Gaming machine

The gaming machine addresses the lack of diversity in pachinko sequences by implementing a win/loss determination system with variable animations and multiple goal achievement performances, ensuring engaging and rewarding gameplay experiences.

JP7870518B2Active Publication Date: 2026-06-05TAKAO KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
TAKAO KK
Filing Date
2021-02-09
Publication Date
2026-06-05

AI Technical Summary

Technical Problem

Pachinko machines lack diversity in goal-achievement sequences, leading to repetitive and less engaging gameplay experiences, particularly in high-expectation sequences that can be either too long or too short, diminishing player interest.

Method used

The gaming machine incorporates a win/loss determination mechanism that transitions players to advantageous game states based on predetermined conditions, featuring variable animations and goal achievement performances with different probabilities and expectations, allowing for multiple goal achievement sequences with varying levels of anticipation and reward.

Benefits of technology

This enhances player engagement by diversifying goal-achievement sequences, maintaining high anticipation and enjoyment through varied outcomes, ensuring that even shorter sequences offer significant rewards, thus enriching the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a highly interesting game machine by diversifying a target achievement performance and further improving a performance effect.SOLUTION: A game machine performs winning / losing determination regarding whether control is shifted to an advantageous game state to a player, variably displays a performance pattern according to winning / losing determination, and then executes a performance for reporting a result of winning / losing determination by establishment display. The game machine can also execute a target achievement performance regarding whether a predetermined target can be achieved during a variation display in a performance pattern, and can be shifted to a specific performance having specific performance contents by achievement of a target in the target achievement performance. In the target achievement performance, at least a first target achievement performance, and a second target achievement performance having a higher degree of expectation toward achievement of a target than the first target achievement performance can be executed, and it is shown that a degree of expectation is higher in winning by winning / losing determination when a target is achieved in the first target achievement performance than in the second target achievement performance.SELECTED DRAWING: Figure 25
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Description

Technical Field

[0001] The present invention relates to a gaming machine, particularly a gaming machine capable of performing a target achievement effect aiming at achieving a target by an effect associated with a success or failure determination as to whether or not to shift to an advantageous gaming state.

Background Art

[0002] Conventionally, a pachinko machine, which is a gaming machine, makes a success or failure determination as to whether or not it is a jackpot when a game ball enters a start port. When the determination result is a jackpot, the big winning opening is activated, and a jackpot game advantageous for obtaining prize balls is mainly started. In this type of pachinko machine, along with the success or failure determination as to whether or not it is a jackpot, a special symbol is changed, and later, the special symbol is fixedly displayed to notify the result of the success or failure determination. In this case, since the special symbol is displayed small at the corner of the gaming area, a variation effect is performed in which a pseudo-effect symbol corresponding to the special symbol is variably displayed on an effect symbol display device provided at the center of the gaming area, and the variation effect is used to enhance the player's expectation of a jackpot and notify the result of the success or failure determination. Furthermore, in some conventional pachinko machines, in the variation effect, a target is set, and a target achievement effect that can improve the expectation level of a jackpot by achieving this target is enabled (see, for example, Patent Document 1).

[0003] Recently, in a pachinko machine, in the variable effect display, due to the improvement of the effect power, the variable time of the winning variation tends to become longer. When the variable time is long, the number of times and types of jackpot preannouncements increase, and the types of reach effects also increase. As a result, there are more time-consuming effects such as stacking high-expectation preannouncements. On the other hand, by enabling a high-expectation SP reach or the like to be performed immediately when the target is achieved in the target achievement effect, an effect with a high expectation level can be performed in a short time, and a balance is achieved between a long-term effect with a high expectation level and a short-term effect with a high expectation level.

Prior Art Documents

Patent Documents

[0004] [Patent Document 1] Japanese Patent Publication No. 2017-131570 [Overview of the project] [Problems that the invention aims to solve]

[0005] In this way, pachinko machines balance longer and shorter sequences that offer a high expectation of whether or not a jackpot will be hit. In this context, the goal-achievement sequences in the shorter sequences are attracting attention, and there is a need to diversify the goal-achievement sequences to further improve their effect. Therefore, the present invention aims to improve the effect of goal-achievement sequences by diversifying them, and to provide a more entertaining gaming machine. [Means for solving the problem]

[0006] The gaming machine of the present invention includes a win / fail determination means that determines whether or not the game will transition to a favorable game state that is advantageous to the player when predetermined conditions are met, The system includes a variable animation control means that controls a variable animation in which the animation symbols are displayed in a variable manner according to the aforementioned success or failure determination, and then the animation symbols are displayed in a fixed position to notify the result of the success or failure determination, The aforementioned variation performance control means is capable of performing a goal achievement performance in the variation performance to determine whether or not a predetermined goal can be achieved, and when the goal is achieved in the goal achievement performance, it is possible to transition to a specific performance with specific performance content. The gist of the goal achievement presentation is that at least a first goal achievement presentation and a second goal achievement presentation which has a higher probability of achieving the goal than the first goal achievement presentation can be implemented, and that achieving the goal in the first goal achievement presentation has a higher probability of winning the prize in the prize determination than achieving the goal in the second goal achievement presentation.

[0007] In the gaming machine of the present invention, the predetermined conditions are the conditions for performing a win / loss determination and starting the display of changing identification information (special symbols). In the case of a pinball gaming machine (pachinko machine), the conditions are that a random number for determination used in determining win / loss is obtained when a game ball enters the starting hole located in the game area, and that it is not during a jackpot, nor is it during the display of changing or confirmed identification information. The predetermined conditions may be modified by adding or removing some of the conditions.

[0008] In the case of a slot machine, the specified conditions are that a game medium is inserted into the machine, a bet is placed, the reels are not spinning, the start lever is operated while the player has obtained a lottery right, and the game medium is not being dispensed. Furthermore, additional conditions may be added, or some conditions may be removed.

[0009] In the gaming machine of the present invention, the advantageous game state is a game state that is advantageous for acquiring game media by winning prizes, and it is desirable that this be, for example, a jackpot game. Furthermore, the specific performance that is performed when the goal is achieved in the goal achievement performance could be, for example, a reach performance with a high expectation of a jackpot, especially a super reach performance.

[0010] According to the gaming machine of the present invention, the player's anticipation can be heightened by whether or not the goal is achieved in the goal achievement sequence, which determines whether or not the player will transition to a favorable game state. In this case, the goal achievement sequence can implement at least a first goal achievement sequence and a second goal achievement sequence. The second goal achievement sequence has a higher probability of achieving the goal than the first goal achievement sequence, while achieving the goal in the first goal achievement sequence has a higher probability of winning in the win / failure judgment than in the second goal achievement sequence. For example, even if the first goal achievement sequence is performed, if the goal is achieved, the probability of winning in the win / failure judgment is high, so the player's enjoyment is not diminished. With the second goal achievement sequence, the player can be entertained by the anticipation of whether or not the goal is achieved and whether or not a specific sequence will occur. In this way, the present invention can improve the effect of the goal achievement sequence by diversifying the goal achievement sequence and provide a gaming machine with rich entertainment value.

[0011] In addition, it is conceivable that the gaming machine of the present invention can perform the target achievement effect a plurality of times in one variation effect associated with the win / loss determination. In this case, when the target achievement effect is performed at least twice, it is conceivable that the degrees of expectation of achieving the target and the expectation of winning in the win / loss determination differ depending on the combination of the first target achievement effect and the second target achievement effect.

[0012] According to this, in the target achievement effect performed multiple times, it is possible to make the player expect to achieve the target and also make the player interested in what kind of combination of multiple effects it is, thereby increasing the趣味性 of the effect.

[0013] In addition, the gaming machine of the present invention is provided with operating means that can be operated by the player. Then, in the variation effect, an operation valid period for validating the operation of the operating means is provided, and an operation suggestion for prompting the player to operate the operating means is given, and it is conceivable to perform a target achievement effect for determining whether a predetermined target can be achieved in relation to the operation of the operating means during the operation valid period. In this case, it is possible to perform the first operation suggestion and the second operation suggestion different from the first operation suggestion, and perform the first operation suggestion in the first target achievement effect and the second operation suggestion in the second target achievement effect.

[0014] According to this, since the first operation suggestion is the first target achievement effect and the second operation suggestion is the second target achievement effect, for example, even if the first operation suggestion is performed, if the target can be achieved, the expectation of winning in the win / loss determination is high, so it is not necessary to reduce the player's interest. With the second operation suggestion, the player can be entertained with the sense of expectation as to whether the target will be achieved and whether it will be a specific effect.

Brief Description of the Drawings

[0015] [Figure 1] It is a front view of a gaming machine to which the present invention is applied. [Figure 2] It is a front view of the game board of the gaming machine. [Figure 3]It is an explanatory diagram of the right hitting game area of the game board. [Figure 4] It is a rear view of the gaming machine. [Figure 5] It is an electrical block diagram of the gaming machine. [Figure 6] It is a diagram showing the game specifications of the gaming machine. [Figure 7] It is a flowchart showing the control content of the "start-up process" executed by the main control device of the gaming machine. [Figure 8] It is the first flowchart showing the control content of the "interrupt process" executed by the main control device. [Figure 9] It is the second flowchart showing the control content of the "interrupt process" executed by the main control device. [Figure 10] It is a flowchart showing the control content of the "input determination process" executed during the interrupt process. [Figure 11] It is a flowchart showing the control content of the "special figure ball entry confirmation process" executed during the input determination process. [Figure 12] It is a flowchart showing the control content of the "general figure ball entry confirmation process" executed during the input determination process. [Figure 13] It is a flowchart showing the control content of the "validity determination process" executed during the interrupt process. [Figure 14] It is the first flowchart showing the control content of the "general figure validity determination process" executed during the validity determination process. [Figure 15] It is the second flowchart showing the control content of the "general figure validity determination process" executed during the validity determination process. [Figure 16] It is the third flowchart showing the control content of the "general figure validity determination process" executed during the validity determination process. [Figure 17] It is the first flowchart showing the control content of the "special figure validity determination process" executed during the validity determination process. [Figure 18] It is the second flowchart showing the control content of the "special figure validity determination process" executed during the validity determination process. [Figure 19] It is the third flowchart showing the control content of the "Special Drawing Validity Judgment Process" executed during the validity judgment process. [Figure 20] It is the fourth flowchart showing the control content of the "Special Drawing Validity Judgment Process" executed during the validity judgment process. [Figure 21] It is the fifth flowchart showing the control content of the "Special Drawing Validity Judgment Process" executed during the validity judgment process. [Figure 22] It is an explanatory diagram regarding the variable pattern of the gaming machine. [Figure 23] It is a flowchart showing the control content of the "Variable Effect Start Process" executed by the sub-integrated control device of the gaming machine. [Figure 24] It is a flowchart showing the control content of the "Goal Achievement Effect Determination Process" executed by the sub-integrated control device. [Figure 25] It is the first explanatory diagram regarding the degree of expectation of goal achievement in the goal achievement effect of the gaming machine and the degree of expectation of winning in the validity judgment. [Figure 26] It is the first display example showing the display mode of the effect executed on the gaming machine. [Figure 27] It is the second display example showing the display mode of the effect executed on the gaming machine. [Figure 28] It is the third display example showing the display mode of the effect executed on the gaming machine. [Figure 29] It is the fourth display example showing the display mode of the effect executed on the gaming machine. [Figure 30] It is the second explanatory diagram regarding the degree of expectation of goal achievement in the goal achievement effect of the gaming machine and the degree of expectation of winning in the validity judgment. [Figure 31] It is the fifth display example showing the display mode of the effect executed on the gaming machine. [Figure 32] It is the sixth display example showing the display mode of the effect executed on the gaming machine. [Figure 33] It is the seventh display example showing the display mode of the effect executed on the gaming machine. [Figure 34]This is an eighth example of a display showing the display of the effects implemented in the aforementioned gaming machine. [Modes for carrying out the invention]

[0016] [First Example] The following describes a first embodiment of a gaming machine (pachinko machine) to which the present invention is applied, with reference to the drawings. First, the external configuration of the pachinko machine 1 in this embodiment will be described with reference to Figures 1 to 4.

[0017] (1. Outline of Pachinko Machine 1) As shown in Figure 1, the pachinko machine 1 is a gaming machine that can be played by players and is installed in a gaming facility.

[0018] (1-1. Front view of Pachinko machine 1) The pachinko machine 1 has a structure in which each component is held by an outer frame 10 that forms a vertically elongated fixed outer enclosure retaining frame. The outer frame 10 is provided with a front frame (glass frame) 11 into which a glass plate 110 is fitted and an inner frame 30 (see Figure 4) that can be opened and closed via hinges 101, 101 located at the upper and lower positions on the left side. The front frame 11 and inner frame 30 are locked to the outer frame 10 by a cylinder lock 18. The inner frame 30 can be opened by inserting a predetermined key into the cylinder lock 18 and turning the key clockwise, and the front frame 11 can be opened by turning the key counterclockwise. Behind the glass plate 110 of the front frame 11, there is a game board 2 (see Figure 2) held in the inner frame 30.

[0019] Speakers 112, 112 are installed on both the left and right sides of the upper part of the front frame 11, respectively, which output game sounds to enhance the gaming experience. In addition, the front frame 11 is equipped with frame-side decorative lamps 113 that illuminate according to the game state, as well as LEDs that notify of abnormalities in the game.

[0020] The lower half of the front frame 11 has an upper tray 12 and a lower tray 13 integrally formed. A launch handle 14 is provided on the right side of the lower tray 13, and by operating the launch handle 14 clockwise, the launching device is activated and game balls supplied from the upper tray 12 are launched towards the game board 2. Prize balls are also dispensed into the upper tray 12. The lower tray 13 is designed to receive prize balls that overflow from the upper tray 12, and by operating the ball release lever, the game balls accumulated in the lower tray 13 can be transferred to a separate box (dollar box) provided by the arcade.

[0021] This pachinko machine 1 is a so-called CR machine, and a prepaid card unit (CR unit) CR for reading and writing prepaid cards is located next to it. Pachinko machine 1 has a ball dispensing switch 171, a settlement switch 172, and a settlement display unit of the settlement display device 170 located to the right of the upper tray 12. Also, a player-operable performance button 15 is located in the center of the upper tray 12, and a jog dial 16 is installed around its outer edge.

[0022] (1-2. Configuration of the game board of Pachinko machine 1)

[0023] As shown in Figure 2, the game board 2 has a roughly circular game area 20 enclosed by an outer rail 201 and an inner rail 202. A center case 200 is attached to the game area at a position slightly above its center. This divides the game area 20 into a left-handed game area L (corresponding to the first game area described in the claims) where game balls launched with a launch force below a predetermined force are likely to flow down, and a right-handed game area R (corresponding to the second game area described in the claims) where game balls launched with a launch force equal to or greater than the predetermined force are likely to flow down. Numerous game pins and windmills are installed in the game area 20.

[0024] The center case 200 has an LCD panel for the performance pattern display device 46 (overall illustration omitted) located in the center. The center case 200 is also equipped with a warp entrance, warp trough, stage, etc., as is well known.

[0025] Directly below the center case 200 is the first special symbol start opening 23 for the first special symbol (hereinafter simply referred to as the first special symbol), which can be entered (winned) at any time. The configuration makes it easy for game balls flowing down the warp trough of the center case 200 from the left-handed game area L to enter the first special symbol start opening 23. The first special symbol start opening 23 is the entry point that triggers the hit / miss determination of the first special symbol when a ball enters it. When a ball enters the first special symbol start opening 23, multiple types of random numbers are extracted, such as random numbers for determining the jackpot of the first special symbol, random numbers for determining the jackpot symbol of the first special symbol, and random numbers for determining the variation pattern of the first special symbol, and these are used for hit / miss determination. Up to four reserved memories for the first special symbol are stored. Based on these reserved memories, the hit / miss determination of the first special symbol is performed, and the result is determined to be either a jackpot or a miss. In addition, multiple general prize entry points 27 are arranged in the left-handed game area L.

[0026] Figures 2 and 3 show the details of the right-handed game area R, which is configured so that game balls flow down along a transparent flow path 203. The flow path 203 has, from the upstream side, a bonus gate 204, a regular symbol activation gate 21, a regular electric bonus device (simply referred to as a regular electric bonus device) 22, a second special symbol activation opening 24, and a large prize opening 25. Game balls flowing down along the flow path 203 first enter the bonus gate 204, and upon passing through it, it is detected that the game balls have entered the right-handed game area R.

[0027] Downstream of the bonus gate 204, a channel 205 is connected to guide the game ball vertically downward. A regular symbol activation gate 21 is located in the channel 205. The regular symbol activation gate 21 is designed to allow game balls that have passed through the bonus gate 204 to enter and pass through with a high probability. The regular symbol activation gate 21 is the trigger for the hit or miss determination of a regular symbol (hereinafter simply referred to as a regular symbol) when a game ball enters and passes through it. The regular symbol activation gate 21 extracts multiple types of random numbers, such as random numbers for determining the hit of a regular symbol, random numbers for determining the winning symbol of a regular symbol, and random numbers for determining the variation pattern of a regular symbol, and these random numbers are used for the hit or miss determination. Up to four regular symbols can be stored in the reserve memory. Based on these reserve memories, the hit or miss determination of a regular symbol is performed, and the result is determined to be either a regular symbol hit or a regular symbol miss.

