "latent probability fluctuation state" until a jackpot occurs a specified number of times or at least, a "time-shortened state" until a jackpot occurs a specified number of times or at least, other specific game states that are more advantageous than the "normal game state", the jackpot game state itself, the small jackpot game state itself, the awarding of prize balls, the display of a specific bonus image, the output of a specific bonus sound, light emission control of a specific light-emitting means, etc.
[0020] Furthermore, the "specific timing" may be any timing that indicates the update status of the specific information, and examples thereof include the timing when the gaming machine is turned on, the timing when the gaming machine is started up, the timing when waiting for the ball to enter the starting hole, the timing when the dynamic display of the special pattern begins, a timing during the execution of the dynamic display of the special pattern, the timing when the dynamic display of the special pattern stops, the timing when the pattern of the dynamic display of the special pattern is determined, the timing when the counter value becomes "0" after a predetermined number of updates, the timing when the counter value reaches a predetermined value after a predetermined number of updates, a timing when the counter value becomes equal to or greater than a predetermined value after a predetermined number of updates, the timing when a predetermined flag is turned on, the timing when a predetermined flag is turned off, the timing when a predetermined time has passed, the timing when a predetermined period has passed, the timing when a predetermined data in a predetermined series of data groups is reached, a timing from when a predetermined data in a predetermined series of data groups is reached until all of the data groups have been used, and the timing when all of the predetermined series of data groups have been used.
[0021] Furthermore, the variable ball entry means may be one that is capable of performing multiple variable operations, and examples include variable entry devices (large prize entry ports), small prize entry ports, regular electric prize ports, non-electric prize entry ports, and other movable ball entry means.
[0022] Furthermore, the specific benefit may be any benefit that is awarded based on the fulfillment of a predetermined game condition, such as a "probability fluctuation state" until a jackpot occurs a predetermined number of times or at least, a "latent probability fluctuation state" until a jackpot occurs a predetermined number of times or at least, a "time-shortened state" until a jackpot occurs a predetermined number of times or at least, other specific game states that are more advantageous than the "normal game state", the jackpot game state itself, the small jackpot game state itself, the awarding of prize balls, the display of a specific image, the output of a specific sound, the light emission control of a specific emission means, etc.
[0023] Furthermore, the specific information is information that is updated to new information when an update condition occurs in the gaming machine, and is capable of identifying a predetermined period of time based on the update state, and is sufficient as long as it can realize the gist of the present invention, and may be, for example, the value of a counter provided in RAM, information stored at a predetermined address in RAM, each buffer, a flag, a predetermined series of data groups, or a pointer for grasping the current update position in a data group, the number of times that the dynamic display of a special symbol has been executed, the time since the dynamic display of a special symbol has started to be executed, the time since the dynamic display of a special symbol has stopped to be executed, the number of times that the dynamic display of a special symbol has been executed in a specific gaming state, the dynamic display of a special symbol until a transition from the current gaming state to another gaming state, or the like. These include the remaining number of times the display will be executed, the operating time of one of the movable bodies such as the large prize opening, the time after the operation of one of the movable bodies such as the large prize opening has stopped, the number of wins when one of the openings such as the large prize opening is opened, drawing information for displaying the lottery results of a specified pattern by the display means, the time from the start of the start-up process of the gaming machine, the setting values of the gaming machine, command information to be sent from the main control unit to the sub-control unit, command information to be sent from the sub-control unit to the display control unit, the number of balls paid out from the gaming machine in response to the release of a specific number of balls (base value), error information or notification mode for notifying hall personnel that some abnormality has occurred in the gaming machine, information on the occurrence of a power outage, the current time, and whether or not a frame button has been pressed.
[0024] Furthermore, the update means for updating the specific information may be any means capable of updating the content of the specific information to new content, and may be, for example, software-based update control, overwrite control, write control, loading, etc., or may be an update by a hardware circuit.
[0025] In addition, the judgment means may be any means that executes a predetermined judgment based on the game ball entering the starting ball entry area, such as starting winning processing, special pattern change processing, change start processing, winning processing, gate passing processing, and regular pattern change processing.
[0026] Furthermore, the specified update state may be any state in which it is possible to know that the result of updating specific information by the update means has resulted in a specified result, such as the counter value becoming "0" after a specified number of updates, the counter value becoming a specified value or greater after a specified number of updates, a specified flag being turned on, a specified flag being turned off, a specified time passing, a specified period passing, the use of all of a predetermined series of data groups, the detection of a ball entering a specified area, or the detection of the player pressing a frame button.
[0027] Furthermore, the starting ball entry area may be any area that allows a predetermined pattern to be displayed in a variable manner when a game ball enters it, and examples include a special chart 1 starting port, a special chart 2 starting port, and a normal chart starting port.
[0028] Furthermore, the display means may be any means capable of announcing the lottery results for a specified pattern, and may include, for example, a third pattern display device, a segment display device, a drum display device, an optical light guide plate, or a control device for displaying on each display device.
[0029] Furthermore, the specific game state may be any game state that can generate a specified profit state when the specific information is updated by the update means to a specified update state, and excludes, for example, game states in which the specific information is not updated even when an update condition occurs, or game states in which the update means is not activated. Examples of specific game states include a "normal game state" in which specific information can be updated through so-called fluctuations, a jackpot game state, a small jackpot game state, a "probability fluctuation state," a "time-shortened state," the state from when the power is turned on until a predetermined jackpot occurs, the state from when the power is turned on until a predetermined jackpot ends, the state from when the dynamic display of a predetermined special pattern begins until the dynamic display ends, the state from when the dynamic display of a predetermined special pattern ends until the next dynamic display can be started, the state from when the dynamic display of a special pattern that results in a jackpot ends until the jackpot game starts, the state from when the jackpot game starts until the jackpot game ends and the dynamic display of a special pattern can be executed, a state waiting for the ball to enter the ball entry slot which will start the jackpot game, a state where the dynamic display of a special pattern is not being executed and the ball is waiting to enter the starting ball entry area, and a state waiting for the player to input a frame button while the dynamic display of a special pattern is being executed.
[0030] Furthermore, the specific judgment result may be any result derived by the judgment means, and examples include a dynamic display of a special pattern winning a jackpot, a dynamic display of a special pattern winning a specific type of jackpot, a dynamic display of a special pattern winning a small prize, a dynamic display of a special pattern winning a specific type of small prize, a dynamic display of a special pattern winning a miss, a dynamic display of a special pattern winning a time-saving pattern, a dynamic display of a special pattern corresponding to a drop-out lottery, the number of times the dynamic display of a special pattern is executed reaching a specific number of times, a variable display of a normal pattern winning a win, a variable display of a normal pattern winning a miss, a transition to a specific game state, etc.
[0031] Furthermore, the specified game conditions may be any conditions that are met when a player performs a specified game operation, such as firing a game ball, stopping the firing of a game ball, the fired game ball entering a specified area, a specified number of fired game balls entering a specified area, the fired game ball not entering a specified area, a lottery being held when a ball enters a specified area and resulting in a specified lottery result, the player operating a performance button, a lottery being held when a player operates a performance button and resulting in a specified lottery result, etc.
[0032] Furthermore, the update conditions may be any that can determine whether the variable display of a predetermined pattern has reached a predetermined state, and examples include the dynamic display of a special pattern starting to be executed, the dynamic display of a special pattern being executed, the execution period of the dynamic display of a special pattern being longer than a certain period, the execution period of the dynamic display of a special pattern being within a certain period, the dynamic display of a special pattern stopping to be executed, the period from when the dynamic display of a special pattern stops to when the dynamic display of the next special pattern can start to be executed, the dynamic display of a special pattern being unable to be executed, the number of reserved balls for the dynamic display of a special pattern reaching a certain number, the number of reserved balls for the dynamic display of a special pattern becoming less than a certain number, the start-up process of the gaming machine being executed, a command being sent from the main control unit to the sub-control unit, the sub-control unit receiving a command, the display control unit receiving a command, the period for executing various processes passing, an instruction to execute various processes being generated, a command to execute various processes being generated, etc.
[0033] Furthermore, the "predetermined timing" may be any timing that indicates the update status of specific information, and examples thereof include the timing when the gaming machine is powered on, the timing when the gaming machine is started up, the timing when waiting for the ball to enter the starting hole, the timing when the dynamic display of the special pattern begins, a timing during the execution of the dynamic display of the special pattern, the timing when the dynamic display of the special pattern stops, the timing when the pattern of the dynamic display of the special pattern is determined, the timing when the counter value becomes "0" after a predetermined number of updates, the timing when the counter value reaches a predetermined value after a predetermined number of updates, a timing when the counter value becomes equal to or greater than a predetermined value after a predetermined number of updates, the timing when a predetermined flag is turned on, the timing when a predetermined flag is turned off, the timing when a predetermined time has passed, the timing when a predetermined period has passed, the timing when a predetermined data in a predetermined series of data groups has been reached, a timing from when a predetermined data in a predetermined series of data groups has been reached until all of the data groups have been used, and the timing when all of the predetermined series of data groups have been used.
[0034] Furthermore, the notification mode may be one that allows the player to distinguish at least two types of events, and for example, by varying the type of text information, the content of the numeric information, the type of picture, the type of character, their color, their display area, their display density, their display time, and the number of times they are displayed, it may be possible to distinguish indications of the launch mode, indications of whether or not a launch can be made, indications of whether or not a game can be played, identification of the timing of performing an operation on the operating means, identification of indications of the game status, identification of the number of winning balls, identification of the number of rounds, identification of a special rate pattern and a normal pattern, identification of a time-saving pattern and a normal pattern, and identification of a special rate pattern and a time-saving pattern.
[0035] As shown in Figure 1, pachinko machine 10 comprises outer frame 11, an outer shell formed by wooden frames assembled in a substantially rectangular shape, and inner frame 12, which is formed in substantially the same external shape as outer frame 11 and is supported so as to be able to open and close relative to outer frame 11. Metal hinges 18 are attached to outer frame 11 at two locations, top and bottom, on the left side when viewed from the front (see Figure 1), in order to support inner frame 12, and inner frame 12 is supported so as to be able to open and close towards the front, with the side where hinges 18 are provided serving as the axis for opening and closing.
[0036] A game board 13 (see FIG. 3) having numerous nails and winning holes (ball entry holes) 63, 64, 71, etc. is detachably attached to the back side of the inner frame 12. A pinball game is played by balls flowing down the front of the game board 13. Attached to the inner frame 12 are a ball launching unit 112a (see FIG. 5) that launches balls into the front area of the game board 13, and a launching rail (not shown) that guides the balls launched from the ball launching unit 112a to the front area of the game board 13. Details of the game board 13 will be described later with reference to FIG. 3.
[0037] On the front side of the inner frame 12, there is a front frame 14 that covers the upper front side, and a lower tray unit 15 that covers the lower side. To support the front frame 14 and the lower tray unit 15, metal hinges 19 are attached at two locations, top and bottom, on the left side when viewed from the front (see Figure 1), and the front frame 14 and the lower tray unit 15 are supported so that they can be opened and closed toward the front, with the side where the hinges 19 are installed serving as the opening and closing axis. The locks on the inner frame 12 and the front frame 14 can be unlocked by inserting a dedicated key into the keyhole 21 of the cylinder lock 20 and performing a specified operation.
[0038] The front frame 14 is fitted with decorative resin parts, electrical parts, etc., and has a window 14c formed as a roughly oval opening in its approximate center. A glass unit 16 having two glass plates is disposed on the back side of the front frame 14, and the front of the game board 13 can be seen from the front side of the pachinko machine 10 through the glass unit 16.
[0039] In the front frame 14, an upper tray 17 for storing balls is formed in a roughly box-like shape with an open top and protruding forward, and prize balls, loan balls, etc. are discharged into this upper tray 17. The bottom surface of the upper tray 17 is formed with a downward slope to the right when viewed from the front (see Figure 1), and this slope guides balls dropped into the upper tray 17 to the ball launching unit 112a (see Figure 5). In addition, a frame button 22 is provided on the left side of the top surface of the upper tray 17 when viewed from the front.
[0040] The frame button 22 is a button that is pressed by the player when, for example, changing the stage of the effect displayed on the third symbol display device 81 (see FIG. 3) described later. The frame button 22 is also used as an operation button for allowing the player to select the effect content in the preview display executed in the variable display of the third symbol (hereinafter, the variable display of the third symbol is referred to as "variable effect").
[0041] Furthermore, the variable effect is an effect displayed on the third pattern display device 81 (see Figure 3) described below, and as described below, is executed when a ball fired into the front area of the game board 13 enters a specific winning hole (for example, the first starting hole 64 or the second starting hole 71 (see Figure 3) described below), and after the pattern (the third pattern described below) fluctuates for a predetermined period of time, the result of the lottery held for that winning hole (whether it is a jackpot or not) is presented to the player based on the combination of patterns that are stopped and displayed.
[0042] Furthermore, a stage refers to a presentation mode that provides uniformity to the various presentations displayed on the third symbol display device 81 (see FIG. 3) described later, and the present pachinko machine 10 has three stages: a "town stage," a "sky stage," and an "island stage." The above-mentioned variable presentations and various presentations such as the "reach display" executed during the variable presentations are designed to be performed in accordance with the theme given to each stage.
[0043] Furthermore, the "reach display" refers to a display that is one step away from the "jackpot display" that indicates the occurrence of a jackpot in the variable presentation executed in the third symbol display device 81 (see FIG. 3) described later. Specifically, it refers to a state in which the third symbols in the left symbol row Z1 and the right symbol row Z3 (see FIG. 4) described later stop at the same symbol, and the center symbol row Z2 (see FIG. 4) has not yet stopped and continues to vary.
[0044] In the pachinko machine 10 of this embodiment, the "reach display" can be broadly divided into a single element that constitutes the "normal reach" presentation (hereinafter, a single element that constitutes the presentation will be referred to as a "variable element"), a variable element of a "super reach" that is developed and executed from the variable element of the "normal reach" and has a higher chance of winning a jackpot than the variable element of the "normal reach", and a variable element of a "special reach" that is similarly developed and executed from the variable element of the "normal reach" and has a higher chance of winning a jackpot than the variable element of the "super reach".
[0045] The stage changes when the frame button 22 is pressed by the player during a period when no variation effect is being performed (i.e., during a demo display) or during a "high-speed variation" variation element in which the third symbol is rapidly varying so as not to be visible to the player during the variation effect. Each time the frame button 22 is pressed, the stage is repeatedly changed in the following order: "town stage" → "empty stage" → "island stage" → "town stage" → ... Immediately after power-on, the "town stage" is set as the initial stage.
[0046] Furthermore, when a variable element of a "normal reach" is initiated in the variable performance performed by the third pattern display device 81 (see Figure 3) described below, and the variable element of the "normal reach" develops into a variable element of a "super reach" or a variable element of a "special reach", the third pattern display device 81 may be configured to display a selection screen for the variable element of the "super reach" or the variable element of the "special reach" during the variable element of the "normal reach".
[0047] Specifically, the selection screen displays multiple candidates that can be selected as the variable elements of "Super Reach" or "Special Reach", and the selected candidate is changed when the frame button 22 is pressed by the player while the selection screen is displayed. Then, the variable elements of "Super Reach" or "Special Reach" are determined based on the performance candidate selected when the variable elements of "Super Reach" or "Special Reach" develop, and the variable elements of "Super Reach" or "Special Reach" are executed on the third pattern display device 81 in accordance with the determination.
[0048] In the first embodiment, the frame buttons 22 are configured as buttons to be pressed, but instead of the frame buttons 22, they may be configured as an operation lever that can be tilted by the player in a predetermined direction relative to the pachinko machine 10 (for example, forward, backward, rightward, or leftward relative to the pachinko machine 10). Then, based on the direction in which the operation lever is tilted, the performance stage may be selected or changed, or the variable elements of the "Super Reach" or the variable elements of the "Special Reach" may be determined.
[0049] Furthermore, although the frame button 22 is configured to be positioned on the front side of the upper tray 17 when viewed from the side, the position of the frame button 22 can be any position as long as it is a position where the player can press it; for example, it can be positioned on the top side of the upper tray 17, or it can be positioned near (on the top or side of) the lower tray 50 described below.
[0050] The front frame 14 is provided with various light-emitting means such as lamps around its periphery (for example, at the corners). These light-emitting means change and control their light emission by lighting up or blinking in response to changes in the game state, such as when a jackpot is hit or a predetermined "reach display" is activated, thereby enhancing the dramatic effects during play. The periphery of the window portion 14c is provided with illumination units 29-33 incorporating light-emitting means such as light-emitting diodes (Light Emitting Diodes, hereinafter abbreviated as "LEDs").
[0051] In the pachinko machine 10, these illumination units 29-33 function as effect lamps such as jackpot lamps, and when a jackpot or a "reach display" is reached, the built-in LEDs of the illumination units 29-33 light up or flash to indicate that a jackpot is being achieved or that a "reach display" is being achieved, which is one step away from a jackpot. In addition, an indicator lamp 34 is provided at the upper left of the front frame 14 as viewed from the front, which has a built-in light-emitting means such as an LED and can indicate when prize balls are being paid out or when an error has occurred.
[0052] A small window 35 is formed by attaching a transparent resin to the underside of the right-side illumination unit 32 from the backside so that the backside of the front frame 14 can be seen, and certificate stamps and the like affixed to the attachment space K1 (see Figure 3) on the front of the game board 13 can be seen from the front of the pachinko machine 10. In addition, in the pachinko machine 10, a plated member 36 made of chrome-plated acrylonitrile butadiene styrene (hereinafter abbreviated as "ABS") resin is attached to the area around the illumination units 29-33 to create a more dazzling appearance.
[0053] A ball dispensing operation unit 40 is disposed below the window 14c. The ball dispensing operation unit 40 is provided with a number display unit 41, a ball dispensing button 42, and a return button 43. When the ball dispensing operation unit 40 is operated with bills, cards, etc. inserted into a card unit (ball dispensing unit, not shown) located on the side of the pachinko machine 10, balls are dispensed in accordance with the operation. Specifically, the number display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and an internal LED lights up to display the remaining balance numerically as the remaining balance information. The ball dispensing button 42 is operated to obtain dispensed balls based on information recorded on a card, etc. (recording medium), and dispensed balls are supplied to the upper tray 17 as long as there is a remaining balance on the card, etc. The return button 43 is operated to request the return of a card, etc. inserted into the card unit.
[0054] In addition, in pachinko machines where balls are directly dispensed from a ball dispensing device to the upper tray 17 without going through a card unit, i.e., in so-called cash machines, the ball dispensing operation unit 40 is not necessary, but in this case, a decorative sticker or the like may be added to the installation part of the ball dispensing operation unit 40 to make the parts configuration common. It is possible to standardize pachinko machines that use card units and cash machines.
[0055] The lower tray unit 15, located below the upper tray 17, has a lower tray 50 in the center, which is formed in a roughly box-like shape with an open top, for storing balls that could not be stored in the upper tray 17. On the right side of the lower tray 50 is disposed an operating handle 51 that is operated by the player to shoot balls into the front of the game board 13. Inside the operating handle 51 are built a touch sensor 51a for permitting the operation of the ball launching unit 112a (see FIG. 5), a push-button type shooting stop switch 51b that stops the launch of balls while the switch is pressed, and a variable resistor (not shown) that detects the amount of rotation of the operating handle 51 by changes in electrical resistance.
[0056] When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation, causing the ball to be launched with a strength corresponding to the resistance value of the variable resistor, which changes in accordance with the amount of rotation of the operating handle 51, thereby hitting the ball into the front of the game board 13 at a distance corresponding to the player's operation. When the operating handle 51 is not being operated by the player, the touch sensor 51a and the shot stop switch 51b are off.
[0057] A ball ejection lever 52 is provided on the lower front portion of the lower tray 50 to be operated when ejecting balls stored in the lower tray 50 downward. This ball ejection lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and the balls fall naturally from the bottom opening and are ejected. This ball ejection lever 52 is usually operated with a box (commonly called a "dollar box") placed below the lower tray 50 to receive the balls ejected from the lower tray 50. As mentioned above, the operating handle 51 is disposed on the right side of the lower tray 50, and an ashtray 53 is attached to the left side of the lower tray 50.
[0058] Next, as shown in Figure 2, the rear side of the pachinko machine 10 is mainly equipped with control board units 90, 91 and a back pack unit 94. The control board unit 90 is a unit equipped with a main board (main control device 110), a voice lamp control board (voice lamp control device 113), and a display control board (display control device 114). The control board unit 91 is a unit equipped with a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply device 115), and a card unit connection board 116.
[0059] The back pack unit 94 is a unit consisting of the back pack 92 that forms the protective cover and the payout unit 93. In addition, each control board is equipped with a micro-processing unit (hereinafter abbreviated as "MPU") as a one-chip microcomputer that controls each function, ports for communicating with various devices, a random number generator used in various lotteries, a clock pulse generating circuit used for time counting and synchronization, etc. as needed.
[0060] The main control device 110, the voice lamp control device 113 and the display control device 114, the payout control device 111 and the launch control device 112, the power supply device 115, and the card unit connection board 116 are each housed in board boxes 100 to 104. The board boxes 100 to 104 are equipped with a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to house the respective control devices and boards.
[0061] Furthermore, the board box 100 (main control device 110) and the board box 102 (dispensing control device 111 and launch control device 112) have their box bases and box covers connected (connected by a crimping structure) by a sealing unit (not shown) so that they cannot be opened. A sealing seal (not shown) is attached to the connecting portion between the box base and the box cover, spanning the box base and the box cover. This sealing seal is made of a brittle material, and if an attempt is made to peel off the sealing seal to open the board box 100, 102 or to forcibly open the board box 100, 102, it will be cut into the box base side and the box cover side. Therefore, by checking the sealing unit or sealing seal, it is possible to know whether the board box 100, 102 has been opened.
[0062] A base display device 401 is disposed on the main board that constitutes the main control device 110, and is assembled so that the display screen of the base display device 401 can be seen when looking at the rear side of the pachinko machine 10. The base display device 401 displays a base value (the number (proportion) of balls paid out (winning balls) for 100 balls fired in normal gaming mode) during normal play, while displaying a probability setting value during setting change mode and setting confirmation mode. The base display device 401 is also configured to be able to display error history.
[0063] Additionally, on the main board that constitutes the main control device 110, there are provided a setting key 501 that is used when changing the set probability setting value or when checking the set probability setting value, and an error display button 502 that is used when displaying the error history on the base display device 401. The setting key 501 and the error display button 502 are provided so as to protrude from the main board through holes provided in the board box 100, and can be operated by hall personnel or the like without opening the board box 100.
[0064] The payout unit 93 comprises a tank 130 located at the top of the back pack unit 94 and opening upward, a tank rail 131 connected to the bottom of the tank 130 and gently sloping downstream, a case rail 132 connected vertically to the downstream side of the tank rail 131, and a payout device 133 provided at the most downstream part of the case rail 132 and dispensing balls using a predetermined electrical configuration of a payout motor 216 (see Figure 5). The tank 130 is successively replenished with balls supplied from the island equipment of the gaming hall, and the payout device 133 appropriately dispenses the required number of balls. A vibrator 134 is attached to the tank rail 131 to impart vibrations to the tank rail 131.
