Gaming machine
The gaming machine employs variable effects and multiple-stage preview effects to enhance player anticipation and interest by varying the probability of winning, addressing the lack of effective pre-warning effects in existing machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- TAKAO KK
- Filing Date
- 2021-02-22
- Publication Date
- 2026-06-22
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines lack effective pre-warning effects to enhance player anticipation and interest in winning outcomes, leading to diminished gaming experience.
Implementing a gaming machine with variable effects and multiple-stage preview effects that vary the probability of winning based on the timing of their execution, including first and second preview effects, to create anticipation and enhance player engagement.
The implementation of variable and multiple-stage preview effects in the gaming machine enhances player interest and anticipation, reducing the need for multiple pre-announcement effects and maintaining player engagement during symbol variations.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine, and more particularly to a ball shooting gaming machine (pachinko machine).
Background Art
[0002] Generally, a ball shooting gaming machine (pachinko machine) showing an example of a gaming machine has a start port and a big winning port in a game area, and executes a win / loss determination (win / loss determination regarding a special symbol) based on the entry of a game ball into the start port. Then, based on the determination result of this win / loss determination being a big win (a big win winning, which shows a specific example of winning), a big win game (a big win game, which shows a specific example of a special game) for opening the big winning port is executed.
[0003] In such a gaming machine, as means for notifying the determination result of the win / loss determination, in addition to (1) a symbol display device that notifies the determination result after executing the variable display of symbols (special symbols) for a predetermined time, (2) it is common to include an effect means for performing an effect corresponding to the symbol variation. Then, along with this variable effect, various pre-warning effects for showing the degree of expectation of a big win occurrence (the possibility of a big win occurrence) and the like are executed to enhance the player's sense of expectation regarding the occurrence of a big win and the like (see Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Thus, in a gaming machine with a pre-warning effect, it is preferable to execute a more effective pre-warning effect along with the variable effect to further enhance the gaming interest.
[0006] The present invention has been made in view of the above viewpoints, and an object thereof is to provide a gaming machine capable of enhancing gaming amusement.
Means for Solving the Problems
[0007] The gaming machine of the present invention includes: winning or losing determination means for performing a winning or losing determination based on the entry of a game ball into a start port; symbol display means for executing a symbol variation over a variable time determined based on the winning or losing determination, and then definitely displaying the result of the winning or losing determination after the symbol variation; special game execution means for executing a special game advantageous to the player based on the determination result of the winning or losing determination being a winning; variable effect execution means for performing a variable effect corresponding to the symbol variation; first preview effect execution means for executing a first preview effect suggesting the probability that the determination result of the winning or losing determination becomes a winning during the variable effect; second preview effect execution means for executing a second preview effect suggesting that the first preview effect is executed before the first preview effect appears; and is provided with the first preview effect may be executed at any of different timings during the variable effect, and the probability that the determination result of the winning or losing determination becomes a winning varies depending on the timing at which the first preview effect is executed.
[0008] According to the gaming machine of the present invention, even for the same preview effect (first preview effect), the probability that the determination result of the winning or losing determination becomes a winning varies depending on the timing at which it is executed. Therefore, even for the same preview effect (first preview effect), the value as an effect (the value as an effect indicating the probability that the determination result of the winning or losing determination becomes a winning) can be varied according to the timing of execution.
[0009] According to the present invention, for example, even when realizing effects indicating various winning expectations, the necessity of providing a pre-announcement effect according to each winning expectation is reduced. That is, conventionally, a method of indicating the winning expectation has been used depending on the type of pre-announcement effect to be executed. However, even for the same effect, various winning expectations can be given depending on the timing when it is executed. Therefore, according to the present invention, the number of pre-announcement effects provided to indicate various winning expectations can be reduced.
[0010] Also, according to the present invention, even if it is reported by a second pre-announcement effect that the pre-announcement (first pre-announcement effect) appears, it is not determined how high the jackpot expectation level is only by the appearance of the second pre-announcement effect. And after the player confirms the appearance of the second pre-announcement effect, the player will wait while expecting when the first pre-announcement effect will appear. Thus, according to the present invention, by effects (pre-announcement effects) performed in multiple stages, the player can be attracted during the symbol variation (symbol variation accompanied by the first pre-announcement effect). Therefore, according to the gaming machine of the present invention, the gaming interest can be enhanced.
[0011] Examples of special games include at least one of (1) a winning game executed based on the determination result of a win / loss determination being a winning selection, and (2) a short-time game executed without going through a winning game (where the winning game includes a big win game and a small win game or only the big win game, limited to the big win game) based on the determination result of the win / loss determination being a specific short-time winning selection. Here, examples of winning selections include a big win selection and a small win selection. A big win game is executed based on the determination result of the win / loss determination being a big win selection, and a small win game is executed based on the determination result of the win / loss determination being a small win selection.
[0012] A winning game is a game that opens and closes a predetermined winning device (e.g., a big winning device) in a predetermined manner, creating the possibility of a game ball entering the winning device. However, based on the result of the win / loss determination being a specific short-term winning selection, the winning game is not played. Note that the big winning game is a winning game that has the possibility of obtaining a profit on a predetermined number of prize balls, and the small winning game is a winning game that has the possibility of obtaining a profit on fewer prize balls than the big winning game.
[0013] In the present invention, for the second announcement effect, if it appears before the first announcement effect, the timing of its appearance is not particularly limited. That is, (1) during the symbol variation (the symbol variation that will definitely display the result of the win / loss determination), the second announcement effect and the first announcement effect may be executed, or (2) the second announcement effect may be executed in a symbol variation preceding the symbol variation, and the first announcement effect may be executed in the symbol variation.
[0014] In the case of (1), since the second announcement effect and the first announcement effect appear intensively in the symbol variation, it can attract the player's interest and attention in the symbol variation where the announcement effect appears, enhancing the gaming interest. Also, in the case of (2), from before the number variation (symbol variation) of the symbol variation (the symbol variation) in which the first announcement effect appears, an anticipation for the appearance of the first announcement effect can be given, enhancing the gaming interest. Furthermore, in the case of (1) or (2) above, a validity determination effect indicating whether the appeared second announcement effect is established as an announcement may be executed, and when it is established as an announcement, the second announcement effect may suggest that the first announcement effect will be executed. In this case, an effect showing the success or failure of the second announcement effect can be performed, entertaining the player.
Advantages of the Invention
[0015] As described above, according to the gaming machine of the present invention, the gaming interest can be enhanced.
Brief Description of the Drawings
[0016] [Figure 1] Front view of the pachinko machine 50. [Figure 2] Front view of the game board 1. [Figure 3] Rear view of the pachinko machine 50. [Figure 4] Block diagram showing the electrical configuration of the pachinko machine 50. [Figure 5] Chart showing the features of the pachinko machine 50. [Figure 6] Chart showing the features of the pachinko machine 50. [Figure 7] In the pachinko machine 50, a chart showing the short-time state operation pattern according to the game state. [Figure 8] (a) is a chart showing the mode (short-time performance) of short-time control executed in the short-time state given to the pachinko machine 50 of the embodiment, (b) is a chart showing the mode (short-time performance) of short-time control executed in the short-time state given to the pachinko machine 50 of the modified example. [Figure 9] (a) is a time chart showing the start timing of the jackpot short-time state, (b) is a time chart showing the start timing of the reach short-time state, (c) is a time chart showing the start timing of the specific short-time state. [Figure 10] Flowchart showing the outline of the main routine executed by the main control device 80 of the pachinko machine 50. [Figure 11] It is a flowchart showing the control content of the normal symbol start winning confirmation process executed by the main control device 80. [Figure 12] The first flowchart showing the control content of the normal symbol win / loss determination process executed by the main control device 80. [Figure 13] The second flowchart showing the control content of the normal symbol win / loss determination process executed by the main control device 80. [Figure 14] (a) is the third flowchart showing the control content of the normal symbol win / loss determination process executed by the main control device 80, (b) is the fourth flowchart showing the control content of the normal symbol win / loss determination process executed by the main control device 80. [Figure 15] The first flowchart showing the control content of the normal symbol game process executed by the main control device 80. [Figure 16](a) is a second flowchart showing the control content of the normal symbol game processing performed by the main control device 80, and (b) is a third flowchart showing the control content of the normal symbol game processing performed by the main control device 80. [Figure 17] A flowchart of the special symbol winning confirmation process performed by the main control unit 80. [Figure 18] A flowchart for the lookahead determination process. [Figure 19] A first flowchart of the special symbol win / loss determination process executed by the main control device 80. [Figure 20] Second flowchart of the special symbol win / loss determination process executed by the main control unit 80 [Figure 21] (a) is a flowchart of the disconnection setting process performed by the main control unit 80, and (b) is an explanatory diagram to illustrate a modified example. [Figure 22] (a) is an explanatory diagram showing the contents of the command to be sent in the special symbol variation start process, and (b) is a third flowchart of the special symbol win / failure determination process executed by the main control device 80. [Figure 23] A fourth flowchart of the special symbol win / loss determination process executed by the main control device 80. [Figure 24] A fifth flowchart of the special symbol win / loss determination process executed by the main control device 80. [Figure 25] A sixth flowchart of the special symbol win / loss determination process executed by the main control device 80. [Figure 26] A diagram illustrating commands for specifying transition to reduced time state and commands for specifying termination of reduced time state, etc. [Figure 27] A first flowchart of the jackpot game processing performed by the main control unit 80. [Figure 28] A second flowchart of the jackpot game processing performed by the main control unit 80. [Figure 29] A third flowchart of the jackpot game processing performed by the main control unit 80. [Figure 30] (a) is a schematic diagram illustrating the variable effects displayed on screen 6a of the performance symbol display device 6, and (b) is a diagram for explaining the reserved symbols and symbols during variation. [Figure 31] A time chart showing the timing of the appearance of the waiting notification effect and the winning notification effect. [Figure 32] An explanatory diagram for describing the display of effects that include the standby notification effect and the winning notification effect. [Figure 33] An explanatory diagram for describing the display of effects that include the standby notification effect and the winning notification effect. [Figure 34] (a) is a flowchart showing the process of receiving a hold count instruction command executed by the sub-integrated control device 83, and (b) is a flowchart showing the process of receiving hold count information executed by the sub-integrated control device 83. [Figure 35] A flowchart showing the performance initiation process executed by the sub-integrated control unit 83. [Figure 36] A chart showing the variation pattern table. [Figure 37] A diagram showing the production pattern table. [Figure 38] A diagram showing the production pattern table. [Figure 39] A flowchart showing the process of stopping the performance executed by the sub-integrated control device 83. [Figure 40] A time chart showing the timing of the appearance of the waiting notification effect and the winning notification effect. [Figure 41] A flowchart showing the standby notification effect initiation process executed by the sub-integrated control device 83. [Figure 42] (a) is a diagram showing the lottery table for standby notification effects, and (b) is a diagram explaining the notification management counter setting process. [Figure 43] Flowchart 1 shows the performance initiation process executed by the sub-integrated control unit 83. [Figure 44] Flowchart 2 shows the performance start process executed by the sub-integrated control unit 83. [Figure 45] A diagram showing the production pattern table. [Figure 46] (a) is a flowchart showing the process of ending the standby notification effect, (b) is an explanatory diagram showing the timing of the end of the standby notification effect, and (c) is an explanatory diagram showing a modified example. [Modes for carrying out the invention]
[0017] Embodiments of the present invention will be described with reference to the drawings. However, the embodiments of the present invention are not limited to those described below, and various forms can be taken as long as they fall within the technical scope of the present invention.
[0018] (1) Example 1 As shown in Figure 1, the pachinko machine 50, a type of gaming machine, has a structure in which each component is held by an outer frame 51 that forms a vertically elongated fixed outer enclosure holding frame. Hinges 53 are provided on the upper and lower left sides of the outer frame 51, and an inner frame 70, as shown in Figure 3, is attached to the other side of the hinges 53, and the inner frame 70 is configured to open and close relative to the outer frame 51. A glass plate 61 is removablely provided on the front frame 52, and a game board 1, as shown in Figure 2, is attached to the inner frame 70 behind the glass plate 61.
[0019] Furthermore, the front frame 52 is configured to open and close relative to the inner frame 70, using hinges (not shown) on the upper and lower left sides as pivot points. When the inner frame 70 is closed relative to the outer frame 51, and the front frame 52 is closed relative to the inner frame 70, the game can be played. When the front frame 52 is opened relative to the inner frame 70, using the hinges (not shown) on the upper and lower left sides as pivot points, the front surface 1a of the game board 1 is opened, allowing staff at the pachinko parlor to perform work to resolve any problems that have occurred on the front surface 1a (such as resolving ball jams in the game board 1). In the following description, the front frame 52 may also be referred to as the glass frame.
[0020] Speakers 66 are provided on the upper left and right sides of the front frame 52, outputting game sounds generated from the pachinko machine 50 to enhance the player's enjoyment. In addition, multiple frame-side decorative lamps 65 that illuminate according to the game state are provided on the front frame 52 to further enhance the player's enjoyment. Below the front frame 52, the upper tray 55 and the lower tray 63 are integrally formed. A launching handle 64 is attached to the right side of the lower tray 63, and by rotating the launching handle 64 clockwise, the launching device (not shown) is activated, and the game balls supplied from the upper tray 55 are launched toward the game board 1.
[0021] The upper tray 55 is equipped with a special effect button 67 that can be operated by the player. When the player operates the special effect button 67 during its validity period, the content of the special effect displayed on the special effect symbol display device 6 (described later) changes, and the game sound output by the speaker 66 changes. The special effect button 67 is also equipped with a jog dial 68 around it, and by rotating the jog dial 68, it is possible to change the image used for the special effect. Furthermore, this pachinko machine 50 is a so-called CR machine and comes with a prepaid card unit (CR unit) 56 for reading and writing prepaid cards, and the pachinko machine 50 is equipped with a CR settlement display device that has a dispensing button 57, a settlement button 58, and a balance display 59.
[0022] Figure 2 is a front view of the game board 1 of the pachinko machine 50 in this embodiment. This game board 1 has a roughly circular game area 3 surrounded by known guide rails 2a and 2b, which is divided into a first game area 3L and a second game area 3R by a center case 5 located near the center. The left side of the center case 5 is the first game area (hereinafter referred to as the left-handed area) 3L, and the right side is the second game area (hereinafter referred to as the right-handed area) 3R. Game balls that reach section T shown in the diagram with a launch force equal to or greater than a predetermined force roll along the guide path 3p, reach the right-handed area 3R, and flow down through the right-handed area 3R. On the other hand, game balls that do not reach section T with a launch force less than the predetermined force will flow down through the left-handed area 3L (the left side of the center case 5). Note that numerous game pins are installed in game area 3 (left-handed area 3L, right-handed area 3R) (not shown in the diagram).
[0023] The center case 5, as is common, is equipped with a warp entrance, a warp passage, a stage, a window overlooking the screen 6a of the display device 6. Below the center case 5 is the first start opening 11. To the left of the first start opening 11 are four regular prize openings 13. These regular prize openings 13 are regular prize openings that allow balls to enter at all times without any change in the ball entry rate.
[0024] In the right-hand side shooting area 3R of the center case 5, a normal symbol activation gate 17 is located. Furthermore, in the right-hand shooting area 3R, a regular electric mechanism 12A is positioned below the regular symbol activation gate 17. In addition, a second start port 12 is provided inside the regular electric mechanism 12A, allowing game balls that enter the regular electric mechanism 12A to enter the second start port 12.
[0025] The standard electric mechanism 12A is equipped with a pair of left and right wing pieces 12t for opening and closing, and this pair of wing pieces 12t is rotatable with respect to a pivot point at its lower end, and the standard electric mechanism 12A is closed by narrowing the distance between the upper ends of the pair of wing pieces 12t. When the standard electric mechanism 12A is in a closed state, a gap is formed between the upper ends of the pair of wing pieces 12t that allows approximately one game ball to pass through. However, an obstruction member 12s is provided directly above the gap formed by these upper ends to prevent the game ball from passing through. Therefore, when the standard electric mechanism 12A is in an open state, a game ball that has flowed down the right-hand shooting area 3R may enter the standard electric mechanism 12A and potentially enter the second start opening 12. However, when the standard electric mechanism 12A is in a closed state, it is impossible for a game ball to enter the standard electric mechanism 12A (second start opening 12). However, by removing the obstruction member 12s from the upper part of the pair of wing pieces 12t, it may be possible for a game ball to enter the standard electric mechanism 12A (second start opening 12) even when the standard electric mechanism 12A is in a closed state.
[0026] Furthermore, widening the gap between the upper ends of the pair of wing pieces 12t causes the standard electric mechanism 12A to open. In other words, when the standard electric mechanism 12A is open, the pair of wing pieces 12t form an approximately inverted V shape when viewed from the front, the gap between their upper ends widens to the width of several times the diameter of a game ball, and the gap between the upper end of each wing piece 12t and the obstruction member 12s becomes wider than the diameter of a game ball. Moreover, the left and right opposing surfaces of the pair of wing pieces 12t form guide surfaces that guide game balls that have reached the upper area of the second start opening 12 into the interior of the second start opening 12. For this reason, when the standard electric mechanism 12A is open, game balls flowing down to the upper area of the standard electric mechanism 12A (the upper ends of the pair of wing pieces 12t) can easily enter the second start opening 12.
[0027] Furthermore, a large prize winning opening 14 is located to the lower left of the standard electric mechanism 12A (second starting opening 12), directly below the center case 5, and a first starting opening (first starting prize winning device) 11 is located to the left of the large prize winning opening 14. The first starting opening 11 is configured such that it is difficult for game balls that have flowed down the right-handed area 3R to enter, due to the installed game nails (not shown in the illustration) and the large-sized center case 5 positioned approximately in the center of the game area 3. As a result, only game balls that have flowed down the left-handed area 3L can enter the first starting opening 11. In other words, the possibility of game balls that have flowed down the right-handed area 3R entering the first starting opening 11 is low.
[0028] At the bottom of the right-hand side area 3R, there are a regular symbol display device 7 and a regular symbol retention count display device 8, both consisting of multiple LEDs; a first special symbol display device 9 and a second special symbol display device 10, both consisting of seven-segment displays; a first special symbol retention count display device 18 and a second special symbol retention count display device 19, both consisting of multiple LEDs. It is difficult for the player to reliably recognize the display contents of the various displays located in this position, so the player will focus on the display contents of the special symbol display device 6 while playing.
[0029] As described above, by configuring the game board 1, when the game balls flow down into the left-hand shooting area 3L, the game balls exclusively enter the first start port 11 (the first start port switch 11a (see Figure 4) detects the game balls), and based on this, the first special symbol (hereinafter also referred to as the first special symbol) on the first special symbol display device 9 starts to change and stops after a predetermined time.
[0030] When a game ball flows down into the right-hand area 3R, the game ball enters the normal symbol activation gate 17 (the normal symbol activation switch 17a (see Figure 4) detects the game ball), and based on this, the normal symbol display device 7 starts displaying a changing normal symbol (hereinafter also referred to as "normal symbol"), and after a predetermined time, it drives the normal electric solenoid 12b (see Figure 4), which will be described later, according to the state of the normal symbol that has stopped (win or loss). In other words, when the normal symbol display device 7 stops displaying a winning state of the normal symbol (winning symbol) and the normal electric solenoid 12b is driven, the blade 12t of the second start port (normal electric mechanism 12A) opens almost synchronously, allowing the ball to enter the second start port 12 (detection by the second start port switch 12a (see Figure 4)). When a game ball enters the second start port 12 (the second special symbol start switch 12a (see Figure 4) detects the game ball), the second special symbol display device 10 starts displaying the second special symbol (hereinafter also referred to as the second special symbol) in a variable manner, and stops after a predetermined time.
[0031] During the fluctuations of the first and second special symbols, the performance symbol display device 6 displays a performance pattern linked to the fluctuation of each special symbol (hereinafter also referred to as "special symbol"). Furthermore, the first and second special symbols do not fluctuate simultaneously, and regardless of the order in which balls enter the first and second start openings 11 and 12, the fluctuation (win / loss determination) of the second special symbol is prioritized. Specifically, if there is a reserve memory for the first special symbol, the fluctuation of the second special symbol stops, and once there is no reserve memory for the second special symbol, the fluctuation (win / loss determination) for the reserve memory of the first special symbol begins. This point will be explained later. However, unlike this embodiment, the first special symbol and the second special symbol may be varied in the order in which the balls enter the first starting opening 11 and the second starting opening 12, or the first special symbol and the second special symbol may be varied simultaneously.
[0032] Depending on the confirmed display of the first special symbol and the second special symbol, the large prize slot solenoid 14b (see Figure 4), described later, is driven. When the large prize slot solenoid 14b is driven, the door member 14t of the large prize slot 14 opens almost synchronously, allowing game balls to enter the large prize slot 14 (the count switch 14a (see Figure 4) detects the game balls). In other words, a door member (opening / closing member) 14t is tiltably supported at the lower end of the large prize opening 14. When the game is not in a winning state (when a big win game or a small win game is not being played), the large prize opening 14 is closed by the door member 14t, and it is not possible to put a game ball into it. On the other hand, when the game is in a winning state (such as a big win game), the door member 14t tilts (tilts toward the player facing the game board 1), and the large prize opening 14 opens, allowing a game ball to be put in.
