Gaming machine
By displaying both variable and immutable images on the game console's screen, and showing additional images based on changing conditions, the problem of the single game attributes of traditional game consoles is solved, resulting in a more attractive gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2025-03-09
- Publication Date
- 2026-05-13
AI Technical Summary
Traditional game consoles tend to make the game's attributes monotonous when displaying changing symbols, thus reducing the game's appeal.
By displaying a variable-sized first image and a fixed second image on the screen, and displaying additional images based on different conditions, the diversity and interactivity of the game effects are increased.
It offers a variety of game effects, increasing the game's appeal and fun.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine, and in particular, it can be applied to a pachinko gaming machine or the like.
Background Art
[0002] In a conventional gaming machine, based on the ball entry into the start port, a winning or losing determination is made with a predetermined jackpot probability, and at the same time, symbols are variably displayed. When the result of the winning or losing determination is a jackpot, the symbols are stopped and displayed as jackpot symbols, and a jackpot game for opening a large winning port is executed. In addition, game effects (reach effects, character effects, etc.) are executed along with the variable display of the symbols, and the possibility that the result of the winning or losing determination becomes a jackpot depending on the execution mode of the game effect, that is, the possibility that the symbols are stopped and displayed as jackpot symbols (jackpot reliability) is shown (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the gaming machine as described above, in order to display a plurality of characters in accordance with the variable display of the symbols, the game is easy to understand and the game interest is enhanced. On the other hand, there is also a risk that the game properties are uniform and the game interest is reduced.
[0005] The present invention has been made in view of the above circumstances, and provides a gaming machine that enhances the game interest.
Means for Solving the Problems
[0006] The gaming machine of the first invention for solving the above problems is a display screen capable of displaying a predetermined game image, The system includes a reward granting means that grants a reward when the identification information displayed on the aforementioned display screen is stopped and displayed in a specific manner, The game image includes a first image whose size relative to the entire display area of the display screen changes, and a second image whose size relative to the entire display area of the display screen does not change. In conjunction with the display of changes in the aforementioned identification information, both the first image and the second image may be displayed on the display screen. When both the first image and the second image are displayed, if the first condition is met, an additional image is displayed in the display area where the first image is displayed, and the size of the additional image relative to the entire display area of the display screen is varied. When both the first image and the second image are displayed, Different from the first condition mentioned above. When the second condition is met, an additional image is displayed in the display area where the first image is displayed, and the added image is displayed without changing its size relative to the entire display area of the display screen. It is, The image added when the first condition is met is a first special image indicating the possibility of granting a bonus, and the image added when the second condition is met is a second special image that does not indicate the possibility of granting a bonus but rather indicates the state of the game. It is characterized by the following:
[0007] In such a gaming machine, the game images include a first image whose size relative to the entire display area of the display screen changes, and a second image whose size relative to the entire display area of the display screen does not change. When both the first and second images are displayed on the display screen in conjunction with the changing display of identification information, if the first condition is met, the first image is displayed in the display area where the first image is displayed, with its size relative to the entire display area of the display screen changing, similar to the first image. If the second condition is met, the second image is displayed in the display area where the first image is displayed, with its size relative to the entire display area of the display screen not changing, similar to the second image. This allows for the provision of novel and highly engaging game effects that can be executed in conjunction with the changing display, and diversifies the display modes. [Effects of the Invention]
[0008] According to the gaming machine of the present invention, it is possible to provide a highly appealing gaming machine capable of executing various effects.
Brief Description of the Drawings
[0009] [Figure 1] It is a front view of the gaming machine according to an embodiment of the present invention. [Figure 2] It is a rear view of the gaming machine according to an embodiment of the present invention. [Figure 3] It is a front view showing the configuration of the game board of an embodiment of the present invention. [Figure 4] It is an enlarged view of the main display shown in FIG. 3 and is a view showing the displays provided in the gaming machine. [Figure 5] It is a block diagram showing the electrical configuration of the gaming machine. [Figure 6] It is a table showing the correspondence between the type of winning and the opening pattern of the big winning opening, etc. [Figure 7] It is a table showing various random numbers acquired by the game control microcomputer. [Figure 8] (A) is a winning determination table, (B) is a big winning type determination table, (C) is a normal symbol winning determination table, and (D) is a normal symbol variation pattern selection table. [Figure 9] It is a variation pattern table. [Figure 10] It is a flowchart of the main control main process. [Figure 11] It is a flowchart of the interrupt process. [Figure 12] It is a flowchart of the start port sensor detection process. [Figure 13] It is a flowchart of the process at the time of starting ball entry. [Figure 14] It is a flowchart of the normal symbol operation process. [Figure 15] It is a flowchart of the normal symbol standby process. [Figure 16] It is a flowchart of the normal symbol winning determination process. [Figure 17] It is a flowchart of the normal symbol random number shift process. [Figure 18] It is a flowchart of the process during normal symbol variation. [Figure 19] It is a flowchart of the process for determining the normal symbol. [Figure 20] It is a flowchart of the process for normal electric accessory. [Figure 21] It is a flowchart of the process for special symbol operation. [Figure 22] It is a flowchart of the process for waiting for the special symbol. [Figure 23] It is a flowchart of the process for determining whether the special symbol 2 is valid. [Figure 24] It is a flowchart of the process for selecting the variation pattern of the special symbol 2. [Figure 25] It is a flowchart of the process for selecting the variation pattern of the special symbol 2. [Figure 26] It is a flowchart of the process for shifting the random number of the special symbol 2. [Figure 27] It is a flowchart of the process for determining whether the special symbol 1 is valid. [Figure 28] It is a flowchart of the process for selecting the variation pattern of the special symbol 1. [Figure 29] It is a flowchart of the process for selecting the variation pattern of the special symbol 1. [Figure 30] It is a flowchart of the process for shifting the random number of the special symbol 1. [Figure 31] It is a flowchart of the process during the variation of the special symbol. [Figure 32] It is a flowchart of the process for determining the special symbol. [Figure 33] It is a flowchart of the special electric accessory process 1 (big win game). [Figure 34] It is a flowchart of the process for setting the game state. [Figure 35] It is a flowchart of the special electric accessory process 2 (small win game). [Figure 36] It is a flowchart of the process for detecting the specific area sensor. [Figure 37] It is a flowchart of the process for the number of held balls. [Figure 38] It is a flowchart of the process for monitoring the power-off. [Figure 39] This is a flowchart of the sub-control main processing. [Figure 40] This is a flowchart for receiving interrupt processing. [Figure 41] This is a flowchart for handling a 2ms timer interrupt. [Figure 42] This is a flowchart for handling a 10ms timer interrupt. [Figure 43] This is a flowchart of the received command parsing process. [Figure 44] This is a flowchart of the received command parsing process. [Figure 45] This is a flowchart showing the control process for button operation effects. [Figure 46] This diagram shows a time chart for button operation animations. [Figure 47] This diagram shows the different ways in which button operation effects are displayed. [Figure 48] This diagram shows the different ways in which button operation effects are displayed. [Figure 49] This diagram shows the different ways in which button operation effects are displayed. [Figure 50] This diagram shows the different ways in which button operation effects are displayed. [Figure 51] This is a schematic diagram showing the collection chute for the discharged balls. [Figure 52] This is a flowchart for the process of triggering the passing animation. [Figure 53] This diagram shows the presentation patterns for the passing-through activation animation. [Figure 54] This diagram shows the presentation patterns for the passing-through activation animation. [Figure 55] This diagram shows the symbols displayed during special effects mode. [Figure 56] This diagram shows the animation for determining the winning combination. [Figure 57] This diagram shows the animation for determining the winning combination. [Figure 58] This is a block diagram showing the electrical configuration of the gaming machine in Example 2. [Figure 59] This figure shows the jackpot determination type determination table for Example 2. [Figure 60] This is a flowchart of the special symbol waiting process in Example 2. [Figure 61] This is a flowchart of the special pattern variation process in Example 2. [Figure 62] This is a flowchart of the chance time lottery in Example 2. [Figure 63] This is a flowchart of the probability change process in Example 2. [Figure 64] This is a flowchart of the notification process in Example 2. [Modes for carrying out the invention]
[0010] Next, embodiments of the present invention will be described using examples. In the following embodiments, the present invention will be described in which the game medium used for the game is a game ball, and the game can be played by launching the game ball toward the game board. Specifically, the present invention will be described using a pachinko game machine as an example, in which a special symbol is displayed based on the entry of a game ball into the starting hole, and when the display of the special symbol changes and the jackpot symbol is displayed in a stopped position, a jackpot game (special game) can be played in which a predetermined amount of game benefits (for example, prize balls) can be awarded to the player.
[0011] In the following explanation, "front" simply refers to the side closest to the viewer when looking at the gaming machine from the front (the side where the player is positioned during gameplay), and "rear" simply refers to the back of the gaming machine when looking at it from the front. Also, "up," "down," "left," and "right" simply refer to the up, down, left, and right directions when looking at the gaming machine from the front, for example, the up, down, left, and right sides in Figures 1 and 3. [Examples]
[0012] As shown in Figures 1 to 3, the pachinko game machine 1 of this embodiment 1 comprises a game machine frame 50 and a game board 2 mounted inside the game machine frame 50, and the game board 2 is configured to be detachable from the game machine frame 50. Figure 3 shows the game board 2 in a state removed from the game machine frame 50. The game machine frame 50 is composed of a front frame 51 having a decorative surface, a main frame 52 for mounting the game board 2 etc., and an outer frame 53 for mounting the pachinko game machine 1 to the island equipment of the hall, and the front frame 51, main frame 52 and outer frame 53 are pivotally supported at one end and each is configured to be openable and closable.
[0013] Furthermore, the front frame 51 is equipped with a launch handle 60 for launching game balls with a launching strength corresponding to the amount of operation (rotation angle) by the player, a ball supply tray (upper tray) 61 for storing game balls and supplying the stored game balls to the launching device, and a surplus ball receiving tray (lower tray) 62 for storing game balls that cannot be accommodated in the ball supply tray 61. In addition, the front frame 51 is equipped with a first effect button 63a and a second effect button 63b (these two effect buttons are collectively referred to simply as "effect buttons 63" or "input means") that can be operated by the player during the execution of game effects that are performed as the game progresses, a decorative frame lamp 66 that can emit various lights depending on the game situation, and a speaker 67 that can emit various sounds (sound effects) depending on the game situation.
[0014] The performance buttons 63 function as input means that can be used by the player, and the player can choose which performance button to use depending on the type of game performance. For example, if the first performance button 63a or the second performance button 63b is operated during the execution of a game performance, a predetermined performance corresponding to that operation will be performed based on that operation. The configuration of the performance buttons 63 is not limited to the embodiment of this first example, and it is sufficient that the player can input into them. For example, it may be an input means in which the player directly touches the button part to input (e.g., a retractable type, a touch sensor type, etc.), or it may be a non-contact input means in which input is performed by detecting when a part of the player's body is close (a photoelectric type, etc.). Furthermore, the performance buttons may perform performance actions such as protruding upwards or forwards or vibrating (a movable performance operation means).
[0015] The game board 2 has a game area 3 formed by rail members 4, through which game balls launched by operating the launch handle 60 flow. Multiple game pins 16 are provided protruding from the game area 3 to guide the game balls, and a ball return prevention piece 6 is provided at the tip of the rail member 4. The ball return prevention piece 6 is intended to prevent game balls that have been guided into the game area from returning to the launching device side. The game board 2 is also provided with decorative board lamps 5 (see Figure 5) that can emit various lights depending on the game situation.
[0016] Near the center of the game area 3, an image display device 7, which is one form of a performance display means, is provided. The image display device 7 in this embodiment is made of a liquid crystal display device, and its display screen 7a is provided with a performance symbol display area 7b (also called the "performance symbol display section") where performance symbols 8L, 8C, and 8R (also simply called "performance symbols 8") are displayed, and a background display area 7c where a background image that constitutes the background of the display screen 7a is displayed. Performance symbols 8L, 8C, and 8R are displayed in sync with the fluctuation display of the first special symbol and the fluctuation display of the second special symbol, which will be described later. As for the form of fluctuation display, for example, there is a form of display where the symbols are scrolled in the up and down, left and right, diagonally, etc., and in this embodiment, in principle, the symbols are scrolled in the up and down direction. The performance symbol display area 7b consists of three symbol display areas, for example, "left," "center," and "right," with the left performance symbol 8L being displayed in the left symbol display area, the center performance symbol 8C being displayed in the center symbol display area, and the right performance symbol 8R being displayed in the right symbol display area. Furthermore, the positions of the left, center, and right symbol display areas do not need to be distinct; the display areas for the left, center, and right performance symbols may each be combined into the entire symbol display area (performance symbol display area 7b).
[0017] In this embodiment, the performance symbols 8L, 8C, and 8R each consist of multiple symbols (identification information) representing the numbers "1" through "9". Depending on the combination of the left, middle, and right performance symbols that are stopped and displayed in the performance symbol display area 7b (stop display pattern), the display result of the variation display of the first special symbol shown in the first special symbol display unit 41a (also called the "first special symbol display unit") and the display result of the variation display of the second special symbol shown in the second special symbol display unit 41b (also called the "second special symbol display unit"), that is, the result of the special symbol win / failure judgment (also simply called "win / failure judgment"), are displayed in a way that is easy for the player to recognize. In this embodiment, the stopping order of the variation display performance symbols 8L, 8C, and 8R is, in principle, "left → right → middle". Note that the first special symbol, the second special symbol, and the performance symbols may all be simply referred to as "symbols" or "identification information". Additionally, regular symbols are sometimes referred to as "regular symbols," special symbols as "special symbols," the first special symbol as "special symbol 1" or "first special symbol," and the second special symbol as "special symbol 2" or "second special symbol."
[0018] For example, if the result of the special symbol win / loss judgment (win / loss judgment game) is a jackpot, it is possible to stop and display the performance symbols with three identical digits such as "777" (also called "winning performance symbols"). If it is a minor win, it is possible to stop and display the performance symbols with pre-set chance symbols such as "135" or special symbols such as "3★3" (also called "minor win performance symbols"). If it is a loss, it is possible to stop and display the performance symbols with scattered symbols where at least one of the three symbols is different, such as "637" or "373" (also called "losing performance symbols"). This makes it easy for players to understand the progress of the game by looking at the performance symbols that are stopped and displayed. In other words, players generally do not directly understand the result of the special symbol win / loss judgment by looking at the special symbols displayed in the first special symbol display unit 41a or the second special symbol display unit 41b, but rather by looking at the performance symbols displayed in the performance symbol display area 7b.
[0019] Here, among the stop display patterns of the performance symbols, the stop display pattern corresponding to the result of the special symbol win / loss judgment being a jackpot (in this embodiment, matching numbers) is sometimes called the "jackpot pattern" or "specific display result," and the stop display pattern corresponding to the result of the special symbol win / loss judgment being a miss (in this embodiment, scattered numbers) is sometimes called the "miss pattern" or "non-specific display result." In addition, the stop display pattern corresponding to the result of the special symbol win / loss judgment being a minor win is sometimes called the "minor win pattern" or "predetermined display result."
[0020] On the display screen 7a of the image display device 7, in addition to displaying game effects using the aforementioned effect symbols (effect symbol game effects), the display also shows winning game effects that are executed in conjunction with winning games, and demo effects for when customers are waiting. In addition to effect symbols such as numbers, various other effect images such as background images and character images are also displayed in effect symbol game effects, winning game effects, and demo effects. Furthermore, since effect symbol game effects are executed to show the player the result of the special symbol win / failure judgment, they are also called win / failure judgment games. Game effects that are executed in conjunction with effect symbol game effects are also called win / failure judgment games.
[0021] Furthermore, the display screen 7a of the image display device 7 is provided with a first performance hold display area 9c (first performance hold display section) that displays the first performance hold 9a according to the number of first special symbol hold memories described later, and a second performance hold display area 9d (second performance hold display section) that displays the second performance hold 9b according to the number of second special symbol hold memories described later. Depending on the display mode (number of displays) of the first and second performance hold memories, the number of first special symbol hold memories displayed on the first special symbol hold indicator 43a (see Figure 4) and the number of second special symbol hold memories displayed on the second special symbol hold indicator 43b can be clearly shown to the player.
[0022] Furthermore, the display screen 7a of the image display device 7 in this embodiment is provided with a variable hold display area 9e that displays the performance hold corresponding to the currently changing special symbol (first special symbol or second special symbol), that is, the performance hold corresponding to the consumed special symbol hold (first performance hold 9a or second performance hold 9b) (see Figure 3).
[0023] Furthermore, the display screen 7a of the image display device 7 is provided with a left-shooting display area 70c (left-shooting instruction image display area) that displays the left-shooting instruction image 70 described later, and a right-shooting display area 71c (right-shooting instruction image display area) that displays the right-shooting instruction image 71 described later, depending on the game state. The left-shooting instruction image 70 and the right-shooting instruction image 71 are collectively referred to as "launch instruction images".
[0024] A center decorative element 10 is provided near the center of the game area 3, in front of the image display device 7, surrounding the performance symbol display area 7b. Below the center decorative element 10 is a stage section 11 having a game ball rolling surface on which game balls can roll. A hollow warp section 12 is provided on the left side of the center decorative element 10. The warp section 12 is provided with a warp inlet and a warp outlet, receiving game balls flowing down the game area 3 from the warp inlet and discharging them from the warp outlet to guide them to the stage section 11. Game balls guided to the rolling surface of the stage section 11 have a higher probability of entering the first start opening 20, which will be described later, compared to game balls that are not guided to the stage section 11. Furthermore, decorative elements 13, which are shaped like letters or figures, are arranged on the upper part of the center decorative element 10 and have lighting components (panel lamps 5) such as LEDs that can be lit according to the game state.
[0025] Furthermore, a movable decorative member 14 is provided at the top of the center decorative body 10, behind the decorative member 13, which can move in conjunction with the game's performance. In Figure 3, only a portion of the movable decorative member 14 is visible, but for example, when a game performance with a relatively high probability of winning is performed, the movable decorative member 14 falls downward, covering the front of the display screen 7a, and most of it becomes visible. This increases the player's expectation of winning.
[0026] Below the image display device 7 in the game area 3, there is a fixed prize-winning device 19 equipped with a non-variable first starting opening 20 that does not change the ease with which game balls enter. Based on the entry of game balls into the first starting opening 20, random numbers for determining whether a special symbol is a winner or loser are acquired, and when predetermined conditions are met, a winner or loser determination for the first special symbol (first special symbol winner or loser determination) is performed, and the first special symbol is displayed in a variable state, and then stopped based on the result of the winner or loser determination.
[0027] Below the first starting opening 20, a variable prize entry device 22 (also called a "variable starting opening") is provided, which includes a variable second starting opening 21 that changes the ease with which game balls can enter. Based on the entry of game balls into the second starting opening 21, random numbers for determining whether a special symbol is correct or incorrect are acquired, and when predetermined conditions are met, a determination of whether the second special symbol is correct or incorrect (second special symbol correct / incorrect determination) is performed, and the second special symbol is displayed in a variable manner, and then stopped based on the result of the correct / incorrect determination.
[0028] The variable prize entry device 22 includes a movable member 23, which opens and closes the second start opening 21. This opening and closing operation allows the second start opening 21 to change from a first state (closed state) to a second state (open state) in which the possibility of game balls entering is higher than in the first state. In other words, the movable member 23 changes the possibility of game balls entering the second start opening 21 by performing a predetermined operation (opening and closing operation). This movable member 23 is driven by a second start opening solenoid 24 (see Figure 5). In this embodiment, game balls can only enter the second start opening 21 when the movable member 23 is in the open state, and cannot enter when the movable member 23 is in the closed state. However, the second start opening 21 does not have to be completely inaccessible when the movable member 23 is in the closed state, as long as it is more difficult for game balls to enter when the movable member 23 is in the closed state than when it is in the open state.
[0029] To the right of the first starting opening 20 in the game area 3, a first large prize device 31 is provided, which is equipped with a first large prize opening 30 (also called the "first variable ball entry opening"). The first large prize device 31 is equipped with an opening / closing member 32, which opens and closes the first large prize opening 30. The opening / closing member 32 is driven by a first large prize opening solenoid 33 (see Figure 5). The first large prize opening 30 can only accept game balls when the opening / closing member 32 is in the open state. In other words, the first large prize device 31 can change between a ball entry impossible state (closed state) and a ball entry possible state (open state) by opening and closing the opening / closing member 32.
[0030] Furthermore, above the first large prize opening 30 in the game area 3 and to the lower right of the center decorative body 10, a second large prize device 36 is provided, which is equipped with a second large prize opening 35 (also called the "second variable ball entry opening"). The second large prize device 36 is equipped with an opening / closing member (wing member) 37, and the operation of the opening / closing member 37 opens and closes the second large prize opening 35. The opening / closing member 37 is driven by a second large prize opening solenoid 38 (see Figure 5). The second large prize opening 35 can only accept game balls when the opening / closing member 37 is in the open state. In other words, the second large prize device 36 can change between a ball entry impossible state (closed state) and a ball entry possible state (open state) by the opening and closing operation of the opening / closing member 37.
[0031] The second major prize device 36 has a specific area 39 through which game balls that have entered the second major prize opening 35 can pass. In this pachinko game machine 1, the high probability state described below is generated based on the detection that at least one game ball that has entered the second major prize opening 35 has passed through the specific area 39. In other words, the specific area 39 is a probability change activation opening. Such a specific area 39 is not provided in the first major prize device 31. The second major prize opening 35 (second major prize device 36) equipped with such a specific area 39 (V area) as a probability change activation opening is also called a "V attacker". The high probability state is one of the game benefits granted to the player separately from special games.
[0032] In the right-hand area of the center decorative element 10 in the game area 3, a gate 28 (game ball passage opening) through which game balls can pass is provided. Based on the passage of game balls through the gate 28, random numbers for determining whether a normal symbol wins or loses are obtained, and when predetermined conditions are met, a normal symbol win / loss determination is performed to determine whether or not to open the second start opening 21, and the normal symbols are displayed in a variable state, and a stop display is made based on the result of the normal symbol win / loss determination. When a winning normal symbol is displayed as a stop, the second start opening 21 is opened. Furthermore, multiple general prize winning openings 27 are provided in the lower part of the game area 3. In this embodiment, four general prize winning openings 27 are provided, three of which are left general prize winning openings located to the left of the first start opening 20, and one is a right general prize winning opening located to the right of the first large prize winning opening 30. The first starting gate 20, the second starting gate 21, the first major prize gate 30, the second major prize gate 35, and the general prize gate 27 are entry points that trigger the payout of prize balls. When a game ball enters each entry point, a predetermined number of game balls (prize balls) are dispensed from that entry point. Specifically, the number of prize balls dispensed from the first starting gate 20 is "4", the number of prize balls dispensed from the second starting gate 21 is "2", the number of prize balls dispensed from the first major prize gate 20 and the second major prize gate 35 is "15", and the number of prize balls dispensed from the general prize gate 27 is "10".
[0033] The game area 3, which has multiple ball entry points (first starting point 20, second starting point 21, first major prize entry point 30, second major prize entry point 35, general prize entry point 27 and gate 28), can be divided into the left game area 3A (first area) to the left of the center in the left-right direction, and the right game area 3B (second area) to the right. Shooting the game balls so that they flow down the left game area 3A is called "left-handed shooting," and shooting the game balls so that they flow down the right game area 3B is called "right-handed shooting." Here, among the multiple ball entry points, the first starting point 20 and the three left general prize entry points 27 are set up to allow game balls flowing down the left game area 3A of the game area 3 to enter, while the second starting point 21, the first large prize entry point 30, the second large prize entry point 35, the right general prize entry point 27, and the gate 28 are set up to allow game balls flowing down the right game area 3B of the game area 3 to enter. In this pachinko game machine 1, when starting the game, the player is in principle to shoot left to aim for the ball to enter the first starting point 20. On the other hand, when the game state changes due to a win in the win / loss judgment based on the ball entering the first starting point 20, the player is in principle to shoot right to aim for the ball to enter the gate 28, the second starting point 21, the first large prize entry point 30, and the second large prize entry point 35.
[0034] At the downstream end of the game area 3, there is an outlet 25. If a game ball launched into the game area 3 does not enter any of the aforementioned entry points (starting point, big prize entry point, general prize entry point), it will ultimately enter the outlet and be discharged to the back side of the game board.
[0035] Furthermore, as shown in Figures 3 and 4, a main display unit 40 is located in the lower right of the game board 2. The main display unit 40 includes a first special symbol display unit 41a (first special symbol display section) that displays the first special symbol in a variable and stopped state, a second special symbol display unit 41b (second special symbol display section) that displays the second special symbol in a variable and stopped state, and a normal symbol display unit 42 (normal symbol display section) that displays the normal symbol in a variable and stopped state. The main display unit 40 also includes a first special symbol hold display unit 43a that displays the number of stored win / fail judgment information (first special symbol hold) related to the first special symbol, a second special symbol hold display unit 43b that displays the number of stored win / fail judgment information (second special symbol hold) related to the second special symbol, and a normal symbol hold display unit 44 that displays the number of stored operation hold (normal symbol hold) for the normal symbol display unit 42. Furthermore, the main display unit 40 includes a win indicator 48 that indicates the result of the first special symbol win / failure judgment or the second special symbol win / failure judgment is a win, a round indicator 45 that indicates the number of rounds of the winning game to be executed when the result of the first special symbol win / failure judgment or the second special symbol win / failure judgment is a win, a game status indicator 46 that indicates the probability variation function is activated, and a launch direction indicator 47 that indicates the launch direction of the game ball, i.e., whether it is a state where the player should shoot to the right or to the left. These various indicators included in the main display unit 40 are displayed and controlled by the main control unit described later.
[0036] The variation display of the first special symbol is performed based on the entry of a game ball into the first start opening 20. The variation display of the second special symbol is performed based on the entry of a game ball into the second start opening 21. In the following explanation, the first special symbol and the second special symbol may be collectively referred to as "special symbols." Also, the first special symbol indicator 41a and the second special symbol indicator 41b may be collectively referred to as "special symbol display unit 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 display unit 43."
[0037] The special symbol display unit 41 displays a special symbol (identification information) in a variable state for a predetermined time, then stops it, and notifies the result of a lottery (special symbol win / loss determination, jackpot lottery) based on ball entry into the first start opening 20 or the second start opening 21 based on the stopped special symbol (stopped symbol). The stopped special symbol is one special symbol selected from among several types of special symbols by the special symbol win / loss determination. If the stopped symbol is a predetermined specific special symbol (specific identification information), that is, if the manner of displaying the stopped special symbol (display result of the variable display of the special symbol) is a winning type such as a jackpot symbol or a minor win symbol, a special game (jackpot game, minor win game) is performed in which the first major prize opening 30 or the second major prize opening 35 is opened in an opening pattern corresponding to the type of winning symbol displayed. The opening patterns for the major prize slots (first major prize slot 30 and second major prize slot 35) in special games will be described later.
