Gaming machine
The pachinko gaming machine enhances player engagement by implementing multiple gaming states with distinct probabilities and notifications, addressing the lack of state indication in existing machines to maintain interest and enjoyment.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-04-28
- Publication Date
- 2026-04-10
AI Technical Summary
The existing pachinko gaming machines lack notification means to maintain gaming interest during different gaming states, leading to a potential decline in player engagement.
Implementing a gaming machine with multiple game states, including a first and second gaming state with varying probabilities and ball entry ease, and using notification methods and signal output means to inform players of these states, enhancing player engagement through differentiated gameplay experiences.
The solution effectively maintains player interest by providing clear notifications of gaming states, thereby preventing a decline in enjoyment and enhancing the overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine typified by a pachinko gaming machine.
Background Art
[0002] In a pachinko gaming machine, which is one type of gaming machine, a jackpot determination is made to determine whether or not it is a jackpot on the condition that a game ball enters a start port. When the jackpot determination is made, a variable display of a special symbol for notifying the result of the jackpot determination is performed. When the result of the jackpot determination is derived as a jackpot in the variable display of the special symbol, a jackpot game advantageous to the player is executed. When the jackpot game is executed, the variable start port that can be opened and closed may enter a time-limited state in which game balls are more likely to enter than in the normal gaming state (non-time-limited state) (see Patent Document 1).
[0003] In the gaming machine according to Patent Document 1, after the jackpot game is executed, the variable start port that can be opened and closed may enter a time-limited state in which game balls are more likely to enter than in the normal gaming state (non-time-limited state).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, the gaming machine described in Patent Document 1 has no notification means regarding the gaming state being set, for example, so there is room for improvement to suppress a decrease in gaming interest.
Means for Solving the Problems
[0006] The gaming machine disclosed in this specification is a first gaming state and a second gaming state less advantageous than the first gaming state,A third game state that is more advantageous than the second game state, A setting means that can set one game state from multiple game states including, Notification methods, A signal output means capable of outputting a predetermined signal to the outside of the gaming machine, Equipped with, In the first game state, the notification means enters the first state. In the second game state, the notification means enters the second state. the law of nature, The aforementioned first game state is a game state in which the probability of winning is set to a predetermined normal probability, and the ease of balls entering the variable ball entry slot is set to a predetermined normal setting. The signal output means is In the first game state, the first signal is output, while in the second game state or the third game state, the first signal is not output. In the first game state set from the third game state, a second signal different from the first signal is output, while in the first game state set from the second game state, the second signal is not output. It is characterized by the following: [Effects of the Invention]
[0007] According to the present invention, it is possible to suppress the decline in the enjoyment of playing games. [Brief explanation of the drawing]
[0008] [Figure 1] This is a front view of a gaming machine according to one embodiment of the present invention. [Figure 2] This is a schematic front view showing the second major prize-winning device and other features of the gaming machine. [Figure 3] This is an enlarged view of section A shown in Figure 1, illustrating the display devices installed in the gaming machine. [Figure 4] This block diagram shows the electrical configuration of the main control board side of the gaming machine. [Figure 5] This block diagram shows the electrical configuration of the sub-control board side of the gaming machine. [Figure 6] This table shows the various random numbers acquired by the microcontroller used for game control. [Figure 7] (A) This is the jackpot determination table. (B) This is the jackpot symbol type determination table. (C) This is the minor prize symbol type determination table. (D) This is the losing symbol type determination table. (E) This is the reach determination table. [Figure 8] This is a determination table for the types of winning symbols (both big and small) and a table that explains the types of big and small wins. [Figure 9] It is a losing symbol type determination table, which is a table explaining the types of losses. [Figure 10-1] (A) It is an ordinary symbol winning determination table. (B) It is an ordinary symbol variation pattern determination table. (C) It is an electric chew opening pattern determination table. [Figure 10-2] It is a table showing the hitting method for each gaming state, the mode of the status notification lamp, and the output mode of signals by the external terminal board, etc. [Figure 10-3] It is a timing chart showing the mode of the hitting instruction lamp, the mode of the status notification lamp, and the change in the output mode of status signals 1 to 2 by the external terminal board according to the change in the gaming state. [Figure 10-4] It is a timing chart showing the mode of the hitting instruction lamp, the mode of the status notification lamp, and the change in the output mode of status signals 1 to 2 by the external terminal board when a power failure occurs during the setting of the time-saving state B. [Figure 11] It is a special symbol variation pattern determination table for non-time-saving states. [Figure 12] (A) It is a special symbol variation pattern determination table for time-saving state A. (B) It is a special symbol variation pattern determination table for time-saving state B. [Figure 13] It is a specific table for the start winning command. [Figure 14] It is a flowchart of the main control main process. [Figure 15] It is a flowchart of the main side timer interrupt process. [Figure 16] It is a flowchart of the sensor detection process. [Figure 17] It is a flowchart of the gate passing process. [Figure 18] It is a flowchart of the normal operation process. [Figure 19] It is a flowchart of the special operation process. [Figure 20] It is a flowchart of the special symbol standby process. [Figure 21] It is a flowchart of the big win determination process. [Figure 22]This is a flowchart of the variable pattern selection process. [Figure 23] This is a flowchart of the variable pattern selection process. [Figure 24] This is a flowchart of the processing during special symbol changes. [Figure 25] This is a flowchart for the process of determining special symbols. [Figure 26-1] This is a flowchart for managing the game state. [Figure 26-2] This is a flowchart for handling unexpected events. [Figure 26-3] This is a flowchart for ceiling treatment. [Figure 27] This is a flowchart for the special electric bonus mechanism processing 1 (jackpot game). [Figure 28] This is a flowchart for the game state setting process. [Figure 29] This is a flowchart for the special electric bonus mechanism processing 2 (minor win game). [Figure 30] This is a flowchart for the special electric bonus mechanism processing 2 (minor win game). [Figure 31] This is a flowchart of the distribution member control process. [Figure 32] This is a flowchart of the sensor detection process for a specific area. [Figure 33] This is a flowchart of the sub-control main processing. [Figure 34] This is a flowchart for handling a 1ms timer interrupt. [Figure 35] This is a flowchart for handling a 10ms timer interrupt. [Figure 36] This is a flowchart of the received command parsing process. [Figure 37] This is a timing chart showing the opening pattern of the second major prize entry point and the operation pattern of the distribution mechanism in a minor prize game. [Figure 38] This diagram illustrates the general flow of gameplay in a gaming machine according to an embodiment of this model. [Figure 39](A) This figure shows the display screen for the normal performance mode. (B) This figure shows the display screen for the RUSH performance mode. (C) This figure shows the display screen for the CHANCE performance mode. [Figure 40] This is an explanatory diagram showing a specific example of a normal variation in the variation animation. [Figure 41] This is an explanatory diagram showing a specific example of an N-reach (normal reach) in the variable animation. [Figure 42] This is an explanatory diagram showing a specific example of a special reach in the variable animation sequence. [Figure 43] This is an explanatory diagram showing a specific example of a battle reach based on the lottery in Special Feature 2. [Figure 44] This diagram illustrates how, in response to the transition from time-saving state A to time-saving state B, the right-hand shooting notification image RI is hidden and the left-hand shooting return image LI is displayed, the shooting method indicator lamp 45 is changed from the right-hand shooting notification mode (lit) to the left-hand shooting notification mode (off), and the status notification lamp 46 is changed from the second lit mode to the off mode. [Modes for carrying out the invention]
[0009] 1. Structure of a gaming machine A pachinko game machine, which is one embodiment of the present invention, will be described based on the drawings. As shown in Figure 1, the first embodiment of the pachinko game machine 1 comprises a game machine frame 50 and a game board 2 mounted inside the game machine frame 50. The front frame 51 of the game machine frame 50 is provided with a handle 60 for launching game balls with a launching strength corresponding to the rotation angle, a ball supply tray (upper tray) 61 for storing game balls, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be accommodated in the ball supply tray 61. The front frame 51 is also provided with an effect button 63 and a select button 64 (see the plan view within the dashed line in Figure 1) that can be operated by the player during effects performed as the game progresses. The front frame 51 is also provided with a decorative frame lamp 66 and a speaker 67.
[0010] The game board 2 has a game area 3, which is surrounded by rail members 4, through which game balls launched by operating the handle 60 flow. The game board 2 is also equipped with decorative board lamps 5 (see Figure 5). Multiple game pins (not shown) are provided protruding from the game area 3 to guide the game balls.
[0011] Furthermore, an image display device 7 (a predetermined display means), which is a liquid crystal display device, is provided near the center of the game area 3. The display screen 7a (display section) of the image display device 7 has a performance symbol display area that displays the variation of performance symbols (decorative symbols) 8L, 8C, and 8R in synchronization with the variation display (variable display) of the first special symbol and the second special symbol, which will be described later. The performance symbol display area consists of three display areas, for example, "left," "middle," and "right." The left performance symbol 8L is displayed in the left display area, the middle performance symbol 8C is displayed in the middle display area, and the right performance symbol 8R is displayed in the right display area. Each performance symbol consists of multiple symbols representing numbers from "1" to "9," for example. The image display device 7 clearly displays the results of the fluctuations of the first special symbol and the second special symbol, which are shown on the first special symbol display device 41a and the second special symbol display device 41b (see Figure 3) described later, based on the combination of the left, center, and right performance symbols (i.e., the results of the jackpot lottery).
[0012] For example, if a jackpot is won, the performance symbols will stop and display a repeating number such as "777". If a minor win is won, the performance symbols will stop and display a predetermined chance number such as "246". If it is a loss (normal loss), the performance symbols will stop and display a scattered number such as "263". This makes it easier for the player to understand the progress of the game. In other words, the player generally understands the result of the jackpot lottery not by the first special symbol display 41a or the second special symbol display 41b, but by the image display device 7. Note that the position of the display area for performance symbols 8L, 8C, and 8R does not have to be fixed. Also, the manner in which the performance symbols are displayed can be, for example, by scrolling up and down. Furthermore, the combination of performance symbols that stops and displays according to each lottery result can be arbitrarily changed, and it is also possible to stop and display a scattered number of performance symbols when a minor win is won.
[0013] The image display device 7 displays on the display screen 7a not only the variation in the patterned patterns used in the above-mentioned patterns (also called "decorative pattern variation patterns" or simply "variation patterns"), but also jackpot patterns that are performed in parallel with jackpot games, and demo patterns for when customers are waiting. In the variation in the patterned patterns, in addition to patterns such as numbers, other patterns such as background images and character images are also displayed.
[0014] Furthermore, the display screen 7a of the image display device 7 includes a first performance hold display area that displays performance hold 9A according to the number of first special symbol hold memories described later, and a second performance hold display area that displays performance hold 9B according to the number of second special symbol hold memories described later. By displaying the performance hold memories, it is possible to clearly show the player the number of first special symbol hold memories displayed on the first special symbol hold indicator 43a and the number of second special symbol hold memories displayed on the second special symbol hold indicator 43b (see Figure 3).
[0015] A center decorative element 10 is positioned near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the lower part of the center decorative element 10, which can guide the game balls rolling on its upper surface to the first starting opening 20, which will be described later. A warp section 12 is provided on the left side of the center decorative element 10, which allows game balls to flow in from the entrance and out to the stage section 11 from the exit. Furthermore, decorative members 13 representing letters, figures, etc., are positioned at the upper part of the center decorative element 10.
[0016] Below the image display device 7 in the game area 3, there is a fixed prize-winning device 19 equipped with a first starting opening 20 that ensures the ease with which game balls enter remains constant. The first starting opening 20 is also called the first starting prize-winning opening, fixed starting opening, fixed ball entry opening, or first ball entry opening. The first starting opening 20 is also an example of another starting opening. The entry of a game ball into the first starting opening 20 triggers the lottery for the first special symbol (jackpot lottery, i.e., acquisition and determination of jackpot random numbers, etc.).
[0017] Furthermore, a standard variable prize-winning device (so-called electric chute) 22 equipped with a second start-up opening 21 is provided to the upper right of the first start-up opening 20. The second start-up opening 21 is also called the second start-up prize-winning opening, variable start-up opening, variable ball entry opening, or second ball entry opening. The entry of a game ball into the second start-up opening 21 triggers the lottery for the second special symbol (jackpot lottery, i.e., the acquisition and determination of jackpot random numbers, etc.).
[0018] The electric tuner 22 is equipped with a movable member (ball entry opening / closing member) 23 that can move back and forth, and the second start opening 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by the electric tuner solenoid 24 (see Figure 4). The second start opening 21 can only accept game balls when the movable member 23 is open (i.e., when the movable member 23 is in the open state). In other words, when the movable member 23 is closed (i.e., when the movable member 23 is in the closed state), it is not possible to accept game balls. Note that the second start opening 21 does not have to be completely impossible to accept game balls when the movable member 23 is closed, as long as it is more difficult to accept game balls when the movable member 23 is closed than when it is open.
[0019] Furthermore, below the first starting opening 20 in the game area 3, there is a first major prize device 31 equipped with a first major prize opening 30. The first major prize device 31 is also called the first special variable prize device or other special prize means, and the first major prize opening 30 is also called the other special prize opening. The first major prize device 31 is equipped with an opening / closing member (other special prize opening opening / closing member) 32 that takes an open state and a closed state, and the operation of the opening / closing member 32 opens and closes the first major prize opening 30. The opening / closing member 32 is driven by the first major prize opening solenoid 33 (see Figure 4). The first major prize opening 30 can only accept game balls when the opening / closing member 32 is open (i.e., in the open state).
[0020] Furthermore, to the right of the first large prize opening 30 in the game area 3, a second large prize device 36 is provided, which includes a second large prize opening 35. The second large prize device 36 is also called the second special variable prize device or special prize means, and the second large prize opening 35 is also called the special prize opening. The second large prize device 36 is equipped with an opening / closing member (special prize opening opening / closing member) 37 that takes an open state and a closed state, and the operation of the opening / closing member 37 opens and closes the second large prize opening 35. The opening / closing member 37 is of the reciprocating type that moves back and forth and is driven by a second large prize opening solenoid 38 (see Figure 4). The second large prize opening 35 can only accept game balls when the opening / closing member 37 is open (i.e., in the open state).
[0021] More specifically, as shown in Figure 2, the second large prize device 36 has a specific area (V area) 39 and a non-specific area 70 through which game balls that have passed through the second large prize opening 35 can pass. In the second large prize device 36, a second large prize opening sensor 35a is located upstream of the specific area 39 and the non-specific area 70 to detect when a game ball enters the second large prize opening 35. A specific area sensor 39a is located in the specific area 39 to detect when a game ball passes through the specific area 39. A non-specific area sensor 70a is located in the non-specific area 70 to detect when a game ball passes through the non-specific area 70. The second large prize device 36 also includes a distribution member 71 that distributes game balls that have passed through the second large prize opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73 that drives the distribution member 71. Furthermore, when the distribution member solenoid 73 is energized, the distribution member 71 takes a first state (passage permitted state) in which it distributes the game balls to a specific area 39, and when the distribution member solenoid 73 is not energized, it takes a second state (passage blocked state) in which it distributes the game balls to a non-specific area 70.
[0022] As shown by the dashed line in Figure 2, the distribution member 71 is in a pass-allowing state when the distribution member solenoid 73 is energized, allowing game balls to pass through the specific area 39. When the distribution member 71 is in the pass-allowing state, game balls that enter the second large prize opening 35 pass through the second large prize opening sensor 35a and then pass through the specific area 39. This route of the game balls is called the first route.
[0023] Furthermore, as shown by the dashed line in Figure 2, when the distribution member solenoid 73 is not energized, the distribution member 71 is in a passage-blocking state, preventing the game ball from passing into the specific area 39. When the distribution member 71 is in the passage-blocking state, a game ball that has entered the second large prize opening 35 passes through the second large prize opening sensor 35a, then rolls over the distribution member 71 and passes through the non-specific area 70. This route of the game ball is called the second route.
[0024] In this pachinko game machine 1, the passage of a game ball into a specific area 39 is the trigger for the jackpot game described below. In other words, in this form, the jackpot lottery is also conducted depending on whether or not a game ball passes through the specific area 39. A jackpot won by the lottery for the first special symbol or the lottery for the second special symbol is called a Type 1 jackpot, and a jackpot won by the passage of a game ball into the specific area 39 is called a Type 2 jackpot. Furthermore, the jackpot game executed when a Type 1 jackpot is won is called a Type 1 jackpot game, and the jackpot game executed when a Type 2 jackpot is won is called a Type 2 jackpot game. A Type 1 jackpot is also called a direct hit jackpot.
[0025] As shown in Figure 1, a gate 28 through which game balls can pass is provided above the second starting opening 21 in the game area 3. The passage of a game ball through the gate 28 triggers the execution of a normal symbol lottery (i.e., the acquisition and determination of a normal symbol random number (winning random number)) which determines whether or not to open the electric tuner 22.
[0026] Furthermore, a regular prize entry point 27 is provided in the lower left of the game area 3. Also, at the very bottom of the game area 3, an out entry point 6 is provided to discharge game balls that were played into the game area 3 but did not enter any of the prize entry points.
[0027] The game area 3, in which various prize winning slots are arranged, is divided into a left game area (first game area) 3A to the left of the center in the left-right direction, and a right game area (second game area) 3B to the right. The method of shooting the game ball so that it flows down the left game area 3A is called left-handed shooting (non-specific shooting method). On the other hand, the method of shooting the game ball so that it flows down the right game area 3B is called right-handed shooting (specific shooting method). In this form of pachinko game machine 1, the path through which the game ball flows when playing with left-handed shooting is called the left path R1 (second path), and the path through which the game ball flows when playing with right-handed shooting is called the right path R2 (first path).
[0028] The left channel R1 is equipped with a first starting port 20, a first large prize winning device 31, and an out port 6. Players aim to win by shooting game balls so that they flow down the left channel R1, thereby entering the first starting port 20.
[0029] Meanwhile, on the right channel R2, there is a gate 28, an electric chute 22, a second major prize device 36, a first major prize device 31, and an out opening 6. The player aims to pass the game ball through the gate 28, or into the second starting opening 21, the first major prize opening 30, or the second major prize opening 35 related to the electric chute 22, by shooting the game ball so that it flows down the right channel R2.
[0030] In this configuration, the gate 28, the electric tuner 22, and the second major prize device 36 are unitized and can be attached to and detached from the game board 2 as a single structure. In addition, the fixed prize device 19 and the first major prize device 31 are unitized and can be attached to and detached from the game board 2 as a single structure.
[0031] As shown in Figures 1 and 3, a set of indicators 40 is located in the lower right corner of the game board 2. The set of indicators 40 includes a first special symbol indicator 41a that variably displays the first special symbol (special symbol 1, an example of an identification symbol), a second special symbol indicator 41b that variably displays the second special symbol (special symbol 2, an example of an identification symbol), and a normal symbol indicator 42 that variably displays normal symbols. The set of indicators 40 also includes a first special symbol hold indicator 43a that displays the number of reserved functions (first special symbol hold) stored for the first special symbol indicator 41a, and a second special symbol hold indicator 43b that displays the number of reserved functions (second special symbol hold) stored for the second special symbol indicator 41b. The first special symbol hold is also called special symbol 1 hold, and the second special symbol hold is also called special symbol 2 hold. Furthermore, the display units 40 include a hitting instruction lamp 45 (an example of a hitting instruction means) that can indicate that the player should hit to the right. The display units 40 also include a status notification lamp 46 that changes its behavior according to the current game state.
[0032] The variable display of the first special symbol is triggered when a game ball enters the first starting opening 20. The variable display of the second special symbol is triggered when a game ball enters the second starting opening 21. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as special symbols (special symbols). Also, the first special symbol indicator 41a and the second special symbol indicator 41b may be collectively referred to as special symbol indicator 41. Also, the first special symbol hold indicator 43a and the second special symbol hold indicator 43b may be collectively referred to as special symbol hold indicator 43.
[0033] The special symbol display unit 41 displays a special symbol (identification information) in a variable manner (variable display) and then displays it stopped to announce the result of the lottery (special symbol lottery, jackpot lottery) based on winning into the first start opening 20 or the second start opening 21. The special symbol that is displayed when stopped (stopped symbol, special symbol that is displayed as a result of the variable display) is one special symbol selected from among several types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) of a predetermined jackpot stop pattern, a jackpot game is played in which the first large prize opening 30 is opened in an opening pattern corresponding to the type of jackpot symbol displayed when stopped (i.e., the type of jackpot won). If the stopped symbol is a special symbol (small prize symbol) of a predetermined small prize stop pattern, a small prize game is played in which the second large prize opening 35 is opened in an opening pattern corresponding to the type of small prize symbol displayed when stopped (i.e., the type of small prize won). The opening patterns of the large prize slots (first large prize slot 30 and second large prize slot 35) in big win and small win games will be described later.
[0034] Specifically, the special symbol display unit 41 consists of eight LEDs arranged horizontally, for example, and displays a special symbol corresponding to the result of the jackpot lottery depending on how they light up. For example, if a jackpot (one of several types of jackpots described later) is won, the jackpot symbol is displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit up, such as "○○●●○○●●" (○: lit, ●: off). If a minor prize (one of several types of minor prizes described later) is won, the minor prize symbol is displayed with the 5th and 6th LEDs from the left lit up, such as "●●●●○○●●".
[0035] In this configuration, for regular misses, the display shows a pattern where only the 8th LED from the left (the rightmost) is lit, such as "●●●●●●●○". For the first special miss, the display shows a pattern where the 7th and 8th LEDs from the left are lit, such as "●●●●●●○○". For the second special miss, the display shows a pattern where the 6th and 8th LEDs from the left are lit, such as "●●●●●○●○". For the third special miss, the display shows a pattern where the 5th and 8th LEDs from the left are lit, such as "●●●●○●●○". Before the special symbols are displayed as stopped, a variable display of the special symbols is shown for a predetermined period of time. The mode of this variable display is, for example, a mode in which each LED lights up so that the light flows repeatedly from left to right. The mode of the variable display can be changed as appropriate, for example, all LEDs flashing simultaneously if each LED is not displayed as stopped (lit in a specific mode).
[0036] In this pachinko game machine 1, when a game ball enters the first start port 20 or the second start port 21, the values of various random numbers (judgment information), such as the jackpot random number, acquired for that entry are temporarily stored in the special symbol reserve storage unit 85 (see Figure 4). Specifically, if the ball enters the first start port 20, it is stored as the first special symbol reserve in the first special symbol reserve storage unit 85a (see Figure 4), and if the ball enters the second start port 21, it is stored as the second special symbol reserve in the second special symbol reserve storage unit 85b (see Figure 4). There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve storage unit 85, and in this configuration, the upper limit (upper limit storage number, upper limit number of reserves) is "4" for the first special symbol reserve storage unit 85a and "4" for the second special symbol reserve storage unit 85b.
[0037] Special symbol reserves stored in the special symbol reserve memory unit 85 are consumed when it becomes possible to display a variable special symbol based on that special symbol reserve. Consumption of a special symbol reserve means determining the jackpot random number, etc., corresponding to that special symbol reserve and executing a variable special symbol display to show the result of that determination. Therefore, in this pachinko game machine 1, even if a variable special symbol display based on the entry of a game ball into the first start port 20 or the second start port 21 cannot be performed immediately after the entry, that is, even if the entry occurs while the variable special symbol display is being executed or while a special game (jackpot game or minor jackpot game) is being executed, the right to draw a jackpot for that entry can be reserved up to a predetermined number. In other words, the pachinko game machine 1 in this form includes a holding means that can postpone the execution of a jackpot determination process (a predetermined determination process) based on ball entry into the first starting port 20 (fixed starting port), and a holding means that can postpone the execution of a jackpot determination process (a predetermined determination process) based on ball entry into the second starting port 21 (variable starting port).
[0038] The number of such special feature holds is displayed on the special feature hold indicator 43. Specifically, the first special feature hold indicator 43a and the second special feature hold indicator 43b are composed of four LEDs. Each special feature hold indicator 43 displays the number of special feature holds by lighting up the corresponding number of LEDs.
[0039] The variable display of the regular symbols is triggered by the passage of a game ball through gate 28. The regular symbol display unit 42 notifies the result of the regular symbol lottery based on the passage of the game ball through gate 28 by displaying the regular symbols in a variable (variable) state and then stopping. The regular symbol that is stopped (regular symbol stop symbol, the regular symbol that is displayed as a result of the variable display) is one regular symbol selected from among several types of regular symbols by the regular symbol lottery. If the regular symbol that is stopped is a predetermined specific regular symbol (regular winning symbol), an auxiliary game is performed to open the second start opening 21 in an opening pattern corresponding to the current game state. The opening patterns of the second start opening 21 will be described later.
[0040] Specifically, the regular symbol display unit 42 is composed of, for example, two LEDs (see Figure 3), and displays a regular symbol corresponding to the result of the regular symbol lottery depending on how the LEDs are lit. For example, if the lottery result is a win, it displays a regular winning symbol with both LEDs lit, such as "○○" (○: lit, ●: off). If the lottery result is a loss, it displays a regular losing symbol with only the right LED lit, such as "●○". It is also possible to use a mode in which all LEDs are turned off as a regular losing symbol. Before the regular symbol is displayed as stopped, the regular symbol is displayed as a variable symbol for a predetermined variation time, and the mode of this variation display is, for example, the two LEDs lighting up alternately. The mode of the variation display can be changed as appropriate, for example, all LEDs flashing simultaneously if each LED is not displayed as stopped (lit in a specific mode).
[0041] Furthermore, this pachinko game machine 1 is configured such that if the variable display of normal symbols based on the passage of a game ball through gate 28 cannot be performed immediately after the passage, that is, if the passage through gate 28 occurs while the variable display of normal symbols is being performed or while auxiliary gameplay is being performed, the acquisition of a normal symbol random number based on that passage is not performed. In other words, it is configured not to store the operation hold (normal symbol hold) of the normal symbol display unit 42. However, the normal symbol hold may be configured to be able to store up to a predetermined upper limit (for example, "4") in a predetermined memory area in RAM 84 (see Figure 4). In this case, the normal symbol hold stored in RAM 84 is consumed when the variable display of normal symbols based on that normal symbol hold becomes possible. Consumption of a normal symbol hold means determining the normal symbol random number corresponding to that normal symbol hold and performing the variable display of normal symbols to show the result of that determination. In this case, it is also advisable to provide a normal symbol hold indicator that displays the number of normal symbol holds stored.
[0042] Furthermore, the playing instruction lamp 45 shown in Figure 3 is composed of a single LED, and its state indicates whether it is advantageous for the player to play by shooting to the right (recommended playing to the right period) or to play by shooting to the left (recommended playing to the left period). Specifically, the playing instruction lamp 45 is lit during the recommended playing to the right period, and turned off during the recommended playing to the left period. The lit state of the playing instruction lamp 45 (where "○" is lit and "●" is turned off, resulting in "○") is referred to as the right-play notification state, and the turned-off state (where "○" is lit and "●" is turned off, resulting in "●") is referred to as the left-play notification state. The lit state is an example of a specific state, and the turned-off state is an example of a non-specific state.
[0043] Furthermore, the status indicator lamp 46 shown in Figure 3 consists of two LEDs (right status indicator lamp 46a and left status indicator lamp 46b), and its configuration indicates the current game state. Details of the game states will be described later, but if the current game state is a non-time-saving state (normal non-time-saving state), both the right status indicator lamp 46a and the left status indicator lamp 46b will light up. If the current game state is time-saving state A (normal time-saving state), the right status indicator lamp 46a located on the right side will turn off, and the left status indicator lamp 46b located on the left side will light up. If the current game state is time-saving state B (slight time-saving state), both the right status indicator lamp 46a and the left status indicator lamp 46b will turn off. However, if the game state is time-saving state B (slight time-saving state) immediately after a power outage is restored, the right status indicator lamp 46a will light up and the left status indicator lamp 46b will turn off.