[0033] As described above, the normal symbol activation gate 17, the second start port 12, and the big prize port 14 are located in the right-hand shooting area 3R (to the right of the center case 5). Therefore, when the game transitions to a special game state (jackpot game state or time-saving state (a time-saving state, b time-saving state, c time-saving state)), the launch handle 64 is adjusted so that all launched game balls reach the right-hand shooting area 3R (the launch force of the game balls is adjusted to be above a predetermined force). On the other hand, the first start port 11 is located almost directly below the center case 5, and in the non-open extension state (non-time-saving state), the frequency of the normal electric mechanism 12A (second start port 12) being in the open state is low (far lower than in the time-saving state). Therefore, the launch handle 64 is adjusted so that all launched game balls reach the left-hand shooting area 3L (the launch force of the game balls is adjusted to be below a predetermined force).
[0034] In this pachinko machine 50, the opening extension function is activated during the time-saving state (time-saving state a, time-saving state b, and time-saving state c described later) (in order to perform control to improve the possibility of ball entry), so the time-saving state is sometimes referred to as the opening extension state (time-saving state a, time-saving state b, and time-saving state c). However, in the time-saving state (time-saving state a, time-saving state b, and time-saving state c described later), of the variable start port (second start port 12) opening extension function and the special symbol fluctuation reduction function, only the fluctuation reduction function may be activated without activating the opening extension function, or only the opening extension function may be activated without activating the fluctuation reduction function.
[0035] Furthermore, numerous game pins (not shown in the illustration) are installed in the game area 3 of the game board 1, and an out opening 2d is provided at the bottom of the board surface. As shown in Figure 3, the back of the pachinko machine 50 houses the inner frame 70, which is detachably attached to the game board 1, within the outer frame 51. The inner frame 70 is equipped with a ball tank 71, a tank rail 72, and a payout device 73 from above. With this configuration, when a game ball enters a prize slot on the game board 1, a predetermined number of game balls can be discharged from the ball tank 71 via the tank rail 72 to the upper tray 55 via the payout device 73. The back of the pachinko machine 50 is also equipped with a main control device 80, a payout control device 81, a display symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85. The display symbol control device 82 and the sub-integrated control device 83 are sub-control devices.
[0036] The main control device 80, the display symbol control device 82, and the sub-integrated control device 83 are located on the game board 1, while the payout control device 81, the launch control device 84, and the power supply board 85 are located on the inner frame 70. Although the launch control device 84 is not shown in Figure 3, it is located below the payout control device 81. An external connection terminal 78 is located on the right side of the ball tank 71, and signals indicating the game state and game results are sent from this external connection terminal 78 to a hall computer (not shown). Conventionally, two types of external connection terminals 78 are used to send signals to the hall computer: one for the game board (a terminal for outputting signals from the game board to the hall computer) and one for the frame (a terminal for outputting signals from the frame (front frame 52, inner frame 70, outer frame 51) to the hall computer). However, in this embodiment, signals indicating the game state and game results are sent to the hall computer via a single external connection terminal 78.
[0037] Furthermore, detection signals are input to the main control device 80 from the glass frame release switch 35 and the inner frame release switch 36. When the inner frame 70 is closed relative to the outer frame 51, the inner frame switch 36 (see Figure 4) turns ON, and when the inner frame 70 is open relative to the outer frame 51, the inner frame switch 36 turns OFF. In addition, the glass frame release switch 35 can be provided on the back side of the inner frame 70.
[0038] The main control unit 80 on the back of the pachinko machine 50 is equipped with a performance display device 48, a setting key SW 47, and a RAM clear switch 46. The RAM clear switch 46 is a switch that performs a RAM clear when the power switch 86 is turned ON while the RAM clear switch 46 is pressed. The RAM clear switch 46 also functions as an operating means for changing the step setting value to an arbitrary value when changing settings.
[0039] In this embodiment, the pachinko machine 50 may be equipped with a function to change the setting of the jackpot determination probability (the probability of winning a jackpot). For example, if it is possible to set any of the six types of setting values 1 to 6, then different jackpot determination probabilities are provided in stages corresponding to each of the setting values 1 to 6. In this case, the jackpot winning probability for setting value 1 is (1 / 300), setting value 2 is (1 / 290), setting value 3 is (1 / 280), setting value 4 is (1 / 270), setting value 5 is (1 / 260), and setting value 6 is (1 / 250), with the probability increasing in that order.
[0040] In the pachinko machine 50 of this embodiment, the administrator (such as a pachinko parlor employee) inserts the setting key SW47 into the setting switch (keyhole) and rotates the operating position of the setting key SW47 in a predetermined direction (for example, clockwise) relative to the initial position to turn on the setting switch. With the RAM clear switch 46 pressed down in this state, the power to the pachinko machine 50 is turned on, and the mode of the pachinko machine 50 enters the setting change mode. In this setting change mode, an administrator (such as a pachinko parlor employee) can change the setting value by pressing the RAM clear switch 46 (setting change button). In other words, each time the RAM clear switch 46 (setting change button) is pressed, the setting value changes in the order of setting value 1 to setting value 6, and then back to setting value 1... In that case, the performance display device 48 will display a numerical value indicating the current setting value as the setting value is changed.
[0041] The electrical configuration of this pachinko machine 50 is centered around the main control unit 80, as shown in the block diagram in Figure 4. Although detailed illustrations are omitted, the main control unit 80, payout control unit 81, display symbol control unit 82, and sub-integrated control unit 83 are all equipped with a CPU, ROM, RAM, input ports, output ports, etc. In response to interrupt signals with a 2ms or 4ms period, the CPU of each of these control units starts a program consisting of a main routine and subroutines stored in the ROM, and various controls are executed. The main control unit 80 is also equipped with a random number counter for extracting (generating) various random numbers. Furthermore, in this embodiment, the launch control device 84 is not equipped with a CPU, ROM, or RAM. However, this is not the only option, and the launch control device 84 may be equipped with a CPU, ROM, RAM, etc.
[0042] The main control device 80 receives detection signals such as the first start port switch 11a for detecting a game ball that has entered the first start port 11, the second start port switch 12a for detecting a game ball that has entered the second start port 12, the normal symbol activation switch 17a for detecting a game ball that has entered the normal symbol activation gate 17 for activating the normal symbols, the count switch 14a for counting game balls that have entered the big prize port 14, and the general prize port switch 13a for detecting a game ball that has entered the general prize port 13.
[0043] The main control unit 80 operates according to its installed program and generates various commands related to the progress of the game based on the detection signals mentioned above, and outputs them to the payout control unit 81 and the sub-integrated control unit 83. Furthermore, the main control device 80 controls the display of the first special symbol display device 9 and the second special symbol display device 10, which are connected via the symbol display device relay terminal board 90, as well as the illumination of the first special symbol hold count display device 18, the second special symbol hold count display device 19, the normal symbol display device 7, and the normal symbol hold display device 8.
[0044] Furthermore, the main control device 80 controls the opening and closing of the large prize opening 14 by controlling the large prize opening solenoid 14b, and controls the opening and closing of the ordinary electric mechanism (second start opening 12) by controlling the ordinary electric mechanism solenoid 12b. In addition to outputting signals from the main control unit 80 to the test signal terminal, management signals for symbol changes and jackpots (also called special games) are output to the external connection terminal 78 and sent to the hall main computer 87. The main control unit 80 and the payout control unit 81 are capable of bidirectional communication.
[0045] The payout control device 81 operates the payout motor 20 in response to commands sent from the main control device 80 to pay out prize balls. In this embodiment, the detection signal from the payout switch 21 for counting the game balls paid out as prize balls is input to the payout control device 81, and the payout control device 81 is configured to count the prize balls. Alternatively, the detection signal from the payout switch 21 is input to both the main control device 80 and the payout control device 81, and a configuration in which both the main control device 80 and the payout control device 81 count the prize balls is also conceivable.
[0046] The payout control device 81 receives signals from the full switch 22 and the ball depletion switch 23. When the full switch 22 signals that the lower tray 63 is full, or when the ball depletion switch 23 signals that there are few or no game balls in the ball tank, the payout control device 81 stops the payout motor 20 and stops the payout of prize balls. The full switch 22 and the ball depletion switch 23 are configured to continue outputting signals until the condition is resolved, and the payout control device 81 restarts the drive of the payout motor 20 when the output of these signals ceases.
[0047] Furthermore, the payout control device 81 communicates with the prepaid card unit 56 via the CR unit terminal board 24 to activate the payout motor 20 and dispense the dispensed balls. The dispensed balls are detected by the payout switch 21, and the detection signal is input to the payout control device 81. The CR unit terminal board 24 is also connected to the settlement display board 25 for bidirectional communication, and the settlement display board 25 is connected to a ball dispensing button for requesting the dispensing of game balls, a return button for requesting settlement, and a balance display.
[0048] In addition, the payout control device 81 transmits information regarding prize balls, information indicating the open / closed state of the frame (inner frame, front frame), etc., to the hall computer 87 via the external connection terminal 78, and also transmits a launch stop signal to the launch control device 84. In this embodiment, the game balls are dispensed, but it is also possible to use a sealed system that stores the game balls generated in response to winning or other events without dispensing them.
[0049] The launch control device 84 controls the launch motor 30 to launch game balls into the game area 3. In addition to the payout control device 81, the launch control device 84 also receives rotation signals from the launch handle 64, touch signals from the touch switch 28, and launch stop signals from the launch stop switch 29. The rotation amount signal is output when the player operates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop switch signal is output when the player presses the launch stop switch 29. If the touch signal is not input to the launch control device 84, the game ball cannot be launched, and if the launch stop switch signal is input, the game ball cannot be launched even if the player is touching the launch handle 64.
[0050] When the power to the pachinko machine 50 is turned on while the RAM clear switch (SW) 46 (located on the main control unit 80 in the diagram) is pressed, a portion of the RAM area is cleared, and the RAM is initialized. Furthermore, in this embodiment, the step setting values (the values indicating settings 1 to 6) are also configured not to be erased by a RAM clear. Specifically, the RAM clear process is configured so that the area related to the step setting values is not subject to erasure within the RAM area that is erased by the RAM clear. As mentioned above, the pachinko machine 50 is equipped with a RAM clear SW46 in the main control unit 80 for erasing information stored in RAM. The RAM clear SW46 may also be provided in the payout control unit 81 or the power supply board 85 (see Figure 3). The performance display device 48 is provided in the main control unit 80 and is controlled by the main control unit 80. In this embodiment, the main control unit 80 is also equipped with a setting key SW47 used for changing settings and confirming settings, as described above.
[0051] The sub-integrated control device 83 is a sub-control device that receives data and commands transmitted from the main control device 80, and distributes them into data for performance display control, sound control, and lamp control. Commands for performance display control are transmitted to the performance pattern control device 82, while data for sound control and lamp control are distributed to the respective control units (function units as sound control device and lamp control device) included within itself. The audio control unit (labeled as audio control unit 83a in Figure 4) controls the audio output from speaker 66 by operating the sound LSI based on audio control data, that is, it controls the volume and the type of sound (for example, the type of notification sound, control of setting suggestion sounds, etc.). The lamp control unit (labeled as lamp control unit 83b in Figure 4) controls the various LEDs and lamps 26 by operating the lamp driver based on lamp control data.
[0052] Furthermore, the sub-integrated control device 83 is connected to the performance button 67 and the jog dial 68, and when the player operates the performance units 67 and 68, the operation signal is input to the sub-integrated control device 83. Alternatively, the jog dial 68 may be connected to the performance symbol control device 82. The sub-integrated control device 83 and the display symbol control device 82 are capable of bidirectional communication. The performance symbol control device 82 controls the performance symbol display device 6 based on data and commands received from the sub-integrated control device 83 (both transmitted from the main control device 80 and generated by the sub-integrated control device 83) to display performance images such as performance symbols on the screen 6a of the performance symbol display device 6. In this embodiment, the sub-integrated control device 83 and the display symbol control device 82 are separate devices, but they may also be combined into a single device.
[0053] The power supply board 85 (see Figure 3) is configured as a DC power supply that generates a DC voltage from power supplied from an external AC power source, and power is supplied to each part of the pachinko machine 50 by operating the power switch provided on the power supply board 85. This power supply board 85 is equipped with a backup power supply consisting of capacitors, etc., and stores power in the backup power supply while power is being supplied from the AC power source. As a result, in the event of a power outage, power is supplied to the main control unit 80, etc. (for example, the RAM of the main control unit 80), and the data in the RAM of the main control unit 80 is retained for a certain period of time even after the power supply from the AC power source is stopped. The backup power supply may be provided in the main control unit 80, or in a device other than the power supply board. In this case, the power supply board outputs a supply signal to the device equipped with the backup power supply when power is being supplied from the AC power supply, and outputs a power outage signal to the device equipped with the backup power supply when the power supply is stopped.
[0054] Next, the basic specifications of the pachinko machine 50 in this embodiment will be explained using Figures 5 to 9. The pachinko machine 50 in this embodiment is a so-called "time-saving machine" and does not have a high-probability state that increases the probability of determining a jackpot in the special symbol matching process. In other words, the probability of determining a jackpot in the special symbol matching process does not change and is always performed at the normal probability. However, the pachinko machine 50 in this embodiment may have such a high-probability state. In the pachinko machine 50, a determination of whether the first special symbol is a winner or loser (hereinafter referred to as the first win / loss determination) is performed when a ball enters the first start opening 11. In addition, a determination of whether the second special symbol is a winner or loser (hereinafter referred to as the second win / loss determination) is performed when a ball enters the second start opening 12. In this embodiment of the pachinko machine 50, the probability of determining a jackpot based on the special symbol's hit / miss is set to "1 / 300".
[0055] When the first win / loss determination is performed, the stopping symbol of the first special symbol (winning symbol or losing symbol) and the variation pattern (a variation pattern that specifies the time for which the first special symbol is displayed in variation) are determined by random number drawing, and the symbols on the first special symbol display device 9 and the performance symbol display device 6 start to vary based on the determined variation time. After the variation time of the first special symbol has elapsed, the stopping symbol of the first special symbol (confirmed symbol) is displayed on the first special symbol display device 9, the performance symbol corresponding to the first special symbol is displayed as stopped (confirmed) on the performance symbol display device 6, and the result of the first win / loss determination is announced.
[0056] Furthermore, when the second win / loss determination is performed, the stopping symbol of the second special symbol (winning symbol or losing symbol) and the variation pattern (a variation pattern that specifies the time for which the second special symbol is displayed in variation) are determined by random number drawing, and the symbols on the second special symbol display device 10 and the performance symbol display device 6 start to vary based on the determined variation time. After the variation time of the second special symbol has elapsed, the stopping symbol of the second special symbol (confirmed symbol) is displayed on the second special symbol display device 10, and the performance symbol corresponding to the second special symbol is displayed on the performance symbol display device 6, and the result of the second win / loss determination is announced.
[0057] If the result of the win / loss determination for the first special symbol (first win / loss determination) or the win / loss determination for the second special symbol (second win / loss determination) is a jackpot, the special symbols will be displayed in a changing pattern for a predetermined time, after which the special symbols (first special symbol, second special symbol) will be displayed as jackpot symbols (special symbol 1_jackpot symbol 1, special symbol 1_jackpot symbol 2, special symbol 2_jackpot symbol 1 or special symbol 2_jackpot symbol 2). As a result, the condition device is activated, the continuous mechanism device is activated, and a jackpot game is executed in which the large prize entry opening 14 is opened in a predetermined manner.
[0058] In the pachinko machine 50 of this embodiment, when the result of the first win / loss determination is a jackpot, as shown in Figure 5(a), there is a 40% chance that the stopping symbol (the jackpot symbol that is displayed as a confirmed win) will be "Special Symbol 1_Jackpot Symbol 1 (4R normal jackpot symbol)" and a 60% chance that it will be "Special Symbol 1_Jackpot Symbol 2 (6R normal jackpot symbol)". Furthermore, as shown in Figure 5(b), when the result of the second win / loss determination is a jackpot, there is a 40% chance that it will be "Special Figure 2_Jackpot Symbol 1 (8R Regular Jackpot Symbol)" and a 60% chance that it will be "Special Figure 2_Jackpot Symbol 2 (10R Regular Jackpot Symbol)".
[0059] Furthermore, all of these winning symbols are what are known as "regular winning symbols" (winning symbols that do not increase the probability of winning a jackpot, even if they are displayed as confirmed wins). In other words, when the stop indicator (confirmation indicator) is displayed, a regular jackpot is generated, and after the corresponding jackpot game (4R jackpot game, 6R jackpot game, 8R jackpot game, or 10R jackpot game) is executed, the game state of the pachinko machine 50 transitions to a normal probability state and a time-saving state (hereinafter sometimes referred to as "normal probability / time-saving state") (see Figure 9(a)). This normal probability / time-saving state is the time-saving state a.
[0060] In this embodiment, regardless of which jackpot symbol is displayed (confirmed), the game will transition to the normal probability / time-saving state (a-time-saving state). However, the game may choose not to transition to the normal probability / time-saving state (a-time-saving state) based on the display (confirmed) of any jackpot symbol. For example, after a jackpot game is completed based on the result of the first win / failure determination being a jackpot, the game may enter the normal probability state and a non-time-saving state (hereinafter sometimes referred to as "normal probability / non-time-saving state"), or the rate of transitioning to the normal probability / time-saving state (a-time-saving state) may be lower compared to after a jackpot game is completed based on the result of the second win / failure determination being a jackpot.
[0061] After executing a jackpot game based on the result of the first special symbol win / failure determination (first win / failure determination), if the game enters the normal probability / open extension state (a time-saving state), the game continues until the number of "win / failure determinations regarding special symbols (first win / failure determination or second win / failure determination)" executed after the jackpot game reaches "100 times" or the result of said win / failure determination (first win / failure determination or second win / failure determination) is a jackpot (Figure 9(a)). When this normal probability / open extension state (a time-saving state) ends, the game state returns to the normal probability and non-open extension state (hereinafter referred to as the normal probability / non-open extension state). Here, the number of win / failure determinations that can be executed while maintaining the a time-saving state (100 times) is called the time-saving count of the a time-saving state.
[0062] Furthermore, after executing a jackpot game based on the result of the second special symbol win / failure determination (second win / failure determination), if the game enters the normal probability / extended open state (a time-saving state), the game continues until the number of executions of the "special symbol win / failure determination (first win / failure determination or second win / failure determination)" performed after the jackpot game reaches "100 times" or until the result of said win / failure determination (first win / failure determination or second win / failure determination) is a jackpot. When this normal probability / extended open state (a time-saving state) ends, the game state returns to the normal probability and non-extended open state (hereinafter referred to as the normal probability / non-extended open state). In the following explanation, if the result of the win / loss judgment is a jackpot, the time-saving state (a-time-saving state) that is entered after the jackpot game is played may be referred to as the "jackpot time-saving state" based on the cause of the transition.
[0063] Furthermore, this time-saving state (a time-saving state) is a state in which the opening time of the regular electric mechanism (second start opening 12) is extended (opening extension function) and the variable time-saving function is activated, which shortens the average variation time of special symbols and regular symbols (i.e., a state in which time-saving control is performed), while the non-time-saving state is a state in which the opening extension function and the variable time-saving function are not activated (i.e., a state in which time-saving control is not performed).
[0064] Furthermore, as shown in Figure 5(c), in this pachinko machine 50, when the game state is in the normal probability state (regardless of whether it is in the non-time-saving state or the time-saving state), and the number of times the "win / loss judgment regarding special symbols (first win / loss judgment or second win / loss judgment)" is performed without the result being a jackpot reaches "900 times (a predetermined number of times)", the game state transitions to the normal probability time-saving state (hereinafter, this time-saving state may be referred to as the b time-saving state) (see Figure 9(b)).
[0065] In other words, when the number of win / fail judgments (first win / fail judgment or second win / fail judgment) performed in the normal probability state reaches a predetermined number, the game transitions to the normal probability / extended opening state (b time-saving state) without going through a jackpot game. This normal probability / time-saving state (b time-saving state) continues until the number of win / fail judgments (first win / fail judgment or second win / fail judgment) performed after transitioning to the normal probability / time-saving state (b time-saving state) reaches 900, or until the result of the win / fail judgment (first win / fail judgment or second win / fail judgment) is a jackpot.
[0066] In the following explanation, the time-saving state (b-time-saving state) that is entered when the number of correct / failure judgments (first correct / failure judgment or second correct / failure judgment) reaches a predetermined number may be referred to as the "reached time-saving state" based on the cause of the transition. Here, as shown in Figure 5(d), the number of times the specified number is reached is the number of times the special symbols have changed, calculated from the "RAM clear process" which initializes the RAM installed in the main control device 80, or "after a jackpot occurs (after a jackpot game is played)," that is, the number of "win / loss judgments regarding special symbols" that were performed in the normal probability state without the result of the win / loss judgment resulting in a jackpot.