[0038] As shown in Figure 4, the first special symbol indicator 41a is composed of eight LEDs labeled "i" to "p", and displays a special symbol corresponding to the result of the first special symbol win / failure determination. In this embodiment, as a result of the first special symbol win / failure determination, there are four types of big wins: "15R 1st Big Win", "15R 2nd Big Win", "5R 3rd Big Win", and "2R 4th Big Win", as well as a first minor win (see Figures 6 and 8). The LEDs of the first special symbol indicator 41a can adopt display modes corresponding to each of these big wins and minor wins. For example, if the result of the first special symbol win / failure determination is a first big win (15R big win), the three LEDs labeled "ijn" are lit and the rest are turned off (15R 1st Big Win symbol). Furthermore, if a second jackpot (15R jackpot) is achieved, the three LEDs of "ijk" will light up and the rest will turn off (15R second jackpot symbol). Furthermore, if a third jackpot (15R jackpot) is achieved, the three LEDs of "ijl" will light up and the rest will turn off (15R third jackpot symbol). Furthermore, if a fourth jackpot (2R jackpot) is achieved, the four LEDs of "jnop" will light up and the rest will turn off (2R fourth jackpot symbol). Furthermore, if a first minor win is achieved, the four LEDs of "mnop" will light up and the rest will turn off (minor win symbol). Furthermore, if a loss occurs, the two LEDs of "lo" will light up and the rest will turn off (losing symbol).
[0039] On the other hand, the second special symbol indicator 41b is composed of eight LEDs labeled "a" to "h" and displays a special symbol corresponding to the result of the second special symbol win / loss determination. In this embodiment, two types of jackpots are provided as a result of the second special symbol win / loss determination: "15R fifth jackpot" and "15R sixth jackpot" (see Figure 8), and the LEDs of the second special symbol indicator 41b can adopt a display mode corresponding to each of these jackpots. For example, if the result of the second special symbol win / loss determination is a fifth jackpot (15R jackpot), the three LEDs labeled "abd" are lit and the rest are turned off (15R fifth jackpot symbol). Also, if it is a sixth jackpot (15R jackpot), the three LEDs labeled "abc" are lit and the rest are turned off (15R sixth jackpot symbol). Additionally, if a second minor win occurs, the four LEDs in "cdeh" will light up and the rest will turn off (second minor win symbol). If a loss occurs, the two LEDs in "eh" will light up and the rest will turn off (loss symbol).
[0040] Furthermore, the stopping display patterns (stopping patterns) for the special symbols are not limited to these and can be set arbitrarily. In addition, before the special symbols are stopped, the special symbols are displayed in a changing pattern for a predetermined period of time. The changing pattern can be, for example, a pattern in which each LED lights up so that the light flows repeatedly from left to right in a predetermined order.
[0041] In this pachinko game machine 1, when a game ball enters the first start port 20 or the second start port 21, various information such as a random number for determining whether a special symbol is a winning combination (also called "acquired information") is acquired based on the ball's entry, and the acquired information is temporarily stored in a special symbol hold storage unit (not shown) formed in the RAM of the main control unit. Specifically, if the ball enters the first start port 20, it is stored in the first special symbol hold storage unit (not shown) as the first special symbol hold (first acquired information), and if the ball enters the second start port 21, it is stored in the second special symbol hold storage unit (not shown) as the second special symbol hold (second acquired information). The number of special symbol holds (acquired information) that can be stored in each special symbol hold storage unit is limited to a predetermined number, and in this embodiment, the upper limit for each is "4". These first special symbol hold storage unit and second special symbol hold storage unit are also called the "first acquired information storage means" and the "second acquired information storage means," respectively, and are collectively referred to as the "acquired information storage means."
[0042] Special symbol reserves stored in the special symbol reserve memory unit are consumed when it becomes possible to display the variation of the special symbol based on that special symbol reserve. Consumption of a special symbol reserve means determining the random number for determining whether the special symbol is correct or incorrect corresponding to that special symbol reserve, and then executing the display of the variation of the special symbol to show the result of that determination. Therefore, in this pachinko game machine 1, even if the display of the variation of the special symbol based on the entry of a game ball into the first start port 20 or the second start port 21 cannot be executed immediately at the time of entry, that is, even if the display of the variation of the special symbol is being executed or a special game is being executed, it is possible to reserve the right to determine whether the special symbol is correct or incorrect for that entry, up to a predetermined limit.
[0043] The number of special feature holds stored in the special feature hold memory unit is displayed on the first special feature hold indicator 43a and the second special feature hold indicator 43b. Specifically, the first special feature hold indicator 43a is composed of two "uv" LEDs, and the number of first special feature holds is displayed by controlling the display of the LEDs according to the number of first special feature holds. For example, if the number of reserved items is "0", the display can be set to "u□v□" (for example, □: off, ●: red light on, ▲: green light on), with both LEDs turned off; if the number of reserved items is "1", the display can be set to "u□v●", with the "u" LED turned off and the "v" LED lit red; if the number of reserved items is "2", the display can be set to "u●v□", with the "u" LED lit red and the "v" LED turned off; if the number of reserved items is "3", the display can be set to "u●v●", with both LEDs lit red; and if the number of reserved items is "4 (maximum number)", the display can be set to "u▲v▲", with both LEDs lit green.
[0044] Furthermore, the second special feature hold indicator 43b is composed of two LEDs labeled "wx", and displays the number of second special feature holds by controlling the display of the LEDs according to the number of second special feature holds. For example, when the number of holds is "0", the display is set to "w□x□" (for example, □: off, ●: red light on, ▲: green light on), with both LEDs turned off. The same settings apply to the number of holds from "1" to "4" as to the first special feature hold indicator 43a.
[0045] The display of the regular symbols changes when a game ball passes through gate 28. The regular symbol display unit 42 displays the regular symbols changing for a predetermined time, then stops them, and the stopped regular symbol (stopped symbol) indicates the result of the regular symbol win / loss judgment based on the game ball passing through gate 28. The stopped regular symbol is one of several regular symbols selected by the regular symbol win / loss judgment. If the stopped regular symbol is a predetermined specific regular symbol (winning regular 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.
[0046] Specifically, as shown in Figure 4, the regular symbol indicator 42 is composed of two LEDs labeled "st", and the way they light up indicates the regular symbol corresponding to the result of the regular symbol win / loss judgment. For example, if the judgment result is a win, the winning regular symbol is displayed as "s■t■" (for example, ■: lit, □: off), with both LEDs lit. If the judgment result is a loss, the losing regular symbol is displayed as "s□t■", with only the "t" LED lit. Note that the losing regular symbol is not a specific regular symbol. Before the regular symbol is displayed as stopped, the regular symbol is displayed in a variable state for a predetermined variable time, and the mode of this variable display is, for example, a mode in which both LEDs alternately light up and turn off.
[0047] In this pachinko game machine 1, when a game ball passes through gate 28, various information (also called "acquired information") such as a random number for determining whether a regular symbol is correct is acquired based on that passage, and the acquired information is temporarily stored as a regular symbol hold in a regular symbol hold storage unit (not shown) formed in the RAM of the main control unit. The number of regular symbol holds that can be stored in the regular symbol hold storage unit is limited to a predetermined number, and in this embodiment, the upper limit is "4". Regular symbol holds stored in the regular symbol hold storage unit are consumed when it becomes possible to display the variation of a regular symbol based on that regular symbol hold. Consumption of a regular symbol hold means determining the random number for determining whether a regular symbol is correct corresponding to that regular symbol hold and executing the display of the variation of a regular symbol to show the result of that determination. Therefore, in this pachinko game machine 1, even if the display of the normal symbols based on the passage of a game ball through gate 28 cannot be performed immediately at the time of passage, that is, even if the display of the normal symbols is being performed or an auxiliary game is being performed, the right to determine whether the normal symbols are correct or incorrect for the passage can be reserved up to a predetermined number of balls.
[0048] The number of reserved regular drawings stored in the reserved regular drawing memory unit is displayed on the reserved regular drawing indicator 44. Specifically, the reserved regular drawing indicator 44 consists of two LEDs labeled "qr", and displays the number of reserved regular drawings by lighting up the LEDs according to the number of reserved regular drawings. For example, if the number of reserved drawings is "0", the display will show "q□r□" (for example, □: off, ●: red light on, ▲: green light on), with both LEDs turned off. If the number of reserved drawings is "1", the display will show "q□r●", with the "q" LED turned off and the "r" LED lit red. The reserved drawing counts from "2" to "4" are also defined in the same way as the first reserved regular drawing indicator 43a.
[0049] Next, the electrical configuration of this pachinko game machine 1 will be explained based on Figures 2 and 5. The pachinko game machine 1 of this embodiment includes a main control board 80 (also called the "main control unit" or "game control unit") which controls game progression and game profits, such as special symbol win / loss determination, normal symbol win / loss determination, and transitions in game states; a sub-control board 90 (also called the "sub-control unit" or "performance control unit") which controls effects executed as the game progresses; a payout control board 110 (also called the "payout control unit") which controls the payout of game balls; and an image control board 100 (image control unit, display control means) which controls the display of an image display device 7, an effect display 102, an effect first special symbol hold display 103a, and an effect second special symbol hold display 103b, etc.
[0050] As shown in Figure 2, a main control board housing case containing the main control board 80 is provided approximately in the center of the rear side (back side) of the pachinko game machine 1. Above this main control board housing case, an image control board housing case containing the sound control board 106, lamp control board 107, and image control board 100 is provided, and above the image control board housing case, a sub-control board housing case containing the sub-control board 90 is provided. Furthermore, a payout control board housing case containing the payout control board is provided to the lower left of the main control board housing, and a power supply board housing case containing the power supply board 109 is provided to the right of that.
[0051] 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 that stores programs for controlling the progress of the game, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The game control microcontroller 81 transmits and receives data (information) to and from other boards, etc., via an input / output circuit 87 (I / O port section). The input / output circuit 87 may be built into the game control microcontroller 81. The ROM may also be external. The RAM of the game control microcontroller 81 is provided with the special symbol hold storage section (first special symbol hold storage section and second special symbol hold storage section) and the general symbol hold storage section mentioned above. In addition, a storage area for various flags and various counting counters is reserved at a predetermined address in the RAM (main control RAM) of the main control board 80 (game control microcontroller 81).
[0052] 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 49a, and the general prize port sensor 27a. These various sensors are also called "game ball detection means".
[0053] The first start-up sensor 20a is installed inside the first start-up opening 20 and detects game balls that enter 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 enter the second start-up opening 21. The gate sensor 28a is installed inside the gate 28 and detects game balls that pass 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 enter 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 enter the second large prize-winning opening 35. The specific area sensor 39a is installed in a specific area 39 inside the second large prize-winning opening 35 and detects game balls that pass through the specific area 39. The non-specific area sensor 49a is installed in a non-specific area (not shown) within the second large prize opening 35 and detects game balls that have entered the second large prize opening 35 and passed through the non-specific area (i.e., game balls that did not pass through the specific area 39). The general prize opening sensors 27a are installed in each general prize opening 27 and detect game balls that have entered the general prize opening 27.
[0054] In addition, the following solenoids are connected: a second start port solenoid 24, a first major prize port solenoid 33, and a second major prize port solenoid 38. The second start port solenoid 24 is for driving the movable member 23 of the variable prize device 22. The first major prize port solenoid 33 is for driving the opening / closing member 32 of the first major prize device 31. The second major prize port solenoid 38 is for driving the opening / closing member 37 of the second major prize device 36.
[0055] 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 regular symbol hold indicator 44, a round indicator 45, a game status indicator 46, a launch direction indicator 47, and a win indicator 48. In other words, the display control of these main indicators 40 is performed by a microcomputer 81 for game control.
[0056] 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 payout device 120 that dispenses prize balls and loaned balls, and a card unit 135 (installed adjacent to the pachinko game machine 1, which enables ball lending based on information stored in an inserted prepaid card (game value storage medium), etc.), and a launching device 112 is connected via a launching control board 111 (also called the "launching control unit"). The launching device 112 includes a launching handle 60 (see Figure 1).
[0057] The payout control board 110 has a payout control one-chip microcontroller 116 (also called the "payout control microcontroller") implemented on it that controls the payout of game balls from the pachinko game machine 1 according to a program. The payout control microcontroller 116 includes a ROM that stores programs for controlling the payout of game balls, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The payout control microcontroller 116 drives the payout motor 121 of the payout device 120 to pay out prize balls or loan balls based on signals from the game control microcontroller 81 and signals from the card unit 135 connected to the pachinko game machine 1 via the input / output circuit 117. The payout game balls are detected by payout sensors 122 and 123 for counting. When a player operates the handle 60 (see Figure 1) of the launching device 112, the touch switch 114 detects the player's contact with the launching handle 60, and the launch volume 115 detects the amount of rotation of the launching handle 60. The launching motor 113 is then driven and controlled to launch game balls with a strength corresponding to the magnitude of the detection signal from the launch volume 115. In this embodiment, the launching device 112 can continuously launch approximately 100 game balls per minute through the drive of the launching motor 113.
[0058] Furthermore, the main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a 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.
[0059] As shown in Figure 5, the sub-control board 90 is equipped with a one-chip microcontroller 91 for performance control ("performance control microcontroller") that controls the performance of the pachinko game machine 1 according to a program. The performance control microcontroller 91 includes a ROM that stores programs for controlling the performance as the game progresses, a RAM used as work memory, and a CPU that executes the programs stored in the ROM. The performance control microcontroller 91 transmits and receives data with other boards via an input / output circuit 95. The input / output circuit 95 may be built into the performance control microcontroller 91. The ROM may also be external. In addition, a memory area for various flags and various counting counters is reserved at a predetermined address in the RAM (performance control RAM) of the sub-control board 90 (performance control microcontroller 91).
[0060] 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 sub-control board 90 (sub-control unit), the image control board 100 (image control unit), the sound control board 106 (sound control unit), and the lamp control board 107 (lamp control unit) function as performance control means (performance execution means) that control the corresponding performance devices and components (performance means) to execute various performances such as display performances, sound performances, and lamp performances (light performances) according to the state of the game.
[0061] The microcontroller 91 for performance control on the sub-control board 90, based on commands received from the main control board 80, causes the CPU of the image control one-chip microcontroller 101 ("image control microcontroller") on the image control board 100 to perform display control on the image display device 7, the performance indicator 102, the first special effect hold indicator 103a, and the second special effect hold indicator 103b. The RAM of the image control board 100 is memory for processing image data. The ROM of the image control board 100 stores image data such as still image data and video data displayed on the image display device 7, specifically characters, items, shapes, letters, numbers, and symbols (including performance patterns, hold patterns, etc.) and background images. The image control microcontroller 101 reads image data from the ROM based on commands from the performance control microcontroller 91. Then, it executes display control based on the read image data.
[0062] The performance indicator 102 consists of two LEDs and displays fluctuations and stops in accordance with the fluctuations and stops of the performance symbol 8. The stopping display indicates the display result of the performance symbol 8 (the result of the special symbol win / loss judgment) by the lighting / extinguishing or color combination of the two LEDs. Similarly, the first special symbol hold indicator 103a and the second special symbol hold indicator 103b also consist of two LEDs. The first special symbol hold indicator 103a is controlled to display the same number of hold items as the number of hold items displayed in the first performance hold display area 9c and the first special symbol hold indicator 43a, by the lighting / extinguishing or color combination of the two LEDs. The second special symbol hold indicator 103b is controlled to display the same number of hold items as the number of hold items displayed in the second performance hold display area 9d and the second special symbol hold indicator 43b. This is because displaying character designs across almost the entire display screen 7a (performance design display area), or operating the movable decorative member 14 to cover the performance design display area 7b (performance design display area) of the display screen 7a, may result in some or all of the performance designs, the first performance hold display area, or the second performance hold display area becoming invisible. Therefore, such a display is provided. In addition, a VDP (Video Display Processor) may be provided in place of, or in addition to, the image control one-chip microcontroller 101 of the image control board 100.
[0063] 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 of the sub-control board 90. 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 image control microcontroller 101 may be made to perform audio control. In this case, the audio data may also be stored in the ROM of the image control board 100.
[0064] Furthermore, the microcontroller 91 for performance control determines light emission pattern data (data that determines the lighting / exit status, light emission color, etc., also called lamp data) that determines the lighting pattern of lamps such as the frame lamp 66 and the panel lamp 5, based on commands received from the main control board 80, from data stored in ROM, and controls the lighting of the lamps (LEDs) such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107.
[0065] Furthermore, the performance control microcontroller 91 operates the movable decorative member 14, which is connected to the lamp control board 107 via the relay board 108, based on commands received from the main control board 80. As mentioned above, the movable decorative member 14 is a movable gimmick provided on the center decorative body 10 (behind the decorative member 13). The performance control microcontroller 91 determines operation pattern data (also called "drive data") for operating the movable decorative member 14 in a predetermined operating manner from data stored in the ROM of the sub-control board 90, and controls the operation of the movable decorative member 14 based on the determined operation pattern data. In addition, a CPU may be implemented on the lamp control board 107, in which case the CPU may be made to perform lamp lighting control and operation control of the movable decorative member 14. Furthermore, in this case, a ROM may be implemented on the lamp control board 107, and data related to light emission patterns and operation patterns may be stored in the ROM.
[0066] Furthermore, the sub-control board 90 is connected to a first performance button detection switch 63c and a second performance button detection switch 63d, which detect when the first performance button 63a or the second performance button 63b (see Figure 1) is operated (pressed, rotated, pulled, etc.). Therefore, when a player performs a predetermined input operation on the first performance button 63a or the second performance button 63b, a signal is output to the sub-control board 90 from the corresponding performance button detection switch. The first performance button detection switch 63c and the second performance button detection switch 63d are collectively referred to simply as "performance button detection switches".
[0067] Furthermore, the sub-control board 90 is connected to a first effect activation sensor 248 and a second effect activation sensor 249. As will be described in more detail later, the first effect activation sensor 248 and the second effect activation sensor are located in the same game ball passage as the first start-up sensor 20a. The configuration is such that the game ball detected by the first start-up sensor 20a is detected by the first effect activation sensor 248 after a predetermined time, and then detected by the second effect activation sensor 249 after another predetermined time.
[0068] Next, the control (determination means) related to the hit / miss determination in the pachinko game machine 1 of this embodiment will be explained. The result of the special symbol hit / miss determination is "jackpot", "minor hit", or "miss". When the result of the special symbol hit / miss determination is "jackpot", the "jackpot symbol" is stopped and displayed on the special symbol display unit 41. When it is a "minor hit", the "minor hit symbol" is stopped and displayed on the special symbol display unit 41. When it is a "miss", the "miss symbol" is stopped and displayed on the special symbol display unit 41. When it is determined to be a jackpot or a minor hit, a "special game" is executed that opens the first major prize slot 30 or the second major prize slot 35 in an opening pattern corresponding to the type of special symbol that is stopped and displayed. The special game executed when it is a jackpot is called a "jackpot game", and the special game executed when it is a minor hit is called a "minor hit game".
[0069] There are several types of wins. As shown in Figure 6, the types of big wins include "15R (Round) 1st Big Win," "15R 2nd Big Win," "15R 3rd Big Win," "2R 4th Big Win," "15R 5th Big Win," and "15R 6th Big Win." "15R 1st Big Win" and "15R 5th Big Win" are big wins in which the number of times (rounds) the big prize slot (1st big prize slot 30 or 2nd big prize slot 35) is opened is 15 times, and in the 1st and 2nd rounds, the 2nd big prize slot 35 is opened in a manner that makes it possible (easy) for the game ball to pass through a specific area 39 (V-pass). Rounds in which the aim is to pass the game ball through this specific area 39 are also called "V-Rounds" or "Chance Rounds."
[0070] "15R 2nd jackpot," "15R 3rd jackpot," and "15R 6th jackpot" are jackpots in which the number of times (rounds) the large prize slot (1st large prize slot 30 or 2nd large prize slot 35) is opened is 15 times, but the opening time for the 1st and 2nd rounds, which are the aforementioned V rounds, is extremely short (instantaneous opening and closing), making it difficult (or even impossible) for the game ball to pass into the specific area 39. In other words, these jackpots can be said to be jackpots in which the 2nd large prize slot 35 is not opened in a manner that allows (or makes easy) the game ball to pass into the specific area 39.
[0071] The "2R 4th Big Win" is a jackpot in which the number of times (rounds) the big prize slots (1st big prize slot 30 or 2nd big prize slot 35) are opened is 2, and the 2nd big prize slot 35 is opened in a manner that allows the game ball to pass into a specific area 39 in the 1st and 2nd rounds, which are V rounds. However, since the opening time of the 2nd big prize slot 35 is only 1.8 seconds even when combining the 1st and 2nd rounds, the probability of the game ball passing into the specific area is lower than in the 15R 1st Big Win.
[0072] In the pachinko game machine 1 of this embodiment, the game state after the end of a jackpot game is transitioned to a high-probability state, as described later, based on the passage of a game ball through a specific area 39 during a jackpot game. Therefore, if the result of the special symbol win / loss judgment is a 15R 1st jackpot or a 15R 5th jackpot, the 1st and 2nd V rounds are executed in a manner in which the probability of a game ball passing through the specific area 39 is extremely high. Thus, by having a game ball pass through the specific area 39 during the execution of the jackpot game, the game state after the jackpot game can be transitioned to a high-probability state. Furthermore, if the result of the special symbol win / loss judgment is a 2R 4th jackpot, the V rounds of the 1st and 2nd rounds are executed in a manner that allows the game ball to pass through the specific area 39, although not to the same extent as in the 15R 1st jackpot or the 15R 5th jackpot. Therefore, if the game ball can pass through the specific area 39 during the execution of the jackpot game, the game state after the jackpot game can be changed to a high probability state.
[0073] In contrast, if the result of the special symbol win / loss judgment is a 15R second jackpot, a 15R third jackpot, or a 15R sixth jackpot, the opening time of the V rounds in the first and second rounds is 0.1 seconds each, making it extremely difficult to get the game ball into the second jackpot entry point. Therefore, the possibility of the game ball passing through the specific area 39 during the execution of the jackpot game becomes extremely low (practically impossible), and the game state after the jackpot game is very likely to be the normal state (low probability state) described below (it can also be said that it will be a low probability state).
[0074] On the other hand, minor wins (first minor win, second minor win) are wins that open the large prize slot (second large prize slot 35) in the same opening pattern as the 2R fourth major win. In other words, in a minor win, the second large prize slot 35 is opened in a manner that allows the game ball to pass through the specific area 39. However, even if the game ball passes through the specific area 39 during the execution of a minor win game, the game state after the execution of the minor win game does not change from before the execution of the minor win game. Therefore, if the game state before the execution of the minor win game is the normal state (low probability state), the game state after the execution of the minor win game will also be the normal state. And from the player's perspective, it is not possible to distinguish between the 2R fourth major win and the minor wins by looking at the opening pattern of the large prize slot (second large prize slot 35). In other words, it is difficult for players to recognize whether the result of the special symbol win / loss judgment is a "2R 4th jackpot" or a "minor win." Therefore, even if the game ball passes through a specific area 39 during special gameplay as a 2R 4th jackpot (jackpot gameplay), it is difficult to recognize from that alone whether the subsequent game state has transitioned to a high probability state. Similarly, even if the game ball passes through a specific area 39 during special gameplay as a minor win (minor win gameplay), it is difficult to recognize from that alone whether the subsequent game state remains normal or transitions to a high probability state. As a result, when a minor win or a 2R 4th jackpot occurs, players can proceed with the game with the expectation that they may be in a high probability state, thereby enhancing the enjoyment of the game. Note that in the case of a minor win, the number of times the large prize slot opens is not called the number of rounds, but simply the number of openings.
[0075] In the pachinko game machine 1 of this embodiment, the opening patterns of the large prize slots when a big win or small win occurs are as shown in Figure 6. Specifically, when a 15R first big win occurs (when the 15R first big win symbol is stopped and displayed on the first special symbol display 41a) and when a 15R fifth big win occurs (when the 15R fifth big win symbol is stopped and displayed on the second special symbol display 41b), the second large prize slot 35 is opened for a maximum of 28 seconds in rounds 1 and 2, and the first large prize slot 30 is opened for a maximum of 28 seconds in rounds 3 to 15. In this win, since the opening time of the second large prize slot 35 is 28 seconds in both rounds 1 and 2, the probability of the game ball passing through the specific area 39 during that round (during the V round) is extremely high.
[0076] Furthermore, in the case of a 15R 2nd jackpot (when the 15R 2nd jackpot symbol is displayed on the 1st special symbol display 41a), a 15R 3rd jackpot (when the 15R 3rd jackpot symbol is displayed on the 1st special symbol display 41a), and a 15R 6th jackpot (when the 15R 6th jackpot symbol is displayed on the 2nd special symbol display 41b), the 2nd large prize slot 35 is opened for a maximum of 0.1 seconds in rounds 1 and 2, and the 1st large prize slot 30 is opened for a maximum of 28 seconds in rounds 3 to 15. In this jackpot, the opening time of the 2nd large prize slot 35 in rounds 1 and 2 is set to an extremely short time of a maximum of 0.1 seconds each (instantaneous opening and closing), making it virtually impossible for the game ball to pass through the specific area 39 during that round (during the V round).
[0077] Thus, in this embodiment, the opening patterns for the 15R 2nd, 3rd, and 6th jackpots differ between the 1st and 5th jackpots and the 1st and 2nd rounds (V round). In the 15R 1st and 5th jackpots, the 2nd large prize slot 35 is open for 28 seconds in the 1st and 2nd rounds. Therefore, in the V round, unless there is a ball jam or a problem with the game ball launching system, the game ball will almost certainly enter the 2nd large prize slot 35 and pass through the specific area 39 with a high probability. In contrast, in the 15R 2nd, 3rd, and 6th jackpots, the 2nd large prize slot 35 is only open for 0.1 seconds in the 1st and 2nd rounds. Therefore, it is extremely difficult for the game ball to enter the 2nd large prize slot 35. Therefore, the probability of the game ball passing through the specific area 39 during the execution of the jackpot game for the 15R 2nd, 3rd, and 6th jackpots is considerably lower than that for the 15R 1st and 5th jackpots, and can be said to be practically impossible.
[0078] Furthermore, a jackpot in which the V-round is executed in a manner in which the probability of the game ball passing through a specific area 39 (V-passing probability) is extremely high is also called a "V-passing planned jackpot," and a jackpot in which the V-round is executed in a manner in which the probability of V-passing is extremely low is also called a "V-non-passing planned jackpot."
[0079] Furthermore, as shown in Figure 6, when a 2R 4th jackpot occurs (when the 2R 4th jackpot symbol is stopped and displayed on the 1st special symbol display 41a), the 2nd large prize slot 35 is opened for a maximum of 0.9 seconds from the 1st round to the 2nd round. In this jackpot, the total opening time of the 2nd large prize slot 35 for the 1st round and the 2nd round is a maximum of 1.8 seconds, making it possible to enter the 2nd large prize slot 35 and pass through the specific area 39 during that round. In this pachinko game machine 1 of this embodiment, one game ball is launched in about 0.6 seconds, so if the opening time of the 2nd large prize slot 35 is 1.8 seconds, it is quite possible to enter the 2nd large prize slot 35 and aim for the game ball to pass through the specific area 39. However, the 2R 4th jackpot does not offer the same amount of prize balls (game profit) as the other 15R jackpots because the total opening time of the 2nd jackpot is only 1.8 seconds. In other words, it is a jackpot that yields almost no prize balls compared to the other jackpots.