[0065] In addition, the payout control device 111 is provided with a state restoration switch 120, the firing control device 112 is provided with a variable resistor operation knob 121, and the power supply device 115 is provided with a RAM erase switch 503. The state restoration switch 120 is operated to resolve ball jamming (return to normal state) when a payout error occurs, such as ball jamming in the payout motor 216 (see Figure 5). The operation knob 121 is operated to adjust the firing force of the firing solenoid. The RAM erase switch 503 is operated when the power is turned on to return the pachinko machine 10 to its initial state.
[0066] Next, the specific configuration of the game board 13 will be described with reference to FIG. First, as shown in Figure 3, the game board 13 is constructed by assembling a wooden base plate 60 machined into a roughly square shape when viewed from the front, a number of nails, windmills and rails 61, 62 for guiding the ball, a general winning hole 63 in which a predetermined number of prize balls can be obtained as a bonus when a ball enters, a variable winning device 65 that opens when a jackpot with the third symbol occurs, a first start hole 64 as a start detection area that triggers the drawing of a lottery for the first special symbol, which is one of the third symbols (so-called special symbols), a second start hole 71 that triggers the drawing of a lottery for the second special symbol, which is one of the third symbols, a through gate 67 that triggers the drawing of a lottery for the second symbol (so-called normal symbol), a normal electric device 72 that, when opened, allows a ball to enter the second start hole 71, a variable display device unit 80 having a third symbol display device 81 and a second symbol display device 83, etc., and the peripheral portion of the unit is attached to the back side of the inner frame 12.
[0067] The general winning opening 63, first start opening 64, variable winning device 65, through gate 67, second start opening 71, normal electric role 72, and variable display unit 80 are arranged in through holes formed in the base plate 60 by router processing, and are fixed with wood screws or the like from the front side of the game board 13. In addition, the center part of the front of the game board 13 can be seen from the front side of the inner frame 12 through the window portion 14c of the front frame 14 (see Figure 1). The configuration of the game board 13 will be explained below, mainly with reference to Figure 3.
[0068] An outer rail 62 formed by bending a strip-shaped metal plate into a substantially circular arc shape is set up on the front of the gaming board 13, and an inner rail 61 formed from a strip-shaped metal plate like the outer rail 62 is set up inside the outer rail 62. The outer periphery of the front of the gaming board 13 is surrounded by the inner rail 61 and the outer rail 62, and the front and back are surrounded by the gaming board 13 and the glass unit 16 (see Figure 1), so that a gaming area where games are played based on the behavior of the ball is formed on the front of the gaming board 13. The gaming area is a substantially circular area (an area where winning holes and the like are arranged and where shot balls flow down) on the front of the gaming board 13, partitioned by the two rails 61, 62 and the arc member 70.
[0069] The two rails 61, 62 are provided to guide the ball launched from the ball launching unit 112a (see FIG. 5) to the top of the game board 13. A ball return prevention member 68 is attached to the tip (upper left in FIG. 3) of the inner rail 61, preventing a ball that has been guided to the top of the game board 13 from returning into the ball guide passage. A return rubber 69 is attached to the tip (upper right in FIG. 3) of the outer rail 62 at a position corresponding to the maximum flight portion of the ball, and a ball launched with more than a predetermined force hits the return rubber 69, reducing its momentum and bouncing back toward the center (hereinafter, the act of launching a ball with such force as to hit the return rubber 69 and causing the ball to pass to the right side of the variable display unit 80 as viewed from the front is referred to as a "right-hand hit game," while the act of launching a ball to pass to the left side of the variable display unit 80 as viewed from the front is referred to as a "left-hand hit game"). In the first embodiment, in left-handed play, the system is configured such that a ball can or easily enters the first starting hole 64, while it is difficult or impossible for the ball to enter the second starting hole 71, the variable winning device 65, and the through gate 67. Also, in right-handed play, the system is configured such that a ball can or easily enters the second starting hole 71, the variable winning device 65, and the through gate 67, while it is difficult or impossible for the ball to enter the first starting hole 64.
[0070] In addition, between the lower right tip of the inner rail 61 and the upper right tip of the outer rail 62, a resin arc member 70 formed with an arc connecting the rails on the inner side is hammered into the base plate 60 and fixed.
[0071] At the upper right side of the game area as viewed from the front (upper right side of Fig. 3), a special symbol display device 37 is provided, which is provided with a status LED group 37a, a special LED group 37b, and a right-hit notification lamp 37c, each of which is composed of a plurality of LEDs that serve as light-emitting means. The special symbol display device 37 displays the variations of the first special symbol and the second special symbol (hereinafter, the variations of the special symbols will be referred to as "dynamic displays") in accordance with the controls performed by the main control device 110 (see Fig. 5), which will be described later, and also displays the game status of the pachinko machine 10.
[0072] The status LED group 37a indicates, by its lighting state, the number of reserved balls, which is the number of balls (reserved balls) that have not yet been displayed as a variable display among the balls that have entered (entered) the first starting slot 64 or the second starting slot 71 (described later). The number of jackpot rounds (hereinafter, rounds may be simply referred to as "R") and error displays are also indicated by the lighting state of the status LED group 37a corresponding to the respective states. The status LED group 37a is configured so that each LED has a different light emission color (for example, red, green, or blue), and the combination of light emission colors can indicate various game states of the pachinko machine 10 with a small number of LEDs.
[0073] In addition, a "round" in a jackpot refers to the period from when the large prize opening opening / closing plate 65a, which opens and closes the variable prize winning device 65 as a movable device described later to limit the number of winning balls in a jackpot, is opened to when it is closed, and in the pachinko machine 10 of the first embodiment, one "round" is executed when "30 seconds" have passed since the large prize opening opening / closing plate 65a began to open, or when 10 balls win while the large prize opening opening / closing plate 65a is open.
[0074] The special LED group 37b is composed of a total of 12 LEDs, including an upper LED group 37b1 consisting of six LEDs and a lower LED group 37b2 also consisting of six LEDs. The upper LED group 37b1 dynamically displays a first special symbol that indicates the result of a first lottery game that is executed based on a ball entering the first start hole 64, which serves as a start detection area. The lower LED group 37b2 dynamically displays a second special symbol that indicates the result of a second lottery game that is executed based on a ball entering the second start hole 71.
[0075] Specifically, the upper LED group 37b1 displays a dynamic display (in the first embodiment, the LEDs in the upper LED group 37b1 are lit one by one in sequence, starting from the top LED and continuing down, and this lighting pattern is displayed repeatedly) until a variable time (dynamic display time) determined based on winning at the first starting hole 64 located in the center of the game board 13 has elapsed, and then a stopped display is displayed with a pattern indicating the judgment result (in the first embodiment, any of a total of 64 types of stopping patterns depending on the combination of the lighting patterns of the six LEDs).
[0076] In addition, the lower LED group 37b2 displays a dynamic display (in the first embodiment, the LEDs in the lower LED group 37b2 are lit one by one in sequence, starting from the uppermost LED and continuing down, and this lighting pattern is displayed repeatedly) until a variable time (dynamic display time) determined based on winning at the second starting hole 71 located on the right side of the game board 13 has elapsed, and then displays a stopped pattern indicating the judgment result (in the first embodiment, any of a total of 64 types of stopping patterns depending on the combination of the lighting patterns of the six LEDs).
[0077] In either of the LED groups 37b1 and 37b2, if the result of the judgment is a miss, only the leftmost LED is lit, if the result of the judgment is a big win, each LED group is lit in a lighting pattern corresponding to the type (type) of the big win, and if the result of the judgment is a small win, each LED group is lit in a lighting pattern corresponding to the type (type) of the small win. Details of the stop patterns of each LED group will be described later.
[0078] In this pachinko machine 10, a hit / miss determination (jackpot lottery) is performed on a ball that enters the second starting hole 71 to determine whether it is a jackpot or not, and if the hit / miss determination determines a jackpot, the type of jackpot is determined according to the winning hole 71 that entered, and the variable winning device 65, which is a movable device, is driven to open or close according to the type of jackpot. Also, if the hit / miss determination in the dynamic display of the first special pattern or the second special pattern determines a small win, the variable winning device 65 and a specific area solenoid 65f (see FIG. 5), which will be described later, are driven to open or close, respectively. Then, if the ball is detected by a specific area switch 65g (see FIG. 5), which will be described later, as the specific area solenoid 65f provided in the variable winning device 65 is opened, the variable winning device 65 is driven to open or close as a jackpot game according to the type of small win in the dynamic display of the first special pattern or the second special pattern.
[0079] The type of jackpot determined in the first embodiment is a "10-round time-saving jackpot (hereinafter sometimes referred to as "time-saving A")" in which the variable winning device 65 opens 10 times based on winning into the second starting port 71 (see Figure 8).
[0080] In addition, the types of small wins determined in the first embodiment are a "1-round no time-reduction small win (hereinafter, sometimes referred to as "small win A")" in which the variable winning device 65 opens once based on winning into the first start port 64 as the start detection area, a "5-round time-reduction big win (hereinafter, sometimes referred to as "time-reduction B")" in which the variable winning device 65 as a movable device opens five times, and a "7-round time-reduction big win (hereinafter, sometimes referred to as "time-reduction C")" in which the variable winning device 65 opens seven times (see FIG. 9(a)). In addition, based on winning into the second start port 71, a "1-round no time-reduction small win (hereinafter, sometimes referred to as "small win B")" in which the variable winning device 65 opens once, and a "10-round time-reduction big win (hereinafter, sometimes referred to as "time-reduction D")" in which the variable winning device 65 opens ten times are prepared (see FIG. 9(b)).
[0081] Here, "normal gaming state" refers to a gaming state that is not a "normal symbol high probability time shortened state" or a "normal symbol low probability time shortened state" (hereinafter, "normal symbol high probability time shortened state" and "normal symbol low probability time shortened state" may be collectively referred to as "time shortened state"), and refers to a state in which the probability of a jackpot and a small win for each special symbol is a fixed probability, the probability of a win for a normal symbol is lower than in the "normal symbol high probability time shortened state" (equivalent to the "normal symbol low probability time shortened state"), and the opening time of the normal electric role 72 is short. In other words, the "normal gaming state" is a state in which the probability of a jackpot and a small win are the same as in the "time shortened state", but the probability of a win for a normal symbol is lower than in the "normal symbol high probability time shortened state", and the opening time of the normal electric role 72 is also short.
[0082] As will be described in detail later, in the "normal gaming state," if a so-called right-hand shot is performed, the game state is not one in which the ball is likely to enter the second starting hole 71 (hereinafter, the state in which the ball is likely to enter the second starting hole 71 may be referred to as the "winning support state"), but one that is most unfavorable to the player. In the "normal gaming state," if a ball shot in a right-hand shot is detected (e.g., the ball passing through the through gate 67 is detected), a predetermined alarm (e.g., a voice output of "Please return to left-hand shot play" or a display of "Please return to left-hand shot play" on the third symbol display device 81) is output to notify the player and hall staff that a non-recommended game is being played. This configuration inhibits the continued execution of a non-recommended right-hand shot play in the "normal gaming state," thereby realizing gameplay consistent with the game specifications.
[0083] In addition, the pachinko machine 10 of the first embodiment is configured to be able to generate two "normal game states": a "normal game state A" in which right-hand play is prohibited and left-hand play is encouraged, and the dynamic display of the first special pattern is mainly executed, and a "normal game state B" in which right-hand play is not prohibited, and there are still balls reserved for the dynamic display of the second special pattern after the end of the "normal pattern high probability time shortening state" and the "normal pattern low probability time shortening state" (see Figure 10).
[0084] "Normal game state A" is a game state to which the game is entered after initialization by clearing the RAM, when there are no reserved balls of the second special pattern remaining at the end of the "time-shortened state", or after the end of "normal game state B" (i.e., after all remaining reserved balls of the dynamic display of the second special pattern have been executed), and as described above, right-hand play is prohibited, and it is configured so that left-hand play can be used to play a game in which the ball enters the first starting hole 64 (see Figure 10).
[0085] "Normal gaming state B" (hereinafter, "normal gaming state A" and "normal gaming state B" may be collectively referred to as "normal gaming state") is a gaming state in which the probability of winning a jackpot with a special symbol and the probability of winning a jackpot with a normal symbol are the same as those in "normal gaming state A", but the termination condition of the "time-shortened state" has been met and reserved balls for the dynamic display of the second special symbol remain. In the pachinko machine 10 of the first embodiment, the dynamic display of the second special symbol is executed with priority over the dynamic display of the first special symbol (so-called special symbol 2 priority variation), so in "normal gaming state B", "normal gaming state B" continues until the lottery results for the dynamic display of the second special symbol stored in the "time-shortened state" are displayed for all reserved balls. Furthermore, as described above, in this "normal gaming state B," although the probability of winning a normal symbol is low and the opening time (projection time, drive time) of the normal electric role 72 is short, so that the ball cannot enter the second start hole 71, right-hand play is not prohibited, and even if a ball is detected by the through gate 67 as the start detection area by right-hand play, the above-mentioned alarm sound and alarm display are not executed. And, in this "normal gaming state B," if all reserved balls in the dynamic display of the second special symbol do not win a big win or a small win, the system is configured to transition to "normal gaming state A."
[0086] In addition, in the pachinko machine 10 of the first embodiment, when the probability of winning a special symbol is in a low probability state, if a jackpot state (including a jackpot based on a small jackpot win) does not occur in the dynamic display for a predetermined number of consecutive times (in the first embodiment, "800 times"), as a rescue measure for the player, a function (so-called ceiling function) is installed that causes a "normal symbol low probability time shortened state" in which the jackpot probability of the special symbol and the hit probability of the normal symbol are in a low probability state, but the fluctuation time of the normal symbol is shortened and the opening time (projection time, drive time) of the normal electric role 72 is lengthened (hereinafter, when the probability of winning a special symbol is in a low probability state, entering a "normal symbol low probability time shortened state" without a jackpot state occurring for a predetermined number of consecutive times in the dynamic display is referred to as "rescue condition establishment", and the number of times the dynamic display of the special symbol is executed that results in the "rescue condition establishment" when the probability of winning a special symbol is in a low probability state may be referred to as the "number of times the rescue condition is established").
[0087] Next, the "normal symbol high probability time shortening state" refers to a state in which the jackpot probability for each special symbol is low, similar to the "normal game state" and the "normal symbol low probability time shortening state" described below, but the probability of winning for the normal symbol increases, the variable display time of the normal symbol (hereinafter, the variable display of the normal symbol will be referred to as "variable display") is shortened, and the opening time of the normal electric symbol 72 is lengthened (hereinafter, the increase in the probability of winning for the normal symbol, the shortening of the variable display time of the normal symbol, and the lengthening of the opening time of the normal electric symbol 72 will sometimes be referred to as the "high probability time shortening function"). This "normal symbol high probability time shortening state" makes it easier for the normal electric symbol 72 located on the right side of the second starting hole 71 when viewed from the front to be opened, making it easier for a ball fired in right-hand play to enter the second starting hole 71.
[0088] That is, in the "normal symbol high probability time shortened state," although the probability of winning a jackpot with a special symbol is the same as in the "normal game state," a win with a normal symbol is more likely to be derived in a shorter time than in the "normal game state," and the open state of the normal electric role 72 is longer. Therefore, in the "normal symbol high probability time shortened state," it is easier to make a ball shot by right-hand play enter the second starting hole 71, so that it is possible to obtain a prize ball (for example, 1 ball / entry) based on the entry into the second starting hole 71 and play while suppressing the decrease in the number of balls in hand.
[0089] In the pachinko machine 10 of the first embodiment, the "normal high probability time shortening state" is configured to be able to generate multiple states (in the first embodiment, "normal high probability time shortening state A" and "normal high probability time shortening state B") with different termination conditions for the "normal high probability time shortening state" (described later in the time shortening termination condition table 202m of Figure 24).Then, until one of the time shortening termination conditions is met, the probability of winning the normal pattern becomes a high probability state.In addition, when the time shortening termination condition is met, the reserved balls for the dynamic display of the second special pattern remain, so the "normal high probability time shortening state" is configured to transition to the above-mentioned "normal game state B".
[0090] "Normal High Probability Time Reduction State A" is a game state that occurs after the end of a jackpot when a jackpot type or small jackpot type that is granted the "high probability time reduction function" is won, and the "high probability time reduction function" is granted mainly until the dynamic display of the second special symbol is executed once. Then, it transitions to "Normal Game State B" mainly on the condition that the dynamic display of the second special symbol is executed once. In addition, "Normal High Probability Time Reduction State A" is determined to have met the termination condition for "Normal High Probability Time Reduction State A" when the dynamic display of the first special symbol is executed seven times, or when the dynamic display of the first special symbol and the second special symbol is executed a total of eight times, and it transitions to "Normal Game State B".
[0091] Therefore, when the game transitions to "Normal High Probability Time-Shortened State A," the dynamic display of the second special symbol can be executed "once" during the "Normal High Probability Time-Shortened State A," and in the "Normal Game State B" to which the game transitions after the "Normal High Probability Time-Shortened State A" ends, the dynamic display of the second special symbol can be executed "four times" based on the remaining reserved number, so in total, the dynamic display of the second special symbol can be executed "five times."
[0092] As will be described in more detail later, the probability of a jackpot for the dynamic display of the second special pattern is 0.02 / 100 to 0.04 / 100, and the probability of a small jackpot is 15.5 / 100 (see Figure 7(b)). On average, this means that a jackpot (a jackpot based on a small jackpot) can occur approximately once every six spins.
[0093] Therefore, when the game transitions to "Normal High Probability Time-Shortened State A," the probability of hitting the jackpot in "Normal High Probability Time-Shortened State A" or "Normal Game State B" (i.e., the so-called "consecutive win" probability) is configured to be approximately 57%.
[0094] "Normal High Probability Time-Shortened State B" (hereinafter, "Normal High Probability Time-Shortened State A" and "Normal High Probability Time-Shortened State B" may be collectively referred to as "Normal High Probability Time-Shortened State") is a game state that occurs after a jackpot or small jackpot that grants the "High Probability Time-Shortened Function" and is granted. The "High Probability Time-Shortened Function" is granted mainly until the dynamic display of the second special symbol is executed five times. Then, the game transitions to "Normal Game State B" mainly on the condition that the dynamic display of the second special symbol is executed five times. In addition, "Normal High Probability Time-Shortened State B" is deemed to have met the termination conditions for "Normal High Probability Time-Shortened State B" when the dynamic display of the first special symbol is executed seven times or when the dynamic display of the first special symbol and the second special symbol is executed a total of 12 times, and the game transitions to "Normal Game State B".
[0095] Therefore, when the game transitions to "Normal High Probability Time-Shortened State B," the dynamic display of the second special symbol can be executed "five times" during the "Normal High Probability Time-Shortened State B," and in the "Normal Game State B" to which the game transitions after the "Normal High Probability Time-Shortened State B" ends, the dynamic display of the second special symbol can be executed "four times" of the remaining reserved number, so in total, the dynamic display of the second special symbol can be executed "nine times."
[0096] As mentioned above, the probability of a jackpot for the dynamic display of the second special pattern is 0.02 / 100 to 0.04 / 100, and the probability of a small jackpot is 15.5 / 100 (see Figure 7(b)). On average, this means that a jackpot (a jackpot based on a small jackpot) can occur approximately once every six spins.
[0097] Therefore, when the game transitions to "Normal High Probability Time-Shortened State B", the probability of hitting the jackpot in the "Normal High Probability Time-Shortened State B" or "Normal Game State B" (i.e., the so-called "consecutive win" probability) is configured to be approximately 78%.
[0098] In other words, when comparing "Normal High Probability Time-Shortened State A" and "Normal High Probability Time-Shortened State B", it is more likely that a jackpot (a jackpot based on a small jackpot) will occur when transitioning to "Normal High Probability Time-Shortened State B", and it is possible to play "consecutive jackpots", allowing for the winning of more balls.
[0099] Furthermore, when it is detected that a ball has been fired by a left-handed hit in the "normal high-probability time-shortened state" or the "normal low-probability time-shortened state" (for example, when it is detected that a ball has entered the first starting hole 64), a predetermined alarm (for example, a voice output of "Please hit to the right" or a display of "Please hit to the right") is output to inform the player and hall personnel that a non-recommended game is being played. By configuring it in this way, it is possible to prevent the continued execution of non-recommended left-handed games in the "normal high-probability time-shortened state" or the "normal low-probability time-shortened state", and to achieve gameplay according to the game specifications.
[0100] Next, the "normal symbol low probability time shortening state" is a state in which the probability of winning a jackpot for each special symbol is low, similar to the "normal game state" and the "normal symbol high probability time shortening state," and the probability of winning a normal symbol is low, similar to the "normal game state," while the variable display time of the normal symbol is shortened and the opening time of the normal electric symbol 72 is long, similar to the "normal symbol high probability time shortening state" (hereinafter, the state in which the probability of winning a normal symbol is low, while the variable display time of the normal symbol is shortened and the opening time of the normal electric symbol 72 is long, may be referred to as the "low probability time shortening function." Also, the "high probability time shortening function" and the "low probability time shortening function" may be collectively referred to as the "time shortening function"), making it easier for a ball fired in right-hand play to enter the second starting hole 71.
[0101] That is, in the "normal low probability time shortened state," the probability of winning a jackpot with a special symbol and the probability of winning a jackpot with a normal symbol are the same as in the "normal game state," but a win due to the variable display of a normal symbol is more likely to be derived in a shorter time than in the "normal game state," and the open state of the normal electric role 72 is longer. Therefore, in the "normal low probability time shortened state," it is easier to make a ball shot by right-hand play enter the second starting hole 71, so it is possible to obtain a prize ball (for example, 1 ball / entry) based on the entry into the second starting hole 71 and play while suppressing the decrease in the number of balls in hand.
[0102] This "normal low probability time shortened state" is configured to transition to the "normal low probability time shortened state" when, after a jackpot has ended, no jackpot has occurred a predetermined number of times in succession in the low probability state of the special pattern ("800 times" in the first embodiment), that is, when misses continue to be extracted while the dynamic display is performed a predetermined number of times in the low probability state of the special pattern, or when a ball is not detected by the specific area switch 65g when a small jackpot is won and a jackpot state does not occur.
[0103] Furthermore, in the "normal symbol low probability time shortening state", from the start of the "normal symbol low probability time shortening state" until the dynamic display of the special symbol is executed a predetermined number of times (100 times in the first embodiment), the variable display time of the normal symbol is shortened and the opening time of the normal electric role 72 is extended. After the dynamic display of the special symbol is executed the above-mentioned specified number of times, the "normal symbol low probability time shortening state" is configured to transition to the above-mentioned "normal game state B".
[0104] As mentioned above, when playing right-hand in the "normal low probability time shortened state," the probability of a jackpot for the dynamic display of the second special symbol is 0.02 / 100 to 0.04 / 100, and the probability of a small jackpot is 15.5 / 100 (see Figure 7(b)). On average, a jackpot (a jackpot based on a small jackpot) can occur about once every six spins. In addition, when a small jackpot is won, a jackpot can occur by passing the ball through the specific area 65d during the small jackpot game.
[0105] Therefore, if you play right-hand in the "normal low probability time shortened state," there is a high probability that a jackpot will occur before the dynamic display of the second special symbol is executed 100 times as a game condition. In other words, if you move to the "normal low probability time shortened state," the next jackpot is essentially guaranteed.