[0067] In the example, the number of times the specified condition is reached does not have any particular requirement as long as it is a value that exceeds the "reciprocal" of the jackpot probability (1 / 300) (a value greater than 300). In other words, if the number of times the win / loss judgment is made exceeds the "reciprocal" of the jackpot probability in the normal probability state, but no jackpot is generated, it is considered a so-called "slump," and the game is switched to a time-saving state to rescue players who are continuing to play in a healthy manner. More specifically, if the jackpot probability is "1 / 300," for example, it can be 301 times or more, especially 700 times or more, or any number between 750 and 900.
[0068] In this embodiment, transitioning to "Time Reduction upon Reaching a Win (Time Reduction b State)" allows for a significantly greater number of time reductions compared to "Time Reduction upon Winning (Time Reduction a State)". Here, the number of win / loss judgments that can be performed while maintaining Time Reduction b State (900 times) is referred to as the number of time reductions in Time Reduction b State. However, unlike this embodiment, when transitioning to a bonus time reduction state (a-time reduction state), a greater number of bonus time reduction rounds may be granted than in the "reached bonus time reduction state (b-time reduction state)".
[0069] The shortened time state upon arrival (shortened time state b) is a state in which, similar to the shortened time state upon winning (shortened time state a), the opening time of the regular electric mechanism (second start port 12) is extended (opening extension function), and the shortened time function that shortens the average fluctuation time of special symbols and regular symbols is activated.
[0070] In the pachinko machine 50 of this embodiment, as shown in Figure 6(a), whether the game state is a non-time-saving state, or as shown in Figure 6(b), whether the game state is a time-saving state, if the result of the first win / loss judgment is a loss, "Special Symbol 1_Loss Symbol 1" or "Special Symbol 1_Loss Symbol 2" is displayed as the losing symbol. Furthermore, when the result of the first win / loss judgment is a loss, the probability that the losing symbol will be set to "Special Symbol 1_Loss Symbol 1" (the probability of being selected by random number drawing) is "149 / 150", and the probability that it will be set to "Special Symbol 1_Loss Symbol 2" (the probability of being selected by random number drawing) is "1 / 150". Here, "Special Feature 1_Losing Symbol 1" constitutes a specific example of a non-specific losing symbol (non-specific symbol), and "Special Feature 1_Losing Symbol 2" constitutes a specific example of a specific losing symbol (specific symbol).
[0071] Then, as shown below, under predetermined conditions (non-time-saving state), if a specific losing symbol (specific symbol) is displayed, a specific loss occurs. Here, the occurrence of a specific loss, that is, the selection of a specific losing symbol as a losing symbol under predetermined conditions (non-time-saving state), is equivalent to "winning a specific time-saving bonus."
[0072] In this embodiment, a specific symbol is set using one form of a losing symbol (Special Symbol 1_Losing Symbol 2), but in the present invention, a specific time-saving symbol may be set independently of the losing symbol. For example, if the result of the win / loss judgment regarding the special symbol is not a big win, it may be determined whether or not a specific time-saving win has been achieved. If a specific time-saving win has been achieved, the specific symbol may be selected as the stopping symbol, and if a specific time-saving win has not been achieved, a non-specific time-saving symbol may be selected as the stopping symbol.
[0073] Furthermore, if the result of the second win / loss judgment is a loss, "Special Symbol 2_Loss Symbol 1" will be displayed as the losing symbol, as shown in Figure 6(c). Note that when the result of the second win / loss judgment is a loss, the probability that the losing symbol will be set to "Special Symbol 2_Loss Symbol 1" is "100%", and this "Special Symbol 2_Loss Symbol 1" constitutes a specific example of a non-specific losing symbol. Thus, in this embodiment, the losing symbols of the first special symbol include a specific losing symbol (a specific losing symbol), but the losing symbols of the second special symbol do not include a specific losing symbol (a specific symbol). However, the losing symbols of the second special symbol may include a specific losing symbol.
[0074] When the game state is not a time-saving state, if a specific losing symbol (Special Symbol 1_Losing Symbol 2) stops and is displayed (confirmed), a specific losing occurs (i.e., a specific time-saving is won), and as shown in Figure 6(a), without executing a jackpot game (without going through a jackpot game), the game state of the pachinko machine 50 transitions to a normal probability state and a time-saving state (c time-saving state). This normal probability / time-saving state (c time-saving state) continues after transitioning to this state (c time-saving state) until the number of times the win / fail judgment regarding the special symbol (first win / fail judgment or second win / fail judgment) is performed reaches 50, or until the result of the win / fail judgment (first win / fail judgment or second win / fail judgment) is a jackpot (see Figure 9(c)). Here, the number of win / fail judgments that can be performed while maintaining the c time-saving state (50 times) is called the number of time-saving actions in the c time-saving state.
[0075] The "normal probability state and time-saving state" that is entered without going through a jackpot game, based on the confirmed display of this specific losing symbol (specific symbol), is the specific time-saving state (c time-saving state). Note that even if a non-specific losing symbol is displayed (confirmed), it does not trigger a transition to the time-saving state. When this normal probability / time-saving state (c-time-saving state) ends, the game state returns to the normal probability and non-time-saving state (normal state).
[0076] This specific time-saving state (c time-saving state) is similar to the jackpot time-saving state (a time-saving state) in that it extends the opening time of the regular electric mechanism (second start port 12) (opening extension function) and also activates a time-saving function that shortens the average fluctuation time of special symbols and regular symbols. Here, the time-saving state (c time-saving state) that is entered when a specific losing symbol (special symbol 1_losing symbol 2) is confirmed and without performing a jackpot game is referred to as the "specific time-saving state" and is sometimes distinguished from the other time-saving states (a time-saving state and b time-saving state) which have different activation triggers.
[0077] On the other hand, in this embodiment, as shown in Figure 6(b), when the game state is a time-saving state (either a time-saving state, b time-saving state, or c time-saving state), even if a specific losing symbol (Special Symbol 1_Losing Symbol 2) is displayed, it is not treated as a specific losing symbol, but simply as a losing symbol. In other words, when the game state is a time-saving state, even if a specific losing symbol (Special Symbol 1_Losing Symbol 2) is displayed, it does not result in a specific time-saving state. In other words, in this embodiment, when the game state is a time-saving state (any of a time-saving state, b time-saving state, or c time-saving state), if a specific losing symbol (Special Symbol 1_Losing Symbol 2) is displayed as confirmed, the number of time-saving rounds remains the same and is not increased by 50. For example, if the number of win / loss judgments that can be performed while maintaining the time-saving state (remaining rounds) is 20, even if a specific losing symbol (Special Symbol 1_Losing Symbol 2) is displayed as stopped (confirmed), the number of time-saving rounds does not become "20 rounds + 50 rounds," but remains at "20 rounds."
[0078] Furthermore, when the game state is a time-saving state (a time-saving state, b time-saving state, or c time-saving state), if a specific losing symbol (special symbol 1_losing symbol 2) is displayed as confirmed, it may not be treated as a simple loss. For example, when the game is in a time-saving state (a time-saving state, b time-saving state, c time-saving state), if a specific losing symbol is displayed as confirmed, the remaining number of win / loss judgments that can be performed in the ongoing time-saving state may be compared with the number of time-saving rounds granted when the specific losing symbol stops to display (specific time-saving state). If the number of time-saving rounds is greater than the remaining number, the remaining number may be updated with the number of time-saving rounds that will be granted when transitioning to c time-saving state (50 rounds).
[0079] For example, if the remaining number of win / loss judgments that can be performed in the ongoing time-saving state is "60," the remaining number will remain the same even if a specific losing symbol is displayed as confirmed. Conversely, if the remaining number of win / loss judgments that can be performed in the ongoing time-saving state is "20," the remaining number will be updated to "50" even if a specific losing symbol is displayed as confirmed. In this way, even if a specific losing symbol is displayed as confirmed, the remaining number of win / loss judgments that can be performed in the ongoing time-saving state will not decrease, and therefore the player will not be disadvantaged.
[0080] However, unlike this embodiment, when the game state is in a time-saving state, the specific losing symbol (Special Symbol 1_Losing Symbol 2) itself may not be selected and may not be displayed as a confirmed win. For example, when the game state is in a time-saving state, if the result of the first win / loss judgment is a loss, the probability of "Special Symbol 1_Losing Symbol 1" being set as the losing symbol (the probability of being selected by random number drawing) may be set to "150 / 150".
[0081] Here, using Figure 7, we will explain the "game state when a trigger for transitioning to a time-saving state occurs" and the "type of time-saving state to which the transition is targeted." Regardless of whether the game state is "normal probability / non-time-saving state (so-called normal state)", "a time-saving state", "b time-saving state", or "c time-saving state", if a winning symbol is displayed, the game can transition to "a time-saving state" via the winning game.
[0082] Furthermore, when the game state is "normal probability / non-time-saving state (so-called normal state)", "a-time-saving state", or "c-time-saving state", if a trigger for transitioning to the reached time-saving state (b-time-saving state) occurs, the game can transition to the reached time-saving state (b-time-saving state) without going through a jackpot game. However, it is considered unrealistic for a trigger for transitioning to the reached time-saving state (b-time-saving state) to occur when the game state is the reached time-saving state (b-time-saving state). In other words, the probability of not hitting the jackpot for 1800 spins with a jackpot probability of "1 / 300" is quite low, as it would take 900 spins without a jackpot result, leading to a shortened time state (b-shortened time state), and then another 900 spins in this shortened time state (b-shortened time state) without a jackpot result, meaning that with a jackpot probability of "1 / 300", it would take 1800 spins without a jackpot.
[0083] Alternatively, the shortened time state could be designed to only activate once before a jackpot (jackpot game) occurs. In this case, even if the result of the win / loss judgment (win / loss judgment regarding special symbols) does not result in a jackpot during the shortened time state, and even if the win / loss judgment (win / loss judgment regarding special symbols) is performed again for another 900 times after the shortened time state ends, the player may not return to the shortened time state. Furthermore, when the game state is "normal probability, non-time-saving state (so-called normal state)," if a trigger for transitioning to a specific time-saving state (c time-saving state) occurs, the game can transition to the specific time-saving state (c time-saving state) without going through a jackpot game. In contrast, when the game state is "a time-saving state" or "b time-saving state," even if a specific losing symbol is displayed as confirmed, the game does not transition to a new "c time-saving state," but rather the existing time-saving state is maintained.
[0084] In this embodiment, even if the special figure 1_missing symbol 2 is displayed in the time-saving state, the game does not transition to a new specific time-saving state (c time-saving state). However, if the special figure 1_missing symbol 2 (specific missing symbol) is displayed in the final spin of the time-saving state (the final spin in which a spin display can be performed in the time-saving state, that is, the spin that starts with 1 spin remaining), the game may transition to the c time-saving state.
[0085] Next, using Figure 5, we will explain the contents of the jackpot game that is executed when the result of the win / loss determination (first win / loss determination, second win / loss determination) regarding the special symbols is a jackpot, and the game state that is transitioned to after the jackpot game is executed.
[0086] As shown in Figure 5, if the result of the first win / loss judgment is a jackpot and "Special Figure 1_Jackpot Symbol 1 (4R Regular Jackpot Symbol)" is displayed as confirmed, a 4R Regular Jackpot occurs and the "4R Jackpot Game" is executed. Also, if the result of the first win / loss judgment is a jackpot and "Special Figure 1_Jackpot Symbol 2 (6R Regular Jackpot Symbol)" is displayed as confirmed, a 6R Regular Jackpot occurs and the "6R Jackpot Game" is executed.
[0087] If the result of the second win / loss judgment is a jackpot and "Special Feature 2_Jackpot Symbol 1 (8R Regular Jackpot Symbol)" is displayed as confirmed, an 8R Regular Jackpot occurs and the "8R Jackpot Game" is executed. Also, if the result of the second win / loss judgment is a jackpot and "Special Feature 2_Jackpot Symbol 2 (10R Regular Jackpot Symbol)" is displayed as confirmed, a 10R Regular Jackpot occurs and the "10R Jackpot Game" is executed. In the "4R jackpot game," a round game (opening for a maximum of 30 seconds per round or 10 counts) in which the large prize opening 14 is opened is performed four times with a predetermined interval in between. In the "6R jackpot game," the same round game is performed six times with the same interval in between. In the "8R jackpot game," the same round game is performed eight times with the same interval in between, and in the "10R jackpot game," the same round game is performed ten times with the same interval in between.
[0088] Although not shown in the diagram, the number of prize balls awarded for balls entering the first starting port 11 and the second starting port 12 is 3, and the number of prize balls awarded for balls entering the other prize port 13 is 10. Therefore, when the opening is extended (a time-saving state, b time-saving state, c time-saving state), when the game ball is launched towards the right-hand shooting area 3R, the ball will frequently enter the second starting port 12, and by frequently winning "3" prize balls based on balls entering the second starting port 12, it is possible to suppress so-called "ball loss". Additionally, the number of prize balls awarded for entering the large prize slot 14 is 10. Furthermore, the number of prize balls required for entering the large prize slot 14 is 10, and the number of prize balls required for entering the regular electric mechanism (second start slot 12) is 9.
[0089] As shown in Figure 8(a), the probability of winning with a regular symbol is set to "1 / 6" in the non-time-saving state (non-open extension state) and to "5 / 6" in the time-saving state (a time-saving state, b time-saving state, c time-saving state). The opening time of the standard electric mechanism (second start port 12) is "0.3 seconds once" in the non-time-saving state, and "2 seconds once" in the time-saving state (a time-saving state, b time-saving state, c time-saving state). The average time for the regular symbols to change is 5 seconds in non-shortened time states, and 1 second in shortened time states (a shortened time state, b shortened time state, c shortened time state).
[0090] In this embodiment, multiple time-saving states are provided (a time-saving state, b time-saving state, c time-saving state), but in the present invention, only a specific time-saving state (c time-saving state) may be provided as a time-saving state. Furthermore, in the present invention, as shown in this embodiment, when there are multiple types of time-saving states, their time-saving performance may be the same regardless of the type of time-saving state, or it may differ depending on the type of time-saving state.
[0091] Here, time-saving performance is determined by, for example, (a) the degree of improvement in the probability of balls entering the variable starting gate in the time-saving state (the degree of extension of the opening time of the variable starting gate), (b) the average fluctuation time of special symbols in the time-saving state (the degree of reduction in the average fluctuation time of special symbols in the time-saving state), (c) the winning probability of regular symbols, and (d) the average fluctuation time of regular symbols. If the time-saving performance is different, one of the performance evaluation items from (a) to (d) will be different. Note that possessing any of the time-saving performances shown in (a) to (d) improves the frequency of execution of win / fail judgment per unit time (win / fail judgment of special symbols), so the state in which such time-saving performance is possessed is called the "time-saving state". Here, a state that possesses time-saving performance refers to a state in which (A) the probability of balls entering the variable starting opening is improved compared to the normal state, (B) the average fluctuation time of special symbols is shortened compared to the normal state, (C) the probability of winning with regular symbols is higher than the normal state, (D) the average fluctuation time of regular symbols is shortened compared to the normal state, or a state that has at least two of (A) to (D). Furthermore, if the time-saving performance differs, one of the performance evaluation items (a) to (d) will differ.
[0092] Under the configuration described above, in the pachinko machine 50 of this embodiment, when the game state is not a time-saving state, the player first aims to shoot the game ball towards the left-shooting area 3L (performs left-handed shooting) and aims to trigger a jackpot in the first hit / fail judgment by having the ball enter the first start opening 11. After triggering a jackpot and playing the jackpot game, the game transitions to a jackpot time-saving state (a time-saving state), and the opening time of the normal electric mechanism 12A (second start opening 12) is extended, so the player switches the shooting pattern of the game ball (makes it stronger) and shoots the game ball towards the right-shooting area 3R (aiming to have the ball enter the second start opening 12 with right-handed shooting).
[0093] Furthermore, regardless of whether the game state is a non-time-saving state or a time-saving state, if a win / loss determination (win / loss determination regarding special symbols) is performed a predetermined number of times (900 times in this embodiment) without generating a jackpot, the game transitions to a time-saving state (b time-saving state), and the opening time of the normal electric mechanism 12A (second start port 12) is extended.
[0094] Furthermore, if a specific losing symbol is displayed while the game is not in a time-saving state, the game will transition to a specific time-saving state (c time-saving state) without going through a jackpot game, and the opening time of the normal electric mechanism 12A (second start port 12) will be extended. Note that even if a specific losing symbol is displayed in a time-saving state (a time-saving state, b time-saving state, c time-saving state), it will be treated as a normal loss (non-specific loss), and the game will not transition to a specific time-saving state based on the display of that specific losing symbol.
[0095] Furthermore, in this gaming machine 50, the amount of prize balls awarded usually increases in proportion to the number of rounds played. Therefore, in the pachinko machine 50 of this embodiment, there is a higher probability of winning a larger amount of prize balls when the result of the second win / failure determination is a jackpot compared to when the result of the first win / failure determination is a jackpot.
[0096] In this embodiment, there is no difference in the benefits awarded after a jackpot game depending on whether the result of the first win / failure determination is a jackpot or the result of the second win / failure determination is a jackpot. However, unlike this embodiment, a difference may be made between the two cases. For example, the benefits awarded after a jackpot game may be greater when the result of the second win / failure determination is a jackpot than when the result of the first win / failure determination is a jackpot. In other words, the duration of the time-saving state (a time-saving state) that is entered after a jackpot game may be longer when the result of the second win / failure determination is a jackpot than when the result of the first win / failure determination is a jackpot.
[0097] Furthermore, the method of creating a difference in payout depending on whether the result of the second win / failure determination is a jackpot or the result of the first win / failure determination is a jackpot is not limited to this. For example, the benefits given after a jackpot game may be the same, and the difference in payout may be created depending on the amount of prize balls awarded during the jackpot game. Conversely, the amount of prize balls awarded during a jackpot game may be the same, and the difference in payout given to the player may be created depending on the amount of benefits given after a jackpot game.
[0098] As described above, in this pachinko machine 50, the second starting port 12 is located in the right-hand shooting area 3R, and the frequency of winning at the second starting port 12 is increased in the time-saving state (a time-saving state, b time-saving state, c time-saving state). Therefore, in the time-saving state (jackpot time-saving, reach time-saving, specific time-saving state), the machine is configured to induce the launch of game balls into the right-hand shooting area 3R.
[0099] In this pachinko machine 50, the game proceeds as follows: First, the main routine in the main control unit 80 of the pachinko machine 50 will be explained using the flowchart shown in Figure 10. This main routine is started as a timer interrupt process with a period of 2ms.
[0100] In S10, the main control unit 80 determines whether the main routine was started by a normal timer interrupt. If the result is positive (S10:Yes), the process moves to S20. If the result is negative (S10:No), the process moves to S15.
[0101] In S15, the main control unit 80 performs initial setup of the CPU, I / O, etc., and then proceeds to S75. On the other hand, if a positive result is obtained in S10, the main control device 80 updates various random numbers (numerical data) by updating the initial value random number (S20), updating the random number for determining the jackpot (S25), updating the random number for determining the jackpot symbol (S30), updating the random number for determining the win (S35), updating the random number for determining the reach (S40), updating the random number for determining the variation pattern (S45), and updating the random number for determining the losing symbol (S46).
[0102] Here, the initial random number ranges from 0 to 3899, and the magnitude of the random number is 3900. Furthermore, the random number used for determining a jackpot is in the range of 0 to 3899, and the magnitude of the random number is 3900. In the pachinko machine 50 of this embodiment, the number of values that result in a jackpot is 13 (jackpot probability is 1 / 300), which are 775~778, 1775~1778, and 2775~2779. In this embodiment, the jackpot probability does not change in the determination of whether a special symbol wins or loses, but if the jackpot probability does change, the number of values that result in a jackpot in the probability variation mode, which is a probability variation from the normal probability, will be a number greater than 13 (for example, 130). Furthermore, the random number used to determine the winning symbols is in the range of 0 to 59, and the magnitude of the random number is 60.
[0103] The random number used to determine the winning combination is in the range of 0 to 996, and its magnitude is 997. The random number used to determine the winning combination is used for drawing regular symbols, while the other random numbers—the initial value random number, the random number used to determine the jackpot, the random number used to determine the jackpot symbol, the random number used for determining a reach, and the random number used to determine the variation pattern—are used for drawing special symbols. The random number used for determining whether a hand is "reach" is in the range of 0 to 228, and its magnitude is 229.
[0104] In this embodiment, the number of values that result in a reach in the non-time-saving state (when the variable time reduction function is not activated) is 21, with values ranging from "0" to "20", except when "a random number for determining a losing symbol corresponding to a specific losing symbol is obtained based on the ball entering the starting opening 11", that is, when "a specific loss (specific time-saving win) occurs". In the time-saving state, the number of values that result in a reach is 5, with values ranging from "0" to "4".
[0105] On the other hand, if a random number for determining a losing symbol corresponding to a specific losing symbol is obtained based on the ball entering the starting opening 11, then any value of the random number for determining a reach obtained based on the ball entering the starting opening 11 will result in a reach. In other words, in this embodiment, a reach is always performed before the specific losing symbol ("Special Symbol 1_Losing Symbol 2") is confirmed and displayed in a non-time-saving state, but in the present invention, a reach is not necessarily required before the specific losing symbol is confirmed and displayed. Furthermore, if the probability of a reach differs depending on the type of time-saving state, the number of values that result in a reach will differ depending on the type of time-saving state.