[0080] Furthermore, in the case of a first minor win (when the first minor win symbol is displayed on the first special symbol indicator 41a) and a second minor win (when the second minor win symbol is displayed on the second special symbol indicator 41b), the second large prize slot 35 is opened twice for a maximum of 0.9 seconds each time. In other words, the large prize slot is opened in the same opening pattern as in the 2R 4th major win. In this minor win as well, the total opening time of the second large prize slot 35 is 1.8 seconds, making it possible to enter the second large prize slot 35 and pass through the specific area 39. However, as mentioned above, even if the ball passes through the specific area 39 during a minor win, there is no change in the game state before and after the minor win. Also, in a minor win, the total opening time of the large prize slot is short at 1.8 seconds, so it is not possible to expect a large number of prize balls, similar to the 2R 4th major win. In other words, minor wins offer virtually no benefits to the player, neither in terms of transitioning to a new game state nor in terms of prize balls (only prize balls for balls entering the game).
[0081] In this embodiment, the opening patterns for the second large prize winning opening 35 may include a first opening pattern in which the game ball can pass through a specific area 39 (easy to pass through) (15th first jackpot, 15th fifth jackpot), a second opening pattern in which it is difficult (impossible) for the game ball to pass through the specific area 39 (15th second jackpot, 15th third jackpot, 15th sixth jackpot), and a third opening pattern in which the game ball can pass through the specific area but the probability of passing through is lower than in the first opening pattern (2nd fourth jackpot). Furthermore, as an opening pattern for minor wins, there may be a fourth opening pattern in which the game ball can pass through the specific area 39, but even if it does, no special bonus is awarded (no high probability state is generated). In other embodiments, this fourth opening pattern may be an opening pattern in which the game ball cannot pass through the specific area 39.
[0082] Furthermore, the distribution probabilities for each jackpot in the win / loss determination of the first special symbol (Special Symbol 1) are 40% for the 15R 1st jackpot, 20% for the 15R 2nd jackpot, 30% for the 15R 3rd jackpot, and 10% for the 2R 4th jackpot (see the column for random numbers used to determine the jackpot type in Figure 6). In contrast, the jackpots in the win / loss determination of the second special symbol (Special Symbol 2) are 80% for the 15R 5th jackpot and 20% for the 15R 6th jackpot (see the column for random numbers used to determine the jackpot type in Figure 6). These distribution probabilities can be said to represent the probability that the game ball will pass through a specific area 39 during a jackpot game, that is, the probability of entering a high-probability state, and also the probability of entering a high-base state in which the opening extension function described later will be activated.
[0083] In other words, the probability of entering a high-probability state is at least 40% when a jackpot is won based on the ball entering the first starting port 20 (first special symbol win / loss judgment), and if the game ball passes through the specific area 39 during the jackpot game related to the 2R fourth jackpot, the probability becomes 50%. On the other hand, when a jackpot is won based on the ball entering the second starting port 21 (second special symbol win / loss judgment), the probability becomes 80%.
[0084] Furthermore, regarding the probability of entering a high base state, in a game state where the open extension function is not activated (low base state), if a jackpot is hit by the first special symbol hit / fail judgment, the probability is 60%. Including the 2R 4th jackpot that occurs when a jackpot is hit by the first special symbol hit / fail judgment in a high base state, the probability is 70%. On the other hand, if a jackpot is hit by the second special symbol hit / fail judgment, the probability is 100%. Moreover, if a jackpot is hit by the second special symbol hit / fail judgment, the 2R jackpot that can occur when a jackpot is hit by the first special symbol hit / fail judgment will not occur, and it will always be a 15R jackpot.
[0085] In this embodiment of the pachinko game machine 1, the probability of entering a high probability state, a high base state, and winning 15 rounds of prize balls is higher when a jackpot is won in the second special symbol win / loss determination (jackpot lottery for the second special symbol) performed when a game ball enters the second start opening 21, compared to when a jackpot is won in the first special symbol win / loss determination (jackpot lottery for the first special symbol) performed when a game ball enters the first start opening 20. In other words, the machine is set up so that when a jackpot is won in the second special symbol win / loss determination, it is more likely to be advantageous for the player than when a jackpot is won in the first special symbol win / loss determination, and it is more likely to be advantageous for the player to display the second special symbol in a variable manner than to display the first special symbol in a variable manner. For this reason, players will play the game hoping that a ball will enter the second start opening 21. This is particularly noticeable when the opening extension function is activated (high base state), which increases the frequency of balls entering the second starting opening 21. Note that the aforementioned distribution probabilities are just examples and can be set arbitrarily considering gameplay, specifications, etc.
[0086] Furthermore, in this embodiment, since the second special symbol is given priority over the first special symbol, when both the variation display of the first special symbol and the variation display of the second special symbol are possible, that is, when there is "1" or more of both the first and second special symbol reserves, the variation display of the second special symbol (consumption of the second special symbol reserve) is given priority over the variation display of the first special symbol (consumption of the first special symbol reserve). As a result, a high base state in which the frequency of balls entering the second start opening 21 increases means that the frequency of the variation display of the second special symbol increases, making it a state in which the player can play the game to their advantage. Nevertheless, when the first special symbol is displayed in a high base state, it spoils the game for the player, as it disrupts the otherwise advantageous state (high base state). Furthermore, since the display of the first special symbol may work to the player's disadvantage compared to the display of the second special symbol, it can be said that the display of the first special symbol in a high base state is not desirable for the player.
[0087] Here, in terms of the manner in which special symbols stop and are displayed, the jackpot symbol is also called the "specific display result," the minor jackpot symbol is also called the "predetermined display result," and the losing symbol is also called the "predetermined manner" or "non-specific display result." Furthermore, the jackpot symbols that do not trigger the setting of a high base state (15R third jackpot symbol, 2R fourth jackpot symbol in a low base state) are also called the "first specific display result," and the jackpot symbols that trigger the setting of a high base state (15R first, second, fifth, and sixth jackpot symbols, 2R fourth jackpot symbol in a high base state) are also called the "second specific display result." In addition, in terms of the game state when special symbols are displayed in a variable manner, the game state in which the opening extension function does not operate (low base state) is also called the "first game state," and the game state in which the opening extension function operates (high base state) is also called the "second game state."
[0088] In this pachinko game machine 1, the determination of whether it is a big win, a small win, or a miss is made based on a "random number for determining the success or failure of special symbols (also called "information for determining success or failure")", and the determination of the type of big win when a big win occurs is made based on a "random number for determining the type of big win (also called "random number for determining symbols" or "information for determining symbols")". As shown in Figure 7(A), the random number for determining the success or failure of special symbols takes a value in the range of "0 to 629", and the random number for determining the type of big win takes a value in the range of "0 to 99". In addition, the random numbers (acquired information) obtained based on ball entry into the first start port 20 and the second start port 21 include a "variation pattern random number (also called "variation pattern information")" in addition to the random number for determining the success or failure of special symbols and the random number for determining the type of big win. The variation pattern random number is a random number used to determine the variation pattern, including the variation time, and takes a value in the range of "0 to 198". Furthermore, the random numbers obtained based on passing through gate 28 include the random numbers for determining whether a regular symbol wins or losses, as shown in Figure 7(B). The random numbers for determining whether a regular symbol wins or losses are used to determine whether or not to perform an auxiliary game that opens the second starting gate 21 (regular symbol lottery), and their values range from "0 to 240".
[0089] Next, the game states of the pachinko game machine 1 of this embodiment will be described. The pachinko game machine 1 has multiple game states, which are determined by the combination of the activation and deactivation states of the probability variation function for special symbols, the probability variation function for regular symbols, the variation time reduction function, and the opening extension function. The state in which the probability variation function is activated for special symbols (first special symbol and second special symbol) is called the "high probability state," and the state in which it is not activated is called the "normal state" (also called the "low probability state"). In the high probability state, the probability of a special symbol winning or losing is higher than in the normal state. That is, in the normal state, the win / loss determination is made using the win / loss determination table for the normal state, and in the high probability state, the win / loss determination is made using the win / loss determination table for the high probability state, in which the value of the random number used for the special symbol win / loss determination that results in a jackpot is higher than in the normal state (see Figure 8(A)). In other words, when the special symbol probability variation function is activated, the probability of the special symbol variation display resulting in a jackpot (the stopping symbol being a jackpot symbol) increases compared to when it is not activated.
[0090] Furthermore, the state in which the time reduction function for special symbols (the first special symbol and the second special symbol) is activated is called the "time reduction state," and the state in which it is not activated is called the "non-time reduction state." In the time reduction state, the average time of special symbol variation (the time from the start of the variation display to the confirmation display) is shorter than the average time of special symbol variation in the non-time reduction state. In other words, in the time reduction state, the variation pattern is determined using a variation pattern table that is set so that a variation pattern with a shorter variation time is selected more often than in the non-time reduction state (see Figure 9). As a result, in the time reduction state, the rate at which special symbol reserves are consumed is faster, and effective ball entry into the starting slot (ball entry that can be stored as a special symbol reserve) is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth gameplay.
[0091] The probability variation function and the variation time reduction function for special symbols (first special symbol and second special symbol) may operate simultaneously, or only one of them may operate. The probability variation function and variation time reduction function for regular symbols are synchronized with the variation time reduction function for special symbols. In other words, the probability variation function and variation time reduction function for regular symbols operate when special symbols are in a time-reduced state, and do not operate when they are not. Therefore, in a time-reduced state, the probability of winning in the regular symbol win / loss determination is higher than in a non-time-reduced state. That is, the regular symbol win / loss determination (regular symbol determination) is performed using a regular symbol win / loss determination table in which the value of the regular symbol random number that is determined to be a win (winning random number) is greater than that of the regular symbol win determination table used in a non-time-reduced state (see Figure 8(C)). In short, when the probability variation function for regular symbols is activated, the probability that the display result of the variation display of regular symbols will be a win (the stopped symbol will be a regular winning symbol) is higher compared to when it is not activated.
[0092] Furthermore, in the time-saving mode, the variation time of the normal symbols is shorter than in the non-time-saving mode. In this embodiment, the variation time of the normal symbols is 30 seconds in the non-time-saving mode, but 1 second in the time-saving mode (see Figure 8(D)). In addition, in the time-saving mode, the opening time extension function of the variable prize entry device 22 (second start opening 21) is activated, and the opening time of the second start opening 21 in auxiliary play is longer than in the non-time-saving mode. Moreover, in the time-saving mode, the opening count increase function of the variable prize entry device 22 is activated, and the number of times the second start opening 21 in auxiliary play is increased compared to the non-time-saving mode. Specifically, in a non-time-saving state, if the result of the normal symbol win / loss judgment is a win, the movable member 23 of the variable prize device 22 (second start opening 21) opens once for 0.2 seconds, and in a time-saving state, if the result of the normal symbol win / loss judgment is a win, the movable member 23 of the variable prize device 22 (second start opening 21) opens three times for 2.0 seconds each.
[0093] When the probability variation function and variation time reduction function for regular symbols, as well as the opening time extension function and opening number increase function of the variable prize entry device 22 are in operation, the second start opening 21 opens more frequently and the frequency of game balls entering the second start opening 21 increases compared to when these functions are not in operation (this is also called the "high-frequency state"). As a result, the base, which is the ratio of prize balls to the number of balls launched, increases. Therefore, the state in which these functions are in operation is also called the "high base state," and the state in which they are not in operation 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 (balls held).
[0094] The high base state (high frequency state) does not necessarily require all of the above functions to be activated. That is, it is sufficient if at least one of the following functions is activated: the probability variation function and the variation time reduction function for the regular symbols, and the opening time extension function and the opening number increase function for the variable prize entry device 22, so that the second start opening 21 is opened more easily (the ball entry frequency is higher) than when that function is not activated. Furthermore, the high base state may be controlled independently of the time reduction state for special symbols. The function that generates such a high base state can also be called the "high base generation function".
[0095] In the pachinko game machine 1 of this embodiment, if a 15R first or fifth jackpot is achieved, the game state after the jackpot game ends will be a high probability state for special symbols, a time-saving state for special symbols, and a high base state, provided that the game balls passed through a specific area 39 during the jackpot game (see Figure 6). This game state is specifically called the "high probability high base state". The high probability high base state ends when the special symbol variation display is performed a predetermined number of times (100 times in this example) or when a jackpot is achieved and the jackpot game is executed.
[0096] Furthermore, in the case of a 15R 2nd or 6th jackpot, the game state after the jackpot game ends will be the normal state of the special symbols, in addition to the time-saving state and high base state of the special symbols, as it is extremely difficult for the game ball to pass through the specific area 39 during that jackpot game. (See Figure 6) This game state is specifically called the "low probability high base state". The low probability high base state ends when the special symbols are displayed in a predetermined number of times (100 times in this example), or when a jackpot is won and the special game (jackpot game) related to that jackpot is executed before the predetermined number of times (100 times in this example) of special symbol display is executed. However, although the possibility is extremely low, if the game ball passes through the specific area 39 during the jackpot game related to the 15R 2nd or 6th jackpot, the game state after the jackpot game ends will be the "high probability high base state". Furthermore, although the possibility is extremely low, if the game ball does not pass through the specific area 39 during a jackpot game related to the 15R 1st and 5th jackpots, the game state after the jackpot game ends will be a "low probability high base state".
[0097] Furthermore, in the case of a 15R third jackpot, the game state after the jackpot game ends will be the normal state of the special symbols, in addition to the non-time-saving state and low base state of the special symbols, because the probability of the game ball passing through the specific area 39 during that jackpot game is extremely low. This game state is specifically called the "low probability low base state". The low probability low base state is the basic game state in this pachinko game machine 1, i.e., the initial game state. However, although the probability is extremely low, if the game ball passes through the specific area 39 during a jackpot game related to a 15R third jackpot, the game state after the jackpot game ends will be the "high probability low base state" described later.
[0098] Furthermore, in a low probability, low base state, if a 2R 4th jackpot is achieved, the game state after the jackpot game ends will be a high probability state for special symbols, a non-time-saving state for special symbols, and a low base state, provided that the game ball passed through a specific area 39 during that jackpot game (see Figure 6). This game state is specifically called the "high probability, low base state." The high probability, low base state ends when the special symbol variation display is performed a predetermined number of times (100 times in this example) or when a jackpot is achieved and the jackpot game is executed.
[0099] This high-probability, low-base state is a state where the high probability state is latent, meaning it is difficult for the player to recognize that it is a high-probability state. In other words, the high-probability, low-base state is what is known as a "latent probability change state" (also called a "probability non-notification state"). In contrast, the high-probability, high-base state described above is a state where the high probability state is clear to the player. In other words, the high-probability, high-base state is what is known as a "probability change game state".
[0100] Furthermore, in a high base state, if a 2R 4th jackpot occurs, the game state after the jackpot game ends will be a "high probability high base state" if the game balls passed through a specific area 39 during that jackpot game (see Figure 6). In other words, the time-saving function of the special symbols and the base state will be the same as the state before the jackpot game was executed.
[0101] In high-base states, such as high-probability high-base states and low-probability high-base states, it is advantageous to shoot the game ball to the right to enter the right game area 3B. This is because, in high-base states, the second start opening 21 is more likely to open compared to low-base states, making it easier to shoot the ball into the second start opening 21 than into the first start opening 20. Therefore, in high-base states, by shooting the game ball to the right to enter the second start opening 21 while passing the game ball through the gate 28, which is the trigger for determining whether a regular symbol wins or losses, it is possible to obtain more start entries (opportunities for determining whether a special symbol wins or losses) than by shooting to the left. In this state, the launch direction indicator 47 is controlled to light up in a predetermined manner to indicate that the ball should be launched into the right game area.
[0102] In contrast, in low-base states such as high-probability low-base state and low-probability low-base state, it is more advantageous to shoot the game ball to the left to enter the left game area 3A. This is because, in low-base states, the second start opening 21 is less likely to open compared to high-base states, and it is easier to shoot the ball into the first start opening 20 than into the second start opening 21. Therefore, in low-base states, shooting the game ball to the left to enter the first start opening 20 allows for more start entries (opportunities to determine whether a special symbol is hit or miss) than shooting to the right. In this state, the launch direction indicator 47 is controlled to light up (display controlled) in a predetermined manner to indicate that the ball should be launched into the left game area.
[0103] Specifically, the firing direction indicator 47 consists of two LEDs labeled "yz," and indicates the firing direction by lighting up the LEDs according to the game state. For example, in a low base state, the display can show "y□z□" (for example, □: off, ■: on) with both LEDs off to indicate that the ball should be fired towards the left game area. In a high base state, the display can show "y■z■" (for example, □: off, ■: on) with both LEDs on to indicate that the ball should be fired towards the right game area.
[0104] Furthermore, in this embodiment, the launch instruction notification, which instructs whether to launch the game ball towards the left game area 3A or the right game area 3B of the game area 3, is provided not only by the display mode of the LEDs on the launch direction indicator 47, but also by the display of launch instruction images (left-shot instruction image 70, right-shot instruction image 71) on the image display device 7 (display screen 7a). Generally speaking, from the player's perspective, the display content of the image display device 7 (display screen 7a) is easier to see and understand than that of the launch direction indicator 47. Therefore, players generally look at the launch instruction image displayed on the image display device 7 (display screen 7a) to determine whether to "shoot left" or "shoot right," that is, whether the current game state is a "left-shot game state" where players should shoot left, or a "right-shot game state" where players should shoot right.
[0105] Furthermore, in this embodiment, as mentioned above, "right-handed shooting" is performed when the game state is a special game state (jackpot game state) or a high-base state (high probability high-base state, low probability low-base state). Therefore, "right-handed shooting game state" refers to the special game state or the high-base state. This "right-handed shooting game state" is also called the "predetermined game state," the "special game state" is also called the "first predetermined game state," and the "high-base state" is also called the "second predetermined game state."
[0106] As described above, in the pachinko game machine 1 of this embodiment, if we use the low probability low base state in which no small win games or big win games are being played as the baseline, this low probability low base state can be considered as the "normal game state" or "normal state," and a game in which special symbols are displayed in a variable manner in this state can be considered as the "normal game."
[0107] Furthermore, a jackpot game is a game that can be performed by displaying special symbols in a variable manner until the jackpot symbols are displayed in a stopped position. For the player, it is an advantageous game in which they can obtain a large number of prize balls by getting game balls into the large prize pockets (first large prize pocket 32, second large prize pocket 35). Therefore, a jackpot game can be considered a "special game," and the game state in which such a jackpot game is performed can be considered a "special game state."
[0108] Furthermore, while not as advantageous as a big win, a small win game allows players to win prize balls by getting them into the large prize slots (first large prize slot 32, second large prize slot 35), so it can be said to be a game that is somewhat more advantageous to the player than a regular game. Therefore, a small win game can also be considered a "special game," and the game state in which such a small win game is played can also be considered a "special game state." In addition, to distinguish between a special game as a big win game and a special game as a small win game, a special game as a small win game can also be considered a "small-profit special game."
[0109] [Main control processing] Next, the operation of the game control microcontroller 81 (control processing by the main control unit) will be explained based on Figures 10 to 38. Note that the counters, flags, status, buffers, etc., that appear in the explanation of the operation of the game control microcontroller 81 are located in the RAM of the main control board 80. 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 main processing program shown in Figure 10 from the ROM of the main control board 80 and executes it. As shown in the figure, the main control main processing first performs initial settings (S101). Initial settings include, for example, setting the stack, setting constants, setting interrupt times, setting the CPU of the main control board 80, setting SIO, PIO, CTC (interrupt time controller), and resetting various flags, statuses, 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 (S101) are executed only once after power-on and are not executed thereafter.
[0110] Following the initial setup (S101), interrupts are disabled (S102), and the normal and special symbol main random number update process (S103) is executed. In this normal and special symbol main random number update process (S103), the values of the various random number counters shown in Figure 7 are updated by adding 1. When the value of each random number counter reaches its upper limit, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0", and may be changed randomly. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) of the RAM of the main control board 80.
[0111] When the normal and special symbol main random number update process (S103) is completed, interrupts are enabled (S104). While interrupts are enabled, the interrupt process (S105) can be executed. This interrupt process (S105) is executed based on interrupt pulses that are repeatedly input to the CPU of the main control board 80, for example, at a 4ms period. Then, between the completion of the interrupt process (S105) and the start of the next interrupt process (S105), the update process of various counter values by the normal and special symbol main random number update process (S103) is repeatedly executed. Note that if an interrupt pulse is input to the CPU while interrupts are disabled, the interrupt process (S105) will not start immediately, but will start after interrupts are enabled (S104).
[0112] [Interrupt handling] Next, interrupt processing (S105) will be explained. As shown in Figure 11, interrupt processing (S105) first executes output processing (S201). In output processing (S201), commands (control signals), etc., set in the output buffer provided in the RAM 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. The commands etc. output here include information related to the game state, the result of the special symbol win / loss judgment, the symbols as the type of jackpot, the variation pattern, etc. Note that a command consists of, for example, 2 bytes of information. The upper byte is information about the type of command, and the lower byte is information about the content of the command.
[0113] In the input processing (S202) that follows the output processing (S201), 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, general prize port sensor 27a, etc. (see Figure 5)) are read and stored in the RAM output buffer as prize ball information. In addition, if the first start port sensor 20a or the second start port sensor 21a detects a game ball, the start ball entry command corresponding to each start port is stored in the RAM output buffer by the start ball entry processing (S205) described later. Furthermore, detection signals from the lower tray full switch that detects when the lower tray 62 is full are also taken in and stored in the RAM output buffer as lower tray full data.
[0114] The next process, the regular and special symbol main random number update process (S203), is the same as the regular and special symbol main random number update process (S103) performed in the main control process shown in Figure 10. That is, the update process for the various random number counter values (including the regular symbol random number counter value) shown in Figure 7 is performed both during the execution period of the timer interrupt process (S105) and during other periods (the period from the end of the interrupt process (S105) until the start of the next interrupt process (S105)).
[0115] Following the normal and special symbol main random number update process (S203), the following processes are executed: start-out sensor detection process (S204), start-up ball entry process (S205), normal symbol operation process (S206), special symbol operation process (S207), specific area sensor detection process (S208), held ball count process (S209), and power outage monitoring process (S210). In addition, "other processes" necessary for the game to progress are executed, and the interrupt process (S105) ends. Then, the processes S102 to S104 of the main control process are repeatedly executed until an interrupt pulse is input to the CPU of the main control board 80 (see Figure 10), and when an interrupt pulse is input (approximately 4 msec later), the interrupt process (S105) is executed again. In the output process (S201) of the interrupt process (S105) executed again, the commands etc. that were set in the RAM output buffer in the previous interrupt process (S105) are output.
[0116] [Start gate sensor detection process] As shown in Figure 12, in the start-up sensor detection process (S204), it is first determined whether or not a game ball has passed through gate 28, that is, whether or not a game ball has been detected by gate sensor 28a (S301). If the game ball has not passed through gate 28 (NO in S301), the process proceeds to S305. If the game ball has passed through gate 28 (YES in S301), it is determined whether or not the number of normal symbol reserved balls (the number of normal symbol reserved balls, specifically the value of the counter in RAM that counts the number of normal symbol reserved balls) is less than 4 (S302).
[0117] If the number of reserved balls with normal symbols is not less than 4 (NO in S302), the process proceeds to S305. On the other hand, if the number of reserved balls with normal symbols is less than 4 (YES in S302), "1" is added to the number of reserved balls with normal symbols (S303), and the normal symbol random number acquisition process (S304) is performed. In the normal symbol random number acquisition process (S304), the value of the random number counter for determining whether a normal symbol is correct or not (label-TRND-H, Figure 7(B)) stored in the RAM update value storage area (not shown) is acquired, and the acquired random value (acquired information) is stored in the address space corresponding to the current number of reserved balls with normal symbols in the normal symbol reserved storage section provided in the RAM of the main control board 80.
[0118] In S305, it is determined whether a game ball has entered the second start port 21, that is, whether a game ball has been detected by the second start port sensor 21a (S305). If no game ball has entered the second start port 21 (NO in S305), the process proceeds to S309. If a game ball has entered the second start port 21 (YES in S305), it is determined whether the number of reserved balls in Special Feature 2 (the number of reserved balls in Special Feature 2, specifically the value of the counter in the RAM of the main control unit 80 that counts the number of reserved balls in Special Feature 2) is less than 4 (upper limit) (S306). If the number of reserved balls in Special Feature 2 is not less than 4 (NO in S306), the process proceeds to S309. If the number of reserved balls in Special Feature 2 is less than 4 (YES in S306), 1 is added to the number of reserved balls in Special Feature 2 (S307).
[0119] Next, the Special Symbol 2 related random number acquisition process (S308) is performed. In the Special Symbol 2 related random number acquisition process (S308), the value of the random number counter for determining whether a special symbol is correct (label-TRND-A), the value of the random number counter for determining the type of jackpot (label-TRND-AS), and the value of the variable pattern random number counter (label-TRND-T1) stored in the RAM update value storage area (not shown) are acquired (i.e., the random number values shown in Figure 7(A) are acquired), and these acquired random values (acquired information) are stored in the address space of the second Special Symbol Reserve Storage Unit 85b corresponding to the current number of Special Symbol 2 reserved balls.
[0120] Next, it is determined whether or not a game ball has entered the first start port 20, that is, whether or not a game ball has been detected by the first start port sensor 20a (S309). If no game ball has entered the first start port 20 (NO in S309), the process ends, and if a game ball has entered the first start port 20 (YES in S309), the number of reserved balls for special feature 1 (the number of reserved balls for special feature 1, specifically the value of the counter that counts the number of reserved balls for special feature 1, provided in the RAM of the main control unit 80) is determined. It is determined whether the number is less than 4 (the upper limit) (S310). If the number of reserved balls in Special Feature 1 is not less than 4 (NO in S310), the process is terminated. If the number of reserved balls in Special Feature 1 is less than 4 (YES in S310), "1" is added to the number of reserved balls in Special Feature 1 (S311).
[0121] Next, the Special Symbol 1 related random number acquisition process (S312) is performed. In the Special Symbol 1 related random number acquisition process (S312), similar to the Special Symbol 2 related random number acquisition process (S308), the value of the special symbol win / failure determination counter (label-TRND-A), the value of the jackpot type determination random number counter (label-TRND-AS), and the value of the variation pattern random number counter (label-TRND-T1) stored in the RAM update value storage area (not shown) are acquired (i.e., the random values shown in Figure 7(A) are acquired), and these acquired random values are stored in the address space of the first special symbol hold storage unit corresponding to the current number of special symbol 1 held balls.