[0028] Furthermore, the flow path 205 has out-ball openings 206, 206 on both the left and right sides of the normal operation gate 21 that take game balls into the pachinko machine. These are connected to openings provided in the left and right side walls of the flow path 205 and are configured to take in game balls that could not enter the normal operation gate 21. In other words, as game balls enter and pass through the normal operation gate 21, the flow velocity of the balls decreases, causing subsequent game balls to collide with the balls in front, deviate to the side, and fly out of the flow path through the openings, and the out-ball openings 206, 206 take in these balls. As a result, game balls that enter the normal operation gate 21 in succession will be spaced out to a certain extent.

[0029] Downstream of the flow path 205, there is a flow path 208 that guides the game balls to the left, and downstream of that, a standard electric mechanism 22 is positioned. The standard electric mechanism 22 is provided to be openable and closable by a standard electric mechanism door (simply called a standard electric door) 221. The standard electric mechanism 22 can selectively switch between an open state in which the second special symbol start opening 24 can be entered and a closed state in which it cannot be entered. For example, (1) it can be configured to selectively perform a closed state in which it protrudes above the second special symbol start opening 24 located below, blocking it, and an open state in which it retracts to open the second special symbol start opening 24. Or (2) it can be positioned to conceal the second special symbol start opening 24 located at the rear, and can selectively perform a closed state in which it cannot be entered, and an open state in which it slides downward to expose the second special symbol start opening 24 and allow the game ball to be entered.

[0030] The regular electric mechanism 22 is normally kept closed by the regular electric door 221. This allows the game balls to be guided downstream. When the result of the regular symbol win / loss judgment is a regular symbol win, the regular electric door 221 is activated during the regular symbol win game, opening the regular electric mechanism 22 in a predetermined opening manner and for a predetermined duration, and only when it is open is it possible for the ball to enter the second special symbol start opening 24.

[0031] The second special symbol start gate 24 is the entry point that triggers the determination of whether the second special symbol (hereinafter simply referred to as the second special symbol) is a win or loss when a ball enters it. When a ball enters the second special symbol start gate 24, multiple types of random numbers are extracted, such as random numbers for determining the jackpot of the second special symbol, random numbers for determining the jackpot symbol of the second special symbol, and random numbers for determining the variation pattern of the second special symbol, and these random numbers are used for the win or loss determination. Up to four reserved memories for the second special symbol are stored. Based on these reserved memories, the win or loss determination for the second special symbol is performed, and the result is determined to be either a jackpot, a minor win, or a loss.

[0032] When the regular power supply mechanism 22 is closed, game balls that reach the position of the regular power supply mechanism 22 pass through the regular power supply mechanism 22 and are guided by the flow path 209 toward the large prize opening 25 located downstream.

[0033] The large prize opening 25 can be opened and closed by a special electric mechanism door (simply referred to as the special electric door) 251. The large prize opening 25 is configured so that only game balls that pass through the flow path 205 and are guided to the flow path 208, and that are unable to enter when the regular electric mechanism 22 is closed can reach it. The large prize opening 25 is opened in a predetermined opening manner when the special electric door 251 is activated during the big win game of the first special symbol, the big win game of the second special symbol, and the small win game of the second special symbol. Normally, the special electric door 251 protrudes to block the large prize opening 25, and retracts to open the large prize opening 25 when activated. In addition, when the special electric door 251 is not activated, game balls roll on its upper surface, and the system is configured to send game balls from the downstream end of the flow path 209 to the central lower end of the game area 20. The large prize slot 25 is only accessible when open, and the balls that enter are taken into the game board through the intake slot 252 at the bottom.

[0034] Downstream of the flow path 209, a general prize entry opening 27 is located, and at the bottom of the board surface at the central lower end of the game area 20, an out ball opening 206 for taking in game balls is located (Figure 2).

[0035] Furthermore, at the lower right end of the game board 2, a status notification unit located outside the rail 201 is equipped with a first special symbol display device 281, a first special symbol reserve count display device 282, a second special symbol display device 283, a second special symbol reserve count display device 284, a regular symbol display device 285, and a regular symbol reserve count display device 286.

[0036] (1-3. Rear view of Pachinko machine 1) Figure 4 shows the back of the pachinko machine 1, where an inner frame 30 for detachably attaching the game board 2 is housed. Similar to the front frame 11, the inner frame 30 is hinged to the outer frame 10 at the upper and lower positions of one side edge (right side in Figure 4), allowing it to be opened and closed. A game ball flow passage is formed in the inner frame 30, and a ball tank 31, a tank rail 32, and a payout unit 33 are provided from the top (upstream), with a payout mechanism inside the payout unit 33. With this configuration, when a game ball enters the prize slot of the game board 2, a predetermined number of game balls (prize balls) are dispensed from the ball tank 31 via the tank rail 32 through the payout ball flow passage to the upper tray 12 by the payout unit 33. In addition, the payout unit 33 that dispenses prize balls also dispenses balls that are dispensed by operating the ball dispensing switch 171.

[0037] On the back side of the pachinko machine 1, there is a main control device 40, a payout control device 41, a sub-integrated control device 42, a display symbol control device 43, a launch control device 44, and a power supply board 45. The main control device 40, the sub-integrated control device 42, and the display symbol control device 43 are located on the game board 2, while the payout control device 41, the launch control device 44, and the power supply board 45 are located on the inner frame 30. The launch control device 44 is not shown in Figure 4, but it is located on the back side of the payout control device 41.

[0038] The main control unit 40 is equipped with an RWM clear switch and a setting key switch. The RWM clear switch is primarily operated to clear game information and other data stored in the RWM built into the main control unit 40. The RWM clear switch may also be located in the payout control unit 41 or the power supply board 45.

[0039] The main control unit 40 is equipped with a performance display device consisting of four 7-segment LED displays. By placing the performance display device on the back side of the pachinko machine 1, the performance display device can be positioned in a location that is not visible to the player while they are playing.

[0040] Furthermore, the payout control device 41 is equipped with an fraud alert lamp that lights up an LED when the main control device 40 determines that fraud has occurred, informing employees of the gaming facility that fraud has taken place.

[0041] On the back side of the pachinko machine 1, an external connection terminal board 38 is located to the right of the ball tank 31. The external connection terminal board 38 sends signals indicating the game status and game results to the hall computer 500 (see Figure 5). Conventionally, two types of external connection terminal boards were used to send signals to the hall computer 500: one for the game board (terminals for outputting signals output from the game board to the hall computer 500) and one for the frame (terminals for outputting signals output from the outer frame 10, front frame 11, and inner frame 30 to the hall computer 500). However, in this embodiment, signals indicating the game status and game results are transmitted to the hall computer 500 via a single external connection terminal board 38.

[0042] (2. Electrical configuration of Pachinko machine 1) Next, the electrical configuration of the pachinko machine 1 will be explained with reference to Figure 5. The pachinko machine 1 is configured with a main control device 40 that controls the progress of the game, and includes a payout control device 41, a sub-integrated control device 42, a display symbol control device 43, and a launch control device 44 as sub-control devices. The main control device 40, payout control device 41, sub-integrated control device 42, and display symbol control device 43 are all equipped with a CPU, ROM, RAM, input ports, output ports, etc. In each of these control devices, the CPU starts a program consisting of a main routine and subroutines stored in the ROM in response to an interrupt signal with a period of 2ms or 4ms, and various controls are executed. The main control device 40 is also equipped with a random number counter for extracting various random numbers. In this embodiment, the launch control device 44 is not equipped with a CPU, ROM, RAM, etc. However, it is not limited to this, and the launch control device 44 may be equipped with a CPU, ROM, RAM, etc.

[0043] (2-1. Main control device 40) As shown in Figure 5, the electrical configuration of the pachinko machine 1 is mainly centered around a main control unit 40 that controls the game. The main control unit 40 is electrically connected to a hall computer 500 or a test shooting device (not shown) via a back wiring relay terminal board 530 and an external connection terminal board 38. The output signal from the main control unit 40 is then sent to the hall computer 500 or the test shooting device via the back wiring relay terminal board 530 and the external connection terminal board 38.

[0044] The main control unit 40 is connected via a rear wiring relay terminal board 530 to a glass frame release switch 501 that detects whether the front frame 11 (see Figure 1) is open, and an inner frame release switch 502 that detects whether the inner frame 30 (see Figure 4) is open. In the figures, switches are simply referred to as SW. These glass frame release switch 501 and inner frame release switch 502 output their respective detection signals to the main control unit 40. In Figure 5, "switch" is written as "SW".

[0045] Furthermore, the main control device 40 is connected via the game board relay terminal board 531 to the following: a first special symbol start port switch 503 for detecting balls entering the first special symbol start port 23 (see Figure 2); a second special symbol start port switch 504 for detecting balls entering the second special symbol start port 24 (see Figure 2); a normal symbol operation switch 505 for detecting balls entering the normal symbol operation gate 21 (see Figure 2); a count switch 506 for counting the number of balls entering the big prize port 25 (see Figure 2); a combination gate switch 507 for detecting balls entering the combination gate 204 (see Figure 2); a general prize port switch 508 for detecting balls entering the general prize port 27 (see Figure 2); and an out ball port switch 509 for detecting game balls taken into the out ball port 206 (see Figure 2). The first special symbol start switch 503, the second special symbol start switch 504, the normal symbol activation switch 505, the count switch 506, the combination gate switch 507, the general prize entry switch 508, and the out ball entry switch 509 each output their respective detection signals to the main control device 40.

[0046] Furthermore, the main control device 40 is connected to the large prize opening solenoid 510 via the game board relay terminal board 531, and controls the opening and closing of the large prize opening 25 (see Figure 2) by driving it. In addition, the main control device 40 is connected to the general-purpose mechanism solenoid 511 via the game board relay terminal board 531, and controls the opening and closing of the general-purpose mechanism 22 (see Figure 2) by driving it. Note that in Figure 5, "solenoid" is written as "SOL".

[0047] The main control unit 40 operates according to the installed program. The main control unit 40 generates various commands related to the progress of the game based on various detection signals, etc., and outputs commands to the payout control unit 41 and the sub-integrated control unit 42. Furthermore, the main control unit 40 controls the display of the first special symbol display unit 281, the first special symbol reserve count display unit 282, the second special symbol display unit 283, the second special symbol reserve count display unit 284, the normal symbol display unit 285, and the normal symbol reserve count display unit 286, which are connected via the symbol display unit relay terminal board 533.

[0048] The MPU (Micro Processing Unit) mounted in the main control unit 40 mainly comprises a CPU, ROM, RAM, a counter circuit, a timer circuit, and a random number circuit. Each of the CPU, ROM, RAM, counter circuit, timer circuit, and random number circuit is connected via an internal bus, and the internal bus is connected to various switches and devices provided in the pachinko machine 1 via an external bus interface.

[0049] (2-2. Dispensing control device 41) Next, the payout control device 41 will be described. The payout control device 41 is connected to the main control device 40 in a bidirectional manner. The payout control device 41 is connected to the glass frame release switch 501 and the inner frame release switch 502 via the payout relay terminal board 534 and the back wiring relay terminal board 530. The payout control device 41 then transmits information regarding the prize balls, information regarding the open / closed state of the front frame 11 and the inner frame 30, etc., to the hall computer 500 or a test firing device (not shown) via the external connection terminal board 38. In addition, the payout control device 41 transmits a firing stop signal to the firing control device 44 to stop the firing of game balls as needed.

[0050] Furthermore, the dispensing control device 41 is connected via a rear wiring relay terminal board 530 to a bulb failure switch 520 that detects when the bulb tank 31 (see Figure 4) is empty. When the bulb failure switch 520 detects that the bulb tank 31 is empty, it outputs a detection signal to the dispensing control device 41.

[0051] Furthermore, the payout control device 41 is connected via a payout relay terminal board 534 to a payout motor 521 that dispenses game balls and a payout switch 522 that detects when game balls have been dispensed. The payout control device 41 drives the payout motor 521 in response to a command sent from the main control device 40 to dispense game balls. When the payout switch 522 detects that game balls have been dispensed, it outputs a detection signal to the payout control device 41. In addition, the payout control device 41 is connected to a full-capacity switch 523 that detects when the lower tray 13 is full. When the full-capacity switch 523 detects that the lower tray 13 is full, it outputs a detection signal to the payout control device 41.

[0052] The payout control device 41 stops the payout motor 521 when it receives a detection signal from the bulb failure switch 520 and when it receives a detection signal from the full tray switch 523. This stops the payout operation of the payout unit 33 for prize balls. The bulb failure switch 520 continues to output a detection signal until the bulb failure condition is resolved, and the full tray switch 523 continues to output a detection signal until the full tray 13 is released. Then, when the input of detection signals from the bulb failure switch 520 and the full tray switch 523 stops, the payout control device 41 restarts the operation of the payout motor 521.

[0053] Furthermore, when the present invention is applied to a sealed-type gaming machine that circulates game balls sealed inside the machine, one-way communication from the main control device 40 to the payout control device 41 (in the case of a sealed-type gaming machine, game balls are not dispensed, so it is preferable to call it a frame control device) may be used. In this case, the gaming machine can be configured to be difficult to tamper with.

[0054] Furthermore, the payout control device 41 is connected to the CR unit CR and the settlement display device 170 via the CR unit terminal board 535, enabling bidirectional communication. The settlement display device 170 is connected to a ball dispensing switch 171 and a settlement switch 172, which are operated by the player. The ball dispensing switch 171 is operated when the player requests to be dispensed with game balls, and the settlement switch 172 is operated when the player requests a settlement.

[0055] When the ball dispensing switch 171 detects operation by a player, it outputs an operation signal requesting a ball to be dispensed. The ball dispensing request signal output by the ball dispensing switch 171 is input to the CR unit CR via the settlement display device 170, and the CR unit CR sends a ball dispensing request signal to the payout control device 41. When the payout control device 41 receives the ball dispensing request signal from the CR unit CR, it drives the payout motor 521 to dispense the game balls and controls the display of the balance on the prepaid card inserted into the CR unit CR.

[0056] When the settlement switch 172 detects an operation by a player, it outputs a settlement request operation signal. The settlement request signal output by the settlement switch 172 is input to the CR unit CR via the settlement display device 170, and the CR unit CR controls the balance management and balance display of the prepaid card inserted into the CR unit CR in response to the settlement request signal.

[0057] Furthermore, the payout control device 41 is equipped with an LED fraud alert lamp that lights up when it is determined that the frequency of balls entering the general prize slot 27 is abnormal. When the payout control device 41 receives a fraud command from the main control device 40, it can notify employees of the amusement facility that fraud may have occurred by lighting up the fraud alert lamp.

[0058] (2-3. Sub-integrated control device 42 and display symbol control device 43) The sub-integrated control unit 42 is connected to the main control unit 40 via the performance relay terminal board 532 and enables communication from the main control unit 40 to the sub-integrated control unit 42. The sub-integrated control unit 42 then performs performance control based on commands received from the main control unit 40. Performance buttons 15 and a jog dial 16 are connected to the sub-integrated control unit 42. The performance buttons 15 and the jog dial 16 each input their respective detection signals to the sub-integrated control unit 42.

[0059] The sub-integrated control unit 42 controls the output of sound by driving the speaker 112, and also controls the lighting and extinguishing of various LEDs and lamps, including the frame-side decorative lamp 113. Furthermore, the sub-integrated control unit 42 is provided with a volume control switch to adjust the volume output from the speaker 112. The sub-integrated control unit 42 controls the volume output from the speaker 112 based on the operation signal input from the volume control switch.

[0060] The performance symbol control device 43 is connected to the sub-integrated control device 42 in a bidirectional manner. The sub-integrated control device 42 transmits commands to the performance symbol control device 43 regarding the display mode of pseudo-performances that display characters, etc., and pseudo-symbols of special symbols. Meanwhile, the performance symbol control device 43 displays pseudo-performance symbols 700 corresponding to the commands sent from the sub-integrated control device 42 on the LCD panel of the performance symbol display device 46.

[0061] Furthermore, if the sub-integrated control device 42 determines that the frequency of balls entering the general prize slot 27 is abnormal, it will issue an error notification via the speaker 112, the frame-side decorative lamp 113, and the display symbol display device 46.

[0062] (2-4. Launch control device 44) The launch control device 44 is connected to the payout control device 41, enabling communication from the payout control device 41 to the launch control device 44. The launch control device 44 controls the launch motor 526 based on commands sent from the main control device 40 via the payout control device 41 and the rotation signal of the launch handle 14, thereby launching and stopping the game balls.

[0063] Furthermore, the launch control device 44 is connected to a launch stop switch 524 provided on the launch handle 14, and a touch switch 525 that detects when a player is touching the launch handle 14. When the touch switch 525 detects that a player is touching the launch handle 14, it inputs a detection signal to the launch control device 44. The launch control device 44 then launches a game ball when it receives a detection signal from the touch switch 525. On the other hand, the launch stop switch 524 inputs a detection signal to the launch control device 44 when it detects an operation by the player. When the launch control device 44 receives a detection signal from the launch stop switch 524, it stops launching game balls even if it has received a detection signal from the touch switch 525.