[0106] Furthermore, the value of the random number used to determine the variation pattern is in the range of 0 to 1020, and the magnitude of the random number is 1021.
[0107] Furthermore, the random number update process for determining the losing symbols (S46) is in the range of 0 to 3899, and the magnitude of the random number is 3900.
[0108] The main control device 80 then performs a prize entry confirmation process (S50) to detect when a game ball enters a prize entry opening such as the start opening, a win / failure determination process (S55) to conduct a jackpot lottery based on the entry into the start opening, and a jackpot game process (S60) to control the jackpot game that is played when a jackpot is won in the jackpot lottery. It also performs a fraud monitoring process (S65) to detect fraudulent activity by the player, and various output processes (S70) to transmit various information to the hall computer 87, etc. Furthermore, in S75, the main control unit 80 repeatedly updates the initial random number until the next timer interrupt occurs and the main routine is started.
[0109] Next, using Figure 11, we will explain the start-up prize confirmation process for regular symbols (hereinafter sometimes referred to as the regular symbol start-up prize confirmation process). This regular symbol start-up prize confirmation process is one of the subroutines of the prize confirmation process (S50) of the main routine in Figure 10.
[0110] The normal symbol start-up and prize confirmation process shown in Figure 11 (normal symbol start-up and prize confirmation process) determines whether or not a ball has entered the normal symbol activation gate 17 (S100). If a ball has entered (S100: yes), it determines whether or not the normal symbol reserve memory is full (S102). If the determination is negative (S102: no), the process in S104 extracts various random numbers such as the random number for determining the normal symbol win and the random number for determining the winning symbol (normal symbol determination random number). The extracted random numbers are stored as reserve memory in the memory of the main control device 80 (a reserve memory process for normal symbols provided in the built-in RAM, which is not shown in Figure 11) (up to 4). Then, the display control of the normal symbol reserve number display device 8 and the transmission of normal symbol reserve number commands to the performance symbol display device 82 and the sub-integrated control device 83 are performed (S106), and this process ends (return). Furthermore, if the S100 process determines that no game balls entered the normal symbol activation gate 17 (S100: no) or if the normal symbol reserve memory is full (S102: yes), the process returns as is.
[0111] Next, using Figures 12-14, we will explain the win / failure determination process for regular symbols (hereinafter sometimes referred to as the regular symbol win / failure determination process). This regular symbol win / failure determination process is one of the subroutines of the win / failure determination process (S55) of the main routine in Figure 10.
[0112] In the normal symbol win / loss determination process, first, it is determined whether the normal electric mechanism 12A for opening the second start opening 12 is in operation (S110). If the normal electric mechanism 12A is in operation (S110: yes), the process proceeds directly to the normal symbol gameplay process. If the normal electric mechanism 12A is not in operation (S110: no), it is determined whether the normal symbols are in motion (S112). If they are not in motion (S112: no), it is determined whether a winning symbol is displayed (S114).
[0113] If no confirmed symbols are currently displayed (S114: no), it is determined whether or not there are any regular symbols in the reserve memory (S116). If there are regular symbols in the reserve memory (S116: yes), the number of regular symbols in the reserve memory is decremented (S118), and the process proceeds to S120. If there are no regular symbols in the reserve memory (S116: no), the process proceeds directly to playing regular symbols.
[0114] In S120, the oldest pending memory is read (and the pending memory is erased), and it is determined whether the time-saving flag (first time-saving flag, second time-saving flag, or third time-saving flag) is set (i.e., 1). If the judgment in S120 is positive (S120: yes), the random number used to determine the win of the read normal symbol is compared with the win value recorded in the time-saving table (S122), and the process proceeds to S130 in Figure 13. If the judgment is negative (S120: no), in S124 the random number used to determine the win is compared with the win value recorded in the normal table, and the process proceeds to S130 in Figure 13.
[0115] In this embodiment, when the game state is not a time-saving state (time-saving flag is "0"), the probability of hitting a regular symbol is "1 / 6", and when the game state is a time-saving state (time-saving flag is "1"), the probability of hitting a regular symbol is "5 / 6". When the time-saving flag is 1, the game state is normally one in which the regular symbol probability variation function is activated.
[0116] Furthermore, the probability of a regular symbol winning (the probability that the result of the win / loss judgment regarding a regular symbol will be a win) changing from the normal probability (1 / 6 in this embodiment) to a high probability (5 / 6 in this embodiment) can be predicated on the fact that the continuous mechanism operation device (see S388 in Figure 23), which started operating when the jackpot game began, has stopped operating. In other words, it is generally assumed that the continuous mechanism operation device, which was operating during the jackpot game, has stopped operating after the jackpot game has ended, as a prerequisite for the probability of a regular symbol winning changing to a high probability.
[0117] Therefore, instead of limiting the system to one where the probability of winning with a regular symbol changes unconditionally from the normal probability to a high probability when the time-saving flag becomes "1", it may also be possible to set it so that the probability of winning with a regular symbol changes to a high probability only when two conditions are met: (1) the continuous operation device for the special feature has stopped operating, and (2) the time-saving flag has become "1".
[0118] In S130 of Figure 13, it is determined whether or not it is a regular symbol win. If it is a win (S130: yes), the winning symbol is determined based on a random number for determining the winning symbol (S132), and the variation pattern is determined (S134). After that, the regular symbol win setting process is executed (S136), and the process moves to S140. On the other hand, if the regular symbol is not a win (S130: no), the variation pattern for a loss is determined (S138), and the process moves to S140.
[0119] In the pachinko machine 50 of this embodiment, the variation time of the normal symbols (the variation time specified by the variation pattern determined in S134 or S138) is, regardless of whether the result of the normal symbol hit / miss judgment is a hit or a miss, and regardless of whether it is a winning symbol, an average of 5.0 seconds if the game state of the pachinko machine 50 is the normal state (non-time-saving state), and an average of 1.0 second if the game state of the pachinko machine 50 is the time-saving state.
[0120] Subsequently, the process moves to S140, where the normal symbol display device 7 starts to change, and a command to start normal symbol changes is sent to the sub-integrated control device 83 (S140), and the process moves to normal symbol game processing. In the normal symbol win setting process (S136) of this embodiment, if a positive determination is made in S130 during a non-time-saving state, the normal electric mechanism 12A is set to open once every 0.3 seconds. Additionally, if a positive result is obtained in S130 during the time-saving state, the normal electric mechanism 12A is set to open once every 2 seconds.
[0121] In S112 of Figure 12, if the normal symbol is still changing (S112: yes), the process proceeds to S146 shown in Figure 14(a). In S146, it is determined whether the normal symbol change time has elapsed. If the determination is positive (S146: yes), the corresponding normal symbol confirmation display process is performed (S148), and the process proceeds to normal symbol gameplay. In the confirmation display process, a command to display the confirmation symbol (symbol confirmation command) is output to the sub-integrated control device 83, and a command is output to the normal symbol display device 7 to stop at the confirmation symbol. If the symbol change time has not elapsed (S146: no), the process proceeds directly to normal symbol gameplay.
[0122] In S114 of Figure 12, if the winning symbols are being displayed (S114: yes), the process proceeds to S150 as shown in Figure 14(b). In S150, it is determined whether the time for displaying the winning symbols has ended. If the time for displaying the winning symbols has ended (S150: yes), the display of the winning symbols ends (S152), and it is determined whether the combination of regular symbols is a winning combination (S154). If the combination of regular symbols is a winning combination (S154: yes), the regular symbol win start animation process is performed (S156), and the process proceeds to the regular symbol game process. If the time for displaying the winning symbols has not ended (S150: no), and the combination of regular symbols is a losing combination (S154: no), the process proceeds directly to the regular symbol game process.
[0123] Figures 15 and 16 illustrate the process of playing with regular symbols, which is performed by opening the regular electric mechanism 12A (second start port 12). Note that the process of playing with regular symbols is performed after the process of determining whether a symbol is a winner or loser is performed. As shown in Figure 15, when the normal symbol game processing starts, it is first determined whether or not the normal electric mechanism 12A is in operation (S160). If the normal electric mechanism 12A is in operation (S160: yes), it is determined whether the normal electric mechanism 12A is open (S162). On the other hand, if the normal electric mechanism 12A is not in operation (S160: no), this process ends (return).
[0124] If the regular electric mechanism 12A is not open (S162: no), it is determined whether the regular symbol win ending animation is in progress (S164). If the regular symbol win ending animation is not in progress (S164: no), it is checked whether the regular symbol win start animation time has elapsed (S166). If the regular symbol win start animation time has elapsed (S166: yes), the process proceeds to the regular electric mechanism opening process (S168), and the process ends. In this embodiment, the standard electric mechanism opening process (S168) opens the standard electric mechanism 12A (second start port 12) based on the opening pattern of the standard electric mechanism 12A set in S136 above (changing it from a closed state to an open state).
[0125] If the normal electric mechanism 12A is open during the process in S162 of Figure 15 (S162: yes), the process proceeds to S170 in Figure 16(a). Then, it is determined whether or not 9 (the specified number) balls have entered the normal electric mechanism 12A (second start opening 12) (S170). If the specified number has been reached (S170: yes), the normal electric mechanism closing process (S174) is performed, the normal symbol win ending animation process is executed (S176), and the process ends. On the other hand, if 9 (the specified number) balls have not entered the normal electric mechanism 12A (second start opening 12) (S170: no), it is determined whether or not the opening time of the normal electric mechanism 12A has ended (S172). If the determination is positive (S172: yes), the process proceeds to S174. If the determination is negative (S172: no), the process ends as is.
[0126] If the normal symbol win ending animation is in progress during the S164 process in Figure 15 (S164: yes), the process proceeds to S180 shown in Figure 16(b) to check whether the normal symbol win ending animation time has elapsed (S180). If the normal symbol win ending animation time has elapsed (S180: yes), the normal symbol win ending command transmission process (S182) is executed. In this process, the normal symbol win ending command is sent to the sub-integrated control device 83, and the normal symbol game ends. If the normal symbol win ending animation time has not elapsed (S180: no), the normal symbol game process ends as is.
[0127] Next, using Figure 17, we will explain the prize confirmation process for special symbols (hereinafter sometimes referred to as the special symbol prize confirmation process). This special symbol prize confirmation process is one of the subroutines of the prize confirmation process (S50) of the main routine in Figure 10. When the special symbol entry confirmation process is activated, the main control device 80 determines whether or not a game ball has entered the first start port 11 based on the detection signal from the first start port switch 11a (S200). If the determination is positive (S200: yes), the main control device 80 reads the random numbers for determining the jackpot, the random numbers for determining the jackpot symbol, the random numbers for determining the reach, the random numbers for determining the variation pattern, the random numbers for determining the losing symbol, etc., from the respective counters and determines whether or not the reserve memory for the first special symbol (hereinafter referred to as the first reserve memory) is full (4 in this embodiment) (S202). Furthermore, if it is determined that a game ball has entered the first start port 11 (S200: yes), the main control device 80 is configured to output a signal to the payout control device 81 instructing it to pay out prize balls (3 balls).
[0128] If the first reserve memory is not full (S202: no), the process proceeds to S204, where each of the above random numbers is stored in the memory area as the first reserve memory, the number of lights on the first special symbol reserve display device 18 is increased by 1, "1" is added to the counter indicating the number of first reserve memories, and the number of lights on the first special symbol reserve display device 18 is increased. Then, a reserve count command (hereinafter referred to as the first reserve count command) indicating the number of reserve memories related to the first special symbols that have not been consumed (not subject to win / loss determination) is sent to the sub-integrated control device 83, and the process proceeds to S206.
[0129] In S206, the main control unit 80 performs a pre-read determination process for the newly generated first special symbol in the held memory (first held memory), and then proceeds to S210. This pre-read determination process in S206, along with the pre-read determination process in S216, will be described later using Figure 18. On the other hand, if it is determined in S202 that four first reserved memories are stored (S202: yes), the system does not store any reserved memories (first reserved memories), and proceeds to S210 without increasing the counter indicating the number of first reserved memories or the number of lights on the first special symbol reserved number display device 18.
[0130] If it is determined that no game ball has entered the first start opening 11 (S200: no), if it is determined to be positive in S202 (S202: yes), or after the execution of S206, the process proceeds to S210, where it is determined whether or not a game ball has entered the second start opening 12 based on the detection signal of the second start opening switch 12a. Then, if the judgment is affirmative (S210: yes), the random numbers for determining the jackpot, random numbers for determining the jackpot symbol, random numbers for determining the reach, random numbers for determining the variation pattern, random numbers for determining the losing symbol, etc. are read from the respective counters, and it is determined whether the reserve memory for the second special symbol (hereinafter referred to as the second reserve memory) is full (4 in this embodiment) or not (S212). Also, if it is determined that a game ball has entered the second start port 12 (S210: yes), the main control device 80 is configured to output a signal to the payout control device 81 instructing it to pay out prize balls (3 balls).
[0131] If the second reserve memory is not full (S212: no), the process proceeds to S214, where each of the above random numbers is stored as the second reserve memory, "1" is added to the counter indicating the number of second reserve memories, and the number of lights on the second special symbol reserve display device 19 is increased. Then, a reserve count command (hereinafter referred to as the second reserve count command) indicating the number of reserve memories related to the second special symbols that have not been consumed (not subject to the win / fail judgment) is sent to the sub-integrated control device 83, and the process proceeds to S216.
[0132] In S216, the main control unit 80 performs a pre-read determination process for the newly generated second special symbol in the pending memory (second pending memory). After executing S216, the process ends (returns). On the other hand, if there are four second-reserve memories in S212 (S212: yes), the reserve memories (second-reserve memories) are not stored, and the process ends (return) without increasing the counter indicating the number of second-reserve memories or the number of lights on the second special symbol reserve display device 18. Also, if no game balls have entered the second start opening 12 (S210: no), the process ends.
[0133] Next, using Figure 18, we will explain the process of performing a pre-determination (a pre-determination prior to the determination of whether the newly generated reserved memory is correct or incorrect) on the values of the random numbers used to determine the jackpot corresponding to the newly generated reserved memory, that is, the pre-read determination process (S206, S216). This process is called from the special symbol winning confirmation process. When the look-ahead determination process is activated, the main control unit 80 determines whether the random number used to determine the jackpot, which was newly generated in the hold memory (first hold memory in S206, second hold memory in S216) in S220, is a jackpot value (a value that results in a jackpot). If the determination is positive (S220; yes), the process proceeds to S222; if the determination is negative (S220; no), the process proceeds to S224.
[0134] Here, in S222, the main control device 80 generates a pre-reading command 1 indicating that the random number for jackpot determination related to the newly generated stored memory (first stored memory, second stored memory) is a jackpot value, transmits it to the sub-integrated control device 83, and returns to this process.
[0135] In S224 where the main control device 80 transitions through the negative determination in S220, it determines whether a specific value (a value that is specifically out of range) is stored in the newly generated first stored memory. When an affirmative determination is made (S224; yes), it proceeds to the process of S226, and when a negative determination is made (S224; no), it proceeds to the process of S230. Here, in this embodiment, the "specific value (a value that is specifically out of range, that is, a value that pre-specifies the occurrence of a specific short-time winning)" shown in S224 is a random number for determining a non-winning symbol related to the first stored memory, and among those that will specify "Special Symbol 1_Non-winning Symbol 2" as the non-winning symbol, it corresponds to the case where the gaming state when processing the first stored memory (performing a validity determination regarding the special symbol) is a non-short-time state. Therefore, in this embodiment, when the gaming state when processing the newly generated first stored memory is a short-time state, even if the random number for determining a non-winning symbol related to the first stored memory will specify "Special Symbol 1_Non-winning Symbol 2" as the non-winning symbol, it is not regarded as a specific value.
[0136] However, even when the gaming state when processing the newly generated first stored memory is a short-time state, and even when the random number for determining a non-winning symbol related to the first stored memory specifies "Special Symbol 1_Non-winning Symbol 2" as the non-winning symbol, it may also be set to proceed to the process of S230. In this case, in this embodiment, since it is set that no specific short-time winning will occur in the process (validity determination) of processing the newly generated first stored memory, the sub-integrated base 83 that receives the pre-reading command 2 of S228 which proceeds through the affirmative determination of this S228 may execute a false "Second Announcement Performance". [[ID=))
[0137] In this embodiment, as described above, performing the first win / fail judgment may result in a specific miss, but performing the second win / fail judgment will not result in a specific miss. Therefore, among the first and second reserved memories, the random number used to determine the losing symbol in the first reserved memory may be a value that results in a specific miss (a specific value), but the random number used to determine the losing symbol in the second reserved memory may not be a value that results in a specific miss (a specific value). However, unlike this embodiment, when performing the second win / fail judgment, if a specific miss may occur, it is necessary to determine whether the random number used to determine the losing symbol in the second reserved memory is a specific value (a value that results in a specific miss).
[0138] In S226, which is initiated after a positive determination in S224, it is determined whether the reserved memory that is pre-determined as a "specific miss" is a reserved memory (first reserved memory) that has reached a predetermined number of times. In other words, in S226, it is determined whether or not it is a miss (specific miss) that would result in the value of the arrival counter being "900" (see Figure 21(a)). Then, if the result in S226 is affirmative (S226; yes), proceed to S230. On the other hand, if the result in S226 is negative (S226; no), proceed to S228.
[0139] In S228, if the main control unit 80 finds that a specific value (a value that does not match the specified value) is stored in the newly generated first pending memory, it generates a look-ahead command 2 and sends it to the sub-integrated control unit 83, and terminates this process. Thus, in this embodiment, if the value of the arrival counter is set to "900" (a specific miss) by chance, the second time-saving flag is set and the game state is transitioned to the arrival time-saving state (see Figure 24). In this case, if the value of the arrival counter is set to "900" (a specific miss), the pre-read command 2 is not generated. However, in the present invention, if the value of the arrival counter is "900" (a specific miss), a third time-saving flag may be set and the game state may be changed to a specific time-saving state (see Figure 24).
[0140] In S230, which is reached after the negative determination in S224 or the positive determination in S226, the main control device 80 determines whether the newly generated random numbers for reach determination and random numbers for determining the variation pattern related to the reserved memory are values that result in a super reach in the performance display. In other words, in S230, it is determined whether (1) the random numbers for reach determination obtained when a game ball enters the starting gates 11 and 12 are values that result in a reach in the performance display, and (2) the value of the random numbers for determining the variation pattern obtained when a game ball enters the starting gates 11 and 12 specifies a relatively long variation time (a variation time corresponding to a performance display accompanied by a super reach).
[0141] If the result in S230 is positive (S230; yes), the process in S232 is executed and then the process ends. In the process in S232, the main control unit 80 generates a pre-read command 3 indicating that the newly generated random numbers for reach determination and random numbers for variation pattern determination related to the pending memory are values that result in a non-specific miss (a miss that does not trigger a transition to a specific time-saving state, i.e., a general miss), and moreover, values that result in a super reach in the performance display, and sends this command to the sub-integrated control unit 83. On the other hand, if the result in S230 is negative (S230; no), the process terminates immediately.
[0142] Next, using Figures 19 to 26, we will explain the win / failure determination process for special symbols (hereinafter sometimes referred to as the special symbol win / failure determination process). This special symbol win / failure determination process is one of the subroutines of the win / failure determination process (S55) of the main routine shown in Figure 10. As shown in Figure 19, when the special symbol win / loss determination process is activated, the main control device 80 determines whether the special electric mechanism is in operation or not based on the jackpot flag (S320). If the special electric mechanism is in operation (S320: yes), the process proceeds to the jackpot game process. If the determination in S320 is negative (S320: no), the special symbol is not changing (S322: no), and a confirmed symbol is not being displayed (S324: no), the process proceeds to S330 in Figure 20, where it is determined whether there is a second reserve memory (reserve memory according to S214 in Figure 17 above) (S330).
[0143] If this pending memory exists (S330: yes), the second pending memory count is decremented (S332), and the process proceeds to S338. On the other hand, if there is no second reserved memory (S330: no), it is determined whether or not there is a first reserved memory (reserved memory according to S204 in Figure 17 above) (S334). If there is a first reserved memory (S334: yes), the number of first reserved memories is decremented (S336), and the process proceeds to S338.
[0144] Furthermore, if there is no first reserved memory (S334: no), a standby command is sent to the sub-integrated control device 83 (S337), and then the game proceeds to the jackpot game processing. This standby command indicates that the special symbols have not changed and the pachinko machine 50 is in a "standby state" (a so-called "waiting state for customers"). Furthermore, in this pachinko machine 50, if neither the first reserved memory nor the second reserved memory is "zero", the second reserved memory is processed preferentially.