[0122] [Processing upon ball entry at start of game] As shown in Figure 11, the game control microcomputer 81 performs the start ball entry processing (S205) following the start gate sensor detection processing (S204). As shown in Figure 13, in the start ball entry processing (S205), it is first determined whether the number of reserved balls in Special Feature 2 has increased by "1" (S315). If it is determined that the number of reserved balls in Special Feature 2 has increased by "1" (YES in S315), the process proceeds to S316. This corresponds to the case where "1" was added to the number of reserved balls in Special Feature 2 in S307 of the start gate sensor detection processing (S204) based on the fact that a game ball has entered the second start gate. On the other hand, if it is determined that the number of reserved balls in Special Feature 2 has not increased (NO in S315), the process proceeds to S319.
[0123] In S316, the most recently acquired random number (acquired information) that was acquired in the Special Symbol 2 related random number acquisition process (S308) in the immediately preceding start-gate sensor detection process (S204) and stored in the second special symbol hold memory unit is read out (S316). Next, the acquired random number related to the read-out second special symbol is determined (S317). In S317, of the acquired random numbers read out, the value of the random number counter for determining whether the special symbol is a hit or miss (random number for determining whether the special symbol is a hit or miss) is determined according to the current game state (low probability state or high probability state), and if the result of the determination is a hit, the type of hit is further determined. This process in S317 corresponds to a pre-determination (so-called "hold pre-reading") performed prior to the hit or miss determination (S1303, S1309) in the Special Symbol 2 hit or miss determination process (S1202) described later.
[0124] Furthermore, the pre-determination of whether or not a jackpot has been hit can be performed based on the jackpot determination table (see Figure 8(A)), that is, the jackpot determination table for the high probability state if the state is high probability state, and the jackpot determination table for the normal state if the state is normal (low probability state), to determine whether or not it matches the jackpot determination value. In addition, as another pre-determination method, there are variable pattern information determination tables that can determine variable pattern information, namely a variable pattern information determination table for the normal state (low probability state) and a variable pattern information determination table for the high probability state. In the pre-determination, it is possible to select predetermined variable pattern information based on the acquired random value (such as the value of the random number counter for determining whether or not a special symbol hits) and the variable pattern information determination table according to the game state. From this selected variable pattern information, it is possible to identify whether or not a jackpot has been hit, the type of jackpot, and whether or not a game performance with a high probability of a jackpot will be executed.
[0125] Next, in S318, command data is generated as a Special Symbol 2 Start Ball Entry Command, which includes game information (pre-determination information) related to the result of the pre-determination in S317, specifically information indicating whether the random value for determining the success or failure of the special symbols matches the jackpot determination value (success or failure information), information indicating the value of the random number counter for determining the type of jackpot (random value for determining the type of jackpot), and information indicating the value of the random number counter for the variation pattern (random value for the variation pattern), and this command is set in the RAM output buffer (S318). Alternatively, as the Special Symbol 2 Start Ball Entry Command, some or all of the values of the random numbers acquired in Special Symbol 2 read in S316 may be transmitted directly to the sub-control board, or the values of the random numbers acquired in Special Symbol 2 may not be transmitted directly, and game information acquired based on the values of the random numbers acquired in Special Symbol 2 (for example, the variation pattern information mentioned above) may be transmitted.
[0126] Furthermore, by analyzing the Special Feature 2 Start Ball Entry Command transmitted from the Main Control Unit 80, the Sub-Control Unit 90 can identify whether the information relates to a jackpot, what type of jackpot it is, what the variation pattern is, etc. In addition, in this embodiment, by analyzing the Special Feature 2 Start Ball Entry Command, it is possible to determine whether the acquired Special Feature 2 acquired random number will result in a jackpot if judged in a high probability state, and whether it will result in a jackpot if judged in a low probability state. As a result, the Sub-Control Unit 90 stores the received Special Feature 2 Start Ball Entry Command as pending (performance pending information), pre-determines the performance pending information at a specific timing, and determines whether the stored performance pending information will result in a jackpot if judged in a low probability state.
[0127] Furthermore, from the perspective of preventing fraud, the random numbers used for determining whether a special symbol is a hit or miss among the acquired random numbers read in S316 are not directly transmitted to the sub-control unit. Instead, it is possible to generate command data as a special symbol 2 start ball entry command, which includes information indicating the value of the other random number counter for determining the type of big win (random number for determining the type of big win) and the value of the variable pattern random number counter (variable pattern random number), as well as information indicating the result of the pre-determination.
[0128] Next, in S319, similar to the processing related to Special Feature 2 mentioned above, it is determined whether the number of balls held in Special Feature 1 has increased by "1" (S319). If it is determined that the number of balls held in Special Feature 1 has increased by "1" (YES in S319), the process proceeds to S320. This corresponds to the case where "1" is added to the number of balls held in Special Feature 1 in S311 of the start-up sensor detection processing (S204) based on the fact that a game ball has entered the first start-up opening. On the other hand, if it is determined in S319 that the number of balls held in Special Feature 1 has not increased (NO in S319), the process ends there.
[0129] In S320, it is determined whether the time-saving flag is ON or OFF (S320). If it is determined that the time-saving flag is ON, i.e., the system is in a high base state (YES in S320), the process ends. On the other hand, if it is determined in S320 that the time-saving flag is OFF, i.e., the system is in a low base state (NO in S320), the process proceeds to the pre-determination process from S321 onwards.
[0130] The processing in S321 to S323 is the same as the processing in S316 to S318 described above, but applied to Special Figure 1. Specifically, the latest acquired random number value (acquired information) acquired in the Special Figure 1-related random number acquisition processing (S312) in the start-gate sensor detection processing (S204) and stored in the first Special Figure hold memory unit is read out (S321), and a pre-determination is performed on the read acquired random number value (S322). Then, command data including game information related to this pre-determination is generated as a Special Figure 1 start ball entry command, and this command is set in the RAM output buffer (S323). Note that the pre-determination (hold pre-read) in S322 is performed prior to the win / fail determination (S1603, S1609) in the Special Figure 1 win / fail determination processing (S1207) described later.
[0131] In this high-base state, the opening extension function is activated, which increases the frequency of balls entering the second starting port 21, making it easier to determine whether Special Feature 2 is a hit or miss (see Figure 8(B)). Furthermore, in this embodiment, as will be described later, the consumption of Special Feature 2 reserves (display of the second special symbol) is given priority over the consumption of Special Feature 1 reserves (display of the first special symbol). For this reason, in this embodiment, the pre-determination related to Special Feature 1 reserves (Special Feature 1 pre-determination) is performed in the low-base state where the display of the first special symbol is mainly performed, while the pre-determination related to Special Feature 2 reserves (Special Feature 2 pre-determination) is performed regardless of whether the base state is low or high. Furthermore, in the pachinko game machine 1 of this embodiment, as will be described later, the machine is controlled to a low probability, low base state during a jackpot game. However, even if a game ball enters the first start port 20 during a jackpot game and the number of reserved balls in Special Feature 1 increases by "1", the processing in S321 to S323 (Special Feature 1 pre-determination processing) is not performed.
[0132] [General operation processing] The microcomputer 81 for game control performs the normal symbol operation processing (S207) shown in Figure 14, following the start ball entry game processing (S206). In the normal symbol operation processing (S207), the processing related to the normal symbol display 42 and the variable prize winning device 22 is divided into four stages, and "normal symbol operation status 1, 2, 3, 4" is assigned to each of these stages. Then, if the "Normal Symbol Operation Status" is "1" (YES in S401), the normal symbol standby process (S402) is performed. If the "Normal Symbol Operation Status" is "2" (NO in S401, YES in S403), the normal symbol variation process (S404) is performed. If the "Normal Symbol Operation Status" is "3" (NO in both S401 and S403, YES in S405), the normal symbol confirmation process (S406) is performed. If the "Normal Symbol Operation Status" is "4" (NO in all of S401, S403, and S405), the normal electric mechanism process (S407) is performed. The normal symbol operation status is initially set to "1".
[0133] [Normal symbol waiting process] As shown in Figure 15, in the normal symbol waiting process (S402), first, it is determined whether the number of reserved balls for normal symbols is "0" (S501). If it is "0" (YES in S501), this process is terminated. On the other hand, if it is not "0" (NO in S501), the normal symbol win / failure determination process described later is performed (S502), and then the normal symbol variation pattern selection process is performed (S503). In the normal symbol variation pattern selection process, the normal symbol variation pattern selection table shown in Figure 8(D) is referred to, and if the game state is a time-saving state, a normal symbol variation pattern with a normal symbol variation time of 1 second is selected. On the other hand, if the game state is not a time-saving state, a normal symbol variation pattern with a normal symbol variation time of 30 seconds is selected. After the normal symbol variation pattern selection process (S503) is completed, the normal symbol random number shift process (S504) described later is performed, and then the normal symbol variation start process (S505) is performed to terminate the process. In the normal symbol variation start process, the display of normal symbol variation is started based on the normal symbol variation pattern selected in S503, and the normal operation status is set to "2". In addition, in the normal symbol variation start process, a normal symbol variation start command is set to notify the sub-control board 90 that the normal symbol variation has started.
[0134] [Normal symbol win / loss determination process] As shown in Figure 16, in the normal symbol win / failure determination process (S502), first, the value of the normal symbol win / failure determination random number counter (label-TRND-H) stored in the normal symbol hold memory unit is read (S601). Next, it is determined whether the time-saving flag is ON or not (i.e., whether the game state is a time-saving state or not) (S602). If it is determined in S602 that the time-saving flag is ON, i.e., the game state is a time-saving state (YES in S602), then it is determined whether or not it is a win by high-probability normal symbol win / failure determination based on the time-saving state table (win determination value "0" to "239") of the normal symbol win / failure determination table shown in Figure 8(C) (S604), and the process proceeds to S605. That is, it is determined whether or not the read value of the normal symbol win / failure determination random number counter (label-TRND-H) matches any of the win determination values. On the other hand, if it is determined in S602 that the time-saving flag is not ON, i.e., that it is not in a time-saving state (NO in S602), then it is determined whether or not it is a win by low-probability normal symbol win / loss determination based on the table for non-time-saving states (win determination value is "0" or "1") among the normal symbol win / loss determination tables shown in Figure 8(C) (S603), and the process proceeds to S605. Then, in S605, it is determined whether or not the result of the normal symbol win / loss determination (S603, S604) is a win (normal symbol win) (S605), and if it is determined to be a loss (NO in S605), the losing normal symbol to be displayed is determined (normal symbol loss symbol) (S606), and the process ends. On the other hand, if it is determined in S605 that it is a win (regular symbol win) (YES in S605), the regular symbol to be displayed as the win (regular symbol win) is determined (S607), the regular symbol win flag is turned ON (S608), and the process ends.
[0135] [Normal symbol random number shifting process] As shown in Figure 17, in the normal symbol random number shift process (S504), first, the number of normal symbol reserved balls is decremented by 1 (S701). Next, the storage location of each normal symbol reserved in the normal symbol reserved memory is shifted one position from the current position toward the read position (S702). Then, the address space, which is the storage location of the highest-level reserved memory in the normal symbol reserved memory, is cleared to 0, that is, the RAM area corresponding to the 4th normal symbol reserved is cleared to 0 (S703), and the process ends. In this way, the normal symbol reserved balls are consumed in the order they are reserved.
[0136] [Processing during normal symbol variation] As shown in Figure 18, in the normal symbol variation processing (S404), first, it is determined whether or not the normal symbol variation time has elapsed (S801). If it has not elapsed (NO in S801), the process ends. On the other hand, if it has elapsed (YES in S801), the normal symbol variation stop command is set (S802), and the normal symbol operation status is set to "3" (S803). Then, other processing is performed, such as stopping the normal symbol variation display with a display result (winning normal symbol or losing normal symbol) according to the determination result of the random number used for normal symbol win / loss determination (S804), and this process ends.
[0137] [Normal symbol confirmation process] As shown in Figure 19, in the normal symbol confirmation process (S406), first, it is determined whether the normal symbol win flag is ON or NOT ON (S901). If the normal symbol win flag is NOT ON (NO in S901), the normal symbol operation status is set to "1" (S905) and this process ends. On the other hand, if the normal symbol win flag is ON (YES in S901), then it is determined whether the time-saving flag is ON or NOT ON, that is, whether or not the time-saving state is active (S902). If the time-saving state is active (YES in S902), the opening pattern for the variable prize entry device 22 (second start opening 21) is set to the opening pattern for the time-saving state (S903). As mentioned above, the opening pattern for the time-saving state is an opening pattern that repeats an opening of 2.0 seconds three times. Therefore, "3" is set to the second start opening counter, which counts the number of times the second start opening 21 is opened.
[0138] In contrast, if the system is not in a time-saving state (NO in S902), the opening pattern for the variable prize-winning device 22 (second start port 21) is set to the opening pattern for the non-time-saving state (S906). As mentioned above, the opening pattern for the non-time-saving state is an opening pattern that performs one opening for 0.2 seconds. Therefore, the second start port opening counter is set to "1". Following the setting of the opening pattern (S903, S906), the general operation status is set to "4" (S904), and this process is completed.
[0139] [Standard electric component processing] As shown in Figure 20, in the normal electric bonus processing (S407), it is first determined whether the normal win termination flag is ON or OFF (S1001). The normal win termination flag is a flag that indicates that the opening of the second start port 21 has ended in the auxiliary game that was executed as a win.
[0140] If the end-of-cycle flag is not ON (NO in S1001), it is determined whether the second start port 21 is open or not (S1002). If it is not open (NO in S1002), it is determined whether the time (timing) to open the second start port 21 has been reached (S1003). If it has not been reached (NO in S1003), the process is terminated. If it has been reached (YES in S1003), the second start port 21 is opened (S1004), and the process is terminated. On the other hand, if the second start port 21 is open (YES in S1002), it is determined whether or not it is time to close the second start port 21 (i.e., whether or not a predetermined open time has elapsed since the second start port 21 was opened) (S1005). If it is not time (NO in S1005), the process is terminated; if it is time (YES in S1005), the second start port 21 is closed (closed) (S1006).
[0141] Then, following the closing process of the second start port 21 (S1006), the value of the second start port open counter is decremented by 1 (S1007), and it is determined whether the value of the second start port open counter is "0" or not (S1008). If it is not "0" (NO in S1008), the process ends as is in order to open the second start port 21 again. On the other hand, if it is "0" (YES in S1008), the normal win termination process to end the auxiliary game is performed (S1009), and the normal win termination flag is set (S1010) to end the process. Note that the second start port open counter becomes "0" when the second start port 21 is opened (movement of the movable member 23 is opened) 3 times during the time-saving state, and becomes "0" when the second start port 21 is opened once during the non-time-saving state.
[0142] In contrast, if the normal symbol completion flag is ON in S1001 (YES in S1001), the opening operation of the second start port 21 for the number of times set in S903 or S906 has been completed, so the normal symbol completion flag is turned OFF (S1011), the normal symbol flag is turned OFF (S1012), and the normal symbol operation status is set to "1" (S1013) to end the process. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (Figure 13). [Standard electric component processing] As shown in Figure 20, in the normal electric bonus processing (S407), it is first determined whether the normal win termination flag is ON or OFF (S1001). The normal win termination flag is a flag that indicates that the opening of the second start port 21 has ended in the auxiliary game that was executed as a win.
[0143] If the per-cycle termination flag is not ON (NO in S1001), it is determined whether the second start port 21 is open or not (S1002). If it is not open (NO in S1002), it is determined whether the time (timing) for opening the second start port 21 has been reached (S1003). If it has not been reached (NO in S1003), the process is terminated; if it has been reached, the second start port 21 is opened (S1004), and the process is terminated. On the other hand, if the second start port 21 is open (YES in S1002), it is determined whether the time (timing) for closing the second start port 21 has been reached (i.e., whether a predetermined opening time has elapsed since the second start port 21 was opened) (S1005). If it has not been reached (NO in S1005), the process is terminated; if it has been reached (YES in S1005), the second start port 21 is closed (closed) (S1006).
[0144] Then, following the closing process of the second start port 21 (S1006), the value of the second start port open counter is decremented by 1 (S1007), and it is determined whether the value of the second start port open counter is "0" or not (S1008). If it is not "0" (NO in S1008), the process ends as is in order to open the second start port 21 again. On the other hand, if it is "0" (YES in S1008), the normal win termination process to end the auxiliary game is performed (S1009), and the normal win termination flag is set (S1010) to end the process. The second start port open counter becomes "0" when the second start port 21 is opened (movement of the movable member 23 is opened) 3 times during the time-saving state, and becomes "0" when the second start port 21 is opened once during the non-time-saving state.
[0145] In contrast, if the normal symbol completion flag is ON in S1001 (YES in S1001), the opening operation of the second start port 21 for the number of times set in S903 or S906 has been completed, so the normal symbol completion flag is turned OFF (S1011), the normal symbol flag is turned OFF (S1012), and the normal symbol operation status is set to "1" (S1013) to end the process. As a result, in the next interrupt process, the normal symbol waiting process (S402) will be executed again as the normal symbol operation process (Figure 13).
[0146] [Special Illustrated Action Processing] As shown in Figure 11, the game control microcomputer 81 performs special symbol operation processing (S207) following the regular symbol operation processing (S206). As shown in Figure 21, in the special symbol operation processing (S207), 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 symbol operation status 1, 2, 3, 4, 5" is assigned to each of these stages. Then, if the special symbol operation status is "1" (YES in S1101), the special symbol standby process (S1102) is performed; if the special symbol operation status is "2" (NO in S1101, YES in S1103), the special symbol variation process (S1104) is performed; if the special symbol operation status is "3" (NO in both S1101 and S1103, YES in S1105), the special symbol confirmation process (S1106) is performed; if the special symbol operation status is "4" (NO in all S1101, S1103, and S1105, YES in S1107), the special electric mechanism process 1 as a big win game (S1108) is performed; and if the special symbol operation status is "5" (NO in all S1101, S1103, S1105, and S1107), the special electric mechanism process 2 as a small win game (S1109) is performed. The special feature operation status is set to "1" by default.
[0147] [Special symbol waiting process] As shown in Figure 22, in the special symbol waiting process (S1102), it is first determined whether the number of balls held in the second start port 21 (i.e., the number of balls held in special symbol 2) is "0" (S1201). If the number of balls held in special symbol 2 is "0" (YES in S1201), that is, if there is no memory of the random number counter value obtained based on the ball entering the second start port 21, it is determined whether the number of balls held in the first start port 20 (i.e., the number of balls held in special symbol 1) is "0" (S1206). Then, if the number of reserved balls in Special Feature 1 is also "0" (YES in S1206), that is, if there is no memory of the random number counter value obtained based on the ball entering the first start opening 20, it is determined whether or not the display screen 7a of the image display device 7 is in the process of being set as a standby screen (running a demo screen for customers to wait for) (S1211). If it is in the process (YES in S1211), the process is terminated, and if it is not in the process (NO in S1211), the standby screen setting process is executed to display the standby screen (S1212).
[0148] If the number of reserved balls in Special Feature 2 is not "0" in S1201 (NO in S1201), that is, if there is one or more random counter values stored based on the ball entering the second start opening 21, the following processes are performed in this order: Special Feature 2 win / failure determination process (S1202), Special Feature 2 variation pattern selection process (S1203), Special Feature 2 random number shift process (S1204), and Special Feature 2 variation start process (S1205). Furthermore, if the number of reserved balls for Special Feature 2 is "0" but the number of reserved balls for Special Feature 1 is not "0" (YES in S1201, NO in S1206), that is, if there is no memory of the random number counter value related to the second start port 21, but there is a memory of one or more random number counter values obtained based on balls entering the first start port 20, the Special Feature 1 win / fail determination process (S1207), Special Feature 1 variation pattern selection process (S1208), Special Feature 1 random number shift process (S1209), and Special Feature 1 variation start process (S1210) described below are performed in this order. Thus, in this embodiment, the variation display of the first special symbol based on the first special symbol reserve is performed only when the number of reserved balls for Special Feature 2 is "0" (YES in S1201). In other words, the consumption of the second special symbol reserve (variation display of the second special symbol) is executed in priority over the consumption of the first special symbol reserve (variation display of the first special symbol). Furthermore, in this embodiment, the win / loss determination based on the second special symbol hold is more likely to result in a jackpot that is more beneficial to the player than the win / loss determination based on the first special symbol hold (see Figure 8(B)).
[0149] [Special Feature 2 Correct / Incorrect Determination Process] As shown in Figure 23, in the special symbol 2 win / failure determination process (S1202), first, the value of the special symbol win / failure determination random number counter (label-TRND-A) stored (the oldest stored value) in the lowest area of the RAM's special symbol hold memory section (i.e., the RAM area corresponding to the first of the second special symbol holds) is read out as the determination value (S1301). Next, it is determined whether the probability variation flag is ON or not, that is, whether or not it is in a high probability state (S1302). If it is not in a high probability state (NO in S1302), that is, in a normal state, the win / failure determination is made based on the win / failure determination table for the normal state (jackpot determination value is "3" or "397") from the win / failure determination table (see Figure 8(A)) (S1303). On the other hand, if it is in a high probability state (YES in S1302), the win / failure determination is made based on the jackpot determination table for the high probability state from the win / failure determination table (see Figure 8(A)) (S1309). In the jackpot determination table for the high probability state, the jackpot determination values are set to "3", "53", "113", "173", "227", "281", "337", "397", "449", and "503".
[0150] If the result of the win / failure determination (S1303, S1309) is determined to be a "jackpot" (YES in S1304), the value of the jackpot type determination random number counter (label-TRND-AS) is read, the jackpot type is determined based on the jackpot type determination table shown in Figure 8(B) (S1310), the jackpot symbol is determined based on the value of the jackpot type determination random number (S1311), the jackpot flag is turned ON (S1312), and the process ends. In the case of a win / failure determination related to the first special symbol, the jackpot type is determined using the jackpot type determination table for the first special symbol, and in the case of a win / failure determination related to the second special symbol, the jackpot type is determined using the jackpot type determination table for the second special symbol. Then, if the first special symbol (Special Symbol 1) is determined to be a jackpot, it will be one of the following: 15R 1st jackpot, 15R 2nd jackpot, 15R 3rd jackpot, or 2R 4th jackpot. If the second special symbol (Special Symbol 2) is determined to be a jackpot, it will be either a 15R 5th jackpot or a 15R 6th jackpot (see Figure 8(B)).
[0151] In response to this, this embodiment provides two jackpot flags: a long jackpot flag that is turned ON when the type of jackpot is a 15R 1st jackpot, a 15R 2nd jackpot, a 15R 3rd jackpot, a 15R 5th jackpot, or a 15R 6th jackpot, and a short jackpot flag that is turned ON when it is a 2R 4th jackpot. When a 2R 4th jackpot occurs and the short jackpot flag is turned ON, the 2R lamp (see Figure 4) of the round indicator 45 lights up at the timing when the 2R 4th jackpot symbols are displayed. Specifically, the display will look like this: "2R▲15R△" (for example, ▲: lit, △: off). Furthermore, when the long win flag is turned ON by triggering a 15R 1st to 3rd jackpot, a 15R 5th jackpot, or a 15R 6th jackpot, the 15R lamp (see Figure 4) will light up at the same time as the corresponding jackpot symbols are displayed. Specifically, the display will look like "2R△15R▲".
[0152] Here, the jackpot determination (determination of whether a special symbol is correct) and the jackpot type determination can each be referred to as "determination," or the entire process, including which jackpot symbol is determined after the jackpot determination, can be referred to as "determination." Furthermore, these results are sometimes called "determination results."
[0153] On the other hand, if the result of the win / loss determination (S1303, S1309) is determined not to be a "jackpot" (NO in S1304), then it is determined whether or not it is a minor win (S1305). That is, it is determined whether or not the value of the random number counter for determining the win / loss of the special symbol (label-TRND-A) matches any of the minor win determination values from "101" to "105" (see Figure 8(A)). If it is determined not to be a "minor win" (NO in S1305), the losing symbol is determined (S1308) and the process ends. In other words, if the result of the win / loss determination (S1303, S1309) is neither a "jackpot" nor a "minor win", the result is a "miss". On the other hand, if the result of the minor win determination (S1305) is determined to be a "minor win" (YES in S1305), the minor win symbol is determined (S1306), the minor win flag is turned ON (S1307), and the process ends. Note that a separate random number may be used to determine whether or not it is a minor win, in addition to the random number used to determine whether or not it is a special symbol.
[0154] [Special Feature 2 Variation Pattern Selection Process] In the special symbol waiting process (Figure 22), following the special symbol 2 win / failure determination process (S1202), the special symbol 2 variation pattern selection process is performed (S1203). As shown in Figures 24 and 25, in the special symbol 2 variation pattern selection process (S1203), it is first determined whether the game state is a time-saving state (whether the time-saving flag is ON or OFF) (S1401). If it is not a time-saving state (NO in S1401), i.e., if it is not a time-saving state, it is determined whether the jackpot flag is ON or OFF (S1402). If it is ON (YES in S1402), the jackpot table for non-time-saving states (the part of the variation pattern table shown in Figure 9 that corresponds to both a non-time-saving state and a jackpot) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1403). Once the variation pattern is determined, the variation time is also determined. Furthermore, in this embodiment, the table for big wins during non-time-saving states is also divided depending on whether the big win is a long win (15R big win) or a short win (2R big win) (see Figure 9). However, this process is a variation pattern selection process for Special Figure 2, and the only big win that can be won in the lottery for Special Figure 2 is the 15R 5th big win (long win) (see Figure 6). Therefore, the section referenced in this process is always the section for long wins, and variation pattern P1 or P2 is selected. Note that the table for big wins during non-time-saving states does not necessarily have to be divided into long win and short win sections. The same applies to the table for big wins during time-saving states described later.
[0155] On the other hand, if the big win flag is not ON (NO in S1402), it is determined whether the small win flag is ON or not (S1405). If the small win flag is ON (YES in S1405), the table for small wins in non-time-saving states (the part of the variation pattern table shown in Figure 9 that corresponds to non-time-saving states and small wins) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1409). Specifically, in this embodiment, variation pattern P4 is always selected.
[0156] Furthermore, if the minor win flag is not ON (NO in S1405), it will be a miss, neither a big win nor a minor win, and in this case, it is determined whether the number of reserved second special symbols is "1" or "2" (S1406). The number of reserved symbols here refers to the number of stored information, including the information used to determine the variation pattern in this process, so the number of reserved symbols stored will be one of the values from "1" to "4". Then, in S1406, if it is determined that the number of reserved symbols is "1" or "2" (YES in S1406), the table for the first reserved symbol miss during the non-time-saving state (the part of the variation pattern table shown in Figure 9 that corresponds to the non-time-saving state, a miss, and the number of reserved balls "1,2") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1407). In this embodiment, one of variation patterns P5 to P8 is selected.
[0157] On the other hand, if it is determined in S1406 that the number of reserved balls is not "1" or "2", i.e., "3" or "4" (NO in S1406), the second reserved ball miss table during non-time-saving state (the part of the variation pattern table shown in Figure 9 that corresponds to a non-time-saving state, a miss, and a reserved ball count of "3" or "4") is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1408). In this embodiment, one of variation patterns P9 to P12 is selected. Here, the first reserved ball miss table during non-time-saving state is set to have a higher probability of selecting a variation pattern with a relatively longer variation time than the second reserved ball miss table. Also, the shortest selectable variation time (12000ms) is set to be longer than that of the second reserved ball miss table (4000ms). In other words, when the result is a miss, a function is activated that shortens the variation according to the number of reserved balls. 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 "1" or "2".