[0106] Then, if a jackpot (a jackpot based on winning a small jackpot) occurs with the dynamic display of the second special symbol in the "normal low probability time shortened state," the game will transition to the "normal high probability time shortened state B," which is a so-called "consecutive win" state, making it easier to win a large amount of balls.
[0107] That is, in the pachinko machine 10 of the first embodiment, by continuing to extract misses while the dynamic display of the special symbol is performed a predetermined number of times in the low probability state of the special symbol, or by not detecting the ball entering the machine by the specific area switch 65g when a small jackpot is won and not generating a jackpot state, the machine is configured to transition to a "normal symbol low probability time shortened state" and then to a "consecutive win" state in which a large number of balls can be won.
[0108] Furthermore, when a transition is made from the "normal low probability time shortening state" to the "normal game state", it is not possible to transition again to the "normal low probability time shortening state". On the other hand, when the "normal low probability time shortening state" occurs based on the satisfaction of a rescue condition, and a time shortening end condition based on the number of times the dynamic display of the special symbol is executed is satisfied in the "normal low probability time shortening state", and a transition is made to the "normal game state", it may be possible to transition again to the "normal low probability time shortening state" when the number of times the dynamic display of the special symbol is executed reaches the number of times the rescue condition is satisfied.
[0109] Here, each jackpot type will be explained. The jackpot type "time-shortened A" is a jackpot with a maximum number of rounds of 10, in which the jackpot opening / closing plate 65a of the variable winning device 65, which is a movable device, is opened from the first round to the tenth round. In the first embodiment, when a jackpot is won in the dynamic display of the second special symbol, this jackpot type "time-shortened A" can be selected, and after the jackpot ends, the system is configured to transition to "normal symbol high probability time-shortened state B."
[0110] In the pachinko machine 10 of the first embodiment, the value of the random number that results in a jackpot is not set in the jackpot random number table 202a corresponding to the first special symbol, and the machine is configured so that a jackpot cannot be won in the dynamic display of the first special symbol. This is because in the "normal gaming state A" where the dynamic display of the first special symbol is mainly executed, that is, in the gaming state where the rescue condition can be established, only a jackpot based on a small jackpot can occur.
[0111] Although details will be described later, in the pachinko machine 10 of the first embodiment, when a small win type "time reduction B (small win A)" or "time reduction C (small win A)" described later is won in the "normal game state A" (hereinafter, the small win type "time reduction B (small win A)" or "time reduction C (small win A)" may be referred to as "special chart 1 small win"), depending on the remaining number of spins until the rescue condition is established at that time, a right-hand hit game is executed when a special chart 1 small win is won as a control judgment result, and the ball is passed through the specific area 65d as a profit granting condition, and a jackpot game as a granting value is generated. Rather than executing a right-hand hit game when the special chart 1 small win is won, and not passing the ball through the specific area 65d, a jackpot game is not generated, and the game returns to the "normal game state A" as it is, and a game ball is borrowed or a game ball in hand is used again. and the first special symbol until the number of times the rescue condition is met, which will result in the update ending state, and transition to the "normal symbol low-probability time shortened state" as a granted benefit, may result in a higher expected value of balls that can be won (hereinafter, when a small win on special symbol 1 is won in "normal game state A", performing a right-hand hit to pass the ball through specific area 65d to generate a jackpot game may be referred to as the "right-hand hit game method when a small win is won". Also, when a small win on special symbol 1 is won in "normal game state A", not performing a right-hand hit to generate a jackpot game, returning to "normal game state A" and continuing left-hand hit game, executing a dynamic display of the first special symbol until the number of times the rescue condition is met, and transitioning to the "normal symbol low-probability time shortened state" may be referred to as the "left-hand hit game method when a small win is won").
[0112] Here, if a random number value for a jackpot is set in the jackpot random number table 202a corresponding to the first special symbol, and if the jackpot type can be won when the dynamic display of the first special symbol is executed in "normal gaming state A," there is a possibility that the dynamic display of the first special symbol will win the jackpot type while aiming to fulfill the rescue condition by executing the left-hand play method when a small jackpot is won. Then, if the dynamic display of the first special symbol wins the jackpot type, unlike the win of the small jackpot type, the jackpot game will start unconditionally regardless of the play method.
[0113] When configured in this way, the player avoids the occurrence of a jackpot based on a small win by playing left when a small win is won in accordance with the right-hit notification display on Special Chart 1, and even though the player uses his or her balls to hit left in order to achieve the rescue condition, there is a risk that a jackpot will occur before the rescue condition is met the number of times, and the consumed balls will be wasted.
[0114] Therefore, in the pachinko machine 10 of the first embodiment, in order to prevent such an event from occurring, the random number value that will result in a jackpot is not set in the jackpot random number table 202a corresponding to the first special pattern, and the machine is configured so that a jackpot cannot be won by the dynamic display of the first special pattern.
[0115] Next, the small prize type will be explained. The small prize type "time reduction B" that can be selected in the pachinko machine 10 of the first embodiment is a small prize and a jackpot with a maximum total number of rounds of 5. During the small prize game of the first round, the variable prize winning device 65 as a movable device is opened. Also, as the variable prize winning device 65 of the first round is opened, the specific area solenoid 65f (see FIG. 5), which will be described later, is driven to open the specific area 65d. Then, during the small prize game, a right-hand hit game is performed to cause a ball to enter the variable prize winning device 65. When the ball is detected by the specific area switch 65g (see FIG. 5) provided in the specific area 65d as the update completion state, the large prize opening opening / closing plate 65a of the variable prize winning device 65 is opened from the second round to the fifth round as the jackpot game. After the small win or big win of this small win type "Time Reduction B" ends, if the small win type "Time Reduction B" is won in the "normal game state", the game will transition to "Normal high probability time reduction state A", and if the small win type "Time Reduction B" is won in a state other than the "normal game state" (i.e., the "time reduction state"), the game will transition to "Normal high probability time reduction state B".
[0116] Next, the small prize type "time reduction C" refers to a small prize and a jackpot with a maximum total number of rounds of 7, in which the variable prize device 65 as a movable device is opened during the small prize game of the first round, and as the variable prize device 65 of the first round is opened, the specific area solenoid 65f (see FIG. 5) described later is driven to open the specific area 65d. Then, when a right-hand hit game is performed during the small prize game to cause a ball to enter the variable prize device 65, and the ball is detected by the specific area switch 65g (see FIG. 5) provided in the specific area 65d, the large prize opening opening / closing plate 65a of the variable prize device 65 is opened from the second round to the seventh round as a jackpot game. After the small win or big win of this small win type "Time Reduction C" ends, if the small win type "Time Reduction C" is won in the "normal game state", the game will transition to "Normal high probability time reduction state A", and if the small win type "Time Reduction C" is won in a state other than the "normal game state" (i.e., the "time reduction state"), the game will transition to "Normal high probability time reduction state B".
[0117] On the other hand, even if a player wins the small win type "Time Reduction B," if a right-hand hit game is not performed during the first round of small win play and a ball is not detected by the specific area switch 65g, the variable winning device 65 for rounds 2 to 5 will not be opened, and a jackpot will not be awarded. Similarly, even if a player wins the small win type "Time Reduction C," if a right-hand hit game is not performed during the first round of small win play and a ball is not detected by the specific area switch 65g, the variable winning device 65 for rounds 2 to 7 will not be opened, and a jackpot will not be awarded. (Hereinafter, this phenomenon may be referred to as the small win type "Small Win A.") After the small win type "Small Win A" ends, since a jackpot game is not being played, the game returns to the game state at the time of the small win type "Small Win A," and the dynamic display of the next special symbol becomes possible as a game condition.
[0118] By configuring it in this way, when the control judgment result is a small win type "Time Reduction B" or a small win type "Time Reduction C" (i.e., special chart 1 small win), a right-hand hit game is performed during the first round of small win play, and whether or not a big win game occurs as a benefit awarding condition can be controlled by whether or not the ball passes through specific area 65d.
[0119] Therefore, for example, if you win a small prize on special chart 1 in "normal game state A," you will transition to a big prize game if you perform a right-hand play during the first round of small prize play and pass the ball through the specific area 65d, but if you do not perform a right-hand play during the first round of small prize play and do not pass the ball through the specific area 65d, you will not transition to a big prize game and will return to "normal game state A" again.
[0120] Here, details will be described later, but in the pachinko machine 10 of the first embodiment, when a special 1 small jackpot is won as a control judgment result in "normal game state A", a right-hand hit is performed during the small jackpot game of the first round, causing the ball to pass through the specific area 65d as a profit-granting condition, generating a jackpot game as a granted value, and transitioning to "normal game high probability time shortening state A", and when the number of times the rescue condition is met, which is the update end state, is reached and transitioning to "normal game low probability time shortening state" as a granted benefit, the latter is configured so that the expected value of the balls that the player can win is higher in the case where the number of times the rescue condition is met is reached and transitioning to "normal game low probability time shortening state" (details will be described later in Figure 27).
[0121] Therefore, if in "normal game state A" a player wins a small special win with a dynamic display of a special symbol one spin before the number of times the rescue condition is met, the player can play right during the small win to cause the ball to pass through specific area 65d and generate a big win, and transition to "normal game state A with high probability", and the player can return to "normal game state A" without playing right during the small win to generate a big win, and then the player can play dynamic display of a special symbol for just one spin to reach the number of times the rescue condition is met and transition to "normal game state with low probability, time shortened". This will increase the expected value of the balls that the player can win.
[0122] That is, in the pachinko machine 10 of the first embodiment, when a special symbol 1 small win is won as a result of the control judgment in the "normal game state A", depending on the number of spins remaining until the number of times the rescue condition is met as the update end state at that time, it is configured so that the expected value of the balls that can be won may be higher if the right-hand hit game is not executed when the special symbol 1 small win is won, and the ball is not allowed to pass through the specific area 65d, thereby returning to the "normal game state A" without generating a jackpot game, and borrowing a game ball or using a game ball in hand to execute the dynamic display of the first special symbol again until the number of times the rescue condition is met as the update end state, and transitioning to the "normal symbol low probability time shortened state" as a grant benefit. (Hereinafter, the period during which the expected value of balls that can be obtained by returning to "normal game state A" without performing right-hand play when a small jackpot on special chart 1 is won, continuing left-hand play until the number of times the rescue condition is met and transitioning to the "normal game state low probability time shortened state" is higher than the expected value of balls that can be obtained by generating a jackpot game when a small jackpot on special chart 1 is won in "normal game state A", may be referred to as the "rescue priority notification period". Also, the right-hand hit notification effect when a small jackpot on special chart 1 is won during the rescue priority notification period may be referred to as the "rescue priority notification effect". Furthermore, the period during which the expected value of balls that can be obtained by returning to "normal game state A" without performing right-hand play when a small jackpot on special chart 1 is won, continuing left-hand play until the number of times the rescue condition is met and transitioning to the "normal game state low probability time shortened state" is higher than the expected value of balls that can be obtained by generating a jackpot game when a small jackpot on special chart 1 is won in "normal game state A", may be referred to as the "rescue priority notification period". The period during which the expected value of balls that can be acquired when a jackpot game is triggered when a small win on the special symbol 1 is won is higher than the expected value of balls that can be acquired when the state is reached and the game transitions to the "normal symbol low probability time shortened state" is sometimes referred to as the "jackpot priority notification period." Also, the right-hit notification effect when a small win on the special symbol 1 is won during the jackpot priority notification period is sometimes referred to as the "jackpot priority notification effect." Furthermore, the number of rotations of the dynamic display of the special symbol that switches between the jackpot priority notification period and the rescue priority notification period is sometimes referred to as the "break-even number." Note that the break-even number is uniquely determined when the gaming machine is manufactured, so the number of branching points can be set in advance in the gaming machine (audio lamp control device 113).
[0123] Then, when a special chart 1 small jackpot is won at a specific number of spins in "normal game state A," which of the right-hand play method when a small jackpot is won or the left-hand play method when a small jackpot is won will result in a higher expected value of balls that can be won is determined by the configuration of the pachinko machine 10 regarding balls to be won (i.e., probability of a big jackpot, probability of a small jackpot, number of winning balls, etc.), the status of the game pins (i.e., base value, which will be described later), the number of spins remaining until the rescue condition is met, etc.
[0124] For this reason, in the pachinko machine 10 of the first embodiment, the content of the right-hit notification effect executed by the third pattern display device 81 during the small jackpot opening time when a special pattern 1 small jackpot is won in the "normal game state A" is configured to differ depending on the number of times the special pattern is executed (the number of spins remaining until the rescue condition is met).
[0125] Specifically, when a special chart 1 small win is won as a result of the control judgment in "normal game state A," if the expected value of balls that can be won is higher by performing the right-hit playing method when a small win is won, the right-hit notification effect when the small win is won is configured to perform a first notification mode that strongly suggests right-hit playing and emphasizes the occurrence of a jackpot (i.e., a jackpot priority notification effect) (see Figure 89(b)).
[0126] On the other hand, when a special chart 1 small jackpot is won as a result of the control judgment in "normal game state A," if the expected value of balls that can be won is higher by performing the left-hand play method when a small jackpot is won, the right-hand play notification effect when the small jackpot is won is configured to perform a second notification mode that does not strongly suggest right-hand play compared to the jackpot priority notification effect and does not emphasize the occurrence of a jackpot (i.e., a rescue priority notification effect) (see Figure 89(d)).
[0127] Here, if the right-hit notification effect that is performed when a small jackpot is won on special chart 1 in "normal game state A" is configured to consist of only effect 1, and if only the suggestion to play right and generate a jackpot is uniformly executed, there is a high possibility that the player will blindly accept the right-hit notification effect that is performed when a small jackpot is won, play right and generate a jackpot.
[0128] However, depending on the number of spins until the rescue condition is met when a small win is won, the expected value of balls that can be won by playing left-handed when a small win is won may be higher, so there is a risk that the expected value of balls that can be won by generating a big win game when the small win is won may be lower.
[0129] Therefore, by configuring the pachinko machine 10 of the first embodiment, when a special symbol 1 small win is won during the "normal game state A", the player can determine the content of the right-hit notification effect executed by the third symbol display device 81, and by determining whether or not to perform a right-hit game during the small win game to generate a big win, it is possible to predict which hitting method will increase the expected value of the balls that can be won, creating new gameplay and increasing the fun of the game. Details of this right-hit notification effect will be described later in Figures 28, 70, and 89.
[0130] In addition, when a small jackpot other than the special chart 1 small jackpot is won in "normal game state A", and when a jackpot is won, right-hand play is executed for both small jackpots and jackpots, and the player who generates the jackpot is configured so that the expected value of the balls that can be won is higher, so the right-hand play notification effects other than when a special chart 1 small jackpot is won in "normal game state A" are configured with the same effects.
[0131] Next, the small win type of "Time Reduction D" is a small win and a jackpot with a maximum total number of rounds of 10. During the small win game of the first round, the variable winning device 65 is opened. Also, as the variable winning device 65 of the first round is opened, the specific area solenoid 65f (see FIG. 5), which will be described later, is driven to open the specific area 65d. Then, when a ball is detected by the specific area switch 65g (see FIG. 5) provided in the specific area 65d, the large winning opening opening plate 65a of the variable winning device 65 is opened from the second round to the tenth round as a jackpot game. After the small win and the jackpot of this "Time Reduction D" end, the system is configured to transition to a "normal high probability time shortened state."
[0132] On the other hand, even if a small win of this "time-saving D" is won, if the specific area switch 65g does not detect a ball during the small win game of the first round, the variable winning device 65 of the second to fifth rounds will not be opened and the big win game will not be awarded (hereinafter, this phenomenon may be referred to as "small win B"). And, after the end of "small win B", since the big win game is not being executed, the game state at the time of winning the small win type "small win B" is returned to.
[0133] Although the pachinko machine 10 of the first embodiment is configured to be able to constantly detect ball passage by the specific area switch 65g, it may also be configured to set valid and invalid timings for the specific area switch 65g. Specifically, for example, the specific area switch 65g may be configured to enable ball passage detection only during a small win game or only while the specific area solenoid 65f is turned on, or until a predetermined period has elapsed since the large prize opening solenoid 65b was turned on, and the specific area switch 65g may be configured to disable ball passage detection at times other than those exemplified above, thereby preventing the occurrence of a jackpot game state based on a ball passing through the specific area 65d at times other than those exemplified above. In this case, if a ball passes through the specific area switch 65g at times other than those exemplified above, i.e., when the specific area switch 65g is in an invalid state, it may be configured to execute an abnormality detection process, such as an error notification, on the assumption that the ball has passed through the specific area 65d due to some abnormality (e.g., fraudulent activity) occurring.
[0134] Here, the display modes of the special LED group 37b for each big win type and each small win type will be explained. As the stop display (lighting display) of the upper LED group 37b1 for the first special symbol, there is one display pattern corresponding to a miss, 31 display patterns corresponding to the small win type "time reduction B", and 32 display patterns corresponding to the small win type "time reduction C", for a total of 64 display patterns.
[0135] In addition, as the stop display (lighting display) of the lower LED group 37b2 for the second special pattern, there are 64 display patterns in total, including 1 display pattern corresponding to a miss, 1 display pattern corresponding to the small win type ``Time Reduction D'', and 62 display patterns corresponding to the big win type ``Time Reduction A''.
[0136] The right-hit notification lamp 37c of the special symbol display device 37 is a lamp that indicates a game state in which right-hit play is encouraged. This right-hit notification lamp 37c is unlit in the "normal game state" in which left-hit play is encouraged and right-hit play is not encouraged, but it is lit in the "normal symbol high probability time shortened state" or "normal symbol low probability time shortened state" in which right-hit play is encouraged, or during small win play or big win play. The player can recognize whether or not the state is such that right-hit play should be performed by checking this right-hit notification lamp 37c or the right-hit play suggestion display on the third symbol display device 81.
[0137] As described above, in the pachinko machine 10 of the first embodiment, when a special symbol 1 small win is won in the "normal game state A", the content of the right-hit notification effect executed by the third symbol display device 81 during the opening time when the special symbol 1 small win is won is configured to be different, but the right-hit notification lamp 37c is configured to be always lit during the opening time. By configuring it in this way, the player can recognize that by performing a right-hit game when the small win is won, he or she can win one of the prize balls.
[0138] In the game area of the game board 13, a plurality of general winning holes 63 are arranged, from which 3 to 15 balls are paid out as prize balls when a ball wins.
[0139] A variable display unit 80 is disposed in the center of the gaming area. The variable display unit 80 includes a third symbol display device 81, which is a liquid crystal display (hereinafter simply referred to as a "display device") that displays a variable third symbol according to the gaming status in synchronization with the dynamic display of the first or second special symbol on the special symbol display device 37 serving as a result notification device, triggered by a ball entering the first starting hole 64 or the second starting hole 71 (hereinafter, the entry of a ball into the first starting hole 64 or the second starting hole 71 may be referred to as a "starting winning"), and a second symbol display device 83, which is an LED that can display a variable normal symbol when a ball passes through the through gate 67 (hereinafter, the second symbol display device 83 may be referred to as the "normal symbol display device 83" for ease of explanation). The variable display unit 80 also includes a center frame 86 that surrounds the outer periphery of the third symbol display device 81.
[0140] The third pattern display device 81 is composed of a large 17-inch liquid crystal display, and the display content is controlled by the display control device 114 (see Figure 5) described later, so that, for example, three pattern columns Z1 to Z3 (see Figure 4) on the left, center, and right are displayed.
[0141] Each symbol column Z1-Z3 (see FIG. 4) is composed of a plurality of symbols, and these symbols are vertically scrolled for each symbol column Z1-Z3, so that the third symbol is variably displayed on the display screen of the third symbol display device 81. The third symbol display device 81 of the first embodiment is used in common for the first lottery game of the first special symbol and the second lottery game of the second special symbol, and while the display of the game status in accordance with the control of the main control device 110 is performed by the special symbol display device 37 as a result notification device, the third symbol of the third symbol display device 81 is used to perform a decorative display corresponding to the display of the special symbol display device 37. Note that instead of a display device, the third symbol display device 81 may be configured using, for example, a reel, an LED, or the like.
[0142] In the pachinko machine 10 of the first embodiment, when the dynamic display of the first special symbol and the dynamic display of the second special symbol are both on hold, the dynamic display of the second special symbol can be executed preferentially (so-called special symbol 2 priority variation). That is, while the dynamic display of the first special symbol is being executed based on a start winning at the first start hole 64, if the dynamic display of the first special symbol is on hold based on a start winning at the first start hole 64 and a start winning at the second start hole 71 occurs, the dynamic display of the second special symbol that won later can be executed before the dynamic display of the first special symbol that won earlier.
[0143] Here, the display contents of the third symbol display device 81 will be explained with reference to Fig. 4. Fig. 4 is a diagram for explaining the display screen of the third symbol display device 81, Fig. 4(a) is a diagram that schematically shows the area division setting and the effective line setting of the display screen, and Fig. 4(b) is a diagram that exemplifies the actual display screen.
[0144] The third design consists of 11 main designs: 10 main designs numbered "0" through "9" and one main design with the words "Challenge Design" (see Figure 89(c)). Each main design consists of a wooden box with the numbers "0" through "9" written on it. The main designs with odd numbers ("1," "3," "5," "7," and "9") have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers ("0," "2," "4," "6," and "8") have additional designs imitating characters such as planes, furoshiki cloths, and helmets added to almost the entire front of the wooden box. Small even-numbered numbers are added in green to the lower right of the additional designs, in front of the additional designs. Furthermore, the main pattern with the words "challenge pattern" written on it is configured to appear only in pattern row Z2, and the words "challenge pattern" are added to almost the entire front of the wooden box (see Figure 89(c)).
[0145] Furthermore, in the pachinko machine 10 of the first embodiment, when the result of the lottery for any of the special symbols by the main control device 110 (see FIG. 5), which will be described later, is a big win or a small win, a variable effect is performed in which the same main symbols are lined up, and a big win or small win occurs after the variable effect is over. For example, in the big win priority notification period (see FIG. 28) of the "normal gaming state A," when the small win type "time-saving B (small win A)" is won, a variable effect is performed in which the main symbols with the numbers "0," "2," "4," "6," and "8" are lined up. In addition, if the player wins the small win type "Time Reduction B (Small Win A)" during the rescue priority notification period of "Normal Game State A" (see Figure 28), a variable effect will be performed in which the main patterns with the numbers "0", "2", "4", "6", and "8" will stop in the left pattern column Z1 and the right pattern column Z3, and the main pattern with the word "Challenge Pattern" will stop in the middle pattern column Z2.
[0146] Furthermore, during the jackpot priority notification period of the "normal gaming state A" (see Figure 28), if the small jackpot type "time-saving C (small jackpot A)" which has more jackpot rounds than the small jackpot type "time-saving B (small jackpot A)" is won, a variable effect is performed in which main symbols with the numbers "1," "3," "5," "7," and "9" are aligned. Also, during the rescue priority notification period of the "normal gaming state A" (see Figure 28), if the small jackpot type "time-saving C (small jackpot A)" is won, a variable effect is performed in which main symbols with the numbers "1," "3," "5," "7," and "9" are aligned in the left and right pattern columns Z1 and Z3, and a main symbol with the word "challenge symbol" is stopped in the center pattern column Z2.
[0147] As described above, in the pachinko machine 10 of the first embodiment, when a special symbol 1 small win is won in the "normal game state A", depending on the number of times the dynamic display of the special symbol is executed when the small win is won (the number of times remaining until the rescue condition is met), the left-handed play method when the small win is won is configured to result in a larger average number of balls that the player can win.