[0145] S338 determines whether the probability variation flag is set (i.e., 1). Here, a probability variation flag of 1 means that the current pachinko machine 50 is in a high probability state. If the result of processing in S338 is positive (S338: yes), the random number used to determine the jackpot, read in S204 or S214, is compared with the winning value recorded in the probability variation table (S340). On the other hand, if the result in S338 is negative (S338: no), the random number used to determine the jackpot read in S204 or S214 is compared with the winning value recorded in the normal table (S344). Then, based on the determination in S340 or S344, it is determined whether or not it is a jackpot (S350).
[0146] In this case, the pachinko machine 50 of Example 1 does not have a probability variation function for special symbols, so it is uniformly judged as negative in S338. However, in the case of the pachinko machine 50 that has a probability variation function for special symbols, it is judged as positive in S338. Note that the pachinko machine 50 of Example 1 may also be equipped with a probability variation function for special symbols. Furthermore, while the pachinko machine 50 of Example 1 does not have a function that allows for stepwise setting of the jackpot probability for determining whether a special symbol is a hit or a miss, in the pachinko machine 50 that does have such a setting function, in S350, a jackpot is determined (jackpot determination) at a probability that is different in steps according to the setting value at that time.
[0147] If it is determined in S350 that it is a jackpot (S350: yes), the jackpot symbols are determined by a random number lottery using a random number for determining jackpot symbols (S352). Then, if the result of the "first win / loss determination" is a win, the winning symbols are determined by a random number lottery using the random number for determining the winning symbols that has been read by decrementing the first reserve memory (S352).
[0148] Furthermore, if the result of the "Second Win / Loss Determination" is a jackpot, the jackpot symbols are determined by a random number lottery using the random number for determining jackpot symbols that has been read by decrementing the second reserve memory. Here, the main control device 80 compares the random number read by decrementing the first reserved memory with the winning value to determine whether or not it is a jackpot, which corresponds to the "first win / failure determination." Similarly, the random number read by decrementing the second reserved memory with the winning value to determine whether or not it is a jackpot, which corresponds to the "second win / failure determination."
[0149] As shown in Figures 5(a) and (b), in the process of S352, which is followed after the first win / failure determination, the winning symbol is determined to be either "Special Symbol 1_Winning Symbol 1 (4R Regular Winning Symbol)" or "Special Symbol 1_Winning Symbol 2 (6R Regular Winning Symbol)". Furthermore, in the process of S352, which is followed after the second win / failure determination, the winning symbol is determined to be either "Special Symbol 2_Winning Symbol 1 (8R Regular Winning Symbol)" or "Special Symbol 2_Winning Symbol 2 (10R Regular Winning Symbol)".
[0150] Then, once the winning symbols are determined in the S352 process, the process moves on to determining the variation pattern (S354). In this variation pattern determination process (S354), if the first win / fail determination is made, the winning variation pattern is determined by a random number lottery using a random number for variation pattern determination read by decrementing the first reserved memory. If the second win / fail determination is made, the winning variation pattern is determined by a random number lottery using a random number for variation pattern determination read by decrementing the second reserved memory.
[0151] Here, the variation pattern determines the variation time until the winning symbol is displayed (the variation time for special symbols). However, in the variation that is executed when the result of the win / fail judgment is a win (hereinafter referred to as the win variation), the performance display (variation display of performance symbols) is uniformly performed as a reach (a reach display and the subsequent reach performance). For this reason, regardless of the game state of the pachinko machine 50 (open extension state, non-open extension state), there is a high probability that a longer variation time (longer than when the result of the win / fail judgment is a loss) will be determined.
[0152] Then, after the variation pattern determination process and the jackpot setting process (S356), the process proceeds to S364. Here, the jackpot setting process is the process of obtaining information related to the jackpot game (such as whether it will be in a time-saving state in Example 1, or in a high-probability state or a time-saving state in Pachinko machine 50 equipped with a probability variation function) and the jackpot game (such as the jackpot opening time, opening pattern, jackpot ending time, and number of rounds) based on the determined jackpot symbols (see Figures 5(a) and (b)). On the other hand, if it is determined to be a miss in S350 (S350: no), the losing symbol is determined (S358). Once the losing symbol is determined, in the case of the first win / fail determination, the variation pattern is determined by a random number lottery using the random number for variation pattern determination read by decrementing the first reserved memory (S360). In the case of the second win / fail determination, the variation pattern is determined by a random number lottery using the random number for variation pattern determination read by decrementing the second reserved memory (S360). Once the variation pattern is set, the process proceeds to S364 after the error setting process is performed (S362).
[0153] Here, we will explain the error setting process in S362 using Figure 21(a). When the setting process for a loss is started, S362e determines whether the value of the time-saving flag is "1" (S362e). In this embodiment, the time-saving flags are planned to be a first time-saving flag set when the game state is "a time-saving state", a second time-saving flag set when the game state is "b time-saving state", and a third time-saving flag set when the game state is "c time-saving state". If the result in S362e is positive (S362e: yes), S362f is executed, and then the process moves to S362g. If the result in S362e is negative (S362e: no), S362f is skipped and the process moves to S362g.
[0154] Here, S362f performs a process to decrement the number of time-saving attempts by "-1". In other words, it decrements the remaining number of successful / failure checks that can be performed in time-saving mode (time-saving attempts) by "1". In this embodiment, at the end of a jackpot game, the game transitions to a jackpot time-saving state, and the number of time-saving rounds is set to "100" (see S546 in Figure 29). When the number of win / loss judgments performed in the normal probability state reaches "900", the game transitions to a reached time-saving state, and the number of time-saving rounds is set to "900" (see S452 in Figure 25). In addition, if a specific miss occurs (i.e., if a specific miss symbol is displayed in a non-time-saving state), the game transitions to a specific time-saving state, and the number of time-saving rounds is set to "50" (see S458 in Figure 25).
[0155] Then, in S362f, each time the special symbol variation display starts, the corresponding time-saving display is reduced by "-1", and when the variation display stops and the time-saving display becomes "0" as a result of performing S362f, the value of the time-saving flag is changed from "1" to "0". However, unlike this embodiment, if the value of the corresponding time-saving flag is "1", the process of reducing the time-saving display by "-1" may be performed when the special symbol stops displaying.
[0156] In S362g, the value of the arrival counter is incremented by "1". Here, the arrival counter is a counter used to count the number of win / loss judgments performed in the normal probability state. In the pachinko machine 50 of this embodiment, the arrival counter is initialized (set to "0") when a jackpot game is played or when the RAM is cleared (see Figure 5(d)). Thus, in this pachinko machine 50, when the game state is in the normal probability state, the number of "win / loss judgments regarding special symbols" that are performed without resulting in a jackpot is counted.
[0157] When S362g is executed, the game proceeds to S362h, where it is determined whether the value of the arrival counter has reached the specified number of times. Here, in the normal probability state, if the number of win / loss judgments performed without generating a jackpot reaches the specified number (900 in this embodiment), the game state transitions to the time-saving state (b time-saving state) without going through a jackpot game. If the result in S362h is negative (S362h: no), the process to set the outcome as lost is returned. On the other hand, if the result in S362h is positive (S362h: yes), the process to set the arrival flag to "1" (S362i) and the process to initialize the arrival counter (S362j) are executed, and then the process to set the outcome as lost is returned. The arrival counter is a flag that indicates when the number of win / loss judgments (variable display) in the normal probability state has reached a predetermined number of arrivals, and its value is set to "1" when the number of arrivals is reached.
[0158] Here, in S360 of Figure 20, if the random number for determining a reach is determined to be a value that generates a reach (the predetermined value mentioned above), the variation pattern is determined using the variation pattern table that takes into account the game state at that time and the random number for determining the variation pattern. Here, if the result of the win / loss determination is a loss, the case in which a reach (a reach display and the subsequent reach animation) is performed in the variation display of the performance symbols will be called a "missed reach," and the case in which no reach is performed will be called a "simple miss." Furthermore, if the result of the hit / fail judgment is a miss and no reach is performed, and the game state is not a time-saving state (non-open extension state), the variation pattern is determined by referring to the "Variation Pattern Table for Simple Miss and Non-Time-Saving State (Non-Open Extension State)". If the game state is a time-saving state (open extension state), the variation pattern is determined by referring to the "Variation Pattern Table for Simple Miss and Time-Saving State (Open Extension State)".
[0159] If the result of the win / loss judgment is a loss and a reach is attempted (a loss of reach), and the game state is not a time-saving state (non-open extension state), the variation pattern is determined by referring to the "Variation Pattern Table for Loss of Reach and Non-Time-Saving State (Non-Open Extension State)". If the game state is a time-saving state (open extension state), the variation pattern is determined by referring to the "Variation Pattern Table for Loss of Reach and Time-Saving State (Open Extension State)". In this case as well, as with the case where the result of the win / loss judgment is a jackpot, the variation time determined by referring to the Variation Pattern Table for Time-Saving State (Open Extension State) is shorter than the variation time determined by referring to the Variation Pattern Table for Non-Time-Saving State (Non-Open Extension State). Here, in the case of a simple miss (when there is no reach display and no subsequent reach animation), the "variation pattern determined by referring to the variation pattern table for simple misses and non-time-saving states (non-open extension states)" specifies a shorter variation time compared to the variation pattern determined by referring to the "variation pattern table for misses and non-time-saving states (non-open extension states)" in the case of a reach miss (when there is a reach display and a subsequent reach animation).
[0160] Returning to Figure 20 and explaining further, after S356 or S362, the process moves to S364. In S364, a hold count command indicating the number of hold memories decremented in S332 or S336 is sent to the sub-integration device 83. In S366, following S364, data indicating the lottery result (first or second win / fail determination) is output to the sub-integrated control device 83 (S366), and the process proceeds to the jackpot game processing.
[0161] Here, the data transmitted to the sub-integrated control unit 83 in S366 will be explained using Figure 22(a). The S366 variation start command (display control command) includes not only variation pattern data (variation pattern command) that specifies the variation time, but also information (data) based on the success / failure judgment result. Specifically, if the result of the win / loss judgment is a jackpot, "jackpot information" is included. Furthermore, if the result of the correct / incorrect judgment is incorrect, and the specified number of occurrences is reached in that correct / incorrect judgment (i.e., a positive judgment is made in S362i of Figure 20(a)), both incorrect and occurrence information are included. If the specified number of occurrences is not reached in that correct / incorrect judgment (i.e., a negative judgment is made in S362i of Figure 20(a)), incorrect information is included, but occurrence information is not.
[0162] Furthermore, if the result of the win / loss judgment is a specific miss, both miss information and specific information are included. Here, specific information is generated when Special Feature 1_Missing Symbol 2 is selected as the missing symbol in a non-time-saving state. Furthermore, the command to start the variation also includes data indicating whether the result of the hit / fail judgment was a miss (data that identifies the random number used for the reach judgment) if the result was a miss.
[0163] Furthermore, if the game state is a time-saving state (open extension state) (when the first time-saving flag = 1, the second time-saving flag = 1, or the third time-saving flag = 1), the variation start command also includes data that identifies the remaining number of win / fail judgments (win / fail judgments regarding special symbols) in that time-saving state (open extension state). In other words, it also includes data that identifies the number of time-saving judgments (remaining number) after decrementing in S362f. When the sub-integration device 83 receives a variation start command containing this data, it can know that the final win / fail judgment (the final variation display (variation of special symbols)) executed in that time-saving state (open extension state) has been performed.
[0164] Furthermore, as a result of the processing in S366, the display device 6 starts displaying the changing symbols, and almost simultaneously, the main control device 80 also starts the changing of the special symbols. Returning to Figure 19 and explaining further, if it is determined in S322 of Figure 19 that the special symbol is changing (S322: yes), the process proceeds to S370 in Figure 22(b) to determine whether the symbol change time (based on the change pattern in S354 or S360) has elapsed. If the determination is negative (S370: no), the process proceeds directly to the jackpot game processing. On the other hand, if the determination is positive (S370: yes), the jackpot game processing is performed after the confirmed symbol display processing (S372). In the confirmed symbol display processing, a command to display the confirmed symbol (symbol confirmation command) is output to the sub-integrated control device 83, and commands are also output to the special symbol display devices 9 and 10 to stop at the confirmed symbol.
[0165] If it is determined in S324 of Figure 19 that a winning symbol is being displayed (S324: yes), the process proceeds to S374 of Figure 23 to determine whether the display time for the winning symbol has ended. If the determination is negative (S374: no), the jackpot game process is performed. In response to this, if the result in S374 is positive (S374: yes), the display of the confirmed symbols is terminated (S376), and it is determined whether the special symbols that were displayed as confirmed symbols are symbols that result in a jackpot (S378).
[0166] If it is determined in S378 that the symbols will result in a jackpot (S378: yes), then in S380, it is determined whether the time-saving flag (first time-saving flag, second time-saving flag, or third time-saving flag) is 1 or not. If any of the first time-saving flag, second time-saving flag, or third time-saving flag is 1 (S380: yes), then in S382, the time-saving flag (first time-saving flag, second time-saving flag, or third time-saving flag) is set to 0 and the program proceeds to S384. On the other hand, if none of the time-saving flags (first time-saving flag, second time-saving flag, or third time-saving flag) are 1 (S380: no), the program proceeds directly to S384.
[0167] In other words, in S382, if the value of the first time reduction flag is 1, the value of the first time reduction flag is set to 0; if the value of the second time reduction flag is 1, the value of the second time reduction flag is set to 0; and if the value of the third time reduction flag is 1, the value of the third time reduction flag is set to 0.
[0168] In S384, a state specification command is sent. In this case, a command indicating that the game state is "normal probability, non-time-saving state (i.e., normal state)" is sent to the sub-integrated control device 83. In other words, while a jackpot game is in progress, the game state becomes the normal probability, non-time-saving state (normal state). Following S384, S386 sets the jackpot flag through the condition device activation process, and then in the subsequent S388, the continuous mechanism activation device is activated.
[0169] When S388 is performed, the jackpot start animation processing is performed in the following S390, and the jackpot game processing is performed. When the jackpot start animation processing is performed, the main control device 80 sends a command to the sub-integrated control device 83 indicating the start of the jackpot game and information related to the jackpot game (jackpot opening time, opening pattern, jackpot ending time, number of rounds, etc.). In S378, if it is determined that the special symbol that was confirmed to be displayed is not a symbol that results in a jackpot (S378: no), the process proceeds to S398 in Figure 24, where it is determined whether the first time-saving flag is "1" or not.
[0170] In other words, S398 determines whether the game is currently in a jackpot time-saving state. If the value of the first time-saving flag is 1 (S398: yes), it is determined whether the value of the arrival flag is 1 (S404). If the determination is positive, the game proceeds to S450 (see Figure 25). In other words, even if the jackpot time-saving state is in progress, once the predetermined number of arrivals is reached (when the value of the arrival flag becomes 1), the game transitions to the arrival time-saving state. Details of S450 will be described later.
[0171] If the result in S404 is negative (S404), then in S406, it is determined whether the number of time-saving attempts is "0" or not (S406). If the number of time-saving attempts is not "0" (S406: no), the process proceeds directly to S470. On the other hand, if the number of time-saving rounds is "0", the first time-saving flag is set to "0" in S410, and the process proceeds to S470.
[0172] If the first time reduction flag in S398 is not "1" (S398: no), the program proceeds to S412 to determine whether the second time reduction flag is "1" or not. In other words, in S412, it is determined whether the current time reduction state is reached or not. Then, if the value of the second time reduction flag is 1 (S412: yes), it is determined whether or not the value of the arrival flag is 1 (S414), and if the determination is positive, the process proceeds to S450 (see Figure 25). However, as mentioned above, it is practically impossible for the value of the arrival flag to be 1 during the arrival time reduction state, so it is usually determined to be negative in S414.
[0173] If the result in S414 is negative, then in S416, it is determined whether the number of time-saving attempts is "0" or not (S416). If the number of time-saving attempts is not "0" (S416: no), the process proceeds directly to S470. In contrast, if the number of time-saving rounds is "0", the second time-saving flag is set to "0" in S430, and the process proceeds to S470.
[0174] If the second time-saving flag in S412 is not "1" (S412: no), the process proceeds to S436 in Figure 25, where it is determined whether the third time-saving flag is "1" or not. In other words, in S436, it is determined whether or not the specific time-saving state is currently in place. Then, if the value of the third time reduction flag is 1 (S436: yes), the process proceeds to S438 to determine whether the value of the arrival flag is 1 or not (S438). If the determination in S438 is positive (S438: yes), the process proceeds to S450.
[0175] If the result in S438 is negative (S438: no), then it is determined whether the number of time-saving attempts is "0" or not (S440). If the number of time-saving attempts is not "0" (S440: no), the process proceeds directly to S470. In contrast, if the number of time-saving rounds is "0", the process moves to S446, the third time-saving flag is set to "0", and the process proceeds to S470.
[0176] If the result in S436 is negative (S436: no), that is, if the value of any of the time-saving flags is not 1, the process proceeds to S448 to determine whether the value of the arrival flag is "1". If the result in S448 is positive (S448: yes), the process of setting the value of the arrival flag to "0" (S450), setting the number of time-saving operations to 000000000000000 (S452), and setting the value of the second time-saving flag to "1" (S454) is performed, and then the process proceeds to S470.
[0177] In this context, a positive judgment in S448 indicates that the game state transitions to the "reached time reduction state," in which case the number of time reduction rounds is set to "900" in S452. When transitioning to the "reached time reduction state," the average fluctuation time of special symbols is shortened, the average fluctuation time of regular symbols is shortened, and the opening extension function, which extends the opening time of regular electric mechanisms, is set.
[0178] If the result in S448 is negative (S448: no), then in S456, it is determined whether the current miss is a specific miss (whether the specific miss symbol was confirmed to be displayed in S372 while not in a time-saving state). If the result in S456 is negative, the program proceeds directly to S470.
[0179] On the other hand, if the result in S456 is positive, the process of setting the number of time-saving steps (S458) and setting the third time-saving flag to "1" (S460) is performed, and then the process proceeds to S470. If the third time-saving flag is set to "1" in S460, the process proceeds to a specific time-saving state (c time-saving state).
[0180] Here, a positive judgment in S456 indicates that the game state transitions to a "specific time-saving state," in which case "50 times" is set as the number of time-saving rounds in S458. When transitioning to a "specific time-saving state," the average fluctuation time of special symbols is shortened, the average fluctuation time of regular symbols is shortened, and the opening extension function, which extends the opening time of regular electric mechanisms, is set. After performing S460, the game proceeds to S470.
[0181] In S470, the main control unit 80 sends a state specification command to the sub-integrated control unit 83 after the special symbol confirmation time (600ms) indicating whether the current game state is in a probability variation mode, a time reduction mode, etc., and then proceeds to the jackpot game processing.
[0182] In this embodiment, the timing for sending a status specification command from the main control device 80 to the sub-integrated control device 83 in the special symbol win / loss determination process is after the special symbol has been determined. However, the configuration may also include sending the status specification command at the start of the special symbol variation and when the power is restored.
[0183] In this embodiment, when in a time-saving state (a time-saving state, b time-saving state, or c time-saving state), even if the losing symbol 2 in Special Feature 1 is displayed as confirmed, the game does not transition to the c time-saving state. However, the remaining number of win / loss judgments that can be performed in the ongoing time-saving state may be compared with the number of time-saving rounds to be awarded based on the display of a specific losing symbol. If the number of time-saving rounds is greater than the remaining number, the remaining number may be updated with the number of time-saving rounds to be awarded.
[0184] For example, if a negative result is obtained in S404, S414 in Figure 23, or S438 in Figure 24, it is determined whether or not a specific error has occurred. If the result is positive, the remaining number of correct / failure checks that can be performed in the ongoing time-saving state is compared with the number of time-saving checks that are scheduled to be granted based on the occurrence of a specific error. If the number of time-saving checks that are scheduled to be granted is greater, the remaining number of correct / failure checks that can be performed in the ongoing time-saving state may be updated (overwritten) with the number of time-saving checks that are scheduled to be granted.
[0185] Here, we will explain the contents of the status specification command sent in S470 using Figure 26(a). In the process of S470, which follows the setting of the second time reduction flag to 1 (S454), a command to specify transition to the second time reduction state is sent. In other words, a command is sent from the main control unit 80 to the sub-integrated control unit 83 indicating a transition to the time reduction state. Furthermore, in the process of S470, which proceeds after setting the value of the third time-saving flag to 1 (S460), a command to specify transition to the third time-saving state is sent. In other words, a command is sent from the main control unit 80 to the sub-integrated control unit 83 indicating that the system will transition to a specific time-saving state.
[0186] Furthermore, in the process of S470, which follows the setting of the first time-saving flag to 0 (S410), a command to indicate the end of the first time-saving state is sent. In other words, a command is sent from the main control unit 80 to the sub-integrated control unit 83 indicating that the jackpot time-saving state has ended. Furthermore, in the process of S470, which follows the setting of the second time reduction flag to 0 (S430), a command to indicate the end of the second time reduction state is sent. In other words, a command is sent from the main control unit 80 to the sub-integrated control unit 83 indicating that the time reduction state has ended.
[0187] Furthermore, in the process of S470, which proceeds after setting the value of the third time-saving flag to 0 (S446), a command to specify transition to the third time-saving state is sent. In other words, a command is sent from the main control unit 80 to the sub-integrated control unit 83 indicating that the specific time-saving state is ending.