[0064] (2-5. Power supply board 45) Although not shown in the diagram, the power supply board 45 comprises a power supply circuit, a power receiving circuit, a power failure detection circuit, and a backup power supply circuit. The power supply circuit converts the alternating current voltage supplied from an externally provided AC power supply (main power supply AC24V) to generate a direct current voltage. The power receiving circuit is equipped with a power switch, and the power supply circuit is connected to the AC power supply via the power receiving circuit. When the power switch is turned ON, the power supply circuit conducts with the AC power supply, and the main power supply AC24V is supplied to the power supply circuit. The power supply circuit then supplies the necessary direct current voltage to various control devices, actuators, etc.

[0065] The power outage detection circuit monitors the voltage supplied from the power supply circuit. When the supplied voltage falls below a predetermined voltage, the power outage detection circuit determines that the power switch has been turned OFF or that a power interruption due to a power outage has occurred, and sets the power outage detection signal output to the main control unit 40 and the payout control unit 41 to a high level (ON). On the other hand, when the voltage supplied from the power supply circuit rises above a predetermined voltage, the power outage detection circuit sets the power outage detection signal to a low level (OFF).

[0066] In this embodiment, the power outage detection circuit was described using the example of transmitting a power outage detection signal to the main control unit 40 and the payout control unit 41, but it is not necessarily limited to this. For example, the power outage detection circuit may be configured to transmit the power outage detection signal to only one of the main control unit 40 or the payout control unit 41, and to transmit a power outage command from the main control unit 40 to the payout control unit 41, or from the payout control unit 41 to the main control unit 40.

[0067] The backup power supply circuit is composed of capacitors and the like. The backup power supply circuit charges the DC 5V power generated by the power supply circuit while receiving power from the AC power supply, and in the event of a power outage, it supplies the backup power supply (DC 5V) to the RWM of the main control device 40 and the RWM of the payout control device 41, etc.

[0068] In this embodiment, backup power is supplied to the RWM of the main control unit 40 and the RWM of the payout control unit 41. Therefore, even after the power supply is cut off, the pachinko machine 1 can retain for a certain period of time the contents that were stored in the main control unit 40 and the payout control unit 41 at the time of the power outage, such as the game state of the pachinko machine 1 and the number of game balls to be paid out as prize balls.

[0069] On the other hand, the backup power is not supplied to the RWM of the sub-integrated control unit 42. Therefore, when the power supply to the pachinko machine 1 is stopped, the contents stored in the RWM of the sub-integrated control unit 42 are erased.

[0070] (3. Operation of Pachinko Machine 1) This section explains the operation of Pachinko Machine 1.

[0071] (3-1. Basic Games) When a game ball enters the regular symbol operation gate 21 of the pachinko machine 1, it extracts multiple types of random values ​​(numerical data) related to the determination of whether the regular symbol is correct or incorrect, and makes a determination of correct or incorrect based on the extracted random values. Based on the result of this determination, the pachinko machine 1 starts displaying the variation of the regular symbol on the regular symbol display device 285, and displays a confirmation after a predetermined time.

[0072] Then, if the result of the regular symbol's hit / miss judgment is a hit, the pachinko machine 1 opens the regular electric mechanism 22, allowing the ball to enter the second special symbol start opening 24. The opening time and number of times the regular electric mechanism 22 opens are set to, for example, 1.0 second x 1 time in the normal state, and 8.0 seconds x 1 time in a game state that is advantageous to the player (the time-saving game state described later).

[0073] When a game ball enters the first special symbol start opening 23 of the pachinko machine 1, it extracts multiple types of random values ​​(numerical data) related to the win / loss determination of the first special symbol and stores a predetermined number of the extracted random values ​​as the reserved memory for the first special symbol. Then, the pachinko machine 1 makes a win / loss determination based on the reserved random values ​​and determines whether it is a jackpot or a loss. Based on the result of this win / loss determination, the pachinko machine 1 starts displaying the variation of the first special symbol on the first special symbol display device 281 and displays a confirmation after a predetermined time has elapsed. In addition, the pachinko machine 1 starts displaying the variation of the pseudo-performance symbol 700 (see Figure 26) corresponding to the first special symbol on the performance symbol display device 46 and displays a confirmation after a predetermined time has elapsed.

[0074] Similarly, when a game ball enters the second special symbol start opening 24, the pachinko machine 1 extracts multiple types of random values ​​(numerical data) related to the hit / fail determination of the second special symbol, and stores a predetermined number of the extracted random values ​​as the second special symbol's reserved memory. Then, the pachinko machine 1 makes a hit / fail determination based on the reserved random values ​​of the second special symbol, and determines whether it is a big hit, a small hit, or a miss. Based on this hit / fail determination, the pachinko machine 1 starts displaying the second special symbol's variation on the second special symbol display device 283, and displays the second special symbol's confirmed result after a predetermined time has elapsed. In addition, the pachinko machine 1 starts displaying the pseudo-performance symbol 700 corresponding to the second special symbol's variation on the performance symbol display device 46, and displays the confirmed result after a predetermined time has elapsed.

[0075] Pachinko machine 1 performs a jackpot game if the result of the first or second special symbol win / loss judgment is a jackpot according to the confirmed display pattern of the first or second special symbol. In this jackpot game, pachinko machine 1 opens and closes the large prize slot 25. Specifically, pachinko machine 1 performs a round game a predetermined number of times in which a series of actions, such as closing the large prize slot 25 when a predetermined time (for example, 29 seconds) has elapsed since opening the large prize slot 25, or when the number of game balls that have entered the large prize slot 25 since opening the large prize slot 25 reaches a predetermined number of winning balls (9 in this embodiment), constitutes one round. For example, the jackpot game is configured to perform 10 rounds of round games in which the large prize slot 25 is opened in a predetermined opening pattern. In the jackpot game, pachinko machine 1 plays a game in which the player aims for the large prize slot 25 by shooting to the right.

[0076] If the result of the second special symbol win / loss determination in the pachinko machine 1 is a minor win according to the confirmed display of the second special symbol, a minor win game is performed. In this minor win game, the pachinko machine 1 opens and closes the large prize opening 25. In the minor win game, for example, an opening operation is performed once in which the large prize opening 25 is opened for 1.600 seconds. In the minor win game, the pachinko machine 1 plays a game in which the player aims for the large prize opening 25 by shooting to the right.

[0077] (3-2. Production display) In the pachinko machine 1, the fluctuation and confirmation displays of the first and second special symbols are displayed in small letters in the corner of the game board 2. The pachinko machine 1 then displays a pseudo-performance (fluctuation performance) using pseudo-performance symbols 700 corresponding to the first and second special symbols on a performance symbol display device 46 located in the center of the game area 20, and informs the player of the result of the win / loss judgment through the pseudo-performance display. In the pseudo-performance display, the pachinko machine 1 displays the fluctuation of three pseudo-performance symbols 700, and if the result of the win / loss judgment is a jackpot, it stops all three pseudo-performance symbols 700 with the same symbol. Furthermore, the pachinko machine 1 can give the player a sense of anticipation that the win / loss judgment will result in a jackpot by performing a reach performance in the pseudo-performance display, where two of the pseudo-performance symbols 700 are stopped with the same symbol and the remaining pseudo-performance symbol 700 is displayed with the fluctuation.

[0078] Pachinko machine 1 can perform two types of reach animations: a normal reach (also called an N reach) which develops from a normal spin where three pseudo-animation symbols change, and a super reach (also called an SP reach) which has a higher probability of resulting in a jackpot than an N reach. The SP reach can develop from an N reach.

[0079] Furthermore, Pachinko machine 1 is configured such that a predetermined target is set in advance during normal gameplay, and a target achievement sequence can be implemented to determine whether or not the predetermined target can be achieved. Moreover, if the target is achieved in the target achievement sequence, it can develop into an SP (Special) reach.

[0080] Pachinko machine 1 is capable of implementing at least multiple types of goal achievement sequences. Furthermore, pachinko machine 1 is designed so that one of the goal achievement sequences has a higher probability of achieving the goal than the other. Moreover, achieving the goal with one type of goal achievement sequence has a higher probability of resulting in a jackpot than achieving the goal with the other type of goal achievement sequence. The configuration of the pseudo-sequence display (variation sequence display), reach sequence, goal achievement sequence, etc., will be described in detail later using Figures 22 to 29.

[0081] Furthermore, the pachinko machine 1 is configured to prioritize the determination of whether the second special symbol wins or losses over the determination of whether the first special symbol wins or losses. For example, even if there is a reserve memory for the first special symbol, if the reserve memory for the second special symbol is stored by a ball entering the second special symbol start port 24, the determination of whether the reserve memory for the second special symbol wins or losses is performed before the reserve memory for the first special symbol. In this case, the variation of the special symbols and pseudo-effect symbols is also performed with priority given to the variation of the second special symbol. It should be noted that the game configuration does not need to prioritize the determination of whether the second special symbol wins or losses when implementing the present invention; the game configuration may also involve simultaneous variation of the first and second special symbols.

[0082] Furthermore, the pachinko machine 1 checks whether there is a possibility of a jackpot based on the random values ​​(numerical data) of the first special symbol extracted due to the ball entering the first special symbol start opening 23, or the random values ​​(numerical data) of the second special symbol extracted due to the ball entering the second special symbol start opening 24, before the win / loss determination is made based on these random values ​​(for example, this is also called a pre-read determination).

[0083] Furthermore, before the first or second special symbol indicating the result of the win / loss determination is displayed, the pachinko machine 1 can perform a pre-announcement effect that suggests the likelihood of a big win, depending on the result of the pre-announcement determination. For example, the pre-announcement effect performs a reserved symbol effect that indicates the likelihood of a big win by displaying a reserved symbol different from the normal reserved symbol in the reserved symbol display device 46, according to the reserved memory of the first special symbol and the reserved memory of the second special symbol. In this case, it is desirable that the reserved symbol effect is configured to display one of the following as a reserved symbol: a symbol that indicates a high possibility of a big win, a symbol that indicates a high possibility of an SP reach, a symbol that indicates a high possibility of an N reach, or a normal symbol.

[0084] Furthermore, once the reserved symbol animation begins (when a symbol different from the normal reserved symbol is displayed), it continues across multiple special symbol variations until the special symbol variation associated with the win / loss determination for the reserved memory on which the reserved symbol animation was performed begins. In addition, it is conceivable that pachinko machine 1 may implement a reserved symbol change animation in the reserved symbol animation, in which the displayed reserved symbol changes into a symbol with a different probability of resulting in a jackpot.

[0085] (3-3. Game state) Next, we will explain the game states used in Pachinko Machine 1. Pachinko Machine 1 is broadly divided into two game states: a game state in which the large prize winning opening 25 is closed and a game state in which the large prize winning opening 25 is open. Furthermore, in the game state in which the large prize winning opening 25 is closed, Pachinko Machine 1 includes the game states of normal gameplay, probability variation gameplay which is more advantageous to the player than normal gameplay, and time reduction gameplay which is more advantageous to the player than normal gameplay.

[0086] In normal gameplay, the probability of winning a jackpot based on the hit / fail judgment of the first or second special symbol is set low, and the normal power support function described later is not provided. In normal gameplay, the pachinko machine 1 is played by aiming at the first special symbol start opening 23 by shooting left.

[0087] A probability variation game is a game state in which the probability of hitting a jackpot in the win / fail judgment of the first or second special symbol is set to a higher probability than in a normal game. After a jackpot game ends, a probability variation game can be transitioned to via a jackpot game, depending on the jackpot symbol (or the type of jackpot game based on the jackpot symbol) determined at the time of the win / fail judgment that caused the jackpot game. In a probability variation game, the game transitions to a normal game when an termination condition is met, such as the number of times the special symbols that have not resulted in a jackpot consecutively in the win / fail judgment of the first and second special symbols reaches a predetermined number of consecutive times (for example, 100 times). Pachinko machine 1 plays a right-hand shot game in the probability variation game state.

[0088] Shortened play mode is a game state in which a time-saving function is added that shortens the average fluctuation time of the special symbols in the determination of whether the first or second special symbol wins or losses, and a normal electric support function is added that increases the probability of winning when determining whether the normal symbol wins or losses, shortens the fluctuation time of the normal symbol, and extends the opening time of the normal electric mechanism 22.

[0089] Pachinko machine 1 is equipped with multiple types of time-saving game modes. One of these is a time-saving game mode that can be entered after a jackpot game ends, or after another jackpot game has been played (also called time-saving game mode a). Pachinko machine 1 is configured to always transition to time-saving game mode a after a jackpot game ends. For example, pachinko machine 1 could also be configured to transition to a probability-changing game mode and time-saving game mode after a jackpot game ends.

[0090] Furthermore, Pachinko machine 1 includes a special time-saving game (also called b time-saving game) which can be entered from normal gameplay without going through a jackpot game when the number of consecutive non-jackpot spins (minor win spins or losing spins) in the non-probability spin (low probability) state after a jackpot game has ended reaches a predetermined number of times (also called the number of times the special time-saving game is reached, for example 900 times). In this case, if the game transitions to a probability spin after a jackpot game has ended, the number of consecutive non-jackpot spins in the first and second special symbols is counted after the duration of the probability spin game has ended.

[0091] Furthermore, the pachinko machine 1 includes a type of time-saving game in which, during normal gameplay, a predetermined losing symbol is determined when the first special symbol or the second special symbol is judged to be correct, allowing the player to transition from normal gameplay without going through a jackpot game (also called c time-saving game).

[0092] In all of these time-saving games, the game transitions to normal gameplay when an termination condition is met, such as when the number of spins of the special symbols that have not resulted in a jackpot consecutively, as determined by the win / loss judgment of the first and second special symbols, reaches a predetermined number of consecutive spins (for example, 100 or 500 spins).

[0093] Furthermore, in the case of time-saving gameplay, depending on the game configuration, the average fluctuation time of the special symbols may not be shortened, and only the normal electric support function may be added. In particular, in the case of configurations that provide time-saving without going through a jackpot game, such as "b time-saving gameplay" and "c time-saving gameplay", the rules do not permit transitioning the winning probability to a high probability without going through a jackpot game, so in configurations with such time-saving, it is necessary to configure the time-saving game state without transitioning the winning probability of the normal symbols to a high probability. For this reason, it may be acceptable to simply call a state that makes it easy to win into the normal electric mechanism a time-saving game. In the time-saving game state, the pachinko machine 1 is played by aiming at the normal electric mechanism 22 (second special symbol start opening 24) by shooting to the right.

[0094] Thus, in the pachinko machine 1 equipped with normal gameplay, probability variation gameplay, and time-saving gameplay, the game state can transition to either a probability variation / time-saving game state (high probability / time-saving) or a normal probability / time-saving game state (low probability / time-saving) immediately after the end of a jackpot game. In other words, immediately after the end of a jackpot game, the machine is configured to always enter a time-saving game state for a predetermined period of time. Furthermore, in the pachinko machine 1, when the game transitions to the normal game state, the machine transitions to a bonus time-saving game when the number of consecutive non-jackpot spins on the first and second special symbols reaches the bonus time-saving number of spins.

[0095] (4. Game specifications for Pachinko machine 1) Next, the basic specifications of the pachinko machine 1 will be explained. As shown in Figure 6, the pachinko machine 1 is configured to change the probability of winning a jackpot for the first special symbol and the second special symbol according to the setting value. For example, in the normal game state with setting value 1, the jackpot probability is set to 1 / 219 for both the first and second special symbols, to 1 / 214 for setting value 2, to 1 / 209 for setting value 3, to 1 / 204 for setting value 4, to 1 / 199 for setting value 5, and to 1 / 194 for setting value 6. In the probability variation game state, the jackpot probability is set to 1 / 20, which is common to all settings from 1 to 6, regardless of whether it is the first or second special symbol. In this embodiment, the probability of winning a jackpot during the probability variation game state is the same for all settings from 1 to 6, but it is not limited to this, and may be different for each setting.

[0096] In Pachinko Machine 1, the first special symbol does not determine whether a win is a minor win. On the other hand, the probability of winning a minor win in the second special symbol is set to 175 / 209 regardless of whether it is a normal game state, a probability variation game state, or the setting value. However, the probability of winning a minor win may differ depending on whether it is a normal game state, a probability variation game state, or the setting value.

[0097] In Pachinko Machine 1, the probability of winning a regular symbol is constant regardless of the settings. The probability of winning a regular symbol is set to 1 / 6 in normal mode, and to 5 / 6 in the probability variation mode or the time reduction mode.

[0098] In Pachinko Machine 1, the probability of entering a probability variation state after a big win is set to 60% for both the first and second special symbols. The duration of the probability variation state is set to 100 spins. This setting ensures that the probability variation state continues until 100 spins without a big win are reached.

[0099] In Pachinko Machine 1, the probability of entering a time-saving game state (a-time-saving game) after a big win game is set to 100% for both the first and second special symbols. Furthermore, the continuation of the time-saving game state entered after a big win game is set to 100 spins for the first and second special symbols after the big win game ends. In addition, the continuation of the time-saving game state entered when the number of spins for the first and second special symbols reaches the bonus time-saving number in the non-probability game (low probability) state after a big win game ends will continue until the number of spins for the first and second special symbols reaches 500 after the big win game ends.