[0044] The state in which both LEDs are off (where "○" is lit and "●" is off, resulting in "●●") is referred to as the off state, and the state in which both the right status indicator lamp 46a and the left status indicator lamp 46b are lit (where "○" is lit and "●" is off, resulting in "○○") is referred to as the first lit state. Furthermore, the state in which only the left status indicator lamp 46b is lit (where "○" is lit and "●" is off, resulting in "○●") is referred to as the second lit state, and the state in which only the right status indicator lamp 46a is lit (where "○" is lit and "●" is off, resulting in "●○") is referred to as the third lit state. The first lighting pattern indicates that the current game state is a non-time-saving state (normal non-time-saving state), and is therefore also called the normal non-time-saving notification pattern. The second lighting pattern indicates that the current game state is time-saving state A (normal time-saving state), and is therefore also called the normal time-saving notification pattern. The third lighting pattern indicates that the current game state is time-saving state B (slight time-saving state), and is therefore also called the slight time-saving notification pattern. The off pattern indicates that the game state is neither a non-time-saving state (normal non-time-saving state) nor time-saving state A (normal time-saving state).
[0045] Note that during the execution of a jackpot game (while setting the jackpot game state), the status notification lamp 46 is controlled to the first lighting mode in which both the right status notification lamp 46a and the left status notification lamp 46b are lit. During the execution of a minor jackpot game, it can be controlled in the same mode as before the execution of the minor jackpot game. However, if the game state before the execution of the minor jackpot game is the time shortening state B (micro time shortening state) immediately after power failure recovery, the mode after the execution of the minor jackpot game will be the off state. That is, when winning a minor jackpot in the time shortening state B (micro time shortening state) immediately after power failure recovery and the minor jackpot game is executed, the mode of the status notification lamp 46 will switch from the third lighting mode to the off state before and after the execution of the minor jackpot game.
[0046] 2. Electrical Configuration of the Gaming Machine Next, based on FIGS. 4 and 5, the electrical configuration of the pachinko gaming machine 1 will be described. As shown in FIGS. 4 and 5, the pachinko gaming machine 1 includes a main control board (game control board) 80 that controls game benefits such as jackpot lottery and game state transitions, a sub-control board (effect control board) 90 that controls effects executed as the game progresses, a payout control board 110 that controls the payout of game balls, and the like. The main control board 80 constitutes the main control unit, and the sub-control board 90 constitutes the sub-control unit 99 together with an image control board 100, a lamp control board 107, and an audio control board 106, which will be described later. Note that the sub-control unit 99 only needs to include at least the sub-control board 90 and be able to control various effects using effect means (image display device 7, panel lamp 5, frame lamp 66, speaker 67, panel movable body 15, etc.).
[0047] The pachinko game machine 1 is also equipped with a power supply board 150. The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the payout control board 110, and also supplies necessary power to other devices via these boards. The power supply board 150 is provided with a backup power supply circuit 151. The backup power supply circuit 151 supplies power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later, when power is not supplied to the pachinko game machine 1. Therefore, the information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when the power to the pachinko game machine 1 is lost. In addition, a power switch 155 is connected to the power supply board 150. The power can be switched on or off by operating the power switch 155 ON / OFF. Furthermore, a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, or a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.
[0048] The power supply board 150 is also provided with a RAM clear switch (RAM clear operation means) 152 for clearing the information stored in the RAM 84 of the game control microcomputer 81, which will be described later, to the CPU 82. The RAM clear switch 152 is located on the power supply board 150, which is positioned on the back of the pachinko game machine 1. Therefore, only employees of the game hall who can open the game machine frame 50 can operate the RAM clear switch 152. In other words, the RAM clear switch 152 is an operation means that is practically impossible for players to operate. The RAM clear switch 152 is a tact switch, and when the RAM clear switch 152 is pressed, a detection signal indicating that the RAM clear switch 152 is ON is input to the game control microcomputer 81. The state in which the RAM clear switch 152 is pressed is called the ON state of the RAM clear switch 152, and the state in which the RAM clear switch 152 is not pressed is called the OFF state of the RAM clear switch 152.
[0049] As shown in Figure 4, the main control board 80 is equipped with a one-chip microcontroller for game control (hereinafter referred to as "game control microcontroller") 81 that controls the progress of the game of the pachinko game machine 1 according to a program. The game control microcontroller 81 includes a ROM 83 that stores programs for controlling the progress of the game, a RAM 84 used as work memory, a CPU 82 that executes the programs stored in the ROM 83, and an I / O port section (input / output circuit) 87 for inputting and outputting data and signals. The ROM 83 may be external. The RAM 84 is provided with the special symbol hold storage section 85 (first special symbol hold storage section 85a and second special symbol hold storage section 85b) described above.
[0050] Furthermore, as shown in Figure 4, various sensors and solenoids are connected to the main control board 80 via a relay board 88. Therefore, signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid. Specifically, the sensors connected include the first start port sensor 20a, the second start port sensor 21a, the gate sensor 28a, the first major prize port sensor 30a, the second major prize port sensor 35a, the specific area sensor 39a, the non-specific area sensor 70a, and the general prize port sensor 27a.
[0051] The first start-up sensor 20a is installed inside the first start-up opening 20 and detects game balls that have entered the first start-up opening 20. The second start-up sensor 21a is installed inside the second start-up opening 21 and detects game balls that have entered the second start-up opening 21. The gate sensor 28a is installed inside the gate 28 and detects game balls that have passed through the gate 28. The first large prize-winning opening sensor 30a is installed inside the first large prize-winning opening 30 and detects game balls that have entered the first large prize-winning opening 30. The second large prize-winning opening sensor 35a is installed inside the second large prize-winning opening 35 and detects game balls that have entered the second large prize-winning opening 35. The specific area sensor 39a is installed in the specific area 39 inside the second large prize-winning opening 35 and detects game balls that have passed through the specific area 39. The non-specific area sensor 70a is installed in the non-specific area 70 within the second large prize opening 35 and detects game balls that have passed through the non-specific area 70. The regular prize opening sensors 27a are installed in each of the regular prize openings 27 and detect game balls that have entered the regular prize openings 27.
[0052] In addition, the following solenoids are connected: the electric tuner solenoid 24, the first major prize slot solenoid 33, the second major prize slot solenoid 38, and the distribution member solenoid 73. The electric tuner solenoid 24 drives the movable member 23 of the electric tuner 22. The first major prize slot solenoid 33 drives the opening / closing member 32 of the first major prize device 31. The second major prize slot solenoid 38 drives the opening / closing member 37 of the second major prize device 36. The distribution member solenoid 73 drives the distribution member 71 of the second major prize device 36.
[0053] Furthermore, the main control board 80 is connected to a first special symbol indicator 41a, a second special symbol indicator 41b, a regular symbol indicator 42, a first special symbol hold indicator 43a, a second special symbol hold indicator 43b, a play instruction lamp 45, and a status notification lamp 46. In other words, the display control of these indicators 40 is performed by a game control microcomputer 81.
[0054] The main control board 80 also transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 is connected to a prize ball payout device 120 and a card unit 135 (which is installed adjacent to the pachinko game machine 1 and enables ball dispensing based on information from an inserted prepaid card, etc.), and a launching device 112 is connected via a launching control circuit 111. The launching device 112 includes a handle 60 (see Figure 1).
[0055] The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 to pay out prize balls or dispense borrowed balls based on signals from the game control microcomputer 81 and signals from the card unit 135 connected to the pachinko game machine 1. The dispensed prize balls and borrowed balls are detected by the prize ball sensor 122 for counting. When a player operates the handle 60 (see Figure 1) of the launching device 112, the touch switch 114 detects contact with the handle 60, and the launch volume 115 detects the amount of rotation of the handle 60. The launch motor 113 is then driven to launch a game ball with a strength corresponding to the magnitude of the detection signal from the launch volume 115. In this pachinko game machine 1, one game ball is launched in approximately 0.6 seconds.
[0056] The main control board 80 also transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only signal transmission from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (for example, a circuit using diodes) not shown is interposed between the main control board 80 and the sub-control board 90 as a means of restricting the direction of communication.
[0057] As shown in Figure 5, the sub-control board 90 is equipped with a one-chip microcontroller for performance control (hereinafter referred to as "performance control microcontroller") 91 that controls the performance of the pachinko game machine 1 according to a program. The performance control microcontroller 91 includes a ROM 93 that stores programs for controlling the performance as the game progresses, a RAM 94 used as work memory, a CPU 92 that executes the programs stored in the ROM 93, and an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. Note that the ROM 93 may be external.
[0058] As shown in Figure 5, the sub-control board 90 is connected to the image control board 100, the sound control board 106, and the lamp control board 107. The performance control microcontroller 91 of the sub-control board 90 causes the CPU 102 of the image control board 100 to perform display control of the image display device 7 based on commands received from the main control board 80. The RAM 104 of the image control board 100 is memory for processing image data. The ROM 103 of the image control board 100 stores image data such as still image data and video data to be displayed on the image display device 7, specifically characters, items, shapes, letters, numbers and symbols (including performance patterns) and background images. The CPU 102 of the image control board 100 reads the image data from the ROM 103 based on commands from the performance control microcontroller 91. Then, it executes display control based on the read image data.
[0059] Furthermore, the microcontroller 91 for performance control outputs voice, music, sound effects, etc., from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. The audio data, such as voice, output from the speaker 67 is stored in the ROM 93 of the sub-control board 90. Note that a CPU may be mounted on the audio control board 106, in which case the CPU may be made to perform audio control. In this case, a ROM may also be mounted on the audio control board 106, and the audio data may be stored in that ROM. Alternatively, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may be made to perform audio control. In this case, the audio data may also be stored in the ROM 103 of the image control board 100.
[0060] Furthermore, the microcontroller 91 for performance control controls the lighting of lamps such as the frame lamps 66 and panel lamps 5 via the lamp control board 107 based on commands received from the main control board 80. Specifically, the microcontroller 91 for performance control creates light emission data (data that determines the lighting / exit status, light color, etc., also called lamp data) that determines the light emission pattern of the lamps such as the frame lamps 66 and panel lamps 5, and controls the lighting of the lamps such as the frame lamps 66 and panel lamps 5 according to the light emission data. The data stored in the ROM 93 of the sub-control board 90 is used to create the light emission data.
[0061] Furthermore, the performance control microcontroller 91 operates the movable panel 15, which is connected to the lamp control board 107 via the relay board 108, based on commands received from the main control board 80. The movable panel 15, although not shown in Figure 1, is a movable gimmick provided on the center decorative unit 10. Specifically, the performance control microcontroller 91 creates operation pattern data (also called drive data) that determines the operation mode of the movable panel 15, and controls the operation of the movable panel 15 according to the operation pattern data. The operation pattern data is created using data stored in the ROM 93 of the sub-control board 90. A CPU may be implemented on the lamp control board 107, in which case the CPU may be used to control the lighting of the lamps and the operation of the movable panel 15. Furthermore, in this case, a ROM may be implemented on the lamp control board 107, and data related to the light emission pattern and operation pattern may be stored in the ROM.
[0062] The sub-control board 90 is also connected to a performance button detection switch (SW) 63a and a select button detection switch 64a. The performance button detection switch 63a detects when the performance button 63 (see Figure 1) is pressed. When the performance button 63 is pressed, a detection signal is output from the performance button detection switch 63a to the sub-control board 90. The select button detection switch 64a detects when the select button 64 (see Figure 1) is pressed. When the select button 64 is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.
[0063] Figures 4 and 5 are merely functional block diagrams illustrating the electrical configuration of this pachinko game machine 1, and do not necessarily only include the circuit boards shown in Figures 4 and 5. Except for the main control board 80, any multiple circuit boards shown in Figures 4 and 5 may be configured as a single circuit board, or one circuit board shown in Figures 4 and 5 may be configured as multiple circuit boards.
[0064] As shown in Figure 4, the pachinko game machine 1 is equipped with an external terminal board 140. The external terminal board 140 is connected to the main control board 80 via the payout control board 110 and outputs various signals to external devices located outside the pachinko game machine 1, such as a data display 160 and a hall computer 170, based on signals output by the game control microcomputer 81. The signals output by the game control microcomputer 81 may be input to a payout control microcomputer (not shown) mounted on the payout control board 110 and output from the payout control microcomputer to the external terminal board 140, or they may be output to the external terminal board 140 without going through the payout control microcomputer.
[0065] The external terminal board 140 is provided with multiple channels for external output. Each channel's corresponding connector is connected to the connector on the data display unit 160 by a cable. One signal is output externally from each connector.
[0066] Furthermore, the external terminal board 140 can output status signal 1 from one of its multiple channels and status signal 2 from another channel.
[0067] Status signal 1 is output as appropriate during the execution of a jackpot game (setting the jackpot game state), during the execution of a minor jackpot game (setting the minor jackpot game state), while the time-saving state A (normal time-saving state) is set, while the non-time-saving state (normal non-time-saving state) is set after the execution of a jackpot game, while the non-time-saving state is set after the execution of a minor jackpot game, and while the non-time-saving state is set after the time-saving state A is set. Depending on the output pattern, it is a signal that indicates the state of the pachinko game machine 1. Note that status signal 1 is not output while the non-time-saving state is set after the time-saving state B (slight time-saving state), and while the non-time-saving state is set after the RAM clear (specifically after the operation of the RAM clear switch 152). In other words, status signal 1 is output when the game state is set to the jackpot game state, minor jackpot game state, or time-saving state A, and when the game state that is set immediately after that is set to the jackpot game state, minor jackpot game state, time-saving state A, or non-time-saving state. In other words, this signal can be output when a series of game states that are more advantageous to the player than time-saving state B (excluding non-time-saving states after time-saving state B and after RAM clear) occur consecutively.
[0068] Status signal 2 is output during the execution of a jackpot game (while the jackpot game state is being set), during the execution of a minor jackpot game (while the minor jackpot game state is being set), and when the non-time-saving state (normal non-time-saving state) is set. Depending on the output pattern, it is a signal that indicates the state of the pachinko game machine 1. Note that status signal 2 is not output when time-saving state A (normal time-saving state) or time-saving state B (slight time-saving state) is set. In other words, status signal 2 is a signal that is output when the game state is set to one in which special symbols are drawn at normal probability, and when the game state is set to one in which ordinary symbols are drawn at normal probability.
[0069] The external terminal board 140 can also output a symbol confirmation signal from one of its multiple channels. The symbol confirmation signal indicates that a special symbol that was being displayed in a variable state has stopped. The external terminal board 140 can also output a prize ball information signal from one of its multiple channels. The prize ball information signal indicates that a predetermined number of prize balls (for example, 10 balls) have been awarded.
[0070] In addition to the signals mentioned above, the external terminal board 140 can output from each channel signals such as a frame open signal indicating that the gaming machine frame 50 is open, a security signal indicating that a prize has been won in the prize slots related to the electric tuner 22 and the big prize devices (first big prize device 31 and second big prize device 36) when these devices are not in operation, and a start slot signal indicating that a prize has been won in the first start slot 20 or the second start slot 21. The types of signals output from the external terminal board 140 can be changed as appropriate.
[0071] In this configuration, the signals output by the payout control board 110 to the external terminal board 140 are separate signals (parallel data) and are input to the external terminal board 140 as parallel data. When parallel data is input to the external terminal board 140, signal transmission elements such as photorelays and photocouplers provided for each channel switch between a conductive state and a non-conductive state according to the respective input signal. As a result, external output signals (status signals 1-2, symbol confirmation signal, prize ball information signal, etc.) are output from the channels in which the signal transmission elements are conductive.
[0072] The signal output by the dispensing control board 110 to the external terminal board 140 may also be serial data with multiple bits of information. In this case, the serial data should be converted to parallel data by an S / P conversion circuit (serial / parallel conversion circuit) (not shown) and input to the external terminal board 140 as parallel data.
[0073] The data display unit 160 counts the number of times the special symbol has been displayed in a variable state based on the switching (ON edge) from non-reception (OFF) to reception (ON) of the symbol confirmation signal, and displays the count value on the start count display unit 165 of the data display unit 160. That is, when the first start port sensor 20a or the second start port sensor 21a detects a ball entering the machine, the detection signal is input to the main control board 80 via the relay board 88. As a result, the game control microcomputer 81 acquires various random values such as the jackpot random number (see Figure 6(A)) described later, and determines whether or not it is a jackpot. The game control microcomputer 81 then displays a variable state of the special symbol (first special symbol or second special symbol) indicating the result of the jackpot determination, and then displays a stop (confirmation display). At this time (when the stop display is shown), the game control microcomputer 81 outputs an external output signal (signal for the external board) indicating the confirmation display of the special symbol to the external terminal board 140 via the payout control board 110. As a result, the external terminal board 140 outputs a symbol confirmation signal to the data display unit 160. Consequently, the data display unit 160 displays the number of times the special symbol variation has been displayed in the start count display unit 165, increasing the count by 1.
[0074] The data display unit 160 also counts the number of times a jackpot has occurred based on the input patterns of status signals 1 and 2, and displays the count value on the jackpot count display unit 166 of the data display unit 160. That is, as described above, the game control microcomputer 81 determines whether or not a jackpot has been won based on the acquired jackpot random number, and if the determination result is a jackpot win, it displays a special symbol indicating a jackpot win in a variable manner, and then displays it stopped. After the display of the special symbol indicating a jackpot win has finished, the game control microcomputer 81 outputs an external output signal to the external terminal board 140 via the payout control board 110, indicating that a jackpot game (opening game, round game, ending game) is in progress. The external output signal indicating that a jackpot game is in progress continues to be output until the ending game is finished. As a result, the external terminal board 140 outputs status signals 1 and 2 to the data display unit 160. As a result, the data display unit 160 displays the number of jackpot occurrences in the jackpot count display unit 166 by increasing it by 1.
[0075] Furthermore, the data display unit 160 counts the number of prize balls to increase by 10 based on the switching from non-reception to reception (ON edge) of the prize ball information signal, and displays the count value on the prize ball display section (not shown) of the data display unit 160. That is, after a game ball enters the first start port 20, the second start port 21, the first large prize port 30, the second large prize port 35, or the normal prize port 27, when the prize ball sensor 122 detects the game ball that has actually been dispensed, a detection signal is input to the dispense control board 110. As a result, when the dispense control board 110 determines that the number of dispensed game balls has reached 10, it outputs an external terminal output signal indicating an increase in the prize ball display to the external terminal board 140. The dispense control board 110 does not output an external terminal output signal indicating an increase in the prize ball display unless it determines that the number of dispensed game balls has reached 10. Thus, the external terminal board 140, which receives an external output signal indicating an increase in the number of prize balls displayed, outputs the prize ball information signal to the data display unit 160. As a result, the data display unit 160 displays the number of prize balls increased by 10 in a prize ball count display unit (not shown).
[0076] The hall computer 170 is a device that collects information such as the operating status of each pachinko game machine installed in the hall, including the pachinko game machine 1, and performs business management and game management. This hall computer 170 is installed in the hall's control room or similar location and is connected to the pachinko game machine 1 via the data display 160. Therefore, the hall computer 170 also receives the various external output signals described above (status signals 1-2, symbol confirmation signal, prize ball information signal, etc.). The hall computer 170 may also be connected to the external terminal board 140 without going through the data display 160.
[0077] 3. Main gameplay in amusement machines Next, the main games played by the pachinko game machine 1 will be explained. The pachinko game machine 1 acquires special symbol-related random numbers based on the entry of the ball into the first start opening 20 or the second start opening 21. As shown in Figure 6(A), the special symbol-related random numbers include jackpot random numbers, symbol type random numbers, reach random numbers, and variation pattern random numbers. Jackpot random numbers are used to determine whether a jackpot or minor win has occurred. Jackpot random numbers take values in the range of 0 to 65535. Symbol type random numbers are used to determine the type of jackpot symbol, the type of minor win symbol, and the type of losing symbol. Symbol type random numbers take values in the range of 0 to 199.
[0078] Furthermore, the reach random number is a random number that determines whether or not to generate a reach in the variation animation that indicates the result of the win / loss judgment when the result is a loss. Reach is a state in which, out of multiple animation symbols, only one variation remains, and depending on which animation symbol the variation remains, it will result in a combination of animation symbols that indicates a jackpot (for example, the state of "7↓7"). Note that the animation symbol that is stopped in the reach state may be displayed as if it is shaking slightly within the display screen 7a, or as if it is repeatedly expanding and contracting. The reach random number takes a value in the range of 0 to 255.
[0079] Furthermore, the variation pattern random number is a random number used to determine the variation pattern, including the variation time. The variation pattern random number takes values in the range of 0 to 99. Random numbers are also called judgment information.
[0080] Furthermore, the pachinko machine 1 acquires a normal symbol random number (winning random number) as shown in Figure 6(B) based on the passage of the game balls through gate 28. The normal symbol random number is a random number used for a lottery (normal symbol lottery) to determine whether or not to perform an auxiliary game that opens the electric tuner 22. The normal symbol random number takes values in the range of 0 to 65535.
[0081] Pachinko game machine 1 determines whether it is a jackpot or a minor win by determining whether it is a jackpot or a minor win according to the jackpot determination table shown in Figure 7(A), based on the jackpot random number obtained based on the entry into the first start port 20 or the second start port 21. As shown in Figure 7(A), the probability of winning a jackpot is the same for the lottery for the first special symbol (special symbol 1) based on the entry into the first start port 20 and the lottery for the second special symbol (special symbol 2) based on the entry into the second start port 21, but the probability of winning a minor win is different. In the lottery for special symbol 1, the probability of winning a minor win is zero, and in the lottery for special symbol 2, the probability of winning a minor win is approximately 1 / 7. In other words, it can be said that it is easier to win a minor win in the lottery for special symbol 2 than in the lottery for special symbol 1. Note that it may also be possible to win a minor win in the lottery for special symbol 1. In this case, it is desirable to set the probability of winning a minor win in the lottery for special symbol 1 lower than the probability of winning a minor win in the lottery for special symbol 2.
[0082] When Pachinko machine 1 determines that a jackpot has been won, it determines the type of jackpot symbol by determining a random number of symbol types according to the jackpot symbol type determination table shown in Figure 7(B). In the lottery for Special Symbol 1, it is determined to be "Special Symbol 1_Jackpot Symbol A" with 100% probability. On the other hand, in the lottery for Special Symbol 2, it is determined to be "Special Symbol 2_Jackpot Symbol C" with 100% probability. The opening pattern of the big prize slot in a Type 1 jackpot game and the settings related to the game state after a jackpot game will be described later.
[0083] Furthermore, when the pachinko game machine 1 determines that a minor win has been achieved, it determines the type of minor win symbol by determining the symbol type random number according to the minor win symbol type determination table shown in Figure 7(C). Specifically, in the lottery for special symbol 2, it is determined to be "special symbol 2_minor win symbol a" with a 100% probability.
[0084] Furthermore, if the pachinko machine 1 determines that neither a big win nor a small win has been achieved (i.e., it determines that it is a miss), it determines the type of miss symbol by using a random number for the type of symbol, according to the miss symbol type determination table shown in Figure 7(D). In the lottery for Special Symbol 1, there is an 80% chance that it will be determined as "Special Symbol 1_Miss Symbol A" and a 20% chance that it will be determined as "Special Symbol 1_Miss Symbol B". Similarly, in the lottery for Special Symbol 2, there is an 80% chance that it will be determined as "Special Symbol 2_Miss Symbol C" and a 20% chance that it will be determined as "Special Symbol 2_Miss Symbol D". The difference in the type of miss symbol affects the settings related to the game state after the miss symbol is displayed (see Figure 9). This point will be explained later.
[0085] Furthermore, when the pachinko machine 1 determines that a win is occurring (a normal win as described later), it determines whether or not to make the symbols 8L, 8C, and 8R into a reach in the variation animation by determining the reach random number according to the reach determination table shown in Figure 7(E). The probability of determining that a reach is occurring differs depending on whether or not the game state is in the time-saving state described later. The probability of determining that a reach is occurring is higher when the game is not in the time-saving state than when it is in the time-saving state.
[0086] Next, the types of big wins, small wins, and misses will be explained in detail based on Figures 8 and 9. As mentioned above, the results of the special symbol lottery (the lottery for Special Symbol 1 and the lottery for Special Symbol 2) include "big win," "small win," and "miss." When it is a "big win," the "big win symbol" is displayed on the special symbol display 41. The big win symbols include "Special Symbol 1_Big Win Symbol A" and "Special Symbol 2_Big Win Symbol C." When it is a "small win," the "small win symbol" is displayed on the special symbol display 41. The small win symbol is "Special Symbol 2_Small Win Symbol a." When it is a "miss," the "miss symbol" is displayed on the special symbol display 41. The miss symbols include "Special Symbol 1_Miss Symbol A," "Special Symbol 1_Miss Symbol B," "Special Symbol 2_Miss Symbol C," and "Special Symbol 2_Miss Symbol D."
[0087] If a jackpot is won in the special symbol lottery, a "jackpot game" is executed, which opens the first large prize slot 30 in an opening pattern corresponding to the type of jackpot symbol displayed. If a minor prize is won, a "minor prize game" is executed, which opens the second large prize slot 35 in an opening pattern corresponding to the type of minor prize symbol displayed. Then, if a game ball enters a specific area 39 within the second large prize slot 35 while the minor prize game is being executed, a "jackpot game" is executed, which opens the first large prize slot 30 in an opening pattern corresponding to the type of minor prize symbol that was won. The jackpot game executed based on the result of the special symbol lottery being a jackpot win is called a Type 1 jackpot game, and the jackpot game executed based on passing through the specific area 39 is called a Type 2 jackpot game.
[0088] In this form, a jackpot game includes multiple rounds of gameplay (unit opening games), an opening (also referred to as OP) before the start of the first round of gameplay, and an ending (also referred to as ED) after the end of the final round of gameplay. Each round of gameplay begins with the end of the OP or the end of the previous round of gameplay, and ends with the start of the next round of gameplay or the start of the ED. The time (interval time) when the jackpot opening closes between rounds of gameplay is included in the round of gameplay that was open before that closure.
[0089] Furthermore, in this form, the minor win game includes a minor win opening game that opens the second major prize entry point 35, an opening (pre-opening interval) before the minor win opening game begins, and an ending (post-closing interval) after the minor win opening game ends.
[0090] If the special symbol lottery results in a jackpot (i.e., a Type 1 jackpot), a jackpot game (Type 1 jackpot game) is executed, which opens the first jackpot entry point 30. In this configuration, as shown in Figure 8, there is one type of jackpot symbol that can be won in the lottery for the first special symbol (Special Symbol 1) (the jackpot symbol that stops and is displayed on the first special symbol indicator 41a), and there is one type of jackpot symbol that can be won in the lottery for the second special symbol (Special Symbol 2) (the jackpot symbol that stops and is displayed on the second special symbol indicator 41b). Specifically, in the lottery for Special Symbol 1, there is a possibility of winning "Special Symbol 1_jackpot symbol A". Also, in the lottery for Special Symbol 2, there is a possibility of winning "Special Symbol 2_jackpot symbol C".
[0091] As shown in Figure 8, "Special Symbol 1_Winning Symbol A" is a 4R (round) jackpot, and the number of times the first large prize entry point 30 opens per round is 1, with a maximum opening time of 29.5 seconds. When "Winning Symbol A" is won, the game state after the jackpot game is "Time-Saving State A" (one of several types of time-saving states), but in the time-saving state based on "Winning Symbol A", the number of time-saving rounds is set to 1, regardless of whether the game state at the time of winning was a non-time-saving state (normal game state) or a time-saving state (time-saving state A or time-saving state B). The number of time-saving rounds is the maximum number of times the special symbol variation display is executed in the time-saving state. Further details on the game states will be described later.
[0092] Furthermore, "Special Feature 2_Big Win Symbol C" is a 10R big win, and the number of times the first big prize slot 30 opens per round is 1, with a maximum opening time of 29.5 seconds. When "Big Win Symbol C" is won, the game state after the big win is "Time-Saving State A" as described below, and regardless of whether the game state at the time of winning is a non-Time-Saving State or a Time-Saving State, the number of Time-Saving rounds is set to 1.