[0158] Furthermore, if it is determined in S1401 that the game state is a time-saving state (YES in S1401), it is determined whether the jackpot flag is ON or not (S1410 in Figure 25). If it is determined that the jackpot flag is ON (YES in S1410), the table for jackpots during time-saving state (the part of the variation pattern table shown in Figure 9 that corresponds to both time-saving state and jackpot) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1411). As mentioned above, this process is a variation pattern selection process for Special Figure 2, and since the only jackpot that can be won in the lottery for Special Figure 2 is the 15R 5th jackpot (long jackpot) (see Figure 6), in S1411, variation pattern P13 or P14 corresponding to the long jackpot is selected.
[0159] On the other hand, if it is determined in S1410 that the big win flag is not ON (NO in S1410), it is determined whether or not the small win flag is ON (S1412). If the small win flag is ON (YES in S1412), the table for small wins during the time-saving state (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving state and small wins) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1416). Specifically, in this embodiment, variation pattern P16 is always selected.
[0160] Furthermore, if it is determined in S1412 that the minor win flag is not ON (NO in S1412), i.e., if it is a miss, it is determined whether the number of reserved balls for the second special symbol is "1" (S1413). The number of reserved balls here is the same as described above, and the number of reserved balls is one of the values from "1" to "4". If it is determined that the number of reserved balls is "1" (YES in S1413), the table for the third reserved ball miss during the time-saving state (the part of the variation pattern table shown in Figure 9 that corresponds to the non-time-saving state, a miss, and the number of reserved balls "1") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1414). In this embodiment, one of the variation patterns P17 to P20 is selected. On the other hand, if it is determined in S1413 that the number of reserved balls is not "1", that is, that the number of reserved balls is one of "2" to "4" (NO in S1413), the table for missing the fourth reserved ball during the time-saving state (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving state, a miss, and a number of reserved balls of "2 to 4") is referred to, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1415). In this embodiment, one of variation patterns P21 to P24 is selected.
[0161] Thus, in the time-saving mode's variation pattern table (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving mode), the function of shortening the variation according to the number of reserved balls when there is a loss is activated when the number of reserved balls is "2" to "4". Also, when a long win is achieved among the big wins, a variation pattern with a shorter variation time is more likely to be selected than in the non-time-saving mode. In other words, the variation pattern table in the time-saving mode is designed so that the average variation time of special symbols is shorter than that of the variation pattern table in the non-time-saving mode. As a result, in the time-saving mode, the speed of consuming reserved special symbols is faster compared to the non-time-saving mode (normal mode) (gameplay in time-saving mode progresses more quickly).
[0162] After selecting a variation pattern as described above, the process is completed by performing the other processing (S1404) shown in Figure 24. In the other processing (S1404), a variation pattern specification command (variation pattern specification command corresponding to Figure 2) corresponding to the selected variation pattern is set in the RAM output buffer. The set variation pattern specification command is included in the variation start command described later and sent to the sub-control board 90 by output processing (S201).
[0163] [Special Feature 2 Random Number Shift Processing] As shown in Figure 26, in the Special Feature 2 random number shift process (S1204), first, the number of reserved balls in Special Feature 2 is decremented by 1 (S1501). Next, the storage location of various counter values in the second Special Feature reserved memory unit is shifted to one address lower (for example, if the second Special Feature reserved memory unit consists of an address space corresponding to addresses "0000" to "0003", then to the address "0000" side) (S1502). Then, "0" is set in the highest address space of the second Special Feature reserved memory unit, that is, the RAM area corresponding to the 4th special feature reserved ball in the second Special Feature (if the upper limit has been reached) is cleared to 0 (S1503), and this process is completed.
[0164] After executing the Special Symbol 2 random number shift processing (S1204), the Special Symbol 2 variation start processing (S1205) within the Special Symbol waiting processing (S1102) shown in Figure 22 is executed. In the Special Symbol 2 variation start processing (S1205), the Special Symbol operation status is set to "2", and the variation start command is set in the RAM output buffer to start the variation display of the second special symbol.
[0165] Furthermore, in the special symbol waiting process (S1102) shown in Figure 22, if the number of reserved balls for special symbol 2 is "0" and the number of reserved balls for special symbol 1 is not "0" (YES in S1201, NO in S1206), the special symbol 1 win / fail determination process (S1207), special symbol 1 variation pattern selection process (S1208), special symbol 1 random number shift process (S1209), and special symbol 1 variation start process (S1210) are performed in this order.
[0166] [Specific Figure 1 Correct / False Determination Process] As shown in Figure 27, the validation process for Feature Drawing 1 (S1207) follows the same flow as the validation process for Feature Drawing 2 (S1202) shown in Figure 23 (S1601-S1612). Therefore, a detailed explanation of this process is omitted.
[0167] However, since this process relates to Special Symbol 1, in S1601, the random number counter value for determining whether a special symbol is a hit or miss (label-TRND-A) stored in the lowest region of the RAM's first special symbol hold memory (i.e., the RAM region corresponding to the first of the first special symbol holds) is read out. Also, in the determination of the type of jackpot in S1610, it is possible that it will be determined to be any of the following: 15R 1st jackpot, 15R 2nd jackpot, 15R 3rd jackpot, or 2R 4th jackpot (Figure 8(B)). As shown in the column for the first special symbol (Special Symbol 1) in Figure 8(B), the distribution rates for each jackpot are 40% for 15R 1st jackpot, 20% for 15R 2nd jackpot, 30% for 15R 3rd jackpot, and 10% for 2R 4th jackpot. If the type of jackpot is determined to be either a 15R first jackpot, a 15R second jackpot, or a 15R third jackpot, the long jackpot flag is turned ON as the jackpot flag in S1612. On the other hand, if it is determined to be a 2R fourth jackpot, the short jackpot flag is turned ON as the jackpot flag in S1612.
[0168] [Special Figure 1: Variation Pattern Selection Process] As shown in Figures 28 and 29, the 1st Variation Pattern Selection Process (S1208) follows the same flow as the 2nd Variation Pattern Selection Process (S1203) shown in Figures 24 and 25 (S1701-S1720). Therefore, a detailed explanation of this process is omitted.
[0169] However, since this process relates to Special Figure 1, if the answer in S1702 (Figure 28) is YES (i.e., the jackpot flag is ON), it is further determined whether the type of jackpot is a 15R jackpot (either a 15R first jackpot, a 15R second jackpot, or a 15R third jackpot) (S1703). If it is a 15R jackpot (long jackpot) (YES in S1703), the table for 15R jackpots during non-time-saving states (the part of the variation pattern table shown in Figure 9 that corresponds to non-time-saving states and long jackpots) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (label-TRND-T1) (S1704). Specifically, variation pattern P1 or P2 is selected.
[0170] On the other hand, if it is determined in S1703 that it is not a 15R jackpot (NO in S1703), that is, if it is a 2R fourth jackpot (short jackpot), the table for 2R jackpots during non-time-saving states (the part of the variation pattern table shown in Figure 9 that corresponds to non-time-saving states and short jackpots) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1706). Specifically, variation pattern P3 is selected.
[0171] Furthermore, in this special feature 1 variation pattern selection process, even if the answer in S1712 (Figure 29) is YES (i.e., the jackpot flag is ON), it is determined whether the type of jackpot is a 15R jackpot (either a 15R first jackpot, a 15R second jackpot, or a 15R third jackpot) (S1713). If it is a 15R jackpot (long jackpot) (YES in S1713), the table for 15R jackpots during the time-saving state (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving state and long jackpot) is referenced, and a variation pattern is selected based on the variation pattern random number counter value (S1714). Specifically, variation pattern P13 or P14 is selected.
[0172] On the other hand, if it is determined in S1713 that it is not a 15R jackpot (NO in S1713), that is, if it is a 2R fourth jackpot (short jackpot), the table for 2R jackpots during the time-saving state (the part of the variation pattern table shown in Figure 9 that corresponds to the time-saving state and short jackpot) is referred to, and a variation pattern is selected based on the variation pattern random number counter value (S1715). Specifically, variation pattern P15 is selected.
[0173] In this variable pattern selection process shown in Figure 1, after selecting a variable pattern, other processing (S1705, Figure 28) is performed to complete the process. In the other processing (S1705), a variable pattern specification command (a variable pattern specification command corresponding to Figure 1) corresponding to the selected variable pattern is set in the RAM output buffer. The set variable pattern specification command is included in the variable start command described later and sent to the sub-control board 90 by output processing (S201).
[0174] [Special Feature 1 Random Number Shift Processing] As shown in Figure 30, in the Special Feature 1 random number shift process (S1209), first, the number of reserved balls in Special Feature 1 is decremented by 1 (S1801). Next, the storage location of various counter values in the first Special Feature reserved memory unit is shifted one position lower (S1802). Then, "0" is set in the highest address space of the first Special Feature reserved memory unit, that is, the RAM area corresponding to the 4th special feature reserved ball in the first Special Feature (if the upper limit has been reached) is cleared to 0 (S1803), and this process is completed.
[0175] After executing the Special Symbol 1 random number shift process (S1209), the Special Symbol 1 variation start process (S1210) shown in Figure 22 is executed. In the Special Symbol 1 variation start process (S1210), the Special Symbol operation status is set to "2", and the variation start command is set in the RAM output buffer to start the variation display of the first special symbol.
[0176] [Special symbol variation processing] As shown in Figure 31, in the special symbol variation processing (S1104), it is first determined whether the variation time for the special symbol (the variation time determined according to the variation pattern selected in S1203 or S1208 in Figure 22; see Figure 9) has elapsed (S1901). If it is determined that the variation time has not elapsed (NO in S1901), the processing ends. This allows the variation display of the special symbol to continue.
[0177] On the other hand, if it is determined that the variation time has elapsed (YES in S1901), the variation stop command is set (S1902). Then, it is determined whether the probability variation flag is ON or not (S1903), and if it is ON (YES in S1903), the probability variation counter is decremented by 1 (S1904), and it is determined whether the value of the probability variation counter is "0" or not (S1905). If it is determined in S1905 that the probability variation counter is "0", the probability variation flag is turned OFF, and the process proceeds to S1907. On the other hand, if it is determined that the probability variation flag is not ON (NO in S1903), or if it is determined that the probability variation counter is not "0" (NO in S1905), the process proceeds to S1907.
[0178] Then, in S1907, it is determined whether the time-saving flag is ON or not (S1907). If it is determined that the time-saving flag is ON (YES in S1907), the value of the time-saving counter, which counts the number of times the special symbols have been displayed during the time-saving state, is deducted by 1 (S1908). It is then determined whether the value of the time-saving counter is "0" or not (S1909). If it is "0" (YES in S1909), the time-saving flag is turned OFF (S1910), and the process proceeds to S1911. If it is determined that the time-saving flag is not ON (NO in S1907), or if it is determined that the value of the time-saving counter is not "0" (NO in S1909), the process proceeds to S1911. In S1911, the special symbol operation status is set to "3" (S1911). Then, the display of the special symbols is stopped based on the result of the determination of the random number used to determine whether the special symbols are correct or incorrect and the random number used to determine the type of jackpot (S1912), and other processing is performed, and this process is completed.
[0179] [Special Symbol Confirmation Process] As shown in Figure 32, the special symbol confirmation process (S1106) first determines whether the jackpot flag is ON or not (S2001). If the jackpot flag is ON (YES in S2001), then it is determined whether the type of jackpot is a 15R jackpot (one of the 15R 1st jackpot, 15R 2nd jackpot, 15R 3rd jackpot, and 15R 5th jackpot) (S2002). Then, if it is a 15R jackpot (i.e., if the long jackpot flag is ON), the value of the round counter that counts the number of rounds executed during the jackpot game (in the case of one opening per round, one round is from the opening to the closing of the jackpot opening) is set to "15", and the opening patterns for the jackpot openings (first jackpot opening 30 or second jackpot opening 35) are set (see Figure 6) as follows: if it is a 15R first jackpot, the opening pattern for the 15R first jackpot is set; if it is a 15R second jackpot, the opening pattern for the 15R second jackpot is set; if it is a 15R third jackpot, the opening pattern for the 15R third jackpot is set; if it is a 15R fifth jackpot, the opening pattern for the 15R fifth jackpot is set; and if it is a 15R sixth jackpot, the opening pattern for the 15R sixth jackpot is set (S2003).
[0180] On the other hand, if it is determined in S2002 that it is not a 15R jackpot (i.e., the short jackpot flag is ON), the jackpot type will be a 2R fourth jackpot, so the value of the round counter is set to "2", and the opening pattern for the 2R fourth jackpot (see Figure 6) is set as the opening pattern for the jackpot (first jackpot 30 or second jackpot 35) (S2004).
[0181] After completing the processing in S2003 or S2004, the opening command for the jackpot is set (S2005) in order to start the jackpot game, the opening animation for the jackpot game is started (S2006), and the special symbol operation status is set to "4" (S2007).
[0182] Furthermore, if it is determined in S2001 that the jackpot flag is not ON (NO in S2001), it is determined whether or not the minor jackpot flag is ON (S2008). If the minor jackpot flag is ON (YES in S2008), the value of the minor jackpot opening counter, which counts the number of times the big prize slot (second big prize slot 35) is opened during the minor jackpot game, is set to "2", and the minor jackpot opening pattern (see Figure 6) is set as the opening pattern for the big prize slot (second big prize slot 35) (S2009). Then, in order to start the minor jackpot game, the minor jackpot opening command is set (S2010), the opening animation for the minor jackpot game is started (S2011), and the special symbol operation status is set to "5" (S2012). Furthermore, if the minor win flag is not ON in S2008 (NO in S2008), neither the big win game nor the minor win game will start, so the special symbol operation status is set to "1" and the process ends.
[0183] [Special Electric Mechanism Processing 1 (Big Win Game)] As shown in Figure 33, in the special electric bonus processing 1 (S1108), it is first determined whether the probability variation flag is ON or OFF (S2101), and if it is determined to be ON (YES in S2101), the probability variation flag is turned OFF (S2102). It is also determined whether the time reduction flag is ON or OFF (S2103), and if it is determined to be ON (YES in S2103), the time reduction flag is turned OFF (S2104). In other words, during the execution of a jackpot game, the system is controlled to be in a low probability state and a non-time reduction state. In this embodiment, the system is always in a low base state when it is in a non-time reduction state, so during the execution of a jackpot game, the system is controlled to be in a low probability low base state.
[0184] Next, it is determined whether the jackpot end flag is ON or NOT ON (S2105). The jackpot end flag is a flag that indicates that the opening of all the big prize slots (first big prize slot 30 and second big prize slot 35) has finished in a jackpot game (the jackpot game has ended). If the jackpot end flag is NOT ON (NO in S2105), it is determined whether the big prize slots (first big prize slot 30 or second big prize slot 35) are currently open or NOT ON (S2106). If they are NOT open or NOT ON (NO in S2106), it is determined whether the time (timing) for opening the big prize slots (first big prize slot 30 or second big prize slot 35) has arrived, that is, whether the time for the jackpot opening has elapsed and the time for starting the first round has arrived, or whether the time for the interval between rounds has elapsed and the time for starting the next round (next opening) has arrived (S2107). This is determined based on the big prize slot opening pattern set for each type of jackpot as described above. For example, before the start of the first round, the determination is made based on whether the opening period has ended and it is time to execute the first release process of the first round. If the first round has already started, the determination is made based on whether the previous round has ended and the predetermined interval period has ended. Note that a round is also simply called "R" or "round game".
[0185] If the result of S2107 is NO, the process ends there. On the other hand, if the result of S2107 is YES, it is determined whether the round to be executed is either the 1st round or the 2nd round, that is, whether it is a V round (S2108). This can be determined using the value of the round counter for each type of jackpot, or a separate round counter that counts which round the round to be executed is used for determination. If the round to be executed is not a V round (NO in S2108), that is, if it is one of the 3 to 15 rounds, the process proceeds to S2110, and the first jackpot device 31 is activated to open the first jackpot opening 30 according to the opening pattern (see Figure 6) corresponding to the type of jackpot. On the other hand, if it is determined that the round to be executed is a V round (1st round or 2nd round) (YES in S2108), the V validity period setting process (S2109) is performed, and then the process proceeds to S2110, where the second large prize device 36 is activated to open the second large prize opening 35 according to the opening pattern corresponding to the type of jackpot (see Figure 6). Also, when opening the large prize openings (1st large prize opening 30 or 2nd large prize opening 35), that is, when starting a round, the round start command for the corresponding round is set. For example, a round start command that can specify the round to start is set, such as "1R start command" for the start of the 1st round, and "2R start command" for the start of the 2nd round. The set round start command is transmitted to the sub-control unit 90 by the output processing in S201.
[0186] In the V-effective period setting process (S2109), the period during which the second large prize opening 35 is open and the few seconds after the second large prize opening 35 is closed during the V-round (1st or 2nd round in this embodiment) is set as the period during which the detection of game balls by the specific area sensor 39a is determined to be effective (corresponding to the first period). In this embodiment, other periods (including during minor wins and when special games are not being played) are set as the period during which the detection of game balls by the specific area sensor 39a is determined to be ineffective (corresponding to the second period). Here, determining that the detection of game balls by the specific area sensor 39a is effective means that the V flag is turned ON based on the detection of game balls by the specific area sensor 39a (see S2401 to S2403 of the specific area sensor detection process described later), and determining that the detection of game balls by the specific area sensor 39a is ineffective means that the V flag is not turned ON even if game balls are detected by the specific area sensor 39a.
[0187] Here, when a game ball is detected by the specific area sensor 39a and the V flag is turned ON, the game state indicator 46 is set to a predetermined display mode to indicate that the game state after the jackpot game has ended will be a high probability state. Specifically, the game state indicator 46 is composed of three LEDs labeled "a1 a2 a3". In this embodiment, in the normal state (low probability state), the display mode is "a1□a2□a3□" (for example, □: off, ■: on). When a game ball is detected by the specific area sensor 39a during a jackpot game and the V flag is turned ON, the display mode is set to "a1■a2■a3■". Then, when the jackpot game ends and the game state is set to a high probability state, the display mode is set to "a1□a2□a3□". Furthermore, the timing of the lighting control of the game state indicator 46 is not limited to these timings. During a jackpot game, the display may remain in the "a1□a2□a3□" pattern even if the game ball passes through a specific area. At the timing of transitioning to a high probability state after the jackpot game ends, the display may change to "a1■a2■a3■", and at the timing of transitioning from a high probability state to a low probability state, the display may change to "a1□a2□a3□".
[0188] In other words, in the specific area sensor detection process (S208) described later, the V flag is turned ON only when V passage (passage of a game ball into specific area 39) is detected during the V valid period, and the V flag is not turned ON when V passage is detected outside the V valid period (during the V invalid period). When the V flag is ON, the probability variation flag is turned ON, meaning that the game state after a big win is set to a high probability state (see the game state setting process described later). In this way, the V flag is not turned ON based on V passage due to fraudulent activity, that is, the high probability state is not set fraudulently.
[0189] Furthermore, if a V-pass occurs during the V-round (1st or 2nd round) of a big win game, the game state after the big win game ends is set to a high-probability state. On the other hand, even if a V-pass occurs during a minor win game, if the game state before the minor win game was a normal state, the game state after the minor win game ends will also be a normal state. If the game state before the minor win game was a high-probability state, the game state after the minor win game ends will also be a high-probability state. In other words, the probability of winning or losing does not change before and after a minor win game.
[0190] In this embodiment, the V-valid period setting process (S2109) is set to the period (first period) during which detection of game balls by the specific area sensor 39a is determined to be effective even in the case of the 15R 2nd and 3rd jackpots. However, in other embodiments, the first period may not be set in the V-round in the case of the 15R 2nd and 3rd jackpots. That is, the V-round may be set to the second period in the case of the 15R 2nd and 3rd jackpots. In jackpot games related to the 15R 2nd and 3rd jackpots, the opening time of the 2nd large prize slot 35 is set to an extremely short time of 0.1 seconds, so the possibility of a game ball entering the 2nd large prize slot 35 is extremely low. However, if it is set to the second period, the V flag will not be turned ON even if a ball does enter. This prevents the V flag from being turned ON illegally or from being turned ON by a rare ball entry. In this embodiment, rounds 1 and 2 are designated as V-rounds, and the detection of game balls by the specific area sensor 39a is enabled during these V-rounds. However, the location of the V-rounds is not limited to these rounds.
[0191] In S2106, if the large prize slot (first large prize slot 30 or second large prize slot 35) is open (YES in S2106), it is determined whether the number of balls that have entered the large prize slot in that round has reached the prescribed maximum number of balls (10 balls per round in this embodiment) (S2111). If the prescribed number of balls has not been reached (NO in S2111), it is determined whether it is time (timing) to close the large prize slot, that is, whether a predetermined opening time (see Figure 6) has elapsed since the large prize slot was opened (S2112). If the opening time for the large prize slot has not elapsed (NO in S2112), the process ends.
[0192] In contrast, if the specified number of balls has been entered has been reached (YES in S2111), or if the opening time for the large prize slot has elapsed (YES in S2112), that is, if either of the two round termination conditions is met, the large prize slot (first large prize slot 30 or second large prize slot 35) is closed (S2113). Then, the value of the round counter is decremented by 1 (S2114), and it is determined whether the value of the round counter is "0" or not (S2115). If it is determined that it is not "0" (NO in S2115), the process ends in order to start the next round. Also, when closing the large prize slot (first large prize slot 30 or second large prize slot 35), that is, when ending a round, the round termination command for the corresponding round is set. For example, if it is the end of the first round, the "1R termination command" is set, and if it is the end of the second round, the "2R termination command" is set, and so on, a round termination command that can specify the round to be terminated is set. The set round end command is sent to the sub-control unit 90 by the output processing of S201. The round end command is sent at the end of each round except the final round of the jackpot game, that is, when S2115 determines that the value of the round counter is not "0". For example, if the jackpot game being played is a 15-round jackpot game, the round end command will be sent until the end of round 14, but not at the end of round 15. This is because the ending command, which will be set in the processing of S2116 described later, is sent at the end of the final round.
[0193] On the other hand, if the round counter value is determined to be "0" (YES in S2115), the jackpot termination process ends the jackpot game by setting the jackpot ending command (S2116) and starting the jackpot ending animation (S2117). Then, the jackpot termination flag is set (S2118) and the process ends. Note that the round counter becomes "0" when the large prize slot is opened 15 times in the case of a long jackpot (15R jackpot), and when the large prize slot is opened 2 times in the case of a short jackpot (2R jackpot).
[0194] Furthermore, if it is determined in S2105 that the jackpot end flag is ON (YES in S2105), the final round has ended, so it is determined whether or not the execution time for the jackpot ending sequence (ending time) has elapsed (S2119). If the ending time has not elapsed (NO in S2119), the process ends. On the other hand, if the ending time has elapsed (YES in S2119), the jackpot end flag is turned OFF (S2120), and the game state setting process (S2121) described later is performed. Then, the jackpot flag is turned OFF (S2122), the special symbol operation status is set to "1" (S2123), and the process ends. As a result, in the next interrupt process, the special symbol standby process (S1102) will be executed again as the special symbol operation process (S207). The game control microcomputer 81 that performs the special electric bonus processing 1 (S1108) described above can be said to function as a "special game execution means".
[0195] [Game state setting process] As shown in Figure 34, the game state setting process (S2121) first determines whether the V flag is ON (S2201). The V flag is a flag that is turned ON in the specific area sensor detection process (Figure 36), which will be described later. If the V flag is ON (YES in S2201), the probability variation flag is turned ON (S2202), the probability variation counter is set to "100" (S2203), the V flag is turned OFF (S2204), and the process proceeds to S2205. On the other hand, if the V flag is OFF (NO in S2201), the process proceeds to S2205 without turning on the probability variation flag. In other words, in this pachinko game machine 1, the game state setting process determines whether or not to set the game state after the end of a jackpot game to a high probability state based on whether or not the V flag is ON.
[0196] In S2205, it is determined whether the completed jackpot game (the jackpot game executed this time) is a 15R jackpot. If it is determined to be a 15R jackpot (YES in S2205), it is determined whether that 15R jackpot is a 15R third jackpot (S2206). If it is a 15R third jackpot (YES in S2206), the process ends there. If it is not a 15R third jackpot, i.e., it is a 15R first, second, or fifth jackpot (NO in S2206), the time-saving flag is turned ON (S2207), the time-saving counter is set to "100" (S2208), and the process ends. Here, if the current jackpot game is related to the 15R 1st jackpot or the 15R 5th jackpot, the game ball should have passed through the specific area 39 (V passage) during the jackpot game and the V flag should be ON (YES in S2201), so in this case the game state after the jackpot game ends will be a high probability high base state. Also, if the current jackpot game is related to the 15R 2nd jackpot, the V should not have passed through the V during the jackpot game and the V flag should not be ON (NO in S2201), so in this case the game state after the jackpot game ends will be a low probability high base state. Also, if the current jackpot game is related to the 15R 3rd jackpot, the V should not have passed through the V during the jackpot game and the V flag should not be ON (NO in S2201), so in this case the game state after the jackpot game ends will be a low probability low base state.
[0197] On the other hand, in S2205, if it is determined that the completed jackpot game (the jackpot game executed this time) is not a 15R jackpot, that is, a 2R 4th jackpot (NO in S2205), it is determined whether the game state before the start of this jackpot game, that is, the game state when it became a 2R 4th jackpot, was in a time-saving state (S2209). If it is determined that it was not in a time-saving state (NO in S2209), the process ends without turning on the time-saving flag. As a result, if the V flag was not turned ON in this jackpot game (NO in S2201), the game state after the jackpot game ends will be a low probability low base state, and if the V flag was turned ON in this jackpot game (YES in S2201), the game state after the jackpot game ends will be a high probability low base state.
[0198] On the other hand, if S2209 determines that the game state when the 2R 4th jackpot occurred was a time-saving state (YES in S2209), the time-saving flag is turned ON (S2207), the time-saving counter is set to "100" (S2208), and the process is completed. As a result, if the V flag was not turned ON during this jackpot game (NO in S2201), the game state after the jackpot game will be a low probability high base state, and if the V flag was turned ON during this jackpot game (YES in S2201), the game state after the jackpot game will be a high probability high base state.
[0199] Furthermore, the high probability high base state, low probability high base state, and high probability low base state all end when either of the following conditions is met: the special symbol is displayed for 100 spins, or the next jackpot occurs.
[0200] Furthermore, the process (S2209) to determine whether the game state before the start of the 2R 4th jackpot is in a time-saving state is performed in order to make the operating state of the time-saving function and high base function before and after the jackpot game the same as the state (conditions) when a minor win occurs. If these operating states are different for the 2R 4th jackpot and the minor win, even if it is made difficult to recognize which win it is by the opening pattern of the large prize slot, it will become easy to determine which win it is by the subsequent game state (operating state of the time-saving function and high base function). In this way, it is made difficult to distinguish between the 2R 4th jackpot and the minor win by the opening pattern of the large prize slot, and also difficult to distinguish by the subsequent operating state of the time-saving function and high base function.