[0100] When a jackpot occurs in the first or second special symbol of pachinko machine 1, a jackpot game is played at the large prize entry point 25. In the jackpot game, a 10R jackpot game is selected, in which a round game of opening the large prize entry point 25 is played for 10 rounds. In each round, the large prize entry point 25 remains open until the opening time reaches 29 seconds, or until the number of balls entering the large prize entry point 25 reaches the specified number of 10.

[0101] In pachinko machine 1, when a minor win occurs in the second special symbol, a minor win game is played at the large prize entry point 25. During the minor win game, the large prize entry point 25 is opened once for 1,600 seconds.

[0102] In pachinko machine 1, during non-time-saving gameplay (normal), the regular electric feature 22 opens once for 1.0 second. Furthermore, when a regular symbol is won during time-saving gameplay, the regular electric feature 22 opens once for 8.0 seconds. Thus, the opening time of the regular electric feature 22 is configured to change depending on whether the game is in time-saving or non-time-saving gameplay mode.

[0103] Next, let's explain the prize balls. The prize balls for the first special starting gate 23 are set at 3 balls for each ball that enters. The prize balls for the second special starting gate 24 are set at 1 ball for each ball that enters. The prize balls for the large prize gate 25 are set at 10 balls for each ball that enters. The prize balls for the general prize gate 27 are set at 10 balls for each ball that enters.

[0104] (5. Startup process) Next, the "startup process" performed by the main control unit 40 will be explained with reference to the flowchart shown in Figure 7. The startup process is performed when the power to the pachinko machine 1 is turned on.

[0105] As shown in Figure 7, the main control unit 40 sets the stack pointer to the stack address as the first step in the startup process (process S1). Subsequently, the main control unit 40 sets the interrupt vector address of the interrupt vector table to the corresponding register (process S2) and also sets the internal register (process S3). The interrupt vector address is used to specify the starting address for the interrupt processing program described later in the address space (memory space).

[0106] Next, the main control unit 40 reads the input port register (process S4) and determines whether the power outage stop signal is OFF or OFF (process S5). If the power outage detection signal remains ON and there is a negative determination (process S5: No), the main control unit 40 determines that the voltage supplied from the power supply board 45 has not reached the predetermined voltage. In this case, the main control unit 40 returns to process S4 and repeatedly executes processes S4 and S5 until the power outage stop signal turns OFF.

[0107] On the other hand, if the power outage detection signal switches to OFF and the result is positive (process S5: Yes), the main control unit 40 determines that the voltage supplied from the power supply board 45 is above a predetermined voltage and that a stable voltage supply has been established, and permits writing to the RWM built into the main control unit 40 (process S6).

[0108] After process S6, the main control unit 40 performs an initial setup process (process S7). This initial setup process (process S7) mainly involves setting the transition mode. After that, the main control unit 40 disables interrupts (process S8) and performs register saving (process S9). Furthermore, the main control unit 40 performs a game performance calculation process (process S10) which calculates game performance such as base values. In other words, the main control unit 40 performs calculations related to game performance outside the RWM area built into the main control unit 40.

[0109] After process S10, the main control unit 40 performs register restoration (process S11) and enables interrupts (process S12), and returns to process S8. In this way, the main control unit 40 repeatedly executes processes S8 to S12 during the startup process. Meanwhile, between the execution of process S12 and the execution of process S8 again, the main control unit 40 periodically executes the interrupt processing described later (see Figure 8) (for example, every 4m processing S period).

[0110] (6. Interrupt handling) Next, the "interrupt processing" performed by the main control unit 40 will be explained with reference to the flowchart shown in Figure 8. As shown in Figure 8, the main control unit 40 sets the timer and the watchdog timer as the first process to be performed in interrupt processing (process S21). In process S21, the main control unit 40 sets various timers provided in the main control unit 40, and clears and restarts the watchdog timer.

[0111] After processing S21, the main control unit 40 determines whether the transition mode to which the pachinko machine 1 transitions after power-on is the "game stop mode" (processing S22). If the result is "game stop mode" (processing S22: Yes), it can be determined that the pachinko machine 1 is in a state where it cannot start playing and is waiting to switch the power switch to OFF. In this case, the main control unit 40 enables interrupts (processing S36) and returns to the startup process (see Figure 7).

[0112] On the other hand, if the determination in process S22 is negative (process S22: No) and not "game stop mode", the main control device 40 executes a timer update process to update the various timers provided in the main control device 40 (process S23). Next, the main control device 40 executes an input determination process (process S24), which is a process related to the entry of game balls into the various starting holes and various prize holes. Details of the input determination process (process S24) will be described later with reference to the flowchart shown in Figure 10. After process S24, the main control device 40 executes a win / loss determination process (process S25), which is a process related to win / loss determination and jackpot games. Details of the win / loss determination process (process S25) will be described later with reference to the flowchart shown in Figure 31.

[0113] After processing S25, the main control unit 40 executes a game state setting process (processing S26) which sends a signal to the hall computer 500 indicating that the game state has changed. In processing S26, for example, after a jackpot game (special game) or a winning game (regular game) has ended in the win / failure determination process (processing S25) described above, the main control unit 40 sends a signal to the hall computer 500 after a predetermined time has elapsed.

[0114] Furthermore, if the pachinko machine 1 is connected to a test firing device (not shown), the main control device 40 transmits a test signal to the test firing device in process S26 indicating that the game state has changed.

[0115] After processing S26, the main control unit 40 performs an error monitoring process (process S27) to monitor whether or not an error has occurred. Examples of errors monitored by the main control unit 40 in the error monitoring process (process S27) include open errors indicating that the front frame 11 or inner frame 30 is open, radio wave errors indicating that an abnormal radio wave has been detected by a radio wave sensor (not shown), and vibration errors indicating that an abnormal vibration has been detected by a vibration sensor (not shown).

[0116] After processing S27, the main control device 40 executes a prize ball command transmission process (process S28) to send a prize ball command to the payout control device 41. Then, based on the received prize ball command, the payout control device 41 executes the payout of prize balls set for each type of starting gate or prize gate into which a ball entered.

[0117] After processing S28, the main control unit 40 executes a performance data output process (process S29) which creates image data and sound data corresponding to the game content during execution and outputs them to the sub-integrated control unit 42. Furthermore, if the main control unit 40 detects the occurrence of an error in the error monitoring process (process S27) described above, it appropriately provides error notification, such as displaying an error on the performance symbol display device 46, lighting or flashing the frame-side decorative lamps 113, or outputting sound from the speaker 112, depending on the content of the detected error.

[0118] After processing S29, the main control unit 40 performs external output processing (processing S30) to the hall computer 500 via the external connection terminal board 38. In processing S30, the main control unit 40 transmits data related to the large prize slot solenoid 510 and the general-purpose mechanism solenoid 511 to the hall computer 500 based on the processing content of the above-mentioned win / failure determination processing (processing S25). Also in processing S30, if the main control unit 40 detects the occurrence of an error in the above-mentioned error monitoring processing (processing S27), it transmits a security signal to the hall computer 500. If a test firing device is connected to the pachinko machine 1, the main control unit 40 transmits data related to the large prize slot solenoid 510 and the general-purpose mechanism solenoid 511, as well as a security signal, to the test firing device in processing S30.

[0119] After process S30, as shown in Figure 9, the main control unit 40 performs register saving (process S31) and executes the performance display data creation process (process S32). In process S32, the main control unit 40 creates data for displaying on the performance display device the calculation results of the performance display calculation process (process S10) performed outside the RWM area built into the main control unit 40 during the startup process (see Figure 7), and the test results of the test firing test. After process S31, the main control unit 40 performs register restoration (process S33).

[0120] After processing S33, the main control unit 40 executes the segment data creation process (processing S34). In processing S34, the main control unit 40 creates segment data for controlling the emission of light for each common (8-bit display area related to LED segments) of various LEDs provided on the performance display device, in preparation for displaying the data created in processing S31 on the performance display device.

[0121] After processing S34, the main control unit 40 performs display processing for various display devices (processing S35), displaying game performance and test shooting data on the performance display device. Also in processing S35, the main control unit 40 displays the variation and confirmation of various symbols on the first special symbol display device 281, the second special symbol display device 283, and the normal symbol display device 285, depending on the game status being played. After processing S35, the main control unit 40 allows interrupts (processing S36) and returns to the startup process (see Figure 7).

[0122] Furthermore, while the main control unit 40 executes the performance display calculation process (process S10) in the startup process (Figure 7), it performs the processing related to displaying the calculation results of the performance display calculation process (process S10) in the interrupt process. In this regard, by executing the performance display calculation process (process S10), which has a large amount of processing load, in the startup process, the main control unit 40 can prevent interrupt disabling (process S8, see Figure 7) from being executed before the performance display calculation process (process S10) is completed. On the other hand, the main control unit 40 can improve the efficiency of display control by executing the display processing for the performance display device at the same timing as the display processing for the first special drawing display device 281, etc.

[0123] (7. Input detection process) Next, the "input determination process" (process S24) executed within the interrupt processing (see Figure 8) will be explained with reference to the flowchart shown in Figure 14. As shown in Figure 10, the main control device 40 executes the special ball entry confirmation process (process S101) as the first process of the input determination process (process S24). The special ball entry confirmation process (process S101) is executed when a game ball enters the first special ball start opening 23 or the second special ball start opening 24. Details of the special ball entry confirmation process (process S101) will be described later with reference to the flowchart shown in Figure 11.

[0124] After process S101, the main control unit 40 executes the normal ball entry confirmation process (process S102). The normal ball entry confirmation process (process S102) is executed when a game ball enters the normal operation gate 21. Details of the normal ball entry confirmation process (process S102) will be described later with reference to the flowchart shown in Figure 12.

[0125] After processing S102, the main control device 40 executes the prize count processing (processing S103). The prize count processing (processing S103) is executed when a game ball enters the large prize opening 25 or the general prize opening 27. Specifically, in processing S103, when the count switch 506 or the general prize opening switch 508 detects a game ball, the main control device 40 adds 1 to the value of the counter that counts the number of game balls that have entered the large prize opening 25 or the general prize opening 27.

[0126] After processing S103, the main control device 40 executes the out count processing (processing S104). The out count processing (processing S104) is a process that aggregates the number of outs used in calculating the game performance. Specifically, in processing S104, the main control device 40 adds 1 to the value of the counter that counts the number of outs when a switch that detects the entry of a game ball into the first special symbol start switch 503, the second special symbol start switch 504, the normal symbol activation switch 505, the general prize entry switch 508, the count switch 506, and the out ball entry switch 509 detects a game ball.

[0127] After processing S104, the main control device 40 determines whether the frequency of balls entering the general prize slot 27 is abnormal (processing S105). Specifically, in processing S105, the main control device 40 determines that fraud has occurred if the number of game balls that enter the general prize slot 27 within a predetermined time (for example, 60 seconds) exceeds the prescribed number of prizes (for example, 10 balls). If the result is that the ball entry frequency is normal and the determination is negative (processing S105: No), the main control device 40 terminates this process and returns to the interrupt processing (see Figure 8).

[0128] On the other hand, if the ball entry frequency is abnormal and the determination is positive (process S105: Yes), the main control unit 40 sends an infraction alert command to the payout control unit 41 and the sub-integrated control unit 42 (process S106), and terminates this process. In process S106, the payout control unit 41, having received the infraction alert command from the main control unit 40, lights up the infraction alert lamp provided on the payout control unit 41.

[0129] Furthermore, the sub-integrated control unit 42, upon receiving an error notification command from the main control unit 40, provides error notification through the illumination or flashing of the frame-side decorative lamps 113 and audio output from the speaker 112. In addition, the performance symbol control unit 43, upon receiving the error notification command from the sub-integrated control unit 42, displays a warning on the performance symbol display device 46 indicating that an error has occurred. Note that the error notification via audio output from the speaker 112 ends 30 seconds after the error notification begins, and the warning display on the performance symbol display device 46 and the error notification via the frame-side decorative lamps 113 end 5 minutes after the error notification begins.

[0130] (7-1. Special design ball entry confirmation process) Next, referring to the flowchart shown in Figure 11, the special symbol ball entry confirmation process (process S101) executed within the input judgment process (process S24, see Figure 10) will be explained. The special symbol ball entry confirmation process (process S101) extracts and stores multiple types of random numbers for the first special symbol in response to the ball entering the first special symbol start port 23, and also extracts and stores multiple types of random numbers for the second special symbol in response to the ball entering the second special symbol start port 24. Then, it transmits various commands resulting from the ball entering the first special symbol start port 23 and the second special symbol start port 24 to the sub-integrated control device 42.

[0131] As shown in Figure 11, the "Special Feature Ball Entry Confirmation Process" first determines in process S110 whether or not the ball has entered the first special feature start port 23 via the first special feature start port switch 503. If the determination is negative (process S110: No), the process proceeds to process S115.

[0132] If the result in process S110 is positive (process S110: Yes), then in process S111, it is determined whether the number of reserved memories for the first special feature stored in the reserved memory area for the first special feature is full (whether the upper limit has been reached). If the result in positive (process S111: Yes), the process proceeds to process S115.

[0133] If the judgment in the above process S111 is negative (process S111: No), then in process S112, random numbers for determining the jackpot of the first special feature, random numbers for determining the jackpot symbol, random numbers for determining a reach, random numbers for determining the variation pattern, etc. are extracted. The extracted various random numbers are stored in a temporary memory area of ​​the first special feature reserve memory area. Furthermore, the various random numbers stored in the temporary memory area are stored as first special feature reserve memories in the main memory area of ​​the first special feature reserve memory area. Even if the number of reserve memories for the first special feature is "0", various random numbers such as the win / loss random numbers extracted when a game ball enters the first special feature start opening 23 are stored in the same way as when there are memories less than the maximum value.

[0134] Next, the pre-read judgment process for the first special symbol in process S113 is executed. This pre-read judgment process checks whether the random numbers for determining the jackpot and the random numbers for determining the jackpot symbols stored in the temporary storage area of ​​the first special symbol's reserve storage area are specific values ​​before the hit / miss determination is made. For example, it is checked whether the specific values ​​are numbers that will be determined to be a jackpot, numbers that will be determined to be a super reach or a reach, and if it is a jackpot, whether it is a jackpot that will grant a probability variation game, a first time reduction game, or a second time reduction game. In this process, a pre-read command indicating the judgment result of the pre-read judgment for the first special symbol is sent to the sub-integrated control device 42. After that, in process S114, the reserve storage counter indicating the number of reserved memories is added, and a reserve number instruction command indicating the added value of the first special symbol's reserve storage counter is sent to the sub-integrated control device 42.

[0135] Furthermore, it is desirable to send the pre-read command to the sub-integrated control device 42 when there is a possibility of a big win or a near-win. Of course, it is also acceptable to configure the system to send the pre-read command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the pre-read command, the sub-integrated control device 42 performs a pre-read animation on the reserved memory symbols of the performance symbol display device 46 that suggests the possibility of a big win or a near-win.

[0136] In the subsequent process S115, it is determined whether or not the entry of a ball into the second special feature start port 24 has been detected by the second special feature start port switch 504. If the determination is negative (process S115: No), the process returns to the input determination process (see Figure 10) and terminates.

[0137] If the result in process S115 is positive (process S115: Yes), then in process S116, it is determined whether the number of reserved memories for the second special feature stored in the reserved memory area for the second special feature is full (whether the upper limit has been reached). If the result in positive (process S116: Yes), the system returns.

[0138] If the judgment in the above process S116 is negative (process S116: No), then in process S117, random numbers for determining the jackpot of the second special feature, random numbers for determining the jackpot symbol, random numbers for determining the minor jackpot symbol, random numbers for determining a reach, random numbers for determining the variation pattern, etc. are extracted. The extracted various random numbers are stored in a temporary storage area of ​​the second special feature's reserved storage area. Furthermore, the various random numbers stored in the temporary storage area are stored as reserved memories for the second special feature in the main storage area of ​​the second special feature's reserved storage area. Furthermore, random numbers stored in a predetermined storage area are stored as reserved memories. Even if the number of reserved memories for the second special feature is "0", various random numbers such as the win / loss random numbers extracted when a game ball enters the second special feature's start opening 24 are stored in the same way as when there is a number of memories less than the maximum value.

[0139] Next, in process S118, the pre-read judgment process for the second special symbol is executed. This pre-read judgment process checks whether the random numbers for determining the jackpot and the random numbers for determining the jackpot symbols stored in the temporary storage area of ​​the second special symbol's reserve storage area are specific values ​​before the hit / miss judgment is made. For example, specific values ​​include whether they are values ​​that will be judged as a jackpot, values ​​that will be judged as a super reach or reach, and if it is a jackpot, whether it is a jackpot that will grant a probability variation game, a first time reduction game, or a second time reduction game. In this process, a pre-read command indicating the judgment result of the pre-read judgment for the second special symbol is sent to the sub-integrated control device 42. After that, in process S119, the reserve storage counter indicating the number of reserved memories is added, and a reserve number instruction command indicating the added value of the first special symbol's reserve storage counter is sent to the sub-integrated control device 42.