[0093] Furthermore, if a minor win is achieved as a result of the special symbol lottery, a minor win game is executed that opens the second major prize slot 35 once. If a game ball enters the second major prize slot 35, which was opened by the minor win game, and that game ball passes through a specific area 39 within the second major prize device 36, a major win is achieved, and a major win game (two types of major win games) that opens the first major prize slot 30 is executed. When this major win game (a major win game triggered by passing through the specific area 39) is executed, the opening of the second major prize slot 35 as a minor win game corresponds to the first round. Note that if the game ball does not pass through the specific area 39 during the minor win game, the major win game will not be executed. In this specification, major win games and minor win games may also be referred to as special games. Note that in special games, there may be rounds in which the major prize slots are opened multiple times within a single round.
[0094] In this configuration, as shown in Figure 8, there is only one type of minor winning symbol (a minor winning symbol that is stopped and displayed on the second special symbol display 41b) that can be won in the lottery of special symbol 2 ("Special Symbol 2_Minor Winning Symbol a").
[0095] "Small win symbol a" is a small win that, as long as the game is played correctly, is guaranteed to pass through a specific area 39 (also called passing through V). In other words, in this form, winning a small win based on the lottery in special symbol 2 is essentially the same as winning a big win.
[0096] In a minor win game based on a minor win symbol, the second major prize slot 35 is opened for 1.6 seconds once. The opening time for each minor win game is 0.008 seconds. In a major win game (Type 2 major win game) executed based on the passage of a game ball into a specific area 39, the first major prize slot 30 is opened once per round from the 2nd to the 11th round, with a maximum opening time of 29.5 seconds. In other words, a Type 2 major win game of 10 rounds is effectively executed. The game state after the execution of this Type 2 major win game is controlled to "Time-Saving State A" as described below. In the Time-Saving State after a major win game based on "Minor Win Symbol a", the number of Time-Saving rounds is set to 1, regardless of whether the game state at the time of winning was a non-Time-Saving State or a Time-Saving State.
[0097] Furthermore, if the result of the special symbol lottery is determined to be a loss, the type of losing symbol is determined. As shown in Figure 9, there are two types of losing symbols determined in the lottery for Special Symbol 1 (the losing symbols that are stopped and displayed on the first special symbol indicator 41a), and there are also two types of losing symbols determined in the lottery for Special Symbol 2 (the losing symbols that are stopped and displayed on the second special symbol indicator 41b). Specifically, in the lottery for Special Symbol 1, it is determined to be either "Special Symbol 1_Losing Symbol A" or "Special Symbol 1_Losing Symbol B". In the lottery for Special Symbol 2, it is determined to be either "Special Symbol 2_Losing Symbol C" or "Special Symbol 2_Losing Symbol D".
[0098] "Special Symbol 1_Losing Symbol A" is a normal losing symbol, while "Special Symbol 1_Losing Symbol B", "Special Symbol 2_Losing Symbol C", and "Special Symbol 2_Losing Symbol D" are special losing symbols (1st special losing symbol, 2nd special losing symbol, and 3rd special losing symbol). Special losing symbols (1st special losing symbol, 2nd special losing symbol, and 3rd special losing symbol) are losing symbols that trigger the control of the time-saving state A or time-saving state B (one of several types of time-saving states) described later. Specifically, if the result of the special symbol lottery is a special losing symbol, the game control microcomputer 81 can control the game state after the losing symbol is displayed to time-saving state B. However, if the game is not in a time-saving state at the timing of control to time-saving state B (i.e., the time-saving flag described later is OFF), the game state after the display of a losing symbol (mainly losing symbol B) will be controlled to time-saving state A.
[0099] In the time-saving state A based on "Loss Symbol B," the number of time-saving rounds is set to 6, and in the time-saving state B based on "Loss Symbol B," the number of time-saving rounds is set to 604. In the time-saving state B based on "Loss Symbol C," the number of time-saving rounds is set to 109, and in the time-saving state B based on "Loss Symbol D," the number of time-saving rounds is set to 609. Special misses are also referred to as time-saving misses. In addition, "Special Symbol 1_Loss Symbol B," "Special Symbol 2_Loss Symbol C," and "Special Symbol 2_Loss Symbol D" are examples of non-specific stopping patterns related to special symbols.
[0100] Here, we will explain the game states of the pachinko game machine 1 in this configuration. In this configuration, there are two game states: a non-time-saving state and a time-saving state. The non-time-saving state is also called the normal game state. When playing the pachinko game machine 1 for the first time, the game state after power-on is the non-time-saving state (normal game state). The time-saving state is a game state in which it is easier for game balls to enter the electric tuner 22 compared to the non-time-saving state.
[0101] There are two types of time-saving states: Time-saving state A (normal time-saving state) and Time-saving state B (slight time-saving state). As mentioned above, Time-saving state A is a time-saving state that is entered mainly after the end of a jackpot game (see Figure 8) or when "Special Symbol 1_Missing Symbol B" is displayed in a non-time-saving state (a game state where the time-saving flag is OFF) (meaning the first special miss shown in Figure 9 is drawn). In contrast, Time-saving state B is a time-saving state that is entered when "Special Symbol 2_Missing Symbol C" or "Special Symbol 2_Missing Symbol D" is displayed in a stop (meaning the second or third special miss shown in Figure 9) or when "Special Symbol 1_Missing Symbol B" is displayed in a time-saving state (a game state where the time-saving flag is ON) (meaning the first special miss shown in Figure 9 is drawn). In other words, when the pachinko game machine 1 displays a specific losing symbol (losing symbol B, losing symbol C, or losing symbol D), it can be controlled to enter a time-saving state (time-saving state A, time-saving state B) without executing a jackpot game, depending on the amount of time that has elapsed since the symbol stopped. Depending on the type of time-saving state, the settings of various parameters related to the ease of winning into the electric tuner 22, such as the variation pattern of the normal symbols and the opening pattern of the electric tuner 22, will differ.
[0102] Let's explain the time-saving state in more detail. In this configuration, as shown in Figure 10-1(A), the probability of winning the regular symbol lottery in the time-saving state (time-saving state A, time-saving state B) is the same as the probability of winning the regular symbol in the non-time-saving state. Specifically, in this configuration, in any of the game states—non-time-saving state, time-saving state A, and time-saving state B—the probability of being judged as a win in the regular symbol lottery is set to 65535 / 65536. In other words, in any game state, the regular symbol lottery is almost always judged as a win. Note that the configuration may be such that the probability of winning the regular symbol lottery is higher in the time-saving state than in the non-time-saving state (in other words, the probability variation function of the regular symbol display 42 is activated in the time-saving state).
[0103] Furthermore, in the time-saving state (time-saving state A, time-saving state B), as shown in Figure 10-1(B), the variation time of the normal symbols is shorter than in the non-time-saving state. Specifically, in this configuration, the variation time of the normal symbols is 60 seconds in the non-time-saving state, but it is 1 second in time-saving state A and 30 seconds in time-saving state B. In other words, the variation time reduction function of the normal symbol display 42 is activated in the time-saving state. The stopping time of the normal symbols is 0.5 seconds in all game states.
[0104] Furthermore, in the time-saving state (time-saving state A, time-saving state B), as shown in Figure 10-1(C), the opening time of the electric tuner 22 during auxiliary play becomes longer than in the non-time-saving state. Specifically, in this configuration, the opening time of the electric tuner 22 is 0.05 seconds per play in the non-time-saving state, but it is 2.5 seconds in time-saving state A and 0.1 seconds in time-saving state B. In other words, the function to extend the opening time of the electric tuner 22 is activated in the time-saving state.
[0105] Furthermore, in the time-saving state, as shown in Figure 10-1(C), the number of times the electric tuner 22 opens during auxiliary play may be greater than in the non-time-saving state. Specifically, in this configuration, the number of times the electric tuner 22 opens is 1 in the non-time-saving state and time-saving state B, but 2 in time-saving state A. In other words, in time-saving state A, the function to increase the number of times the electric tuner 22 opens is activated.
[0106] In the non-time-saving state, a win is almost guaranteed if a normal symbol lottery is performed, but the normal symbol variation time is long at 60 seconds, and the opening of the electric tuner 22 during auxiliary play is extremely short, only once for 0.05 seconds. Therefore, in the non-time-saving state, even if the game is played using right-handed shooting (a shooting method that allows the game ball to pass through gate 28), there is almost no chance of winning a prize in the electric tuner 22. Consequently, the most advantageous shooting method for the player in the non-time-saving state is "left-handed shooting," and in the non-time-saving state, the game control microcomputer 81 controls the shooting method indicator lamp 45 to the left-handed shooting notification mode (off mode) (see Figure 10-2).
[0107] Furthermore, in time-saving state A, if a normal symbol lottery is performed, it is almost always a win, the variation time of the normal symbols is short at 1 second, and the opening of the electric tuner 22 in auxiliary play is sufficiently long at 2.5 seconds twice. Therefore, in time-saving state A, playing with right-handed shooting can frequently result in winning into the electric tuner 22. Consequently, the most advantageous way to play for the player in time-saving state A is "right-handed shooting," and in time-saving state A, the game control microcomputer 81 controls the shooting method indicator lamp 45 to the right-handed shooting notification mode (lighting mode) (see Figure 10-2). It can be said that time-saving state A is a game state in which winning into the electric tuner 22 is easier compared to the non-time-saving state.
[0108] Furthermore, in time-saving state B, while a win is almost guaranteed if a normal symbol lottery is performed, the normal symbol variation time is long at 30 seconds, and the opening of the electric tuner 22 during auxiliary play is short, only one opening for 0.1 seconds. Therefore, in time-saving state B, although various parameters related to the ease of winning into the electric tuner 22 (winning probability of normal symbol lottery, variation time and stop time of normal symbols, and opening pattern of the electric tuner 22) are set to make it easier to win into the electric tuner 22 compared to the non-time-saving state, winning into the electric tuner 22 is almost impossible even when playing with right-hand shooting. For this reason, time-saving state B is also called a slightly time-saving state. In contrast, time-saving state A, in which winning into the electric tuner 22 occurs frequently with right-hand shooting, is also called a normal time-saving state. As shown in Figure 10-2, in time-saving state B, the most advantageous way to play for the player is "left-handed play," and in time-saving state B, the game control microcomputer 81 controls the play instruction lamp 45 to indicate left-handed play (off state).
[0109] Thus, in the non-time-saving state and time-saving state B, since it is unlikely that the ball will enter the electric tuner 22 even if the player shoots to the right, the player proceeds with the game by shooting to the left. On the other hand, in time-saving state A, since the ball will frequently enter the electric tuner 22 when the player shoots to the right, the player proceeds with the game by shooting to the right. In this pachinko game machine 1, the player also shoots to the right during a jackpot. Therefore, the advantageous way to shoot for the player during a jackpot is "shooting to the right," and during a jackpot, the game control microcomputer 81 controls the shooting method indicator lamp 45 to the right-shoot notification mode (lighting mode) (see Figure 10-2). In this configuration, the advantageous way to shoot for the player during a minor win is also "shooting to the right," so during a minor win, the game control microcomputer 81 controls the shooting method indicator lamp 45 to the right-shoot notification mode (lighting mode) (see Figure 10-2).
[0110] Shortened play state B, like shortened play state A, is a play state in which it is easier to get the ball into the electric tuner 22 compared to the non-shortened play state, but it is a play state in which it is more difficult to get the ball into the electric tuner 22 than shortened play state A. Also, since it is not possible to get the ball into the electric tuner 22 in shortened play state B, it is a play state in which the nature is closer to the non-shortened play state than shortened play state A. Therefore, shortened play state B (slight shortened play state) is also called a special normal play state. The non-shortened play state corresponds to the normal play state, and the shortened play state corresponds to the easy ball entry state. Furthermore, shortened play state A (normal shortened play state) corresponds to the first easy ball entry state, and shortened play state B (slight shortened play state) corresponds to the second easy ball entry state. Also, shortened play state A corresponds to a specific play state, and the non-shortened play state and shortened play state B correspond to a non-specific play state. Furthermore, the non-time-saving state corresponds to the first non-specific game state or the first game state, while time-saving state B corresponds to the second non-specific game state or the second game state.
[0111] Furthermore, in the non-time-saving state, the time-saving flag is OFF. Therefore, if "Special Symbol 1_Missing Symbol B" stops and is displayed while in the non-time-saving state (i.e., the first special miss is drawn), the game state will then be changed to time-saving state A (normal game state). However, in time-saving state B, the time-saving flag is ON. Therefore, even if "Special Symbol 1_Missing Symbol B" stops and is displayed while in time-saving state B (i.e., the first special miss is drawn), unlike in the non-time-saving state, the game state will then be changed to time-saving state B (slightly time-saving state) instead of time-saving state A (normal game state). Thus, focusing on the case where "Special Symbol 1_Missing Symbol B" stops and is displayed in this form, even if the advantageous playing method for the player is the same "left-handed play," it can be said that the non-time-saving state is a more advantageous game state for the player than time-saving state B.
[0112] In the time-saving state A, the base rate, which is the ratio of prize balls to the number of balls launched, is higher compared to the non-time-saving state. Therefore, time-saving state A is also called the "high base state," and the non-time-saving state is also called the "low base state." In the high base state, it is possible to aim for a jackpot without significantly reducing the number of game balls held. The high base state is the state in which so-called electric support control (control that supports entry into the second start opening 21 by the electric tuner 22) is being implemented. Therefore, the high base state is also called the electric support control state. The low base state is also called the non-electric support control state.
[0113] Furthermore, the time-saving state is achieved when, due to the operation of one or more of the following functions of the regular symbol display 42: the probability variation function of the regular symbol display 42, the variation time reduction function of the regular symbol display 42, the opening time extension function of the electric tuner 22, and the number of openings increase function of the electric tuner 22, it is possible for game balls to enter the second start opening 21 related to the electric tuner 22 more easily than when the function is not in operation, and it is not necessary for all of these functions to be in operation.
[0114] Next, the modes of the status indicator lamps 46 in each game state and the signal output modes of the external terminal board 140 will be explained based on Figure 10-2. As shown in Figure 10-2, the game control microcomputer 81 controls the status indicator lamps 46 to the first lighting mode (the mode in which the right status indicator lamp 46a and the left status indicator lamp 46b are lit) when the non-time-saving state is set. Also, when the time-saving state A (normal time-saving state) is set, the status indicator lamps 46 are controlled to the second lighting mode (the mode in which the right status indicator lamp 46a is off and the left status indicator lamp 46b is lit). In this configuration, the game control microcomputer 81 may control the status indicator lamps 46 to either an off state (both the right status indicator lamp 46a and the left status indicator lamp 46b are off) or a third illuminated state (the right status indicator lamp 46a is illuminated and the left status indicator lamp 46b is off) while the time-saving state B (slight time-saving state) is set. Specifically, if a power outage occurs while the time-saving state B is set, and the power outage is restored, the game control microcomputer 81 controls the status indicator lamps 46 to the third illuminated state during the time-saving state B. From the time the power outage is restored until the game transitions to a different game state from the time-saving state B, the status indicator lamps 46 are continuously controlled to the third illuminated state. In contrast, the microcomputer 81 for game control controls the status notification lamp 46 to an off state when the time-saving state B is set, except immediately after the power outage is restored, such as when the time-saving state B is set.
[0115] Furthermore, the microcomputer 81 for game control controls the status indicator lamp 46 to the first illumination mode while a jackpot game is in progress (jackpot game state). While a minor jackpot game is in progress (minor jackpot game state), it controls the lamp to the same mode as before the minor jackpot game was started. In other words, the status indicator lamp 46 does not change before or during a minor jackpot game.
[0116] Based on the above, in this configuration, the state notification lamp 46 behaves differently depending on whether the game is in state A (normal time-saving state) or state B (slight time-saving state), among the multiple types of time-saving states. Therefore, the state notification lamp 46 allows players to recognize which time-saving state is in which state. Furthermore, the state notification lamp 46 behaves differently depending on whether the game is in state B (slight time-saving state) or a non-time-saving state (normal game state). Therefore, during gameplay where the game is played by left-handed play, players can recognize whether they are in a slight time-saving state or a non-time-saving state.
[0117] As shown in Figure 10-2, the external terminal board 140 turns on status signal 2 based on the external output signal input from the game control microcomputer 81 via the payout control board 110 while setting a non-time-saving state, but sometimes it turns on status signal 1 and sometimes it turns it off. The external terminal board 140 turns on status signal 2 while turning off status signal 1 while setting a non-time-saving state immediately after a RAM clear (specifically, immediately after the RAM clear switch 152 is operated by a hall staff member, etc.). The states of status signal 1 and status signal 2 are maintained from immediately after the RAM clear until the game transitions to a different game state from the non-time-saving state. The external terminal board 140 also turns on status signal 2 while turning off status signal 1 while setting a non-time-saving state after setting a time-saving state B. The states of status signal 1 and status signal 2 are maintained from immediately after setting a non-time-saving state after a time-saving state B until the game transitions to a different game state from the non-time-saving state.
[0118] In contrast, the external terminal board 140 turns both status signal 1 and status signal 2 ON when setting a non-time-saving state other than immediately after a RAM clear, such as when setting a non-time-saving state after a big win or when setting a non-time-saving state after setting time-saving state A. Furthermore, the external terminal board 140 turns status signal 1 ON and status signal 2 OFF when setting time-saving state A. In addition, the external terminal board 140 turns both status signal 1 and status signal 2 OFF when setting time-saving state B.
[0119] Furthermore, the external terminal board 140 turns ON both status signal 1 and status signal 2 while a jackpot game is in progress (jackpot game state). Also, while a minor jackpot game is in progress (minor jackpot game state), both status signal 1 and status signal 2 are turned ON.
[0120] Figures 10-3 and 10-4 are timing charts showing the changes in the behavior of the play instruction lamp 45, the behavior of the status notification lamp 46, and the output behavior of status signals 1 and 2 according to the transition of the game state. Figure 10-3 illustrates the case where the game state transitions from "non-time-saving state after RAM clear → time-saving state B (slight time-saving state) → jackpot game state → time-saving state A (normal game state) → time-saving state B (slight time-saving state) → non-time-saving state". Figure 10-4 illustrates the case where a power outage occurs when the game state is time-saving state B (slight time-saving state).
[0121] As shown in Figure 10-3, in the non-time-saving state after RAM clearing, the shooting instruction lamp 45 is in the left-shooting notification mode (off mode), the status notification lamp 46 is in the first lighting mode, status signal 1 is OFF and status signal 2 is ON. This continues until the timing (timing t1 shown in Figure 10-3) when the setting of time-saving state B (slight time-saving state) described below is started.
[0122] Furthermore, in this configuration, if a power outage occurs while the game state is a non-shortened time state after a RAM clear, the non-shortened time state will continue to be set as the game state immediately after the power outage is restored. Immediately after the power outage is restored, the play instruction lamp 45 is in the left-hand play notification mode, the status notification lamp 46 is in the first lighting mode, status signal 1 is OFF and status signal 2 is ON. In other words, if a power outage occurs in a non-shortened time state after a RAM clear, in addition to the game state, the mode of the play instruction lamp 45, the mode of the status notification lamp 46, and the output modes of status signals 1 and 2 will not change from before the power outage to after the power outage is restored.
[0123] When the game transitions from the non-shortened state after RAM clearing to shortened state B at timing t1, the status notification lamp 46 changes from the first illuminated state to the off state, and status signal 2 changes from ON to OFF. The shooting instruction lamp 45 remains in the left-shooting notification state (off state), and status signal 1 remains OFF. This continues until the timing when shortened state B ends (timing t2 shown in Figure 10-3).
[0124] In this configuration, if a power outage occurs while the game state is time-saving state B, time-saving state B will continue to be set as the game state immediately after the power outage is restored. However, unlike the case of the non-time-saving state after the RAM clear described above, the behavior of the state notification lamp 46 changes from before the power outage to after the power outage is restored. That is, the timing chart shown in Figure 10-3 is an example of the case where no power outage occurs while the game state is time-saving state B, and the timing chart for the case where a power outage occurs in time-saving state B is shown in Figure 10-4.
[0125] As shown in Figure 10-4, if a power outage occurs at timing t10 when the game state is time-saving state B, and power is restored at the following timing t11, immediately after power restoration, the shooting instruction lamp 45 will be in the left-shooting notification mode, the state notification lamp 46 will be in the third lighting mode, state signal 1 will be OFF, and state signal 2 will be OFF. In other words, immediately after power restoration, the state notification lamp 46 changes from the "off mode" before the power outage to the "third lighting mode". This continues until the game state transitions to a game state other than time-saving state B.
[0126] Returning to Figure 10-3, when the game transitions from time-saving state B to jackpot game state at timing t2, the shooting instruction lamp 45 changes from left-shooting notification mode (off mode) to right-shooting notification mode (on mode), the status notification lamp 46 changes from off mode to the first on mode, status signal 1 changes from OFF to ON, and status signal 2 changes from OFF to ON. This continues until the timing when the jackpot game state ends (timing t3 shown in Figure 10-3).
[0127] Furthermore, in this configuration, if a power outage occurs while the game state is a jackpot game state, the jackpot game state will continue to be set as the game state immediately after the power outage is restored. Immediately after the power outage is restored, the play instruction lamp 45 will be in the right-hand play notification mode, the status notification lamp 46 will be in the first lighting mode, and status signal 1 and status signal 2 will be ON. In other words, if a power outage occurs in a jackpot game state, just as in the case of the non-time-saving state after a RAM clear described above, the game state, as well as the mode of the play instruction lamp 45, the mode of the status notification lamp 46, and the output modes of status signals 1 and 2 will not change from before the power outage to after the power outage is restored.
[0128] When the game transitions from the jackpot state to the time-saving state A (normal time-saving state) at timing t3, the state notification lamp 46 changes from the first lighting mode to the second lighting mode, and the state signal 2 changes from ON to OFF. The playing instruction lamp 45 remains in the right-hand shooting notification mode, and the state signal 1 remains ON. This continues until the timing when time-saving state A ends (timing t4 shown in Figure 10-3).
[0129] Furthermore, in this configuration, if a power outage occurs while the game state is time-saving state A, time-saving state A will continue to be set as the game state immediately after the power is restored. Immediately after the power is restored, the play instruction lamp 45 will be in the right-hand play notification mode, the state notification lamp 46 will be in the second lighting mode, state signal 1 will be ON and state signal 2 will be OFF. In other words, if a power outage occurs in time-saving state A, just as in the case of a non-time-saving state after a RAM clear or in a jackpot game state as described above, the game state, as well as the mode of the play instruction lamp 45, the mode of the state notification lamp 46, and the output modes of state signals 1 and 2 will not change from before the power outage to after the power is restored.
[0130] When the time-saving state A ends at timing t4 and the system transitions to time-saving state B (slightly time-saving state), the shooting instruction lamp 45 changes from a right-hand shooting notification mode to a left-hand shooting notification mode, the status notification lamp 46 changes from the second illuminated mode to an off mode, and status signal 1 changes from ON to OFF. Status signal 2 remains OFF. This continues until the timing at which time-saving state B ends without an interruption of power (timing t5 shown in Figure 10-3).
[0131] At timing t5, when transitioning from time-saving state B (without power interruption) to a non-time-saving state (such as the non-time-saving state after a jackpot game state or the non-time-saving state after time-saving state A), the state notification lamp 46 changes from off to the first illuminated state, and the state signal 2 changes from OFF to ON. The play instruction lamp 45 remains in the left-play notification state, and the state signal 1 remains OFF. This continues until the non-time-saving state ends and the game state transitions to a state other than the non-time-saving state.
[0132] In this configuration, the output pattern of status signal 1 is the same in the case of a non-time-saving state after RAM clearing, a non-time-saving state after a jackpot game state, and a non-time-saving state after time-saving state A (see Figures 10-2 and 10-3). Specifically, status signal 1 is OFF in both the case of a non-time-saving state after RAM clearing and the case of a non-time-saving state after time-saving state B.
[0133] Furthermore, in this configuration, if a power outage occurs while the game state is a non-time-saving state after time-saving state B, the non-time-saving state will continue to be set as the game state immediately after the power outage is restored. Immediately after the power outage is restored, the play instruction lamp 45 will be in the left-play notification mode, the state notification lamp 46 will be in the first lighting mode, state signal 1 will be OFF and state signal 2 will be ON. In other words, if a power outage occurs in a non-time-saving state after time-saving state B, the modes of the play instruction lamp 45, the mode of the state notification lamp 46, and the output modes of state signals 1-2 will not change from before the power outage to after the power outage is restored, just as in the case of a non-time-saving state after a RAM clear or in a jackpot game state as described above.
[0134] Thus, in this configuration, the output patterns of status signals 1 and 2 output from the external terminal board 140 (i.e., the output patterns of the external output signals) differ depending on whether the machine is in time-saving state A (normal time-saving state) or time-saving state B (slight time-saving state). Therefore, the data display unit 160 can perform different display controls for each type of time-saving state, such as displaying "Time-saving in progress" on the status display unit 167 when the machine is in time-saving state A, but not displaying such a message when the machine is in time-saving state B. In addition, information that can identify the type of time-saving state is output to the hall computer 170, making it possible to inform hall employees and other managers which time-saving state the machine has transitioned to.
[0135] Furthermore, in this configuration, the output patterns of status signals 1 and 2 output from the external terminal board 140 (i.e., the output patterns of the external output signals) differ depending on whether the game is in time-saving state B (slight time-saving state) or not in time-saving state (normal game state). Therefore, it is possible to have the data display 160 perform different display controls for the slight time-saving state and the non-time-saving state, or to notify managers such as hall employees whether the game has transitioned to the slight time-saving state.
[0136] Next, the determination of the special symbol variation pattern (special symbol variation pattern) will be explained. Pachinko game machine 1 determines the special symbol variation pattern according to different special symbol variation pattern determination tables for non-time-saving state and time-saving state (see Figures 11 and 12). The special symbol variation pattern determination table in the time-saving state (Figure 12) is a table that is more likely to select variation patterns with shorter variation times compared to the special symbol variation pattern determination table in the non-time-saving state (Figure 11). In this embodiment, the special symbol variation pattern is determined according to different special symbol variation pattern determination tables for time-saving state A (normal time-saving state) and time-saving state B (slight time-saving state) (see Figures 12(A) and 12(B)). More specifically, the special symbol variation pattern determination table for time-saving state A (Figure 12(A)) and the special symbol variation pattern determination table for time-saving state B (Figure 12(B)) mainly differ in the table related to special symbol 2.
[0137] Specifically, in the special symbol variation pattern determination table for time-saving state A (Figure 12(A)), a variation pattern with a 30-second variation time (one of P31 to P34) is determined as the variation pattern for special symbol 2. If one of these variation patterns is selected, the variation performance accompanied by a battle reach, as described later, is executed using the 30-second variation time. In addition, in the special symbol variation pattern determination table for time-saving state B (Figure 12(B)), a variation pattern with a 50-second variation time (one of P51 to P54) is determined as the variation pattern for special symbol 2. If one of these variation patterns is selected, the variation performance accompanied by a battle reach with different performance content from the battle reach in time-saving state A (for example, including a more intense battle scene) is executed using the 50-second variation time. Note that the battle reach is a type of so-called SP reach.
[0138] In this configuration, the variation time of Special Symbol 2 differs depending on the type of time-saving state. Time-saving state A is a time-saving state in which the variation time of Special Symbol 2 is shorter than that of time-saving state B. Therefore, in time-saving state A, the variation of the special symbols (display of the special symbols) proceeds faster than in time-saving state B.
[0139] In this state, since the lottery for Special Feature 1 is mainly conducted during the non-time-saving state, the table shown in the Special Feature 1 column of Figure 11 is used. After a jackpot game based on the lottery for Special Feature 1, the game is controlled to time-saving state A. In time-saving state A, the lottery for Special Feature 2 is mainly conducted, so the table shown in the Special Feature 2 column of Figure 12(A) is used. In this form, it is possible to accumulate up to 4 Special Feature 2 reserves (second Special Feature reserves), so when time-saving state A ends, the fluctuation display of Special Feature 2 is executed based on the remaining Special Feature 2 reserves (remaining Special Feature 2 reserves). As will be described later, the game state at this time becomes time-saving state B when a special miss is drawn based on the lottery for Special Feature 2 in the final fluctuation of time-saving state A. Therefore, the fluctuation pattern related to the remaining Special Feature 2 reserves is determined based on the table shown in the Special Feature 2 column of Figure 12(B). After that, the game mainly consists of lotteries for Special Feature 1 until time-saving state B ends. Therefore, in this case, the table shown in the Special Figure 1 column of Figure 12(B) will be used. If the time-saving state B ends without winning a jackpot in the lottery for Special Figure 1, the state will basically return to the non-time-saving state. Therefore, in this case, the table shown in the Special Figure 1 column of Figure 11 will be used again.