[0201] [Special Electric Mechanism Processing 2 (Small Win Game)] As shown in Figure 35, in the special electric prize processing 2 (S1109), it is first determined whether the minor win termination flag is ON or NOT ON (S2301). The minor win termination flag is a flag that indicates that the opening of the second major prize slot 35 has been completed in the minor win game. If the minor win termination flag is NOT ON (NO in S2301), it is determined whether the second major prize slot 35 is still open or NOT ON (S2302). If it is NOT open or NOT ON (NO in S2302), it is determined whether it is time (timing) to open the major prize slots (first major prize slot 30 or second major prize slot 35), that is, whether the opening time of the minor win has elapsed and it is time to start the first opening, or whether the interval time between multiple openings has elapsed and it is time to start the next opening (S2303). If the result of the determination in S2303 is NOT ON, the processing is terminated. On the other hand, if the result of the judgment in S2303 is YES, the V invalidation period setting process (S2304) is performed, and then the process proceeds to S2305, in which the second major prize device 36 is activated to open the second major prize opening 35 according to the minor prize opening pattern (see Figure 6).
[0202] In the V invalid period setting process (S2304), the period during which the second large prize pocket 35 is open and the few seconds after the second large prize pocket 35 is closed during a minor win game is set as a period (second period) during which the detection of game balls by the specific area sensor 39a is deemed invalid. In this embodiment, any period other than the period defined as the valid period in the aforementioned V valid period setting process (S2109) is considered an invalid period (second period). Therefore, in this V invalid period setting process, it is checked whether the period is not a valid period, i.e., whether it is set as an invalid period. Specifically, it is checked whether the V timer (provided in the RAM of the main control board 80), which measures the elapsed time of the V valid period by countdown, is set to "0" (i.e., no valid period). If the V timer is not "0", it is set to "0". Alternatively, the V timer may be set to "0", i.e., set to a state with no valid period, without checking whether the V timer is "0" or not. As a result, even if a V is passed during a minor win game, if the game state before the minor win game started was the normal state, the game state after the minor win game ended will not transition to the high probability state. In this embodiment, however, since the period other than the period specified in the V validity period setting process (S2109) is an invalid period, the process in S2304 may be omitted.
[0203] If the second large prize slot 35 is open in S2302 (YES in S2302), it is determined whether the number of balls that entered the second large prize slot 35 during the two openings, i.e., the total number of game balls that entered during the two openings, has reached the prescribed maximum number of balls that can be entered (10 in this embodiment) (S2306). If the prescribed number of balls has not been reached (NO in S2306), it is determined whether it is time to close the second large prize slot 35, i.e., whether a predetermined opening time (see Figure 6) has elapsed since the second large prize slot 35 was opened (S2307). If the opening time for the second large prize slot 35 has not elapsed (NO in S2307), the process is terminated.
[0204] In response to this, if the number of balls that have entered the second large prize slot 35 during the two openings has reached the prescribed number of balls (YES in S2306), the second large prize slot 35 is closed (S2314), and the process proceeds to the minor prize termination process in S2311. On the other hand, if it is determined in S2307 that the opening time for the second large prize slot 35 has elapsed (YES in S2307), the second large prize slot 35 is closed (S2308). Then, the value of the minor prize opening counter is decremented by 1 (S2309), and it is determined whether the value of the minor prize opening counter is "0" or not (S2310). If it is determined in S2310 that it is not "0" (NO in S2310), the process ends as is in order to start the next opening.
[0205] On the other hand, if it is determined that the result in S2310 is "0" (YES in S2310), the process proceeds to the minor win termination process in S2311. In S2311, as part of the minor win termination process to end the minor win game, the ending command for the minor win is set (S2311), and the ending animation for the minor win is started (S2312). Then, the minor win termination flag is set (S2313), and the process is completed. The minor win opening counter becomes "0" when the second major prize entry point 35 is opened twice.
[0206] In S2301, if the minor win termination flag is ON (YES in S2301), the two openings have finished, so it is determined whether the ending time for the minor win has elapsed (S2315). If the ending time has not elapsed (NO in S2315), the process ends. On the other hand, if the ending time has elapsed (YES in S2315), the minor win termination flag is turned OFF (S2316), the minor win flag is turned OFF (S2317), and the special symbol operation status is set to "1" (S2318), and the process ends. As a result, in the next interrupt process, the special symbol waiting process (S1102) will be executed again as the special symbol operation process (S207).
[0207] Furthermore, the probability variation flag and time reduction flag are not switched from ON to OFF when starting a minor win game. Also, the game state setting process (S2121, Figure 36) is not performed when ending a minor win game. In other words, in this pachinko game machine 1, the game state is not changed before and after the execution of a minor win game. The game control microcomputer 81 that executes the above special electric mechanism processing 2 (S1109) can be said to function as a "minor profit special game execution means".
[0208] [Specific Area Sensor Detection Processing] As shown in Figure 11, the game control microcomputer 81 performs a specific area sensor detection process (S208) following the special feature operation process (S207). As shown in Figure 36, in the specific area sensor detection process (S208), it is first determined whether or not a game ball has been detected by the specific area sensor 39a (S2401). If it is determined that there is no detection (NO in S2401), the process ends. On the other hand, if it is determined that there is detection in S2401 (YES in S2401), it is determined whether or not it is within the V validity period (S2402). The V validity period is the period set in the V validity period setting process (S2109) in the special electric feature processing 1 (S1108) described above. In this embodiment, the V validity period is set for the first and second rounds of a jackpot game.
[0209] Furthermore, if it is determined in S2402 that the V is valid (YES in S2402), the V flag is turned ON (S2403), and it is determined whether the currently running jackpot game is a 2R jackpot (2R fourth jackpot) or not (S2404). If it is determined that it is not a 2R jackpot (NO in S2404), i.e., a 15R jackpot, the first V-pass command is set (S2405), and processing ends. On the other hand, if it is determined that it is a 2R jackpot (YES in S2404), the second V-pass command is set (S2406), and processing ends. The CPU of the main control board 80 transmits this V-pass command to the sub-control board 90 at a predetermined timing, and the sub-control board 90 executes game effects in the display area of the effect symbols, etc., according to the type of V-pass command received.
[0210] Furthermore, if it is determined in S2402 that the V valid period is not currently active (NO in S2402), the third V passage command is set (S2407) without turning the V flag ON, and the process ends. The first V passage command is a command to cause the sub-control board 90 to perform V passage notification control. In contrast, the second V passage command and the third V passage command are commands to, in principle, prevent the sub-control board 90 from performing V passage notification control. The game control microcomputer 81 also functions as a means to switch the validity of game ball passage into the specific area 39 (specific area state switching means) by executing such specific area sensor detection processing (S208) and V valid period setting processing (S2109).
[0211] [Handling of held balls] As shown in Figure 11, the game control microcomputer 81 performs the reserved ball count processing (S209) following the specific area sensor detection processing (S208). As shown in Figure 37, in the reserved ball count processing (S209), first, the reserved ball counts for special symbol 1, special symbol 2, and normal symbol reserved balls stored in the RAM of the main control board 80 are read (S2501). Next, the data for the reserved ball count (a reserved ball count command for transmitting the reserved ball count information to the sub-control board 90, etc.) is set in the RAM output buffer (S2502). This data related to the reserved ball count (reserved ball count command) is output by the output processing (S201) in the next interrupt processing (S105), and for each interrupt processing, the data related to the reserved ball count (reserved ball count command) is set in the output buffer (S2502) and output processing (S201) is performed sequentially.
[0212] When the sub-control unit 90 receives this reserved ball count command, if it determines that there has been an increase or decrease in the number of reserved balls for the special feature based on the received reserved ball count command, it updates the display content of the performance reserved display area (first performance reserved display area 9c, second performance reserved display area 9d) on the display screen 7a of the image display device 7 accordingly. Specifically, for example, if the number of reserved balls for special feature 1 increases by 1 from "3" to "4", the first performance reserved 9a corresponding to the increased number of reserved balls for special feature 1 "4" is added and displayed in the first performance reserved display area 9c. Also, if the number of reserved balls for special feature 1 decreases by 1 from "2" to "1" (i.e., the first special feature reserved ball is consumed), the first performance reserved 9a displayed at the left end of the first performance reserved display area 9c (the location corresponding to the number of reserved balls for special feature 1 "1", see Figure 3) is erased, or it is moved to the variable reserved display area (not shown) and displayed there, and accordingly the first performance reserved 9a displayed in the first performance reserved display area 9c is moved (shifted) one position to the left. On the other hand, the display content of the second performance hold 9b (second special symbol hold) can also be updated in the same way as the first performance hold 9a (first special symbol hold).
[0213] Furthermore, the data for the number of special symbol reserved balls when the number of special symbol reserved balls is increased, that is, the data for the number of special symbol reserved balls associated with the occurrence of a starting ball entry (starting win), may be included in the aforementioned starting ball entry command, or a reserved ball count command showing the number of special symbol reserved balls after addition (after starting ball entry) may be set in the output buffer together with the starting ball entry command. Also, the data for the number of reserved balls when the number of special symbol reserved balls is decreased, that is, the data for the number of special symbol reserved balls associated with the start of the special symbol variation (consumption of special symbol reserved balls), may be included in the aforementioned variation start command, or a reserved ball count command showing the number of special symbol reserved balls after subtraction (after consumption of special symbol reserved balls) may be set in the output buffer together with the variation start command.
[0214] [Power outage monitoring process] As shown in Figure 11, the microcontroller 81 for game control performs power outage monitoring (S210) after processing the number of reserved balls (S209). As shown in Figure 38, in the power outage monitoring (S210), it first determines whether or not a power outage signal is input (S2601). If there is no input (NO in S2601), the process ends. On the other hand, if a power outage signal is input (YES in S2601), data regarding the current state of the game machine (whether it is in a probability variation mode, whether it is in a winning game, how many reserved balls there are, how many remaining variations there are in probability variation / short time mode, etc.) is stored in RAM (S2602), the power outage flag is turned ON (S2603), and then the loop processing continues without returning to the interrupt processing (Figure 11).
[0215] [Sub-control main processing] Next, the operation of the performance control microcontroller 91 (control processing by the sub-control unit 90) will be explained based on Figures 39 to 44. Note that the counters, flags, status, buffers, timers, etc., that appear in the explanation of the operation of the performance control microcontroller 91 are located in the RAM of the sub-control board 90 (sub-control unit). When the power to the pachinko game machine 1 is turned on, the performance control microcontroller 91 on the sub-control board 90 reads the sub-control main processing program shown in Figure 39 from the ROM of the sub-control board 90 and executes it. As shown in the figure, the sub-control main processing first performs CPU initialization processing (S4001). CPU initialization processing (S4001) includes setting the stack, setting constants, setting the CPU 92, setting SIO, PIO, CTC (interrupt time controller), and resetting various flags, statuses, and counters.
[0216] Next, in S4002, it is determined whether the power-off signal is ON and whether the contents of the RAM of the sub-control board 90 are normal (S4002). If the result of this determination is NO (NO in S4002), the RAM of the sub-control board 90 is initialized (S4003), and the process proceeds to S4004. On the other hand, if the result of this determination is YES (YES in S4002), the process proceeds to S4004 without initializing the RAM of the sub-control board 90. In other words, if the power-off signal is not ON, or if the power-off signal is ON but the contents of the RAM are not normal (NO in S4002), the RAM of the sub-control board 90 is initialized. However, if the power-off signal is ON due to a power outage or the like, but the contents of the RAM are normal (YES in S4002), the RAM is not initialized, and the information is restored based on the data backed up in the RAM. Initializing the RAM resets the values of various flags, statuses, and counters.
[0217] Furthermore, steps S4001 to S4003 are executed only once after power-on (when power is turned on) and are not executed thereafter. Also, in this embodiment 1, the performance control microcontroller 91 performs the same processing as the power outage monitoring process (S209) by the game control microcontroller 81 shown in Figure 11. When a power outage signal is turned ON due to a power outage or the like, the data related to the performance control at that time is stored in the RAM of the sub-control board 90. In other words, the data related to the performance control in the event of a power outage or the like is backed up. For this reason, unless the RAM of the sub-control board 90 is initialized (S4003) when power is turned on after a power outage or the like is restored (when power is restored), the state of the performance control by the performance control microcontroller 91 will return to the state before the power outage occurred.
[0218] In S4004, interrupts are prohibited. Then, a random number seed update process is executed (S4005). In the random number seed update process (S4005), the values of various effect determination random number counters are updated. The updated random number counter values are sequentially stored in a predetermined update value storage area (not shown) of the RAM of the sub-control board 90. The effect determination random numbers include a variation effect determination random number for determining the mode (variation effect pattern) of the executed effect symbol game effect, a preannouncement effect determination random number for determining the preannouncement effect, an effect symbol determination random number for determining the effect symbol, and the like. The method of updating the random numbers can be the same as the random number update process performed by the main control board 80 described above. Incidentally, when updating the random numbers, instead of adding 1 to the random number value one by one, it may be added 2 by 2 or the like. The effect determination random numbers are acquired at a predetermined timing. As this timing, for example, when a control signal (start ball-in command) notifying that a start ball-in has occurred is transmitted from the main control board 80, when a control signal (variation start command) notifying the start of variation is transmitted from the main control board 80, when determining the variation effect pattern described later, and the like can be used. The storage location of the acquired effect determination random numbers is a predetermined random number counter value storage area (not shown) of the RAM of the sub-control board 90.
[0219] Once the random number seed update process (S4005) is complete, the command transmission process is executed (S4006). In the command transmission process, various commands (control signals) stored in the output buffer (also called the "sub-output buffer") in the RAM of the sub-control board 90 are transmitted to the corresponding control board among the image control board 100, the sound control board 106, and the lamp control board 107. Each control board (each control unit) that receives a command executes various effects (effects such as effect symbol game effects and special game effects related to jackpot games) using various effect devices (image display device 7, speaker 67, panel lamp 5, frame lamp 66, and movable decorative member 14, etc.) according to the received command. The effect control microcontroller 91 then enables interrupts (S4007). From here on, steps S4004 to S4007 are looped. While interrupts are enabled, the following can be executed: receive interrupt processing (S4008), 2ms timer interrupt processing (S4009), and 10ms timer interrupt processing (S4010). By executing these control processes, it becomes possible to control the display of performance patterns and other elements on the display screen 7a (performance pattern display area 7b) of the image display device 7, control the lighting of various lamps, control the operation of movable decorative members, and control the audio output from speakers.
[0220] [Receive interrupt handling] In the receive interrupt processing (S4008), as shown in Figure 40, it is determined whether the strobe signal (STB signal) is ON or OFF, that is, whether the strobe signal sent from the main control board 80 has been input to the external INT input of the microcontroller 91 for performance control (S4101). If it is determined in S4101 that the strobe signal is not ON (NO in S4101), the processing ends. On the other hand, if it is determined in S4101 that the strobe signal is ON (YES in S4101), the various commands sent from the main control board 80 are stored in the RAM of the sub-control board 90 (S4102), and the processing ends. This receive interrupt processing (S4008) is executed in priority over other interrupt processing (S4009, S4010).
[0221] [2ms Timer Interrupt Processing] The 2ms timer interrupt processing (S4009) is executed whenever an interrupt pulse with a period of 2 msec is input to the sub-control board 90. As shown in Figure 41, the 2ms timer interrupt processing (S4009) first performs input processing to create switch data (edge data and level data) based on detection signals from the performance button detection switches 63c and 63d (S4201). Next, it performs lamp data output processing (S4202) to output lamp data for illuminating lamps such as the frame lamp 66 and the panel lamp 5, and drive data output processing (S4203) to output drive data for driving the movable decorative member 14 (electrical drive source). Note that the lamp data and drive data are created in the 10ms timer interrupt processing described later. Finally, it performs watchdog timer processing to reset the watchdog timer (S4204).
[0222] [10ms Timer Interrupt Processing] The 10ms timer interrupt process (S4010) is a process that is executed every time an interrupt pulse with a period of 10 msec is input to the sub-control board 90. As shown in FIG. 42, in the 10ms timer interrupt process (S4010), first, the first effect mode setting process (S4301) is performed. In the first effect mode setting process (S4301), a predetermined effect mode is selected from a plurality of effect modes (also referred to as "game modes") based on a predetermined trigger, and the selected effect mode is set. These plurality of effect modes are such that part or all of the display modes of game effects (background images, effect symbols, reach effects, preview effects, etc.) displayed on the display screen are different, part or all of the display patterns of LEDs, etc. are different, or part or all of the sound patterns output from the speaker are different. Next, the received command analysis process (S4302) described later is performed. Next, a switch state acquisition process is performed (S4303) in which the switch data created in the 2ms timer interrupt process is stored in the RAM of the sub-control board 90 as switch data for the 10ms timer interrupt process, and a switch process is performed (S4304) in which the display content of the display screen 7a is set based on the switch data stored in the switch state acquisition process. Thereafter, other processes such as creating lamp data (data for controlling the lighting of the panel lamp 5 and the frame lamp 66) and updating the random number for effect determination are executed (S4305).
[0223] [Received Command Analysis Process] Next, the received command analysis process (S4302) will be explained using Figures 43 and 44. In the received command analysis process (S4302), it is first determined whether or not a start ball entry command has been received from the main control board 80 (S4401). If it is determined that a start ball entry command has not been received (NO in S4401), the process proceeds to S4404. If it is determined that a start ball entry command has been received (YES in S4401), the performance hold information storage process (S4402) is performed, a pre-determination process is performed (S4403), and the process proceeds to S4404. The performance hold information storage processing (S4402) stores various information (pre-determination result, random value for determining the type of jackpot, random value for the variation pattern, variation pattern information, and other game information) contained in the start ball entry command (special symbol 1 start ball entry command or special symbol 2 start ball entry command) received in S4401 in a predetermined performance hold information storage area of the RAM of the sub-control board 90 in shift memory format, according to the type of special symbol (first special symbol, second special symbol) and the number of special symbol hold balls at the time of transmission and reception of the start ball entry command (command generation).
[0224] For example, when the received start winning ball command is the start winning ball command corresponding to the reserved ball number "4" in Special Figure 1, information such as the preliminary determination result and winning type included in the start winning ball command of Special Figure 1 is stored as the Special Figure 1 effect reservation information in the area corresponding to the reserved number 4 in the Special Figure 1 effect reservation information storage area. The effect reservation information thus stored is used for executing various effects such as variable effects, preview effects, and effect modes described later. The stored content (effect reservation information) of the effect reservation information storage area in the sub-control board 90 matches the stored content (acquired information) of the Special Figure reservation memory unit (first Special Figure reservation memory unit, second Special Figure reservation memory unit) in the main control board (main control unit) 80 described above. From this, it can also be said that the effect reservation information storage area of the sub-control board 90 is "acquired information storage means". The means for making a determination based on the acquired information in this sub-control board (sub-control unit) is also referred to as "determination execution means". Further, in the preliminary determination process (S4403), various information stored in the effect reservation information storage process is preliminarily determined, and a game effect (preliminary effect) based on the result of the preliminary determination is executed along with a variable display prior to the variable display related to the various information. The means for making a preliminary determination based on various information (acquired information) in this sub-control board (sub-control unit) is also referred to as "preliminary determination means".
[0225] Next, in S4404, it is determined whether a variable start command has been received from the main control board 80 (S4404). If it is determined that a variable start command has been received (YES in S4404), then a variable effect start process (S4405) is performed and the process proceeds to S4406. On the other hand, if it is determined that a variable start command has not been received (NO in S4404), the process proceeds to S4406 without performing the variable effect start process. In S4406, it is determined whether a variable stop command has been received from the main control board 80 (S4406). If it is determined that a variable stop command has been received (YES in S4406), a variable effect end process is performed to stop the display of the effect symbols and end the variable effect (S4407), and the process proceeds to S4408. On the other hand, if it is determined in S4406 that a variable stop command has not been received (NO in S4406), the process proceeds to S4408 without performing the variable effect end process.
[0226] Here, in the variable animation termination process (S4407), a variable animation termination command is set in the sub-output buffer to stop displaying the animation symbol 8 and end the variable animation. When the set variable animation termination command is transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 stops displaying the animation symbol 8 that was being displayed in a variable state on the display screen 7a of the image display device 7, and terminates the variable animation (animation symbol game animation). Note that variable animation refers to various animations that are performed in conjunction with the variable display of special symbols.
[0227] Next, in S4408, it is determined whether or not a jackpot game-related command has been received from the main control board 80 (S4408). Here, a jackpot game-related command is a command sent from the main control board 80 when executing a jackpot game, and specifically includes the opening command sent when a jackpot game starts (when a jackpot occurs), the round start command sent when a round starts, the round end command sent when a round ends, and the ending command sent when a jackpot game ends. In S4408, it is determined whether or not any of these jackpot game-related commands has been received (S4408), and if it is determined that a jackpot game-related command has been received (YES in S4408), the jackpot game-related performance processing is performed according to the type of command received (S4409), and then the process proceeds to S4410.
[0228] In the jackpot game-related performance processing, for example, if the received command is an opening command, an opening performance command specifying an opening performance corresponding to the type of jackpot identified based on the command is set in the sub-output buffer; if it is a round start command, a round performance command specifying a round performance corresponding to the round identified based on the command is set in the sub-output buffer; and if it is an ending command, an ending performance command specifying an ending performance corresponding to the type of jackpot identified based on the command is set in the sub-output buffer. When these set jackpot-related performance commands are transmitted to the image control board 100 by the command transmission process (S4006), the image control microcomputer 101 executes jackpot game-related performances such as opening performances and round performances on the display screen 7a of the image display device 7 in accordance with the progress of the jackpot game.
[0229] Furthermore, S4409 is a process that is executed when any of the aforementioned jackpot-related game commands are received (for example, when the opening command is received) (a process that is executed when a jackpot is achieved). S4410 is a process that performs other processing based on other received commands other than the various commands mentioned above (for example, the normal symbol variation start command and the normal symbol variation stop command) (S4410).
[0230] [Button operation animation] Next, using Figures 45 to 48, the button operation animation (S5001) performed during the display of special symbols in this embodiment of the pachinko game machine will be explained. The button operation animation in this embodiment is an animation that starts at a predetermined timing after the animation symbols (special symbols) have started to display, and allows the game animation (image animation) on the display screen to progress with input from the player to the animation button. The button operation animation ends at a predetermined timing before the display of symbols ends. The entire display of symbols accompanied by the button operation animation (from the start to the end of the display of symbols) may also be referred to as the button operation animation.
[0231] The button operation effect (S5001) of this embodiment is shown in FIG. 45. In the button operation effect (S5001), first, it is determined whether it is the execution timing of the button operation effect (specific button operation effect) in the variable display (S5101). If it is determined in S5101 that it is not the execution timing of the button operation effect (NO in S5101), since it is the execution timing of other symbol variation effects, the process ends.
[0232] If it is determined in S5101 that it is the execution timing of the button operation effect (YES in S5101), then it is determined whether it is the operation valid period during which the progress of the effect can be advanced by the input operation of the effect button (S5102). If it is determined in S5102 that it is not the operation valid period (NO in S5102), that is, if it is determined that during the execution of the variable display including the button operation effect, it is before the start or after the end of the operation valid period, then it is determined whether a non-operation special effect is being executed (S5104). If it is determined that a non-operation special effect is not being executed, the process proceeds to the process of S5112.
[0233] Also, if it is determined in S5104 that a non-operation special effect is being executed (YES in S5104), a non-operation special effect end command is set (S5105), and the process proceeds to the process of S5112. Here, the non-operation special effect (second special effect) is a special effect that displays a non-operation special image (second special image) on the condition that the player does not input (input operation) to the effect button during a predetermined non-operation specified period (specific period, non-operation period) (see FIG. 47(f)). Also, by this process, if the non-operation special effect is being executed, the end condition is satisfied and the non-operation special effect ends with the end of the operation valid period.
[0234] In S5102, if it is determined that it is during the operation valid period (YES in S5102), then it is determined whether there is an operation of the effect button (S5103). In S5103, if it is determined that there is a button operation (YES in S5103), it is determined whether a non-operation special effect is being executed (S5106). If it is determined that it is being executed (YES in S5106), a non-operation special effect end command is set (S5107), an operation corresponding image execution command is set (S5108), and the process proceeds to S5112. Also, in S5106, if it is determined that the non-operation special effect is not being executed (NO in S5106), an operation corresponding image execution command is set (S5108), and the process proceeds to S5112.
[0235] As a result, if there is an operation of the effect button by the player during the operation valid period, an operation corresponding effect (display of an operation corresponding image, button operation effect, first special effect) is executed corresponding to the operation. Also, when there is an operation of the effect button by the player during the operation valid period, if a non-operation special effect is being executed, the end condition is satisfied by the operation, and the non-operation special effect being executed is ended and instead an operation corresponding effect (display of an operation corresponding image, button operation effect) is executed.
[0236] In S5103, if it is determined that there is no button operation (S5103), then it is determined whether the current is a preset non-operation period (non-operation specified period) (S5109). If it is determined that it is not the non-operation period (NO in S5109), the process proceeds to S5112. In S5109, if it is determined that it is the non-operation period (YES in S5109), it is determined whether the state of no operation has elapsed for the set period during the non-operation period (non-operation specified period) (S5110). That is, in a predetermined non-operation period, maintaining a non-operation state for a predetermined time or more is set as the start condition of the non-operation special effect. Assume that even when the power of the gaming machine is turned on and a non-operation state is maintained for a predetermined time or more, there are cases where the non-operation special effect is executed and cases where the non-operation special effect is not executed. Assume that the non-operation special effect is executed when a non-operation state is maintained for a predetermined time or more in a predetermined non-operation period.
[0237] If S5110 determines that the no-operation state has not been maintained for longer than the set period (NO in S5110), the process proceeds to S5112 without executing the no-operation special effect. On the other hand, if S5110 determines that the no-operation state has been maintained for longer than the set period (the set time has elapsed without operation) (YES in S5110), the no-operation special effect command is set to execute the no-operation special effect (S5111), and the process proceeds to S5112. In S5112, the process ends by sending commands to the image control board (image control unit) to execute operation-responsive effects or no-operation special effects, or commands to terminate any currently running no-operation special effects.
[0238] Figure 46 is a timing chart showing a predetermined execution mode of a variable display that executes a button operation effect. Figure 46(a) shows the flow of the main effects (periods) executed during the variable display. At a predetermined timing after the variable display of the special symbol (effect symbol) begins, a reach effect (7↓7) is started. After a predetermined time, a button operation effect (t1) is started in which the player can operate the effect button at any timing to display a predetermined image and advance the game effect (image effect). As soon as the button operation effect starts, the operation validity period begins, and the predetermined image can be displayed by operating (inputting, input operation) the effect button. Note that the operation validity period during the variable display may be a predetermined period (from t1 to t2, for example 30 seconds) that is continuously valid, or it may be a discontinuous period with an operation invalidity period in between (a configuration having multiple operation validity periods).