[0140] Furthermore, it is desirable to send the pre-read command to the sub-integrated control device 42 when there is a possibility of a big win or a near-win. Of course, it is also acceptable to configure the system to send the pre-read command to the sub-integrated control device 42 every time, regardless of the judgment content. In response to the pre-read command, the sub-integrated control device 42 performs a pre-read animation on the reserved memory symbols of the performance symbol display device 46 that suggests the possibility of a big win or a near-win.

[0141] In the special ball entry confirmation process (process S101), if the number of reserved memories is not full, the extracted random number is stored in a pre-set temporary memory area, and then the random number stored in the temporary memory area is stored in the main reserved memory area. However, if the number of reserved memories is not full, the extracted random number may be stored in both the temporary memory area and the main reserved memory area. Furthermore, when a random number is extracted due to a ball entering the first special ball entry opening 23 or the second special ball entry opening 24, the extracted random number is stored in the temporary memory area. Then, it is checked whether the number of reserved memories is full, and if it is not full, the random number stored in the temporary memory area may be stored in the main reserved memory area. In this case, if the number of reserved memories is full, the random number stored in the temporary memory area is erased.

[0142] Furthermore, in the special ball entry confirmation process (process S101), the look-ahead determination process looks at random numbers stored in a temporary memory area, but it is not limited to this, and may also look at random numbers stored in the main reserved memory area.

[0143] (7-2. Confirmation process for ball entry into the diagram) Next, referring to the flowchart shown in Figure 12, the normal ball entry confirmation process (process S102) performed within the input judgment process (process S24, see Figure 10) will be explained. The normal ball entry confirmation process (process S102) extracts and stores random numbers related to multiple types of normal balls in response to the ball entering the normal ball activation gate 21. Then, it transmits various commands resulting from the ball entering the normal ball activation gate 21 to the sub-integrated control device 42.

[0144] As shown in Figure 12, the "normal symbol ball entry confirmation process" first determines in process S121 whether or not a ball has entered the normal symbol operation gate 21 by the normal symbol operation switch 505. If the determination is negative (process S121: No), the process returns to the input determination process (see Figure 10) and terminates.

[0145] If the result in process S121 is positive (process S121: Yes), then in process S122, it is determined whether the number of reserved general diagrams stored in the general diagram reserve memory area is full (whether the upper limit has been reached). If the result in positive (process S122: Yes), the system returns.

[0146] If the judgment in process S122 is negative (process S122: No), then in process S123, random numbers for determining the winning symbol, random numbers for determining the variation pattern, etc. are extracted. Then, the extracted random numbers are stored in the normal symbol reserve memory area as normal symbol reserve memory. Even if the number of normal symbol reserve memories is "0", the various random numbers extracted when a game ball enters the normal symbol operation gate 21 are stored in the same way as when there is a number of memories less than the maximum value. After that, in process S124, the reserve memory counter indicating the number of normal symbol reserve memories is incremented, and a reserve number instruction command indicating the value of the added normal symbol reserve memory counter is sent to the sub-integrated control device 42.

[0147] (8. Correct / False Determination Process) Next, the win / failure determination process (process S25) executed within the interrupt processing will be explained with reference to the flowchart shown in Figure 13. As shown in Figure 13, the main control device 40 executes the regular diagram win / failure determination process (process S200), which is the first process to be executed in the win / failure determination process (process S25), and is a process related to the win / failure determination of the regular diagram and winning games (regular diagram games). Details of the regular diagram win / failure determination process (process S200) will be described later with reference to the flowcharts shown in Figures 14 to 16.

[0148] Next, the main control device 40 executes the special symbol win / failure determination process (process S300), which is a process related to determining whether the first or second special symbol is correct or incorrect, the minor win game, and the major win game. Details of the special symbol win / failure determination process (process S300) will be described later with reference to the flowcharts shown in Figures 17 to 21.

[0149] (8-1: General diagram correctness determination process) Next, referring to the flowcharts shown in Figures 14 to 16, we will explain the "general diagram correctness determination process" (process S200) that is performed within the correctness determination process (process S25, see Figure 13).

[0150] As shown in Figure 14, the main control device 40, as the first process executed in the regular drawing win / loss determination process (process S200), determines whether the regular electric mechanism (second special drawing start port 24) that operates during a winning game (regular drawing game) is in operation (open) (process S201). If the regular electric mechanism is in operation in process S201 and the determination is positive (process S201: Yes), the main control device 40 determines that a winning game is in progress and proceeds to the regular drawing game process (process S250).

[0151] On the other hand, if the regular electric device (second special symbol start port 24) is not activated (opened) and the determination is negative (process S201: No), the main control device 40 determines whether or not the regular symbol is being displayed in a variable state on the regular symbol display device 285 (process S202). If the result is that the regular symbol is being displayed in a variable state and the determination is positive (process S202: Yes), the main control device 40 determines whether or not the variable time for the regular symbol being displayed has elapsed (process S203).

[0152] If the time for the variable display of the regular figure has elapsed and the determination is positive (process S203: Yes), the main control device 40 stops the variable display of the regular figure, executes a confirmed display process to display the confirmed result (process S204), and proceeds to the regular figure game process (process S250). On the other hand, if the time for the variable display of the regular figure has not elapsed and the determination is negative (process S203: No), the main control device 40 skips process S204 and proceeds to the regular figure game process (process S250).

[0153] In process S202, if the display of the regular pattern is not changing and the result is negative (process S202: No), the main control device 40 determines whether or not the regular pattern display device 285 is displaying the regular pattern in a fixed state (process S205).

[0154] If the display of the regular diagram is in progress and the result is positive (process S205: Yes), the main control unit 40 determines whether the display time for the regular diagram has elapsed (process S206). If the result is that the display time for the regular diagram has not elapsed and the result is negative (process S206: No), the main control unit 40 proceeds to the regular diagram game processing (process S250). On the other hand, if the display time for the regular diagram has elapsed and the result is positive (process S206: Yes), the main control unit 40 executes the display completion processing (process S207).

[0155] In process S207, the main control unit 40 sets the display of the regular symbol that is currently being displayed in the regular symbol display device 285 to end. The main control unit 40 also sends a command to the sub-integrated control unit 42 to end the performance related to the regular symbol in the performance symbol display device 46. After process S207, the main control unit 40 proceeds to process S208 shown in Figure 15.

[0156] As shown in Figure 15, in process S208, the main control unit 40 determines whether the result of the normal drawing's hit / fail judgment is a hit or not. If the result of the normal drawing's hit / fail judgment is a hit and the judgment is affirmative (process S208: Yes), the main control unit 40 performs the process to start the winning game (normal drawing game). Specifically, the main control unit 40 performs the process to start the operation of the normal electric mechanism (process S209). The main control unit 40 also sends a winning game start command to the sub-integrated control unit 42 to instruct the start of the winning game performance (process S210), and starts timing the start interval of the winning game. After process S210, the main control unit 40 moves on to the normal drawing game process (process S250, see Figure 14).

[0157] On the other hand, in process S208, if the result of the hit / fail judgment for the regular diagram is a miss, and the judgment is negative (process S208: No), the main control device 40 skips processes S209 and S210 and proceeds to the regular diagram game process (process S250).

[0158] Returning to Figure 14, we continue the explanation of the normal drawing confirmation process (process S200). In process S205, if the normal drawing is not being displayed and the result is negative (process S205: No), the main control device 40 determines whether or not there is a reserved normal drawing in storage (process S211).

[0159] As a result, if there is no reserved memory for the regular diagram and the determination is negative (process S211: No), the main control device 40 proceeds to the regular diagram game processing (process S250). On the other hand, if there is reserved memory for the regular diagram and the determination is positive (process S211: Yes), the main control device 40 performs a shift process for the reserved memory of the regular diagram (process S212) and makes a win / loss determination based on the oldest reserved memory among the reserved memory of the regular diagram. In addition, in conjunction with this process S212, the main control device 40 subtracts 1 from the number of reserved memories of the regular diagram. Then, after process S212, it proceeds to process S213 as shown in Figure 16.

[0160] As shown in Figure 16, in process S213, the main control device 40 performs a win / fail determination based on the win / fail determination table (normal table) used in the normal diagram and a random number for determining wins. If the result of the win / fail determination is a win, and if the determination is affirmative (process S214: Yes), the main control device 40 determines the winning symbol in the normal diagram based on the random number for determining the winning symbol (process S215), and also determines the variation pattern based on the random number for determining the variation pattern (process S216). After that, the main control device 40 performs a win setting process (process S217) to set the start interval time and end interval time of the winning game.

[0161] On the other hand, if the result of the win / fail judgment is a loss, and the judgment in process S214 is negative (process S214: No), the main control device 40 determines the losing symbols based on the random number for determining the winning symbols (process S218), and also determines the variation pattern based on the random number for determining the variation pattern (process S219).

[0162] Furthermore, in processes S216 and S219, the main control device 40 determines a variation pattern such that the variation time of the regular figures is shorter than in the normal game state, if the game state is a time-saving game or the like. For example, if the game state is a normal game state, the main control device 40 selects a variation pattern with a variation time of 6.2 seconds, and if the game state is a time-saving game state, it selects a variation pattern with a variation time of approximately 1 second, which is shorter than in the normal game state.

[0163] After processing S217 or S219, the main control unit 40 transmits hold memory information, including information indicating a decrease in the normal symbol hold memory, to the sub-integrated control unit 42 (processing S220). The sub-integrated control unit 42, having received the hold memory information, transmits the hold memory information to the performance symbol control unit 43 and updates the display content of the normal symbol hold display (not shown) on the performance symbol display device 46.

[0164] After processing S220, the main control unit 40 sends a normal symbol variation start command to the sub-integrated control unit 42 (processing S221). Processing S221 is a pre-processing step to perform the effects corresponding to the normal symbols in the effect symbol display unit 46, in conjunction with the normal symbol variation display in the normal symbol display unit 285. Specifically, the main control unit 40 sends to the sub-integrated control unit 42 a symbol variation start command that includes the result of the win / loss judgment and the normal symbol variation pattern, as well as an effect specification command that specifies the effects corresponding to the winning or losing symbols determined in processing S215 or processing S218. After processing S221, the main control unit 40 executes the normal symbol game processing (processing S250, Figure 14).

[0165] If the result of the regular drawing win / loss determination is a win, the main control device 40 performs a control process for the regular drawing game in the regular drawing game processing (process S250), which involves opening and closing the regular electric device 22 in a predetermined manner. In the regular drawing game processing (process S250), if the regular drawing is a win in processing S209, the main control device 40 opens the regular electric device 22 in a predetermined opening manner after the start interval time has elapsed. The main control device 40 then performs a process to close the regular electric device 22 (second special drawing start opening 24) when a specified number of balls have entered it or when the opening end time has elapsed. On the other hand, if the regular drawing is not a win in processing S209, the main control device 40 returns to the win / loss determination processing (process S25, see Figure 13) without opening the regular electric device in the regular drawing game processing (process S250).

[0166] (8-2. Special Symbol Validity Determination Process) Next, with reference to the flowcharts shown in Figures 17 to 21, we will explain the "special design validity determination process" (process S300) that is performed within the validity determination process (process S25, see Figure 13).

[0167] As shown in Figure 17, the "Special Symbol Win / Loss Determination Process" first checks in process S301 whether the special electric mechanism is not in operation to determine whether or not a jackpot game is currently in progress. If the determination is negative (process S301: No), the process proceeds to the "Special Game Process" (process S400) (see Figure 18). If the result is positive (Process S301: Yes), in Process S302, it is determined whether the first special symbol or the second special symbol is in a state of rotation stoppage. If the result is positive (Process S302: Yes), in Process S303, it is determined whether the confirmed symbol of the first special symbol or the second special symbol is not currently displayed.

[0168] If the result in process S303 is positive (process S303: Yes), then in process S304, it is determined whether or not there is a reserved memory for the second special feature. If the result is positive (process S304: Yes), then in process S305, the number of reserved memories for the second special feature is subtracted and a reserved memory shift process is performed. As a result of this shift process, the oldest reserved memory among the reserved memories for the second special feature becomes the subject of the win / failure determination.

[0169] If the result in process S304 is negative (process S304: No), then in process S306, it is determined whether or not there is a reserved memory for the first special feature. If the result is positive (process S306: Yes), then in process S307, the number of reserved memories for the first special feature is subtracted and a reserved memory shift process is performed. As a result of this shift process, the oldest reserved memory among the reserved memories for the first special feature becomes the subject of the win / failure determination.

[0170] Following process S305 or process S307, in process S310 shown in Figure 18, the probability variation flag is checked to determine whether the current game state is a probability variation game state for the special symbols. If the determination is positive (process S310: Yes), in process S311, the table for determining win / loss during probability variation (high probability) and the random number for determining the jackpot in the reserved memory that is the target of the win / loss determination are compared to make a determination.

[0171] If the judgment in process S310 is negative (process S310: No), then in process S312, the table for determining whether a result is normal (low probability) and the random number for determining the jackpot in the pending memory that is the subject of the judgment are compared to make a determination.

[0172] Next, in process S313, a determination is made as to whether the result of process S311 or process S312 is a jackpot or not. If the result is positive (processing S313: Yes), in processing S314, the winning symbol is determined based on the random number for determining the winning symbol in the pending memory that is the subject of the win / failure determination. Next, in process S315, the variation pattern, such as the variation time of the winning symbols in the special feature, is determined based on the random number used to determine the variation pattern of the reserved memory that is subject to the win / fail judgment.

[0173] After determining the variation pattern, the jackpot setting process is performed in process S316. In this process, the content of the jackpot game is set based on the determined jackpot symbols. In addition, it is set whether to transition to a probability variation game state or a time-saving game state after the jackpot game ends, the number of times the probability variation continues if it transitions to a probability variation game state is set, and the number of times the time-saving game continues if it transitions to a time-saving game state is set. Furthermore, in this process, the number of times the bonus time-saving state is reached is set, the number of times the variation switch is reached is set, the number of times the bonus time-saving state continues is set, the time of the jackpot start animation for the jackpot game executed by the animation symbol display device 46 is set, the time of the jackpot end animation is set, and so on.

[0174] In the subsequent process S317, information regarding the pending memory after the success / failure determination (for example, information indicating the decrease in the pending memory after the success / failure determination) is transmitted to the sub-integrated control device 42. In the subsequent process S318, the first special symbol display device 281 or the second special symbol display device 283 is controlled to start the symbol variation, and a symbol variation start command and a symbol specification command are sent to the sub-integrated control device 42, and the process proceeds to "special game processing" (process S400). The aforementioned variation start command and symbol specification command include the variation pattern of the special symbol and the result of the special symbol win / loss determination. Depending on the configuration, a symbol confirmation command may also be sent to indicate the end of the variation time. However, this is not mandatory as the variation time is predetermined by the variation pattern, etc.

[0175] If the result in process S313 is negative (process S313: No), then in process S320, a determination is made as to whether the win / fail determination in process S311 or process S312 is a minor win or not. If the result is positive (process S320: Yes), then in process S321, the minor win symbol is determined based on the random number used to determine the minor win symbol of the second special figure that is the subject of the win / fail determination.

[0176] Next, in process S322, based on the random number used to determine the variation pattern of the second special symbol that is the subject of the win / fail judgment, the variation pattern, such as the variation time of the minor win symbols of the second special symbol, is determined from a pre-selected variation pattern table for variations other than big wins.

[0177] Next, in process S323, the minor win setting process is performed. In this process, based on the determined minor win symbols, the content of the minor win game, the setting of the minor win start animation for the minor win game performed by the animation symbol display device 46, the setting of the minor win end animation, etc. are made. After that, processes S317 and S318 are executed and the system returns.

[0178] If the result of process S320 is negative (process S320: No), then the first or second special symbol is determined to be a miss, so in process S325 the missing symbol for the second special symbol is determined, and in process S326 the variation pattern, such as the variation time of the missing symbol, is determined from a pre-selected variation pattern table for variations other than when a jackpot is hit, based on the random number used to determine the variation pattern of the second special symbol that is the subject of the win / failure determination. Next, in process S327 the miss setting process is performed. After that, processes S317 and S318 are executed, and then the system returns.

[0179] If the determination in process S302 shown in Figure 17 is negative (process S302: no), then in process S330, as shown in Figure 19, it is checked whether the time for the pattern change has elapsed. If the determination is negative (process S330: No), the process proceeds to "special game processing" (process S400, see Figure 18).

[0180] If the result in process S330 is positive (process S330: Yes), then in the confirmed symbol display process of process S331, control is performed to terminate the display of the special symbols on the first special symbol display device 281 or the second special symbol display device 283. After that, the process proceeds to "special game processing" (process S400, see Figure 18).

[0181] If the determination in process S303 shown in Figure 17 is negative (process S303: No), then, as shown in Figure 20, it is determined in process S340 whether the display time for the confirmed symbols of the first or second special symbol has elapsed. If the determination is negative (process S340: No), the process proceeds to "special game processing" (process S400, see Figure 18).