[0148] Therefore, during the period when the average number of balls that can be acquired by using the left-hand play method when a small jackpot is won (i.e., the rescue priority notification period), if the special chart 1 small jackpot is won, the same main pattern with the numbers "1" to "9" that the player can recognize as a jackpot is not displayed in each pattern row, but rather the main pattern with the letters "challenge pattern" is stopped in the middle pattern row Z2.
[0149] By configuring it in this way, if a small win on special chart 1 is won during the rescue priority notification period, it is not necessarily better to play right-hand during the small win game to generate a big win, but it is possible to suggest the option of continuing "normal game state A" without playing right-hand during the small win game.
[0150] Furthermore, as mentioned above, the right-hit notification effect that is executed when a special chart 1 small win is won in "normal game state A" is also configured to execute different right-hit notification effects depending on the period during which the small win is won, so the player can determine whether or not to execute right-hit play during the small win game by determining the main pattern displayed in each pattern row and the content of the right-hit notification effect.
[0151] In the pachinko machine 10 of the first embodiment, all main symbols are configured to be able to appear when the "reach display" variation effect is executed in the "normal game state A" when the small win type "time reduction C" that can become a 7R jackpot by generating a jackpot state is won. Specifically, for example, even when the small win type "time reduction C" is won, the "reach display" variation effect may be executed with the same main symbols with the numbers "2" or "8" attached. By configuring it in this way, for example, the content of the game value that can be awarded cannot be determined at the time when the variable presentation is executed, that is, the player cannot tell whether he has won the small prize type "Time-saving B (small prize A)" with a maximum number of rounds of 5R, or the small prize type "Time-saving C (small prize A)" with a maximum number of rounds of 7R, and after announcing that a small prize has been won in the variable presentation of the "reach display", an advancement presentation is performed to announce that the small prize type "Time-saving C (small prize A)" has been won, thereby increasing the variety of the game and making it more enjoyable.
[0152] As shown in Figure 4(a), the display screen of the third pattern display device 81 is roughly divided into three parts vertically, with the lower two-thirds consisting of a main display area Dm that displays the changing third pattern and a cockpit display area Db that displays the number of reserved balls, etc., and the remaining upper one-third being a secondary display area Ds that displays preview effects, characters, etc.
[0153] The main display area Dm is divided into three display areas Dm1 to Dm3: left, center, and right. The left pattern column Z1 is displayed in the display area Dm1, the center pattern column Z2 is displayed in the display area Dm2, and the right pattern column Z3 is displayed in the display area Dm3.
[0154] In each of the symbol columns Z1 to Z3, the third symbols are displayed in a specified order. That is, in each of the symbol columns Z1 to Z3, the main symbols are arranged in ascending (or descending) order of numbers, and a variable effect is performed by scrolling from top to bottom periodically for each of the symbol columns Z1 to Z3. Note that the arrangement of the numbers may be different in each of the symbol columns Z1 to Z3. For example, the numbers of the main symbols may be arranged in descending order in the left symbol column Z1, while the numbers of the main symbols may be arranged in ascending order in the center symbol column Z2 and the right symbol column Z3.
[0155] In addition, in the main display area Dm, third symbols are displayed in three rows, top, middle, and bottom, for each of the symbol columns Z1 to Z3. The middle section of this main display area Dm is set as the active line L1, and during the variable presentation corresponding to the special symbols set (displayed) for each game state, the third symbols are stopped and displayed on the active line L1 in the order of left symbol column Z1 → right symbol column Z3 → center symbol column Z2. When the third symbols stop, if a jackpot symbol combination (a combination of the same main symbols) is aligned on the active line L1, a jackpot video or a small jackpot video is displayed as a jackpot or small jackpot for the special symbols set (displayed) for each game state.
[0156] The sub-display area Ds is horizontally elongated and positioned above the main display area Dm, and is further divided horizontally into three equal small areas Ds1 to Ds3. Each of the small areas Ds1 to Ds3 is an area for displaying characters or preview images as notification modes. The images displayed in each of the small areas Ds1 to Ds3 give the player a sense of anticipation that a big win or small win will result from the variable display in the main display area Dm.
[0157] The cockpit display area Db is an area that displays the number of reserved balls, which is the number of balls (reserved balls) that have entered the first starting port 64 or the second starting port 71 corresponding to the special pattern set for each game state and for which the variable display (variable performance) has not yet been executed.
[0158] The small area Ds3 to the right of the secondary display area Ds is configured to be able to display a fourth pattern display area 87 for special pattern 1 as a notification mode that can change in synchronization with the dynamic display of the first special pattern and the number of reserved balls, a fourth pattern display area 88 for special pattern 2 as a notification mode that can change in synchronization with the dynamic display of the second special pattern and the number of reserved balls, and a right-hit instruction 89 for the main display.
[0159] The fourth pattern display area 87 for special pattern 1 is composed of a special pattern 1 pending number display 87a that displays the pending number of dynamic displays of the first special pattern in numbers, and a special pattern 1 variable area 87b that can change in synchronization with the execution of the dynamic display (variable performance) of the first special pattern.
[0160] The reserve number display 87a for special chart 1 is configured to be able to display the reserve number of the dynamic display of the first special pattern as a numerical pattern in the range of "0" to "4." Specifically, when the reserve number display 87a for special chart 1 displays "0," it indicates that the reserve number of the dynamic display of the first special pattern is 0, when the reserve number display 87a for special chart 1 displays "1," it indicates that the reserve number of the dynamic display of the first special pattern is 1, when the reserve number display 87a for special chart 1 displays "2," it indicates that the reserve number of the dynamic display of the first special pattern is 2, when the reserve number display 87a for special chart 1 displays "3," it indicates that the reserve number of the dynamic display of the first special pattern is 3, and when the reserve number display 87a for special chart 1 displays "4," it indicates that the reserve number of the dynamic display of the first special pattern is 4.
[0161] That is, the reserved number display 87a for special pattern 1 in the fourth pattern display area 87 for special pattern 1 is displayed to match the content of the reserved ball number in the dynamic display of the first special pattern of the status LED group 37a of the special pattern display device 37 described above, and in the "normal game state A" in which the dynamic display of the first special pattern is displayed in the main display area Dm, it is displayed to match the content of the reserved ball number in the reserved pattern display area Db1 described below.
[0162] The special symbol 1 variable area 87b is a display area for showing the execution and results of the dynamic display of the first special symbol, and is configured so that the display color of the square symbol can be changed. Specifically, when the dynamic display of the first special symbol is being executed, the display color of the square symbol in the special symbol 1 variable area 87b changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it is configured so that the change repeats again from white → red → ... while the dynamic display of the first special symbol is being executed. Then, when the dynamic display of the first special symbol stops, the square symbol in the special symbol 1 variable area 87b is displayed in a display color corresponding to the lottery result of the dynamic display.
[0163] More specifically, when the square symbol in the special symbol 1 variable area 87b stops in white, it indicates that the dynamic display of the first special symbol was a miss, and when the square symbol in the special symbol 1 variable area 87b stops in blue, it indicates that the dynamic display of the first special symbol was a small win. That is, the square symbol in the special symbol 1 variable area 87b is displayed so as to correspond to the display content of the upper LED group 37b1 of the special symbol display device 37 described above, and is configured to be synchronized with the display content of the main display area Dm in the "normal game state A" in which the dynamic display of the first special symbol is displayed in the main display area Dm.
[0164] The fourth pattern display area 88 for special pattern 2 is composed of a special pattern 2 pending number display 88a that displays the pending number of dynamic displays of the second special pattern in numbers, and a special pattern 2 variable area 88b that can change in synchronization with the execution of the dynamic display (variable performance) of the second special pattern.
[0165] The reserve number display 88a for special chart 2 is configured to be able to display a numerical pattern in the range of "0" to "4" to indicate the reserve number of the dynamic display of the second special pattern. Specifically, when the reserve number display 88a for special chart 2 displays "0", it indicates that the reserve number of the dynamic display of the second special pattern is 0, when the reserve number display 88a for special chart 2 displays "1", it indicates that the reserve number of the dynamic display of the second special pattern is 1, when the reserve number display 88a for special chart 2 displays "2", it indicates that the reserve number of the dynamic display of the second special pattern is 2, when the reserve number display 88a for special chart 2 displays "3", it indicates that the reserve number of the dynamic display of the second special pattern is 3, and when the reserve number display 88a for special chart 2 displays "4", it indicates that the reserve number of the dynamic display of the second special pattern is 4.
[0166] In other words, the reserved number display 88a for special pattern 2 in the fourth pattern display area 88 for special pattern 2 is displayed to match the content of the reserved ball number of the dynamic display of the second special pattern of the status LED group 37a of the special pattern display device 37 described above, and is displayed to match the content of the reserved ball number of the reserved pattern display area Db2 described below in all game states in which the dynamic display of the second special pattern is displayed in the main display area Dm.
[0167] The special symbol 2 variable area 88b is a display area for showing the execution and results of the dynamic display of the second special symbol, and like the special symbol 1 variable area 87b, the display color of the square symbol is configured to be changeable. Specifically, when the dynamic display of the second special symbol is being executed, the display color of the square symbol in the special symbol 2 variable area 88b changes rapidly in the order of white → red → orange → yellow → green → light blue → blue → purple, and after purple, it is configured to repeat the change again from white → red → ... while the dynamic display of the second special symbol is being executed. Then, when the dynamic display of the second special symbol stops, the square symbol in the special symbol 2 variable area 88b is displayed in a display color corresponding to the lottery result of the dynamic display.
[0168] More specifically, when the square symbol in the special symbol 2 variable area 88b stops in white, it indicates that the dynamic display of the second special symbol was a miss, when the square symbol in the special symbol 2 variable area 88b stops in red, it indicates that the dynamic display of the second special symbol was a big win, and when the square symbol in the special symbol 2 variable area 88b stops in blue, it indicates that the dynamic display of the second special symbol was a small win. That is, the square symbol in the special symbol 2 variable area 88b is displayed to correspond to the display content of the lower LED group 37b2 of the special symbol display device 37 described above, and is configured to be synchronized with the display content of the main display area Dm in all game states in which the dynamic display of the second special symbol is displayed in the main display area Dm.
[0169] The right-hit instruction 89 for the main display is always displayed in synchronization with the right-hit notification lamp 37c of the special pattern display device 37, and is always displayed on the third pattern display device 81 when in the "normal pattern high probability time shortened state" or "normal pattern low probability time shortened state" in which right-hit play is encouraged, or during small win play or big win play.
[0170] Furthermore, since the main display right hit instruction 89 is important display information that suggests to the player how to hit, it is given priority over other display contents executed during play on the third pattern display device 81 (for example, the third pattern of each pattern row displayed in the center part of the main display area Dm, super reach effects, etc.), and is configured to be displayed at the forefront (foreground layer).
[0171] On the actual display screen of the third symbol display device 81, as shown in FIG. 4(b), for example, in "normal game state A," a total of three main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, moving images are displayed in the left small area Ds1 and the right small area Ds3, indicating that the game is in a state where it is easier than usual to transition to a jackpot, and suggesting to the player the launch mode that is recommended depending on the game state. In the central small area Ds2, a predetermined character (in this embodiment, a boy wearing a headband) usually performs a predetermined action, and sometimes, as a limited effect, a special action other than the predetermined action is performed, or the boy's hair, which is usually black, or the color of his headband, which is usually white, changes, or another character appears, thereby providing a preview effect.
[0172] In the pachinko machine 10 of the first embodiment, if a ball enters the first starting hole 64 while the third pattern display device 81 (special pattern display device 37 as a result notification device) is displaying a change in the third pattern (dynamic display) corresponding to the first special pattern, or if a ball enters the second starting hole 71 while the third pattern display device 81 (special pattern display device 37) is displaying a change in the third pattern (dynamic display) corresponding to the second special pattern, the number of times the ball enters (number of reserved balls) will be reserved up to a maximum of four times each. The number of reserved balls is displayed by the special pattern display device 37, and is also displayed in the reserved number display 87a for special pattern 1 in the fourth pattern display area 87 for special pattern 1 or the reserved number display 88a for special pattern 2 in the fourth pattern display area 88 for special pattern 2, and further, the variable presentation of the corresponding special pattern according to the game status is also displayed in the first to fourth reserved pattern display areas Db1a to Db1d of the reserved pattern display area Db1 in the cockpit display area Db.
[0173] The first to fourth reserved pattern display areas Db1a to Db1d each display one reserved pattern (a "○" pattern (white circle pattern) in the normal display mode) for one reserved ball (one reserved ball count) of the first special pattern or the second special pattern that is set to be displayed according to the game status, and the number of reserved balls for the variable effect of the first special pattern or the second special pattern that is set to be displayed (priority display) according to the game status is displayed according to the number of reserved patterns displayed in the first to fourth reserved pattern display areas Db1a to Db1d.
[0174] That is, in the first to fourth reserved symbol display areas Db1a to Db1d, when one reserved symbol is displayed in the first reserved symbol display area Db1a, it indicates that the number of reserved balls of the first special symbol or the second special symbol, which is set to be displayed according to the game status, is one, and when two reserved symbols, one each in the first and second reserved symbol display areas Db1a and Db1b, are displayed, it indicates that the number of reserved balls of the first special symbol or the second special symbol, which is set to be displayed according to the game status, is two. When a total of three reserved symbols are displayed in the first to third reserved symbol display areas Db1a to Db1c, one each, it indicates that the number of reserved balls for the first special symbol or the second special symbol set to be displayed according to the game status is three, and when a total of four reserved symbols are displayed in the first to fourth reserved symbol display areas Db1a to Db1d, one each, it indicates that the number of reserved balls for the first special symbol or the second special symbol set to be displayed according to the game status is four. Also, when no reserved symbols are displayed in the first to fourth reserved symbol display areas Db1a to Db1d, it indicates that the number of reserved balls for the first special symbol or the second special symbol set to be displayed according to the game status is zero and there are no reserved variable effects.
[0175] In the pachinko machine 10 of the first embodiment, only one of the first lottery game for the first special symbol and the second lottery game for the second special symbol can be executed, and the lottery game for the second special symbol can be executed preferentially, but it may be configured to execute the lottery game for the special symbol according to the order of winning (so-called winning order change), or it may be configured to execute the first lottery game for the first special symbol and the lottery game for the second special symbol simultaneously. Furthermore, it may be configured to display the variable effects of the first special symbol and the variable effects of the second special symbol simultaneously on the third symbol display device 81.
[0176] In the center of the cockpit display area Db, an execution symbol display area Db0 is provided, in which an execution symbol indicating that a variable effect is being executed in the main display area Dm is displayed. This execution symbol display area Db0 is provided in the center of the cockpit display area Db, that is, to the right of the first reserved symbol display area Db1a, and is configured to display an execution symbol that is larger than each reserved symbol displayed in the reserved symbol display areas Db1a to Db1d. In addition, in this execution symbol display area Db0, the reserved symbol displayed in the first reserved symbol display area Db1a is shifted (shifted) and displayed as an execution symbol.
[0177] The execution symbol displayed in the execution symbol display area Db0 is erased when the variable effect being executed in the main display area Dm ends, and with the erasure of the execution symbol, the displayed reserved symbol is shifted and displayed as a lower reserved symbol. Specifically, for example, in a situation where there are four reserved symbols of the first special symbol in the "normal gaming state A," if the execution symbol displayed in the execution symbol display area Db0 is erased with the end of the variable effect of the first special symbol, the reserved symbol displayed in the first reserved symbol display area Db1a is shifted (shifted) and displayed as the execution symbol in the execution symbol display area Db0. Also, the reserved symbol displayed in the second reserved symbol display area Db1b is shifted (shifted) and displayed as the reserved symbol in the first reserved symbol display area Db1a. Furthermore, the reserved symbol displayed in the third reserved symbol display area Db1c is shifted (shifted) and displayed as the reserved symbol in the second reserved symbol display area Db1b. In addition, the reserved symbol that was displayed in the fourth reserved symbol display area Db1d is moved (shifted) and displayed as a reserved symbol in the third reserved symbol display area Db1c.
[0178] In the first embodiment, the number of reserved balls for the variable effects based on balls entering the first starting hole 64 or the second starting hole 71 is configured to be reserved up to four times each. However, the maximum number of reserved balls is not limited to four and may be set to three or less, or five or more times (e.g., eight). Instead of displaying the reserved symbols in the cockpit display area Db, the number of reserved balls may be displayed numerically in a portion of the third pattern display device 81, or in four divided areas with different modes (e.g., colors or lighting patterns) corresponding to the number of reserved balls. Since the number of reserved balls is indicated by the special pattern display device 37, it is not necessary to display the number of reserved balls on the third pattern display device 81. Furthermore, the variable display device unit 80 may be provided with four reserved lamps indicating the number of reserved balls, each corresponding to the maximum number of reserved first special patterns and second special patterns, and the number of reserved balls may be displayed according to the number of lit reserved lamps.
[0179] Returning to FIG. 3, the explanation will continue. A through gate 67 is provided on the right side of the variable display device unit 80 as viewed from the front. This through gate 67 has a through hole (not shown) formed in the vertical direction for the ball to pass through. When a ball passes through this through gate 67, a normal symbol switch (not shown) provided in the through hole is turned on, and when this is turned on, a winning lottery for a normal symbol is performed by the main control device 110. Note that this through gate 67 only triggers the lottery for the variable display of normal symbols, and is configured not to pay out prize balls or the like even if a ball passes through. Note that a normal winning port capable of obtaining a lottery trigger for a normal symbol may be provided, and the lottery trigger for a normal symbol may be obtained and predetermined prize balls may be paid out.
[0180] A normal electric coupler 72 is disposed on the right side as viewed from the front of the variable display unit 80. This normal electric coupler 72 is mainly composed of a projecting plate 72a and a normal electric coupler solenoid (not shown) that drives the projecting and retracting plate 72a.
[0181] The main control device 110 of the first embodiment (see Figure 5) normally maintains the appearance and disappearance plate 72a of the normal electric device 72 in a state submerged within the surface of the game board 13, and a ball flowing down from the upper side of the second start port 71 when viewed from the front (the side of the through gate 67) passes through the appearance and disappearance plate 72a, which is submerged within the surface of the game board 13, and flows down to the bottom of the board (the side of the variable winning device 65) without being detected by the second start port switch 71a, which serves as a start detection area. When a win occurs with the variable display of the normal symbol, the normal electric solenoid (not shown) is driven for a predetermined time, driving the inlet / outlet plate 72a of the normal electric role 72 to a state in which it protrudes from the surface of the game board 13 for a predetermined time, and the ball flowing down from the upper side (through gate 67 side) of the second start opening 71 as viewed from the front rolls from right to left on the upper surface of the inlet / outlet plate 72a, which is in a state in which it protrudes from the surface of the game board 13, and is detected as a winning entry by the second start opening switch 71a. This allows the flow of balls into the second start opening 71, making it easier for balls played on the right side and flowing down the right side of the variable display unit 80 as viewed from the front to enter the second start opening 71, i.e., a winning assistance state is established.
[0182] Furthermore, in the pachinko machine 10 of the first embodiment, when the normal electric device 72 is opened and the inlet / outlet plate 72a is protruding from the surface of the game board 13, it is configured so that it takes about one second for the ball flowing down from the upper side (through gate 67 side) of the second start port 71 when viewed from the front to roll all the way across the top surface of the inlet / outlet plate 72a from the right end to the left end and for the winning entry to be detected by the second start port switch 71a.
[0183] On the other hand, as will be described in detail later, in the "normal game state ("normal game state A" and "normal game state B")", the number of times that the normal electric role 72 is set to open when a normal symbol is won is one, and the opening time is specified in the normal electric role opening table 202k to be "0.1 seconds" (see Figure 23 (c)).
[0184] In other words, when right-hand play is performed in the "normal game state," even if the variable display of the normal pattern is selected as a winning combination and the normal electric role 72 is opened, causing the in / out board 72a to protrude from the surface of the game board 13, the normal electric role 72 will be closed before the ball flowing down from the upper side (through gate 67 side) of the second start port 71 when viewed from the front and rolling all the way from the right end to the left end on the top surface of the in / out board 72a and being detected as a winning combination by the second start port switch 71a, and therefore the ball rolling on the top surface of the in / out board 72a will flow down below the normal electric role 72 as the in / out board 72a becomes submerged, and will not be detected as a winning combination by the second start port switch 71a.
[0185] Here, if the opening mode of the normal electric feature 72 in the "normal gaming state" is configured so that a ball can enter the normal electric feature 72 by playing right when the normal electric feature 72 opens (for example, the opening time is "1.0 second"), then by playing right in the "normal gaming state A", the normal symbol will win, and when the normal electric feature 72 opens, the second start port switch 71a will detect that a win has been made, and the dynamic display of the second special symbol will be executed.
[0186] As mentioned above, the dynamic display of the second special pattern is configured so that a small win or a big win can occur on average about once every six spins. Therefore, even in "normal game state A," the dynamic display of the second special pattern can be in a state where it is easy to win a small win or a big win, which may result in a game result that differs from the payout rate based on the game specifications that were initially set, and may cause unexpected disadvantages to the game hall.
[0187] Therefore, by configuring the normal electric role 72 as in the pachinko machine 10 of the first embodiment, it can be configured so that when a right-hand hit is played in the "normal gaming state", it becomes more difficult to win than the normal electric role 72 in conventional pachinko machines. Also, when a ball shot in a right-hand hit is detected in the "normal gaming state A" (for example, when a ball passes through the through gate 67), a predetermined alarm (for example, a voice output of "Please return to left-hand hit game" or a display of "Please return to left-hand hit game" on the third symbol display device 81) is output to notify the player and hall staff that a non-recommended game is being played, thereby suppressing the continued execution of a non-recommended right-hand hit game in the "normal gaming state A", and making it possible to realize gameplay according to the gaming specifications.
[0188] Furthermore, by arranging the second start port switch 71a in a position close to the left end of the retractable plate 72a, when the maximum number of winnings (for example, "10") in one opening of the normal electric device 72 at a specific time is reached, the retractable plate 72a can be immediately put into a immersed state, making it less likely that more winnings will be won than the maximum number.
[0189] Furthermore, the pachinko machine 10 of the first embodiment is configured so that the probability of winning in the variable display of normal symbols changes depending on the game state. Specifically, in the "normal game state" and the "normal symbol low probability time shortened state", the probability of winning in the normal symbol is set to a low probability state (for example, 70 / 100), and it is made more difficult to win in the variable display of normal symbols than in the "normal symbol high probability time shortened state", making it more difficult to put the appearance and disappearance plate 72a of the normal electric role 72 into a protruding state (open state), and making it more difficult to win in the second starting hole 71 than in the "normal symbol high probability time shortened state". On the other hand, in the "normal symbol high probability time shortened state", the probability of winning a normal symbol is set to a high probability state (for example, 99 / 100), and by making it easier to win in the variable display of the normal symbol than in the "normal game state" and the "normal symbol low probability time shortened state", it is made easier to put the appearance plate 72a of the normal electric role 72 into a protruding state (open state), and it is configured so that it is easy to win at the second starting port 71.