[0140] 4. About the Start Prize Command This form of pachinko game machine 1 is capable of performing so-called pre-announcement effects. A pre-announcement effect is an effect that uses a starting entry command identified based on judgment information (random values such as jackpot random numbers) obtained by the starting entry to suggest the probability of winning for that starting entry, even before the win / loss judgment is made immediately before the start of the special symbol variation (display of special symbols variation) based on that starting entry.
[0141] As shown in Figure 13, the start-up prize command generated in this embodiment includes lottery result information, indicating whether it is a big win, a small win, a normal loss, or a special loss (time-saving loss). Furthermore, the start-up prize command in this embodiment includes start-up gate information, indicating whether the ball entered the first start-up gate 20 or the second start-up gate 21. Note that the start-up prize command only needs to include lottery result information; any other information included in the start-up prize command can be changed as appropriate.
[0142] 5. Operation of the microcontroller 81 for game control [Main Control Processing] Next, the operation of the game control microcontroller 81 will be explained based on Figures 14 to 32. Note that the counters, timers, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcontroller 81 are located in RAM 84. When the power to the pachinko game machine 1 is turned on, the game control microcontroller 81 on the main control board 80 reads the main control processing program shown in Figure 14 from ROM 83 and executes it. As shown in the figure, the main control processing first performs initial settings (step S001). Initial settings include, for example, setting the stack, setting constants, setting interrupt times, setting the CPU 82, setting SIO, PIO, CTC (circuit for managing interrupt times), and resetting various flags, status, and counters. The initial value of the flags is "0" or "OFF", the initial value of the status is "1", and the initial value of the counters is "0". Note that the initial settings (S001) are executed only once after power is turned on and are not executed thereafter.
[0143] Furthermore, in this initial setup, the game control microcontroller 81 in this configuration performs external terminal setting processing in conjunction with power outage recovery. Specifically, when power outage recovery occurs in a non-time-saving state after RAM clearing, the output mode of status signal 1 is set to OFF mode, and the output mode of status signal 2 is set to ON mode. Also, when power outage recovery occurs in a non-time-saving state after time-saving state B (slight time-saving state), the output mode of status signal 1 is set to OFF mode, and the output mode of status signal 2 is set to ON mode, similar to power outage recovery in a non-time-saving state after RAM clearing. In contrast, when power outage recovery occurs in a non-time-saving state after a jackpot game state or in a non-time-saving state after time-saving state A (normal time-saving state), the output modes of both status signal 1 and status signal 2 are set to ON mode.
[0144] Furthermore, when the power is restored during a power outage in time-saving state A, the output mode of state signal 1 is set to ON mode, and the output mode of state signal 2 is set to OFF mode. Furthermore, when the power is restored during a power outage in time-saving state B, the output modes of both state signal 1 and state signal 2 are set to OFF mode. Furthermore, when the power is restored during a power outage in the jackpot game state, the output modes of both state signal 1 and state signal 2 are set to ON mode. Furthermore, when the power is restored during a power outage in the minor jackpot game state, the output modes of both state signal 1 and state signal 2 are set to ON mode.
[0145] When the signal set here is output to the external terminal board 140 in the external terminal output processing (S109) described later, the external terminal board 140, upon receiving it, outputs status signals 1 and 2 to the data display unit 160 in the manner specified in the setting.
[0146] Furthermore, in this initial setup, the game control microcontroller 81 of this configuration performs the setting process for the status indicator lamp 46 in response to power outages. Specifically, when power is restored during a non-time-saving state, it is set to the first lighting mode, which is the same as before the power outage. Also, when power is restored during time-saving state A, it is set to the second lighting mode, which is the same as before the power outage. Also, when power is restored during a jackpot game state, it is set to the first lighting mode, which is the same as before the power outage. Also, when power is restored during a minor win game state, it is set to the first lighting mode, which is the same as before the power outage.
[0147] In contrast, when the power is restored during the shortened time state B, the system is set to a third lighting state, which is different from the state before the power outage (lights off state).
[0148] In the subsequent processing (S110), the microcontroller 81 for game control will provide notification via the status notification lamp 46 in the manner specified in the settings.
[0149] Following the initial setup (S001), interrupts are disabled (S002), and the main random number update process for normal and special symbols (S003) is executed. In this main random number update process for normal and special symbols (S003), the various random number counter values shown in Figure 6 are updated by incrementing them by 1. When each random number counter value reaches its upper limit, it resets to "0" and is incremented again. Note that the periodic initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0150] When the main random number update process for normal and special symbols (S003) is completed, interrupts are enabled (S004). While interrupts are enabled, the main timer interrupt process (S005) can be executed. The main timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the CPU 82, for example, at a 4 msec period. That is, it is executed at a 4 msec period, for example. Then, between the completion of the main timer interrupt process (S005) and the start of the next main timer interrupt process (S005), the update process of various counter values by the main random number update process for normal and special symbols (S003) is repeatedly executed. Note that if an interrupt pulse is input to the CPU 82 while interrupts are disabled, the main timer interrupt process (S005) will not start immediately, but will start after interrupts are enabled (S004).
[0151] [Main Timer Interrupt Processing] Next, the main timer interrupt processing (S005) will be explained. As shown in Figure 15, the main timer interrupt processing (S005) first executes output processing (S101). In output processing (S101), commands etc. set in the output buffer provided in the RAM 84 of the main control board 80 for each of the processes described below are output to the sub-control board 90, the payout control board 110, etc.
[0152] In the input processing (S102) that follows the output processing (S101), detection signals detected by various sensors attached to the pachinko game machine 1 (first start port sensor 20a, second start port sensor 21a, first large prize port sensor 30a, second large prize port sensor 35a, normal prize port sensor 27a, etc. (see Figure 4)) are read and stored as prize ball information in the output buffer of RAM 84. In addition, detection signals from the lower tray full switch that detects when the lower tray 62 is full are also taken in and stored as lower tray full data in the output buffer of RAM 84. The number of prize balls awarded for each prize port is set to a predetermined value, for example, 2 balls for the second start port 21. However, the number of prize balls awarded for each prize port can be changed as appropriate.
[0153] The next process, the regular and special symbol main random number update process (S103), is the same as the regular and special symbol main random number update process (S003) performed in the main control process shown in Figure 14. That is, the update process for the various random number counter values (including the regular symbol random number counter value) shown in Figure 6 is performed both during the execution period of the main timer interrupt process (S005) and during other periods (the period from the end of the main timer interrupt process (S005) until the start of the next main timer interrupt process (S005)).
[0154] Following the normal and special symbol main random number update process (S103), the following processes are executed: sensor detection process (S104), normal operation process (S105), special operation process (S106), distribution member control process (S107), and specific area sensor detection process (S108), which will be described later. Then, the external terminal output process (S109) is performed. In the external terminal output process (S109), the signals set in the initial setup process (S001 shown in Figure 14) and the external terminal setting process (S914, S916, S918, or S919 shown in Figure 19), which will be described later, are output to the external terminal board 140 via the payout control board 110 (see Figure 4). After that, other processes (S110) are executed, and the main-side timer interrupt process (S005) is terminated. Other processing (S110) includes controlling the second special feature reserve indicator 43b to display the number of reserved balls in special feature 2, as described later, and controlling the first special feature reserve indicator 43a to display the number of reserved balls in special feature 1, as described later. In addition, the status notification lamp 46 is controlled to notify in the manner set in the initial setup processing (S001 shown in Figure 14) described above. Then, until an interrupt pulse is input to the CPU 82, the processing steps S002 to S004 of the main control processing are repeatedly executed (see Figure 14), and when an interrupt pulse is input (after about 4 msec), the main timer interrupt processing (S005) is executed again. In the output processing (S101) of the main timer interrupt processing (S005) that is executed again, the commands etc. that were set in the output buffer of RAM 84 in the previous main timer interrupt processing (S005) are output.
[0155] [Sensor Detection Process] As shown in Figure 16, the sensor detection process (S104) first determines whether a game ball has passed through gate 28, that is, whether a game ball has been detected by gate sensor 28a (S201). If a game ball has passed through gate 28 (YES in S201), the gate passage process (S202) described below is performed. On the other hand, if a game ball has not passed through gate 28 (NO in S201), the gate passage process (S202) is skipped and the process proceeds to step S203.
[0156] In step S203, it is determined whether a game ball has entered the second start opening 21, that is, whether a game ball has been detected by the second start opening sensor 21a (S203). If no game ball has entered the second start opening 21 (NO in S203), the process proceeds to step S209. However, if a game ball has entered the second start opening 21 (YES in S203), it is determined whether the number of reserved balls for special symbol 2 (the number of reserved balls for special symbol 2, specifically the value of the counter in RAM 84 that counts the number of reserved balls for special symbol 2) has reached "4" (upper limit memory) (S204). If the number of reserved balls for special symbol 2 has reached "4" (YES in S204), the process proceeds to step S209. However, if the number of reserved balls for special symbol 2 is less than "4" (NO in S204), 1 is added to the number of reserved balls for special symbol 2 (S205).
[0157] Next, the Special Feature 2 related random number acquisition process (S206) is performed. In the Special Feature 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the symbol type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the variation pattern random number counter value (label-TRND-T1) are acquired (that is, the group of random numbers shown in Figure 6(A) are acquired), and these acquired random numbers are stored in the memory area of the second Special Feature Reserve Storage Unit 85b (Figure 4) corresponding to the current number of Special Feature 2 reserved balls.
[0158] Next, the second start winning command identification process (S207) is performed. In the second start winning command identification process (S207), based on the group of random values stored in step S206, the second start winning command (an example of winning information) is identified using the start winning command identification table shown in Figure 13. Specifically, if the jackpot random number is "65535" and the symbol type random number is "199", the second start entry location in the start winning command identification table in Figure 13 is referenced to identify the command "E2H01H" as the second start winning command. The command consists of 2 bytes of information (1 byte for the upper command (e.g., E2H) and 1 byte for the lower command (e.g., 01H)).
[0159] The classification of jackpot random numbers in the table shown in Figure 13 corresponds to the classification in the jackpot determination table (see Figure 7(A)). Furthermore, the classification of symbol type random numbers allows for the distinction between special misses (time-saving misses) and those that do not (see Figure 7(D)). Specifically, if the jackpot random number value is between 65250 and 65535, it is determined to be a jackpot, and a second start entry command (lower command value 01H) is identified to indicate this (i.e., the acquired determination information is jackpot winning information that is expected to be determined to be a jackpot). Also, if the jackpot random number value is between 0 and 9000, it is determined to be a minor win, and a second start entry command (lower command value 02H) is identified to indicate this (i.e., the acquired determination information is minor win winning information that is expected to be determined to be a minor win). Furthermore, if the jackpot random number is between 9001 and 65249, it is determined to be a special miss, and a second starting entry command (with a lower command value of 04H) is identified to indicate this (i.e., that the acquired judgment information is special miss information that is expected to be judged as a special miss).
[0160] In this form of the starting prize command, the upper digit of the two-digit hexadecimal command specifies the type of command (that it is a starting prize command). The lower digit of the upper digit specifies the type of starting gate (whether it is a win in the first starting gate 20 or the second starting gate 21). The lower digit of the two-digit hexadecimal command is the lottery result information. Note that the rules for generating such starting prize commands are just an example and can be changed at will.
[0161] Next, the microcontroller 81 for game control sets the second start prize entry command identified in step S207 into the output buffer of RAM 84 (S208).
[0162] Next, in the sensor detection process (S104), it is determined whether or not a game ball has entered the first start opening 20, that is, whether or not a game ball has been detected by the first start opening sensor 20a (S209). If no game ball has entered the first start opening 20 (NO in S209), the process ends. However, if a game ball has entered the first start opening 20 (YES in S209), it is determined whether or not the number of reserved balls for Special Feature 1 (the number of reserved balls for Special Feature 1, specifically the value of the counter in RAM 84 that counts the number of reserved balls for Special Feature 1) has reached "4" (S210). If the number of reserved balls for Special Feature 1 has reached "4" (YES in S210), the process ends. However, if the number of reserved balls for Special Feature 1 is less than "4" (NO in S210), "1" is added to the number of reserved balls for Special Feature 1 (S211).
[0163] Next, the Special Feature 1 related random number acquisition process (S212) is performed. In the Special Feature 1 related random number acquisition process (S212), similar to the Special Feature 2 related random number acquisition process (S206), the jackpot random number counter value (label-TRND-A), the symbol type random number counter value (label-TRND-AS), the reach random number counter value (label-TRND-RC), and the variation pattern random number counter value (label-TRND-T1) are acquired (that is, the group of random numbers shown in Figure 6(A) are acquired), and these acquired random numbers are stored in the memory area of the first Special Feature Reserve Storage Unit 85a (Figure 4) corresponding to the current number of Special Feature 1 reserved balls.
[0164] Next, the first start winning command identification process (S213) is performed. In the first start winning command identification process (S213), based on the group of random values stored in step S212, the first start winning command (an example of winning information) is identified using the start winning command identification table shown in Figure 13. Specifically, if the jackpot random number is "65535" and the symbol type random number is "199", the command "E1H01H" is identified as the first start winning command by referring to the first start slot in the start winning command identification table in Figure 13. The identified first start winning command contains the lottery result information.
[0165] Similar to the second starting prize entry command described above, the classification of jackpot random numbers in the table shown in Figure 13 corresponds to the classification in the jackpot judgment table (see Figure 7(A)). Furthermore, the classification of symbol type random numbers allows for the distinction between special misses (time-saving misses) and those that do not (see Figure 7(D)). Specifically, if the jackpot random number value is between 65250 and 65535, it is judged as a jackpot, and a first starting prize entry command (with a lower command value of 01H) is identified to indicate this (i.e., the acquired judgment information is jackpot winning information that is expected to be judged as a jackpot win). Also, if the jackpot random number value is between 0 and 65249, it is judged as a normal miss, and a first starting prize entry command (with a lower command value of 03H) is identified to indicate this (i.e., the acquired judgment information is normal miss information that is expected to be judged as a normal miss).
[0166] Next, the game control microcontroller 81 sets the first start prize entry command identified in step S213 into the output buffer of RAM 84 (S214), and then finishes processing.
[0167] [Gate Passage Processing] As shown in Figure 17, the gate passage processing (S202) first determines whether or not the normal symbols are in a waiting state (S221). Waiting for the normal symbols to change means that neither the normal symbol change display is in progress nor an auxiliary game is in progress. If the normal symbols are not in a waiting state (NO in S221), this process ends immediately. However, if the normal symbols are in a waiting state (YES in S221), the normal symbol random number acquisition processing (S222) is performed. In the normal symbol random number acquisition processing (S222), the normal symbol random number counter value (value of label-TRND-H, Figure 6(B)) is acquired, and the acquired random number value is stored in a predetermined memory area of RAM84.
[0168] [Normal Operation Processing] Following the sensor detection processing (S104), the game control microcomputer 81 performs the normal operation processing (S105) shown in Figure 18. In the normal operation processing (S105), it first determines whether the electric chute 22 is in operation or not (S301). If the electric chute is not in operation (NO in S301), it then determines whether the normal symbols are in a stopped display state (from the start to the end of the normal symbol stop time) or not (S302). If the normal symbols are not in a stopped display state (NO in S302), it then determines whether the normal symbols are in a fluctuating display state or not (S303). If the normal symbols are not in a fluctuating display state (NO in S303), it then determines whether there is a memory of the normal symbol random numbers obtained in step S222 above before the win determination (S304). If there is no memory of the normal symbol random numbers (NO in S304), this process ends.
[0169] If there is a memory of the normal symbol random numbers in step S304 (YES in S304), the hit determination process (S305) is performed. In the hit determination process (S305), if it is not a time-saving state, it is determined whether it is a hit or not based on the normal symbol hit determination table for the non-time-saving state (see the non-time-saving state column in the table shown in Figure 10-1(A)). If it is a time-saving state (time-saving state A, time-saving state B), it is determined whether it is a hit or not based on the normal symbol hit determination table for the time-saving state (see the time-saving state column in the table shown in Figure 10-1(A)). Then, a symbol determination process is performed to set the normal symbol stop symbol data according to the result of the hit determination process into a predetermined memory area of RAM84 (S306). In other words, in the symbol determination process (S306), if it is a "miss", data corresponding to the "normal miss symbol" is set, and if it is a "hit", data corresponding to the "normal win symbol" is set. In this configuration, the probability of winning a regular symbol draw is the same whether the game is in a non-shortened time state or a shortened time state (shortened time state A, shortened time state B).
[0170] Next, the microcomputer 81 for game control performs the normal symbol variation time determination process (S307). In the normal symbol variation time determination process (S307), the microcomputer refers to the normal symbol variation pattern determination table shown in Figure 10-1(B) and, if the game state is not a time-saving state, it selects a normal symbol variation pattern with a normal symbol variation time of 60 seconds. On the other hand, if the game state is time-saving state A, it selects a normal symbol variation pattern with a normal symbol variation time of 1 second, and if the game state is time-saving state B, it selects a normal symbol variation pattern with a normal symbol variation time of 30 seconds.
[0171] Subsequently, the game control microcomputer 81 starts displaying the normal symbol variation pattern selected in step S307 (S310). In conjunction with this, a normal symbol variation start command is set on the sub-control board 90 to notify it of the start of the normal symbol variation.
[0172] If the display of the normal symbols is active in step S303 (YES in S303), then it is determined whether the time for the normal symbol variation has elapsed (S311). If it has not elapsed, the process is terminated. If it has elapsed (YES in S311), the display of the normal symbol variation is stopped with a display result (normal winning symbol or normal losing symbol) corresponding to the determination result of the normal symbol random number (S312). Then, a normal symbol variation stop command is set on the sub-control board 90 to notify it that the normal symbol variation has stopped (S313), and the normal symbol stop time (500ms in this embodiment, see Figure 10-1(B)) is set (S314), and the process is terminated.
[0173] Furthermore, if the normal symbols are displayed stopped in step S302 as described above (YES in S302), then it is determined in step S314 whether the stop time for the normal symbols set has elapsed (S315). If it has not elapsed, the process ends. On the other hand, if it has elapsed (YES in S315), it is determined whether the normal symbol stop data for a normal winning symbol has been set (S316). If it is not the data for a normal winning symbol (i.e., if it is not a win (NO in S316)), the process ends. On the other hand, if it is the data for a normal winning symbol (i.e., if it is a win (YES in S316)), the opening pattern for the electric tuner 22 is set (S317). Specifically, if it is not in a time-saving state, the opening pattern for the non-time-saving state (see electric tuner opening TBL1 in Figure 10-1(C)) is set as the opening pattern for the electric tuner 22. In response to this, if the machine is in time-saving state A, the opening pattern for time-saving state A (see Electric Tuner Opening TBL2 in Figure 10-1(C)) is set as the opening pattern for the electric tuner 22, and if the machine is in time-saving state B, the opening pattern for time-saving state B (see Electric Tuner Opening TBL3 in Figure 10-1(C)) is set as the opening pattern for the electric tuner 22. Then, the electric tuner 22 is operated according to the opening pattern set in step S317 (S318).
[0174] Furthermore, if the electric chute 22 is operating in step S301 (YES in S301), then it is determined whether the operating time for the electric chute 22 has elapsed (S319). If it has not elapsed, the process is terminated. On the other hand, if it has elapsed (YES in S319), the operation of the electric chute 22 is terminated (S320).
[0175] [Special Operation Processing] Following the normal operation processing (S105), the game control microcomputer 81 performs the special operation processing (S106) shown in Figure 19. In the special operation processing (S106), the processing related to the special symbol display 41 and the big prize devices (first big prize device 31 and second big prize device 36) is divided into five stages, and "special operation status 1, 2, 3, 4, 5" is assigned to each of these stages. The special operation status is initially set to "1". If the "special operation status" is "1" (YES in S901), the game control microcomputer 81 performs the special symbol standby processing (S902) described later.
[0176] Furthermore, if the "Special Operation Status" is "2" (NO in S901, YES in S903), the special symbol variation processing (S904) described below is performed, followed by the external terminal setting processing (S914). In this external terminal setting processing (S914), when the special symbol stops, the output mode of the symbol confirmation signal indicating that the special symbol has stopped is set to the ON mode (output mode). When the signal set here is output to the external terminal board 140 in the external terminal output processing (S109), the external terminal board 140, upon receiving it, outputs the symbol confirmation signal to the data display 160 for a very short time (about 0.1 seconds).
[0177] If the "Special Operation Status" is "3" (NO in both S901 and S903, YES in S905), the special symbol confirmation process (S906) described below is performed, followed by the external terminal setting process (S916). In this external terminal setting process (S916), the output modes of state signals 1 and 2 are set when the game state is changed. Specifically, as shown in Figure 10-2, when executing a jackpot game, the output modes of state signals 1 and 2 are all set to the ON mode (output mode), when executing a minor jackpot game, the output modes of state signals 1 and 2 are all set to the ON mode, when transitioning to a non-time-saving state, the output modes of state signals 1 and 2 are all set to the ON mode, when transitioning to time-saving state A (normal time-saving state), the output mode of state signal 1 is set to the ON mode and the output mode of state signal 2 is set to the OFF mode, and when transitioning to time-saving state B (slight time-saving state), the output modes of state signal 1 and state signal 2 are all set to the OFF mode. When the signal set here is output to the external terminal board 140 via external terminal output processing (S109), the external terminal board 140, upon receiving it, outputs status signals 1 and 2 to the data display unit 160 in the manner specified in the setting.
[0178] If the "Special Operation Status" is "4" (NO in S901, S903, and S905, and YES in S907), the special electric mechanism processing 1 (S908) for a jackpot game is performed, followed by the external terminal setting processing (S918). In this external terminal setting processing (S918), the output modes of status signals 1 and 2 are set at the end of the jackpot game. Specifically, if the game state after the end of the jackpot game is time-saving state A (normal time-saving state), the output mode of status signal 1 is set to ON, and the output mode of status signal 2 is set to OFF. When the signals set here are output to the external terminal board 140 in the external terminal output processing (S109), the external terminal board 140, upon receiving them, outputs status signals 1 and 2 to the data display 160 in the manner specified in the settings.
[0179] If the "Special Operation Status" is "5" (all of S901, S903, S905, and S907 are NO), the special electric mechanism processing 2 (S909) as a minor win game is performed, followed by the external terminal setting processing (S919). In this external terminal setting processing (S919), if a V is passed during the minor win game, the output modes of status signals 1 to 2 are all set to the ON mode (output mode) when executing the two types of major win games. When the signals set here are output to the external terminal board 140 in the external terminal output processing (S109), the external terminal board 140, upon receiving them, outputs status signals 1 to 2 to the data display 160 in the mode specified by the settings.
[0180] [Special Symbol Waiting Process] As shown in Figure 20, in the special symbol waiting process (S902), it is first determined whether the number of reserved balls in the second starting port 21 (i.e., the number of reserved balls for special symbol 2) is "0" (S1001). If the number of reserved balls for special symbol 2 is "0" (YES in S1001), that is, if there is no memory of the group of random number counter values obtained due to the entry into the second starting port 21, it is determined whether the number of reserved balls in the first starting port 20 (i.e., the number of reserved balls for special symbol 1) is "0" (S1007). Then, if the number of reserved balls in Special Feature 1 is also "0" (YES in S1007), that is, if there is no memory of the group of random number counter values obtained due to entry into the first start opening 20, it is determined (S1013) whether the display screen 7a of the image display device 7 has already been set to the standby screen (demo screen for waiting for customers). If so (YES in S1013), the process ends; otherwise (NO in S1013), the standby screen setting process (S1014) is performed. In the standby screen setting process (S1014), after waiting for a predetermined waiting time to elapse, a customer waiting command is set to display the standby screen.
[0181] If, in step S1001, the number of reserved balls in Special Feature 2 is not "0" (NO in S1001), that is, if there is a memory of a group of random counter values acquired due to entry into the second start opening 21 (reserved information for Special Feature 2), then the Special Feature 2 jackpot determination process (S1002) and the Special Feature 2 variation pattern selection process (S1003) described later are performed. After that, the game control microcomputer 81 decrements the number of reserved balls in Special Feature 2 by 1 (S1004). Then, the storage location (memory area) of various counter values in the second Special Feature reserved memory unit 85b is shifted one position from the current position to the side from which it is read, and the memory area corresponding to the fourth reserved ball in the second Special Feature reserved memory unit 85b (the memory area furthest from the side from which it is read) is cleared (S1005). In this way, the reserved balls in the second Special Feature are consumed in the order in which they were reserved. Subsequently, the game control microcomputer 81 executes the Special Feature 2 variation start process (S1006). In the Special Symbol 2 Variation Start Processing (S1006), the special operation status is set to "2" and the variation start command is set in the output buffer of RAM84 to start the variation display of the second special symbol. The variation start command (also called the Special Symbol 2 Variation Start Command) set in the Special Symbol 2 Variation Start Processing (S1006) includes information on the special symbol stop symbol data set in the Special Symbol 2 Jackpot Determination Processing (S1002) and information on the variation pattern (including information on variation time) set in the Special Symbol 2 Variation Pattern Selection Processing (S1003).
[0182] Furthermore, if the number of reserved balls in Special Feature 2 is "0" but the number of reserved balls in Special Feature 1 is not "0" (YES in S1001 and NO in S1007), that is, if there is no reserved information for Special Feature 2, but there is one or more stored random counter values (reserved information for Special Feature 1) acquired due to entry into the first start opening 20, the Special Feature 1 jackpot determination process (S1008) and the Special Feature 1 variation pattern selection process (S1009) described later are performed. After that, the game control microcomputer 81 decrements the number of reserved balls in Special Feature 1 by 1 (S1010). Then, the storage location (storage area) of various counter values in the first Special Feature reserved storage unit 85a is shifted one position from the current position to the side from which it is read, and the storage area corresponding to the fourth reserved ball in the first Special Feature reserved storage unit 85a (the storage area furthest from the side from which it is read) is cleared (S1011). In this way, the reserved balls in the first Special Feature are consumed in the order in which they were reserved. Next, the microcomputer 81 for game control executes the Special Symbol 1 variation start process (S1012). In the Special Symbol 1 variation start process (S1012), the special operation status is set to "2" and the variation start command is set in the output buffer of RAM 84 to start the variation display of the first special symbol. The variation start command (also called the Special Symbol 1 variation start command) set in the Special Symbol 1 variation start process (S1012) includes information on the special symbol stop symbol data set in the Special Symbol 1 jackpot determination process (S1008) and information on the variation pattern (including information on variation time) set in the Special Symbol 1 variation pattern selection process (S1009).
[0183] As described above, in this configuration, the display of special symbols based on the first special symbol reserve is performed only when the second special symbol reserve is "0" (YES in S1001). In other words, the consumption of the second special symbol reserve takes precedence over the consumption of the first special symbol reserve. Furthermore, in this configuration, if a minor win is achieved through the lottery based on the second special symbol reserve, the player is guaranteed to pass through a specific area 39 during that minor win game. This point will be explained in more detail later.
[0184] [Special Feature 2 Jackpot Determination Processing (Special Feature 1 Jackpot Determination Processing)] The Special Feature 2 Jackpot Determination Processing (S1002) and the Special Feature 1 Jackpot Determination Processing (S1008) have the same processing flow, so they will be explained together based on Figure 21. As shown in Figure 21, in either the Special Feature 2 Jackpot Determination Processing (S1002) or the Special Feature 1 Jackpot Determination Processing (S1008), first, the jackpot random number counter value (the value of label-TRND-A) is read as the determination value (S1101). In detail, in the Special Feature 2 Jackpot Determination Processing (S1002), the jackpot random number counter value stored in the second special feature hold storage unit 85b of RAM 84 (more specifically, the storage area corresponding to the first of the second special feature holds) is read. In the Special Feature 1 Jackpot Determination Processing (S1008), the jackpot random number counter value stored in the first special feature hold storage unit 85a of RAM 84 (more specifically, the storage area corresponding to the first of the first special feature holds) is read.