[0182] On the other hand, if the determination is positive (processing S340: Yes), in processing S341, control is performed to terminate the display of the confirmed symbols for the first special feature by the first special feature display device 281 or the display of the confirmed symbols for the second special feature by the second special feature display device 283, and a command is sent to the sub-integrated control device 42 to terminate the display of the confirmed pseudo-effect symbols corresponding to the first or second special feature.

[0183] Next, in process S342, it is determined whether the symbols in the first or second special symbol are a winning combination. If the determination is positive (process S342: Yes), in process S343, it is determined whether the probability variation flag, which indicates the probability variation game state, is "1". If the determination is negative (process S343: No), the process proceeds to S345. If the determination is positive (process S343: Yes), in process S344, the probability variation flag is reset to "0".

[0184] Process S345 determines whether the time-saving flag, which indicates the time-saving game state, is "1". If the result is negative (Process S345: No), the process proceeds to S347. If the result is positive (Process S345: Yes), the time-saving flag is reset to "0" in process S346.

[0185] The time-saving flag indicates that the game is in a time-saving game state. When set (the flag value becomes "1"), the game is in a time-saving game state. Conversely, when deactivated (the flag value becomes "0"), the game is returned to a non-time-saving game state.

[0186] These processes reset the game state related to probability variation and time reduction modes during a jackpot game to the normal game state.

[0187] Next, in process S347, the condition device is activated. The condition device is activated when the hit / fail determination of the first or second special symbol is a jackpot and the jackpot symbol is displayed, thereby fulfilling the conditions for starting the jackpot game, and is also a device necessary for the operation of the continuous mechanism operation device during the jackpot game.

[0188] In the subsequent process S348, the continuous mechanism for operating the special features is activated. Furthermore, in response to the activation of the continuous mechanism for operating the special features, the special electric feature is activated. This makes it possible to start a jackpot game, and in the subsequent process S349, the jackpot game start process is performed.

[0189] In the aforementioned jackpot game start process, a command to start the jackpot game and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.) are transmitted to the sub-integrated control device 42. After that, the process moves to "special game processing" (process S400, see Figure 18).

[0190] If the result in process S342 is negative (process S342: No), then in process S351, as shown in Figure 21, it is determined whether the symbols of the second special symbol are a combination that results in a minor win. If the result is negative (process S351: No), the process proceeds to process S354. If the result is positive (process S351: Yes), the special electric mechanism is started in process S352. In the subsequent process S353, the minor win game start process is performed. In this process, a command to start the minor win game and information related to the minor win game (minor win opening time, opening pattern, minor win ending time, etc.) are transmitted to the sub-integrated control device 42.

[0191] Next, in process S354, it is determined whether the time-saving flag is "1". If the determination is negative (process S354: No), the process proceeds to S358. If the determination is positive (process S354: Yes), in process S355, the number of spins of the first and second special symbols after transitioning to the time-saving game state is counted using the time-saving counter. In this case, the number of spins is the sum of the number of spins of the first and second special symbols.

[0192] For example, in this embodiment, the number of consecutive rounds of the time-saving game state is 100 or 500 (bonus time-saving game (b time-saving)), and it is desirable that the time-saving counter process involves subtracting "1" from the count value of the time-saving counter from the number of consecutive rounds "100" or "500" for each variation other than a jackpot in the first and second special symbols. However, the process of counting the number of variations may also involve adding "1" to the count value of the time-saving counter from the initial value of "0" for each variation other than a jackpot in the first and second special symbols.

[0193] Next, in process S356, it is determined whether the number of rotations of the first and second special symbols has reached the number of rotations that marks the end of the time-saving game state (100 or 500 rotations). That is, it is determined whether the value counted in process S355 is "0" (or whether it is 100 or 500 in a configuration that adds values). If the determination is negative (process S356: No), the process proceeds to process S358. If the determination is positive (process S356: Yes), the time-saving flag is reset to "0" in process S357. As a result, the time-saving game ends, and the game state transitions to the non-time-saving game state.

[0194] In the subsequent process S358, it is determined whether the game state is low probability. If the determination is negative (process S358: No), the process proceeds to S367. If the determination is positive (process S358: Yes), in process S359, it is determined whether the losing symbol set in conjunction with the win / loss determination is a time-saving symbol. If the determination is negative (process S359: No), the process proceeds to S362.

[0195] If the result in process S359 is positive (process S359: Yes), the game will transition to the time-saving game state. Therefore, in process S360, a predetermined number of continuations (100 times) is set in the time-saving counter according to the time-saving symbol of the losing symbol. Next, in process S361, the time-saving flag is set to "1". This grants the time-saving game state.

[0196] In this case, if the losing symbol is a time-saving symbol, the game will transition to a time-saving game state after the special symbol variation ends. However, in Pachinko Machine 1, even if a time-saving symbol is displayed during the time-saving game state, it is considered invalid. In other words, a new time-saving game state does not start after the variation ends, but rather the time-saving game state from before the variation continues (the time-saving counter continues to count).

[0197] In the subsequent process S362, the number of times the first and second special symbols have displayed non-winning spins since the end of the previous big win game is counted using the bonus time-saving counter. In this case, the count is the sum of the number of times the first and second special symbols have displayed non-winning spins.

[0198] For example, the process of counting using the bonus time reduction counter is preferably one in which the count value of the bonus time reduction counter is increased by "1" from the initial value "0" each time there is a variation other than a jackpot in the first and second special symbols. However, the process of counting the number of variations other than jackpots may also be to set the bonus time reduction counter as a count value of the number of times the bonus time reduction has been reached (900 times), which is predetermined after the end of the previous jackpot game, and then subtract "1" from the count value each time there is a variation other than a jackpot in the first and second special symbols. Note that the count value of the bonus time reduction counter is reset (cleared) to the initial value when a jackpot game occurs (see process S349) or when the number of times the bonus time reduction has been reached is reached in process S365 described later.

[0199] Next, in process S363, it is determined whether the number of spins other than big wins in the first and second special symbols has reached the number of bonus time-saving spins that grant the time-saving spin state. That is, it is determined whether the count value of the bonus time-saving spin counter counted in process S362 is the number of bonus time-saving spins (in a subtractive configuration, it is determined whether it is "0"). If the determination is negative (process S363: No), the process proceeds to process S367.

[0200] If the result in process S363 is positive (process S363: Yes), then in process S364, the process is performed to set the number of times the bonus time reduction game state will continue (for example, 500 times) to which the player will transition upon reaching the bonus time reduction count. Subsequently, in process S365, the count value of the bonus time reduction counter is reset to its initial value upon reaching the bonus time reduction count.

[0201] Next, in process S366, the time reduction flag is set to "1". As a result, the game state transitions to the bonus time reduction game state, which is achieved when the bonus time reduction is reached. In the bonus time reduction game state, the symbol variation time associated with the win / loss determination of the first and second special symbols is shortened, and the time reduction function for the regular symbols and the function of extending the opening of the regular electric mechanism (second special symbol start opening 24) are added. On the other hand, the probability of winning with the regular symbols does not become high.

[0202] In this case, if the number of times the bonus time reduction is reached is indicated by a minor win variation, the game transitions to the bonus time reduction state after the minor win game ends. On the other hand, if the number of times the bonus time reduction is reached is indicated by a losing variation, the game transitions to the bonus time reduction state after the special symbol variation ends. Furthermore, in the pachinko machine 1 of this embodiment, as described above, even if the number of times the bonus time reduction is reached in the time reduction game state, the transition to the bonus time reduction game state as a result is invalid. That is, a new time reduction game state is not started after the variation ends, but the time reduction game state from before the variation continues (the time reduction counter continues to count). However, this is just one example, and it is also possible to have a configuration where the bonus time reduction game starts from the point when the number of times the bonus time reduction is reached in the time reduction game state, or a configuration where the game transitions to the one with the longer continuation count when a new time reduction game is started in the time reduction game state. This can be adopted as appropriate when determining the gameplay.

[0203] Next, in process S367, a state specification command indicating whether the current game state is a probability variation game state or a time reduction game state is sent to the sub-integrated control device 42 after the special symbol confirmation time. Although the timing for sending the state specification command from the main control device 40 to the sub-integrated control device 42 is after the special symbol confirmation time, the system may also be configured to send the state specification command at the start of the special symbol variation and when the power is restored. After that, the system proceeds to "special game processing" (process S400, see Figure 18).

[0204] If the result of the hit / fail determination of the first or second special figure is a big win or a small win, the main control device 40 performs control processing for a big win game or a small win game in special game processing (processing S400), which involves opening and closing the large prize slot 25 in a predetermined manner. In special game processing (processing S400), if the result of the hit / fail determination (processing S311 or S312) is a big win and the operation of the continuous mechanism operation device starts (see processing S348), the main control device 40 performs big win game processing and starts a round game in which the large prize slot 25 is opened in a predetermined opening manner after the big win start performance time has elapsed. The main control device 40 then performs processing to close the large prize slot 25 and end the round game when a predetermined number of balls have entered the large prize slot 25 or when the opening end time has elapsed. After executing a predetermined number of rounds, the big win game ends. At this time, settings are made for probability variation games, time reduction games, etc. that are granted after the end of the big win game.

[0205] In the special game processing (processing S400), when the result of the win / failure determination (processing S311 or S312) is a minor win and the special electric mechanism starts operating (see processing S352), the main control device 40 performs minor win game processing and starts a minor win game by opening the large prize slot 25 in a predetermined opening manner after the minor win start performance time has elapsed. The main control device 40 then closes the large prize slot 25 and ends the minor win game when a predetermined number of balls enter the large prize slot 25 or when the opening end time has elapsed. On the other hand, if it is neither a big win nor a small win, the main control device 40 returns to the win / loss determination process (process S25, see Figure 13) without performing the big win game process or the small win game process in the special game processing (process S400).

[0206] (9. Variation animation of Pachinko machine 1) Pachinko machine 1 primarily uses a symbol display device 46 to perform various effects to enhance the enjoyment of the game. For example, pachinko machine 1 uses pseudo-effect symbols in response to the hit / fail determination of the first or second special symbol, and performs a variation effect that displays the pseudo-effect symbols in a variation state and then displays the confirmed result to notify the player of the hit / fail determination. In addition, pachinko machine 1 is configured to perform reach effects, goal achievement effects that indicate whether a predetermined goal can be achieved, and pre-announcement effects that show the expected probability of a big win.

[0207] (9-1. Variation Patterns) The variation patterns of the variation effect will be explained with reference to Figure 22. Pachinko machine 1 sets the variation pattern of the variation effect from among several types based on the variation pattern of the special symbol (variation time, processing S315, S322, S326) set when determining whether the special symbol is a hit or miss. As shown in Figure 22, pachinko machine 1 has five types of variation patterns for the variation effect, from "Variation Pattern A" to "Variation Pattern E", and performs the variation effect using one of these patterns.

[0208] "Variation Pattern A" is a normal variation pattern in which three pseudo-effect symbols change. "Variation Pattern A" is selected when the win / loss judgment is a loss.

[0209] "Variation Pattern B" is a pattern that develops from a normal variation to an N-reach. "Variation Pattern B" is a pattern in which the average variation time is longer than "Variation Pattern B". "Variation Pattern B" is a pattern that can be selected in any case of a win / loss judgment, a minor win judgment, or a major win judgment.

[0210] "Variation Pattern C" is a pattern that develops from a normal variation to an N-Reach, and then further to an SP-Reach. "Variation Pattern C" has the longest average variation time among the five variation patterns. "Variation Pattern C" is a pattern that can be selected in any case of a win / loss judgment, a minor win judgment, or a major win judgment.

[0211] "Variation Pattern D" is a pattern that develops from a goal achievement sequence, where it is determined whether or not a predetermined goal can be achieved, to an SP Reach. "Variation Pattern D" is a pattern in which the goal is achieved in the goal achievement sequence and then develops to an SP Reach. "Variation Pattern D" has a shorter average variation time than "Variation Pattern C," but is longer than "Variation Pattern A" and "Variation Pattern B." "Variation Pattern D" is a pattern that can be selected in any case of a win / loss judgment, a minor win judgment, or a major win judgment.

[0212] "Variation Pattern E" is a variation pattern that only shows the goal achievement animation. "Variation Pattern E" has the shortest average variation time among the five variation patterns. "Variation Pattern E" is selected when the hit / fail judgment is a miss.

[0213] Note that the lengths of each variation pattern shown in Figure 22 represent the average variation time and do not necessarily have to be as shown. For example, "Variation Pattern B" may be shorter than "Variation Pattern A" or longer than "Variation Pattern D".

[0214] (9-2. Start of Variation Effects Process) When the Pachinko machine 1 determines whether the first or second special symbol is correct or incorrect, the sub-integrated control device 42 controls the pseudo-effect display that is performed in accordance with the variation display of the first or second special symbol. Figure 23 shows the "variation effect start process" executed by the sub-integrated control device 42. The "variation effect start process" is a subroutine that branches off from the main routine executed by the sub-integrated control device 42.

[0215] The "variation effect start process" is the process of starting the pseudo-effect display upon receiving a special symbol variation start command (process S318, see Figure 18) from the main control device 40. This process also determines whether or not to perform the "movable mechanism effect" before starting the pseudo-effect display. The "movable mechanism effect" is not performed for each winning reach effect, but rather its performance is determined by a lottery.

[0216] As shown in Figure 23, in the "variation effect start processing," the sub-integrated control device 42 first determines whether or not it has received a special feature variation start command from the main control device 40 (process S500). If the determination is negative (process S500: No), this process ends and the sub-integrated control device 42 returns to its main routine.

[0217] If the result of process S500 is positive (process S500: Yes), then in process S501, the special symbol variation start command is referenced to determine whether the result of the hit / fail judgment is a jackpot. If the result is positive (process S501: Yes), then in process S502, the content of the jackpot reach animation is determined. In this process, the subroutine "Target Achievement Animation Determination Process" selects whether or not to perform the target achievement animation. Details of the "Target Achievement Animation Determination Process" will be described later with reference to Figure 24.

[0218] Next, in process S503, the winning symbols (pseudo-winning symbols) are determined. Subsequently, in process S504, the variable animation start process is executed to start the display of the pseudo-winning symbols. This process sends a command to the symbol control device 43, and under the control of the symbol control device 43, the variable animation using three-digit pseudo-winning symbols is started on the symbol display device 46. After that, the system returns.

[0219] If the result of the hit / fail judgment in the above process S501 is negative (S501: No), then in process S505, a special symbol variation start command from the main control device 40 determines whether or not to perform a reach animation if the result of the hit / fail judgment is a miss. If the result is positive (process S505: Yes), then in process S506, the content of the miss reach animation is determined. In this process, as with process S502, the subroutine "Target Achievement Animation Determination Process" (see Figure 24) selects whether or not to perform the target achievement animation. Next, in process S507, the miss animation symbols (miss pseudo-animation symbols) are determined. After that, in process S504, a variation animation that performs a reach animation if it is a miss is started.

[0220] If the result in process S505 is negative (process S505: No), then in process S508, the content of the normal losing animation is determined. In this process, as with processes S502 and S506, the subroutine "Target Achievement Animation Determination Process" (see Figure 24) is used to decide whether or not to perform the target achievement animation. Next, in process S509, the losing animation symbol (losing pseudo-animation symbol) is determined. After that, in process S504, a variation animation is started in which no reach animation is performed in the case of a loss.

[0221] (9-3. Goal Achievement Performance Decision Process) Next, the "Target Achievement Performance Decision Process," which is a subroutine of the aforementioned processes S502, S506, and S508, will be explained. The "Target Achievement Performance Decision Process" is the process of deciding whether or not to perform a target achievement performance in the variation performance. The sub-integrated control device 42 has two types of target achievement performances, the "First Target Achievement Performance" and the "Second Target Achievement Performance," and when a target achievement performance is to be performed, the "Target Achievement Performance Decision Process" decides which target achievement performance to perform.

[0222] As shown in Figure 24, the sub-integrated control unit 42 first refers to the information of the special pattern variation start command (process S318, see Figure 18) received from the main control unit 40 in process S551. Next, the sub-integrated control unit 42 determines whether the variation pattern of the command received in process S552 corresponds to "variation pattern D". If the determination is positive (process S552: Yes), the process proceeds to process S554.

[0223] If the result in process S552 is negative (process S552: No), process S553 determines whether the variation pattern of the received command corresponds to "Variation Pattern E". If the result is negative (process S553: ​​No), this process ends and returns to one of the processes S502, S506, or S508 of the "Variation Performance Start Process". If the result is positive (process S554: Yes), proceed to process S554.

[0224] In processing S554, the sub-integrated control device 42 performs a lottery to determine whether or not to perform the goal achievement animation. In this case, the sub-integrated control device 42 may extract a random number and perform a lottery based on whether or not the extracted random number is a winning number.

[0225] The sub-integrated control device 42 then determines in process S555 whether the lottery result will result in the execution of the target achievement performance. If the determination is negative (process S553: ​​No), the process ends and the device returns.

[0226] If the result in process S555 is positive (process S555: Yes), then in process S556, a lottery is held to determine whether to perform the "first goal achievement performance" or the "second goal achievement performance" as the goal achievement performance. In this case, the sub-integrated control device 42 may extract a random number and, according to the extracted random number, perform a lottery to determine whether to perform the "first goal achievement performance" or the "second goal achievement performance".