[0190] In the pachinko machine 10 of the first embodiment, in a high probability state of a normal symbol, the variable display leads to a win with a high probability (i.e., 99%), so in a "normal symbol high probability time shortened state" in which the normal symbol is in a high probability state, most of the balls fired in a right-hit game are configured to be able to enter the second starting hole 71. On the other hand, in a "normal game state" among low probability states of a normal symbol, the variable display can lead to a win with a low probability (i.e., 70%), but because the opening time of the normal electric role 72 is short, it is configured so that it is difficult for a ball fired in a right-hit game to enter the second starting hole 71. Also, in a "normal symbol low probability time shortened state" among low probability states of a normal symbol, the variable display can lead to a win with a low probability (i.e., 70%), and because the opening time of the normal electric role 72 is long as in the "normal symbol high probability time shortened state," it is configured so that a ball fired in a right-hit game can enter the second starting hole 71.
[0191] As a result, in the "normal high probability time shortened state" and the "normal low probability time shortened state", it is possible to play while making the ball fired by right-hand play enter the second starting port 71, and by paying out prize balls based on the balls entering the second starting port 71, the player can play while minimizing the decrease in his or her own balls compared to the "normal game state".
[0192] In addition, instead of changing the probability of winning a normal symbol from the "normal game state," as in the "normal symbol high probability time shortened state," the time for which the appearance plate 72a of the normal electric symbol 72 as a movable device is sunk (opened) or the number of times the appearance plate 72a of the normal electric symbol 72 is sunk (opened) per hit may be changed according to the game state of the pachinko machine 10. Specifically, in the "normal symbol high probability time shortened state," the time for which the appearance plate 72a of the normal electric symbol 72 is sunk may be made longer than in the "normal game state," or the number of times the appearance plate 72a of the normal electric symbol 72 is sunk per hit may be made more than in the "normal game state." Furthermore, in the "normal symbol high probability time shortened state," at least two of the following may be simultaneously performed: increasing the probability of winning a normal symbol; lengthening the immersion time of the appearance plate 72a of the normal electric symbol 72; and increasing the number of times the appearance plate 72a of the normal electric symbol 72 is sunk.
[0193] The normal symbol display device 83 performs a variable display that alternately lights up a symbol "○" and a symbol "X" as a display symbol (normal symbol) each time the ball passes through the through gate 67. The pachinko machine 10 is configured so that when the variable display on the normal symbol display device 83 stops on a predetermined symbol (a symbol "○" in the first embodiment), the normal electric role 72 provided on the right side of the second starting hole 71 as viewed from the front is activated for a predetermined time, and when it stops on a symbol other than the predetermined symbol (a symbol "X" in the first embodiment), the normal electric role 72 is deactivated (the closed state is maintained).
[0194] The number of reserved balls in the through gate 67 can be reserved up to four times, and the number of reserved balls is also displayed by lighting up the second symbol reservation lamp 84 (hereinafter, for the sake of convenience, the second symbol reservation lamp 84 may be referred to as the "normal symbol reservation lamp 84"). Four normal symbol reservation lamps 84 are provided, the maximum number of reserved balls, and are arranged symmetrically below the third symbol display device 81. The number of reserved balls is displayed by the number of lit normal symbol reservation lamps 84.
[0195] In addition, the variable display of the normal symbol may be performed by switching on and off a plurality of lamps in the normal symbol display device 83 as in the first embodiment, or may be performed using a part of the special symbol display device 37 or the third symbol display device 81. Similarly, the normal symbol reserve lamp 84 may be lit by a part of the third symbol display device 81. In addition, the maximum number of reserved balls passing through the through gate 67 is not limited to four times, but may be set to three or less times, or five or more times (for example, eight times). In addition, since the number of reserved balls is indicated by the special symbol display device 37, the normal symbol reserve lamp 84 may not be lit.
[0196] A first starting hole 64, through which a ball can enter, is located below the variable display unit 80. Game pegs and the like are planted around the first starting hole 64 so that approximately six balls shot in left-handed play enter the hole per minute (so-called S1 = 6). When a ball enters the first starting hole 64, which serves as a start detection area, a first starting hole switch (not shown) located on the back side of the game board 13 turns on. This activation of the first starting hole switch causes the main control device 110 (see FIG. 5) to draw a first special symbol. A dynamic display corresponding to the drawing result is displayed by the upper LED group 37b1 of the special LED group 37b of the special symbol display device 37, which serves as a result notification device. Furthermore, a variable effect based on the first special symbol is executed by the third symbol display device 81, which serves as a movable device, depending on the game status. The first starting hole 64 also serves as one of the winning holes from which three balls are paid out as prize balls when a ball enters the hole.
[0197] A second start hole 71 is located on the right side of the variable display unit 80 when viewed from the front. A ball can enter the second start hole 71 only when the normal electric role 72 is open. Game pins are planted around the second start hole 71 so that approximately 90 balls fired during right-hand play will enter the hole per minute when the normal electric role 72 is open. As described above, the second start hole switch 71a is configured to easily detect a winning combination when the normal electric role 72 is open. When the second start hole switch 71a is turned on, a lottery for a second special symbol jackpot is conducted by the main control device 110 (see FIG. 5). The result of the lottery is displayed by the lower LED group 37b2 of the special LED group 37b of the special symbol display device 37, which serves as a result notification device. A variable effect based on the second special symbol is executed by the third symbol display device 81 depending on the game status. The second starting hole 71 also serves as one of the winning holes from which one ball is paid out as a prize ball when a ball enters the second starting hole 71.
[0198] A variable winning device 65 is disposed on the lower right side of the game board 13 when viewed from the front. This variable winning device 65 is provided with a special prize opening opening / closing plate 65a configured to be able to appear and disappear from the surface of the game board 13, a special prize opening solenoid 65b (see FIG. 5) that can drive the special prize opening opening / closing plate 65a to open and close, a special prize opening switch 65c provided within the variable winning device 65, a specific area 65d, and an outlet 65h for discharging balls that have flowed into the variable winning device 65. The specific area 65d is further composed of a special area opening / closing plate 65e configured to appear and disappear from the surface of the game board 13, a specific area solenoid 65f (see FIG. 5) that can drive the special area opening / closing plate 65e to open and close, and a specific area switch 65g that can detect balls passing through the specific area 65d.
[0199] The special prize opening opening / closing plate 65a is formed in a horizontally elongated plate shape and is configured to be able to change between a protruding state and a recessed state, thereby changing the direction in which balls flow down. That is, the special prize opening opening / closing plate 65a is normally maintained in a protruding state from the surface of the game board 13 (i.e., closed state), and balls flowing down from the upstream side of the variable prize winning device 65 (the right side as viewed from the front of the variable prize winning device 65) roll on the upper surface of the special prize opening opening / closing plate 65a, causing them to flow down to the downstream side of the variable prize winning device 65 (the left side as viewed from the front of the variable prize winning device 65), thereby preventing balls from flowing into the variable prize winning device 65. When a small win or a big win is won with the first special symbol or the second special symbol, the special prize opening opening / closing plate 65a is driven to retract into the surface of the game board 13 by the special prize opening solenoid 65b (see FIG. 5) for a predetermined time, allowing balls to flow into the variable prize winning device 65.
[0200] The balls that flow into variable winning device 65 are detected by a large winning opening switch 65c that serves as a start detection area provided within variable winning device 65, and then flow down to a specific area 65d that is also provided within variable winning device 65. When the balls are detected by large winning opening switch 65c, 15 balls are paid out as prize balls.
[0201] In the pachinko machine 10 of the first embodiment, the opening mode of the variable winning device 65 as a movable device is configured to differ depending on the type of special symbol that wins the small prize. Specifically, when the small prize type "time reduction B (small prize A)" or the small prize type "time reduction C (small prize A)" is won in the dynamic display of the first special symbol, the number of times that the variable winning device 65 opens in one round is set to 6, the opening time is set to "0.1 seconds," and the interval time until the next opening after the variable winning device 65 is closed (i.e., the closing time) is set to "1.2 seconds" (see FIG. 19). In other words, the total opening time of the variable winning device 65 due to the small prize of the first special symbol is set to "0.6 seconds." On the other hand, when the small win type "Time Reduction D (Small Win B)" is won in the dynamic display of the second special pattern, the number of times the variable winning device 65 opens in one round is set to 10, the opening time is set to "0.1 seconds" as in the small win of the first special pattern, and the interval time until the next opening after the variable winning device 65 is closed is set to "1.2 seconds" (see Figure 19). In other words, the total opening time of the variable winning device 65 due to the small win of the second special pattern is set to "1.0 second".
[0202] Therefore, when the small win type "Time Shortening B (Small Win A)" or the small win type "Time Shortening C (Small Win A)" is won in the dynamic display of the first special symbol, the total opening time of the variable winning device 65 is configured to be shorter than when the small win type "Time Shortening D (Small Win B)" is won in the dynamic display of the second special symbol. This is because, as described above, during the rescue priority notification period of the "normal gaming state A", if the special symbol 1 small win is won, the right-hand hit game is not performed and the game may return to the "normal gaming state A" without generating a jackpot game.
[0203] More specifically, if a player returns to "normal game state A" without playing right when a special chart 1 small jackpot is won in "normal game state A," the player will suspend ball firing as a condition for granting a profit during the execution time of the small jackpot game and wait for the end of the small jackpot game. Therefore, if the release time when a special chart 1 small jackpot is won is set to a long time, the period for suspending ball firing will also be long, which may cause stress to the player and may also lead to a decrease in the operation of the pachinko machine 10.
[0204] Therefore, in the pachinko machine 10 of the first embodiment, when a small prize is won on the special chart 1, the period during which the ball can pass through the specific area 65d by performing a right-hand hit game is set, and even if a right-hand hit game is not performed when a small prize is won on the special chart 1, the period during which the ball is interrupted is not too long.
[0205] On the other hand, because the total opening time of the variable winning device 65 when the special symbol 1 small jackpot is won is configured to be short, some players may have difficulty executing a right-hit game while the variable winning device 65 is open, failing to pass the ball through the specific area 65d and potentially failing to win a jackpot game against their will. For this reason, the pachinko machine 10 of the first embodiment is configured to set the opening time when the special symbol 1 small jackpot is won in the "normal game state A" to a longer time (i.e., "10 seconds"), and by sufficiently announcing the right-hit game during that opening time, such failure is less likely to occur. In addition, in the case of a small jackpot with either the first special symbol or the second special symbol, the maximum number of winnings in the variable winning device 65 in one round is set to "10" (see FIG. 19).
[0206] The specific area opening / closing plate 65e, which is disposed downstream of the large prize opening switch 65c within the variable winning device 65, is formed in the shape of a horizontally long plate and is configured to be able to change between a protruding state and a recessed state, thereby changing the direction in which the balls flow down. That is, the specific area opening / closing plate 65e is configured to maintain a state in which it protrudes from the surface of the game board 13 (i.e., a closed state) in the normal state, and to roll the upper surface of the specific area opening / closing plate 65e so that the balls flowing down from the upstream side of the specific area 65d (the left side as viewed from the front of the specific area opening / closing plate 65e) flow down to the outlet 65h side within the variable winning device 65 (the right side as viewed from the front of the specific area opening / closing plate 65e), thereby preventing the balls that have flowed into the variable winning device 65 from flowing into the specific area 65d. Then, based on the fulfillment of a predetermined condition (in the first embodiment, after the initial opening of the large prize opening / closing plate 65a based on a small prize win with the first special pattern or the second special pattern), the specific area opening / closing plate 65e is driven to sink into the surface of the game board 13 by the specific area solenoid 65f (see Figure 5), allowing balls to flow into the specific area 65d (specific area switch 65g side).
[0207] That is, when a small win is won in the dynamic display of the first special symbol or the second special symbol, the specific area opening / closing plate 65e opens at the same time as the opening of the large prize opening / closing plate 65a begins, and the specific area 65d is opened in a state in which balls can flow into the variable prize winning device 65. Therefore, when a small win is won in the dynamic display of the first special symbol or the second special symbol, balls can flow into the specific area 65d by performing a right-hand hit game.
[0208] The ball that flows into the specific area 65d is detected by a specific area switch 65g provided in the specific area 65d, and then flows down to an outlet (not shown) provided downstream. In the pachinko machine 10 of the first embodiment, when a ball is detected by the specific area switch 65g, a jackpot game is started in the same way as when a jackpot occurs with the second special symbol (a so-called type 1 / type 2 mixed machine). The type of jackpot that occurs when a ball is detected by the specific area switch 65g is determined according to the value of a small jackpot type counter CK (see FIG. 6), which will be described later. Note that the specific area switch 65g is configured not to pay out prize balls.
[0209] On the other hand, if a small win is won in the dynamic display of the first special pattern or the second special pattern, the right-hand play is not executed, and if the ball is not detected by the specific area switch 65g, the big win game is not started and the game state at the time of the small win is returned to.
[0210] In the pachinko machine 10 of the first embodiment, if the lottery for the second special symbol on the main control device 110 (see FIG. 5) results in a jackpot, after a predetermined time (variable time) has elapsed, the special LED group 37b of the special symbol display device 37 is lit to display the jackpot stop symbol, and the third symbol display device 81 is caused to display the stop symbol corresponding to the jackpot (for example, three identical symbols (such as "777")), thereby indicating the occurrence of a jackpot game. Also, if a small jackpot is won in the lottery for the first or second special symbol, and the ball passes through a specific area 65d in the variable winning device 65 as a movable device based on the small jackpot while the variable winning device 65 is open, the special LED group 37b of the special symbol display device 37 as a result notification device is lit, and the third symbol display device 81 is caused to display a message indicating that the ball has passed through the specific area 65d (for example, "V acquired"), thereby indicating the occurrence of a jackpot game. After that, depending on the type of jackpot (or the type of small jackpot in the case of a jackpot based on a small jackpot), the large prize opening / closing plate 65a provided on the variable winning device 65 is opened (driven to sink into the surface of the game board 13), and the game state transitions to a special game state (jackpot game) in which the ball is more likely to enter the large prize opening. In this special game state, the large prize opening / closing plate 65a, which is normally closed (protruding from the surface of the game board 13), remains open until a predetermined condition is met (for example, until 30 seconds have passed, or until 10 balls have entered).
[0211] When the special prize opening plate 65a is opened, it closes after a predetermined time has elapsed or when a predetermined number of wins are detected. After closing, the special prize opening plate 65a is opened again. The opening and closing operation of the special prize opening plate 65a can be repeated up to, for example, 10 times (10 rounds). This state in which the special prize opening operation is being performed is one form of a special game state (jackpot state) that is advantageous to the player. By landing a ball in the variable prize winning device 65, the player is awarded a larger number of prize balls than usual as a reward for the game. Note that during a jackpot game, if a player does not perform a right-hand play while the special prize opening plate 65a is open and does not land a ball in the variable prize winning device 65, the jackpot round ends 30 seconds after the special prize opening plate 65a is opened, and the special prize opening plate 65a is closed. Therefore, if no ball enters the variable winning device 65 for 10 rounds, the big win ends without generating any winning ball, and dynamic display of each special symbol starts.
[0212] At the left and right corners of the lower side of the game board 13, there are provided attachment spaces K1 for attaching stamps, identification labels, etc., and the stamps, etc. attached to the attachment spaces K1 can be seen through the small window 35 in the front frame 14 (see Figure 1).
[0213] Furthermore, the game board 13 is provided with an outlet 66. Balls that do not enter any of the winning holes (ball entry holes) 63, 64, 65, 71 are guided through the outlet 66 to a ball discharge path (not shown). The game board 13 is provided with a large number of nails to appropriately distribute and adjust the direction in which the balls fall, and is also provided with various components (gimmicks) such as windmills. Note that balls that enter each winning hole 63, 64, 65, 71 are also guided to the ball discharge path and discharged outside the pachinko machine 10, just like balls that pass through the outlet 66.
[0214] Next, the electrical configuration of the pachinko machine 10 will be described with reference to Fig. 5. Fig. 5 is a block diagram showing the electrical configuration of the pachinko machine 10.
[0215] The main control device 110 is equipped with an MPU 201, a one-chip microcomputer that is an arithmetic unit. The MPU 201 contains a read-only memory (hereinafter abbreviated as "ROM") 202 that stores various control programs and fixed value data executed by the MPU 201, a random access memory (hereinafter abbreviated as "RAM") 203 that temporarily stores various data and the like when the control programs stored in the ROM 202 are executed, and various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit.
[0216] In addition, in order to instruct sub-controllers such as the dispensing control unit 111 and the voice lamp control unit 113 to operate, various commands are sent from the main control unit 110 to the sub-controllers via a data transmission / reception circuit, but such commands are sent only in one direction from the main control unit 110 to the sub-controllers.
[0217] The main control device 110 executes the main processes of the pachinko machine 10, such as the lottery for the big win, the dynamic display and variable performance settings of each special symbol on the special symbol display device 37 and the third symbol display device 81, and the lottery for the display results of the variable display of the normal symbol on the normal symbol display device 83. The RAM 203 is provided with a counter buffer 203c that stores various counters for controlling these processes.
[0218] In addition, the ROM 202 stores at least a jackpot random number table 202a, a jackpot type table 202b, a small jackpot type table 202c, a reserved number table 202d, a stop pattern table 202e, a fluctuation pattern table 202f, a jackpot release table 202g, a small jackpot release table 202h, a normal jackpot random number table 202i, a normal fluctuation table 202j, a normal electric role release table 202k, and a time-saving end condition table 202m. The main control device 110 executes the above-mentioned main control using various counters stored in the RAM 203 and various tables stored in the ROM 202.
[0219] Here, with reference to Fig. 6, the counters and the like provided in the RAM 203 of the main control device 110 will be described. These counters and the like are used by the MPU 201 of the main control device 110 to perform jackpot lottery, setting the dynamic display of the special symbol display device 37 as a result notification device, setting the variable performance of the third symbol display device 81, drawing the display result of the variable display on the normal symbol display device 83, etc. In addition, in the explanation of the various counters, with reference to Figs. 7 to 24, various tables stored in the ROM 202 of the main control device 110, various control timings, game state transitions, etc. will also be described.
[0220] The jackpot lottery, the setting of the dynamic display of the special pattern display device 37, and the setting of the variable presentation of the third pattern display device 81 use a jackpot random number counter C1 used to draw the jackpot or small jackpot lottery, a jackpot type counter C2 used to select the type of stop of the jackpot pattern, a stop pattern selection counter C3 used to select the presentation mode of the variable presentation, a first initial value random number counter CINI1 used to set the initial value of the jackpot random number counter C1, a variable type counter CS1 used to select the variable pattern, and a small jackpot type counter CK used to select the type of stop of the small jackpot pattern.
[0221] In addition, a normal symbol winning counter C4 is used for the lottery of the normal symbol display device 83, and a second initial value random number counter CINI2 is used for setting the initial value of the normal symbol winning counter C4.
[0222] Each of these counters is a loop counter that adds 1 to the previous value each time it is updated, and returns to "0" after reaching a maximum value at a specific time.
[0223] Each counter is updated, for example, at intervals of 2 milliseconds, which is the execution interval of the timer interrupt processing (see Figure 40). In addition, some counters are updated irregularly during the main processing (see Figure 39), and the updated values are appropriately stored in the counter buffer 203c set in a predetermined area of the RAM 203. Details will be given later, but RAM203 is provided with a first reserved ball storage area 203d consisting of four reserved areas (first reserved areas 1 to 4) related to the first special pattern, and a second reserved ball storage area 203e consisting of four reserved areas (second reserved areas 1 to 4) related to the second special pattern, and the first reserved ball storage area 203d stores the values of the jackpot random number counter C1, stop pattern selection counter C3, variable type counter CS1 and small win type counter CK in accordance with the timing of the ball entering the first start port 64, which serves as the start detection area, and the second reserved ball storage area 203e stores the values of the jackpot random number counter C1, jackpot type counter C2, stop pattern selection counter C3, variable type counter CS1 and small win type counter CK in accordance with the timing of the ball entering the second start port 71.
[0224] Each counter will be explained in detail. The jackpot random number counter C1 is configured to be incremented by 1 within a predetermined range (for example, "0 to 9999") and to return to "0" at a predetermined time after reaching a maximum value (for example, "9999" for a counter that can take values from "0 to 9999"). In particular, when the jackpot random number counter C1 has completed one cycle of updating, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the jackpot random number counter C1, and the jackpot random number counter C1 is updated from that initial value.
[0225] The first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the jackpot random number counter C1. That is, for example, if the jackpot random number counter C1 is a loop counter that can take on a value of "0 to 9999", the first initial value random number counter CINI1 is also a loop counter that can take on a value of "0 to 9999". This first initial value random number counter CINI1 is updated once for each execution of the timer interrupt process (see FIG. 40), and is repeatedly updated within the remaining time of the main process (see FIG. 39).
[0226] The value of the jackpot random number counter C1 is updated, for example, periodically (in the first embodiment, once for each timer interrupt process (see FIG. 40)). Then, at the timing when the ball wins (start winning) in the first start hole 64 as the start detection area, it is stored in the jackpot random number counter storage area 203d1 of the first reserve area of any one of the first reserve areas 1 to 4 provided in the first reserved ball storage area 203d corresponding to the first start hole 64 (first special symbol). Also, at the timing when the ball wins (start winning) in the second start hole 71, it is stored in the jackpot random number counter storage area 203e1 of the second reserve area of any one of the second reserve areas 1 to 4 provided in the second reserved ball storage area 203e corresponding to the second start hole 71 (second special symbol).
[0227] The random number value at which the jackpot random number counter C1 indicates a jackpot is set by the jackpot random number table 202a corresponding to each special symbol stored in the ROM 202 of the main control device 110. In other words, a jackpot is determined when the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of the reserve area of the second reserve ball storage area 203e matches the random number value at which a jackpot is set by the jackpot random number table 202a corresponding to the second special symbol.
[0228] As described above, in the pachinko machine 10 of the first embodiment, the value of the random number that results in a jackpot is not set in the jackpot random number table 202a corresponding to the first special symbol. This is because in the "normal gaming state A" where the dynamic display of the first special symbol is mainly executed, that is, in the gaming state where the rescue condition can be established, only a jackpot based on a small jackpot win can occur.
[0229] Here, the details of the jackpot random number table 202a corresponding to each special symbol will be explained with reference to Fig. 7. Fig. 7(a) is a schematic diagram showing an example of the jackpot random number table 202a1 corresponding to the first special symbol stored in the ROM 202 (hereinafter referred to as the "special symbol 1 jackpot random number table 202a1"), and Fig. 7(b) is a schematic diagram showing an example of the jackpot random number table 202a2 corresponding to the second special symbol stored in the ROM 202 (hereinafter referred to as the "special symbol 2 jackpot random number table 202a2").
[0230] As described above, in the special jackpot random number table 202a1 of the first embodiment, the random number value resulting in a jackpot is not set regardless of the setting value. On the other hand, in the special jackpot random number table 202a2, the number of jackpot random numbers is set differently for each setting value. Furthermore, the system is configured so that the increase in the number of jackpot random numbers required to change for each setting is compensated for by the number of miss random numbers corresponding to the miss. In other words, when the number of jackpot random numbers is increased to change for each setting, the number of miss random numbers is reduced, and the reduced amount is assigned as the number of jackpot random numbers. In this way, by varying the number of jackpot random numbers depending on the game state, the probability of winning a jackpot is changed for each setting.