[0185] Next, the jackpot determination table (Figure 7(A)) is set (S1102). Then, it is determined whether or not it is a jackpot based on the set jackpot determination table (S1103). That is, it is determined whether or not the jackpot random number counter value (label-TRND-A) matches any of the jackpot determination values from "65250" to "65535" (see Figure 7(A)). If the result of the jackpot determination (S1103) is "jackpot", the jackpot flag is turned ON (S1104), and the symbol type random number counter value (value of label-TRND-AS) is read, and the jackpot symbol type (type of jackpot) is determined based on the jackpot symbol type determination table shown in Figure 7(B) (S1105). After determining the type of winning symbol (S1105), the special symbol stop symbol data corresponding to the type of winning symbol (see Figure 7(B)) is set in the special symbol type buffer provided in RAM84 (S1106) and the process ends.
[0186] On the other hand, if the result of the jackpot determination (S1103) is not a "jackpot," it is determined whether or not it is a minor win (S1107). In detail, the special figure 2 jackpot determination process (S1002) determines whether or not the jackpot random number counter value matches any of the minor win determination values from "0" to "9000" (see the special figure 2 column in Figure 7(A)). Also, the special figure 1 jackpot determination process (S1008) determines that it is not a minor win (see the special figure 1 column in Figure 7(A)). Note that the probability of winning a minor win is higher in the special figure 2 lottery than in the special figure 1 lottery. More specifically, the probability of winning a minor win in the special figure 1 lottery is "zero," while the probability of winning a minor win in the special figure 2 lottery is approximately 1 / 7.
[0187] If the result of the minor win determination (S1107) is "minor win", the minor win flag is turned ON (S1108), the symbol type random number counter value (value of label-TRND-AS) is read, and the minor win symbol type (type of minor win) is determined based on the minor win symbol type determination table shown in Figure 7(C) (S1109). After determining the minor win symbol type (S1109), the special symbol stop symbol data corresponding to the minor win symbol type (see Figure 7(C)) is set in the special symbol type buffer provided in RAM84 (S1110), and the process ends. Note that a separate random number may be provided to determine whether or not it is a minor win, in addition to the major win random number.
[0188] Furthermore, if it is neither a big win (NO in S1103) nor a small win (NO in S1107), it is a "miss," so the symbol type random number counter value (value of label-TRND-AS) is read, and the type of missing symbol (type of miss) is determined based on the missing symbol type determination table shown in Figure 7(D) (S1112). After determining the type of missing symbol (S1112), the special symbol stop symbol data corresponding to the type of missing symbol (see Figure 7(D)) is set in the special symbol type buffer provided in RAM84 (S1113), and the process ends.
[0189] [Special Figure 2 Variation Pattern Selection Process (Special Figure 1 Variation Pattern Selection Process)] The Special Figure 2 Variation Pattern Selection Process (S1003) and the Special Figure 1 Variation Pattern Selection Process (S1009) have the same processing flow, so they will be explained together based on Figures 22 and 23. As shown in Figure 22, in the Special Figure 2 Variation Pattern Selection Process (S1003) or the Special Figure 1 Variation Pattern Selection Process (S1009), it is first determined whether the game state is a non-time-saving state (whether the time-saving flag is OFF or not) (S1301).
[0190] If the game is not in a time-saving state (YES in S1301), the next step is to determine whether the jackpot flag is ON or OFF (S1302). If it is ON (YES in S1302), the game refers to the table for jackpots in non-time-saving states (the part of the table shown in Figure 11 that corresponds to jackpots) and selects a variation pattern based on the variation pattern random number counter value (the value of label-TRND-T1) (S1303). As shown in Figure 11, once the variation pattern is determined, the variation time is also determined.
[0191] Each variation pattern is associated with a variation animation, and once a variation pattern is determined, the corresponding variation animation is executed. Specifically, for example, a special reach is executed in the variation animation based on variation pattern P1, and a normal reach (N reach) is executed in the variation animation based on variation pattern P2 (see the remarks column in the table shown in Figure 11). Here, a special reach (super reach) is a reach with a longer variation time after the reach than a normal reach, and the distribution rate in the table is set so that the probability of winning (the probability of winning a jackpot) is higher than that of a normal reach. In this form, a super reach is executed as an evolutionary step after a normal reach.
[0192] Furthermore, in step S1302, if the big win flag is not ON (NO in S1302), it is determined whether the small win flag is ON or not (S1304). If it is ON (YES in S1304), the table for small wins in non-time-saving state (the part of the table shown in Figure 11 that corresponds to small wins) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1305).
[0193] Furthermore, in step S1304, if the minor win flag is not ON (NO in S1304), it is determined whether the type of losing symbol is "losing symbol B", "losing symbol C", or "losing symbol D" (S1306). If the type of losing symbol is "losing symbol B", "losing symbol C", or "losing symbol D" (YES in S1306), the table for losing symbols during non-time-saving states (the part of the table shown in Figure 11 that corresponds to losing symbol B, losing symbol C, or losing symbol D) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (value of label-TRND-T1) (S1307). In this embodiment, if it is losing symbol B, variation pattern P8 is determined. If it is losing symbol C, variation pattern P13 is determined. If it is losing symbol D, variation pattern P14 is determined. However, losing symbols C and D can only be won in the Special Symbol 2 lottery, and the Special Symbol 2 lottery is not basically performed in non-time-saving states, so as long as you are playing correctly, these variation patterns P13 and P14 will not be selected.
[0194] Furthermore, in step S1306, if it is neither "Loss Symbol B," "Loss Symbol C," nor "Loss Symbol D" (NO in S1306), it is a normal miss (Loss Symbol A, see Figure 9), so next, it is determined whether the reach random number counter value (value of label-TRND-RC) is a reach-establishing random number value (S1310). As shown in Figure 7(E), the reach-establishing random number value is "0" to "11" in the time-saving state, and "0" to "27" in the non-time-saving state. In other words, in the time-saving state, it is less likely to get a reach on a normal miss than in the non-time-saving state. This is to speed up the consumption of special symbol reserves by selecting more misses without reach, which have a short variation time, in the time-saving state. If the reach random number counter value is the random number value for a reach (YES in S1310), that is, if it is a reach but a miss, the table for reaches but misses during non-time-saving states (the part of the table shown in Figure 11 that corresponds to reaches but misses) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1311).
[0195] On the other hand, if the reach random number counter value is not the random number value for a reach (NO in S1310), that is, if it is a no-reach loss, the table for no-reach losses during non-time-saving states (the part of the table shown in Figure 11 that corresponds to no-reach losses) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1312).
[0196] Furthermore, in the special symbol 1 variation pattern selection process (S1009), when there is no reach and it's a miss, a function for shortened variation according to the number of reserved balls is activated. That is, when the number of reserved balls for the special symbol is "3" or "4", a variation pattern with a shorter variation time is selected compared to when the number of reserved balls for the special symbol is "0" to "2".
[0197] Furthermore, in step S1301, if it is determined that the game state is not a non-time-saving state (NO in S1301), that is, if it is determined to be a time-saving state, then, as shown in Figure 23, if the type of time-saving state is "time-saving state A" (YES in S1313), a variation pattern is selected according to the special symbol variation pattern determination table for time-saving state A shown in Figure 12(A) (S1314). Also, if the type of time-saving state is "time-saving state B" (NO in S1313), a variation pattern is selected according to the special symbol variation pattern determination table for time-saving state B shown in Figure 12(B) (S1315). In this embodiment, the type of time-saving state is determined by referring to the value of the game state flag described later (see the table in Figure 26-1).
[0198] In the selection of the variation pattern in the short-time state, the process is carried out in the same flow as in the non-short-time state, except that the reference special drawing variation pattern determination table is set to the table corresponding to each short-time state (see FIGS. 12(A) to (B)). In the short-time state A, mainly the lottery of the special drawing 2 is performed. And, regardless of whether the result of the lottery of the special drawing 2 is a big win, a small win, a losing symbol C (one of the special losses), or a losing symbol D (one of the special losses), as shown in FIG. 12(A), the variation pattern with a variation time of 30 seconds (the one corresponding to the lottery result among P31 to P34) is selected. This is because when the special drawing 2 varies in the short-time state A, the reach effect of "battle reach" is always executed. In addition, if the lottery result of the special drawing 2 is a big win or a small win, a battle reach in the victory mode (success mode) (a battle reach that branches to the victory effect (success effect)) is performed, and if the lottery result of the special drawing 2 is a special loss (losing symbol C or losing symbol D), a battle reach in the defeat mode (failure mode) (a battle reach that branches to the defeat effect (failure effect)) is performed.
[0199] Incidentally, in this embodiment, even if the losing symbol C or the losing symbol D stops being displayed, if the short-time flag described later is ON, the transition to the short-time state B is not made. Therefore, in the short-time state A, the losing symbol C and the losing symbol D become the trigger for the control of the short-time state B only in the final variation (this will be described in detail later), and the losing symbol C and the losing symbol D other than the final variation substantially function as normal losses.
[0200] When the short-time state A ends and the game transitions to the short-time state B, first, fluctuations based on the remaining holds in Special Figure 2 are carried out. Regardless of whether the result of the lottery based on the remaining holds in Special Figure 2 is a big win, a small win, a losing symbol C (one of the special losses), or a losing symbol D (one of the special losses), as shown in FIG. 12(B), a fluctuation pattern (the one corresponding to the lottery result among P51 to P54) with a fluctuation time of 50 seconds is selected. This is to always execute a reach effect called "Battle Reach" during the fluctuation of Special Figure 2 in the short-time state B. That is, in this embodiment, whether one can win a big win (either a Type 1 big win or a Type 2 big win) based on the remaining holds (maximum 4) of Special Figure 2 remaining when the short-time state A ends is shown by a longer Battle Reach than during the short-time state A.
[0201] In addition, if the lottery result of Special Figure 2 is a big win or a small win, a Battle Reach in the winning mode (successful mode) is carried out. If the lottery result of Special Figure 2 is a special loss (losing symbol C or losing symbol D), a Battle Reach in the losing mode (failed mode) is carried out. Incidentally, in the short-time state B, the game is played with left-handed hitting. Therefore, the stop time when winning a small win is set long at 20000 ms. This is to notify right-handed hitting and encourage the occurrence of a V-pass during this period.
[0202] In the special figure fluctuation pattern determination table (see FIG. 12(A)) during the short-time state A related to Special Figure 1, a function of shortened fluctuation according to the number of remaining balls at the time of a non-reach loss works when the number of remaining balls is "2" to "4". That is, it is easier to select a shortened fluctuation than during the non-short-time state. Also, the probability of selecting a fluctuation pattern with a long fluctuation time when winning a big win is lower than during the non-short-time state. That is, it is easier to select a fluctuation pattern with a shorter fluctuation time than during the non-short-time state. That is, the fluctuation pattern determination table during the short-time state is a table with a shorter fluctuation time than the fluctuation pattern determination table during the non-short-time state.
[0203] After selecting a variation pattern as described above, the selected variation pattern is set (S1320) as shown in Figure 22, and this process is completed. The information of the variation pattern set in step S1320 is included in the variation start command set in step S1006 or S1012 in the special symbol waiting process (S902).
[0204] [Special Symbol Fluctuation Processing] As shown in Figure 24, in the special symbol fluctuation processing (S904), it is first determined whether the fluctuation time for the special symbol (fluctuation time determined according to the fluctuation pattern selected in step S1003 or S1009, see Figures 11 and 12) has elapsed (S1501). If it has not elapsed (NO in S1501), this process is immediately terminated. This allows the display of the special symbol fluctuation to continue.
[0205] On the other hand, if the variation time has elapsed (YES in S1501), the variation stop command is set (S1502), and the special operation status is set to "3" (S1503). Then, other processing is performed, such as stopping the variation display of the special symbols with a symbol (jackpot symbol, small win symbol, or losing symbol) according to the set special symbol stop symbol data (see Figures 7(B)~(D)) (S1504), and then this process is completed.
[0206] [Special Symbol Confirmation Process] As shown in Figure 25, the special symbol confirmation process (S906) first determines whether the special symbol's stop time (see Figures 11 and 12) has elapsed (S1601). If it has not elapsed (NO in S1601), this process is immediately terminated. On the other hand, if the stop time has elapsed (YES in S1601), the game state management process described later is performed (S1602).
[0207] Next, it is determined whether the jackpot flag is ON or not (S1603). If the jackpot flag is ON (YES in S1603), the special operation status is set to "4" (S1604). Then, the game control microcomputer 81 determines whether the time-saving flag is ON or not (S1605). If it is not ON, it proceeds to step S1607-1, but if it is ON, it turns the time-saving flag OFF (S1606) and proceeds to step S1607-1. As a result, the game is controlled to a non-time-saving state (low base state) during the execution of a jackpot game. Note that the low base state in this configuration means a low base state in the sense that there is no support for winning by frequently opening the electric tuner 22, and does not take into account the base increase based on the operation of the jackpot winning device.
[0208] In step S1607-1, the microcomputer 81 for game control clears the value of the ceiling counter to 0. As will be described later, in this form of pachinko machine 1, after a predetermined number of special symbol variations (display of special symbols) have occurred after the end of a jackpot game, the machine is controlled from a non-time-saving state to time-saving state A without going through a jackpot game. This predetermined number is called the ceiling count, and in this form it is set to 610 times. Reaching the ceiling count after the number of special symbol variations after a jackpot game is called reaching the ceiling. The ceiling counter is set to "610" at the time the jackpot game ends and is decremented by 1 each time a special symbol variation occurs. Step S1607-1 is the process of clearing the value of this ceiling counter to 0 at the start of a jackpot game.
[0209] Following step S1607-1, the game control microcomputer 81 controls the shooting instruction lamp 45 to the right-shooting notification mode, that is, to light it up (S1607-2). This indicates to the player that they should shoot to the right. Next, the game control microcomputer 81 controls the status notification lamp 46 to the first lighting mode, that is, both the right-side status notification lamp 46a and the left-side status notification lamp 46b are lit up because the time-saving state is over (S1607-3). After that, the game control microcomputer 81 sets the jackpot opening command (see Figure 8) to start the jackpot game (S1607-4) and starts the opening of the jackpot game (S1608). Following step S1608, the game control microcomputer 81 sets the opening pattern (see Figure 8 for details) according to the type of jackpot symbol that was won (S1609). At this time, the value of the jackpot opening counter, which counts the number of times the jackpot opening during special gameplay, is set to a value corresponding to the type of jackpot symbol won. Note that the opening pattern setting (setting the data according to the opening pattern) may be done for each round.
[0210] On the other hand, if the jackpot flag is not ON in step S1603 (NO in S1603), then it is determined whether the minor jackpot flag is ON or not (S1610). If the minor jackpot flag is ON (YES in S1610), the special operation status is set to "5" (S1611). Note that if the minor jackpot flag is ON, the time-saving flag is not turned OFF even if it is ON. Then, the game control microcomputer 81 controls the shooting instruction lamp 45 to the right-shooting notification mode, that is, it lights up (S1612-1). This indicates to the player that they should shoot to the right. After that, the game control microcomputer 81 sets the opening command for the minor jackpot (see Figure 8) (S1612-2) to start the minor jackpot game and starts the opening of the minor jackpot game (S1613).
[0211] Following step S1613, the game control microcomputer 81 sets an opening pattern corresponding to the type of winning small prize symbol (see Figure 8 for details) (S1614). At this time, the value of the large prize opening counter is set to a value corresponding to the type of winning small prize symbol. After that, the game control microcomputer 81 turns on the distribution member operation flag (S1615) and finishes this process. The distribution member operation flag is a flag that indicates the period for operating the distribution member 71. In other words, in this embodiment, the operation of the distribution member 71 starts at the opening of the small prize game. The operation patterns of the distribution member will be described in detail later.
[0212] If the minor win flag is not ON in step S1610 (NO in S1610), neither the big win game nor the minor win game will start, so the special operation status is set to "1" (S1616) and this process ends.
[0213] [Game State Management Processing] As shown in Figure 26-1, in the game state management processing (S1602), first, it is determined whether the time-saving flag is ON or OFF (S1701). If it is not ON, the process proceeds to step S1707. If it is ON, the value of the time-saving counter, which counts the number of special symbol variations (display of special symbols) performed during the time-saving state, is decremented by 1 (S1702), and it is determined whether the value of the time-saving counter is "0" (S1703). If it is not "0", the process proceeds to step S1707. If it is "0", the time-saving flag is turned OFF (S1704), and the game state flag update processing (S1705) is performed to control the play instruction lamp 45 to the left-hand play notification mode, that is, to turn it off (S1706-1). By controlling the play instruction lamp 45 to the left-hand play notification mode (off mode), the player is indicated that they should play left-handed. Next, the microcomputer 81 for game control controls the status indicator lamps 46 to the first lighting configuration, that is, both the right status indicator lamp 46a and the left status indicator lamp 46b are lit because the time-saving state is gone (S1706-2). After that, the process proceeds to step S1707.
[0214] In step S1705, the game state flag update process sets the value of the game state flag to a value corresponding to the current game state. As shown in the table in Figure 26-1, the value of the game state flag is set to "1" if the game is not in a time-saving state, to "2" if it is in time-saving state A (normal time-saving state), and to "3" if it is in time-saving state B (slight time-saving state). In this game state flag update process (S1705), since the time-saving flag has been turned OFF, the value of the game state flag is set to "1", which corresponds to the non-time-saving state.
[0215] In step S1707, the game control microcomputer 81 performs a sudden time processing, which will be described later. The sudden time processing (S1707) is a process related to controlling the game to a time-saving state based on special misses (miss symbols B, C, and D). Following step S1707, the game control microcomputer 81 performs a ceiling processing (S1720), which will be described later. The ceiling processing (S1720) is a process related to controlling the game to a time-saving state based on reaching the ceiling. Following step S1720, the game control microcomputer 81 sets a game state specification command containing game state flag information (i.e., information on the current game state) in the output buffer of the RAM 84 (S1730). When this command is output, the current game state information is notified to the sub-control board 90.
[0216] [Sudden Time Processing] As shown in Figure 26-2, in sudden time processing (S1707), the game control microcomputer 81 first determines whether the special symbol displayed is "Loss Symbol B", "Loss Symbol C", or "Loss Symbol D" (S1710). If the special symbol displayed is neither "Loss Symbol B", "Loss Symbol C", nor "Loss Symbol D" (NO in S1710), this process ends. However, if the special symbol displayed is "Loss Symbol B", "Loss Symbol C", or "Loss Symbol D" (YES in S1710), the game control microcomputer 81 determines whether the time reduction flag is OFF (S1711). If the time reduction flag is OFF (YES in S1711), the time reduction flag is turned ON (S1712).
[0217] Subsequently, the game control microcomputer 81 determines whether the special symbol displayed is a "losing symbol B" (S1713). If it is a losing symbol B (YES in S1713), it controls the play instruction lamp 45 to the right-hand play notification mode (lighting mode) (S1714). Next, the game control microcomputer 81 controls the status notification lamp 46 to the second lighting mode, that is, it turns off the right-side status notification lamp 46a and lights up the left-side status notification lamp 46b (S1715). When the status notification lamp 46 is controlled to the second lighting mode, the player can understand that the game state is time-saving state A (normal time-saving state).
[0218] Furthermore, the game control microcomputer 81 determines in step S1711 whether the time-saving flag is ON instead of OFF (NO in S1711), and in step S1713 whether the losing symbol B is not present (NO in S1713), whether the play instruction lamp 45 is controlled to the left-hand play notification mode (off mode) (S1716). If the play instruction lamp 45 is controlled to the left-hand play notification mode (off mode) (YES in S1716), the process proceeds to step S1718. However, if the play instruction lamp 45 is controlled to the right-hand play notification mode (on mode) (NO in S1716), the play instruction lamp 45 is controlled to the left-hand play notification mode (off mode), and the process proceeds to step S1718.
[0219] In step S1718, the game control microcomputer 81 determines whether the status indicator lamps 46 are controlled to be off. If the status indicator lamps 46 are controlled to be off (YES in S1718), the process proceeds to step S1720. However, if the status indicator lamps 46 are not controlled to be off (NO in S1718), the game control microcomputer 81 controls the status indicator lamps 46 to be off, that is, both the right status indicator lamp 46a and the left status indicator lamp 46b are turned off (S1719).
[0220] After steps S1715, S1718, and S1719 described above, the game control microcomputer 81 sets the number of time-saving rounds (see Figure 9) corresponding to the type of losing symbol in the time-saving counter (S1720). Then, it performs the game state flag update process (S1721).
[0221] In the game state flag update process in step S1721, the time-saving flag has been turned ON based on "Loss Symbol B", "Loss Symbol C", or "Loss Symbol D", so the value of the game state flag is set according to the type of losing symbol. When the time-saving flag is OFF (i.e., not in a time-saving state) and it is "Loss Symbol B", the value is set to "2", which corresponds to time-saving state A. This controls the game to time-saving state A. On the other hand, when the time-saving flag is ON (i.e., in time-saving state A or time-saving state B) and it is "Loss Symbol B", "Loss Symbol C", or "Loss Symbol D", the value is set to "3", which corresponds to time-saving state B. This controls the game to time-saving state B.
[0222] The time-saving mode ends when either a predetermined maximum number of special symbol changes (time-saving rounds) are performed, or the next jackpot game is executed. Thus, in this form, the time-saving mode may be activated even when the result is a loss.
[0223] [Ceiling Processing] As shown in Figure 26-3, in ceiling processing (S1720), the game control microcomputer 81 first determines whether the value of the ceiling counter is greater than 0 (S1721). If the result of this determination is NO, the process is terminated immediately. However, if the result of this determination is YES, the value of the ceiling counter is decremented by 1 (S1722), and it is determined whether the value of the ceiling counter is 0 (S1723).
[0224] Then, if the value of the ceiling counter is not 0 (NO in S1723), this process is terminated immediately. However, if the value of the ceiling counter is 0 (YES in S1723), the ceiling has been reached, so the time-saving flag is turned ON (S1724), and the number of time-saving rounds corresponding to reaching the ceiling (6 rounds in this form) is set in the time-saving counter (S1725). Next, the game state flag update process (S1726) is performed, and the play instruction lamp 45 is controlled to the right-hand play notification mode (lit mode) (S1727). When the play instruction lamp 45 is controlled to the right-hand play notification mode (lit mode), the player is indicated that they should play to the right. Then, the game control microcomputer 81 controls the state notification lamp 46 to the second lighting mode, that is, the right-side state notification lamp 46a is turned off and the left-side state notification lamp 46b is turned on (S1728). When the status indicator lamp 46 is controlled to the second lighting mode, the player is informed that the game is in time-saving state A (normal time-saving state).
[0225] In the game state flag update process in step S1726, since the time-saving flag has been turned ON based on reaching the ceiling, the value of the game state flag is set to "2", which corresponds to time-saving state A. This controls the game to time-saving state A, where the number of time-saving rounds is 6.
[0226] [Special Electric Mechanism Processing 1 (Big Win Game)] Special Electric Mechanism Processing 1 is the processing for executing big win games such as Type 1 Big Win Game and Type 2 Big Win Game. As shown in Figure 27, Special Electric Mechanism Processing 1 (S908) first determines whether the big win end flag is ON or not (S2001). The big win end flag is a flag that indicates that the opening of the first big prize device 31 has been completed in the winning big win game.
[0227] If the jackpot end flag is not ON (NO in S2001), it is determined whether the first jackpot entry point 30 is open or not (i.e., whether the first jackpot entry device 31 is open or not) (S2002). If it is not open (NO in S2002), it is determined whether it is time to open the first jackpot entry point 30, that is, whether the time for the jackpot opening has elapsed and it is time to start opening the first jackpot entry point 30, or whether the interval between openings has elapsed and it is time to start the next opening (S2003).
[0228] If the result of step S2003 is NO, the process ends. On the other hand, if the result of step S2003 is YES, the first large prize slot 30 is opened according to the set opening pattern (S2004).
[0229] If the first large prize slot 30 is open in step S2002 (YES in S2002), it is determined whether the number of balls that have entered the first large prize slot 30 in that unit of open play has reached the prescribed maximum number of balls (10 in this form) (S2005). If the prescribed number of balls has not been reached (NO in S2005), it is determined whether it is time to close the first large prize slot 30 (i.e., whether a predetermined opening time (see Figure 8) has elapsed since the first large prize slot 30 was opened) (S2006). If the opening time for the first large prize slot 30 has not elapsed (NO in S2006), this process is terminated.
[0230] In contrast, if the prescribed number of winning entries has been reached (YES in S2005) or if the opening time for the first large prize slot 30 has elapsed (YES in S2006), that is, if either of the two opening termination conditions is met, the first large prize slot 30 is closed (blocked) (S2007). Then, the value of the large prize slot opening counter is decremented by 1 (S2008), and it is determined whether the value of the large prize slot opening counter is "0" or not (S2009). If it is not "0" (NO in S2009), the process ends as is in order to start the next opening.
[0231] On the other hand, if the value is "0" (YES in S2009), the jackpot ending command (see Figure 8) is set (S2010) to end the jackpot game, and the jackpot ending is started (S2011). Then, the jackpot end flag is set and the process is completed (S2012).
[0232] Furthermore, if the jackpot completion flag is ON in step S2001 (YES in S2001), the opening of the first jackpot entry point 30 in the jackpot game has been completed, so it is determined whether or not the jackpot ending time has elapsed (S2013). If the ending time has not elapsed (NO in S2013), the process is terminated. On the other hand, if the ending time has elapsed (YES in S2013), the jackpot completion flag is turned OFF (S2014), and the jackpot flag is turned OFF (S2015). Then, the special operation status is set to "1" (S2016), and the game state setting process described later (S2017) is performed to terminate this process.
[0233] [Game State Setting Process] As shown in Figure 28, in the game state setting process (S2017), it is first determined whether the winning symbol (jackpot symbol or minor win symbol) that triggered the execution of this jackpot game is a symbol that triggers control to the time-saving state (see Figure 8) (S2101). If the result of this determination is YES, the time-saving flag is turned ON (S2102), and the number of time-saving rounds (see Figure 8) corresponding to the type of winning symbol and the game state at the time of winning is set in the time-saving counter (S2103-1). Then, the shooting instruction lamp 45 is controlled to the right-shooting notification mode (lighting mode) (S2103-2), and the state notification lamp 46 is controlled to the second lighting mode (only the left state notification lamp 46b lights up) (S2103-3), and the process proceeds to step S2104. When the shooting instruction lamp 45 is controlled to the right-shooting notification mode (lit mode), the player is indicated that they should shoot to the right, and when the status notification lamp 46 is controlled to the second lighting mode, the player is indicated that they are in time-saving state A (normal time-saving state). If the result of the judgment in step S2101 is NO, the shooting instruction lamp 45 is controlled to the left-shooting notification mode (off mode) (S2103-4), and the status notification lamp 46 is controlled to the off mode (both the right-side status notification lamp 46a and the left-side status notification lamp 46b are off) (S2103-5), and the process proceeds to step S2104. When the shooting instruction lamp 45 is controlled to the left-shooting notification mode (off mode), the player is indicated that they should shoot to the left, and when the status notification lamp 46 is controlled to the off mode, the player is indicated that they are in time-saving state B.
[0234] In this configuration, steps S2102 and S2103-1 are executed, resulting in the game state after the big win game becoming time-saving state A. Time-saving state A ends when either of the following termination conditions is met: a predetermined maximum number of special symbol changes (time-saving rounds) are performed, or the next big win game is executed.
[0235] In step S2104, the game control microcontroller 81 performs a game state flag update process (S2104). In the game state flag update process (S2104), the value of the game state flag is set to a value corresponding to the current game state. Specifically, in this game state flag update process (S2104), if the time-saving flag is ON at the end of a jackpot game, the value of the game state flag is set to "2", which corresponds to time-saving state A. If the time-saving flag is not ON, the value of the game state flag is set to "3", which corresponds to time-saving state B (see the table in Figure 26-1).