[0239] From a predetermined time after the start of the operation validity period, a set time (from S1 to S2, for example, 3 seconds) is set as the aforementioned non-operation period (designated non-operation period). If the player does not input anything to the performance button during this non-operation period, which is the operation validity period, a special non-operation performance is executed (a special non-operation image is displayed). After the non-operation period ends and a predetermined time has elapsed, the button operation performance ends, and the operation validity period ends (t2). After that, the special symbol (performance symbol) is displayed as a confirmed stop, and the variation display ends. The non-operation period exists during the execution period of the button operation performance.
[0240] Figure 46(b) is a timing chart showing an example of an execution pattern for a button operation animation. Figure 46(b) shows a pattern in which the non-operation special animation is not executed at a predetermined timing because the player operates a button during the non-operation period. In the pattern of Figure 46(b), during the operation validity period after the start of the button animation, button operations are performed at four timings: u1, u2, u3, and u4, and each time a predetermined operation corresponding image (first special image) is displayed for a predetermined time (for example, 1 second). Furthermore, since button operation u3 was performed during the non-operation period s1~s2, in this embodiment the button operation animation ends without the non-operation special animation being executed.
[0241] Figure 46(c) is a timing chart showing another example of the execution pattern of the button operation effect. Figure 46(c) shows a pattern in which the non-operation special effect is executed at a predetermined timing because the player did not operate the buttons during the non-operation period. In the pattern of Figure 46(c), button operations are performed at timings u5, u6, and u7 during the operation validity period after the start of the button effect. However, since none of the button operations were performed during the non-operation period s1~s2, the execution conditions (start conditions) for the non-operation special effect are met, and the non-operation special effect is executed at a predetermined timing v1 after the conditions are met. In this example, as soon as the execution conditions (start conditions) for the non-operation special effect are met, the non-operation special image is displayed.
[0242] Furthermore, the non-operation special effect is displayed until a predetermined termination condition is met. In this embodiment, if either of the following conditions is met during the execution of the non-operation special effect: an operation of the effect button occurs, or a predetermined time has elapsed since the execution of the non-operation special effect (the button operation effect ends, or the operation validity period ends), then both termination conditions are met and the non-operation special effect is terminated. In Figure 46(c), after a predetermined time has elapsed (for example, 6 seconds) since the non-operation special effect started (v1), button operation u7 is executed, and at that timing (v2), the non-operation special effect ends. Also, based on button operation u7, after the non-operation special effect ends, an operation-corresponding image is displayed in place of the non-operation special effect.
[0243] Figures 47 and 48 show an example of the execution mode of a button operation animation (battle animation 215) performed on the display screen 7a. Explanations of the parts described in Figures 45 and 46 are omitted. Figure 47(a) shows a scene in which a predetermined variation display is being performed. Figure 47(a) shows a scene in which, at a predetermined timing during the variation display, the left animation symbol 8 and the right animation symbol 8 stop displaying the same (corresponding) animation symbol, resulting in a so-called reach mode 211 (7↓7), and a reach animation is performed in which the middle animation symbol continues to display in a variation mode.
[0244] Figure 47(b) shows the same variable display as Figure 47(a), but after a predetermined time has elapsed since the scene in Figure 47(a). In Figure 47(b), the battle sequence 215, which is a button operation sequence, is executed. In this embodiment, the battle sequence 215, which is a type of reach sequence, involves a battle between an ally character 213 and an enemy character 214. If the ally character wins, it is a big win, and if the enemy character wins, it is a miss. At the top center of the display screen 7a, there is a reach name display section 212 (sequence title display section) that displays the title of the game sequence to be performed or currently being performed, and the name "Battle Reach" is displayed. At the top left and right of the display screen 7a, the sequence symbols 8 are displayed as reach symbols in small size.
[0245] Figure 47(c) shows the same display variation after a predetermined time has elapsed since Figure 47(b). At a predetermined timing after the start of the battle reach, a button operation animation begins, allowing the player to advance the animation by operating the animation button, and the validity period for operating the animation button begins. At the top of the display screen, an operation suggestion animation 221 is displayed to prompt the player to operate (input) the animation button. The operation suggestion animation 221 consists of a button image 222 that mimics the animation button of the gaming machine, the word "Press" indicating the operation method, and an image of an arrow indicating the direction to press. At the bottom of the display screen, a remaining time gauge 223 (validity period gauge, remaining time display section) is displayed, showing the remaining time of the validity period (remaining time, 30 seconds).
[0246] Figure 47(d) shows the same fluctuation display after a predetermined time has elapsed since Figure 47(c). In Figure 47(d), the remaining time of the operation validity period has decreased because a predetermined time has elapsed since the start of the button operation animation. Therefore, compared to Figure 47(c), the remaining time 223a shown in black on the remaining time gauge 223 has decreased, and the elapsed time 223b shown in white has increased. Also, Figure 47(d) shows the scene where the player operates the animation button, and in response to the operation (press operation), the operation suggestion animation 221 changes to the operation execution animation 222a that indicates the operation has been performed. The image changes to represent that the player has pressed the animation button.
[0247] Furthermore, based on the operation of the performance button, an action-responsive performance 225 (first special performance) is executed in which the ally character 213 attacks the enemy character 214. Also based on the operation of the performance button, an action-responsive image 225a indicating that the attack hit is displayed on the enemy character 214. In addition, the action-responsive image 225a displayed based on the operation of the performance button is an image that suggests that the ongoing battle reach is progressing favorably for the player (the ally character is getting closer to victory). In this way, the player's expectation of winning the jackpot is heightened by operating the performance button.
[0248] Figure 47(e) shows the same display variation after a predetermined time has elapsed since Figure 47(d). Figure 47(e) shows a scene where the player has not operated the performance button, and shows a scene where the player has not operated the button, and a portion of the non-operation period 231 (designated non-operation period) has elapsed while the player remains in a non-operation state. Also, because the performance button is kept in a non-operation state, the scene shows the player being attacked by the enemy character 214. The non-operation period 231 is shown by a dashed line, and if the performance button is not operated even once during the period shown by this dashed line (if the player remains in a non-operation state), the non-operation special performance 226, which will be described later, will be executed. In addition, since the operation suggestion performance 221 is executed even during the non-operation period 231, a player who operates the performance button in accordance with this will not be able to execute the non-operation special performance 226.
[0249] Figure 47(f) shows the same display variation after a predetermined time has elapsed since Figure 47(e). Figure 47(f) shows the scene where the non-operation special effect 226 is executed because the player did not operate the effect button even once during the non-operation period 231, that is, the conditions for executing the non-operation special effect 226 are met. The non-operation special effect is executed when the operation valid period elapses without operation of the effect button, that is, when the effect button is not operated for the set time during the operation valid period. The non-operation special effect is also executed immediately after the non-operation period has elapsed.
[0250] The non-operation special effect 226 in this embodiment is an effect in which, when an enemy character 214 attacks the ally character 213, the ally character 213 becomes invincible, avoiding the attack (the enemy attack does not hit). The display of the ally character 213 and the text indicating the activation of the invincibility period shown in Figure 47(f) are all dedicated non-operation special images 226a (second special image, non-operation compatible image) that are executed in the non-operation special effect 226. In this embodiment, in order to prevent an excessively large difference in benefits between players who were unable to perform the non-operation special effect and those who were, the effect is designed to be more entertaining than an effect that indicates the possibility of a big win. In addition, effect information and game machine information may also be displayed.
[0251] Although not shown in the diagram, the non-operational special effect 226 that is currently running will end when the player operates the effect button to execute the operation-dependent effect 225, or when the operation validity period expires without any further operation.
[0252] Furthermore, as shown in Figure 47, the fact that the non-operation period 231 is in progress, and that the non-operation special effect will be triggered by not operating the machine during this period, is not indicated (notified) on the display screen or elsewhere. This enhances the enjoyment of the game for players who trigger the non-operation special effect.
[0253] Figure 48(g) shows a scenario where the player does not press any buttons during the operation validity period, and no non-operation special effects are executed. An unfavorable indication image 227 is displayed, suggesting that the enemy character 214 attacks the ally character 213 and that the ally character may be defeated. As a result, the player expects to press the effect button to display the operation confrontation image 225a.
[0254] Figure 48(h) shows the result of the battle sequence 215 (battle reach), where the ally character 213 wins. This is also called the win / loss notification sequence 216 (result notification sequence). This suggests to the player that a jackpot has been won (a jackpot game will be played). Figure 48(i) shows that after a predetermined time has elapsed as in Figure 48(h), the left and right sequence symbols and the middle sequence symbol are all enlarged on the display screen to represent the same symbol (7 symbol), the jackpot symbol 241. This is also called the jackpot notification sequence 242. The words "Jackpot!!" are also displayed at the bottom of the display screen to notify the player that a jackpot has been won.
[0255] Figure 48(j) shows another execution mode (execution pattern) of the button operation animation. This execution mode is a game animation that is executed when a ball enters the starting position and the jackpot determination is put on hold during the execution of the button operation animation (operation-responding animation). It shows a pattern in which a "special notification animation 228 (special situation interruption animation)" is executed to notify that a jackpot has been put on hold, interrupting (and running in parallel with) the button operation animation. Figure 48(j) shows a scene in which the player operates a button during the operation validity period and the operation-responding animation 225 (operation-responding image 225a) is executed.
[0256] In the scene where this operation-corresponding effect 225 is being executed, an operation-corresponding image 225a that is executed based on the player's own operation is being displayed. Therefore, in order to ensure that the player can surely recognize this operation-corresponding image 225a, a special notification effect 228 (special notification image 228a) that notifies that the above-mentioned jackpot hold has occurred is displayed at a position that does not overlap with the operation-corresponding image 225a on the display screen (in FIG. 48(j), it is displayed at the lower left corner and the lower right corner of the display screen respectively). As a result, the player can surely and clearly recognize both images of the operation-corresponding image 225a and the special notification image 228a (special situation interruption image, third special image).
[0257] FIG. 48(k) shows yet another execution mode (execution pattern) of the button operation effect. This execution mode is an execution mode of a game effect that is executed when a start ball enters during the execution of the button operation effect (non-operation special effect) and the jackpot determination is put on hold. It shows a pattern in which a "special notification effect 228 (third special effect)" that notifies that a jackpot hold has occurred is executed while interrupting (and in parallel with) the execution of the non-operation special effect 226. Since the non-operation special effect 226 shown in FIG. 48(k) is not an image displayed by the player's own operation, there is no need to deliberately separate the non-operation special effect 226 and the special notification effect 228 and display them at separate positions.
[0258] Therefore, in this execution mode, if the special notification effect 228 is executed while the non-operation special effect 226 is being executed (when the non-operation special effect 226 and the special notification effect 228 are displayed simultaneously), the special notification effect 228 is executed overlapping with the ally character 213 that is executing the non-operation special effect 226. That is, at least a part of the special notification image 228a is superimposed on at least a part of the non-operation special image 226a and displayed (in Figure 48(k), it is displayed at a position overlapping with the ally character 213 on the display screen and in the lower right corner). The special notification image 228a displayed at the position overlapping with the ally character 213 is a picture modeled after a weapon. The special notification image 228a displayed at a position in the lower right corner that does not overlap with the non-operation special effect is a picture modeled after a bomb exploding. These all indicate that a jackpot has been triggered (a special condition has been met) (the execution of a jackpot is confirmed, and the jackpot game will be executed after a predetermined time has elapsed).
[0259] This allows for the display of images that create a sense of unity between the non-operational special effect 226 and the special notification effect 228, thereby enhancing the enjoyment of the game. Furthermore, this allows for diversification of the display relationship between the special notification effect 228 and the operation-dependent effect 225 and the non-operational special effect 226, respectively. This also diversifies the game effects and enhances the enjoyment of the game.
[0260] Figure 48(l) shows the scene where the jackpot game is executed based on the jackpot hit in Figure 48(i). The jackpot game animation 240 is being executed on the display screen 7a. A jackpot game name display section 243 is provided at the top center, showing the name of the jackpot game being executed ("Super RUSH"). The jackpot game name is a name that incorporates the characteristics of the game state to which the player transitions after the jackpot game ends, and the amount of prize balls (game profit) obtained from the jackpot game. A winning symbol display section 244 is provided at the top right of the display screen, showing the winning animation symbol (7). A round display section 245 is provided at the bottom right of the display screen, showing the current round number. An entry count display section 246 is provided at the left of the display screen, where a white circle changes to a black circle each time a game ball enters the big prize slot. When all circles turn black within the time limit, the big prize slot is closed, and the currently running round ends.
[0261] Next, Figures 49 and 50 will be used to explain other execution modes of the button operation effect. In the execution mode of Figure 49(m), both the non-operation special effect 226 (specific effect) and the special notification effect (special situation interruption effect) are displayed on the screen, and furthermore, other game effects are executed. These game effects allow the player to selectively execute a predetermined effect selected from several different effects (different input effects) by inputting an effect button. Furthermore, since all of the selectable effects are game effects whose effects can be changed by the effect button, they are also called special button operation effects 236 (interrupt button operation effects, first special button operation effect 236a, second special button operation effect 236b).
[0262] When the performance selection image 235 is executed, the first special button operation performance suggestion image 235a, which corresponds to Reach A described later, and the second special button operation performance suggestion image 235b, which corresponds to Reach B described later, are displayed. Figure 49(m) shows a scene where "Reach A" is active and "Reach B" is inactive. When the player makes a selection operation with the predetermined performance button at this time, "Reach A (First Special Button Operation Performance)" is executed in the execution mode described later. In other words, "Reach A (First Special Button Operation Performance)" can be executed by operating the predetermined performance button. Furthermore, this game performance (both Reach A and Reach B) is set to have a higher probability of winning a jackpot (80% jackpot probability) compared to other game performances, and when a player sees this game performance, their expectation of winning a jackpot is significantly increased, enhancing the enjoyment of the game.
[0263] Figure 49(n) shows the same fluctuation display as Figure 49(m), but after a predetermined time has elapsed. The remaining time 223a on the remaining time gauge 223 has decreased. Figure 49(n) shows a situation where "Reach B" is active and "Reach A" is inactive. If the player makes a selection operation with a predetermined effect button at this time, "Reach B (Second Special Button Operation Effect)" will be executed in the execution mode described later. In other words, "Reach B (Second Special Button Operation Effect)" can be executed by operating a predetermined effect button.
[0264] Figure 49(o) shows the same variation display as Figure 49(n), but after a predetermined time has elapsed. Figure 49(o) shows the scene when "Reach A" is active and the player makes a selection operation using the designated performance button, deciding to execute "Reach A".
[0265] Figure 49(p) shows the same variable display as Figure 49(n), but after a predetermined time has elapsed. Figure 49(p) also shows the scene where, as in Figure 49(o), the player has decided to execute "Reach A (First Special Button Operation Performance 236a)" by operating the operation buttons, and Reach A (First Special Button Operation Performance 236a, First Input Performance) is executed on the display screen 7a. Reach A is an performance that is executed across almost the entire display screen 7a. Therefore, if the player selects to execute Reach A while the non-operation special performance 226 and the special notification performance 228 are displayed on the display screen, the non-operation special performance 226, which has a larger display area, is terminated and Reach A is executed instead. In other words, it is not possible to maintain the state in which the non-operation special performance 226 and the special notification performance 228 are displayed on the display screen. The special notification performance 228 is maintained in its display position without changing from the lower right of the display screen.
[0266] Furthermore, as shown in Figure 49(p), Reach A is a special button-operated animation that changes (advances) the animation by operating the animation buttons. The words "Reach A" are displayed in the Reach name display section 212 at the top of the display screen. On the left side of the display screen, a selection suggestion animation 237 (operation suggestion animation) is displayed, suggesting the operation of the animation buttons (selection of information using the animation buttons). The Reach symbol (7) is displayed in the upper left and right of the display screen, indicating that the variation display (Reach animation) is continuing. The special notification animation 228 continues to be displayed in the lower right of the display screen, allowing the player to recognize that the special condition has been met (that a jackpot is pending) even after the execution of Reach A.
[0267] In the center of the display screen, staircase-like passages extend to the left and right of the ally character 213, prompting the player to choose either the right (up) or left (down) path by operating the action buttons. The player can select either the right (up) or left (down) path by operating the action buttons in a predetermined manner. Additionally, dashed goal flags are displayed at the left and right edges. If the correct path (right or left) is selected, the goal flags will change to solid lines, indicating the correct choice (and the awarding of a prize will be announced). If the wrong path is selected, the goal flags will disappear, indicating a loss (and the player will not receive a prize).
[0268] Furthermore, the right and left passages are staircase-like (with multiple steps to reach the left or right end), and even after operating to the right once, it is possible to change the operation to the left. Thus, Reach A is a large-screen (full-screen) effect that is executed using almost the entire display screen after the non-operational special effect 226 has ended, and is a special button operation effect that can be changed by the player's choice. This also makes it possible to provide a gaming machine with a remarkably high level of entertainment value.
[0269] Figure 49(q) shows the same variation display as Figure 49(p), but after a predetermined time has elapsed. The player has selected the right (up) option (performing multiple rightward operations), and the ally character 213 (a specific character) has been displayed all the way to the right edge. Since this variation display was related to a jackpot, the ally character 213 acquires the goal flag and the words "Correct!!" are displayed. This notifies the player that a jackpot has been won. Figure 49(r) shows the same variation display as Figure 49(q) after a predetermined time has elapsed, where the left and right display symbols and the middle display symbol are all the same symbol (the 7 symbol), the jackpot symbol 241, and are enlarged on the display screen, indicating that a jackpot has been won.
[0270] Figure 50(s) shows the same display variation as Figure 49(n), but after a predetermined time has elapsed. Figure 50(s) shows the scene when "Reach B" is active, and the player selects an action using a predetermined action button, deciding to execute "Reach B". Figure 50(t) shows the same display variation as Figure 50(s), but after a predetermined time has elapsed. Furthermore, Figure 50(t) shows the scene when, as in Figure 50(s), the player operates the operation button and decides to execute "Reach B (Second Special Button Operation Action 236b)", and Reach B (Second Special Button Operation Action 236b, Second Input Action) is executed on the display screen 7a.
[0271] Unlike Reach A, Reach B is an effect that is executed using only a portion of the display screen (less than half of the total display area). Therefore, if the player selects to execute Reach B while the non-operation special effect 226 and the special notification effect 228 are displayed on the display screen, Reach B (second special button operation effect 236b, second input effect) will be executed in addition to the display screen while the display state of the non-operation special effect 226 and the special notification effect 228 remains unchanged. In other words, when executing Reach B, the state in which the non-operation special effect 226 and the special notification effect 228 are displayed on the display screen can be maintained. Furthermore, the special notification effect 228 is kept displayed without changing its display position from the lower right of the display screen.
[0272] Furthermore, as shown in Figures 50(t) to (v), Reach B is a special button operation animation 260 that changes (advances) the animation by operating the animation button. As shown in Figure 50(t), Reach B is a small screen animation (partial screen animation) that is executed in the right-center position of the display screen 7a, using an area of approximately 1 / 4 of the total display area of the display screen 7a. Also, Reach B (second special button operation animation, second input animation, small screen animation) is an animation in which the player presses the animation button multiple times (rapidly) to display (move) the support character 238, which is in a predetermined position (right side of the display), to the "participation line (specific position)" on the left side of the display.
[0273] Furthermore, in Reach B, if the player can operate the performance button to display the support character 238 on the "participation line (specific position)," the support character can participate in the non-operational special performance 226 (battle performance 215) that is currently running. In other words, the result of the player operating the performance button and changing the performance in Reach B can be applied (utilized) to a part of the non-operational special performance 226 that is running in parallel. As a result, the player will feel that the probability of winning the battle performance has increased, raising their expectations for a big win and significantly enhancing the enjoyment of the game. In addition, it is possible to diversify the game performance and provide a highly engaging gaming machine.
[0274] Figure 50(u) shows the same variable display as Figure 50(t), but after a predetermined time has elapsed. In Figure 50(s), as shown in the Reach B display section, when the player operates the performance button, the support character 238 (second specific character) moves to the left side, towards the participation position (specific position). In addition, the operation execution animation 222a is displayed to indicate that the player has operated the performance button.
[0275] Figure 50(v) shows the same variable display as Figure 50(u), but after a predetermined time has elapsed. In Figure 50(v), as shown in the Reach B display section, the player repeatedly operates the performance button, causing the support character 238 (second specific character) to appear in the participation position (specific position) on the left. This confirms that the support character displayed in Reach B will participate in the non-operation special performance 226 (battle performance 215) that is continuing to run. Consequently, the validity period for operating the performance button, as shown in the remaining time gauge 223 of the battle performance 215, ends (the remaining time 223a disappears).
[0276] Figure 50(w) shows the same variable display as Figure 50(v), but after a predetermined time has elapsed. In Figure 50(w), after Reach B has ended, the battle animation 215 is displayed across the entire screen, showing the scene where the ally character 213 and the support character 238, whose participation was confirmed in Reach B, cooperate to fight and defeat the enemy character 214. Figure 50(x) shows the scene after the predetermined time has elapsed in Figure 50(w), where the left and right animation symbols and the middle animation symbol are all the same symbol (7 symbol), the jackpot symbol 241, and are enlarged on the screen, indicating that a jackpot has been won.
[0277] Furthermore, the gaming machine in this embodiment has multiple effect buttons, and the effect button used for Reach B (second effect button, second input means) is a different effect button (first effect button, first input means) from the effect button used for the battle effect. In this embodiment, the non-operation special effect 226, which is executed when the effect button (first effect button) is not operated during the non-operation period 231, terminates if the effect button (first effect button) is operated during the execution of the non-operation special effect. Therefore, in order to execute the non-operation special effect and special notification effect and Reach B (second special button operation effect) in parallel, it is necessary to execute Reach B with an effect button (second effect button) different from the effect button (first effect button).
[0278] Furthermore, since Reach A (the first special button operation sequence) is a sequence that is executed after the non-operation special sequence has ended, the sequence button used for Reach A may be the same sequence button (first sequence button) as the sequence button (first sequence button) used for Battle Sequence 215, or a different sequence button (second sequence button).
[0279] [Other forms of button operation effects] Furthermore, in the embodiment described above, the non-operation period (designated non-operation period) was also treated as an operation valid period, and when a button operation (input operation to the performance button) occurred, the corresponding image was displayed. However, the non-operation period (designated non-operation period) may also be a period during which the corresponding image is not displayed even if a button operation occurs (operation invalid period). It is sufficient to be able to detect whether or not a button operation (input to the input means) has occurred.
[0280] Furthermore, one or more counters are provided to control the timing of button operation animations and non-operation periods, and the start and end times of these periods are controlled.
[0281] Furthermore, although the above embodiment described a configuration in which only one non-operation period is provided within the operation validity period, the configuration is not limited to this. Multiple non-operation periods may be provided, and if the condition of not operating for a set time is met during any of the non-operation periods, a special non-operation effect may be executed. Alternatively, the set time may be set to be shorter than the non-operation period. In this way, even if a button is operated during the non-operation period, if the set time is not met during the subsequent time (the remaining period of the non-operation period, or other periods), the special non-operation effect can be executed, albeit with a delay in execution timing. This increases the likelihood of executing the special non-operation effect and significantly enhances the enjoyment of the game when it is executed.
[0282] The corresponding images displayed on the screen when a player operates a special button may vary depending on the timing of the operation. Furthermore, the display of different corresponding images may be determined by the player's selection. The display time may also be set to vary.
[0283] Furthermore, in the embodiment described above, the special notification effect 228 maintains its display state without changing its display position from the lower right of the display screen. Alternatively, the display position of the special notification effect 228 may be changed or hidden by executing Reach A (special button operation effect).
[0284] Furthermore, the start condition for the special button operation animation (interrupt button operation animation) may be winning a predetermined execution lottery. Alternatively, the start condition for the special button operation animation (interrupt button operation animation) may be winning a predetermined execution lottery while the non-operation special animation 226 and the special notification animation 228 are displayed on the display screen. Alternatively, the start condition for the special button operation animation (interrupt button operation animation) may be that the player operates the animation button while the non-operation special animation 226 and the special notification animation 228 are displayed on the display screen. Furthermore, even if the special button operation animation is executable while the non-operation special animation 226 and the special notification animation 228 are displayed on the display screen, the special button operation animation may not be executed if the player does not operate the animation button (start operation). This allows players to execute the special button operation animation at their own discretion, providing a gaming machine that can be tailored to the diverse preferences of players. Additionally, if the player wishes to maintain the state in which the non-operation special animation 226 and the special notification animation 228 are displayed, this can be done by not operating the animation button (start operation). This allows players to see the outcome of non-operational special effects (battle sequences) without any further action.
[0285] Furthermore, in the embodiment described above, the reach B is shown in a position that does not overlap with either the non-operation special effect 226 or the special notification effect 228, but the embodiment is not limited to this. The reach B may be displayed such that at least a part of its display area overlaps with the non-operation special effect, which has a relatively large display area. In this case, the newly executed reach B shall be displayed on the front side in priority to the non-operation special effect. Also, the display area of the reach B shall be smaller than that of the non-operation special effect. In addition, it is preferable that the special notification effect, which has a relatively small display area, be displayed so as not to overlap with the display area of the reach B.
[0286] Furthermore, although the execution mode of the special button operation effect 236 (interrupt button operation effect) has been described in the execution scene of the non-operation special effect 226 and special notification effect 228 shown in Figure 48(k), the execution mode is not limited to this. The special button operation effect 236 (interrupt button operation effect) may also be executed in the execution scene of the operation response effect 225 and special notification effect 228 shown in Figure 48(j). In this case, the display relationship of the operation response effect, special notification effect, and special button operation effect shall be the same as the display relationship of the non-operation special effect, special notification effect, and special button operation effect in the embodiment described above.
[0287] [Passing Activation Animation] Next, using Figures 51 to 54, a passing activation effect, which is one of the game effects of the pachinko game machine of this embodiment, will be explained. In this embodiment, a win / loss determination is made based on whether the game ball enters the first start opening 20 (first stage detection means), and based on the result of the win / loss determination, the effect symbols (special symbols) are displayed in a changing manner, and at the same time, the game effect is executed, and the effect symbols (special symbols) corresponding to the result of the win / loss determination are displayed in a stopped state (first specific display). In addition, this embodiment is equipped with a first effect activation sensor 248 (second stage detection means) and a second effect activation sensor 249 (third stage detection means) that can detect game balls that have passed through the first start opening 20, and when predetermined conditions are met, a predetermined effect (first passing activation effect) is performed based on the detection by the first effect activation sensor 248. Also, when predetermined conditions are met, a predetermined effect (second passing activation effect) is performed based on the detection by the second effect activation sensor 249.
[0288] Figure 51 shows the ball collection trough 17 (ball passage, ball discharge passage) attached to the back of the game board 2 shown in Figure 3. It is attached to the back of the game board 2 shown in Figure 3 in this orientation (the side shown on the paper in Figure 51 is in contact with the back of the game board). In addition, the general ball entry opening 27, the first start opening 20, the second start opening 21, the out opening 25, the first major prize opening 30, and the second major prize opening 35 (hereinafter also referred to as "various ball entry openings" or simply "ball entry openings") shown in Figure 51 are each attached so as to be located on the back of the corresponding various ball entry openings in Figure 3.