[0231] On the other hand, for each special symbol, the number of small prize random numbers is set to be the same for each setting value. That is, the number of small prize random numbers for the first special symbol is configured to be the same for each setting value. Similarly, the number of small prize random numbers for the second special symbol is configured to be the same for each setting value. In this way, by making the number of small prize random numbers the same for each special symbol for each setting value, the award rate of game value that takes into account only small prize games for all setting values for each special symbol becomes equal.
[0232] In this way, the pachinko machine 10 of the first embodiment is configured so that the increase in the number of jackpot random numbers for each setting of the second special symbol is compensated for by the number of miss random numbers for all settings. Also, the number of small win random numbers for the first special symbol or the second special symbol is configured so that it does not change for each setting. That is, the increase in the number of jackpot random numbers due to a setting change is compensated for by reducing the number of miss random numbers and allocating that decrease to the jackpot random number, and the number of small win random numbers for the first special symbol and the second special symbol is the same for each setting of the first special symbol or the second special symbol. This configuration makes it possible to calculate the payout rate for each setting by considering only the increase in the number of jackpot random numbers, thereby minimizing the increase in man-hours required for designing game specifications.
[0233] Furthermore, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random numbers resulting from the setting change is compensated for by the winning combination (i.e., the losing random number) of the most frequent random number other than the jackpot random number that can be obtained when the player is most likely to stay in the game, among the jackpot random number counter C1 serving as game information. This configuration makes it difficult to determine the setting from, for example, the number of times a losing combination, which is the most frequent combination in the variable presentation of the second special symbol, appears. Therefore, the setting value of the pachinko machine 10 can be made difficult to detect by limiting the setting determination factor to the occurrence rate of jackpots, which have a lower probability of appearing than losing combinations. As a result, even if the setting is low (i.e., setting value 1, etc.), the player can continue playing without being able to detect the setting, thereby promoting the operation of the pachinko machine 10.
[0234] Furthermore, in the pachinko machine 10 of the first embodiment, the increase in the number of jackpot random number values due to the setting change is configured to be compensated for from the number of losing random number values in the jackpot random number counter C1 that correspond to losing roles that do not award game value to the player.
[0235] Unlike the jackpot and small win roles, the losing role is a role that does not confer game value and is therefore not clearly (largely) displayed on a data lamp (not shown) that is provided for each pachinko machine 10 and displays the game results of the pachinko machine 10. If the number of jackpot random number values corresponding to a jackpot game, which are likely to be clearly (largely) displayed on the data lamp, and the number of small win random number values corresponding to a small win game were both changed for each setting, a player could easily guess the setting of the pachinko machine 10 by glancing at (checking) the data lamp to see the occurrence rates of the two elements of the jackpot game and the small win game. As a result, for example, if a player were to discover that the setting of the pachinko machine 10 is set to a low setting (e.g., setting value "1"), the player may not play the pachinko machine 10, which could result in a decrease in the operation of the pachinko machine 10.
[0236] Therefore, by configuring the increase in the number of jackpot random number values resulting from a change in the setting of the probability setting value to be compensated for from the number of losing random number values of the jackpot random number counter C1 corresponding to losing combinations that do not give the player a game value and are not clearly (largely) displayed on the data lamp, the setting determination factor for the player is limited to the occurrence rate of jackpots, making it difficult for the setting value of the pachinko machine 10 to be discovered from the occurrence rate of small wins. Therefore, by limiting the determination factor for the probability setting value to the occurrence rate of a combination based on one random number value, for example, even if the setting is low with a low ball payout rate (i.e., setting value "1" or the like), the player can continue playing without discovering the setting, and the operation of the pachinko machine 10 can be promoted.
[0237] As shown in Figure 7(a), in the special symbol 1 jackpot random number table 202a1 of the first embodiment, the value of the random number that becomes a jackpot is not set regardless of the set value. In other words, regardless of the set value, it is configured so that a jackpot (a jackpot based on the jackpot type) cannot occur in the dynamic display of the first special symbol.
[0238] In more detail, in the pachinko machine 10 of the first embodiment, when a special symbol 1 small win is won in the "normal game state A," depending on the number of times the dynamic display of the special symbol is executed at the time of the small win (the number of times remaining until the number of times the rescue condition is met), the left-hand play method at the time of the small win is configured to increase the average number of balls that the player can acquire. When the left-hand play method is executed at the time of the small win, the right-hand play is not executed when the small win is won in normal times, and the ball does not pass through the specific area 65d, so that a jackpot does not occur, and the game returns to the "normal game state A" and continues left-hand play, and the dynamic display of the first special symbol is executed until the number of times the rescue condition is met, which is the update end state, and the game transitions to the "normal symbol low probability time shortened state" as a granted benefit.
[0239] Here, if the random number value for a jackpot is set in the jackpot random number table 202a corresponding to the first special pattern, and if the jackpot type can be won in "normal game state A," there is a possibility that the dynamic display of the first special pattern will win the jackpot type while you are trying to achieve the rescue condition by executing the left-hand play method when a small jackpot is won.
[0240] Furthermore, when the dynamic display of the first special pattern is selected as a jackpot type, unlike when a small jackpot type is selected, the jackpot game will begin regardless of the player's playing method, so there is a risk that the left-hand play method used when a small jackpot is selected will be used to avoid the jackpot and the balls held will be consumed by the left-hand play to achieve the rescue conditions, and this will be wasted.
[0241] Furthermore, if a player continues playing with a left-handed hit in accordance with the suggestion to hit the right when a small jackpot is won during normal play (in this case, the rescue priority notification display (see Figure 89 (d))), and aims to fulfill the rescue conditions, a jackpot occurs in the middle of the game, which may cause the player to become skeptical of the pachinko machine 10 and stop playing the pachinko machine 10.
[0242] Therefore, in the pachinko machine 10 of the first embodiment, in order to prevent such an event from occurring, the random number value that results in a jackpot is not set in the jackpot random number table 202a corresponding to the first special pattern.
[0243] Also, when the set value is "1", the number of random number values (small win random number values) that result in a small win in the special 1 jackpot random number table 202a1 is 33, and the values "0 to 32" are specified (set) in the special 1 jackpot random number table 202a1. In other words, the small win probability for the first special symbol with a set value of "1" is set to 33 / 10000 = 0.33 / 100 (i.e., 0.33%).
[0244] Therefore, when the set value is "1", the number of random number values (missing random number values) that will result in a miss in the special 1 jackpot random number table 202a1 is the remaining 9967 values other than the jackpot random number value and the small jackpot random number value, and the value "33 to 9999" is specified (set) in the special 1 jackpot random number table 202a1. In other words, the miss probability of the first special symbol in the first special symbol with the set value "1" is set to 9967 / 10000 = 99.67 / 100 (i.e., 99.67%).
[0245] Next, when the setting value is "2", the random number value that results in a jackpot is not set, just like when the setting value is "1".
[0246] Also, when the setting value is "2", the number of random number values (small win random number values) that result in a small win in the special 1 big win random number table 202a1 is 33, just like the setting value "1", and the values "0 to 32" are specified (set) in the special 1 big win random number table 202a1. In other words, the small win probability in the first special pattern with the setting value "2" is set to 33 / 10000 = 0.33 / 100 (i.e., 0.33%).
[0247] Therefore, when the set value is "2", the number of random number values (missing random number values) that will result in a loss in the special 1 jackpot random number table 202a1 is the remaining 9967 values other than the small win random number values, and the values "33 to 9999" are specified (set) in the special 1 jackpot random number table 202a1. In other words, the loss probability of the first special symbol in the first special symbol with a set value of "2" is set to 9967 / 10000 = 99.67 / 100 (i.e., 99.67%).
[0248] Next, when the set value is "3", the random number value that results in a jackpot is not set, just like when the set value is "1" or "2".
[0249] Also, when the setting value is "3", the number of random number values (small win random number values) that result in a small win in the special 1 big win random number table 202a1 is 33, just like the setting values "1" and "2", and the values "0 to 32" are specified (set) in the special 1 big win random number table 202a1. In other words, the small win probability in the first special pattern with the setting value "3" is set to 33 / 10000 = 0.33 / 100 (i.e., 0.33%).
[0250] Therefore, when the set value is "3", the number of random number values (missing random number values) that will result in a loss in the special 1 jackpot random number table 202a1 is the remaining 9967 values other than the jackpot random number value and the small jackpot random number value, and the value "33 to 9999" is specified (set) in the special 1 jackpot random number table 202a1. In other words, the loss probability of the first special symbol in the first special symbol with the set value "3" is set to 9967 / 10000 = 99.67 / 100 (i.e., 99.67%).
[0251] Therefore, in the pachinko machine 10 of the first embodiment, in the dynamic display of the first special pattern, a jackpot based on the jackpot type cannot occur, and only a jackpot based on the small jackpot type can occur.
[0252] By configuring it in this way, in the "normal game state A" where the dynamic display of the first special pattern is mainly executed, that is, in the game state where the rescue condition can be fulfilled, it is possible to make it so that only a jackpot based on a small jackpot can occur.
[0253] Then, in the "normal game state A," if a small win on special symbol 1 is won as a result of the control judgment, right-hand play is not executed, and by not allowing the ball to pass through the specific area 65d, a big win as a conferred value is not generated, and the game returns to the "normal game state A" and left-hand play continues, and the dynamic display of the first special symbol is executed until the number of times the rescue condition is met, which is the update end state, and the state is transitioned to the "normal symbol low probability time shortened state" as a conferred benefit.
[0254] As a result, when a special chart 1 small win is won during "normal game state A," the player can determine the content of the right-hit notification effect executed on the third pattern display device 81, and by determining whether or not to perform a right-hit play during the small win play to generate a big win, he or she can guess which way of playing will increase the expected value of the balls that can be won, creating new gameplay and increasing the enjoyment of the game.
[0255] 7(b), in the special symbol 2 jackpot random number table 202a2 of the first embodiment, when the set value is "1", the number of values (jackpot random value values) of the jackpot random number counter C1 that result in a jackpot in the special symbol 2 jackpot random number table 202a2 is 2, and the value "0, 1" is specified (set) in the special symbol 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the second special symbol with the set value "1" is set to 2 / 10000 = 0.02 / 100 (i.e., 0.02%), similar to the first special symbol.
[0256] Here, when the set value is "1", the number of random number values (small win random number values) that become small wins in the special 2 big win random number table 202a2 is 1550, and the values "2 to 1551" are specified (set) in the special 2 big win random number table 202a2. In other words, the small win probability in the second special pattern with the set value "1" is set to be 1550 / 10000 = 15.50 / 100 (i.e., 15.50%).
[0257] Therefore, when the set value is "1", the number of random number values (missing random number values) that will result in a miss in the special 2 jackpot random number table 202a2 is the remaining 8448 values other than the jackpot random number value and the small jackpot random number value, and the value "1552 to 9999" is specified (set) in the special 2 jackpot random number table 202a2. In other words, the miss probability of the second special symbol with the set value "1" is set to 8448 / 10000 = 84.48 / 100 (i.e., 84.48%).
[0258] That is, at the setting value "1", the increase in the number of jackpot random number values in special chart 2 is compensated for by reducing the number of miss random number values, which have the highest probability of appearing during play.
[0259] In this way, the probability of a small win for the second special symbol is set to a number that is much easier to select than the probability of a big win. That is, in the lottery game with the second special symbol, the order of ease of selection is set to be miss → small win → big win, and when a big win occurs in the dynamic display of the second special symbol that can be executed in the "time-shortened state" and "normal game state B," the proportion of big wins based on winning the small win game is configured to be high.
[0260] Next, when the set value is "2", the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in the special 2 jackpot random number table 202a2 is 3, and the values "0 to 2" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the second special symbol with the set value "2" is set to 3 / 10000 = 0.03 / 100 (i.e., 0.03%), similar to the first special symbol.
[0261] Here, when the setting value is "2", the number of random number values (small win random number values) that result in a small win in the special 2 jackpot random number table 202a2 is 1550, just like the setting value "1", and the values "3 to 1552" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the small win probability in the second special pattern with the setting value "2" is set to 1550 / 10000 = 15.50 / 100 (i.e., 15.50%).
[0262] Therefore, when the set value is "2", the number of random number values (missing random number values) that will result in a miss in the special 2 jackpot random number table 202a2 is the remaining 8447 values other than the jackpot random number value and the small jackpot random number value, and the value "1553 to 9999" is specified (set) in the special 2 jackpot random number table 202a2. In other words, the miss probability of the second special symbol with the set value "2" is set to 8447 / 10000 = 84.47 / 100 (i.e., 84.47%).
[0263] That is, at the setting value "2", the increase in the number of jackpot random number values in special chart 2 is compensated for by reducing the number of miss random number values, which have the highest probability of appearing during play.
[0264] Therefore, the setting value "2" in the Special Chart 2 Jackpot Random Number Table 202a2 has the same probability of a small win as the setting value "1" (both 15.50%), but the probability of a jackpot is slightly improved (0.02% → 0.03%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "1".
[0265] Next, when the set value is "3", the number of values (jackpot random number values) of the jackpot random number counter C1 that result in a jackpot in the special 2 jackpot random number table 202a2 is 4, and the values "0 to 3" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the jackpot probability of the second special symbol in the second special symbol with the set value "3" is set to be 4 / 10000 = 0.04 / 100 (i.e., 0.04%), the same as the first special symbol.
[0266] Here, when the setting value is "3", the number of random number values (small win random number values) that result in a small win in the special 2 jackpot random number table 202a2 is 1550, as in the case of the setting values "1" and "2", and the values "4 to 1553" are specified (set) in the special 2 jackpot random number table 202a2. In other words, the small win probability in the second special pattern with the setting value "3" is set to 1550 / 10000 = 15.50 / 100 (i.e., 15.50%).
[0267] Therefore, when the set value is "3", the number of random number values (missing random number values) that will result in a miss in the special 2 jackpot random number table 202a2 is the remaining 8446 values other than the jackpot random number value and the small jackpot random number value, and the value "1554 to 9999" is specified (set) in the special 2 jackpot random number table 202a2. In other words, the miss probability of the second special symbol with the set value "3" is set to 8446 / 10000 = 84.46 / 100 (i.e., 84.46%).
[0268] That is, at the setting value "3", the increase in the number of jackpot random number values in special chart 2 is compensated for by reducing the number of miss random number values, which have the highest probability of appearing during play.
[0269] Therefore, the setting value "3" in the Special Chart 2 Jackpot Random Number Table 202a2 has the same probability of a small win as the setting value "2" (both 15.50%), but the probability of a jackpot is slightly improved (0.03% → 0.04%), and it can be said that this setting makes it easier for a jackpot to occur than the setting value "2".
[0270] In the first embodiment, in the special chart 1 jackpot random number table 202a1, the value of the random number that will result in a jackpot is not set regardless of the set value, but it may be configured so that a random number value that will result in a jackpot for each set value is set, as in the special chart 2 jackpot random number table 202a2.
[0271] Returning to Figure 6, the explanation will continue. The jackpot type counter C2 determines the type of jackpot when a jackpot occurs, and is configured to be incremented by one within a predetermined range (for example, "0 to 99") and return to "0" after reaching a maximum value (for example, "99" in the case of a counter that can take values of "0 to 99"). The value of the jackpot type counter C2 is updated, for example, periodically (once for each timer interrupt process (see Figure 40) in the first embodiment).
[0272] Then, at the moment the ball enters the second starting hole 71, it is stored in the jackpot type counter storage area 203e2 of the second reserved area 1 to 4 of the second reserved ball storage area 203e of the RAM 203 provided corresponding to the second starting hole 71, which is the same second reserved area as the second reserved area in which the jackpot random number counter C1 is stored.
[0273] As mentioned above, in the pachinko machine 10 of the first embodiment, the value of the random number that results in a jackpot is not set in the special pattern 1 jackpot random number table 202a1 regardless of the set value, and the dynamic display of the first special pattern cannot result in a jackpot (see Figure 7), so no storage area for the jackpot type counter C2 is provided in the first reserved areas 1 to 4 of the first reserved ball storage area 203d of the RAM 203.
[0274] Here, for example, if the value of the jackpot random number counter C1 stored in one holding area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is not a random number that results in a jackpot (jackpot random number value) or a random number that results in a small jackpot (small jackpot random number value), that is, if the random number that results in a loss as a control judgment result (loss random number value), the fluctuation pattern in the fluctuation presentation and the type of stopped symbol (hereinafter referred to as "stop type") will be those at the time of a loss. Also, if the value of the jackpot random number counter C1 stored in one holding area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is a random number that results in a small jackpot (small jackpot random number value), the fluctuation pattern in the fluctuation presentation and the type of stopped symbol (hereinafter referred to as "stop type") will be those at the time of a small jackpot. On the other hand, if the value of the jackpot random number counter C1 stored in the holding area 1 in the second holding ball storage area 203e is a random number (jackpot random number value) that results in a jackpot, the fluctuation pattern and stop type in the fluctuation presentation will be those at the time of the jackpot. In this case, the fluctuation pattern and stop type at the time of the jackpot are determined according to the jackpot type indicated by the value of the jackpot type counter C2 stored in the same holding area.
[0275] As described above, the value of the jackpot type counter C2 as game information in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the jackpot type is determined based on the jackpot type counter C2 and the jackpot type table 202b stored in ROM 202.
[0276] Here, the jackpot type table 202b will be described with reference to Fig. 8. Fig. 8 is a diagram schematically showing an example of the special symbol 2 jackpot type table 202b corresponding to the second special symbol stored in the ROM 202.
[0277] As shown in FIG. 8, the big win type table 202b is a table in which the gaming state and the value of the big win type counter C2 are associated with each other.
[0278] In the pachinko machine 10 of the first embodiment, the jackpot type is a jackpot with a maximum number of rounds of 10, and there is a jackpot type "time-shortened A" in which the state transitions to a "normal symbol high probability time-shortened state" in which the probability of hitting a normal symbol is higher than in the "normal game state" until the special symbol is displayed a specified number of times (in the first embodiment, mainly the dynamic display of the second special symbol five times).
[0279] In the jackpot type table 202b, the jackpot types are associated with possible values of the jackpot type counter C2 that determines the jackpot type.
[0280] In the example of the jackpot type table 202b shown in FIG. 8, when a jackpot occurs in all gaming states, the value "0 to 99" of the jackpot type counter C2 is associated with the jackpot type "time-saving A."
[0281] In other words, in the lottery for determining whether the second special pattern will be won or lost in all game states, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second holding areas of the second holding ball storage area 203e is a value that results in a jackpot, the jackpot type associated with the value of the jackpot type counter C2 stored in the jackpot type counter storage area 203e2 of the same second holding area can be selected from the jackpot type table 202b, and the jackpot type ``Time Reduction A'' can be selected regardless of the value of the jackpot type counter C2.
[0282] Therefore, when a jackpot is won with the dynamic display of the second special symbol, the jackpot type "Time Reduction A" has a 99 / 99 chance of being won. In other words, when a jackpot is won with the dynamic display of the second special symbol, only the jackpot type "Time Reduction A" can be selected.
[0283] Returning to Figure 6, the explanation will be continued. The small win type counter CK determines the type of small win (contents of the big win) that is awarded when a small win is won and the ball passes through the specific area 65d during the small win game, and is configured to be incremented by 1 in sequence within a predetermined range (for example, "0 to 99"), and to return to "0" at a predetermined time after reaching a maximum value at a specific time (for example, "99" in the case of a counter that can take values of "0 to 99"). The value of the small win type counter CK is updated, for example, periodically (in the first embodiment, once for each timer interrupt process (see Figure 40)).
[0284] Then, at the timing when the ball enters the first start port 64, it is stored in the small win type counter storage area 203d5 of the first reserved area, which is the same as the first reserved area where the jackpot random number counter C1 is stored, among the first reserved areas 1 to 4 of the first reserved ball storage area 203d of the RAM 203 provided corresponding to the first start port 64 as the start detection area. Also, at the timing when the ball enters the second start port 71, it is stored in the small win type counter storage area 203e5 of the second reserved area, which is the same as the second reserved area where the jackpot random number counter C1 is stored, among the second reserved areas 1 to 4 of the second reserved ball storage area 203e of the RAM 203 provided corresponding to the second start port 71.
[0285] Here, for example, if the value of the jackpot random number counter C1 stored in one holding area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is not a random number that results in a jackpot (jackpot random number value) or a random number that results in a small jackpot (small jackpot random number value), that is, if it is a random number that results in a loss (loss random number value), the variation pattern in the variable presentation and the type of stopped symbol (hereinafter referred to as "stop type") will be those at the time of a loss. Also, if the value of the jackpot random number counter C1 stored in one holding area in the first reserved ball storage area 203d or the second reserved ball storage area 203e is a random number that results in a jackpot (jackpot random number value), the variation pattern in the variable presentation and the type of stopped symbol (hereinafter referred to as "stop type") will be those at the time of a jackpot. On the other hand, if the value of the jackpot random number counter C1 stored in one of the reserved areas in the first reserved ball storage area 203d or the second reserved ball storage area 203e is a random number that results in a small win (small win random number value), the fluctuation pattern and stop type in the fluctuation performance will be those for a small win. In this case, the fluctuation pattern and stop type for that small win are determined according to the small win type indicated by the value of the small win type counter CK stored in the same reserved area.
[0286] As described above, the value of the small win type counter CK as game information in the pachinko machine 10 of the first embodiment is configured as a loop counter in the range of "0 to 99", and the small win type is determined based on the small win type counter CK and the small win type table 202c stored in the ROM 202. This small win type table 202c is provided with a special symbol 1 small win type table 202c1 referenced in the first lottery game of the first special symbol, and a special symbol 2 small win type table 202c2 referenced in the second lottery game of the second special symbol.
[0287] Here, the special symbol 1 small win type table 202c1 and the special symbol 2 small win type table 202c2 will be described with reference to Fig. 9. Fig. 9(a) is a diagram showing an example of the special symbol 1 small win type table 202c1 corresponding to the first special symbol stored in the ROM 202, and Fig. 9(b) is a diagram showing an example of the special symbol 2 small win type table 202c2 corresponding to the second special symbol also stored in the ROM 202.
[0288] As described above, the pachinko machine 10 of the first embodiment is configured so that, when a small win is won in a lottery game for each special symbol, the variable winning device 65 (see FIG. 3) as a movable device is driven to open, and a specific area 65d within the variable winning device 65 is opened at a timing according to the type of each special symbol. Then, when a ball passes through the specific area 65d during a small win game, a big win game according to the value of the small win type counter CK is started.
[0289] As shown in Figures 9(a) and 9(b), the small win type table 202c is divided into a first special pattern and a second special pattern, which are further divided according to the game status, and within these, the small win type corresponding to the type of special pattern is associated with the value of the small win type counter CK depending on whether or not the specific area 65d was passed through during the small win.
[0290] In the pachinko machine 10 of the first embodiment, when the ball does not pass through the specific area 65d, the types of small wins are "small win A" and "small win B," each with a maximum number of rounds of 1, while when the ball passes through the specific area 65d, the types of small wins are "time-saving B," with a maximum number of rounds of 1+4, "time-saving C," with a maximum number of rounds of 1+6, and "time-saving D," with a maximum number of rounds of 1+9.