[0236] Next, the microcontroller 81 for game control sets a game state specification command containing information about the game state flag (i.e., information about the current game state) into the output buffer of the RAM 84 (S2105). The game state specification command also includes information about the number of time-saving rounds that have been set. When this command is output, the sub-control board 90 is notified of the information about the current game state.
[0237] Subsequently, the microcontroller 81 for game control sets the value of the ceiling counter to "610" (S2106). Then, this process is completed.
[0238] [Special Electric Prize Processing 2 (Small Win Game)] Special Electric Prize Processing 2 is a process for executing a small win game that opens the second large prize device 36 equipped with a specific area 39. As shown in Figures 29 and 30, Special Electric Prize Processing 2 (S909) first determines whether the small win termination flag is ON or not (S2301). The small win termination flag is a flag that indicates that the opening of the second large prize device 36 has ended in the small win game.
[0239] If the minor win termination flag is not ON (NO in S2301), it is determined whether the second major prize slot 35 is open or not (i.e., whether the second major prize device 36 is open or not) (S2302). If it is not open (NO in S2302), it is determined whether it is time to open the second major prize slot 35, that is, whether the predetermined pre-opening interval (minor win opening) has elapsed and it is time to start opening the second major prize slot 35 (S2303).
[0240] If the result of step S2303 is NO, the process ends. On the other hand, if the result of step S2303 is YES, the second large prize slot 35 is opened according to the opening pattern (see Figure 8) corresponding to the type of winning small prize symbol (S2304).
[0241] If the second large prize slot 35 is open in step S2302 (YES in S2302), it is determined whether the number of prizes that have entered the second large prize slot 35 has reached the specified maximum number of prizes (10 in this embodiment) (S2305). If the specified number of prizes has not been reached (NO in S2305), it is determined whether it is time to close the second large prize slot 35 (i.e., whether a predetermined opening time (1.6 seconds in this embodiment as shown in Figure 8) has elapsed since the second large prize slot 35 was opened) (S2306). If the opening time for the second large prize slot 35 has not elapsed (NO in S2306), this process is terminated.
[0242] In contrast, if the specified number of winning entries has been reached (YES in S2305) or if the opening time for the second large winning slot 35 has elapsed (YES in S2306), that is, if either of the two opening termination conditions is met, the second large winning slot 35 is closed (blocked) (S2307). Then, the value of the large winning slot opening counter is decremented by 1 (S2308), and the small win termination flag is set (S2309), and this process is completed.
[0243] Furthermore, if the minor win termination flag is ON in step S2301 (YES in S2301), as shown in Figure 30, it is determined whether a predetermined time (post-closure interval) has elapsed after the closing of the second large prize entry point 35 in the minor win game (S2310). If the post-closure interval has not elapsed (NO in S2310), the process ends. The post-closure interval for the minor win game will be described later. On the other hand, if the post-closure interval has elapsed (YES in S2310), the minor win termination flag is turned OFF (S2311), the minor win flag is turned OFF (S2312), and the process proceeds to step S2313.
[0244] In step S2313, it is determined whether the V flag is ON or NOT ON. The V flag is a flag that indicates that a game ball has passed through a specific area 39 during the execution of a minor win game, and is a flag that is turned ON in step S2603 (see Figure 32), which will be described later. If this V flag is NOT ON (NO in S2313), the two types of big win games are not executed, so the value of the big prize opening counter is cleared to "0" (S2314), and the special operation status is set to "1" (S2315). Then, it is determined whether or not it is in time-saving state A (i.e., whether or not the value of the game state flag is the value "2" corresponding to time-saving state A) (S2316-1). If it is in time-saving state A, this process is immediately terminated, but if it is not in time-saving state A (NO in S2316-1), the shooting instruction lamp 45 is controlled to the left-shooting notification mode (off mode) (S2316-2), and this process is terminated. When the hitting instruction lamp 45 is controlled to indicate left-handed hitting (off state), the player is shown that they should hit left-handed.
[0245] On the other hand, if the V flag is ON (YES in S2313), the game control microcomputer 81 executes two types of jackpot games, so it turns the V flag OFF (S2317), turns the jackpot flag ON (S2318), and sets the special operation status to "4" (S2319). Next, if the time-saving flag is ON (YES in S2320), it turns the time-saving flag OFF (S2321). Then it clears the value of the ceiling counter to 0 (S2322-1). Next, the game control microcomputer 81 controls the status indicator lamps 46 to the first lighting mode, that is, it lights up both the right status indicator lamp 46a and the left status indicator lamp 46b (S2322-2). After that, the game control microcomputer 81 sets the jackpot opening command (see Figure 8) (S2322-3) and starts the jackpot opening (S2323). This transitions the game from a minor win game, where the second major prize slot 35 is opened for a short period of time, to a two-type major win game.
[0246] [Distribution Member Control Processing] The microcomputer 81 for game control performs distribution member control processing (S107) following special operation processing (S106) (see Figure 15). In distribution member control processing (S107), as shown in Figure 31, it first determines whether the distribution member operation flag is ON or OFF (S2501). If the distribution member operation flag is not ON, this process ends. On the other hand, if the distribution member operation flag is ON, the opening of the small win game has started (see Figure 25), so distribution member operation processing (S2502) is performed to operate the distribution member 71 in a predetermined operation pattern, and V validity period setting processing (S2503) is performed.
[0247] In the distribution member operation process (S2502), a timer is set to measure the operating time of the distribution member 71. Based on the timing measured by this timer, the distribution member solenoid 73 is turned ON when it is time for the distribution member 71 to open, and turned OFF when it is time for the distribution member 71 to close. As a result, the distribution member 71 operates at a constant rate from the start of the opening of the small win game.
[0248] Specifically, as shown in Figure 37(c), the distribution member 71 is first controlled to a pass-blocking state (shown by a dashed line in Figure 2) for 8ms from the start of the opening of the small-win game. This is called the pre-opening interval. Next, it is controlled to a pass-allowing state (shown by a dashed line in Figure 2) for 4600ms. This is called V-opening. Then, it is controlled to a pass-blocking state for 3000ms. This is called the post-closing interval. This series of operations consisting of "pre-opening interval ⇒ V-opening ⇒ post-closing interval" constitutes the constant operation of the distribution member 71.
[0249] Furthermore, in the V validity period setting process (S2503), the V validity period is set for the certain operation of the distribution member 71 as described above. The V validity period is the period during which, when detection by the specific area sensor 39a is detected, the detection is considered valid and the V flag is turned ON. As shown in Figure 37(d), the V validity period is from the start of opening of the specific area 39 (the time when the distribution member 71 is controlled to allow passage) until a predetermined time has elapsed. The predetermined time is set to be longer than the opening time of the specific area 39 (the time during which the distribution member 71 is controlled to allow passage). This is to take into account the time lag for the game balls that have passed the position of the distribution member 71 to reach the specific area 39.
[0250] Specifically, in the V validity period setting process (S2503), a timer is set to measure the V validity period. Based on the timing measured by this timer, the V validity flag is turned ON when it is time to enable the specific area 39, and OFF when it is time to disable the specific area 39. In step S2602 of the specific area sensor detection process (S108), which will be described later, it is determined whether or not the V validity period is in effect by checking whether or not this V validity flag is ON.
[0251] Following the valid period setting process (S2503), the game control microcomputer 81 determines whether the operation of the distribution member 71 has ended (S2504). Specifically, based on the timer for measuring the operation time of the distribution member 71 set in step S2502, it is determined whether the total operation time (7608 ms (see Fig. 37(c))) from the start to the end of the constant operation of the distribution member 71 has elapsed. If the operation of the distribution member 71 has not ended, this process ends as it is. On the other hand, if the operation of the distribution member 71 has ended, this process ends after turning off the distribution member operation flag (S2505).
[0252] Here, based on Fig. 37, the relationship between the constant operation of the distribution member 71 as described above and the opening pattern of the second major winning opening 35 (opening and closing member 37) in the small hit game will be explained. In this embodiment, as the opening pattern of the second major winning opening 35 in the small hit game, there is the opening pattern shown in Fig. 37(b). Note that Fig. 37(a) shows the timing of the variable display and stop display of the special symbols in order to clearly show the timing of the start of the small hit game.
[0253] The opening pattern shown in Fig. 37(b) is the opening pattern selected when winning a small hit in the lottery of Special Figure 2. That is, it is the opening pattern selected when winning "Special Figure 2_Small Hit Symbol a" (see Fig. 8). This opening pattern is a passing opening pattern that allows passage through the specific area 39.
[0254] More specifically, this passing opening pattern is an opening pattern in which the second major winning opening 35 is closed for 8 ms, then opened for 1600 ms, and then closed for 6000 ms. In other words, the small hit game executed with this opening pattern includes an opening where the second major winning opening 35 is closed for 8 ms, a small hit opening game where the second major winning opening 35 is opened for 1600 ms, and a post - closing interval where the second major winning opening 35 is closed for 6000 ms.
[0255] When the second largest winning opening 35 is opened in such an open pattern, during the 1600 ms opening period of the second largest winning opening 35 and during the 3000 ms period after the second largest winning opening 35 is closed, when the vibration member 71 is in the V open state, the vibration member 71 is in a passing allowable state (see FIGS. 37(b) and (c)). Therefore, no matter at what winning timing the game ball wins the second largest winning opening 35, the game ball can pass through the specific area 39. In this embodiment, if the game balls are continuously fired to the right, each device such as the second largest winning device 36 is arranged so that the game ball will surely win the second largest winning opening 35 during the 1.6 - second opening period. Also, the time required for the game ball that has passed through the second largest winning opening 35 to reach the position where the vibration member 71 is arranged is shorter than 3000 ms. That is, in this embodiment, a minor win substantially functions as a major win. In this specification, the minor win based on the lottery in Special FIG. 2 may be referred to as a Special 2V passing minor win.
[0256] Also, in this embodiment, during the minor win game, the number of game balls that have entered the second largest winning device 36 is counted based on the detection by the second largest winning opening sensor 35a, and the number of game balls discharged outside the second largest winning device 36 is counted based on the detection by the specific area sensor 39a or the non - specific area sensor 70a. That is, in this embodiment, the specific area sensor 39a and the non - specific area sensor 70a also function as discharge port sensors that count the number of game balls discharged outside the second largest winning device 36. And when the two count values do not match at the end of a certain operation of the vibration member 71, an error notification is given. Note that after the second largest winning opening 35 is closed, the operation of the vibration member 71 may be stopped when the two count values match. In this way, it becomes possible to smoothly start the variable display of the special symbol after the second largest winning opening 35 is closed.
[0257] [Specific Area Sensor Detection Process] Returning to the explanation of the operation of the game control microcontroller 81. The game control microcontroller 81 performs the specific area sensor detection process (S108) following the distribution member control process (S107) (see Figure 15). In the specific area sensor detection process (S108), as shown in Figure 32, it first determines whether or not a game ball has been detected by the specific area sensor 39a (S2601). If there is no detection (NO in S2601), the process ends, but if there is detection (YES in S2601), it determines whether or not it is within the V valid period (S2602). The V valid period is the period set in the V valid period setting process (S2503) in the distribution member control process (Figure 31) mentioned above. Specifically, the V valid period is the period shown in Figure 37(d).
[0258] If it is determined in step S2602 that the V valid period is in effect (YES in S2602), the V flag is turned ON (S2603), and the V pass command is set (S2604) to end the process. On the other hand, if it is determined in step S2602 that the V valid period is not in effect (NO in S2602), the specific area sensor detection process is ended without performing steps S2603 and S2604. The V pass command is a command to cause the sub-control board 90 to notify the system of V pass (passage through the specific area 39).
[0259] 6. Operation of the microcontroller 91 for performance control Next, the operation of the microcontroller 91 for performance control will be explained based on Figures 33 to 36. Note that the counters, timers, flags, buffers, etc., that appear in the explanation of the operation of the microcontroller 91 for performance control are located in RAM 94.
[0260] [Sub-control Main Processing] When the pachinko game machine 1 is powered on, the microcontroller 91 for performance control reads the sub-control main processing program shown in Figure 33 from the ROM 93 and executes it. As shown in the figure, the sub-control main processing first performs power-on processing corresponding to the power being turned on (S4001). In the power-on processing, for example, settings for the CPU 92, SIO, PIO, CTC (circuit for managing interrupt time), etc. are performed.
[0261] Next, interrupts are prohibited (S4002), and a random number update process is executed (S4003). In the random number update process (S4003), the values of various random number counters for effect determination regarding various effects are updated. As an example, the method for updating the random number counters for effect determination regarding various effects can be the same as the random number update process performed by the aforementioned main control board 80. Instead of incrementing the random number value by 1 during the update, it may be incremented by 2 or the like. This is the same in the random number update process performed by the aforementioned main control board 80.
[0262] When the random number update process ends, a command transmission process is executed (S4004). In the command transmission process (S4004), various commands stored in the output buffer in the RAM 94 of the sub-control board 90 are transmitted to the image control board 100. The image control board 100 that has received the command displays an image on the display screen 7a (display unit) according to the received command (performs various effects by the image). Note that the sub-control board 90 causes the speaker 67 to output sound via the audio control board 106 (performs various sound effects by the sound) together with various effects performed by the image control board 100, causes the panel lamp 5 and the frame lamp 66 to emit light via the lamp control board 107 (performs various light emission effects by the light emission), or causes the panel movable body 15 to operate (performs various movable body effects by the operation). In this way, various effects (variable effects, hold effects, movable body effects, operation effects, pre-reading effects, other notice effects, opening effects associated with special games, release game effects, ending effects, customer waiting effects, control of effect modes, etc.) are realized.
[0263] Subsequently, the effect control microcomputer 91 permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. During interrupt permission, execution of the reception interrupt process (S4010), the 1 ms timer interrupt process (S4011), and the 10 ms timer interrupt process (S4012) becomes possible.
[0264] The receive interrupt handler (S4010) is executed whenever various commands sent from the main control board 80 are input to the performance control microcontroller 91. In the receive interrupt handler (S4010), the performance control microcontroller 91 stores the various commands that were sent and received by the output handler (S101) of the main control board 80 into the receive buffer of RAM 94. This receive interrupt handler is executed in priority over other interrupt handlers (S4011, S4012).
[0265] [1ms Timer Interrupt Processing] The 1ms timer interrupt processing (S4011) is executed each time an interrupt pulse with a period of 1 msec is input to the sub-control board 90. In the 1ms timer interrupt processing (S4011), as shown in Figure 34, the input processing (S4101), light emission data output processing (S4102), movable body control processing (S4103), and watchdog timer processing (S4104) are performed in sequence.
[0266] In the input processing, operations on player-operable controls such as the performance button detection switch 63a and the select button detection switch 64a are detected, and commands are set or performance data is created according to the detection results. In the light emission data output processing, based on the performance data created in the input processing and the performance data creation processing described later, light emission data (lamp data) is output to the lamp control board 107 in order to light up the frame lamp 66 and the panel lamp 5 at timings that match the image-based performances. In other words, the performance control microcontroller 91 lights up the frame lamp 66 and the panel lamp 5 in predetermined light emission patterns according to the light emission data. In the movable body control processing, based on the performance data created in the input processing and the performance data creation processing described later, drive data is output in order to perform a movable body performance by operating the movable body 15 and other movable bodies at predetermined timings. In other words, the performance control microcontroller 91 performs a movable body performance by operating the movable body 15 and other movable bodies in predetermined operating patterns according to the drive data. In the watchdog timer processing, the watchdog timer reset setting is performed.
[0267] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4012) is executed each time an interrupt pulse with a period of 10 msec is input to the sub-control board 90. In the 10ms timer interrupt processing (S4012), as shown in Figure 35, the received command analysis processing (S4201), the performance timer update processing (S4202), the voice control processing (S4203), and the performance data creation processing (S4204) are performed in sequence.
[0268] In the received command analysis process, the command stored in the receive buffer of RAM94 is analyzed by the receive interrupt process (S4010), and processing is performed according to that command (for example, selecting an effect, setting an effect mode, setting a command, etc.). In the effect timer update process, the timers used to measure the time for each effect are updated. For example, in the effect timer update process, the start and end timings of the operation validity period of the operation unit, such as the effect button 63 and the select button 64, are measured. In the voice control process, voice data (data that controls the output of sound from speaker 67) is created and output to the voice control board 106 based on the processing results of the input processing and received command analysis process. In the effect data creation process, effect data is created based on the processing results of the received command analysis process.
[0269] Here, we will explain an example of the processing that occurs when the performance control microcontroller 91 receives a command from the game control microcontroller 81. The command received by the performance control microcontroller 91 is a variation start command (special feature 1 variation start command or special feature 2 variation start command). When the performance control microcontroller 91 determines in the received command analysis process (S4201) that it has received a variation start command, as a variation start command reception processing, it selects a variation performance pattern (sub-variation pattern) based on the special feature variation pattern indicated by the command, sets the information of that sub-variation pattern, and sets a variation performance start command containing the information of that sub-variation pattern in the output buffer. For example, if the special feature variation pattern indicated by the variation start command is an SP variation (variation pattern associated with an SP reach), it selects a sub-variation pattern that performs an SP reach and sets a variation performance start command corresponding to that sub-variation pattern in the output buffer. Subsequently, each process (command transmission process (S4004), light emission data output process (S4102), movable body control process (S4103), voice control process (S4203), etc.) is executed to realize the variation effect corresponding to the selected sub-variation pattern. The processing flow for realizing such effects is basically the same for other effects such as effects associated with special games, customer waiting effects, pre-announcement effects, so-called notification effects associated with the variation, and control of the effect mode.
[0270] [Received Command Analysis Processing] Next, the received command analysis processing (S4201) will be described in detail with reference to Figure 36. In the received command analysis processing (S4201), first, as shown in Figure 36, the performance control microcontroller 91 determines whether or not it has received a start-up winning command from the main control board 80 (S4401), and if it has received it, it performs the pre-read performance determination processing (S4402). In the pre-read performance determination processing (S4402), the start-up winning command is analyzed, and based on the analysis result, a lottery is held for pre-read performances such as so-called hold change announcements and consecutive announcements, and a pre-read performance start command according to the lottery result is set in the output buffer of RAM 94.
[0271] Next, the microcontroller 91 for performance control determines whether or not it has received a game state specification command (S4403). If it has received the command, it then performs the performance mode update process (S4404-1) and the play instruction notification performance process (S4404-2) in order. In the performance mode update process (S4404-1), the game state specification command is analyzed, and based on the analysis result, a performance mode is selected, and a performance mode setting command to set the performance mode according to the selection is set in the output buffer of RAM 94.
[0272] Here, as shown in the table in Figure 36 (the upper of the two tables), in the performance mode update process (S4404-1), the performance control microcontroller 91 sets to the normal performance mode if the game state indicated by the game state specification command is "non-time-saving state". The performance control microcontroller 91 also sets to the RUSH performance mode if the game state indicated by the game state specification command is "time-saving state A" with 1 time-saving round. Furthermore, the performance control microcontroller 91 sets to the CHANCE performance mode if the game state indicated by the game state specification command is "time-saving state B" and the number of special symbol 2 reserves becomes "0". It is assumed that the performance control microcontroller 91 counts the number of special symbol 1 reserves and special symbol 2 reserves based on the reception of the start-up entry command and the start-up command. Each performance mode will be explained in detail later.
[0273] Furthermore, in the playing method notification effect processing (S4404-2), as shown in the table in Figure 36 (the lower of the two tables), if the transition is to time-saving state A, a playing method notification effect command is set in the output buffer of RAM94 to perform a right-hand play notification effect (an effect that displays the right-hand play notification image RI, described later, on the display screen 7a) that notifies the player that the game should be played by playing to the right. The right-hand play notification effect is always performed while time-saving state A is in effect. Also, if the transition is to time-saving state B (i.e., when changing from time-saving state A to time-saving state B), a playing method notification effect command is set in the output buffer of RAM94 to perform a left-hand play notification effect (an effect that displays the left-hand play return image LI, described later, on the display screen 7a) that notifies the player that the game should be played by playing to the left. Also, if the return is to a non-time-saving state (i.e., when changing from time-saving state A to a non-time-saving state), a playing method notification effect command is set in the output buffer of RAM94 to perform a left-hand play notification effect. The left-handed hitting notification animation includes the display of the text image "Please return to left-handed hitting!" (see Figure 44(B)) and lasts for 30 seconds.
[0274] Next, the microcontroller 91 for performance control determines whether or not it has received a variation start command from the main control board 80 (S4405), and if it has received one, it performs the variation performance start process (S4406). In the variation performance start process (S4406), the variation start command is analyzed, and based on the analysis result, a variation performance pattern (content) is selected. Then, a variation performance start command to start the variation performance with the selected variation performance pattern is set in the output buffer of RAM 94. The content of the variation performance will be explained in detail later.
[0275] Subsequently, the effect control microcomputer 91 determines whether it has received a variation stop command from the main control board 80 (S4407). If it has received the command, it performs variation effect end processing (S4408). In the variation effect end processing (S4408), the variation stop command is analyzed, and based on the analysis result, a variation effect end command for definitely stopping the display of the effect symbols 8L, 8C, and 8R is set in the output buffer of the RAM 94. When a variation stop command related to the small hit variation (variation based on a small hit win) in Special Figure 2 is received in the non-time reduction state or the time reduction state B, a command for executing a second large winning opening hitting notification effect for notifying that a winning should be made into the second large winning opening 35 by a right hit during the stop time in Special Figure 2 and a right hit notification effect for displaying a right hit notification image RI described later is also set in the output buffer of the RAM 94.
[0276] Subsequently, the effect control microcomputer 91 determines whether it has received an opening command from the main control board 80 (S4409). If it has received the command, it performs opening effect selection processing (S4410). In the opening effect selection processing (S4410), the opening command is analyzed, and based on the analysis result, the pattern (content) of the opening effect to be executed during the opening of the special game is selected. Then, an opening effect start command for starting the opening effect with the selected opening effect pattern is set in the output buffer of the RAM 94. When a big win game is executed, from the start of the opening effect, a right hit notification effect for displaying a right hit notification image RI described later is executed.
[0277] Subsequently, the effect control microcomputer 91 determines whether it has received an ending command from the main control board 80 (S4411). If it has received the command, it performs ending effect selection processing (S4412). In the ending effect selection processing (S4412), the ending command is analyzed, and based on the analysis result, the pattern (content) of the ending effect to be executed during the ending of the big win game is selected. Then, an ending effect start command for starting the ending effect with the selected ending effect pattern is set in the output buffer of the RAM 94.
[0278] Next, the microcontroller 91 for performance control determines whether or not it has received a V-pass command from the main control board 80 (S4413), and if it has received it, it performs the V-pass notification performance start process (S4414). In the V-pass notification performance start process (S4414), the V-pass notification performance start command for starting the V-pass notification performance is set in the output buffer of RAM 94. The V-pass notification performance is a performance to inform the player that a V-pass (passing into a specific area 39) has occurred. In this embodiment, it is a performance that displays a predetermined V-pass notification image (for example, a character image showing the letter "V") on the display screen 7a. In this pachinko game machine 1, which executes two types of jackpot games based on passing into a specific area 39, the display of the character image "V" as a V-pass notification performance also has the meaning of notifying a jackpot win. The V-pass notification performance may also be in other forms, such as outputting a special sound effect from speaker 67.
[0279] Next, as part of the other processing (S4415), processing is performed based on received commands other than those mentioned above, and the received command analysis process is completed.
[0280] 7. Gameplay flow in this form Next, the flow of gameplay in this form of pachinko game machine 1 will be explained based on Figure 38. As shown in Figure 38, after the RAM clear mentioned above, a non-time-saving state (normal game state) is set as the game state. In this non-time-saving state, the player plays the game by shooting to the left and aims to win a jackpot based on the lottery for Special Symbol 1. In this non-time-saving state after the RAM clear, the game is controlled to the normal performance mode. Furthermore, this non-time-saving state after the RAM clear is set until one lottery for Special Symbol (specifically Special Symbol 1) is performed.
[0281] Furthermore, in the non-time-saving state after a RAM clear, the game is played by shooting to the left, so the game control microcomputer 81 sets the shooting instruction lamp 45 to the left-shooting notification mode (off mode). The game control microcomputer 81 also sets the status notification lamp 46 to the first lighting mode, which indicates that the non-time-saving state is in effect. In addition, the external terminal board 140 turns status signal 1 OFF and status signal 2 ON while setting the non-time-saving state after a RAM clear.
[0282] If, during the non-shortened time state setting after a RAM clear, the lottery for Special Symbol 1 shows "Special Symbol 1_Big Win Symbol A" on the first special symbol display 41a of the display units 40, resulting in a big win, the game state will transition to shortened time state A (normal shortened time state) with 1 shortened time round after a 4R big win (see Figure 8). Also, if, during the lottery for Special Symbol 1 during the non-shortened time state setting after a RAM clear, the lottery for Special Symbol 1 shows "Special Symbol 1_Losing Symbol B" on the first special symbol display 41a of the display units 40, the game state will transition to shortened time state A (normal shortened time state) with 1 shortened time round. The case of transitioning to shortened time state A with 1 shortened time round will be described later.
[0283] Furthermore, in the time-saving state A after a jackpot game, the game control microcomputer 81 sets the play instruction lamp 45 to the right-hand play notification mode (lighting mode). The game control microcomputer 81 also changes the status notification lamp 46 from the first lighting mode indicating a jackpot game state to the second lighting mode indicating time-saving state A. In addition, the external terminal board 140 turns both status signal 1 and status signal ON while setting the jackpot game state, and then turns status signal 1 ON while turning status signal 2 OFF while setting the subsequent time-saving state A.
[0284] Furthermore, in the time-saving state A after "Special Feature 1_Loss Symbol B" is displayed, the game control microcomputer 81 sets the play instruction lamp 45 to the right-hand play notification mode (off mode). The game control microcomputer 81 also sets the status notification lamp 46 to the second lighting mode, indicating that time-saving state A is in progress. In addition, while time-saving state A is set, the external terminal board 140 turns on status signal 1 and turns off status signal 2.
[0285] In contrast, if, during the lottery for Special Symbol 1 while the non-shortened time state is set after a RAM clear, "Special Symbol 1_Losing Symbol A" is displayed on the first special symbol display 41a of the display units 40, the game transitions to shortened time state B (slight shortened time state) with 609 shortened time rounds. In this configuration, once a special symbol lottery is performed in the non-shortened time state, the game state transitions from the non-shortened time state to shortened time state B, which allows for a maximum of 609 shortened time rounds.
[0286] In Time-Saving State B, the player plays by shooting to the left, just as in the non-Time-Saving State, aiming to win a jackpot based on the lottery in Special Symbol 1. In this state, it is possible to receive the lottery for Special Symbol 1 a number of times equal to the 609 Time-Saving Count. When transitioning to Time-Saving State B, the game is controlled to the normal performance mode, just as in the non-Time-Saving State.
[0287] In addition, in time-saving state B, the game control microcomputer 81 sets the play instruction lamp 45 to the left-play notification mode (off mode). The game control microcomputer 81 also changes the status notification lamp 46 from the second illuminated mode, which indicates time-saving state A, to the off mode, which indicates time-saving state B. Furthermore, the external terminal board 140 turns off both status signal 1 and status signal while the jackpot game state is being set.
[0288] If, during the lottery for Special Symbol 1 while Time-Saving State B is set, "Special Symbol 1_Big Win Symbol A" stops and is displayed on the first special symbol display 41a of the display units 40, resulting in a big win, the game state will transition to Time-Saving State A (normal Time-Saving State) with 1 Time-Saving Round after the 4R big win game. Also, if, during the lottery for Special Symbol 1 while Time-Saving State B is set, "Special Symbol 1_Losing Symbol B" stops and is displayed on the first special symbol display 41a of the display units 40, the game state will transition to Time-Saving State A (normal Time-Saving State) with 1 Time-Saving Round. The case of transitioning to Time-Saving State A with 1 Time-Saving Round will be described later.