[0188] Similarly, the status specification command S384 in Figure 23 is a command that specifies that the time-saving state termination command (a time-saving state, b time-saving state, or c time-saving state) has ended. In other words, the main control unit 80 sends a command to the sub-integrated control unit 83 indicating that the time-saving state (a time-saving state, b time-saving state, or c time-saving state) has ended.
[0189] Furthermore, the state specification command S556 in Figure 29, which will be described later, is a command to specify the start of the jackpot time-saving state. In other words, a command is sent from the main control device 80 to the sub-integrated control device 83 indicating a transition to the jackpot time-saving state (a time-saving state). Furthermore, in the jackpot start animation process of S390 in Figure 23 mentioned above, a command indicating the start of a jackpot game is transmitted from the main control unit 80 to the sub-integrated control unit 83.
[0190] Next, we will explain the jackpot game processing using Figures 27 to 29. This jackpot game processing is executed from the main routine shown in Figure 10. First, as shown in Figure 27, in the jackpot game processing, the main control device 80 determines whether the continuous mechanism operation device is in operation or not based on the jackpot flag (S500). If the continuous mechanism operation device is in operation (S500: yes), it determines whether the large prize opening 14 is open or not (S502). If it is determined that the large prize opening 14 is closed or not (S502: no), it determines whether the large prize opening 14 is closed or not during the interval between rounds of gameplay (S506).
[0191] If it is not during the interval between rounds of gameplay (S506: no), then it is determined whether the jackpot ending animation is in progress (S508). If this is also determined to be negative (S508: no), then it is determined whether the time required for the animation to start the jackpot game has elapsed (S510). If the time required for the jackpot starting animation has elapsed (S510: yes), the jackpot entry opening process (S512) is performed and the jackpot game process is terminated (return). Furthermore, in S500, if the continuous mechanism operation device is not activated (S500: no), the jackpot game processing is terminated. Also, in S510, if the jackpot start animation time has not elapsed (S510: no), the jackpot game processing is terminated.
[0192] If it is determined that the large prize slot 14 is open (S502: yes), the process proceeds to S514 in Figure 28 to determine whether or not 10 balls have entered the large prize slot 14. In this embodiment, the prescribed number of balls that enter the large prize slot 14 is 10, but it may also be 8 or 9, and is not particularly limited. If 10 balls have not entered the large prize slot 14 (S514: no), the process proceeds to S516 to determine whether the opening time for the large prize slot 14 has ended. If the opening time has ended (S516: yes), the process proceeds to S518. If the opening time for the large prize slot 14 has not ended (S516: no), the jackpot game processing ends (return). In S514, if 10 game balls enter the large prize slot 14 (S514: yes), the large prize slot closing process (S518) is performed, the jackpot interval process (S520) is performed, and the jackpot game process is terminated (return).
[0193] Return to Figure 27. If it is determined in S506 of Figure 27 that an interval is in progress (S506: yes), proceed to S522 of Figure 28 to determine whether the interval time between rounds of play has elapsed. If the interval time between rounds of play has elapsed (S522: yes), determine whether the last time the big prize slot 14 was open was the final round (S524). If the interval time between rounds of play has not elapsed (S522: no), the jackpot game processing ends (return). In S524, if it is the final round (S524: yes), perform the jackpot ending animation processing (S526) and end the jackpot game processing (return).
[0194] In S524, if it is not the final round (S524: no), the process of opening the large prize slot 14 (S528) is performed, and the jackpot game process is terminated (return). In addition, when opening and closing the large prize slot 14, a signal is also sent to the sub-integrated control device 83. Based on this signal, the sub-integrated control device 83 determines the current round and performs the appropriate effects for that round.
[0195] Return to Figure 27. If it is determined in S508 of Figure 27 that the jackpot ending animation is in progress (S508: yes), proceed to S530 of Figure 29 to determine whether the jackpot ending animation time has elapsed. If the jackpot ending animation time has not elapsed (S530: no), terminate the jackpot game processing (return). On the other hand, if the time for the jackpot ending animation has elapsed (S530: yes), the operation of the continuous mechanism operation device is stopped (S532), and the operation of the condition device is stopped (S534).
[0196] Then, when S534 is executed, the process moves to S544, where it is determined whether or not to transition to a time-saving mode in the next game state. In this embodiment, a uniform positive result is obtained in S544, followed by the process of setting the number of time-saving rounds (S546) and the process of setting the time-saving flag to 1 (S548). Here, when the time-saving flag is set to 1 in S548, the functions to shorten the average fluctuation time of special symbols, shorten the average fluctuation time of normal symbols, and extend the opening time of normal electric mechanisms are set.
[0197] If the process in S548 is performed, or if the result in S544 is negative (S544: no), the process proceeds to S550 to determine whether the value of the arrival counter is a "positive number". If the result in S550 is positive (S550: yes), the value of the arrival counter is initialized in S552 (set to "0"), and the process proceeds to S554. If the result in S550 is negative (S550: no), the process proceeds directly to S554. In other words, in this pachinko machine 50, the arrival counter is initialized when a jackpot is hit or when the main control device 80 performs a RAM clear process. In this case, after initialization, when the number of win / loss judgments (win / loss judgments regarding special symbols) performed in the normal state reaches "900 times", the machine transitions to the arrival time reduction state.
[0198] In S554, the main control unit 80 sends a jackpot termination command to the sub-integrated control unit 83, and in the following S556, it sends a status specification command to the sub-integrated control unit 83. Then, it returns the jackpot game processing. In other words, in S556, a command indicating that the game will enter a time-saving state (jackpot time-saving state) via a jackpot game is sent from the main control unit 80 to the sub-integrated control unit 83. In S546, the number of time-saving rounds is set to "100" when the result of the first win / failure determination (win / failure determination regarding the first special symbol) or the second win / failure determination (win / failure determination regarding the second special symbol) is a win and the jackpot game that was executed is terminated.
[0199] Next, an overview of the performance control performed in the pachinko machine 50 of this embodiment will be explained using Figures 30 to 33. In the pachinko machine 50 of this embodiment, the sub-integrated control device 83 controls the performance symbol control device 82, etc., based on each command transmitted from the main control device 80, to perform display effects on the screen 6a of the performance symbol display device 6, control sound effects generated from the speaker 66, and control the light emission mode of the LED lamps 26 for illumination.
[0200] Furthermore, in the pachinko machine 50 of this embodiment, the sub-integrated control device 83 can also execute a pre-announcement effect (winning announcement effect) based on receiving a pre-announcement judgment command transmitted from the main control device 80 (see Embodiment 2). As shown in Figure 30(a), the screen 6a of the performance symbol display device 6 can display, in addition to the variable performance display area 6H for displaying the result of the win / loss judgment regarding special symbols, a first reserved symbol display area 6D, a second reserved symbol display area 6E, a variable symbol display area 6G, and a related information display area 6F.
[0201] The variable animation display area 6H appears slightly to the left of the center of the screen 6a of the animation symbol display device 6 and executes "an example of an animation display that constitutes a variable animation." Also, in Figure 30(a), the related information display area 6F appears to the right of the variable display area 6H. In this variable display area 6H, once the variable time (variation time for special symbols) determined by the "variation pattern corresponding to the random number used to determine the variable pattern related to the reserved memory being consumed" has elapsed, it will stop at a combination that indicates the result of the win / loss judgment. In the following explanation, "the reserved memory being consumed" refers to making a determination regarding the special symbol in relation to that reserved memory. Based on the consumption of that reserved memory, the special symbol's variation display and the corresponding variation effect (effect display) will begin.
[0202] The related information display area 6F is used to display related effects to enhance the performance display (changes in performance symbols) and stop display, for example, using characters, videos, live-action images, etc., and to display comments, warnings, etc. for the player. In this embodiment, an example is shown in which the character 6f representing "Kuma no Tatsukichi" is displayed in the related information display area 6F. In this embodiment, the variation of the performance symbols is illustrated by displaying three-digit symbols arranged horizontally in the variation performance display area 6H and scrolling the symbols vertically. However, the number of symbols and the scrolling direction are not particularly limited; for example, the three-digit symbols may be scrolled horizontally. In the following description, the symbols displayed on the left side of the variation display area 6H will be referred to as the left performance symbol 6L, the symbols displayed on the right side as the right performance symbol 6R, and the symbols displayed in the center as the center performance symbol 6C.
[0203] The variable symbol display area 6G appears approximately in the center of the lower side of the screen 6a of the performance symbol display device 6 (below the variable display area 6H), the first reserved symbol display area 6D appears to the left of the variable symbol display area 6G at the lower side of the screen 6a, and the second reserved symbol display area 6E appears to the right of the variable symbol display area 6G at the lower side of the screen 6a. The first reserved symbol display area 6D is an area capable of displaying up to four reserved symbols (hereinafter referred to as "first reserved symbols") 6d that correspond to reserved memories (first reserved memories) acquired based on the entry of a game ball into the first start opening 11. This first reserved symbol display area 6D is a display corresponding to unspent reserved memories (before the win / loss determination is performed), and the number of displayed symbols indicates the number of unspent first reserved memories (hereinafter referred to as the first reserved number).
[0204] Furthermore, the second reserved symbol display area 6E is an area capable of displaying up to four reserved symbols (hereinafter referred to as "second reserved symbols") 6e corresponding to reserved memories (second reserved memories) acquired based on the entry of a game ball into the second start opening 12. This second reserved symbol display area 6E is a display corresponding to unspent reserved memories (before the win / loss determination is performed), and the number of displayed symbols indicates the number of unspent second reserved memories (hereinafter referred to as the second reserved number).
[0205] In the first reserved symbol display area 6D, the first display position d1, the second display position d2, the third display position d3, and the fourth display position d4 are assumed to be the display positions of the reserved symbol 6d corresponding to the first reserved memory, in this order from right to left. Furthermore, in the second reserved symbol display area 6E, the first display position e1, second display position e2, third display position e3, and fourth display position e4 are assumed to be the display positions of the reserved symbols 6e corresponding to the second reserved memory, in this order from left to right.
[0206] In this embodiment, the reserved symbol 6d corresponding to the first reserved memory is made of a symbol with a round outline, and the reserved symbol 6e corresponding to the second reserved memory is made of a symbol with a rectangular outline, so that both reserved symbols 6d and 6e can be distinguished at a glance. In Figure 30(a), the first reserved symbol display area 6D shows three corresponding reserved symbols 6d, while the second reserved symbol display area 6E does not show any corresponding reserved symbols (reserved symbols 6e).
[0207] In both the reserved symbol display areas 6D and 6E, based on the game ball entering the starting openings 11 and 12, reserved symbols 6d and 6e can be added and displayed sequentially from the highest available position. Here, a higher position is a position closer to the first display positions d1 and e1, and an available position is a display position where reserved symbols 6d and 6e are not yet displayed. Furthermore, in both the reserved symbol display areas 6D and 6E, the first display position d1 and e1 is the highest display position for displaying the reserved symbols 6d and 6e corresponding to the reserved memory immediately before consumption, and the second display positions d2 and e2, the third display positions d3 and e3, and the fourth display positions d4 and e4 are displayed in order of increasing consumption order. The display positions that increase the consumption order are referred to as "lower display positions".
[0208] Furthermore, when the reserved memories 6d and 6e (reserved memories 6d and 6e at the first display positions d1 and e1) that were about to be consumed are consumed, the reserved symbols 6d and 6e corresponding to the consumed reserved memories are erased from the reserved symbol display areas 6D and 6E. In this case, the erased reserved symbols 6d and 6e travel along a predetermined movement path and are displaced to the variable symbol display area 6G, where they are displayed as variable symbols 7d and 7e related to the erased reserved symbols 6d and 6e. In other words, as the reserved symbols 6d and 6e are erased from the reserved symbol display areas 6D and 6E, they are shifted and displayed in the variable symbol display area 6G.
[0209] These fluctuating symbols 7d and 7e will remain displayed until the corresponding special effect display (special symbol fluctuation) for the moved reserved symbols 6d and 6e is completed, at which point they will disappear from screen 6a. As shown in Figure 30(b), the outlines of the rotating symbols 7d and 7e that are displayed based on the removal of the reserved symbols 6d and 6e from the reserved symbol display areas 6D and 6E are made to be the same as the reserved symbols 6d and 6e that were removed. Figure 30(a) shows that the first special symbol is currently performing a rotating display, and therefore the rotating symbol 7d (a roughly circular rotating symbol 7d) with an outline similar to the first reserved symbol 6d is being displayed in the rotating symbol display area 6G. For this reason, when the second special symbol is performing a rotating display, the rotating symbol 7e (a roughly rectangular rotating symbol 7e) with an outline similar to the second reserved symbol 6e will be displayed in the rotating symbol display area 6G. That's fine. In the following explanation, "the reserved memory being consumed" refers to the determination of whether the special symbol is correct or incorrect in relation to that reserved memory. Based on the consumption of that reserved memory, the special symbol's variation display and the corresponding variation effect (effect display) will begin.
[0210] Next, we will explain the "waiting notification effect" and the "winning notification effect" using Figures 31 to 33. Figures 31 to 33 also show specific examples of how the "waiting notification effect" and the "winning notification effect" can be implemented in a performance display (variation effect) accompanied by a super reach effect. Here, the waiting notification effect constitutes a specific example of the second notification effect, and the winning notification effect constitutes a specific example of the first notification effect.
[0211] However, in the present invention, the "standby notification effect" and the "winning notification effect" may be performed not only in conjunction with the "effect display (variable effect) accompanied by the super reach effect," but also with other types of effect displays (variable effects). For example, the "standby notification effect" and the "winning notification effect" may also be performed in effect displays (variable effects) accompanied by a reach effect that does not develop into a super reach effect (a reach effect that ends at the normal reach effect stage), or only the "standby notification effect" may be performed from the "standby notification effect" and the "winning notification effect." Furthermore, in the present invention, the "standby notification effect" and the "winning notification effect" may also be performed in conjunction with reach displays and effect displays (variable effects) that do not perform reach effects.
[0212] By including a pattern that only executes the "waiting notification animation," players can anticipate with tension during the reel spin whether or not the "winning notification animation" will be displayed, as the display of the "waiting notification animation" does not necessarily mean that the "winning notification animation" will be executed. Furthermore, if the "winning notification animation" is displayed, players can estimate the probability of winning based on when it was executed. When the "waiting notification effect" and "winning notification effect" are to be performed in a sequence that does not involve a reach effect, it is desirable to perform them in a variation effect that notifies the player of a win without going through a reach effect. In this way, even if the variation effect itself is not expected to occur, if the "waiting notification effect" is displayed, the player can have expectations of winning regardless of the content of the variation effect.
[0213] Once the determination of whether a special symbol is correct or incorrect is made, the special symbol changes (symbol changes) start in the first special symbol display device 9 or the second special symbol display device 10, as shown in Figure 31(a). Furthermore, as shown in Figure 31(b), in response to the start of the special symbol variation (symbol variation), the performance display (variation performance) is started on the screen 6a of the performance symbol display device 6. In other words, when the sub-integrated control device 83 receives a variation start command (see S366 in Figure 20), as shown in Figure 31(b), the left performance symbol 6L, the middle performance symbol 6C, and the right performance symbol 6R begin to vary in the variation display area 6H of the performance symbol display device 6 (see Figure 30(a)).
[0214] In this case, assuming that the variation time specified by the variation pattern (the variation time of the special symbol) is a certain amount of time or longer (for example, 25 seconds or more) (i.e., the variation effect is accompanied by a super reach effect), the "standby notification effect" and the "winning notification effect" may be executed in this order during the execution of the effect display, as shown in Figures 31(c) and (d).
[0215] When a performance display (variation performance) accompanied by a "waiting notification performance" is started, the "waiting notification performance" is started immediately (for example, 1 second after the performance display starts), as shown in Figure 31(c). However, in this embodiment, when the "waiting notification performance" appears, it is not immediately indicated whether the appearing waiting notification performance is valid as a notification (a notification that suggests the appearance of a winning notification performance). In other words, after the "waiting notification performance" appears, the "validity / failure performance" is executed after a certain period of time (for example, 2 seconds) (see symbol M in Figure 31(c)), and it is indicated whether or not it is valid as a notification (whether or not it is valid as a notification that suggests the appearance of a winning notification).
[0216] Here, the sub-integration control device 83, as "feasibility performance", alternatively executes either a performance indicating that the "appeared standby notice performance" has been established as a notice (hereinafter referred to as the established standby notice performance) or a performance indicating that it has not been established as a notice (hereinafter referred to as the non-established standby notice performance).
[0217] Using FIG. 32, the "established standby notice performance" and the "non-established standby notice performance" will be further specifically described with examples. As shown in FIGS. 32(a) and (b), after starting the performance display, soon (for example, when 1.0 second has elapsed after starting the performance display), a card character (hereinafter referred to as the standby notice card character) 6J with "Tatsukichi waiting" written on the screen 6a of the performance symbol display device 6 is made to appear, thereby starting the standby notice performance. That is, the feasibility performance is started.
[0218] This standby notice performance (feasibility performance) starts with the standby notice card character 6J floating "flutteringly" on the screen 6a, and is mainly composed of a display performance indicating whether the standby notice card character 6J "sticks firmly" to the screen 6a.
[0219] After the standby notice card character 6J appears on the screen 6a, before a predetermined time (for example, 2.0 seconds) elapses, as shown in FIG. 32(c), the execution of the "established standby notice performance" is indicated by the performance that the card character 6J sticks to the screen 6a (the performance of successfully sticking). That is, after the appeared standby notice card character 6J drifts in the wind for a while (after drifting for 2 seconds) and then sticks to the screen 6a, it is notified that the appeared standby notice performance has been established (is valid) as "a notice suggesting the appearance of the winning notice performance".
[0220] When the "probability announcement animation" is performed in this manner, the "probability announcement animation (an animation in which the standby announcement card character 6J remains attached)" continues until just before the "winning announcement animation" is performed (see solid lines K and L4 in Figure 31). In other words, the "standby announcement card character 6J" disappears from screen 6a just before the "winning announcement animation" is performed, and the "winning announcement animation" is performed immediately after the end of the "probability announcement animation" is announced. Furthermore, when the "winning wait notification effect" is executed in conjunction with the performance display (variation effect), when it is time to execute the reach display, the left performance symbol 6L and the right performance symbol 6R are stopped and displayed as the same number, as shown in Figure 32(d), and the reach display is executed. After this, when it is time for the reach effect to develop, the super reach effect is started.
[0221] Furthermore, the "winning standby notification effect" could be configured to have multiple patterns. If the probability of winning differs depending on the pattern (in this embodiment, differences in standby notification card character 6J, size, color, appearance pattern, and placement), then the expected level of winning when it appears will differ, allowing players to be interested in which effect will appear. Of course, it is also conceivable to include a pattern in which the character always sticks to screen 6a when it appears. Furthermore, the "probability of success waiting for notification" sequence could be structured to occur multiple times. If the probability of success increases with the number of times it is performed, players can continue to enjoy the reel spin sequence with anticipation even after the "probability of success waiting for notification" sequence has occurred.
[0222] On the other hand, as shown in Figure 32(e), a specific example of an "unsuccessful waiting notification effect" is when the waiting notification card character 6J appears, but does not stick to the screen 6a within a predetermined time (for example, 2.0 seconds), and disappears outside the screen 6a. In other words, when the appearing waiting notification card character 6J is blown by the wind and drifts for a while (drifts for 2 seconds), it fails to stick to the screen 6a, moves outside the screen 6a, and disappears, it is shown that the started waiting notification effect did not succeed (was not valid) as a "notification suggesting the appearance of a winning notification effect".
[0223] Furthermore, once the "Unsuccessful Waiting Notification" animation is performed, the "Winning Notification" animation will not be performed afterward. Also, Figure 32(e) shows the state just before the animation in which the waiting notification card character 6J completely disappears from screen 6a is completed.
[0224] Furthermore, although not illustrated, there are also performance displays (variation displays) that do not execute the "standby notification display" and the "winning notification display" during the execution of the performance display (variation display).
[0225] Then, regardless of whether the "standby notification effect" and the "winning notification effect" are executed, or whether the initiated "standby notification effect" is a "winning standby notification effect" or a "losing standby notification effect," as shown in Figures 31(a) and (b), once the variation time (special symbol variation time) specified by the variation pattern has elapsed, the variation of the special symbols (symbol variation) and the effect display are stopped. At this time, the result symbols indicating the result of the win / loss determination are displayed in the variation display area 6H of the effect symbol display device 6 (see also Figures 32(f), 33(d), and 33(h)).
[0226] Here, the result symbols displayed on the performance symbol display device 6 (hereinafter referred to as performance symbols) include: (1) a jackpot symbol when the result of the win / fail judgment is a jackpot (jackpot win); (2) a special time-saving bonus symbol (special losing symbol) when the result of the win / fail judgment is a special time-saving bonus win; and (3) a losing symbol (general losing symbol) when the result of the win / fail judgment is neither a jackpot (jackpot win) nor a special time-saving bonus win. The winning symbols are formed by stopping the middle symbol 6C, the left symbol 6L, and the right symbol 6R with the same number. The display of the winning symbols confirms the occurrence of a jackpot (jackpot win), and the jackpot game is executed. After the jackpot game ends, the game state transitions to the jackpot time-saving state (a time-saving state).