[0291] Specifically, in the lottery game of the first special symbol, if a small jackpot is won in the "normal game state (mainly, "normal game state A")" where the "time-saving function" is not activated, when the ball does not pass through the specific area 65d, the small jackpot type will be "small jackpot A" for small jackpot play only, while when the ball passes through the specific area 65d, the small jackpot type will be "time-saving B" or "time-saving C", and after the big jackpot game resulting from passing through the specific area 65d, the "high-probability time-saving function" will be granted, mainly until the dynamic display of the second special symbol is executed "once". Furthermore, in the "normal high probability time shortening state" and the "normal low probability time shortening state", if a small jackpot is won, the small jackpot type will be "small jackpot A" for small jackpot play only if the ball does not pass through the specific area 65d, while if the ball passes through the specific area 65d, the small jackpot type will be "time shortening B" or "time shortening C", and after the jackpot play resulting from passing through the specific area 65d, the "high probability time shortening function" will be granted mainly until the dynamic display of the second special pattern is executed "five times".
[0292] In this embodiment, in the "normal symbol high probability time shortening state" and "normal symbol low probability time shortening state," right-hand play is recommended, and it is possible to win the second starting hole 71 and the dynamic display of the second special symbol can be executed, but it is difficult to win the first starting hole 64, making it difficult to execute the dynamic display of the first special symbol.
[0293] Next, in the lottery game of the second special pattern, if a small win is won in all game states, when the ball does not pass through the specific area 65d, the small win type is "small win B" which is only for small win game, while when the ball passes through the specific area 65d, the small win type is "time-saving D", and after the big win game accompanying the passage into the specific area 65d, a "time-saving function" is granted mainly until the dynamic display of the second special pattern is executed "five times".
[0294] In addition, as will be described in more detail later, when the number of times the rescue condition is met in the "normal game state" ("800 times" in the first embodiment), the "normal pattern low probability time shortening state" is entered, and the "low probability time shortening function" is granted, mainly for the period until the dynamic display of the second special pattern is executed "100 times" (see Figure 24).
[0295] Therefore, after a big win in which a small win on special symbol 1 is won in "normal game state A" and the ball passes through specific area 65d, the "high probability time-saving function" is granted mainly until the dynamic display of the second special symbol is executed "once", while, when the number of times the rescue condition is met in "normal game state" is reached, the "low probability time-saving function" is granted mainly until the dynamic display of the second special symbol is executed "100 times".
[0296] That is, in the "normal game state (mainly, "normal game state A")," the "normal game state low probability time shortening state" to which the player enters when the rescue condition is met the number of times is configured so that the probability of winning a jackpot (including a jackpot based on winning a small jackpot) with the dynamic display of the second special symbol is higher than the "normal game state high probability time shortening state" to which the player enters after winning a jackpot when the special symbol 1 small jackpot is won and the ball passes through the specific area 65d.
[0297] For this reason, in the pachinko machine 10 of the first embodiment, the expected value of the balls that the player can win is higher in the "normal game state" when the number of times the rescue condition is met is reached than in the "normal game state" when the special game 1 small prize is won and the ball passes through the specific area 65d and the "normal game state" is entered after the jackpot game when the "normal game state" is entered and the number of times the rescue condition is met is reached. Details of the expected value of the balls that the player can win will be described later in Figure 27.
[0298] In the special chart 1 small win type table 202c1 and the special chart 2 small win type table 202c2, each small win type is associated with a possible value of the small win type counter CK that determines the small win type.
[0299] In the example of the special symbol 1 small win type table 202c1 shown in Figure 9(a), in all game states, when a small win of the first special symbol occurs, the value of the small win type counter CK "0 to 99" is associated with "small win A," "time reduction B," or "time reduction C" depending on whether or not the specific area 65d has been passed through.
[0300] In other words, in the lottery to determine whether the first special pattern is a winning combination, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203d1 of one of the first holding areas of the first holding ball storage area 203d is a value that results in a small win, the small win type associated with the value of the small win type counter CK stored in the small win type counter storage area 203d5 of the same first holding area is determined from the special pattern 1 small win type table 202c1, and for example, depending on whether or not a specific area has been passed, if the value of the small win type counter CK is "7", "time reduction B" is determined as the small win type, and if the value of the small win type counter CK is "95", "time reduction C" is determined as the small win type.
[0301] Therefore, if you win a small prize with the dynamic display of the second special symbol, if you do not pass through the specific area 65d, you will win the small prize type "small prize A" with a probability of 100%. Also, if you pass through the specific area 65d, you will win the small prize type "time reduction B" with a probability of 50.0%, and the small prize type "time reduction C" with a probability of 50.0%.
[0302] Next, in the example of the special symbol 1 small win type table 202c1 shown in Figure 9(b), in all game states, when a small win of the second special symbol occurs, the value of the small win type counter CK "0 to 99" is associated with "small win B" or "time reduction D" depending on whether or not the specific area 65d has been passed through.
[0303] In other words, in the lottery to determine whether the second special symbol will be won or lost, if the value of the jackpot random number counter C1 stored in the jackpot random number counter storage area 203e1 of any of the second holding areas of the second holding ball storage area 203e is a value that results in a small win, the small win type associated with the value of the small win type counter CK stored in the small win type counter storage area 203e5 of the same second holding area is determined from the special symbol 2 small win type table 202c2, and for example, regardless of the value of the small win type counter CK, the small win type is determined to be "small win B" or "time reduction D" depending on whether or not the specific area 65d has been passed through.
[0304] Therefore, if a small prize is won with the dynamic display of the second special pattern, the small prize type of "small prize B" or "time-saving D" will be won with a 100% probability depending on whether or not the specific area 65d is passed through.
[0305] Here, with reference to Figures 10 and 11, the game modes in each game state in the pachinko machine 10 of the first embodiment, and the game state transition conditions and transition destinations in each game state will be described. Figure 10 is a list explaining the transition trigger to each game state, the jackpot probability of a special symbol, the hit probability of a normal symbol, the recommended ball launch mode, the main prize destination, the variation time of the first special symbol, the variation time of the second special symbol, and whether or not right-hitting is possible for each game state. Figure 11 also shows the launch mode in each game state and the transition destination of the game state based on the type of jackpot won. Note that Figure 11 also shows the transition of the game state when playing in a non-recommended launch mode, but for convenience of explanation, this explanation will be omitted here. Also, the number of electric support times listed in Figures 10 and 11 is the number of times the dynamic display of the second special symbol, which can mainly be executed by right-hitting, is executed, and the time-saving termination conditions will be described in detail later in Figure 24.
[0306] As shown in Figure 10, the trigger for transition to "normal game state A" is when the game is in the initial state at the time of shipment from the factory, when the RAM is cleared, when the small win type "small win A" is won with the dynamic display of the first special pattern in "normal game state A" (i.e., when the ball is not passed through the specific area 65d during small win play), or when all dynamic displays of the second special pattern that were reserved in "normal game state B" are executed.
[0307] As shown in FIG. 10, in the "normal gaming state A," as described above, the probability of a jackpot for a special symbol is low, and the probability of a hit for a normal symbol is also low. Furthermore, in the "normal gaming state A," left-handed play is encouraged, and balls shot in left-handed play primarily land in the first starting slot 64. The dynamic display of the first special symbol "1" varies over a period of "5 to 210 seconds," while the dynamic display of the second special symbol "1" varies over a period of "5 to 190 seconds" (see FIGS. 12 to 17, described below). In the "normal gaming state A," when a right-handed play is performed, the firing mode is detected by the through gate 67, etc., and a right-handed play prohibition notification is issued by the audio output device 226 (see FIG. 5), etc., based on the detection, to suppress the firing of balls in right-handed play.
[0308] Next, the trigger for transitioning to the "normal game state A with high probability of time reduction" occurs when the dynamic display of the first special pattern in the "normal game state A" results in winning the small win type "time reduction B" or the small win type "time reduction C" (i.e., when the ball passes through the specific area 65d during the small win game) (see Figure 11).
[0309] In this "normal symbol high probability time shortening state A," as described above, the probability of winning a jackpot with a special symbol is low, while the probability of winning with a normal symbol is high. Furthermore, in the "normal symbol high probability time shortening state A," right-hand play is encouraged, and a ball launched by right-hand play may enter the second starting slot 71, where the high probability time shortening function is activated. The time period for the dynamic display of the second special symbol 1 varies over "70 seconds" or "80 seconds," while the time period for the dynamic display of the first special symbol 1 varies within the range of "2 seconds to 190 seconds" (see Figures 12 to 17, described below). In the "normal symbol high probability time shortening state A," right-hand play is encouraged, so the right-hand play prohibition notification is not executed.
[0310] Next, the trigger for transition to "Normal High Probability Time-Shortening State B" is when either the jackpot type "Time-Shortening A" or the small jackpot type "Time-Shortening D" is won in all game states, or when the small jackpot type "Time-Shortening B" or "Time-Shortening C" is won in the "time-shortening state" (i.e., "Normal High Probability Time-Shortening State A," "Normal High Probability Time-Shortening State B," or "Normal Low Probability Time-Shortening State") (see Figure 11).
[0311] In this "normal symbol high probability time shortening state B," as described above, the probability of winning a jackpot with a special symbol is low, while the probability of winning with a normal symbol is high. Furthermore, in the "normal symbol high probability time shortening state B," right-hand play is encouraged, and a ball launched by right-hand play may enter the second starting slot 71, where the high probability time shortening function is activated. The time period during which the dynamic display of the second special symbol 1 changes is within a range of "15 seconds to 190 seconds," while the time period during which the dynamic display of the first special symbol 1 changes is within a range of "2 seconds to 190 seconds" (see Figures 12 to 17, described below). In the "normal symbol high probability time shortening state B," right-hand play is encouraged, and the right-hand play prohibition notification is not executed.
[0312] Next, the trigger for transition to "normal game state B" is when the time-saving end condition is met in "normal high-probability time-shortened state A" (i.e., when the first special pattern is dynamically displayed 7 times, the second special pattern is dynamically displayed 1 time, or the first special pattern and the second special pattern are dynamically displayed a total of 8 times), or when the time-shortened end condition is met in "normal high-probability time-shortened state B" (i.e., when the first special pattern is dynamically displayed 7 times, the second special pattern is dynamically displayed 5 times, or the first special pattern and the second special pattern are dynamically displayed a total of 12 times), and there is still a reserved ball for the second special pattern (see Figure 11).
[0313] Furthermore, if the time-saving end condition is met in the "normal low-probability time-shortened state" (i.e., if any of the following is met: the first special symbol is dynamically displayed 100 times, the second special symbol is dynamically displayed 100 times, or the first special symbol and second special symbol are dynamically displayed 100 times in total), the game can also transition to "normal game state B". However, as mentioned above, when right-hand play is performed in the "normal low-probability time-shortened state", the dynamic display of the second special symbol is configured so that a jackpot can occur on average about once every six spins. Therefore, in the "normal low-probability time-shortened state", there is a high probability that a jackpot will occur before the dynamic display of the second special symbol is executed 100 times, and the next jackpot is essentially guaranteed, making it a game state in which it is difficult to transition to "normal game state B". Therefore, the relevant transition trigger is not shown in Figures 10 and 11.
[0314] In this "normal gaming state B," as described above, the probability of a jackpot for the special symbol is low, and the probability of a hit for the normal symbol is also low. Furthermore, in "normal gaming state B," the game is waiting for the game result of the dynamic display of the second special symbol remaining as a reserved ball. Therefore, the right-hit notification lamp 37c (see FIG. 3) is not lit, and left-hit play is encouraged, but no firing mode is encouraged by the third symbol display device 81, etc. Furthermore, when the dynamic display of the first special symbol is executed, the game transitions to "normal gaming state A," so the dynamic display of the first special symbol is not executed, and the variable time of the dynamic display of the second special symbol 1 is in the range of "15 to 190 seconds" (see FIGS. 12 to 17, described later).
[0315] Next, the trigger for transitioning to the "normal low probability time shortened state" is when, after the end of a jackpot, the jackpot state does not occur a predetermined number of times ("800 times" in the first embodiment) in the low probability state of the special pattern, i.e., when misses continue to be extracted while the dynamic display is performed a predetermined number of times in the low probability state of the special pattern, or when the ball does not pass through the specific area 65d when a small jackpot is won (see Figure 11).
[0316] In the "normal low-probability time-shortened state," as described above, the probability of a jackpot for the special symbol is low, and the probability of a hit for the normal symbol is also low, but the opening time of the normal electric role 72 is long (see Figure 23). Furthermore, in the "normal low-probability time-shortened state," right-hand play is encouraged, and a ball fired by right-hand play may enter the second starting hole 71, in which the low-probability time-shortening function is activated. The time period for the dynamic display of the second special symbol 1 varies within a range of "15 seconds to 190 seconds," while the time period for the dynamic display of the first special symbol 1 varies within a range of "2 seconds to 190 seconds" (see Figures 12 to 17, described below). Note that, because right-hand play is encouraged in this "normal low-probability time-shortened state," the right-hand play prohibition notification is not executed even if the ball passes through the through gate 67.
[0317] Also, as mentioned above, in the pachinko machine 10 of the first embodiment, when a special symbol 1 small jackpot is won as a result of the control judgment in the "normal game state A", a right-hand hit is performed during the small jackpot game of the first round, causing the ball to pass through the specific area 65d as a profit-granting condition, generating a jackpot game and transitioning to the "normal symbol high probability time shortening state A", and when the number of times the dynamic display of the special symbol is executed in the "normal game state A" reaches the number of times the rescue condition is met, which is the update end state, and transitions to the "normal symbol low probability time shortening state" as a granted profit. In comparison, the latter case of transitioning to the "normal symbol low probability time shortening state" is configured so that the expected value of the balls that the player can win is higher (see Figure 27).
[0318] Therefore, if a small win on special symbol 1 is won in "normal game state A", depending on the number of spins remaining until the number of times the rescue condition is met at that time, it may be better to return to "normal game state A" without generating a big win game when the small win on special symbol 1 is won, and then execute the dynamic display of the first special symbol again until the number of times the rescue condition is met, and then transition to "normal symbol low probability time shortened state", thereby increasing the expected value of the balls that can be won.
[0319] For this reason, in conventional pachinko machines, when a small win type that can result in a big win game is won (i.e., when a small win type that allows the ball to pass through a specific area is won), a ball is fired during the small win game to enter a variable winning device, and the ball is fired towards the variable winning device so that the ball passes through the specific area to generate a big win game, and the pachinko machine 10 of the first embodiment is configured to vary the content of the right-hit notification effect executed by the third pattern display device 81 during the small win opening time depending on the number of times the special pattern is executed (the number of spins remaining until the rescue condition is met) when a special pattern 1 small win is won in the "normal game state A".
[0320] Specifically, when the expected value of balls that can be obtained is higher when playing with the right-hand play method when a small jackpot is won (i.e., when a small jackpot on special chart 1 is won during the jackpot priority notification period), the right-hand play notification performance is configured to strongly suggest right-hand play and emphasize the occurrence of a jackpot (see Figure 89(b)).
[0321] On the other hand, when the expected value of balls that can be obtained is higher when the left-hand play method is used when a small jackpot is won (i.e., when a small jackpot is won on special chart 1 during the rescue priority notification period), the right-hand play notification effect is configured to perform a second notification mode that does not strongly suggest right-hand play compared to the jackpot priority notification effect and does not emphasize the occurrence of a jackpot (i.e., rescue priority notification effect) (see Figure 89 (d)). Details of the right-hand play notification effect when a small jackpot is won on special chart 1 in the "normal game state A" will be described later in Figures 28, 70 and 89.
[0322] Returning to Fig. 6, the description of the various counters continues. The stop pattern selection counter C3 is configured to increment by "1" in sequence within a range of "0 to 99", for example, and after reaching a maximum value (i.e., "99"), return to "0" at a predetermined time.
[0323] In the first embodiment, the general presentation mode of the variable presentation at the time of a jackpot and a miss, which is displayed on the third symbol display device 81, is selected by the number of reserved variable presentations and the value of the stop pattern selection counter C3. In addition, in the pachinko machine 10 of the first embodiment, a long pattern (hereinafter sometimes referred to as "long") in which a relatively long variable time is likely to be selected for each presentation mode, a middle pattern (hereinafter sometimes referred to as "middle") in which a variable time shorter than that of the long pattern is likely to be selected, and a short pattern (hereinafter sometimes referred to as "short") in which a variable time shorter than that of the middle pattern is likely to be selected are prepared.
[0324] Specifically, any of ten presentation modes can be selected: a "non-reach (long)" presentation mode in which no "reach display" occurs; a "non-reach (middle)" or "non-reach (short)" presentation mode; a "normal reach" presentation mode in which only the variable elements of a "normal reach" are executed as a "reach display"; a "super reach" presentation mode in which the variable elements of the "normal reach" are developed to execute the variable elements of a "super reach"; a "special reach" presentation mode in which the variable elements of the "normal reach" are developed to execute the variable elements of a "special reach"; a "normal reach (promotion)" presentation mode in which a promotion effect is performed after the variable elements of the "normal reach" are executed; a "super reach (promotion)" presentation mode in which a promotion effect is performed after the variable elements of a "super reach" are executed; a "special reach (promotion)" presentation mode in which a promotion effect is performed after the variable elements of a "special reach" are executed; and a "special variation" presentation mode in which a fixed effect is executed in a specified game state.
[0325] Here, each presentation mode will be explained in detail. Among the presentation modes, the "non-reach (long)" presentation mode, the "non-reach (middle)" presentation mode, and the "non-reach (short)" presentation mode (hereinafter, the "non-reach (long)" presentation mode, the "non-reach (middle)" presentation mode, and the "non-reach (short)" presentation mode may be collectively referred to as "non-reach" presentation modes) are presentation modes in which, after a "high-speed variation" variable element that shuffles each of the pattern sequences Z1 to Z3 at high speed is performed in the third pattern display device 81 in which the three pattern sequences Z1 to Z3 vary as a variation effect of the special pattern, the same third pattern does not stop in the two pattern sequences Z1 and Z3 that stop first, and a "reach display" does not occur.
[0326] The variable element of "high-speed variation" refers to, for example, a variable element in which the third symbols displayed in each of the symbol rows Z1 to Z3 (see FIG. 4) are scrolled vertically downward on the display screen at high speed in the third symbol variation effect performed on the third symbol display device 81. In this "high-speed variation," the third symbol is varied so that the player cannot clearly recognize the display content of the third symbol, and an effect is executed in which the stop results of the previously stopped and displayed variation effect are randomly mixed (shuffled).
[0327] In the pachinko machine 10 of the first embodiment, after the "high-speed fluctuation" variable element is performed, the "low-speed fluctuation" variable element is performed except for certain presentation modes ("non-reach (middle)" presentation mode, "non-reach (short)" presentation mode).
[0328] The "slow-speed fluctuation" variable element refers to a variable element that scrolls the third symbol slowly at a speed visible to the player after the "fast-speed fluctuation" variable element in the third symbol fluctuation presentation performed by the third symbol display device 81. In this "slow-speed fluctuation" variable element, each symbol sequence Z1 to Z3 is displayed in a stopped state in order while the player is allowed to recognize the displayed content of the third symbol. If the same third symbol stops in the two symbol sequences that are displayed first (for example, the left symbol sequence Z1 and the right symbol sequence Z3 (see Figure 4)), a "reach display" occurs, and the game progresses to a "normal reach" variable element. On the other hand, if different third symbols stop in the two symbol sequences that are displayed first, Z1 and Z3, the remaining symbol sequence Z2 is displayed in a stopped state, and the variable presentation ends. Details of the "fast-speed fluctuation" variable element and each variable element, including the "slow-speed fluctuation" variable element, will be described later.
[0329] Therefore, in the "non-reach (long)" presentation mode, the variable element of "high-speed fluctuation" is performed after the variable element of "low-speed fluctuation", and each of the symbol rows Z1 to Z3 stops in order, and different third symbols stop on the two symbol rows Z1 and Z3 that stop first, and the remaining one symbol row Z2 stops, and the variable presentation of 1 ends. On the other hand, in the "non-reach (middle)" presentation mode and the "non-reach (short)" presentation mode, the variable element of "slow-speed fluctuation" is not performed after the "high-speed fluctuation" is performed, and after the variable element of "high-speed fluctuation" ends, each of the symbol rows Z1 to Z3 stops simultaneously, and different third symbols stop on the two symbol rows Z1 and Z3 (for example, the two symbol rows that stop first in the "non-reach (long)" presentation mode), and the other symbol rows Z2 also stop, and the variable presentation of 1 ends.
[0330] Among the presentation modes, the "normal reach" presentation mode is one of the presentation modes of the "reach display" in which, in the third pattern variation presentation in the third pattern display device 81, the variable elements of the "normal reach" are executed immediately after the same third pattern stops in the two pattern rows Z1 and Z3 that are displayed first, and the display does not develop into other "reach displays", i.e., the variable elements of the "super reach" or the variable elements of the "special reach".
[0331] Among the presentation modes, the "Super Reach" presentation mode is one of the presentation modes of the "Reach Display" in which the variable elements of the "Normal Reach" are developed and the variable elements of the "Super Reach" are executed.
[0332] Among the presentation modes, the "special reach" presentation mode is one of the presentation modes of the "reach display" in which the variable elements of the "normal reach" are developed and the variable elements of the "special reach" are executed.
[0333] Among the presentation modes, the "normal reach (promotion effect)" presentation mode is one of the presentation modes of the "reach display" in which, after announcing that a small win has been won in the variable element of the "normal reach" (i.e., any of the same third symbols from "0," "2," "4," "6," or "8" stops in the symbol columns Z1 to Z3, or the same third symbol stops in the symbol columns Z1 and Z3 and a third symbol with the letters "challenge symbol" stops in the middle symbol column Z2), a variable element of the "promotion effect" is executed, which stops any of the same third symbols from "1," "3," "5," "7," or "9" in each of the symbol columns Z1 to Z3.
[0334] Among the presentation modes, the "Super Reach (Promotion Presentation)" presentation mode is one of the "Reach Display" presentation modes in which the variable element of the "Promotion Presentation" is executed after announcing that a small win has been won in the variable element of the "Super Reach."
[0335] Among the presentation modes, the "Special Reach (Promotion Presentation)" presentation mode is one of the presentation modes of the "Reach Display" in which the variable element of the "Promotion Presentation" is executed after announcing that a small win has been won in the variable element of the "Special Reach."
[0336] Among the presentation modes, the "special variation" presentation mode is a presentation mode that can be selected when the final dynamic display of the second special pattern is executed in the "normal high probability time shortened state", and as a limited presentation, a right-hand play is executed to execute an announcement presentation on the third pattern display device 81 so as to store reserved balls for the dynamic display of the second special pattern, and then the result of the change presentation is announced.
[0337] The value of the stop pattern selection counter C3 is updated, for example, periodically (in the first embodiment, once for each timer interrupt process (see FIG. 40)). Then, at the timing when a ball enters the first start port 64, it is stored in the stop pattern selection counter storage area 203d3 of the first reserved area in which the jackpot random number counter C1 is stored, among the first reserved areas 1 to 4 provided in the first reserved ball storage area 203d corresponding to the first start port 64 as the start detection area. Also, at the timing when a ball enters the second start port 71, it is stored in the stop pattern selection counter storage area 203e3 of the second reserved area in which the jackpot random number counter C1 is stored, among the second reserved areas 1 to 4 provided in the second reserved ball storage area 203e corresponding to the second start port 71.
[0338] In the pachinko machine 10 of the first embodiment, the stop pattern table 202e that refers to the value of the stop pattern selection counter C3 is configured to differ depending on whether the variable effect is a success or failure, the current game state, and the number of variable effects (number of reserved balls) of both special symbols currently on hold. That is, a plurality of types of stop pattern tables 202e are provided, and the table is configured to be selected depending on the number of variable effects (number of reserved balls) of both special symbols on hold, etc.