[0289] Furthermore, if 609 draws for Special Symbol 1 are performed while Time-Saving State B is enabled, the game state will transition from Time-Saving State B to a non-Time-Saving State. In this non-Time-Saving State, the player will proceed with the game by shooting to the left, aiming to win a jackpot based on the draw for Special Symbol 1. This non-Time-Saving State is controlled to the normal performance mode, similar to the non-Time-Saving State after a RAM clear. Also, similar to the non-Time-Saving State after a RAM clear, it will remain in place until one draw for Special Symbol (specifically, Special Symbol 1) has been performed.
[0290] In this non-time-saving state, the game is played by shooting to the left, so the game control microcomputer 81 sets the shooting instruction lamp 45 to the left-shooting notification mode (off mode). The game control microcomputer 81 also sets the status notification lamp 46 to the first lighting mode, which indicates that the non-time-saving state is in effect. However, unlike when the non-time-saving state is set after a RAM clear, both status signal 1 and status signal 2 are turned ON on the external terminal board 140.
[0291] If, during the lottery for Special Symbol 1 while in this non-time-saving state, "Special Symbol 1_Big Win Symbol A" stops and is displayed on the first special symbol display 41a of the display units 40, resulting in a big win, the game state will transition to time-saving state A (normal time-saving state) with 1 time-saving round after the 4R big win game (see Figure 8). Also, if, during the lottery for Special Symbol 1 while in this non-time-saving state, "Special Symbol 1_Losing Symbol B" stops and is displayed on the first special symbol display 41a of the display units 40, the game state will transition to time-saving state A (normal time-saving state) with 1 time-saving round. The case of transitioning to time-saving state A with 1 time-saving round will be described later.
[0292] In contrast, if, during the lottery for Special Symbol 1 while the non-shortened time state is set after a RAM clear, "Special Symbol 1_Losing Symbol A" is displayed on the first special symbol display 41a of the display units 40, the game will transition to shortened time state B (slight shortened time state) with 609 shortened time rounds.
[0293] As described above, if the game transitions to a time-saving state A with 1 time-saving round after entering a non-time-saving state (including after a RAM clear) or setting time-saving state B, regardless of whether a jackpot game state is involved, the player proceeds with the game by shooting to the right, aiming to win a jackpot based on the lottery of Special Feature 2 (mainly a jackpot based on passing through a specific area 39 after winning a minor jackpot). In this form, it is possible to receive the lottery for Special Feature 2 a total of the number of time-saving rounds "1" and the maximum number of Special Feature 2 reserves "4" (i.e., 5 times). That is, after entering time-saving state A and causing an entry into the second start gate 21 to start the first lottery for Special Feature 2 and the display of Special Feature 2's variation, by accumulating 4 Special Feature 2 reserves during this display of Special Feature 2, it is possible to receive the lottery for Special Feature 2 based on Special Feature 2 reserves up to 4 times even after time-saving state A ends. When transitioning to time-saving state A, the game is controlled to RUSH performance mode. The RUSH performance mode continues even after the time-saving state A ends, until there are no more reserved symbols in Special Symbol 2.
[0294] In the lottery for Special Feature 2, if "Special Feature 2_Small Win Symbol a" stops and is displayed on the second special symbol display 41b of the display units 40, and a small win is achieved, followed by a win of the 2nd type of jackpot, the game will effectively be a 10R jackpot, after which the game will return to time-saving state A with 1 round of time-saving rounds. In other words, if a small win is achieved in the lottery for Special Feature 2, the small win symbol a is assigned 100% of the time. Also, in the lottery for Special Feature 2, if "Special Feature 2_Jackpot Symbol C" stops and is displayed on the second special symbol display 41b of the display units 40, and a direct jackpot is achieved, the game will return to time-saving state A with 1 round of time-saving rounds after a 10R jackpot.
[0295] Therefore, as long as the player continues to win a minor win or a direct jackpot in the lottery for Special Feature 2, the player-favorable state (a state where it is easier to win a jackpot) that primarily relies on the lottery for Special Feature 2 will continue. When the time-saving state A ends, and all of the remaining Special Feature 2 reserves (remaining reserves for Special Feature 2) at that time are also misses, the game will return to time-saving state B, which primarily relies on the lottery for Special Feature 1.
[0296] Furthermore, as long as the player continues to win a minor win or a direct jackpot in the lottery of Special Figure 2, the game is in a state where the game is played by shooting to the right, so the game control microcomputer 81 sets the shooting instruction lamp 45 to the right-shooting notification mode (lighting mode). The game control microcomputer 81 also repeatedly displays the status notification lamp 46 in a first lighting mode indicating that the game is in a jackpot state and a second lighting mode indicating that the game is in time-saving state A. In addition, the external terminal board 140 keeps both status signal 1 and status signal 2 ON as long as the player continues to win a minor win or a direct jackpot in time-saving state A.
[0297] In this configuration, the result of the lottery for Special Feature 2 is selected from among a big win, a small win, and a special miss (miss symbol C, miss symbol D) (see Figures 7(A)~(D) and 9). In other words, it is never determined to be a normal miss in the lottery for Special Feature 2. Therefore, as long as the game is played correctly, if the time-saving state A ends without drawing a small win or a big win, a special miss will always be drawn. As a result, as described above, the game will be controlled to time-saving state B based on the special miss following time-saving state A (see Figures 26-1 and 26-2). Thus, in this configuration, all four fluctuations based on the remaining reserved symbols in Special Feature 2 will occur in time-saving state B.
[0298] In addition, while the time-saving state B is set to make it easier to hit the electric tuner 22 than the non-time-saving state, hitting the electric tuner 22 does not result in frequent hits by shooting to the right, as in time-saving state A. Instead, the game is played by shooting to the left. Therefore, when transitioning from time-saving state A to time-saving state B, the game control microcomputer 81 changes the shooting instruction lamp 45 from a right-shooting notification mode (lit mode) to a left-shooting notification mode (off mode), and the performance control microcomputer 91 hides the right-shooting notification image RI and displays the left-shooting return image LI (a left-shooting display including the text image "Please return to left-shooting!") on the display screen 7a (see Figure 44). Furthermore, the microcomputer 81 for game control changes the status indicator lamp 46 from the second lighting mode shown in Figure 44(A) (where only the left status indicator lamp 46b is lit) to the off mode shown in Figure 44(B) (where both the right status indicator lamp 46a and the left status indicator lamp 46b are off).
[0299] In time-saving state A, if "Special Symbol 2_Losing Symbol C" is displayed on the second special symbol display 41b of the display units 40, after the special symbol's stop time has elapsed, the game transitions to time-saving state B with 109 time-saving rounds (see Figure 9). On the other hand, if "Special Symbol 2_Losing Symbol D" is displayed on the second special symbol display 41b of the display units 40, after the special symbol's stop time has elapsed, the game transitions to time-saving state B with 609 time-saving rounds (see Figure 9). Regardless of which time-saving round is set, in time-saving state B, four rounds of variation based on the remaining reserved symbols of Special Symbol 2 are performed first. Furthermore, if neither a minor win nor a major win is achieved with the remaining reserved symbols in Special Symbol 2 (i.e., neither "Special Symbol 2_Minor Win Symbol a" nor "Special Symbol 2_Major Win Symbol C" is displayed on the second special symbol display 41b of the display units 40), the game will proceed in time-saving state B, aiming for a major win based on the lottery of Special Symbol 1. If there are no remaining reserved symbols in Special Symbol 2 in time-saving state B, the performance mode will change to CHANCE performance mode.
[0300] If a jackpot is won in the lottery shown in Special Figure 1 while in Time-Saving State B, after the 4R jackpot game, the game will transition to Time-Saving State A (RUSH performance mode) with 1 time-saving round (see Figure 8).
[0301] Thus, in this configuration, even if a jackpot (Type 2 jackpot, Type 1 jackpot) is not hit between the time-saving state A and the time all remaining reserved symbols in Special Symbol 2 are used up, the player can still aim for a jackpot based on the lottery in Special Symbol 1 in Time-Saving State B. Therefore, it is possible to encourage players to continue playing even after the remaining reserved symbols in Special Symbol 2 have been used up, making it possible to provide a gaming machine with a high utilization rate.
[0302] If the game is controlled to Shortened Time State B with 109 Shortened Time rounds, the CHANCE performance mode continues until 105 spins of Special Figure 1 have finished after 4 spins based on the remaining reserves of Special Figure 2 have finished. If the game is controlled to Shortened Time State B with 609 Shortened Time rounds, the CHANCE performance mode continues until 605 spins of Special Figure 1 have finished after 4 spins based on the remaining reserves of Special Figure 2 have finished. If a jackpot is not won based on the lottery of Special Figure 1 in the CHANCE performance mode, Shortened Time State B ends and the game is controlled to a non-Shortened Time state. In the non-Shortened Time state, the game is controlled to a normal performance mode. Then, in the non-Shortened Time state (normal performance mode), the goal is to win a jackpot based on the lottery of Special Figure 1. Note that the non-Shortened Time state is a game state in which the game is played by shooting to the left, similar to Shortened Time State B. Therefore, when changing from Shortened Time State B to the non-Shortened Time state, the game control microcomputer 81 keeps the shooting instruction lamp 45 in the left-shooting notification mode (off mode). Furthermore, the microcomputer 81 for game control changes the status notification lamp 46 from an off state indicating that the game is in time-saving state B to a first on state indicating that the game is not in time-saving state.
[0303] 8. Examples of staging in this form 8-1. Performance Mode Next, examples of performances in the pachinko game machine 1 of this form will be explained based on Figures 39 to 44. First, the performance modes will be explained. A performance mode is a manner of performance using the image display device 7, speaker 67, panel lamp 5, and frame lamp 66, etc. Depending on the performance mode, for example, the characters, items, and background images displayed on the image display device 7 will differ, and the variable performance using performance symbols 8L, 8C, and 8R will also be executed in a manner corresponding to the performance mode.
[0304] The performance modes of this form include a normal performance mode in which the daytime background image G10 shown in Figure 39(A) is displayed, a RUSH performance mode in which the normal nighttime background image G11 shown in Figure 39(B) is displayed, and a CHANCE performance mode in which an image is displayed in which the daytime background image G10 is accompanied by a banner image G2 (text overlay image G2) that says "If you hit it, you enter RUSH!" as shown in Figure 39(C).
[0305] The normal performance mode (Figure 39(A)) is a performance mode that is set when the game is not in a time-saving state (normal game state). In other words, it is a performance mode that is set when the game is not in a time-saving state and the game proceeds mainly through the lottery of Special Figure 1.
[0306] The RUSH performance mode (Figure 39(B)) is a performance mode that is set when the game is controlled to a time-saving state A with 1 time-saving round, and continues even after the end of time-saving state A until there are no more reserved balls in special figure 2. In time-saving state A, the game is played by aiming to get the ball into the second start opening 21 by shooting to the right, so when the game is controlled to the RUSH performance mode, the performance control microcomputer 91 displays a right-shooting notification image RI in the upper right corner of the display screen 7a to inform the player that the game should be played by shooting to the right. The display of the right-shooting notification image RI is one of the right-shooting notification effects. The right-shooting notification image RI is hidden when time-saving state A ends. In addition, in the RUSH performance mode, to indicate when time-saving state A will end, the performance control microcomputer 91 displays a remaining rounds display ZI in the lower right corner of the display screen 7a, indicating the remaining rounds of time-saving rounds. The remaining rounds display ZI is also called the end time indication display.
[0307] The CHANCE performance mode (Figure 39(C)) is a performance mode that is set when the number of reserved balls in Special Symbol 2 is "0" in the time-saving state B. In this form, if a jackpot is won in time-saving state B based on the lottery in Special Symbol 1, the game will always transition to the RUSH performance mode (time-saving state A with 1 time-saving round). In this sense, time-saving state B can be said to be a better opportunity for the player than the non-time-saving state. For this reason, in the CHANCE performance mode, although the background image is the same daytime background image G10 as in the normal performance mode, a band image G2 (specific display) including the text image "If you win, you enter RUSH!" is displayed along the bottom edge of the display screen 7a. The display of this band image G2 makes it possible for the player to recognize the role of time-saving state B (CHANCE performance mode).
[0308] 8-2. Variable Effects Next, the variation effect will be explained. When the variation display of the special symbols begins, the pachinko game machine 1 executes a variation effect based on the variation pattern related to the variation display of the special symbols and the results of the special symbol lottery (results of big win and small win judgments, result of symbol type judgment, result of reach judgment, and result of variation pattern judgment). In the variation effect, the variation display of the effect symbols 8L, 8C, and 8R is superimposed on a predetermined background image on the display screen 7a. In the variation display of the effect symbols 8L, 8C, and 8R, the effect symbols 8L, 8C, and 8R stop after they have varied. That is, after the variation display of the effect symbols 8L, 8C, and 8R is performed for the duration of the special symbol variation, the variation stops and the stopped effect symbols 8L, 8C, and 8R are displayed. The result of the special symbol lottery is then announced by the stopped effect of the effect symbols 8L, 8C, and 8R.
[0309] 8-2-1. Display area for performance symbols As shown in Figure 40(A), the display screen 7a of the image display device 7 is divided horizontally into three roughly equal sections, with the left, center, and right sections each having a left performance symbol area 50b1, a middle performance symbol area 50b2, and a right performance symbol area 50b3. The left performance symbol area 50b1 is the area that displays the left performance symbol 8L when the performance symbols 8L, 8C, and 8R are stopped in the variation performance. Similarly, the middle performance symbol area 50b2 and the right performance symbol area 50b3 are the areas that display the middle performance symbol 8C and the right performance symbol 8R.
[0310] Furthermore, as shown in Figure 40(A), a small symbol area 50c is provided in the upper left section of the upper edge of the display screen 7a. The small symbol area 50c is the area where small symbols KZ1, KZ2, and KZ3 are displayed in a variable state when the special symbols are being displayed in a variable state. Note that while the performance symbols 8L, 8C, and 8R may be hidden during the variable state performance, the small symbols KZ1, KZ2, and KZ3 are never hidden. In this respect, the small symbols KZ1, KZ2, and KZ3 function as symbols that complement the role of the performance symbols 8L, 8C, and 8R.
[0311] In Figure 40(A), the left display symbol area 50b1, the middle display symbol area 50b2, the right display symbol area 50b3, and the small symbol area 50c are indicated by dashed lines. These are included to represent the boundaries of the left display symbol area 50b1, the middle display symbol area 50b2, the right display symbol area 50b3, and the small symbol area 50c, and are not actually displayed. Furthermore, the boundaries of each area can be changed as needed.
[0312] 8-2-2. Normal fluctuations Pachinko game machine 1 can first perform a normal spin during its spinning animation. The normal spin functions as an animation that indicates the start of the spinning display of special symbols.
[0313] When the special symbol variation display starts, for example, as shown in Figure 40(A), on the display screen 7a, the left performance symbol 8L, the middle performance symbol 8C, and the right performance symbol 8R are displayed as stopped, and the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are also displayed as stopped, and the special symbol variation display is not currently being performed. From this state, which is waiting for the special symbol variation display to start, as shown in Figure 40(B), when the special symbol variation display starts, the performance symbols 8L, 8C, and 8R begin to vary, and the small symbols KZ1, KZ2, and KZ3 also begin to vary. Then, if the variation pattern of the special symbol's variation display is, for example, a "normal miss variation" (a variation that results in a miss without a reach), as shown in Figure 40(C-1), the left performance symbol 8L and the right performance symbol 8R temporarily stop in different stopping patterns, and then, as shown in Figure 40(D), the performance symbols 8L, 8C, and 8R stop in a stopping pattern that suggests a miss (a so-called scattered pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop simultaneously in a stopping pattern that suggests a miss. On the other hand, if the variation pattern of the special symbol's variation display is a variation pattern with a reach, such as a "N miss variation" (a variation with a reach that indicates a miss due to a normal reach), as shown in Figure 40(C-2), the left performance symbol 8L and the right performance symbol 8R temporarily stop in the same stopping pattern, and a reach is established. During this time, the sub-symbols KZ1, KZ2, and KZ3 continue to change, and a reach animation is performed according to the change pattern. The stopping order and stopping manner of the animation symbols 8L, 8C, and 8R can be changed as appropriate.
[0314] 8-2-3. N-Reach (Normal Reach) Pachinko machine 1 allows for an "N-Reach" to occur when a reach is achieved during normal gameplay. The N-Reach is a special effect that suggests there is a possibility that the result of the special symbol lottery was a "jackpot," and functions as an effect to make the player anticipate a jackpot.
[0315] In an N-reach, as shown in Figure 41(A), the state in which a reach is established is maintained for a predetermined time (for example, 10 seconds), and as shown in Figure 41(B), the fluctuation speed of the middle performance symbol 8C gradually slows down. Then, if the fluctuation pattern of the special symbol's fluctuation display is, for example, "N-miss fluctuation", the performance symbols 8L, 8C, and 8R stop and are displayed in a stopping pattern that suggests a miss (so-called scattered symbols), as shown in Figure 41(C-1). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and are displayed simultaneously in a stopping pattern that suggests a miss. On the other hand, if the fluctuation pattern of the special symbol's fluctuation display is, for example, "N-jackpot fluctuation" (jackpot fluctuation where a jackpot is indicated by a normal reach), the symbols stop and are displayed in a stopping pattern that suggests a jackpot (so-called matching symbols (an example of a predetermined stopping pattern)), as shown in Figure 41(C-2). At this time, the smaller symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a manner that suggests a big win. Furthermore, the content of the N-reach animation is not limited to the gradual deceleration of the middle animation symbol 8C, and can be changed or added as appropriate.
[0316] Furthermore, regarding the stopping patterns of the symbols 8L, 8C, and 8R that suggest a loss, the scattered patterns when a reach is not achieved are called "non-reach scattered patterns" or "non-reach loss patterns," and the scattered patterns when a reach is achieved are called "reach scattered patterns" or "reach loss patterns." How the individual symbols 8L, 8C, and 8R that make up the non-reach scattered patterns are combined (for example, "2-3-1" or "5-8-6"), and how the individual symbols 8L, 8C, and 8R that make up the reach scattered patterns are combined (for example, "2-1-2" or "5-4-5") is selected by the microcomputer 91 for controlling the performance. Furthermore, the combination of the 8L, 8C, and 8R symbols that constitute a stopping pattern (matching numbers) that suggests a jackpot (for example, "2-2-2" or "7-7-7") is selected by the performance control microcomputer 91 based on the type of jackpot symbol that was won.
[0317] 8-2-4.SP Reach Pachinko machine 1 allows for an SP reach after an N reach. An SP reach is a special effect that suggests a higher probability than an N reach that the result of the special symbol lottery is a "jackpot," and functions as an effect to make the player anticipate a jackpot.
[0318] In an SP Reach, after an N Reach, for example, as shown in Figure 42(A), a background image specifically for SP Reaches (SP Reach background image G113) is displayed on the display screen 7a, and an image indicating the start of an SP Reach (SP Reach start title image) G1 is displayed in the center of the display screen 7a. Then, as shown in Figure 42(B), an SP Reach-specific animation (for example, a battle animation in which an ally character and an enemy character A battle) is performed. When the SP Reach-specific animation reaches its final stage, if the variation pattern of the special symbol variation display is, for example, an "SP Jackpot Variation" (a jackpot variation that indicates a jackpot win through an SP Reach), then, as shown in Figure 42(C-1), a success animation suggesting a jackpot (for example, an animation showing an ally character standing tall after winning a battle, a victory animation) is displayed on the display screen 7a, and the animation symbols 8L, 8C, and 8R stop in a manner that suggests a jackpot (so-called matching numbers). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a big win. On the other hand, if the variation pattern of the special symbol variation display is, for example, an "SP miss variation" (a variation with a reach that indicates a miss due to an SP reach), as shown in Figure 42 (C-2), a failure animation that suggests a miss (for example, an animation showing enemy character A standing defiantly after winning a battle, or a defeat animation) is performed, and the animation symbols 8L, 8C, and 8R stop and display in a stopping pattern that suggests a miss (a so-called scattered pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and display simultaneously in a stopping pattern that suggests a miss. Note that the content of the SP reach animation can be changed or added as appropriate. In this form, the animation shown in Figure 42 is performed as an SP reach based on the lottery of special symbol 1 in the non-time-saving state or time-saving state B.
[0319] 8-2-5. Battle Reach Pachinko machine 1 can perform a Battle Reach based on the lottery in Special Symbol 2 during the time-saving state A and time-saving state B. The Battle Reach is a type of SP Reach, but it is not performed after an N Reach, but is a reach performance that is performed at the start of the spin. In this form, since the probability of winning a small win in the lottery of Special Symbol 2 is about 1 / 7, a Battle Reach is always performed in the spin that shows the result of the lottery of Special Symbol 2 to stimulate the player's desire to win a prize. Like the SP Reach, the Battle Reach also functions as a performance to make the player expect a big win.
[0320] In Battle Reach, a Battle Reach animation image G115 is displayed on the display screen 7a, showing a battle between an enemy character (enemy character B) different from the aforementioned enemy character A, and the player character (Figure 43(A)). When the Battle Reach reaches its final stage, if the variation pattern of the special symbol display is a variation pattern based on winning a jackpot or minor jackpot (see P31, P32, P51, P52, Figure 12), a success animation suggesting a win (a display showing the player character standing proudly after winning the battle, victory animation) is shown on the display screen 7a, as shown in Figure 43(B-1), and the animation symbols 8L, 8C, and 8R stop in a manner that suggests a win (so-called matching numbers). At this time, the minor symbols KZ1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a jackpot.
[0321] On the other hand, if the variation pattern of the special symbol display is a variation pattern based on a special miss (see P33, P34, P53, P54, Figure 12), as shown in Figure 43 (B-2), a failure animation suggesting a miss (an animation showing enemy character B standing proudly after winning the battle, a defeat animation) is performed on the display screen 7a, and the animation symbols 8L, 8C, and 8R stop in a manner that suggests a miss (a so-called scattered pattern). At this time, the small symbols KZ1, KZ2, and KZ3 also stop and are displayed simultaneously. In the case of a special miss, the stopping pattern of the small symbols KZ1, KZ2, and KZ3 is the special pattern of "1, 3, 5". In other words, in this form, in the case of a special miss, the small symbols KZ1, KZ2, and KZ3 stop and are displayed in a stopping pattern that would not normally occur in the case of a miss. When the small symbols KZ1, KZ2, and KZ3 stop and are displayed as special symbols, it is suggested to the player that it is a special miss. Furthermore, if the animation image with the small symbols KZ1, KZ2, and KZ3 as special symbols shown in Figure 43(B-2) is displayed during the final spin of the time-saving state A, the game will transition to time-saving state B. Then, if all spins based on the remaining reserves of special symbol 2 end without a jackpot in time-saving state B, the game will be set to CHANCE animation mode.
[0322] 8-3. Changes to playing instructions and status notifications when transitioning from time-saving state A to time-saving state B Next, we will explain the changes in the playing instructions and status notifications that occur when transitioning from time-saving state A to time-saving state B. Figure 44(A) shows the spin animation when a special miss (here, a miss symbol C or a miss symbol D) is drawn in the final spin of time-saving state A. As shown in Figure 44(A), in this spin animation, a defeat animation is performed in the battle reach. In this spin animation, the right-hand shooting notification image RI is displayed on the display screen 7a until the animation symbols 8L, 8C, 8R and the small symbols KZ1, KZ2, KZ3 are displayed. The playing instruction lamp 45 is also lit (controlled to the right-hand shooting notification mode). The status notification lamp 46 is also controlled to the second lighting mode corresponding to time-saving state A (the mode in which the right-side status notification lamp 46a is off and the left-side status notification lamp 46b is lit).
[0323] When the special symbol stop time for the final variation of time-saving state A has elapsed, time-saving state A ends, and the game transitions to time-saving state B, as shown in Figure 44(B). Upon transitioning to time-saving state B, the variation of the performance symbols 8L, 8C, and 8R is first displayed based on the remaining reserved symbols in special symbol 2. At this point, when transitioning from time-saving state A to time-saving state B, the left-hand return image LI is displayed on the display screen 7a. The left-hand return image LI includes the text image "Please return to left-hand play!" and a left-pointing arrow image. The left-hand return image LI is hidden after a predetermined time (30 seconds in this configuration) has elapsed since the end of time-saving state A (start of time-saving state B). Also, when time-saving state A ends (start of time-saving state B), the play instruction lamp 45 is turned off (controlled to left-hand play notification mode). From this point onward, the shooting instruction lamp 45 remains off until the game is played by shooting to the right (that is, until a jackpot game is started, a minor jackpot game is started, or the game transitions to time-saving state A). In addition, the status notification lamp 46 is controlled to a mode of extinguishing corresponding to time-saving state B (both the right-side status notification lamp 46a and the left-side status notification lamp 46b are extinguishing) when time-saving state A ends and the game transitions to time-saving state B.
[0324] In this configuration, even when transitioning to time-saving state B, the same performance mode as time-saving state A continues until the remaining reserved symbols in special symbol 2 are depleted. However, the performance mode when there are remaining reserved symbols in special symbol 2 in time-saving state B may be a different performance mode from the performance mode in time-saving state A. In this case, it may be the same performance mode as when there are no remaining reserved symbols in special symbol 2 in time-saving state B (CHANCE performance mode), or it may be a different performance mode.
[0325] 9. Effects of this form In the non-time-saving state, the status indicator lamp 46 is in the first illuminated state, and in the time-saving state B (slight time-saving state), the status indicator lamp 46 is in the off state. Therefore, the difference in the state of the status indicator lamp 46 makes it possible for the player to understand whether the game state is the non-time-saving state or the time-saving state B.
[0326] Furthermore, the external terminal board 140 outputs status signal 2 when not in a time-saving state, but does not output status signal 2 in any game state other than the time-saving state. Therefore, by deliberately outputting status signal 2 in a non-game state, which is a normal game state in which the probability of winning is set to a predetermined normal probability and the ease of ball entry into the second start opening 21 is set to a predetermined normal setting, it is possible to notify the outside of the pachinko game machine 1 that the game state is a non-game state and that the status notification lamp 46 is in the first lighting mode.
[0327] Furthermore, there are two cases when the game state transitions from time-saving state B (slight time-saving state) to a non-time-saving state, and when it transitions from time-saving state A (normal time-saving state) to a non-time-saving state. The external terminal board 140 outputs status signal 1 when the non-time-saving state is set from time-saving state A, but does not output status signal 1 when the non-time-saving state is set from time-saving state B. In other words, when the game transitions from time-saving state B, which is the most unfavorable game state among the non-time-saving state, time-saving state A, and time-saving state B, status signal 1 is not output in that non-time-saving state. However, when the game transitions from time-saving state A, which is less unfavorable than time-saving state B, to a non-time-saving state, status signal 1 is output in that non-time-saving state. Therefore, the output of status signal 1 makes it possible to notify the outside of the pachinko game machine 1 that the set non-time-saving state is from time-saving state A and not from time-saving state B.
[0328] Furthermore, the external terminal board 140 outputs status signal 1 in time-saving state A (normal time-saving state), but does not output status signal 1 in time-saving state B (slight time-saving state). In other words, when transitioning from time-saving state B, which is the most unfavorable game state among the non-time-saving state, time-saving state A, and time-saving state B, to the non-time-saving state, status signal 1 is not output. However, when transitioning from time-saving state A, which is not as unfavorable as time-saving state B, to the non-time-saving state, status signal 1 is output. In short, it is possible to maintain the presence or absence of status signal 1 output across two game states (time-saving state A or time-saving state B and the non-time-saving state).
[0329] Furthermore, the status indicator lamps 46 include a right-side status indicator lamp 46a and a left-side status indicator lamp 46b that can be lit. The second lighting state is when the right-side status indicator lamp 46a is off and the left-side status indicator lamp 46b is lit, while the off state is when both the right-side status indicator lamp 46a and the left-side status indicator lamp 46b are off. Therefore, when the game state is set to a time-saving state B (slight time-saving state), which is less favorable than a non-time-saving state, it is possible to make the status indicator lamps 46 less conspicuous and prevent players from paying attention to the status indicator lamps 46 while time-saving state B is set.
[0330] Furthermore, in time-saving state B (slight time-saving state), the status indicator lamp 46 may be either off or in the third illuminated state. Therefore, even when the same time-saving state B is set, it is possible to have different states for the status indicator lamp 46.