[0227] The sub-integrated control device 42 decides whether to perform the "first objective achievement performance" or the "second objective achievement performance," and then in processing S557, it sets the performance to be performed in the variable performance. After that, it returns.

[0228] (9-4.Expectation level) As shown in Figure 25, in Pachinko Machine 1, the probability of achieving the goal is lower in the "First Goal Achievement Performance" than in the "Second Goal Achievement Performance," while the probability of achieving the goal is higher in the "Second Goal Achievement Performance." On the other hand, the probability of winning a jackpot is higher when the goal is achieved in the "First Goal Achievement Performance" than in the "Second Goal Achievement Performance," while it is lower when the goal is achieved in the "Second Goal Achievement Performance." With this configuration, even if the "First Goal Achievement Performance," which has a relatively lower probability of achieving the goal, is performed, a jackpot can be expected if the goal is achieved. Conversely, if the "Second Goal Achievement Performance" is performed, the goal can be achieved relatively easily, so although the probability of winning a jackpot is lower than in the "First Goal Achievement Performance," there is still an expectation of winning a jackpot.

[0229] (9-5. Example of Variable Display 1) When the Pachinko machine 1 determines whether a win or loss occurs using the first special symbol display device 281 or the second special symbol display device 283 and the symbols of the first or second special symbol begin to change, the performance symbol display device 46 starts a changing performance of pseudo-performance symbols corresponding to the first or second special symbol. As shown in Figure 26(a), the display screen of the performance symbol display device 46 displays a large pseudo-performance symbol 700 consisting of three number symbols, etc., corresponding to the changing first or second special symbol, in the lower half. Also, the upper right part of the display screen displays a character image 710 of "Kuma no Tatsukichi," the main character of the Pachinko machine 1. Furthermore, the lower left part of the display screen displays a first reserved memory display image 721 indicating the existence of a reserved memory for the first special symbol. Similarly, the lower right part displays a second reserved memory display image 722 indicating the existence of a reserved memory for the second special symbol.

[0230] In pachinko machine 1, if the probability of a big win is high when the pseudo-performance symbol 700 is changing, it develops into a reach performance. In this case, as shown in Figure 26(b), the display screen of the performance symbol display device 46 shows a reach suggestion display section 731 in the upper left, and a large pseudo-reach performance symbol 701 in the lower half of the display screen. In the pseudo-reach performance symbol 701, the two symbols on both sides stop as the same symbol, and only the central symbol is changing. Note that the example shown is an N reach.

[0231] If the result of the hit / fail judgment for the first or second special symbol is a jackpot (symbol jackpot), the pachinko machine 1 displays a jackpot indication display section 732 in the upper left of the display screen of the performance symbol display device 46, as shown in Figure 26(c). Then, in the lower half of the display screen, a large jackpot pseudo-performance symbol 702 consisting of three identical symbols corresponding to the jackpot symbol of the first or second special symbol is displayed to confirm. In addition, a character image 710 of "Kuma no Tatsukichi" with a big smile is displayed.

[0232] If the result of the win / loss determination is a minor win, the pachinko machine 1 displays a confirmed minor win pseudo-performance symbol 703 consisting of three identical minor win symbols corresponding to the minor win symbol of the second special symbol, in large format in the lower half of the display screen of the performance symbol display device 46, as shown in Figure 26(d).

[0233] (9-6. First goal achievement display example) Next, an example of the display method for the "First Goal Achievement Performance" will be explained with reference to Figure 27. As shown in Figure 27(a), when the pachinko machine 1 performs the "First Goal Achievement Performance" in the variation performance, the display screen of the performance symbol display device 46 displays a First Goal Indication A display unit 741, such as "If you can destroy the rock, it will develop into an SP Reach," and also displays a First Challenge A start video 742 in which the main character, a martial artist, attempts to destroy a large rock.

[0234] Next, as the performance progresses, the display screen of the performance pattern display device 46 shows video 743 of the first challenge A, in which the protagonist is in the process of attempting to destroy the large rock, as shown in Figure 27(b).

[0235] Then, when the goal of the "First Goal Achievement Performance" is successfully achieved by destroying the rock, the display screen of the performance symbol display device 46 will show a goal achievement A indication display 744, such as "Destruction Successful," as shown in Figure 27(c), and will also display a challenge achievement A video 745 showing the protagonist successfully completing the challenge of destroying the large rock. In this case, the variation performance will continue and will proceed to the SP Reach (see Figure 28(a)) described later.

[0236] On the other hand, if the goal of the "First Goal Achievement Performance" is not met, and the objective is not achieved, the display screen of the performance symbol display device 46 will show a target failure A indication display unit 746, such as "Destruction Failed," as shown in Figure 27(d), and will also display a challenge failure A video 747 showing the protagonist failing the challenge to destroy the large rock. In this case, the variation performance ends, and a losing pseudo-performance symbol 704 consisting of losing symbols is displayed as a confirmation.

[0237] As shown in Figure 28(a), the SP Reach that develops from the achievement of the "First Goal Achievement Production" displays a confrontation reach video 751 on the display screen of the production symbol display device 46, for example, in which the main character fighter confronts an enemy fighter.

[0238] If the result is a win, as shown in Figure 28(b), the display screen of the performance symbol display device 46 displays a special jackpot indication display 752 that says "Victory, Jackpot Entered," and also plays a fighting victory jackpot video 753 in which the protagonist defeats the enemy fighter.

[0239] On the other hand, if the hit / fail judgment is incorrect, as shown in Figure 28(c), the display screen of the performance symbol display device 46 displays an SP miss display section 754 such as "Defeat," and also displays a fighting defeat miss video 755 in which the protagonist is defeated.

[0240] (9-7. Second goal achievement display example) Next, with reference to Figure 29, an example of the display method for the "Second Goal Achievement Performance" will be explained. As shown in Figure 29(a), when the pachinko machine 1 performs the "Second Goal Achievement Performance" in the variation performance, the display screen of the performance symbol display device 46 displays a second goal A suggestion display unit 761, such as "If you can destroy the rock, it will develop into an SP reach," and also displays a second challenge A start video 762 in which the main character, a martial artist, attempts to destroy a large rock. In this case, the performance is the same as the start of the "First Goal Achievement Performance," giving the player the fun of wondering whether it is the "First Goal Achievement Performance" or the "Second Goal Achievement Performance."

[0241] Next, as the performance progresses, as shown in Figure 29(b), the display screen of the performance symbol display device 46 shows the second challenge video 764 in which the protagonist emits a serious aura 763 and attempts to destroy the large rock. This indicates to the player that the performance is the "second goal achievement performance," as it is a different performance style from the "first goal achievement performance."

[0242] As the performance progresses further, as shown in Figure 29(c), the display screen of the performance symbol display device 46 shows video 767 of the second challenge, in which the protagonist unleashes his special kick 765 to attempt to destroy a large rock. Here again, the performance is presented in a different manner from the "first objective achievement performance," suggesting to the player that this performance is the "second objective achievement performance."

[0243] Then, if the objective of the "Second Objective Achievement Performance" is successfully achieved by destroying the rock, the display screen of the performance symbol display device 46 will show the objective achievement A suggestion display 744 and the challenge achievement A video 745, just as when the "First Objective Achievement Performance" is successful, as shown in Figure 27(c). In this case, the variation performance continues and transitions to an SP reach (see Figure 28(a)).

[0244] On the other hand, if the objective of the "Second Objective Achievement Performance" is not met, and the goal is not achieved, then, as with the failure of the "First Objective Achievement Performance," the display screen of the performance symbol display device 46 will show the Objective Failure A indication display 746 and the Challenge Failure A video 747, as shown in Figure 27(d). The variation performance will then end, and the pseudo-miss performance symbol 704 will be displayed as confirmed.

[0245] Furthermore, the "Second Goal Achievement Performance" in the example diagram uses the same display format at the start of the performance as the "First Goal Achievement Performance," and distinguishes the display format as the performance progresses, giving the player the enjoyment of recognizing which performance it is. However, this is not the only option. In other words, it is also conceivable to use different display formats for the "First Goal Achievement Performance" and the "Second Goal Achievement Performance" from the start of the performance, allowing the player to recognize which performance it is from the very beginning.

[0246] (10. Effects of the First Embodiment) The pachinko machine 1 of this embodiment has the following configuration. Specifically, it includes a win / fail determination means (main control device 40) that determines whether or not to transition to an advantageous game state (jackpot game state) that is advantageous to the player when predetermined conditions are met, and a variation performance control means (sub-integrated control device 42) that controls a variation performance that causes the performance symbols to change according to the win / fail determination, and then displays the performance symbols in a confirmed state to notify the result of the win / fail determination. The variation performance control means is capable of performing a goal achievement performance in the variation performance to determine whether or not a predetermined goal can be achieved in advance, and when the goal is achieved in the goal achievement performance, it is possible to transition to a specific performance with specific performance content. Furthermore, in the goal achievement performance, at least a first goal achievement performance and a second goal achievement performance which has a higher expectation of achieving the goal than the first goal achievement performance are possible, and the configuration is such that when the goal is achieved in the first goal achievement performance, the expectation of winning in the win / fail determination is higher than when the goal is achieved in the second goal achievement performance.

[0247] In this embodiment, the pachinko machine 1 can enhance the player's anticipation by showing whether or not the goal is achieved in the goal achievement sequence, which determines whether or not the player will transition to a favorable game state. The goal achievement sequence can be implemented in two ways: a "first goal achievement sequence" and a "second goal achievement sequence." The pachinko machine 1 makes the "second goal achievement sequence" have a higher probability of achieving the goal than the "first goal achievement sequence," while achieving the goal in the "first goal achievement sequence" has a higher probability of resulting in a jackpot in the win / loss judgment than in the "second goal achievement sequence." For example, even if the "first goal achievement sequence" is performed, if the goal is achieved, there is a high probability of resulting in a jackpot in the win / loss judgment, so the player's enjoyment is not diminished. With the "second goal achievement sequence," the player can be entertained by the anticipation of transitioning from achieving the goal to an SP reach. In this way, by diversifying the goal achievement sequences, the pachinko machine 1 can improve the effect of the goal achievement sequences and provide a game machine with rich entertainment value.

[0248] Furthermore, in this embodiment, as shown in Figures 27 and 29, by making the display format the same at the start of the "first goal achievement animation" and the "second goal achievement animation," the player can be made to anticipate which goal achievement animation it is at the start of the animation, thereby improving the enjoyment of the animation. On the other hand, by configuring the display format to be different from the start of the "first goal achievement animation" and the "second goal achievement animation," it becomes possible to create a more dynamic animation.

[0249] Furthermore, in this embodiment, the goal achievement sequences are not limited to the first and second sequences, and the number of goal achievement sequences may be increased. In this case, it is desirable that each goal achievement sequence has a different configuration in terms of the expected probability of achieving the goal and the expected probability of winning a jackpot when the goal is achieved. Also, although this embodiment has been described in terms of showing the expected probability of winning a jackpot, if the game configuration is such that a minor win is determined by the win / fail judgment, and a jackpot is won when a game ball enters a specific area provided in the large prize pocket during the minor win game, then this can be implemented in terms of showing the expected probability of winning a minor win.

[0250] [Second Example] (11. Schematic configuration of the pachinko machine in the second embodiment) Next, a pachinko machine according to a second embodiment to which the present invention is applied will be described. The pachinko machine of this embodiment has the same basic configuration as the pachinko machine 1 of the first embodiment described above. The pachinko machine of this embodiment is configured to be able to perform the goal achievement performance multiple times in a single variation performance. Furthermore, in this pachinko machine, for example, when the goal achievement performance is performed at least twice, the expected degree to which the goal can be achieved and the expected degree to which a jackpot is determined in the win / loss judgment differ depending on the combination of these performed performances, that is, whether the performance is a combination of the first goal achievement performance or the second goal achievement performance. Below, the goal achievement performance in the pachinko machine of this embodiment will be described, focusing on the differences from the first embodiment described above.

[0251] (12. Presentation of Goal Achievement in the Second Embodiment) The pachinko machine is configured to perform the goal achievement animation twice in a single spin animation. In this case, the pachinko machine performs the second goal achievement animation if the goal is achieved in the first animation. If the goal in the first animation is not achieved, the spin animation ends and a losing symbol is displayed, as in the first embodiment described above (see Figure 27(d)). The pachinko machine is then configured to transition to an SP Reach if the goal is achieved in the second animation (see Figure 28(a)).

[0252] (12-1. Expectations for the second embodiment) The pachinko machine of this embodiment can perform both the "First Goal Achievement Performance" and the "Second Goal Achievement Performance" in either the first or second time of the goal achievement performance. In this case, as shown in Fig. 30(a), when the goal achievement performance is carried out twice, the combinations of the performances are four types: "First Goal Achievement Performance" and "First Goal Achievement Performance", "First Goal Achievement Performance" and "Second Goal Achievement Performance", "Second Goal Achievement Performance" and "First Goal Achievement Performance", and "Second Goal Achievement Performance" and "Second Goal Achievement Performance". And according to the combination of the performances, the degree of expectation of achieving the goal of the second performance and the degree of expectation of getting a jackpot in the success or failure judgment are different. Incidentally, in the figure, the degree of expectation of achieving the goal and the degree of expectation of getting a jackpot are respectively suggested in four levels from "Degree of Expectation 1" to "Degree of Expectation 4". In this case, "Degree of Expectation 1" is the lowest and "Degree of Expectation 4" is the highest.

[0253] For example, in the case of the combination where the first performance is the "First Goal Achievement Performance" and the second performance is also the "First Goal Achievement Performance", the degree of expectation of achieving the goal of the second "First Goal Achievement Performance" is "Degree of Expectation 1", and the degree of expectation of getting a jackpot when the goal is achieved in the second "First Goal Achievement Performance" is "Degree of Expectation 4".

[0254] For example, in the case of the combination where the first performance is the "First Goal Achievement Performance" and the second performance is the "Second Goal Achievement Performance", the degree of expectation of achieving the goal of the second "Second Goal Achievement Performance" is "Degree of Expectation 3", and the degree of expectation of getting a jackpot when the goal is achieved in the second "Second Goal Achievement Performance" is "Degree of Expectation 2".

[0255] For example, in the case of the combination where the first performance is the "Second Goal Achievement Performance" and the second performance is the "First Goal Achievement Performance", the degree of expectation of achieving the goal of the second "First Goal Achievement Performance" is "Degree of Expectation 2", and the degree of expectation of getting a jackpot when the goal is achieved in the second "First Goal Achievement Performance" is "Degree of Expectation 3".

[0256] For example, in the case of a combination where the first performance is the "Second Goal Achievement Performance" and the second performance is also the "Second Goal Achievement Performance", the expectation level for achieving the goal of the second "Second Goal Achievement Performance" is "Expectation Level 4", and the jackpot expectation level when the goal is achieved in the second "Second Goal Achievement Performance" is "Expectation Level 1".

[0257] In this way, the pachinko machine of this embodiment increases the expectation level for achieving the goal of the "Second Goal Achievement Performance" compared to the "First Goal Achievement Performance" for the performance implemented the second time, while increasing the jackpot expectation level when the goal is achieved in the "First Goal Achievement Performance" implemented the second time compared to when the goal is achieved in the "Second Goal Achievement Performance" implemented the second time.

[0258] (12 - 2. Other Expectation Levels of the Second Embodiment) In addition, in the pachinko machine of this embodiment, when the combination of the first performance and the second performance is a specific combination, it is conceivable to determine the success of achieving the goal in the second performance and to determine the jackpot when the goal is achieved in the second performance.

[0259] For example, as shown in FIG. 30(b), considering a combination where the first performance is the "Second Goal Achievement Performance" and the second performance is the "First Goal Achievement Performance" as a specific combination, it is conceivable that the achievement of the goal is determined in the second performance. Further, considering a combination where the first performance is the "First Goal Achievement Performance" and the second performance is the "Second Goal Achievement Performance" as a specific combination, it is conceivable that the jackpot is determined when the goal is achieved in the second performance.

[0260] (13. Display Example of the Second First Goal Achievement Performance) Next, with reference to Figures 31(a) and (b), an example of the display mode of the second "First Goal Achievement Performance" in a combination of "First Goal Achievement Performance" and "First Goal Achievement Performance" or a combination of "Second Goal Achievement Performance" and "First Goal Achievement Performance" will be described. Note that the performance mode of the "First Goal Achievement Performance" is the same as that of the "First Goal Achievement Performance" in the first embodiment described above (see Figure 27). As shown in Figure 31(a), when the pachinko machine performs the second "First Goal Achievement Performance," the display screen of the performance symbol display device 46 displays the First Goal A Invitation Display Unit 741, the First Challenge A Start Video 742, and the Second Performance Display Unit 770 indicating that it is the second performance.

[0261] Next, as the performance progresses, the display screen of the performance symbol display device 46 will show the first challenge A video 743, as shown in Figure 31(b), but in this case the second display unit 770 will also be displayed. After that, if the goal is achieved in the second "first goal achievement performance", the goal achievement A suggestion display unit 744 shown in Figure 27(c) will be displayed, and the challenge achievement A video 745 will be shown. In this case the variation performance continues and transitions to the SP reach shown in Figure 28(a).