[0339] In the first embodiment, when determining the detailed variation pattern of the variation effect, first, based on the reserved number table 202d provided in the ROM 202, one of the stop pattern tables 202e corresponding to the success or failure of the variation effect, the current game state, and the current number of variation effects (number of reserved balls) is selected. Then, based on the selected stop pattern table 202e and the value of the stop pattern selection counter C3, a presentation mode that is a rough mode of the variation effect is selected. After that, based on the selected presentation mode and the value of the variation type counter CS1 described later, a detailed variation pattern (variation time) of the variation effect is determined.
[0340] The multiple stop pattern tables 202e are set so that the range of random number values of the stop pattern selection counter C3, which selects the presentation mode, differs for each stop pattern table 202e. The reason why multiple stop pattern tables 202e are provided is to change the selection ratio of the presentation mode of the variable presentation depending on whether the variable presentation is a hit or miss, the game status, and the number of reserved balls. That is, the selection ratio of the presentation mode is changed depending on (1) whether a jackpot occurs in the variable presentation of the acquired third symbol, (2) whether the current game status of the pachinko machine 10 is the "normal symbol high probability time shortened state," "normal symbol low probability time shortened state," or "normal game status," and (3) how many reserved balls there are for the reserved variable presentation.
[0341] The first reason for this is to change the expectation of a jackpot for each presentation mode. That is, by configuring the selection ratio of the stop patterns, i.e., the "non-reach" presentation mode, the "normal reach" presentation mode, the "super reach" presentation mode, and the "special reach" presentation mode, to be different between when the jackpot lottery is won and when the jackpot lottery is lost, the expectation of a jackpot is changed for each presentation mode. Specifically, for example, when the jackpot lottery is won, the "super reach" presentation mode or the "special reach" presentation mode is easily selected, and when the jackpot lottery is not won, the "non-reach" presentation mode or the "normal reach" presentation mode is easily selected.
[0342] By configuring it in this way, the "Super Reach" presentation mode and the "Special Reach" presentation mode can be made to be presentations that make it easier to win a jackpot, and the "Normal Reach" presentation mode and the "Non-Reach" presentation mode can be made to be presentations that make it harder to win a jackpot or that do not result in a jackpot, making it possible to differentiate the likelihood of winning a jackpot for each presentation mode. Therefore, when a presentation that makes it easier to win a jackpot appears in the variable presentation, it is suggested to the player that there is a high possibility of a jackpot occurring while that presentation that makes it easier to win is being performed, thereby increasing the player's interest in the game.
[0343] Specifically, in the pachinko machine 10 of the first embodiment, when the acquired lottery result is a jackpot, a presentation mode (stop pattern) that is the general content of the variable presentation is selected based on the stop pattern table 202e that makes it easy to select a presentation that is likely to result in a jackpot and that makes it difficult to select a presentation that is unlikely to result in a jackpot. On the other hand, when the acquired lottery result is a loss, a presentation mode (stop pattern) of the variable presentation is selected based on the stop pattern table 202e that makes it difficult to select a presentation that is likely to result in a jackpot and that makes it easy to select a presentation that is unlikely to result in a jackpot. As a result, when the lottery result of the third symbol is notified to the player in the variable presentation, if a presentation that is likely to result in a jackpot is being executed, a jackpot is more likely to occur in that variable presentation, and if a presentation that is unlikely to result in a jackpot is being executed, a jackpot is more likely to occur in that variable presentation. By providing a difference in the expected value of a jackpot for each presentation mode (stop pattern), it is possible to increase the interest in the game during the execution of the variable presentation.
[0344] The second reason is to minimize wasted balls (so-called overflow winnings resulting in no special pattern being drawn) that result from a ball entering the first starting hole 64 when the number of waiting times for the first special pattern variable effect has reached its upper limit, or a ball entering the second starting hole 71 when the number of waiting times for the second special pattern variable effect has reached its upper limit.
[0345] Specifically, the number of waiting times for the first special symbol and the second special symbol variation effects is limited to a maximum of four times each, and the variation effects are executed for at least a certain period of time. Therefore, in game states where balls are likely to land in the second starting slot 71 in the "normal symbol high probability time shortened state" and the "normal symbol low probability time shortened state," the maximum number of reserved balls for the second special symbol is likely to be reached. In these game states, if a variation effect with a long variation time is selected, balls will frequently land in the second starting slot 71 when the maximum number of reserved balls for the second special symbol has been reached. Even if a ball lands in the second starting slot 71 as a condition for a profit award, the lottery opportunity for the second special symbol cannot be obtained. Furthermore, even in the "normal game state," if a variation effect with a long variation time is selected when the maximum number of reserved balls for the first special symbol has been reached, the reserved balls for the first special symbol are not consumed during the execution of the variation effect. Therefore, even if a ball lands in the first starting slot 64 during that time, the lottery opportunity for the first special symbol cannot be obtained. In this state, the player will judge that he or she will not gain any gaming value by putting the ball into the first starting hole 64, and will stop shooting balls and suspend play until the variable performance is exhausted and the player can acquire the reserved balls again. If the game is suspended, the operating rate of the pachinko machine 10 will decrease, which will have an impact on the business of the gaming parlor.
[0346] Therefore, the pachinko machine 10 of the first embodiment is configured to select the presentation mode of the variable presentation based on the stop pattern table 202e in which a short variation time is likely to be selected in a game state in which the maximum number of reserved balls for the third symbol (first special symbol or second special symbol) is likely to be reached or in a number of reserved balls close to (or equal to) the maximum number of reserved balls. This makes it possible to suppress balls from entering the first start hole 64 or the second start hole 71 in a state in which the maximum number of reserved balls for the third symbol (first special symbol or second special symbol) has been reached.
[0347] A third reason is that by setting a longer execution time and delaying the end of the variable effect, the variable effect can be maintained for a longer period of time. Specifically, when the number of balls reserved for the variable effect is low (none), the next variable effect cannot be initiated unless a new ball is placed into either the first start slot 64 or the second start slot 71 within the variable effect time of the currently executing variable effect. Therefore, a demo screen or the like must be displayed on the third symbol display device 81. If a player launches a ball and plays a game but no variable effect is performed on the third symbol display device 81, the player loses interest in the jackpot lottery he or she is looking for and loses interest in the game. Furthermore, if the variable effect is not performed on the third symbol display device 81, the player may perceive the pachinko machine 10 as one in which it is difficult for balls to be placed into the first start slot 64 or the second start slot 71, conclude that the machine is difficult to obtain game value from, and stop playing the pachinko machine 10.
[0348] Therefore, in the pachinko machine 10 of the first embodiment, when the number of reserved balls for the variable performance is small, the variable performance mode is selected based on the stop pattern table 202e, which is likely to select a long variable time. This makes it difficult for a situation to occur in which the variable performance is not being performed in the third pattern display device 81, and makes it possible to maintain the variable performance execution state in the third pattern display device 81 for a long time.
[0349] The fourth reason is that by shortening the execution time of the variable display of the first special symbol in the game state in which right-hand play is performed, the execution period of the dynamic display of the first special symbol in the game state in which right-hand play is performed is shortened. As described above, in the pachinko machine 10 of the first embodiment, right-hand play is recommended in the "normal symbol high probability time shortened state" and the "normal symbol low probability time shortened state", and when the normal electric role 72 is in the open state by the right-hand play, it becomes possible for the ball to enter the second starting hole 71, so that the dynamic display of the second special symbol is easily executed. And, the dynamic display of the second special symbol is configured so that a jackpot (small jackpot) can occur on average about once every six spins.
[0350] On the other hand, during right-hand play, it is difficult to win the first starting hole 64, and the dynamic display of the first special symbol is difficult to execute. The dynamic display of the first special symbol is configured so that a big win (small win) can only occur about once every 300 spins on average. For this reason, during right-hand play, the dynamic display of the first special symbol is difficult to execute compared to the dynamic display of the second special symbol, and is a dynamic display that is difficult to cause a big win (small win). Therefore, in the pachinko machine 10 of the first embodiment, when the dynamic display of the first special symbol that results in a miss in the "normal symbol high probability time shortening state" and the "normal symbol low probability time shortening state" is executed, the performance mode of the variable performance is selected based on the stop pattern table 202e in which a short variable time is likely to be selected.
[0351] As a result, in the "normal symbol high probability time shortened state" and the "normal symbol low probability time shortened state," the execution period of the dynamic display of the first special symbol, which is a losing symbol, is shortened, so that the player can focus only on the changing presentation of the dynamic display of the second special symbol, which is more likely to win a big or small prize, and the dragging of the game can be prevented.
[0352] Here, the details of the reserved number table 202d will be explained with reference to Fig. 12. Fig. 12(a) is a diagram schematically showing the reserved number table 202d1 for special symbol 1 corresponding to the first special symbol, and Fig. 12(b) is a diagram schematically showing the reserved number table 202d2 for special symbol 2 corresponding to the second special symbol.
[0353] As described above, in the pachinko machine 10 of the first embodiment, when a first special symbol variable effect is performed based on a ball entering the first starting hole 64, the system refers to the reserved number table 202d1 for special symbol 1 based on whether the variable effect is successful, the game state at that time, and the total reserved number of the first special symbol variable effect at that time, and selects one of the stop pattern tables 202e1 to 202e5. Also, when a second special symbol variable effect is performed based on a ball entering the second starting hole 71, the system refers to the reserved number table 202d2 for special symbol 2 based on whether the variable effect is successful, the game state at that time, and the total reserved number of the second special symbol variable effect at that time, and selects one of the stop pattern tables 202e1 to 202e6. Then, the general performance mode of the variable effect is determined based on one of the selected stop pattern tables 202e1 to 202e6 and the value of the stop pattern selection counter C3.
[0354] Specifically, as shown in the reserved number table 202d1 for special symbol 1 in FIG. 12(a), when a miss is extracted in the "normal gaming state" and the number of reserved balls for the first special symbol is "1 to 3," table A 202e1 (see FIG. 13(a)) of the stop pattern table 202e is selected. Also, when a miss is extracted in the "normal gaming state" and the number of reserved balls for the first special symbol is "4," table B 202e2 (see FIG. 13(b)) of the stop pattern table 202e is selected. On the other hand, when the small win type "time-saving C" is extracted in the "normal gaming state," table C 202e3 (see FIG. 14(a)) of the stop pattern table 202e is selected regardless of the number of reserved balls. Furthermore, when the small win type "time reduction B" in the "normal gaming state" is extracted, the D table 202e4 (see FIG. 14(b)) of the stop pattern table 202e is selected regardless of the number of reserved balls.
[0355] Next, when a miss is extracted in the "normal high probability time shortening state" or the "normal low probability time shortening state", table E 202e5 (see Figure 15(a)) of the stop pattern table 202e is selected regardless of the number of reserved balls. Also, when a small win is extracted in the "normal high probability time shortening state" or the "normal low probability time shortening state", table D 202e4 (see Figure 14(b)) of the stop pattern table 202e is selected regardless of the number of reserved balls.
[0356] Next, as shown in the reserved number table 202d2 for special symbol 2 in FIG. 12(b), when a miss is extracted in the "normal gaming state A" and the number of reserved balls for the second special symbol is "1 to 3," table A 202e1 (see FIG. 13(a)) of the stop pattern table 202e is selected. Also, when a miss is extracted in the "normal gaming state A" and the number of reserved balls for the second special symbol is "4," table B 202e2 (see FIG. 13(b)) of the stop pattern table 202e is selected. On the other hand, when a big win or small win is extracted in the "normal gaming state A," table C 202e3 (see FIG. 14(a)) of the stop pattern table 202e is selected regardless of the number of reserved balls.
[0357] Next, for the fifth spin of the second special symbol in "Normal High Probability Time-Shortening State A" or "Normal High Probability Time-Shortening State B," regardless of the lottery result and the number of reserved balls, F table 202e6 (see FIG. 15(b)) of the stop pattern table 202e is selected. Also, for the first to fourth spins of "Normal High Probability Time-Shortening State B," or when a miss is extracted in "Normal Low Probability Time-Shortening State" or "Normal Game State B," regardless of the number of reserved balls, A table 202e1 (see FIG. 13(a)) of the stop pattern table 202e is selected. On the other hand, for the first to fourth spins of "Normal High Probability Time-Shortening State B," or when a jackpot or small jackpot is extracted in "Normal Low Probability Time-Shortening State" or "Normal Game State B," regardless of the number of reserved balls, D table 202e4 (see FIG. 14(b)) of the stop pattern table 202e is selected.
[0358] The stop pattern table 202e may be configured to vary depending on the number of reserved balls even when a losing first special symbol is extracted in the "normal gaming state" and when a losing second special symbol is extracted in the "normal gaming state A." For example, when a jackpot is won and the number of reserved balls is large, the stop pattern table 202e in which a relatively short variation pattern is likely to be selected may be configured to be selected.
[0359] In this case, for example, in each presentation mode in which a "reach display" is executed, a presentation mode is selected in which only the time period for the "high-speed fluctuation" variable element is changed from 10 seconds to only 5 seconds. By configuring in this way, for example, when a variable effect is started with the maximum number of reserved balls of the first special pattern being 4, even if the "high-speed fluctuation" variable element is executed for 5 seconds, a "reach display" may occur in the variable effect at the time when the 5-second "high-speed fluctuation" variable element ends (the time when it is recognized as a 5-second "high-speed fluctuation" variable element). Therefore, even if a 5-second "high-speed fluctuation" variable element is executed, by configuring the system to execute a presentation mode in which a "reach display" other than the "non-reach (short)" presentation mode, it is possible to make it unclear at the time when the 5-second "high-speed fluctuation" variable element is executed whether the variable effect will result in a jackpot or a miss.
[0360] Next, each stop pattern table 202e will be described with reference to Fig. 13. Fig. 13(a) is a diagram schematically illustrating an example of an A-table 202e1 of the stop pattern table 202e, Fig. 13(b) is a diagram schematically illustrating an example of a B-table 202e2 of the stop pattern table 202e, and Fig. 14(a) is a diagram schematically illustrating an example of a C-table 202e3 of the stop pattern table 202e. Fig. 14(b) is a diagram schematically illustrating an example of a D-table 202e4 of the stop pattern table 202e, Fig. 15(a) is a diagram schematically illustrating an example of an E-table 202e5 of the stop pattern table 202e, and Fig. 15(b) is a diagram schematically illustrating an example of an F-table 202e6 of the stop pattern table 202e.
[0361] As shown in Figure 13(a), in table A 202e1 of the stop pattern table 202e, the range of the stop pattern selection counter C3 corresponding to the "non-reach (long)" presentation mode is set to "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set to "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "98" and "99".
[0362] In addition, in table A 202e1, no values are assigned to the "non-reach (middle)" presentation mode, the "non-reach (short)" presentation mode, the promotion presentation mode, and the "special change" presentation mode in the stop pattern selection counter C3, and the table is set so that none of the "non-reach (middle)" presentation mode, the "non-reach (short)" presentation mode, the promotion presentation mode, and the "special change" presentation mode are selected.
[0363] Next, as shown in Figure 13(b), in table B 202e2 of the stop pattern table 202e, the range of the stop pattern selection counter C3 corresponding to the "non-reach (middle)" presentation mode is set to "0" to "74", the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "75" to "94", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set to "95" to "97", and the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "98, 99".
[0364] In addition, in table B 202e2, no values are assigned to the "non-reach (long)" presentation mode, the "non-reach (short)" presentation mode, the promotion presentation mode, and the "special change" presentation mode in the stop pattern selection counter C3, and the table is set so that none of the "non-reach (long)" presentation mode, the "non-reach (short)" presentation mode, the promotion presentation mode, and the "special change" presentation mode are selected.
[0365] That is, in the A table 202e1, the selection rates are set as follows: "non-reach (long)" presentation mode 75%, "normal reach" presentation mode 20%, "super reach" presentation mode 3%, and "special reach" presentation mode 2%. Also, in the B table 202e2, the selection rates are set as follows: "non-reach (middle)" presentation mode 75%, "normal reach" presentation mode 20%, "super reach" presentation mode 3%, and "special reach" presentation mode 2%.
[0366] That is, in the A table 202e1, the "non-reach (long)" presentation mode is selected, and in the B table 202e2, the "non-reach (middle)" presentation mode is selected instead of the "non-reach (long)" presentation mode. On the other hand, in the A table 202e1 and the B table 202e2, each "reach display" is selected at the same rate.
[0367] Therefore, since the A table 202e1 and the B table 202e2 are selected so that only the "non-reach" presentation mode has a different long presentation mode or middle presentation mode, it can be said that the A table 202e1 is likely to have a relatively long variable presentation time compared to the B table 202e2. In other words, it can be said that the B table 202e2 is likely to have a shorter variable presentation time compared to the A table 202e1.
[0368] In this way, in the "normal gaming state A" where left-handed play is encouraged, when a losing lottery result is extracted, the system is configured to select the presentation mode of the variable presentation based on the number of reserved balls for the reserved variable presentation. For example, when the number of reserved balls for the variable presentation is large, the "non-reach (middle)" presentation mode, which has a relatively short variable presentation time, is selected. As a result, when the number of reserved balls for the variable presentation is large, the execution time of the variable presentation is shortened and the number of executions of the variable presentation is increased, thereby improving the execution efficiency of the variable presentation.
[0369] Also, for example, when the number of reserved balls for the variable performance is small, a "non-reach (long)" performance mode with a longer variable performance time than the "non-reach (middle)" performance mode is selected in order to ensure the time for the ball to enter the first start port 64 (second start port 71). This makes it possible to perform the "non-reach (long)" performance mode with a longer variable performance time than when the "non-reach (middle)" performance mode is selected, making it easier to ensure the time for the ball to enter the first start port 64, and by increasing the possibility of a new start winning occurring during the execution time of the variable performance in the third pattern display device 81, the situation in which the variable performance is being executed can be maintained.
[0370] In the first embodiment, when selecting the presentation mode for a missing variable presentation, the stop pattern table 202e selected based on the number of balls reserved for the variable presentation is configured to be different, but the same presentation mode is selected when determining the variable presentation based on the time the ball enters the first starting port 64 or the second starting port 71 and when determining the variable presentation based on the start of the variable presentation based on the ball entering the port.
[0371] Specifically, for example, in the case of a missing variable effect, either table A 202e1 or table B 202e2 is selected based on the number of balls reserved for the variable effect, but the values of the stop pattern selection counter C3 assigned to the "non-reach (long)" effect mode or the "non-reach (middle)" effect mode, the "normal reach" effect mode, the "super reach" effect mode, or the "special reach" effect mode are set to be the same on table A 202e1 and table B 202e2.
[0372] In other words, the only difference is whether a "non-reach (long)" presentation mode or a "non-reach (middle)" presentation mode is selected in the "non-reach" presentation mode based on the number of reserved balls in the variable presentation, and the only difference is the time of the variable element of the "high-speed fluctuation," but substantially the same presentation mode is selected. Therefore, the presentation mode selected at the time of the start winning and the presentation mode selected at the start of the fluctuation are substantially the same (same type) presentation modes, even if the game state transitions (for example, the number of reserved balls increases). As a result, even if a pre-reading notice such as a "reserved change notice" is made based on the presentation mode selected at the time of the start winning, the content of the variable presentation executed will be substantially the same (same type), and it is possible to execute a presentation that does not cause any discrepancy with the content of the pre-reading notice in the variable presentation that is the target of the pre-reading notice.
[0373] Next, as shown in Figure 14(a), in C table 202e3 of stop pattern table 202e, the range of the stop pattern selection counter C3 corresponding to the "normal reach" presentation mode is set to "0" to "2", the range of the stop pattern selection counter C3 corresponding to the "super reach" presentation mode is set to "3" to "20", the range of the stop pattern selection counter C3 corresponding to the "special reach" presentation mode is set to "21" to "50", the range of the stop pattern selection counter C3 corresponding to the "normal reach (promotion presentation)" presentation mode is set to "51, 52", the range of the stop pattern selection counter C3 corresponding to the "super reach (promotion presentation)" presentation mode is set to "53" to "69", and the range of the stop pattern selection counter C3 corresponding to the "special reach (promotion presentation)" presentation mode is set to "70" to "99".
[0374] In addition, table C 202e3 is a stop pattern table 202e that is selected when a small win occurs in the dynamic display of the first special pattern in the "normal game state A", and since a "reach display" always occurs, it is set so that the "non-reach" presentation mode and the "special variation" presentation mode are not sel...
Claims
[Claim 1] a launching means capable of launching a game ball; A starting ball entry area provided in the game area where the game ball can flow down; A determination means for executing a predetermined determination based on the game ball entering the starting ball entry area; a display means for variably displaying a predetermined symbol when a gaming ball enters the starting ball entry area; a variable ball entry means provided in the game area, which can switch between a second state in which it is difficult or impossible for the game ball to enter the game area and a first state in which it is possible for the game ball to enter the game area from the second state when a specific determination result is made by the determination means; An update means for updating specific information based on the establishment of a predetermined update condition in the variable display, This gaming machine is In a specific game state in which the specific information can be updated by the update means, when the specific information reaches a predetermined updated state, a specific display is displayed; When a condition for generating a profit state is met after the specific display, a predetermined profit state is generated. a notification control means for executing a predetermined notification mode display in a first notification mode display or a second notification mode display different from the first notification mode display, This gaming machine is The game ball launched by the launching means enters the variable ball entry means in the first state, and a specific benefit is generated based on the establishment of a predetermined game condition; In a predetermined gaming state before the occurrence of the predetermined advantageous state, when the specific judgment result is obtained by the judgment means, the execution of a first predetermined gaming operation thereafter may be more disadvantageous to the player than the execution of a second predetermined gaming operation, The notification control means When the determination means makes the specific determination result, notification switching is executable to switch the notification mode display so that the first notification mode display is executed at a predetermined timing that is a predetermined period before the specific information reaches the predetermined updated state, and the second notification mode display is executed at a specific timing that is after the predetermined timing and before the specific information reaches the predetermined updated state, The notification switching is configured to be executable when the game state becomes the predetermined game state, This gaming machine is When the specific determination result is obtained in the specific game state, the specific notification mode display is executed in the second notification mode display for the specific determination result, thereby urging the player to execute the second specific game operation, This gaming machine is At least, between the predetermined timing and the specific timing when the notification switching is executed, a predetermined game operation notification display that is different from the first notification mode display and the second notification mode display and that notifies the player that a predetermined game operation can be executed based on the player's judgment, rather than a game operation instruction display from the gaming machine to the player, can be executed; The specific information is configured to be able to set predetermined period information, which is information corresponding to the period from the initial state until the specific information reaches the predetermined updated state, in a predetermined storage area based on at least the game ball entering the starting ball entry area, The period of time until the specific information reaches the specific timing from the initial state can be changed based on the type of the predetermined period information, a period from an initial state until the specific information reaches the specific timing is longer than a period from the specific timing until the specific information reaches the predetermined updated state, The notification mode display is The notification mode display is configured by at least a first display element constituting a part of the notification mode display and a second display element different from the first display element, When the specific notification switching is executed to switch from the first notification mode display to the second notification mode display, the display content of the first display element is not switched, and the display content of the second display element is switched and displayed. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2008295672A
Game machine
JP2022134007A