[0289] When a game ball flows down, it enters one of the various ball entry points shown in Figure 3. The ball then flows down to the back of the game board and into the discharge ball collection trough 17 through the corresponding entrance. The ball's entry is detected by corresponding sensors located directly below it, and if a prize ball is awarded, the prize ball is given. All game balls that enter the discharge ball collection trough 17 then collect in the downstream collection section and are discharged outside the game machine through the discharge port 26.
[0290] As shown in Figure 51, in the flow passage (game ball passage) of the discharge ball collection trough 17 through which game balls that enter the first start opening 20 flow down, a first start opening sensor 20a (first stage detection means) and a first performance activation sensor 248 (second stage detection means) are provided downstream at a predetermined distance apart. Further downstream, a second performance activation sensor 249 (third stage detection means) is provided at a predetermined distance apart from the first performance activation sensor 248. In other words, a game ball that enters the first start opening 20 and is detected by the first start opening sensor 20a is then always detected by the first performance activation sensor 24, and then by the second performance activation sensor 249, and finally discharged from the discharge opening 26 of the discharge ball collection trough 17.
[0291] The passing-through activation effects (first passing-through activation effect, second passing-through activation effect) of this embodiment are effects that are executed at the timing when a game ball is detected by the first effect activation sensor 248, along with the variable display effect (first specific display) that is being executed based on its passage through the first start-up sensor 20a. Furthermore, the second effect activation effect is executed at the timing when a game ball is detected by the second effect activation sensor 249, along with the variable display effect (first specific display) that is being executed based on its passage through the first start-up sensor 20a.
[0292] Figure 52 shows the flowchart for the passing activation animation (S5002). In the passing activation animation (S5002), first, it is determined whether the currently running variation animation is one that started with a ball entering the game when there were 0 reserved balls (S5101). If the currently running variation display is one that started with a ball entering the game when there were 1 or more reserved balls, and the animation is started by consuming the reserved balls, the process ends. In S5201, if it is determined that the currently running variation animation is one that started with a ball entering the game when there were 0 reserved balls (YES in S5201), then it is determined whether the passing activation animation is currently running (S5201). If it is determined that it is not currently running (NO in S5201), the process ends. This process is a control process that is executed on the condition that the variation display started from 0 reserved balls, and that the passing activation animation (a specific game animation) is selected from among many game animations and that the passing activation animation is currently running.
[0293] If it is determined in S5202 that the passing activation animation is currently running (YES in S5202), then it is determined whether it has been less than 3 seconds since the game ball passed the first start sensor. If it is determined that it has been less than 3 seconds since the game ball passed the start sensor, which is the trigger for the start of the ongoing variation display (YES in S5203), then it is determined whether detection occurred at the first animation activation sensor (S5204). If it is determined in S5204 that detection occurred at the first animation activation sensor (YES in S5204), the first passing activation animation is executed (S5205) and the process ends. If it is determined in S5204 that there was no detection at the first animation activation sensor (NO in S5204), the process ends. Note that the passing activation animation (second battle animation) is an animation that corresponds to a variation time of 45000ms (45 seconds), and this first passing activation animation is an animation that is executed in the first half (initial period) of the passing activation animation (second battle animation).
[0294] Furthermore, the first performance activation sensor 248 is positioned at a predetermined distance (approximately 10 cm) from the first start-up sensor 20a, and the time it takes for a game ball to be detected by the first performance activation sensor after passing through the first start-up sensor is approximately 2 seconds on average. A deceleration section (protrusions or steps) is provided in the game ball path between the first start-up sensor and the first performance activation sensor. Therefore, depending on the speed at which the game ball enters the first start-up 20, the time it takes for a game ball to be detected by the first performance activation sensor 248 after passing through the first start-up sensor 20a is distributed between approximately 1.5 seconds and 2.5 seconds. This diversifies the timing of detection by the first performance activation sensor, making it difficult to predict the timing of the execution of the first pass-through activation performance, thereby enhancing the enjoyment of the game.
[0295] Furthermore, during a variation display animation initiated by the passage of the first start sensor 20a, the game ball that has passed through the first start sensor 20a is detected by the first animation activation sensor 248 downstream, thereby executing a predetermined animation. For this reason, the distance (separation distance) between the installation positions of the first start sensor 20a and the first animation activation sensor 248 must be such that the time it takes for the game ball that has passed through the first start sensor 20a to be detected by the first animation activation sensor 248 is shorter than the variation time of a specific variation display (pass-through animation (second battle animation)). Furthermore, in order to reliably prevent situations in which the game ball does not pass the first performance activation sensor 248 during the fluctuation display time, it is preferable that the distance (separation distance) between the installation positions of the first start-up sensor 20a and the first performance activation sensor 248 be such that the time it takes for a game ball that has passed through the first start-up sensor 20a to be detected by the first performance activation sensor 248 is shorter than half the fluctuation time of a particular fluctuation display (pass-through activation performance (second battle performance)).
[0296] In S5203, if it is determined that 3 seconds have passed since the game ball passed the first start sensor (S5203 is NO), then it is determined whether it has been less than 5 seconds (between 3 and 5 seconds) since the game ball passed the first start sensor. If it is determined that it has been more than 3 seconds but less than 5 seconds since the game ball passed the start sensor, which is the trigger for the start of the currently running variation display (S5206 is YES), it is determined whether detection has occurred at the second effect activation sensor (S5207). In S5207, if it is determined that detection has occurred at the second effect activation sensor (S5207 is YES), the second pass-through activation effect is executed (S5208), and the process ends. In S5207, if it is determined that there has been no detection at the second effect activation sensor (S5207 is NO), the process ends. As mentioned above, the passing activation animation (second battle animation) is an animation that corresponds to a variation time of 45,000 ms (45 seconds), and this second passing activation animation, like the first passing activation animation, is an animation that is executed in the first half (initial period) of the passing activation animation (second battle animation).
[0297] Furthermore, the second effect activation sensor is positioned downstream at a predetermined distance (approximately 15 cm from the first start sensor, and approximately 5 cm from the first effect activation sensor), and the time it takes for a game ball to be detected by the second effect activation sensor after passing through the first start sensor is approximately 4 seconds on average. A deceleration section (protrusions or steps) is provided in the game ball path between the first start sensor and the second effect activation sensor (from the first effect activation sensor to the second effect activation sensor). Therefore, depending on the speed at which the game ball enters the first start opening 20, the time it takes for a game ball to be detected by the second effect activation sensor after passing through the first start sensor is distributed between approximately 3 and 5 seconds. This diversifies the timing of detection by the second effect activation sensor, making it difficult to predict the timing of the execution of the first pass-through activation effect, and thus enhancing the enjoyment of the game.
[0298] Thus, the first and second effect activation sensors are positioned within the same game ball passage as the first start sensor, at predetermined locations, so that effects occur at random timings within a somewhat predetermined range. Furthermore, if the ongoing variation display (pass-through activation effect (second battle effect)) ends before the game ball that has passed the first start sensor passes the first effect activation sensor (and / or the second effect activation sensor), the first pass-through activation effect (and / or the second pass-through activation effect) cannot be executed. Therefore, it is necessary to position the sensors (set the separation distance) so that the time from when the game ball passes the first start sensor until it is detected by the first effect activation sensor is shorter than the variation time of a specific variation display (pass-through activation effect (second battle effect)).
[0299] Figures 53 and 54 show the execution modes of a passing activation animation in which the first passing activation animation (second specific display) and / or the second passing activation animation (third specific display) can be executed during its execution. Figure 53(a) shows a scene in which the passing activation animation 250 (second battle animation) has started in conjunction with the start of a predetermined variable display. In the passing activation animation 250 (second battle animation), first, the ally character 213 displayed on the left edge of the display screen 7a shouts "Gather!!" (displayed), and the gathering animation of the support character 238 is performed for a gathering time (predetermined time, 5 seconds) until the ally character 213 is displayed at a specific position on the right edge of the display screen. The remaining time for this gathering can be grasped by the amount of remaining time 223a (black part) or elapsed time 223b (white part) shown by the remaining time gauge 223 at the bottom of the display screen 7a. In addition, the ally character is also displayed moving towards the right edge position as the gauge decreases, so it can also be roughly grasped by the display position of the ally character.
[0300] Furthermore, in the cheering animation, if a game ball is detected by the first animation activation sensor during the period before this assembly time has elapsed, a predetermined cheering character 238 is selected and displayed from among multiple cheering characters based on the detection result of the first start sensor and the detection result of the first animation activation sensor, that is, based on the result of the ongoing fluctuation display (first specific display) (second specific display). Figure 53(b) shows the same fluctuation display as in Figure 53(a), but after a predetermined time has elapsed. A predetermined time has elapsed since the start of the cheering animation, but at this point, no cheering character is displayed. That is, the game ball has not been detected by the first animation activation sensor (it is predicted that the game ball that has passed through the first start sensor is still flowing down in front of the first animation activation sensor).
[0301] Figure 53(c) shows the same variable display as in Figure 53(b), but after a predetermined time has elapsed. In Figure 53(c), when the cheering animation has been running for about half the time, the game ball is detected by the first animation activation sensor, and the first passing animation 252 (second specific display) is executed, which displays cheering character 238 (cheering character B). Here, there are four types of cheering character 238: cheering character S (80% chance of winning), cheering character A (30% chance of winning), cheering character B (15% chance of winning), and cheering character C (10% chance of winning). When detection occurs by the first animation activation sensor, the cheering character to be displayed is determined using a predetermined character determination table based on the detection result (win / loss judgment result) of the first start-up sensor, so as to match the aforementioned chance of winning.
[0302] In Figure 53(c), an additional timing indicator 251 (with the word "Added") is displayed on the remaining time gauge 223, indicating when the support character 238 was displayed. This allows the player to understand at what point in the support performance the support character was added. During the support performance, the ally character 213 and the newly displayed support character 238 move and are displayed toward a specific position on the far right of the main screen.
[0303] Figure 53(d) shows the same variable display as in Figure 53(c), but after a predetermined time has elapsed. In Figure 53(d), the duration of the cheering performance (5 seconds from the start) has elapsed, and the remaining time 223a shown on the remaining time gauge 223 is 0. After the cheering performance (5 seconds from the start) has elapsed, the item supply performance is executed (3 seconds after the end of the cheering performance). During this period, if a game ball is detected by the second performance activation sensor located downstream of the first performance activation sensor, the second passing activation performance 253 is executed, adding further changes to the display of the passing activation performance 250.
[0304] Figure 53(d) shows a scene where, following the cheering animation, an item supply animation is performed, and during the execution period of the item supply animation, the game ball is detected by the second animation activation sensor, and the second passing animation 253 (item display animation) is performed. In addition, the left and right animation symbols 8 stop and display the same 7 symbol, indicating that a reach animation (second battle animation) will be performed next.
[0305] Here, the items that can be displayed in the second passing activation animation 253 (item display animation) are the rod shown in Figure 53(d), the white fork shown in Figure 54(g), and the black fork shown in Figure 54(j). The items are displayed in the order of black fork > white fork > rod, indicating a high probability of a big win. Although not shown in the figure, after the second passing activation animation 253 (item display animation) is executed in Figure 53(d), the second battle animation is executed in which the ally character 213 and support character 253 (support character B) fight against the enemy character. In the second battle animation, the more reliable the support character and the more reliable the item, the higher the probability of a big win.
[0306] Figure 53(e) shows a different execution mode of the passing activation effect described above, but with the same variable display as Figure 53(b), after a predetermined time has elapsed. In the cheering effect in Figure 53(e), roughly the same amount of time has elapsed as in Figure 53(c), but at this point, the cheering character is not displayed. That is, the game ball has not been detected by the first effect activation sensor. Figure 53(f) shows a scene after a predetermined time has elapsed, with the same variable display as in Figure 53(e). In Figure 53(f), when the cheering effect has elapsed about 3 / 4 of the way through, the game ball is detected by the first effect activation sensor, and the first passing activation effect 252, which displays the cheering character 238 (cheering character A), is executed. An additional timing display 251 is displayed on the remaining time gauge 223 in Figure 53(f). As shown in Figures 53(c) and (f), the cheering character can be made to appear at different timings depending on the flow pattern (speed, deceleration) of the game ball launched by the player, thereby enhancing the enjoyment of the game. Furthermore, it becomes possible to maintain a sense of anticipation until the end of the cheering performance.
[0307] Figure 54(g) shows the same fluctuation display as Figure 53(f), but after a predetermined time has elapsed. In Figure 54(g), the execution period of the cheering animation (5 seconds from the start) has elapsed, and the item supply animation is executed following the cheering animation. During the execution period of the item supply animation, the game ball is detected by the second animation activation sensor, and the second passing animation 253 (item display animation) is executed. In Figure 54(g), a white fork with relatively high reliability is displayed in the second passing animation 253 (item display animation). Furthermore, a support character A with relatively high reliability is also displayed. Although not shown in the figure, after the second passing animation 253 (item display animation) is executed in Figure 54(g), the second battle animation is executed in which the ally character 213 and support character 253 (support character A) fight against the enemy character.
[0308] Figure 54(h) shows a different execution mode from the previously described execution mode of the passing activation animation, and depicts the scene after a predetermined time has elapsed, with the same variable display as in Figure 53(b). In Figure 54(h), when the cheering animation has elapsed by about 2 / 5, the game ball is detected by the first animation activation sensor, and the first passing activation animation 252, which displays the cheering character 238 (cheering character A), is executed. An additional timing display 251 is displayed on the remaining time gauge 223 in Figure 54(h).
[0309] Figure 54(i) shows the same fluctuation display as Figure 54(h), but after a predetermined time has elapsed. In Figure 54(i), when the cheering performance has elapsed by about 4 / 5, the game ball is detected again by the first performance activation sensor, and the first passing activation performance 252, which displays the cheering character 238 (cheering character S), is executed. A second additional timing display 251 is displayed on the remaining time gauge 223 in Figure 54(i). In this execution mode, if the first performance activation sensor detects the game ball multiple times during the execution period of the cheering performance, an additional cheering character 238 is displayed either by lottery or by certainty.
[0310] Figure 54(j) shows the same fluctuation display as in Figure 54(i), but after a predetermined time has elapsed. In Figure 54(j), the execution period of the cheering performance (5 seconds from the start) has elapsed, and the item supply performance is executed following the cheering performance. During the execution period of the item supply performance, the game ball is detected by the second performance activation sensor, and the second passing activation performance 253 (item display performance) is executed. In Figure 54(j), the black fork, which has a relatively high reliability, is displayed in the second passing activation performance 253 (item display performance). Furthermore, two cheering characters, cheering character A and cheering character S, which have a relatively high reliability, are displayed. This first pass activation animation 252 (second pass activation animation 253) is displayed based on the detection result of the first start gate sensor (win / loss judgment result) and the detection result of the first animation activation sensor 248 (second animation activation sensor 249). Therefore, when it is displayed in a highly reliable execution mode as shown in Figure 54(j), the player's expectation of a big win is significantly increased, and the enjoyment of the game is enhanced.
[0311] Figure 54(k) shows the same variation display as Figure 54(j), but after a predetermined time has elapsed. In Figure 54(k), the left and right performance symbols 8 stop displaying the same 7 symbol, and the second battle sequence is executed in which the ally character 213 and support character 253 (support character A, support character S) shown in Figure 54(j) fight against the enemy character. Additionally, the left and right reel symbols 8 stop on the same 7 symbol, indicating that a reach animation (second battle animation) will now be performed.
[0312] [Other forms of the passing-through activation animation] Furthermore, in the embodiments described above, if the variable display being executed is one that started with a ball entering while there was one or more reserved balls, and was started by consuming the reserved balls, the first pass-through activation effect and / or the second pass-through activation effect were not executed. In addition to this embodiment, even if the variable display started with a ball entering from a state of zero reserved balls, if it is a variable display that starts after going through a standby state (for example, after the end of a jackpot), the pass-through activation effect may not be executed. This is because there is a possibility that the pass-through activation effect has not yet started at the timing when the ball passes the first effect activation sensor after passing the start-up sensor which triggers the start of the variable display. In such a situation, it is difficult to execute an effect that is highly entertaining, so it may be decided not to execute it.
[0313] Furthermore, in the embodiment described above, the first and second pass-through activation effects were positioned close to the first start-up sensor so that they would be executed during the first half (initial period) of the pass-through activation effect (second battle effect). However, the embodiment is not limited to this configuration; the first and second pass-through activation effects may also be placed near the discharge port 26 of the ball collection trough so that they are executed during the second half of the pass-through activation effect (second battle effect). In this case, game balls that have entered other entry points (various entry points such as the general entry point) will also pass through, and information related to the judgment result based on the passage of these balls may also be displayed.
[0314] Furthermore, if the distance between the first start sensor and the first and second pass-through activation effects is too short, the variation in arrival time will decrease, the timing of the effects will become uniform, and it will not be possible to provide effects that offer a high level of gaming enjoyment. For this reason, it is desirable to space the first start sensor and the first and second pass-through activation effects by a certain distance. Not too far, not too close, but an appropriate distance is desirable. Specifically, the distance between the first start sensor and the first pass-through activation effect can be set such that the time it takes for a game ball detected by the first start sensor to be detected by the first start sensor is longer than a predetermined period set during the symbol change (for example, the time from the start of the change until the first stop symbol is displayed, or the time from the start of the change until the first and second stop symbols are displayed, etc., the confirmed stop time for the three symbols to be displayed).
[0315] Furthermore, during the execution period of the predetermined first pass activation animation (second pass activation animation), the first pass activation animation (second pass activation animation) may be executed multiple times by the passage of multiple game balls (for example, a starting ball related to a reserve during the variation display). Alternatively, instead of executing the first pass activation animation (second pass activation animation) the same number of times as the number of passes by multiple game balls, the first pass activation animation (second pass activation animation) may be executed once by multiple passes. In any case, the display mode of the first pass activation animation (second pass activation animation) is determined based on the detection result from the start-up sensor and the detection result from the first animation activation sensor (second animation activation sensor). Furthermore, based on the detection results from the start port sensor and the detection results from the first effect activation sensor (second effect activation sensor), the display mode of the first pass-through activation effect (second pass-through activation effect) may be determined and executed. If multiple detection results occur from the start port sensor and the first effect activation sensor (second effect activation sensor), the display mode of the displayed first pass-through activation effect may be changed based on these detection results.
[0316] In the above-described embodiment, when detected by the first effect activation sensor, the mode of executing the first passing activation effect was shown. However, the mode is not limited to this, and when passing through the first effect activation sensor, the first passing activation effect may or may not be executed. Thereby, it becomes possible to enhance the sense of expectation and the gaming interest of the player who is in contact with the first passing activation effect.
[0317] In the above-described embodiment, when detected by the first effect activation sensor, the target for executing the first passing activation effect was only the game ball that entered the first start port. Therefore, the passing activation effects (the first passing activation effect, the second passing activation effect) are to be executed only in the low-probability low-base state where the game is mainly played with the ball entering the first start port. This is because, since it is a display executed based on the detection results of a plurality of sensors, a certain length of variable time is required, and in the low-probability low-base state where a relatively long variable time is likely to be selected as the variable time of the symbol, it is a suitable effect. However, it is also possible to execute in other gaming states. Instead of or in addition to such a mode, the passing activation effects (the first passing activation effect, the second passing activation effect) may be executed in other gaming states as well. In this case, by changing the installation position of the first effect activation sensor or adding a sensor, the game ball that entered the second start port 21 may also be detected.
[0318] [Reach Symbol Verification Effect] Next, the reach effect using the effect symbols displayed on the display screen 7a of the present embodiment will be described with reference to FIGS. 55 to 57. As described above, the pachinko gaming machine of the present embodiment selects a predetermined effect mode from a plurality of effect modes (also referred to as "game modes") on a predetermined occasion and sets the selected effect mode. Each effect mode has some or all of the display modes such as the background image, the effect symbols, the reach effect, and the preview effect displayed on the display screen being different. FIGS. 56 and 57 show the display mode (execution mode) of the effect symbols in the special effect mode, which is one of the plurality of effect modes.
[0319] Figure 55 shows the special effect symbols 8 displayed in special effect mode. The special effect symbols in this special effect mode include variable symbols 259 (first image) that are displayed while changing in size, and non-variable symbols 260 (second image) that do not change in size. As shown in Figure 55, the symbol sequence of the special effect symbols has symbols from "1" to "7". Of the seven types of special effect symbols that make up this symbol sequence, four types of special effect symbols, "1, 3, 5, 7", are variable symbols 259, and three types of special effect symbols, "2, 4, 6", are non-variable symbols 260.
[0320] Furthermore, the left, middle, and right display symbols each have their own main symbol rows. After the left, middle, and right display symbols are displayed in a predetermined manner, if all three symbols stop displaying the same (corresponding) display symbol (specific pattern, jackpot symbol), a jackpot is achieved. Also, if at least one of the stopped symbols of the left, middle, and right display symbols stops in a combination different from the others, it is a miss. Additionally, a pattern in which any two display symbols (for example, the left and right display symbols) stop displaying the same (corresponding) display symbol, and the remaining display symbol continues to change, is called a reach pattern.
[0321] As shown by the effect symbol "1", the variable symbol 259 gradually increases in size from a reduced state 259a over time, changing to an enlarged state 259b in about 0.5 seconds. Once in the enlarged state 259b, it gradually decreases in size over time, changing back to a reduced state 259a in about 0.5 seconds. This change in display size is repeated during a predetermined period in which the effect symbol performs its variable display. In addition, there may be periods during the variable display time in which the size change stops at a predetermined size, such as the time for the symbol to be confirmed or the timing of the background effect to change. This adds variety to the variable display and provides a highly engaging game experience. The same variation is performed for other variable symbols as well.
[0322] On the other hand, the non-variable symbol 260 does not change size while the performance symbol is being displayed in a variable state. Therefore, it is displayed at a constant size for a predetermined period of the variable display time. Alternatively, the display position may remain unchanged for a predetermined period of the defined variable display time (part of the variable display, or from the start to the end of the variable display).
[0323] Therefore, when a variable symbol is displayed as a performance symbol (for example, when a variable symbol is determined as a reach symbol and a reach performance is executed), players can enhance their enjoyment of the game due to the high level of sophistication of the performance symbols and the performance patterns executed with them. In addition, the performance patterns using one performance symbol (for example, performance symbol "3") can be diversified.
[0324] On the other hand, when non-variable symbols are displayed as the symbols used in the presentation (for example, when a non-variable symbol is selected as the winning symbol and the winning animation is executed), the presentation cannot be as diverse as with variable symbols, and a high degree of entertainment value cannot be expected. However, because the display is simple, it is easy to convey information to the player and provides an easy-to-understand game.
[0325] Furthermore, when both the variable symbol 259 and the non-variable symbol 260 are displayed simultaneously as part of the display, the effects of both symbols mentioned above can be combined to create a synergistic effect. Specifically, the differences in the display patterns of the two symbols allow for further diversification of the display patterns. In addition, it is possible to provide both the information that needs to be conveyed and the highly engaging display patterns at the same time, resulting in a gaming machine that is highly enjoyable, easy to understand, and provides a sense of security.
[0326] Furthermore, the variable symbol 259 changes the ratio of its display area to the total area of the display area on the display screen 7a (making the ratio larger or smaller). The external shape of the variable symbol may also be changed, and its scale in all directions (up, down, left, and right) may be altered. Rotation and perspective displays may also be implemented. The non-variable symbol 260 does not change the ratio of its display area to the total area of the display area on the display screen 7a. The external shape of the non-variable symbol also does not change.
[0327] Next, using Figures 56 and 57, the display mode (execution mode) when both the variable symbol 259 and the non-variable symbol 260 are displayed simultaneously on the display screen 7a will be explained. Figure 56(a) shows a scene in which the non-variable symbol 260, the "2" symbol, has entered the reach mode 262 (2↓2) during the execution of a predetermined variable display. The performance notification unit 261 displays the word "Reach" to indicate that a reach performance is being executed. As mentioned above, when the non-variable symbol 260, the "2" symbol, is displayed, the displayed "2" symbol is shown on the display screen without changing its display size for a predetermined period during the variable display. Also, while the "2" symbol is displayed without changing its display size (while the non-variable display is being performed), the background image and other game performances are displayed.
[0328] Figure 56(b) shows a scene in which the variable symbol 259, the "3" symbol, enters a reach pattern 262 (3↓3) during the execution of a predetermined variable display. In Figure 56(b), the "3" symbol 8, which is the variable symbol 259, is shown in its largest enlarged state 259b. Figure 56(c) shows the same variable display as in Figure 56(b), but after a predetermined time has elapsed. In Figure 56(b), the reach pattern 262 shown in Figure 56(b) continues to be executed, and the display size gradually decreases from the size shown in Figure 56(b), resulting in the "3" symbol 8 being in its smallest reduced state 259a. In this manner, the variable symbol 259 repeatedly enlarges or reduces its display size in various scenes of the game's performance.
[0329] Figure 56(d) shows the execution of the "reach symbol determination effect 263," in which, during the execution of a predetermined variable display, both the non-variable symbol 260, the "2" symbol, and the variable symbol 259, the "3" symbol, are displayed on the display screen, and the effect determines which symbol will be used to execute the reach pattern (reach effect). In Figure 56(d), two non-variable symbol 260, the "2" symbol, are displayed in a diagonal line, and two variable symbol 259, the "3" symbol, are displayed in a reduced state 259a in a diagonal line. In addition, the middle effect symbol 8 continues to be displayed in a variable display.
[0330] Figure 56(e) shows the same variable display as in Figure 56(d), but after a predetermined time has elapsed. In Figure 56(e), both the non-variable symbol 260, the "2" symbol, and the variable symbol 259, the "3" symbol, are displayed on the screen. After a predetermined time has elapsed from the scene shown in Figure 56(d), the variable symbol 259, the "3" symbol, has changed to the enlarged state 259b.
[0331] Figure 56(f) shows the same variable display as Figure 56(e), but after a predetermined time has...
Claims
[Claim 1] A display screen capable of displaying a predetermined game image, The system includes a reward granting means that grants a reward when the identification information displayed on the aforementioned display screen is stopped and displayed in a specific manner, The game image includes a first image whose size relative to the entire display area of the display screen changes, and a second image whose size relative to the entire display area of the display screen does not change. In conjunction with the display of changes in the aforementioned identification information, both the first image and the second image may be displayed on the display screen. When both the first image and the second image are displayed, if the first condition is met, an additional image is displayed in the display area where the first image is displayed, and the size of the additional image relative to the entire display area of the display screen is varied. When both the first and second images are displayed, if a second condition different from the first condition is met, an additional image is displayed in the display area where the first image is displayed, and the additional image is displayed without changing its size relative to the entire display area of the display screen. The image added when the first condition is met is a first special image indicating the possibility of granting a bonus, and the image added when the second condition is met is a second special image that does not indicate the possibility of granting a bonus but rather indicates the state of the game. A gaming machine characterized by the following features.