[0331] Furthermore, if a power outage occurs while the device is in time-saving state B (slightly time-saving state), it will remain in time-saving state B even after power is restored. Immediately after the start of setting time-saving state B, the status indicator lamp 46 is off, and immediately after power is restored from a power outage that occurred while time-saving state B was set, the status indicator lamp 46 is in the third illuminated state. Therefore, even when the same time-saving state B is set, it is possible to change the state of the status indicator lamp 46 in relation to the occurrence of a power outage.
[0332] Furthermore, the status indicator lamp 46 includes a right-side status indicator lamp 46a and a left-side status indicator lamp 46b that can be lit. The state in which the status indicator lamp 46 is off is when both the right-side status indicator lamp 46a and the left-side status indicator lamp 46b are off. Therefore, it is possible to make the status indicator lamp 46 inconspicuous immediately after the start of the shortened time state B (slight shortened time state), thereby preventing players from paying attention to the status indicator lamp 46.
[0333] Furthermore, the third lighting configuration of the status indicator lamp 46 is the configuration in which the right status indicator lamp 46a is lit and the left status indicator lamp 46b is off. Therefore, even when the time-saving state B (slight time-saving state) is set, after the power outage is restored, the status indicator lamp 46 can be made relatively more conspicuous than from immediately after the setting was started until before the power outage. This attracts the player's attention to the status indicator lamp 46 more than immediately after the setting of time-saving state B was started, making it possible to recognize that the time-saving state B has been restored.
[0334] Furthermore, since time-saving state B (slight time-saving state) is the most unfavorable of the multiple game states, if the state of the state notification lamp 46 changes while the game is in this most unfavorable game state (time-saving state B), it is possible to attract the player's attention.
[0335] 10. Example of changes The following describes examples of modifications. In the description of the modifications, components similar to those of the pachinko game machine 1 in the above configuration will be denoted by the same reference numerals and their explanation will be omitted. Of course, components related to the modifications may be combined as appropriate. Furthermore, technical features in the above configuration and the following modifications may be deleted as appropriate unless they are described as essential in this specification.
[0336] In the first embodiment described above, the non-time-saving state was defined as the "first game state" according to the present invention. However, the first game state may also be any game state other than the non-time-saving state, such as time-saving state A, a jackpot game state, or a small jackpot game state. Furthermore, while time-saving state B (slight time-saving state) was defined as the "second game state" according to the present invention, any game state other than time-saving state B (slight time-saving state) may be defined as the second game state if it is less favorable than the first game state. Furthermore, while time-saving state A (normal time-saving state) was defined as the "third game state" according to the present invention, any game state other than time-saving state A (normal time-saving state) may be defined as the third game state if it is more favorable than the second game state. Additionally, the same game state as the first game state may be defined as the third game state. Furthermore, while the first game state was defined as a single game state, it may also be defined as multiple game states. Furthermore, although the second game state is described as one game state, it may also be described as multiple game states. Similarly, although the third game state is described as one game state, it may also be described as multiple game states.
[0337] Furthermore, in the first embodiment described above, the status notification lamp 46 was used as the "notification means" according to the present invention, but other lamps such as panel lamps or frame lamps may also be used as notification means. Also, for example, an image that can be displayed on a liquid crystal screen (display screen) may be used as the notification means. Also, for example, a speaker capable of outputting sound may be used as the notification means.
[0338] Furthermore, in the first embodiment described above, the state in which the status notification lamp 46 (notification means) is in the first lighting mode is defined as the "first state" according to the present invention. However, the first state may also be any state other than the first lighting mode of the notification means, such as the second lighting mode, the third lighting mode, or the off state. Also, the state in which the notification means is in the off state is defined as the "second state" according to the present invention. However, the second state may also be any state other than the off state of the notification means, such as the first lighting mode, the second lighting mode, or the third lighting mode.
[0339] Furthermore, in the first embodiment described above, the external terminal board 140 was used as the "signal output means" according to the present invention, but any other device capable of outputting a predetermined signal to the outside of the gaming machine may also be used as the signal output means.
[0340] Furthermore, in the first embodiment described above, the external terminal board 140 (signal output means) is connected to the main control board 80 via the dispensing control board 110. However, for example, the signal output means may be connected to the main control board 80 without going through the dispensing control board 110. Alternatively, the signal output means may be connected to the sub-control board 90.
[0341] Furthermore, in the first embodiment described above, the first game state was defined as a game state in which the probability of winning a prize is set to a predetermined normal probability, and the ease of ball entry into the second starting opening 21 (variable ball entry opening) is set to a predetermined normal setting. However, the first game state may be defined as a game state that satisfies either the probability of winning a prize being set to a predetermined normal probability, or the ease of ball entry into the variable ball entry opening being set to a predetermined normal setting. Alternatively, the first game state may be defined as a game state in which neither the probability of winning a prize being set to a predetermined normal probability nor the ease of ball entry into the variable ball entry opening being set to a predetermined normal setting.
[0342] Furthermore, in the first embodiment described above, the second starting opening 21 was designated as the "variable ball entry opening" according to the present invention. However, other variable ball entry openings besides the second starting opening 21, such as the first large prize opening 30 or the second large prize opening 35, may also be designated as variable ball entry openings.
[0343] Furthermore, in the first embodiment described above, status signal 2 was designated as the "first signal" according to the present invention, but any signal other than status signal 2 may be designated as the first signal. Also, in the first embodiment described above, status signal 1 was designated as the "second signal" according to the present invention, but any signal other than status signal 1 may be designated as the second signal.
[0344] Furthermore, in the first embodiment described above, the external terminal board 140 (signal output means) outputs a first signal (status signal 2) in the first game state, while not outputting the first signal in game states other than the first game state. However, for example, the signal output means may not output the status signal 2 in the first game state, while outputting the first signal in game states other than the first game state.
[0345] Furthermore, in the first form described above, the system is configured such that the system can be set from time-saving state B (second game state) to non-time-saving state (first game state), and from time-saving state A (third game state) to first game state. However, for example, the system may be configured such that the system can be set from second game state to first game state, but not from third game state to first game state. Alternatively, for example, the system may be configured such that the system can not be set from second game state to first game state, but may be set from third game state to first game state.
[0346] Furthermore, in the first embodiment described above, the external terminal board 140 (signal output means) outputs a status signal 1 (second signal) in the non-time-saving state (first game state) set from time-saving state A (third game state), while not outputting the second signal in the first game state set from time-saving state B (second game state). However, for example, the signal output means may not output the second signal in the first game state set from the third game state, while outputting the second signal in the first game state set from the second game state.
[0347] Furthermore, in the first embodiment described above, the external terminal board 140 (signal output means) outputs a status signal 1 (second signal) in time-saving state A (third game state), while not outputting the second signal in time-saving state B (second game state). However, it is also possible to configure the system so that the signal output means does not output the second signal in the third game state, but outputs the second signal in the second game state.
[0348] Furthermore, in the first embodiment described above, the status notification lamp 46 (notification means) is configured to have two light-emitting elements that can be lit (right status notification lamp 46a, left status notification lamp 46b). However, the notification means may be configured to include three or more light-emitting elements that can be lit. Alternatively, the notification means may be configured to include one light-emitting element that can be lit.
[0349] Furthermore, in the first embodiment described above, the state of the status indicator lamp 46 (notification means) where the right status indicator lamp 46a is off and the left status indicator lamp 46b is on was defined as the first state. However, for example, the state of the notification means where the right status indicator lamp 46a is on and the left status indicator lamp 46b is off, or the state of the notification means where both the right status indicator lamp 46a and the left status indicator lamp 46b are on may also be defined as the first state.
[0350] Furthermore, in the first embodiment described above, the state of the status indicator lamp 46 (notification means) where both the right status indicator lamp 46a and the left status indicator lamp 46b are off was defined as the second state. However, for example, the state of the notification means where one of the right status indicator lamp 46a and the left status indicator lamp 46b is lit and the other is off, or the state of the notification means where both the right status indicator lamp 46a and the left status indicator lamp 46b are lit, may also be defined as the second state.
[0351] Furthermore, in the first embodiment described above, the time-saving state B (slightly time-saving state) was defined as the "specific game state" according to the present invention. However, other game states besides time-saving state B, such as time-saving state A, non-time-saving state, jackpot game state, or minor jackpot game state, may also be defined as the specific game state. Also, although the specific game state was defined as one game state, it may be defined as multiple game states.
[0352] Furthermore, in the first embodiment described above, the state in which the status notification lamp 46 (notification means) is in the off state was defined as the "first specific state" according to the present invention. However, the first specific state may also be any state other than the off state of the notification means, such as the first illuminated state, the second illuminated state, or the third illuminated state. Also, the state in which the notification means is in the third illuminated state was defined as the "second specific state" according to the present invention. However, the second specific state may also be any state other than the third illuminated state of the notification means, such as the first illuminated state, the second illuminated state, or the off state.
[0353] Furthermore, in the first embodiment described above, the state of the status indicator lamp 46 (notification means) where both the right status indicator lamp 46a and the left status indicator lamp 46b are off was defined as the first specific state. However, for example, the state of the notification means where one of the right status indicator lamp 46a and the left status indicator lamp 46b is lit and the other is off, or the state of the notification means where both the right status indicator lamp 46a and the left status indicator lamp 46b are lit, may also be defined as the first specific state.
[0354] Furthermore, in the first embodiment described above, the state of the status indicator lamp 46 (notification means) where the right status indicator lamp 46a is lit and the left status indicator lamp 46b is off was defined as the second specific state. However, for example, the state of the notification means where the right status indicator lamp 46a is off and the left status indicator lamp 46b is lit, or the state of the notification means where both the right status indicator lamp 46a and the left status indicator lamp 46b are lit, may also be defined as the second specific state.
[0355] Furthermore, in the first embodiment described above, the most unfavorable game state among multiple game states (time-saving state B) was designated as the "specific game state" according to the present invention. However, any game state other than the most unfavorable among multiple game states may also be designated as the specific game state.
[0356] Furthermore, in the first form described above, there is a configuration in which there is one type of jackpot symbol that can be stopped and displayed as special symbol 1 (special symbol 1), but it is also possible to have a configuration in which there are two or more types. Also, in the configuration in which there is one type of jackpot symbol that can be stopped and displayed as special symbol 2 (special symbol 2), it is also possible to have a configuration in which there are two or more types.
[0357] Furthermore, in the first form described above, there is no minor winning symbol that can be displayed as special symbol 1 (special symbol 1), but it is also possible to have a configuration in which there is one or more types of minor winning symbols that can be displayed as special symbol 2 (special symbol 2), but it is also possible to have a configuration in which there is two or more types. Furthermore, it is also possible to have a configuration in which there is no minor winning symbol that can be displayed as special symbol 2.
[0358] Furthermore, in the first form described above, there is a configuration in which there is one type of losing symbol (Special Symbol 1_Losing Symbol B) that can be displayed as Special Symbol 1 (Special Symbol 1) to indicate a special loss, but it is also possible to have a configuration in which two or more types of losing symbols that indicate a special loss can be displayed. Also, in the configuration in which there are two types of losing symbols (Special Symbol 2_Losing Symbol C, (Special Symbol 2_Losing Symbol D)) that can be displayed as Special Symbol 2 (Special Symbol 2) to indicate a special loss, it is also possible to have a configuration in which there is one type or three or more types. Also, it is also possible to have a configuration in which there is no losing symbol that indicates a special loss that can be displayed as Special Symbol 1 to indicate a special loss. Also, it is also possible to have a configuration in which there is no losing symbol that indicates a special loss that can be displayed as Special Symbol 2 to indicate a special loss.
[0359] Furthermore, in the first form described above, if the special symbol 1_missing symbol B is displayed when the game state is not in a time-saving state, the game state then transitions (changes) to time-saving state A. However, it is also possible to configure the game state so that when the special symbol 1_missing symbol B is displayed when the game state is not in a time-saving state, the game state then transitions (changes) to a game state that is neither in a time-saving state nor time-saving state A. Alternatively, it is also possible to configure the game state so that when the special symbol 1_missing symbol B is displayed when the game state is not in a time-saving state, the game state does not transition (change) afterwards. Furthermore, it is also possible to configure the game state so that when the special symbol 1_missing symbol B is displayed when the game state is not in a time-saving state, the game state sometimes transitions (changes) to time-saving state A, and sometimes does not transition. Furthermore, if the special symbol 1_Loss symbol B stops and is displayed in a non-time-saving state, the game state may then transition (change) to time-saving state A, or it may transition to a game state other than time-saving state A (and non-time-saving state).
[0360] Furthermore, in the first form described above, if the special symbol 2_missing symbol C is displayed in time-saving state A, the game state then transitions (changes) to time-saving state A. However, it is also possible to configure the system so that if the special symbol 2_missing symbol C is displayed in time-saving state A, the game state then transitions (changes) to a game state that is neither time-saving state A nor time-saving state B. Alternatively, if the special symbol 2_missing symbol C is displayed in time-saving state A, the game state may then remain in time-saving state A without transitioning (changing). Alternatively, if the special symbol 2_missing symbol C is displayed in time-saving state A, the game state may either transition (change) to time-saving state B or remain in time-saving state A without transitioning. Furthermore, if the special symbol 2_losing symbol C stops and is displayed in time-saving state A, the game state may then transition (change) to time-saving state B, or it may transition to a game state other than time-saving state B (and time-saving state A).
[0361] Furthermore, in the first form described above, if the special symbol 2_missing symbol D is displayed in time-saving state A, the game state then transitions (changes) to time-saving state A. However, it is also possible to configure the system so that if the special symbol 2_missing symbol D is displayed in time-saving state A, the game state then transitions (changes) to a game state that is neither time-saving state A nor time-saving state B. Alternatively, it is also possible to configure the system so that if the special symbol 2_missing symbol D is displayed in time-saving state A, the game state remains in time-saving state A and does not transition (change). Furthermore, it is also possible to configure the system so that if the special symbol 2_missing symbol D is displayed in time-saving state A, the game state sometimes transitions (changes) to time-saving state B, and sometimes remains in time-saving state A and does not transition. Furthermore, in the time-saving state A, if the special symbol 2_missing symbol D stops and is displayed, the game state may then transition (change) to time-saving state B, or it may transition to a game state other than time-saving state B (and time-saving state A).
[0362] Furthermore, in the first form described above, the game transitions (changes) to the same game state whether the special symbol 2_losing symbol C is displayed when the time-saving state A is stopped, or whether the special symbol 2_losing symbol D is displayed when the time-saving state A is stopped. However, the configuration when the special symbol 2_losing symbol C is displayed when the time-saving state A is stopped and the configuration when the special symbol 2_losing symbol D is displayed when the time-saving state A are different.
[0363] Furthermore, in the first embodiment described above, the configuration was such that the state notification lamp 46 (notification means) behaves differently before and after the power outage in one of the multiple game states (time-saving state B). However, the configuration may also be such that the notification means behaves differently before and after the power outage in two or more game states.
[0364] Furthermore, in the first embodiment described above, in time-saving state B, although the mode of the status notification lamp 46 (notification means) is different before and after the power outage, the output state of status signal 1 is the same (neither outputs). However, in time-saving state B, both the mode of the notification means and the output state of status signal 1 may be different before and after the power outage. Also, in time-saving state B, although the mode of the notification means is different before and after the power outage, the output state of status signal 2 is the same (neither outputs). However, in time-saving state B, both the mode of the notification means and the output state of status signal 2 may be different before and after the power outage.
[0365] Furthermore, in the first embodiment described above, the external terminal board 140 (signal output means) is configured not to output the status signal 1 (second signal) in the non-time-saving state after RAM clearing. However, the signal output means may be configured to output the second signal in the non-time-saving state after RAM clearing. Also, in the configuration described above, the signal output means is configured not to output the second signal in the non-time-saving state after transitioning from time-saving state B. However, the signal output means is configured to output the second signal in the non-time-saving state after transitioning from time-saving state B. Also, in the configuration described above, the signal output means outputs the second signal in non-time-saving states other than the non-time-saving state after RAM clearing and the non-time-saving state after transitioning from time-saving state B. However, the signal output means may be configured not to output the second signal for at least a portion of the set period in such non-time-saving states.
[0366] Furthermore, in the first embodiment described above, even if no signals are output to the outside of the pachinko game machine 1 using the status signal 1 (second signal) and status signal 2 (first signal), the system is configured to notify the player using the status notification lamp 46 (notification means) in the first lighting mode, second lighting mode, or third lighting mode. However, if no signals are output to the outside of the pachinko game machine 1 using the first signal and second signal, the notification means may be configured to be off to notify the player. Specifically, when the game state is a time-saving state B (slight time-saving state) other than after power outage restoration, both the first signal and the second signal are "OFF", no signals are output to the outside of the pachinko game machine 1, and the notification means is configured to be off.
[0367] Furthermore, in the first embodiment described above, the mode of the hitting instruction lamp 45 when indicating a right-handed hit (specific mode) was set to a lit mode. However, if it differs from the mode of the hitting instruction lamp 45 when indicating a left-handed hit (non-specific mode), it may be a flashing mode that repeatedly turns on and off at predetermined intervals. Also, in the mode of the hitting instruction lamp 45 when indicating a left-handed hit (non-specific mode), it was set to an off mode. However, if it differs from the mode of the hitting instruction lamp 45 when indicating a right-handed hit (specific mode), it may be a flashing mode or other mode.
[0368] Furthermore, in the first embodiment described above, the hitting instruction lamp 45 was used as the hitting notification means, but the hitting notification means does not have to be a lamp device that includes an LED, and may be, for example, a liquid crystal display device or an electroluminescent display device.
[0369] Furthermore, in the first embodiment described above, the right channel R2 was designated as the first channel and the left channel R1 as the second channel, but the right channel R2 may be designated as the second channel and the left channel R1 as the first channel.
[0370] Furthermore, in the first form described above, the duration of the opening (OP) and ending (ED) may be changed between a jackpot game based on a win in a non-time-saving state and a jackpot game based on a win in time-saving state B. By setting the length of the OP and ED according to the game state, the duration and content of the opening and ending sequences can be changed, thereby improving the enjoyment of the game.
[0371] Furthermore, in the first form described above, the machine is configured as a so-called Type 1 and Type 2 mixed machine that can execute a jackpot game based on the passage of a game ball into a specific area 39 within the second large prize entry opening 35. However, it may also be configured as a so-called symbol probability variation machine or a V probability variation machine, or other types of game machines. Even if the machine is configured as a symbol probability variation machine or a V probability variation machine that prioritizes the lottery of Special Feature 2 over the lottery of Special Feature 1, if the lottery results of Special Feature 2 do not include normal misses and special misses function effectively like normal misses, it is possible to transition from the end of the time-saving state after a jackpot game to a time-saving state based on a special miss in the lottery of Special Feature 2, thereby providing a new gameplay experience.
[0372] Furthermore, in the first form described above, the second easy ball entry state, which is set to make it more difficult for the game ball to enter the second starting opening 21 than the first easy ball entry state (time-saving state A), was set to a slightly time-saving state (time-saving state B) in which the ease of entering the second starting opening 21 is not much different from the non-time-saving state. However, the second easy ball entry state may be set to a state in which a certain degree of winning can be expected, as long as the game ball is set to make it more difficult for the game ball to enter the second starting opening 21 than the first easy ball entry state. In this case, the game may be played by shooting to the right during the second easy ball entry state.
[0373] Furthermore, in the first form described above, a gate that can be passed through by shooting to the left may be provided, and in the non-time-saving state and time-saving state B, the so-called electric tuner 22 may be opened for a long time with a predetermined probability (for example, a probability of about 1 / 100). With this configuration, it becomes possible to get an opportunity to draw a special miss based on the lottery of special figure 2 during the non-time-saving state and time-saving state B, and a new gameplay can be provided.
[0374] Furthermore, while the first form described above was configured as a so-called Type 1 and Type 2 mixed machine, depending on the desired gameplay, it may also be configured as a so-called "wing-type" (Type 2) machine without a Type 1 jackpot. In other words, it may be configured so that a so-called "direct jackpot" cannot be won in either the lottery for Special Feature 1 or Special Feature 2.
[0375] Furthermore, in the first form described above, the configuration allows for winning a so-called "direct jackpot" based on the lottery in Special Figure 2. However, the configuration may also be such that it is not possible to win a "direct jackpot" based on the lottery in Special Figure 2, that is, the configuration may be such that only two types of jackpots are awarded based on the lottery in Special Figure 2.
[0376] Furthermore, in the first embodiment described above, in the minor prize game based on the lottery in Special Figure 2, the opening control of the second major prize opening 35 (opening / closing member 37) and the operation control of the distribution member 71 are configured so that a V-pass always occurs. In contrast, in the minor prize game based on the lottery in Special Figure 2, the opening control of the second major prize opening 35 and the operation control of the distribution member 71 are configured so that a V-pass may or may not occur (that is, if the timing when the distribution member 71 is in a pass-allowing state and the timing of entry into the second major prize opening 35 coincide well, a pass to the specific area 39 will occur, but if they do not coincide, a pass to the specific area 39 will not occur).
[0377] Furthermore, in the first form described above, the opening pattern for the minor win game based on the lottery in Special Figure 2 was set to an opening pattern in which the game ball that enters the second large prize pocket 35 passes through the specific area 39 regardless of the timing of its entry (see Figures 37(b) and (c)). However, as long as the game is played correctly (as long as the right-hand shooting continues), it is not necessary for the opening pattern to be such that all game balls that enter the second large prize pocket 35 pass through the specific area 39. Specifically, for example, the opening pattern could be set to repeat a 0.1-second opening 12 times, in which game balls that enter during the 1st to 9th openings pass through the specific area 39, but game balls that enter during the 10th to 12th openings pass through the non-specific area 70. In other words, the opening pattern for passing through should be one that allows the game ball to enter the second large prize opening 35 and allows at least one of the game balls that enters the second large prize opening 35 to pass through the specific area 39. When using an opening pattern like this modified example, the opening and closing member of the second large prize device should be as follows, so that game balls can easily enter the second large prize opening 35 at each opening. That is, it should be a reciprocating type that can move back and forth, closing the second large prize opening when it is extended forward and opening the second large prize opening when it is retracted backward. The game balls flowing down the right channel R2 should be positioned to roll on the upper surface of the opening and closing member. Furthermore, the coefficient of friction of the upper surface of the opening and closing member should be increased (for example, by using a surface made of a highly elastic material such as rubber) so that the game balls roll slowly on the upper surface of the opening and closing member. Alternatively, protrusions may be provided on the game ball passage with the upper surface of the opening and closing member as the floor surface to slow down the rolling speed of the game balls.
[0378] Furthermore, in the first embodiment described above, the specific area 39 is configured to open according to a predetermined operating pattern controlled by time, based on the start of the minor prize game (see Figure 37). Alternatively, the specific area 39 may be opened (set to a pass-allow state) when the number of balls entering the second large prize opening 35 reaches a predetermined trigger number of balls (for example, 1 ball). In this case, for a special 2V pass-through minor prize, the trigger number of balls entering should be set to, for example, "1". In this way, during a special 2V pass-through minor prize, the balls entering the second large prize opening 35 can be allowed to pass through the specific area 39. Note that even if the distribution member 71 operates based on the trigger number of balls entering, the pass-through status of the specific area 39 is switched at a predetermined timing.
[0379] Furthermore, in the first form described above, the maximum number of Special Feature 2 reserves (Second Special Feature Reserve) that can be stored is set to "4," but the maximum number of Special Feature 2 reserves that can be stored can be changed as appropriate. Also, if it does not interfere with gameplay, a configuration without Special Feature 2 reserves, that is, a configuration in which the maximum number of Special Feature 2 reserves that can be stored is "0," is also acceptable.
[0380] Furthermore, in the first embodiment described above, the maximum number of times the special symbol variation display is executed during the time-saving state (time-saving count) is a combined maximum number of executions that is counted whether the variation display of special symbol 1 or special symbol 2 is executed. However, in addition to this combined maximum number of executions, a special symbol 1 maximum number of executions that counts only the variation display of special symbol 1, and a special symbol 2 maximum number of executions that counts only the variation display of special symbol 2 may be set, and the time-saving state may be terminated when either of these counts is reached. Note that the special symbol 1 maximum number of executions and the special symbol 2 maximum number of executions can be set to values different from the combined maximum number of executions. Alternatively, without setting a combined maximum number of executions, a special symbol 1 maximum number of executions and a special symbol 2 maximum number of executions may be set, and the time-saving state may be terminated when either of these counts is reached, or only a special symbol 2 maximum number of executions may be set, and the time-saving state may be terminated when this count is reached.
[0381] Furthermore, in the first form described above, the rewards that the player can obtain are greater when a jackpot game (including two types of jackpot games) is executed based on the lottery of Special Figure 2 than when a jackpot game is executed based on the lottery of Special Figure 1, but the opposite or the same may also apply. The rewards that the player can obtain include the amount of prize balls that can be obtained in a jackpot game and various settings related to the game state after a jackpot game (such as whether or not it is controlled to a time-saving state, and the number of time-saving rounds if it is controlled to a time-saving state).
[0382] Furthermore, in the first embodiment described above, the display unit that performs the variable effects is configured by the display screen of one display device (the display screen 7a of the image display device 7), but it may also be configured by the display screens of two or more display devices. For example, in a configuration that includes a sub-display device in addition to the image display device 7 as the main display device, the variable effects of the effect symbols 8L, 8C, and 8R may be performed on the display screen of the main display device, and the variable effects of the small symbols KZ1, KZ2, and KZ3 may be performed on the display screen of the sub-display device. In addition, a touch panel consisting of a touch sensor and a liquid crystal display device may be mounted on the gaming machine frame 50, and the liquid crystal display device in this touch panel may be used as the sub-display device.
[0383] Furthermore, in the first embodiment described above, four random numbers, such as a jackpot random number, are obtained as random numbers (judgment information) based on a win in the first starting gate 20 or the second starting gate 21. However, it is also possible to obtain a single random number and use that number to determine whether it is a jackpot or a minor win, the type of jackpot symbol, minor win symbol, or losing symbol, whether there is a reach or not, and the type of variation pattern. In other words, the number of random numbers obtained based on a starting win and what each random number determines can be set arbitrarily.
[0384] 11. Inventions disclosed herein The following inventions have been disclosed up to the preceding paragraph in this [Modes for Carrying Out the Invention]. In the following description, the names and expressions of corresponding components in the embodiments and the reference numerals used in the drawings are noted in parentheses for reference. However, the components of each invention are not limited to these notes. Invention A is a collective term for the following inventions A1 to A5. Invention B is a collective term for the following inventions B1 to B5.
[0385] Invention A1: A setting means that can set one game state from a plurality of game states, including a first game state (non-time-saving state) and a second game state (time-saving state B (slightly time-saving state)) which is less favorable than the first game state, It includes a notification means (status notification lamp 46), In the first game state, the notification means enters the first state (the state in which it is illuminated in the first mode). The gaming machine (pachinko gaming machine 1) is characterized in that, in the second gaming state, the notification means enters the second state (a state in which the lights are off).
[0386] With this configuration, it is possible to make the player aware of whether the game state is the first game state or the second game state based on the difference in the state of the notification means.
[0387] Invention A2: The gaming machine described in Invention A1, The gaming machine is equipped with a signal output means (external terminal board 140) capable of outputting a predetermined signal to the outside of the machine. The aforemen...
Claims
[Claim 1] A setting means capable of setting one game state from a plurality of game states, including a first game state, a second game state that is less favorable than the first game state, and a third game state that is more favorable than the second game state. Notification methods, The gaming machine includes a signal output means capable of outputting a predetermined signal to the outside of the gaming machine, In the first game state, the notification means enters the first state. In the second game state, the notification means enters the second state. The aforementioned first game state is a game state in which the probability of winning is set to a predetermined normal probability, and the ease of balls entering the variable ball entry slot is set to a predetermined normal setting. The signal output means is In the first game state, the first signal is output, while in the second game state or the third game state, the first signal is not output. A gaming machine characterized in that, in the first gaming state set from the third gaming state, it outputs a second signal different from the first signal, while in the first gaming state set from the second gaming state, it does not output the second signal.
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