[0262] On the other hand, if the goal is not achieved in the second "First Goal Achievement Performance," the goal failure A indication display unit 746 shown in Figure 27(d) above is displayed, and the challenge failure A video 747 is played. In this case, the variation performance ends, and the pseudo-loss performance symbols 704, consisting of losing symbols, are displayed as confirmed.

[0263] (Example of the 14.2nd time the second goal is achieved display) Next, with reference to Figures 31(c) and (d), an example of the display mode of the second "Second Goal Achievement Performance" in a combination of the "First Goal Achievement Performance" and the "Second Goal Achievement Performance," or in a combination of two "Second Goal Achievement Performances," will be described. Note that the performance mode of the "Second Goal Achievement Performance" is the same as that of the "Second Goal Achievement Performance" in the first embodiment described above (see Figure 29). As shown in Figure 31(c), when the pachinko machine performs the second "Second Goal Achievement Performance," the display screen of the performance symbol display device 46 displays the second challenge video 764 from the second challenge A start video 762 (see Figure 29(a)), and also displays a second display unit 770 indicating that it is the second performance.

[0264] Next, as the performance progresses, the display screen of the performance symbol display device 46 will show the second challenge A video 767, as shown in Figure 31(d), and in this case the second display unit 770 will also be displayed. Subsequently, if the goal is achieved in the second "second goal achievement performance", the goal achievement A suggestion display unit 744 shown in Figure 27(c) will be displayed, and the challenge achievement A video 745 will be shown. In this case the variation performance continues and transitions to the SP reach shown in Figure 28(a).

[0265] On the other hand, if the goal is not achieved in the second "Second Goal Achievement Performance," the goal failure A indication display unit 746 shown in Figure 27(d) above is displayed, and the challenge failure A video 747 is played. In this case, the variation performance ends, and the losing pseudo-performance symbols 704, consisting of losing symbols, are displayed as confirmed.

[0266] Furthermore, in this embodiment, the display format for the goal achievement animation is such that the first animation aims to destroy a rock, and the second animation also aims to destroy a rock, as shown in the example in Figure 31. In this case, if the second animation indicator 770 is not displayed to indicate that it is the second animation, the player will be confused as to whether it is the first or second animation. Therefore, in this embodiment, it is conceivable that the goal achievement animation in the first and second animations should have different goals.

[0267] (15.2 Examples of other first objective achievement display examples) For example, after the first objective achievement sequence involves destroying the aforementioned rock (see Figure 27) or the second objective achievement sequence (see Figure 29), the second objective achievement sequence could be a sequence in which the protagonist martial artist searches for the enemy boss.

[0268] As shown in Figure 32(a), in this embodiment, when a second "First Objective Achievement Performance" is performed, the display screen of the performance pattern display device 46 displays a First Objective Indication B Indication Display Unit 771, such as "Find the boss within 5 seconds," and also displays a First Challenge B Start Video 772 in which the main character, a martial artist, attempts to find the boss.

[0269] As the performance progresses and the target boss is found, achieving the goal, as shown in Figure 32(b), the display screen of the performance symbol display device 46 displays a goal achievement B indication display unit 773, for example, "Boss found," and also displays a challenge achievement B video 774 showing the protagonist succeeding in the challenge of finding the boss. In this case, as with the first embodiment described above, the variation performance continues and transitions to the SP reach (see Figure 28(a)) described later.

[0270] On the other hand, if the player fails to find the boss, the objective, the display screen of the performance symbol display device 46 will show a target failure B indication display unit 775, such as "Ultimately, it wasn't found," as shown in Figure 32(c), and will also display a challenge B failure video 776 showing the protagonist failing the challenge to find the boss. In this case, the variation performance ends as in the first embodiment described above, and a pseudo-performance symbol 704 consisting of losing symbols is displayed as a confirmation.

[0271] (16.2 Examples of other second objective achievement animations) As shown in Figure 32(d), in this embodiment, when a second "second objective achievement performance" is performed, the display screen of the performance symbol display device 46 displays a second objective indication B suggestion display unit 777, such as "Find the boss within 5 seconds," and also displays a second challenge B start video 779 in which the protagonist martial artist, emitting a serious aura 778, takes on the challenge of finding the boss. This suggests to the player that the performance is a "second objective achievement performance" as a different performance format from the "first objective achievement performance."

[0272] Then, when the target boss is found and the objective is achieved, as with the success of other "First Objective Achievement Performances," the display screen of the performance symbol display device 46 displays the Objective Achievement B indication display 773 and the Challenge Achievement B video 774, as shown in Figure 32(b). In this case, the variation performance continues and transitions to an SP Reach (see Figure 28(a)).

[0273] On the other hand, if the objective is not achieved by failing to find the target boss, the display screen of the performance symbol display device 46 will show the target failure B indication display 775 and the challenge failure B video 776, as shown in Figure 32(c), just as in the case of failure of other "first objective achievement performances". Then the variation performance ends and the losing pseudo-performance symbol 704 is confirmed to be displayed.

[0274] Furthermore, while the other "Second Objective Achievement Performances" in the illustrations have a different display configuration at the start of the performance compared to the start of the other "First Objective Achievement Performances," allowing the player to recognize which performance it is from the start, this is not the only option. That is, similar to the performances where the objective is to destroy rocks, it is also conceivable to make the display example at the start of the performance the same for the other "First Objective Achievement Performances" and the other "Second Objective Achievement Performances," and then differentiate the display configuration between the other "First Objective Achievement Performances" and the other "Second Objective Achievement Performances" as the performance progresses.

[0275] (17. Effects of the second embodiment) The pachinko machine of this embodiment has the following configuration in addition to the same configuration as the pachinko machine 1 of the first embodiment. That is, the target achievement performance can be carried out twice in one variable performance. In this case, when the target achievement performance is carried out twice, the degrees of expectation of achieving the target and the degree of expectation of becoming a jackpot differ depending on the combination of the "first target achievement performance" and the "second target achievement performance".

[0276] According to this embodiment, in addition to having the same effects as those of the first embodiment, in the target achievement performance carried out multiple times, the player can be made to expect the achievement of the target, and the player can also be made interested in what kind of performance the combination of the two performances is, thereby increasing the fun of the performance.

[0277] Also, in this embodiment, by making the display forms at the start of the performance the same between the "first target achievement performance" and the "second target achievement performance" in both the first performance and the second performance (see FIGS. 27 and 29), the player can be made to have an expectation as to which target achievement performance it is at the start of the performance, thereby improving the fun of the performance. On the other hand, by adopting a configuration in which the display forms differ from the start of the performance between the "first target achievement performance" and the "second target achievement performance" in both the first performance and the second performance, a performance with a sense of tension can be achieved.

[0278] In addition, in this embodiment, the target achievement performance is not limited to the first and second, and the types of target achievement performances may be further increased. In this case, it is desirable that each target achievement performance has a different configuration in terms of the degree of expectation of achieving the target and the degree of expectation of becoming a jackpot when the target is achieved. It is also conceivable to enable the execution of two or more target achievement performances in one variable performance.

[0279] 〔Third Embodiment〕 (18. Schematic Configuration of Pachinko Machine of Third Embodiment) Next, a third embodiment of the pachinko machine to which the present invention is applied will be described. The pachinko machine of this embodiment has the same basic configuration as the pachinko machine 1 of the first embodiment described above. In the goal achievement performance of the pachinko machine of this embodiment, a performance is held in which a predetermined goal can be achieved in relation to the operation of an operating means (e.g., performance button 15) by the player. In this case, in the variation performance, an operation validity period is set in which the operation of the performance button 15 is enabled, and an operation suggestion is given to encourage the player to operate the performance button 15. Then, a performance is held in relation to the operation of the performance button 15 during the operation validity period in which a predetermined goal can be achieved. Furthermore, the operation suggestion can be a "first operation suggestion" and a "second operation suggestion" which is different from the "first operation suggestion". Furthermore, the "first operation suggestion" is held in the "first goal achievement performance", and the "second operation suggestion" is held in the "second goal achievement performance", so that the player can recognize whether it is the "first goal achievement performance" or the "second goal achievement performance" by the operation suggestion.

[0280] (19. Example of display showing achievement of the first objective in the third embodiment) Referring to Figure 33, an example of the display method for the "First Goal Achievement Performance" in this embodiment will be explained. As shown in Figure 33(a), when the pachinko machine 1 performs the "First Goal Achievement Performance" in the variation performance, the display screen of the performance symbol display device 46 displays a first goal indication C suggestion display unit 781, such as "If you can destroy the rock, it will develop into an SP reach," and also displays a first challenge C start video 782 in which the main character martial artist challenges to destroy the large rock.

[0281] Next, as the performance progresses, the display screen of the performance pattern display device 46 shows the first challenge C video 783, in which the protagonist is in the process of attempting to destroy the large rock, as shown in Figure 33(b).

[0282] As the performance progresses and the effective period for the operation means begins, as shown in Figure 33(c), the display screen of the performance symbol display device 46 displays a first operation suggestion video 784 prompting the player to press the performance button 15. Below that, a first operation period display unit 785 indicating the effective period for the operation means is displayed.

[0283] When the player presses the performance button 15 and successfully destroys the rock, which is the objective of the "First Objective Achievement Performance," the objective is achieved, the display screen of the performance symbol display device 46 displays, for example, an objective achievement indication display 786 such as "Destruction Successful," and also displays a challenge achievement video 787 showing the protagonist successfully completing the challenge of destroying the large rock. In this case, as with the first embodiment described above, the variation performance continues and transitions to the SP reach (see Figure 28(a)) described later.

[0284] On the other hand, regardless of whether the player operates the performance button 15 or not, if the player fails to destroy the rock, which is the objective of the "First Objective Achievement Performance," and fails to achieve the objective, the display screen of the performance symbol display device 46 will show an indication of objective failure C, such as "Destruction Failed," and a challenge failure C video, similar to Figure 27(d) of the first embodiment described above. In this case, the variation performance ends, and a losing pseudo-performance symbol consisting of losing symbols is displayed as a confirmation.

[0285] (20. Example of display showing achievement of the second objective in the third embodiment) Referring to Figure 34, an example of the display method for the "First Goal Achievement Performance" in this embodiment will be explained. As shown in Figure 34(a), when the pachinko machine 1 performs the "Second Goal Achievement Performance" in the variation performance, the display screen of the performance symbol display device 46 displays a second goal indication C suggestion display unit 791, such as "If you can destroy the rock, it will develop into an SP reach," and also displays a second challenge C start video 792 in which the main character martial artist challenges to destroy the large rock.

[0286] Next, as the performance progresses, the display screen of the performance pattern display device 46 shows the second challenge C video 793, in which the protagonist is in the process of attempting to destroy the large rock, as shown in Figure 34(b).

[0287] As the performance progresses and the effective period for the operation means begins, as shown in Figure 34(c), the display screen of the performance symbol display device 46 displays a second operation suggestion video 794 prompting the player to repeatedly press the performance button 15. Below that, a second operation period display unit 795 is displayed, indicating the effective period for the operation means. In this way, in the "second objective achievement performance," the operation suggestion is a different type of repeated pressing than in the "first objective achievement performance," making the player aware that it is the "second objective achievement performance."

[0288] When the player repeatedly presses the performance button 15 and successfully destroys the rock, which is the objective of the "Second Objective Achievement Performance," the objective is achieved, as shown in Figure 34(d), the display screen of the performance symbol display device 46 displays an objective achievement indication C display section 786, such as "Destruction Successful," and also displays a challenge achievement C video 787 showing the protagonist successfully completing the challenge of destroying the large rock. In this case, the variation performance continues and transitions to the SP Reach (see Figure 28(a)) described later.

[0289] On the other hand, regardless of whether the player operates the performance button 15 or not, if the player fails to destroy the rock, which is the target of the "Second Target Achievement Performance," and fails to achieve the target, the display screen of the performance symbol display device 46 will show a target failure indication C, such as "Destruction Failed," and a challenge failure C video, similar to Figure 27(d) of the first embodiment described above. In this case, the variation performance ends, and a losing pseudo-performance symbol consisting of losing symbols is displayed as a confirmation.

[0290] (21. Effects of the Third Embodiment) The pachinko machine of this embodiment has the following configuration in addition to the same configuration as the pachinko machine 1 of the first embodiment. That is, an operation means 15 that can be operated by a player is provided. Then, in the variable effect, an operation valid period for validating the operation of the operation means 15 is provided, and operation suggestions 784 and 794 for prompting the player to operate the operation means 15 are performed. It is conceivable to perform a target achievement effect for determining whether a predetermined target can be achieved in relation to the operation of the operation means 15 during the operation valid period. In this case, the operation suggestions can perform a first operation suggestion 784 and a second operation suggestion 794 different from the first operation suggestion. The first operation suggestion 784 is performed in the first target achievement effect, and the second operation suggestion 794 is performed in the second target achievement effect.

[0291] According to this embodiment, in addition to achieving the same operational effects as those of the first embodiment, since the first operation suggestion 784 is used as the first target achievement effect and the second operation suggestion 794 is used as the second target achievement effect, for example, even if the first operation suggestion 784 is performed, if the target can be achieved, the expectation of winning in the validity determination is high, so the player's interest can be maintained. With the second operation suggestion 794, the player can be entertained with the sense of expectation as to whether the target will be achieved and what specific effects will occur.

[0292] In addition, in the pachinko machine of this embodiment, when no operation is performed by the player regardless of the operation suggestion, an effect in which the target is not achieved is desirable. In this case, a jackpot may occur without the target achievement effect. Also, although the description has been made only with the configuration of the operation means 15, in a gaming machine provided with a plurality of operation means, it is also conceivable to use an effect for prompting the operation of the first operation means as the first operation suggestion and an effect for prompting the operation of the second operation means as the second operation suggestion. By doing so, the same effect can be achieved depending on which operation means is prompted to operate.

[0293] Furthermore, in this embodiment, similar to the first embodiment described above, by making the display format at the start of the "first goal achievement animation" and the "second goal achievement animation" the same, it is possible to enhance the enjoyment of the animation by making the player anticipate which goal achievement animation it is at the start of the animation. On the other hand, by configuring the display format to be different from the start of the "first goal achievement animation" and the "second goal achievement animation," it becomes possible to create a more dynamic animation.

[0294] Furthermore, in this embodiment, the goal achievement sequences are not limited to the first and second sequences; the number of goal achievement sequences may be increased. In this case, it is desirable that each goal achievement sequence has a different configuration in terms of the expected probability of achieving the goal and the expected probability of winning a jackpot when the goal is achieved.

[0295] Furthermore, in the pachinko machine of this embodiment, similar to the second embodiment described above, the goal achievement performance can be performed multiple times in a single variation performance. For example, when the goal achievement performance is performed at least twice, it is conceivable that the expected degree to achieve the goal and the expected degree to win the jackpot in the win / loss judgment will differ depending on the combination of these performances performed, that is, whether the performance is a combination of the first goal achievement performance or the second goal achievement performance.

[0296] The present invention is not limited to the first to third embodiments described above, and can be implemented in various ways without departing from the spirit of the invention. For example, it may be applied to enclosed game machines or reel-type game machines in which launched game balls are collected inside the game machine and launched again by a launching device, and the number of balls held by the player is managed as data using a storage medium such as an IC card. [Explanation of Symbols]

[0297] 1: Pachinko machine, 15: Performance button (operating means), 2: Game board, 20: Game area, 23: First special symbol start port, 24: Second special symbol start port, 25: Big prize port, 281: First special symbol display device, 283: Second special symbol display device, 40: Main control device (win / loss determination means), 42: Sub-integrated control device (variation performance control means), 46: Performance symbol display device

Claims

[Claim 1] A means for determining whether or not the game will transition to a favorable game state that is advantageous to the player when certain conditions are met, The system includes a variable animation control means that controls a variable animation in which the animation symbols are displayed in a variable manner according to the aforementioned success or failure determination, and then the animation symbols are displayed in a fixed position to notify the result of the success or failure determination, The aforementioned variation performance control means is capable of performing a goal achievement performance in the variation performance to determine whether or not a predetermined goal can be achieved, and when the goal is achieved in the goal achievement performance, it is possible to transition to a specific performance which is a specific performance content. In the aforementioned goal achievement presentation, at least a first goal achievement presentation and a second goal achievement presentation that has a higher probability of achieving the goal than the first goal achievement presentation can be implemented, and the presentation is configured to show that achieving the goal in the first goal achievement presentation results in a higher probability of winning in the success / failure judgment than achieving the goal in the second goal achievement presentation. As a goal achievement performance, the game performs a special goal achievement performance in which it checks whether a predetermined goal can be achieved multiple times during the variation performance, and by achieving the goal consecutively, it is possible to transition to the specific performance. The aforementioned special goal achievement performance is configured such that the expected degree to which the goal can be achieved differs depending on the combination of the first goal achievement performance and the second goal achievement performance when performed multiple times, and the achievement of the goal is guaranteed when the combination is a specific combination.