[0227] Furthermore, the special time-saving winning symbols are formed when the left performance symbols 6L and the right performance symbols 6R stop displaying the same number (reach display state), and the middle performance symbol 6C, which is in motion, stops displaying the letter "C". When the special time-saving winning symbols are confirmed to be displayed, the game state transitions to the special time-saving state (c time-saving state) without executing the jackpot game. Furthermore, the general losing symbols (general losing symbols excluding specific losing symbols) consist of three random digits, and even if a general losing symbol is displayed, it does not result in a jackpot game or a transition to a specific time-saving state.
[0228] In addition, when the "Notification of Failure" animation is performed, there are two possibilities: the animation may display a reach during the animation (if the result of the win / loss judgment is a big win, a special time-saving bonus, or a reach failure), or the animation may not display a reach (if it is a simple miss).
[0229] Next, we will explain a specific example of a "winning notification effect" using Figure 33. Here, Figure 33 shows a specific example of executing a "winning notification effect" in a display that includes a super reach effect. In this specific example, if the previously executed "waiting notification effect" is a "winning waiting notification effect," it indicates that the "winning notification effect" will be executed after the start of the "winning waiting notification effect" and at a specific time during the execution of the effect display (any time selected from t1 to t5 in Figure 31(d)) (see L1 to L5 in Figure 31(d)).
[0230] Here, (1) time t1 is the time from when the performance display starts until when the reach display is executed (before the normal reach performance starts), (2) time t2 is the time from when the reach display is executed until when the reach performance develops (before the normal reach performance develops into a super reach performance), (3) time t3 is when the reach performance develops (when the normal reach performance develops into a super reach performance), (4) time t4 is the time during the super reach performance, and (5) time t5 is the time just before the end of the super reach performance (time after time t4, for example, 2 seconds before the performance display ends).
[0231] In this embodiment, as the "winning notice effect", it includes a jackpot (big win) notice effect regarding the possibility of a big win and a specific short-time win notice effect regarding the possibility of a specific short-time win. And the relationship between the expectation level of the "winning notice effect" and the appearance time of the "winning notice effect" is as follows.
[0232] Specifically, the jackpot notice effect (big win notice effect) can appear at any time from time t1 to time t5, but the possibility of a big win (big win) increases in the order of time t1 to t4. Also, the specific short-time win notice effect can appear either at time t3 or time t5, but the possibility of a specific short-time win is higher when it appears at t5 than at t3.
[0233] By the way, FIGS. 33(a) to (d) show an application example (hereinafter referred to as application example 1) to a variation effect with a high expectation level of a big win. Here, FIG. 33 shows a case where a super reach effect is executed as a development effect. This cut-in effect is an effect (Tatsukichi cut-in effect) in which a crack occurs on screen 6a and character information "intense heat" appears from within this crack. This cut-in effect constitutes a specific example of the "first notice effect".
[0234] In application example 1, as shown in FIGS. 33(a) and (b), it shows a case where the cut-in effect appears during the execution of the super reach effect (for example, when "1 / 3" to "2 / 3" of the total execution time of the super reach effect has elapsed). In this case, after the cut-in effect appears, as shown in FIG. 33(c), the super reach effect continues. In this case, the standby notice card character 6J disappears from screen 6a before the cut-in effect appears (ending the "establishment standby notice effect"). And when the variation time (variation time of the special symbol) specified by the variation pattern has elapsed, the result symbol is definitely displayed in the variation display area 6H (FIG. 33(d)).
[0235] In addition, FIGS. 33(e) to (g) show application examples (hereinafter referred to as Application Example 2) to variable effects with a high expectation of winning a specific short time. In this Application Example 2, as shown in FIGS. 33(e) and (f), even after the start of the super reach effect, the standby notice card character 6J is maintained in the state of being displayed on the screen 6a. That is, the "establishment standby notice effect" continues until just before the end of the super reach effect.
[0236] In this Application Example 2, at the end of the super reach effect (for example, when the remaining execution time of the super reach effect becomes 5 seconds or less), as shown in FIG. 33(g), a cut-in effect appears. Also in this case, before the cut-in effect appears, the standby notice card character 6J disappears from the screen 6a (the "establishment standby notice effect" ends). And also in Application Example 2, when the variable time (the variable time of the special symbol) specified by the variable pattern elapses, the result symbol is fixedly displayed in the variable display area 6H (FIG. 33(h)). In this case, even if a cut-in effect does not appear during the super reach effect and the player is discouraged, the appearance of the cut-in effect at the end of the super reach effect suggests that the player has a high possibility of obtaining a chance to perform the win / loss determination to be executed later in the specific short time state. That is, in such a case, since the feeling of being once discouraged during the super reach effect can be raised again at the end of the super reach effect, the gaming interest can be enhanced.
[0237] In this embodiment, the timing is divided according to the variation time, but it may also be divided according to the production content. For example, in the case of a general configuration in which three production symbols are varied, (1) a state in which all symbols are variably displayed, (2) a state in which one symbol is temporarily stopped and the remaining symbols are varying, (3) a state in which two symbols are temporarily stopped and one is varying, (4) a state in which the reach symbol is established in a state where two symbols are temporarily stopped, (5) a state in which a super reach effect is being performed, (6) a state in which an in-production branch point within the super reach effect is reached, (7) a state in which it is temporarily stopped in a non-winning combination, etc., are divided according to the difference in the display mode of the variable effect, and it is conceivable to vary the degree of expectation depending on in which state the first notice effect is executed. In this case, since the variable effect content and the execution timing are associated, the player can expect whether the first notice effect will be executed at the timing of the change in the variable effect content.
[0238] Next, the held symbol display process executed by the sub-integrated control device 83 will be described using the flowchart of FIG. 34(a). This process is a process that is periodically (for example, at a cycle of 2 ms) executed in the sub-integrated control device 83. When this process is started, it is determined whether a held number instruction command has been received (S900). If a negative determination is made in the process of S900 (S900: no), it returns. If an affirmative determination is made (S900: yes), the held number counter provided in the sub-integrated control device 83 is incremented by 1 (S905), a held number display instruction signal is transmitted to the production symbol control device 82 (S910), and it returns. The value of this held number counter is decremented every time a held information command is received in the held information reception process described later. Thereby, the same number as the number of held memories stored in the main control device 80 is constantly managed.
[0239] Here, the instruction hold count command that the sub-integrated control device 83 receives in the processing of S900 is transmitted from the main control device 80 by the "first special symbol hold count instruction command" transmitted in the processing of S204 in Figure 17 or the "second hold count instruction command" transmitted in the processing of S214 in Figure 17. When the sub-integrated control device 83 receives a hold count command transmitted in the "hold count command transmission processing", the hold symbol d1 is incremented in the first hold memory display area 6A that appears on the screen 6a of the performance symbol display device 6. Also, when the sub-integrated control device 83 receives a hold count command transmitted in the "hold count instruction command instruction transmission processing", the hold symbol e1 is incremented in the second hold memory display area 6B that appears on the screen 6a of the performance symbol display device 6.
[0240] Next, the process of receiving pending number information executed by the sub-integrated control unit 83 will be explained using Figure 34(b). This process is executed periodically (for example, every 2ms) by the sub-integrated control unit 83. When this process starts, it is determined whether or not a hold information (hold information command) has been received (S950). If the result of this S950 process is negative (S950: no), it returns. If the result is positive (S950: yes), it performs a process of subtracting 1 from the hold count counter provided by the sub-integrated control device 83 (S955), then sends a hold count display instruction signal to the performance symbol control device 82 (S960), and returns.
[0241] Here, the hold count display instruction signal transmitted to the performance symbol control device 82 in the S960 process is a signal instructing the performance symbol display device 6 to reduce the number of hold symbols d1 and e1 by one on screen 6a. The hold information command received by the sub-integrated control device 83 in the S960 process is transmitted from the main control device 80 in the "hold information transmission process" of S364 in Figure 20. If the "hold information" transmitted from the main control device 80 was transmitted when the first hold count is decremented (when the special figure 1 starts to change), the hold symbol d1 is decremented by 1 in the first hold memory display area 6A that appears on screen 6a of the performance symbol display device 6. If the "hold information" transmitted from the main control device 80 was transmitted when the second hold count is decremented (when the special figure 2 starts to change), the hold symbol e1 is decremented by 1 in the second hold memory display area 6B that appears on screen 6a of the performance symbol display device 6.
[0242] Next, the animation start process executed by the sub-integrated control unit 83 will be explained using the flowchart in Figure 35. This process is executed periodically (for example, every 2ms) by the sub-integrated control unit 83. When the sub-integrated control device 83 starts the performance start process, it determines whether or not it has received a variation start command (S1200). Here, the variation start command is a command sent from the main control device 80 when the variation of the special symbols is started (see S366 in Figure 20).
[0243] This variation start command includes data indicating the result of the win / loss judgment regarding the special symbol (jackpot or loss), and data indicating the variation pattern that specifies the variation time. Furthermore, if the result of the win / loss judgment for the special symbol is a jackpot (jackpot win), the variation start command includes data specifying the jackpot symbol (data indicating the type of jackpot that occurred in the symbol specification command). In addition, if the result of the win / loss judgment for the special symbol is a loss, the variation start command includes loss data indicating that the win / loss judgment result was a loss (loss information), as well as data regarding the presence or absence of arrival information and data regarding the presence or absence of specific loss information. Here, "reached information" refers to data added to "miss information" when the "win / loss judgment regarding special symbols" performed without resulting in a jackpot reaches a predetermined number of times. Furthermore, "specific miss information" refers to data added to "miss information" when a specific miss occurs (see Figure 22(a)).
[0244] If the result in S1200 is negative (S1200: no), the performance start process ends immediately. If the result is positive (S1200: yes), the process moves to S1205, and distribution random number 1 is obtained, which is used when assigning performance patterns (performance modes). When the sub-integrated control device 83 executes S1205, it proceeds to S1210 and determines whether or not a jackpot (jackpot win) has occurred (whether or not jackpot information is included in the variation start command). If the result in S1210 is positive (S1210: yes), the process proceeds to S1215, where the "animation pattern for big wins" is set as the "animation pattern for the animation display that starts in response to the changing display of special symbols" (S1215), and the process proceeds to S1250. The animation pattern table referenced in S1215 will be described later.
[0245] If the result in S1210 is negative (S1210: no), that is, if the result of the correct / incorrect judgment is incorrect (S1210: no), the process proceeds to S1220 to determine whether or not arrival information has been added to the change start command. If the result in S1220 is positive (S1220: yes), the process proceeds to S1240. Details of S1240 will be described later. Furthermore, if the result in S1220 is negative (S1220: no), the process moves to S1230 to determine whether specific information has been added to the loss information (variation start command). In other words, it is determined whether the variation start command specifies the occurrence of a specific time-saving win. If the result in S1230 is positive (S1230: yes), the process proceeds to S1235, where the "performance pattern with a special performance for winning a time-saving bonus" is set (S1235), and then the process proceeds to S1250. The performance pattern table referenced in S1235 will be described later.
[0246] If the result in S1220 is positive (S1220: yes) or if the result in S1230 is negative (S1230: no), the process proceeds to S1240, where a "general losing animation pattern" is set, and then the process proceeds to S1250. In S1240, a general animation pattern is set that includes a "miss" animation when specific information is not added.
[0247] The performance pattern table referenced in S1240 will be described later. Also, if arrival information is attached to the variation start command in S1240, an animation indicating the transition to the arrival time reduction state will be executed in the performance display. Furthermore, "general miss animations" include animations related to simple misses (animations that do not involve a reach display and subsequent reach animations) and animations related to reach misses (animations that involve a reach display and subsequent reach animations).
[0248] When the process moves to S1250, the process of setting the performance symbols to be displayed (performance symbols that notify the result of the win / loss judgment regarding special symbols) is performed. After this, the performance starts in S1255 (S1255), and the performance start process returns.
[0249] Below, S1215, S1235, and S1240 will be briefly explained using Figures 36 to 38. In the pachinko machine 50 of this embodiment, each time a win / loss determination is performed, the variation pattern is determined by random number drawing using the result of the win / loss determination, a variation pattern table corresponding to the game state at that time (open extension state, non-open extension state), and a random number for determining the variation pattern that was acquired. First, using Figure 36, we will explain the outline of the fluctuation pattern table targeted in the pachinko machine 50 of this embodiment.
[0250] Figure 36(a) is a diagram showing the variation pattern table that is referenced when the game state is a non-open extension state and the result of the win / loss judgment is a jackpot. This variation pattern table stores multiple (for example, 20) variation patterns A1 to A20 that are associated with random numbers for determining the variation pattern ("0" to "1020").
[0251] Although the illustration of the variation pattern table referenced when the game state is in the extended open state and the result of the win / fail judgment is a jackpot is omitted, this variation pattern table also stores multiple variation patterns (for example, 20) associated with the random number used to determine the variation pattern. Furthermore, the average variation time determined by referring to the variation pattern table referenced when the game state is in the extended open state and the result of the win / fail judgment is a jackpot is shorter than the average variation time determined by referring to the variation pattern table shown in Figure 36(a).
[0252] Furthermore, Figure 36(b) is a diagram showing a variable pattern table that is referenced when the game state is a non-open extension state and the result of the win / fail judgment is a specific time-saving win (specific loss). This variable pattern table stores multiple (for example, 10) variable patterns B1 to B10 that are associated with random numbers for determining the variable pattern ("0" to "1020"). In this embodiment, the result of the win / fail judgment is not a specific time-saving win when the game state is an open extension state, but unlike this embodiment, the result of the win / fail judgment may be a specific time-saving win when the game state is an open extension state.
[0253] Furthermore, Figure 36(c) shows the variation pattern table (hereinafter referred to as the former variation pattern table) that is referenced when the game state is in a non-open extension state, the result of the win / loss judgment is a general loss (a loss other than a specific loss), and that loss is determined to be a reach loss. This variation pattern table stores multiple (for example, 30) variation patterns C1 to C30 associated with random numbers for determining the variation pattern ("0" to "1020").
[0254] In this embodiment, the illustration of the variation pattern table (hereinafter referred to as the latter variation pattern table) that is referenced when the game state is in an extended open state, the result of the win / loss determination is a general loss, and the loss is a reach loss is omitted. This variation pattern table also stores multiple variation patterns (for example, 30) associated with the random numbers used to determine the variation pattern. Furthermore, the average variation time determined by referring to the latter variation pattern table is shorter than the average variation time determined by referring to the former variation pattern table.
[0255] Furthermore, in this embodiment, the illustration of the variation pattern tables that are referenced when the result of the win / loss determination is a general loss (a loss excluding specific losses) and when the loss is determined to be a simple loss is omitted, both in the case when the game state is a non-open extension state and in the case when the game state is an open extension state. These variation pattern tables also store multiple variation patterns associated with random numbers used to determine the variation pattern. Each variation pattern table is stored in the ROM of the main control unit 80.
[0256] Meanwhile, the ROM constituting the sub-integrated control unit 83 stores a performance pattern table corresponding to each variation pattern. Each time the sub-integrated control unit 83 receives a variation start command (each time a variation pattern is determined by the win / fail judgment), it refers to the corresponding performance pattern table, performs a random number draw using the distribution random number 1 extracted in the S1205 process, and selects the performance pattern to be applied when executing the performance display. Next, we will explain the performance pattern table using Figures 37 and 38.
[0257] Figure 37 shows the performance pattern table A1 corresponding to the variation pattern A1 selected when the game state is a non-open extension state and the result of the win / loss judgment is a jackpot. This variation pattern A1 is a variation pattern that specifies a variation time of 50 seconds. In this embodiment, if the variation time specified by the variation pattern exceeds a certain time (for example, 25 seconds), a performance pattern that performs a super reach performance is selected as the reach performance.
[0258] The performance pattern table A1 shown in Figure 37 stores multiple (for example, 6) performance patterns P1 to 6, each associated with a randomly generated number. Of these, performance pattern P6 is a performance pattern that, immediately after the start of the performance display, executes a "failed waiting performance" as a waiting performance (second performance), and identifies a performance that is not accompanied by a winning performance (first performance). Furthermore, the P1 presentation pattern is a presentation pattern that specifies a presentation in which, immediately after the start of the presentation display, a "winning standby presentation" is started as a standby presentation (second presentation), a winning presentation (first presentation) appears before a normal reach is established (before the reach is displayed), and the "winning standby presentation" ends just before the winning presentation (first presentation) appears.
[0259] Furthermore, the P2 presentation pattern is a presentation pattern that specifies a presentation in which, immediately after the start of the presentation display, a "winning standby presentation" is started as a standby presentation (second presentation), a winning presentation (first presentation) is made to appear after a normal reach is established and before the reach presentation transitions (changes) to a presentation that has developed from the normal reach presentation (hereinafter referred to as a developed presentation), and the "winning standby presentation" is ended just before the winning presentation (first presentation) appears. Furthermore, the P3 presentation pattern is a presentation pattern that starts a "winning standby announcement presentation" as a standby announcement presentation (second announcement presentation) immediately after the presentation display begins, makes the winning announcement presentation (first announcement presentation) appear at the point when the reach presentation transitions (changes) from a normal reach presentation to a development presentation, and ends the "winning standby announcement presentation" just before the winning announcement presentation (first announcement presentation) appears.
[0260] Furthermore, the P4 presentation pattern is a presentation pattern that starts a "winning standby announcement presentation" as a standby announcement presentation (second announcement presentation) immediately after the presentation display begins, makes the winning announcement presentation (first announcement presentation) appear during the execution of the development presentation, and ends the "winning standby announcement presentation" just before the winning announcement presentation (first announcement presentation) appears. Furthermore, the P5 presentation pattern is a presentation pattern that starts a "winning standby announcement presentation" as a standby announcement presentation (second announcement presentation) immediately after the presentation display begins, makes the winning announcement presentation (first announcement presentation) appear just before the end of the development presentation (just before the end of the presentation display), and ends the "winning standby announcement presentation" just before the winning announcement presentation (first announcement presentation) appears.
[0261] Furthermore, in addition to variation pattern A1, there are numerous other variation patterns such as variation pattern A3 and variation pattern A20, which are selected when the game state is a non-open extension state and the result of the win / fail judgment is a jackpot, and the specified variation time exceeds a certain period (25 seconds). In other words, 80% of all variation patterns selected when the game state is a non-open extension state and the result of the win / fail judgment is a jackpot are variation patterns in which the specified variation time exceeds a certain period. Each of these other variation patterns in which the specified variation time exceeds a certain period corresponds to a performance pattern table similar to the performance pattern table in Figure 37. And each performance pattern table stores performance patterns that produce a standby notification performance (second notification performance) and a winning notification performance (first notification performance) at the same timing as performance patterns P1 to P6. In this case, each performance pattern table stores performance patterns P1 to P6 with the same distribution rate. In other words, in these cases, regardless of which presentation pattern table is referred to, each presentation pattern is distributed such that, with the exception of the moment just before the development presentation ends (just before the presentation display ends), the later the timing of the winning announcement presentation (first announcement presentation) appears, the higher the probability of it being selected.
[0262] Furthermore, if the variation time specified by the variation pattern is less than a certain period of time (for example, 25 seconds), a performance pattern that does not include a super reach performance will be selected as the reach performance. When these performance patterns are selected, a performance display (variation performance) will be executed without a standby notification performance (second notification performance) or a winning notification performance (first notification performance).
[0263] Furthermore, although not shown in the diagram, the ROM constituting the sub-integrated control device 83 also stores a performance pattern table corresponding to the variation pattern table that is referenced when the game state is in the open extension state and the result of the win / fail judgment is a jackpot. However, regardless of which performance pattern table is referenced, the probability of selecting a performance pattern accompanied by a super reach performance is lower than when the performance pattern table referenced when "the game state is in the non-open extension state and the result of the win / fail judgment is a jackpot" is referenced.
[0264] Figure 38(a) shows the performance pattern table B1 corresponding to the variation pattern B1 selected when the game state is a non-open extension state and the result of the win / loss judgment is a specific time reduction win. This performance pattern table B1 stores multiple (for example, 3) performance patterns Q1 to Q3, each associated with a random distribution number. Of these, performance pattern Q3 is a performance pattern that, immediately after the start of the performance display, executes a "failed waiting performance" as a waiting performance (second performance), and identifies a performance that is not accompanied by a winning performance (first performance).
[0265] Furthermore, the Q1 presentation pattern is a presentation pattern that specifies a presentation in which, immediately after the start of the presentation display, a "winning standby presentation" is started as a standby presentation (second presentation), the winning presentation (first presentation) appears at the point when the reach presentation transitions (changes) from a normal reach presentation to a development presentation, and the "winning standby presentation" ends just before the winning presentation (first presentation) appears. Furthermore, the Q2 presentation pattern is a presentation pattern that starts a "winning standby announcement presentation" as a standby announcement presentation (second announcement presentation) immediately after the presentation display begins, makes the winning announcement presentation (first announcement presentation) appear just before the end of the development presentation (just before the end of the presentation display), and ends the "winning standby announcement presentation" just before the winning announcement presentation (first announcement presentation) appears.
[0266] Furthermore, in addition to variation pattern B1, there are numerous other variation patterns such as variation pattern B3 and variation pattern B10, which are selected when the game state is a non-open extension state and the result of the win / fail judgment is a specific time reduction win, and the specified variation time exceeds a certain period of time. In other words, "2 / 3" of all variation patterns selected when the game state is a non-open extension state and the result of the win / fail judgment is a reach failure are "variation patterns in which the specified variation time exceeds a certain period of time". Each of these other variation patterns in which the specified variation time exceeds a certain period of time corresponds to a performance pattern table similar to the performance pattern table in Figure 38(a). And each performance pattern table stores performance patterns that produce a standby notification performance (second notification performance) and a winning notification performance (first notification performance) at the same timing as performance patterns Q1 to Q3. In this case as well, each performance pattern table stores performance patterns Q1 to Q3 with the same distribution rate. In other words, in these cases, regardless of which presentation pattern table is referred to, the presentation patterns are distributed such that the timing of the winning notification presentation appearing is just before the development presentation ends (just before the presentation display ends) is more likely to be selected than the presentation pattern appearing at the point when the reach presentation develops.
[0267] Figure 38(b) shows the performance pattern table C1 corresponding to the variation pattern C1 selected when the game state is a non-open extension state and the result of the win / loss judgment is a reach failure. In this embodiment, if the variation time specified by the variation pattern exceeds a certain time (for example, 25 seconds), a performance pattern that performs a super reach performance is selected as the reach performance.
[0268] The performance pattern table C1 stores multiple (for example, 6) performance patterns R1 to R6, each associated with a randomly generated number. Of these, performance pattern R6 is a performance pattern that executes a "failed waiting notification performance" as a waiting notification performance (second notification performance) immediately after the performance display starts, and identifies a performance that does not involve a winning notification performance (first notification performance).
[0269] Furthermore, the R1 presentation pattern is a presentation pattern that starts a "winning standby announcement presentation" as a standby announcement presentation (second announcement presentation) immediately after the presentation display begins, makes the winning announcement presentation (first announcement presentation) appear before a normal reach is established (before the reach is displayed), and ends the "winning standby announcement presentation" just before the winning announcement presentation (first announcement presentation) appears. Furthermore, the R2 presentation pattern is a presentation pattern that specifies a presentation in which, immediately after the start of the presentation display, a "winning standby presentation" is started as a standby presentation (second presentation), the winning presentation (first presentation) appears after a normal reach is established and before the reach presentation transitions (changes) from a normal reach presentation to a development presentation, and the "winning standby presentation" ends just before the winning presentation (first presentation) appears.
[0270] Furthermore, the R3 presentation pattern is a presentation pattern that specifies a presentation in which the "winning standby presentation" is started as a standby presentation (second presentation) immediately after the presentation display begins, appears when the reach presentation transitions (changes) from a normal reach presentation to a development presentation, and ends just before the winning presentation (first presentation) appears. Furthermore, the R4 presentation pattern is a presentation pattern that starts a "winning standby announcement presentation" as a standby announcement presentation (second announcement presentation) immediately after the presentation display begins, makes the winning announcement presentation (first announcement presentation) appear while the development presentation is being executed, and ends the "winning standby announcement presentation" just before the winning announcement presentation (first announcement presentation) appears. Furthermore, the R5 presentation pattern is a presentation pattern that specifies a presentation in which the "winning standby presentation" is started as a standby presentation (second presentation) immediately after the presentation display begins, appears just before the end of the development presentation (just before the end of the presentation display), and ends just before the winning presentation (first presentation) appears.
[0271] Furthermore, even if the game state is in a non-open extension state and the result of the win / loss judgment is a miss, if the variation time specified by the variation pattern is less than a certain period of time (for example, 25 seconds), a performance pattern that does not perform a super reach performance will be selected as the reach performance.
[0272] In this embodiment, in addition to variation pattern C1, there are numerous other variation patterns such as variation pattern C30, which are selected when the game state is a non-open extension state and the result of the win / fail judgment is a reach failure, and the specified variation time exceeds a certain period of time. Furthermore, "10%" of all variation patterns selected when the game state is a non-open extension state and the result of the win / fail judgment is a reach failure are variation patterns in which the specified variation time exceeds a certain period of time.
[0273] For any of these other variation patterns C30, etc., where the specified variation time exceeds a certain period, there is a corresponding performance pattern table similar to the performance pattern table in Figure 38(b). And each performance pattern table stores performance patterns that produce a standby notification performance (second notification performance) and a winning notification performance (first notification performance) at the same timing as performance patterns R1 to R6. In this case, each performance pattern table stores performance patterns R1 to R6 with the same distribution rate. In other words, in these cases, no matter which performance pattern table is referred to, each performance pattern is distributed in such a way that the probability of selecting a performance pattern in which the winning notification performance appears before the "point in which the reach performance develops" is high.
[0274] Furthermore, although not shown in the diagram, the ROM constituting the sub-integrated control device 83 also stores a performance pattern table corresponding to the variation pattern table that is referenced when the game state is in the open extension state and the result of the win / failure judgment is a reach failure. However, regardless of which performance pattern table is referenced, the probability of selecting a performance pattern accompanied by a super reach performance is lower than when the performance pattern table referenced when "the game state is in the non-open extension state and the result of the win / failure judgment is a reach failure" is referenced.
[0275] Furthermore, although not shown in the diagram, the ROM constituting the sub-integrated control device 83 also stores (1) a performance pattern table corresponding to a variation pattern that is referenced when the game state is in a non-open extension state and the result of the win / fail judgment is a simple miss, and (2) a performance pattern table corresponding to a variation pattern that is referenced when the game state is in an open extension state and the result of the win / fail judgment is a simple miss. However, the performance pattern table referenced when the result of the win / fail judgment is a simple miss does not store performance patterns that produce the standby notification performance (second notification performance) and the winning notification performance (first notification performance).
[0276] In the pachinko machine 50 of this embodiment, regardless of whether the game state is a non-open extension state or an open extension state, the performance pattern selected when the result of the win / loss judgment is a jackpot is such that, except for the moment just before the development performance ends (just before the performance display ends), the later the timing of the winning notification performance (first notification performance) appears, the higher the probability of selection.
[0277] Furthermore, in this embodiment, even in cases where the winning notification animation does not appear during the super reach animation (i.e., cases where the possibility of a big win being suggested in the relevant animation is low), there is still a possibility that a special time-saving bonus will be suggested towards the end of the animation (just before the development animation ends). Therefore, in the pachinko machine 50 of this embodiment, it is possible to keep the player engaged until the end of the relevant animation.
[0278] Next, the process of stopping the effects performed by the sub-integrated control device 83 will be explained using the flowchart in Figure 39. This process is performed periodically (for example, every 2ms) by the sub-integrated control device 83. When the performance stop process begins, the sub-integrated control device 83 determines whether or not it has received a variation stop command (S1300). Here, the variation stop command is a command sent from the main control device 40 when the variation of the special symbols is stopped and the confirmed symbols are displayed (see the process in S372 of Figure 22(b)). If the result is negative (S1300: no), the performance stop process is terminated.
[0279] On the other hand, if the result is positive (S1300: yes), in S1305, a signal indicating the confirmation of the performance symbols is sent to the performance symbol control device 82. Then, the performance stop process is terminated.
[0280] When S1305 is performed, the variable animation is stopped in the variable animation display area 6H (the variable animation is stopped with the animation symbols indicating the result of the win / loss judgment confirmed), and the variable symbols in the variable symbol display area 6G disappear. This allows players to easily confirm that the reel spinning animation has stopped.
[0281] Furthermore, in S1305, if the result of the win / loss determination is a jackpot, the "jackpot symbol (performance symbol)" is confirmed and displayed on screen 6a of the performance symbol display device 6 following the processing of S1305. In this case, the middle symbol 6C is stopped and displayed as the same number symbol (symbol) as the left symbol 6L and the right symbol 6R, and the occurrence of a jackpot is announced. On the other hand, if the result of the win / loss judgment is a loss, the "Loss Symbol (Performance Symbol)" is confirmed and displayed on the screen 6a of the performance symbol display device 6 following the processing in S1305. However, among the "losing symbols (performance symbols)," a specific losing symbol (performance symbol) will be indicated by stopping the left performance symbol 6L and the right performance symbol 6R with the same number, and then stopping the middle performance symbol 6C with the letter "C".
[0282] According to the pachinko machine 50 of Example 1, even with the same winning notification animation (first animation), the expected probability of the result being a win (either a big win or a special time-saving bonus) differs depending on the timing of its execution. Therefore, even with the same notification animation (first animation), the value of the animation (the value of the animation indicating the expected probability of the result being a win) can be made different depending on the timing of its execution.
[0283] Furthermore, according to the pachinko machine 50 of Example 1, even when various winning probability indicators are implemented, the need to provide separate pre-announcement effects for each individual winning probability is reduced. In other words, conventionally, the winning probability was indicated by the type of pre-announcement effect performed, but even the same effect can have various winning probabilities depending on the timing of its execution. For this reason, the pachinko machine 50 of Example 1 can reduce the number of pre-announcement effects provided to indicate various winning probabilities.
[0284] Furthermore, according to the pachinko machine 50 of Example 1, even if the appearance of a standby notification (second notification) signales the appearance of the notification (winning notification), the mere appearance of the standby notification (second notification) does not determine the probability of a big win or a specific time-saving bonus. After the player confirms that the standby notification (second notification) has appeared, they wait expectantly for the winning notification (first notification) to appear. Only when the timing of the actual appearance of the first notification (Tatsukichi cut-in) can the probability of winning (winning a big win or a specific time-saving bonus) be estimated. Therefore, according to the pachinko machine 50 of Example 1, the player can be kept engaged during the symbol change by performing effects (previews) in multiple stages.
[0285] Also, in the pachinko machine 50 of the first embodiment, in the production display (game production) accompanied by the super reach production, as the standby notice production, either the "establishment standby notice production" or the "non - establishment standby notice production" is executed selectively. For example, from outside the screen 6a of the production symbol display device 6, the standby notice card character 6J appears (flies in from outside the screen 6a) and sticks to the screen 6a, then the standby notice production (the second notice production) is established (completed as the notice production). If it is not stuck to the screen 6a and is blown away by the wind and disappears outside the screen 6a, the standby notice production (the second notice production) is not established (not completed as the notice production). Therefore, according to the pachinko machine 50 of the first embodiment, it is possible to enjoy whether the standby notice production (the second notice production) is established or not. As described above, according to the pachinko machine 50 of the first embodiment, the gaming interest can be enhanced.
[0286] Note that the second notice production (standby notice production) is to announce the appearance of the winning notice production (it's like a notice of a notice), and the second notice production (standby notice production) does not indicate the degree of expectation regarding winning (big win, specific time - shortening win). However, since the first notice production (Tatsukichi cut - in) is a notice production with a high degree of expectation of winning (big win, specific time - shortening win), in a sense, the appearance of the "second notice production (standby notice production)" indirectly indicates the degree of expectation regarding winning (big win, specific time - shortening win).
[0287] (2) Second Embodiment The pachinko machine 50 of the second embodiment causes the establishment standby notice production to appear in another production display (variable production) that is executed prior to the production display (variable production) in which the winning notice production (the first notice production) appears. That is, the establishment standby notice production is executed based on the pre - reading determination of the hold memory.
[0288] First, using FIG. 40, the outline of the pachinko machine 50 of the second embodiment will be described. In the specific example shown in Figure 40, of the four pending memories that are processed sequentially, the three pending memories that are processed first are those whose result in the correct / false judgment is a general miss (a miss other than a specific miss).
[0289] Finally, regarding the pending memory that will be processed last (hereinafter referred to as the target pending memory), a pre-read judgment (preliminary judgment) is performed, and based on the result of this pre-read judgment (preliminary judgment), a winning standby notification effect is executed.
[0290] Furthermore, in the specific example shown in Figure 40, if the target reserved memory is (1) a reserved memory where the result of the win / fail judgment is a win (a big win or a specific time-saving win), or a reserved memory that identifies a variation pattern corresponding to a super reach performance, the winning standby notification performance (second notification performance) will continue until the predetermined timing of the performance display that is executed after the target reserved memory is processed (see code K1 in Figure 40). In this case, since it is not necessary to perform the process of displaying the winning standby notification performance (second notification performance) each time a reserved memory stored prior to the target reserved memory is processed, the display control of the winning standby notification performance (second notification performance) can be simplified.
[0291] However, unlike in Example 2, the winning standby notification effect (second notification effect) may be displayed each time a pending memory stored prior to the target pending memory is processed, and the winning standby notification effect (second notification effect) may be made to disappear before the effect display related to the pending memory ends, or when the effect display related to the pending memory ends (see reference numeral N in Figure 40).
[0292] Next, the standby notification effect start process executed by the sub-integrated control device 83 will be explained using the flowchart in Figure 41. This process is executed periodically (for example, every 2ms) by the sub-integrated control device 83.
[0293] When this process starts, it is determined at S1000 whether the sub-integration control device 83 has received a prefetch command (prefetch information) from the main control device 80 (S1000). This prefetch command (prefetch information) is a command output from the main control device 80 at S206 or S216 in FIG. 17 described above.
[0294] Also, it may be a command in which the reservation number instruction command and the prefetch command are integrated. In this integrated case, at S1000, it is determined whether the received reservation number instruction command includes the prefetch command.
[0295] This prefetch command (prefetch information) is any one of the prefetch commands 1 to 3. If a negative determination is made at S1000 (S1000: no), the standby preview performance start process is once terminated. Then, while repeatedly executing the standby performance start process, if an affirmative determination is made at S1000 (S1000: yes), the process proceeds to S1005.
[0296] At S1005, it is determined whether the standby preview performance is already being executed (whether the value of the standby preview performance flag is "1"). And if an affirmative determination is made at S1005 (S1005: yes), the standby preview performance start process is terminated. That is, in this embodiment, when the standby preview performance is already being executed, it is set that the standby preview performance is not started again.
[0297] On the other hand, if a negative determination is made at S1005 (S1005: no), the process proceeds to S1010. At S1010, a process of extracting the distribution random number 2 is performed. And when S1010 is executed, the process proceeds to S1015, and based on the type of the prefetch command received at S1000 and the distribution random number 2 extracted at S1010, a random number selection is performed to select whether to execute the standby preview performance (hereinafter referred to as standby preview performance execution selection).
[0298] Here, in the second embodiment, the probability of winning the standby notice performance execution lottery varies according to the type of the preview command received at S1000. The probability of winning the standby notice performance execution lottery will be described using the chart in FIG. 42(a). That is, when the preview command received at S1000 is the preview command 1 (when the result of the preview determination is a big win), the probability of winning the standby notice performance execution lottery is set to "60%". However, if the standby notice performance execution lottery is won based on the reception of the preview command 1, the established standby notice performance is selected with a probability of "2 / 3", and the non-established standby notice performance is selected with a probability of "1 / 3".
[0299] Also, when the preview command received at S1000 is the preview command 2 (when the result of the preview determination is a specific short-time win), the probability of winning the standby notice performance execution lottery is set to "50%". However, even if the standby notice performance execution lottery is won based on the reception of the preview command 2, the established standby notice performance is selected with a probability of "2 / 3", and the non-established standby notice performance is selected with a probability of "1 / 3".
[0300] Furthermore, when the preview command received at S1000 is the preview command 3 (when the result of the preview determination is a miss), the probability of winning the standby notice performance execution lottery is set to "15%". However, if the standby notice performance execution lottery is won based on the reception of the preview command 3, the established standby notice performance is selected with a probability of "1 / 10", and the non-established standby notice performance is selected with a probability of "9 / 10".
[0301] When S1015 is executed, the process proceeds to S1020, and it is determined whether or not "a lottery result indicating that the standby notice performance is to be executed is obtained in the lottery performed at S1015" (S1020). If an affirmative determination is made at S1020 (S1020: yes,), the process proceeds to S1025. If a negative determination is made (S1020: no), the standby notice performance start process is terminated.
[0302] When the process proceeds to S1025, it is determined whether or not the standby notice performance is an established notice performance. If the result in S1025 is negative (S1025; no), the process proceeds to S1050, where the process to start the unsuccessful waiting notification animation is performed, and then this process ends. As mentioned above, the unsuccessful waiting notification animation is an animation in which the waiting notification card character 6J appears and disappears off screen 6a without sticking to it. This unsuccessful waiting notification animation ends after a certain period of time (for example, 2.0 seconds).
[0303] On the other hand, if the result in S1025 is positive (S1025; yes), the process proceeds to S1030, where the waiting notification animation for a successful win is initiated, and then the process proceeds to S1035. Here, the waiting notification animation for a successful win is, as mentioned above, an animation in which the waiting notification card character 6J appears and remains on screen 6a for a certain period of time (for example, 2.0 seconds). The waiting notification animation for a successful win continues until just before the winning notification animation is executed. In S1035, the notification management counter setting process is performed. Subsequently, in S1040, the value of the standby notification performance flag is set to "1", and the value of the winning notification performance preparation flag is set to "1", and this process ends. The standby notification performance flag indicates that the winning standby notification performance is continuing (displayed) on screen 6a.
[0304] Here, the notification management counter setting process in S1035 will be explained using the diagram in Figure 42(b). The S1035 notification management counter setting process is a process that determines the timing for setting the performance pattern for executing the performance display accompanied by the winning notification performance (first notification performance). In this notification management counter setting process, if the pre-read command received in S1000 relates to the first special symbol (sent from the main control device 80 in S206 of Figure 17), the number of reserved symbols at that time (when the pre-read command that is the target of the winning notification effect is received) is set to the initial value of the notification management counter.
[0305] On the other hand, when the pre-reading command received at S1000 is related to the second special symbol (the one transmitted from the main control device 80 of S216 in FIG. 17), the second reserved number at that time (the time when the pre-reading command targeted for the winning notice effect is received) is set as the initial value of the notice management counter. By the notice management counter setting process of S1035, when starting the effect display by processing the reserved memory related to the pre-reading command targeted for the winning notice effect, an effect pattern capable of executing the winning notice effect can be set.
[0306] Next, using the flowcharts of FIGS. 43 and 44, the effect start process of Example 2 will be described, focusing on the differences from the effect start process of Example 1. When starting the effect start process of Example 2, it is determined whether a variation start command has been received (S1200). If a negative determination is made at S1200 (S1200: no), the effect start process is terminated as it is. If an affirmative determination is made (S1200: yes), after the process of S1205, the process proceeds to S1206, and it is determined whether the value of the notice management counter C is a positive value (S1206).
[0307] If a negative determination is made at S1206 (S1206: no), the process proceeds directly to S1210. [[ID=1If the result in S1211 is positive (S1211: yes), the process proceeds to S1212, where it is determined whether the value of the notification management counter C is "0" (S1212). In other words, it is determined whether the timing has arrived to start displaying the effect by processing the target pending memory (S1212).
[0309] Then, if the result in S1212 is positive (S1212: yes), the process moves to S1216, where the "animation display pattern that starts in response to the display of special symbols (animation pattern)" is set by referring to the "second animation pattern table for jackpot animations (for jackpot winning animations)" (S1216), and the process moves to S1217. Then, in S1217, the value of the winning notification preparation flag is set to "0", and the process moves to S1250.
[0310] Furthermore, if the result in S1211 is negative (S1211: no), the process proceeds to S1218. Also, if the result in S1212 is negative (S1212: no), the process proceeds to S1213, where the value of the notification management counter C is set to "0", and then the process proceeds to S1218. In other words, even if the value of the notification management counter C is a positive number, the value of the notification management counter C is initialized when a jackpot is won.
[0311] Then, in S1218, the "first performance pattern table for jackpot performances (for jackpot winning performances)" is referenced to set the "performance pattern for jackpot performances (for jackpot winning performances)" as the "performance pattern for performances that starts in response to the display of special symbols (performance pattern)" (S1218), and the program proceeds to S1250.
[0312] The "second animation pattern table for jackpot animations (jackpot winning animations)" referenced in S1216 and the "first animation pattern table for jackpot animations (jackpot winning animations)" referenced in S1218 will be discussed later.
[0313] If the result in S1210 is negative (S1210: no), the process proceeds to S1220 in Figure 44, where it is determined whether or not arrival information has been added to the variation start command. If the result in S1220 is affirmative (S1220: yes), the process proceeds to S1243. Details of S1243 will be described later.
[0314] Furthermore, if the result in S1220 is negative (S1220: no), the process proceeds to S1230 to determine whether specific information has been added to the outlier information (variation start command). If the result in S1230 is positive (S1230: yes), the process proceeds to S1231, where it is determined whether the value of the winning announcement preparation flag is "1" (S1231).
[0315] If the result in S1231 is positive (S1231: yes), the process proceeds to S1232, where it is determined whether the value of the notification management counter C is "0" (S1232).
[0316] Then, if the result in S1232 is positive (S1232: yes), the process moves to S1233, where the "animation display pattern that starts in response to the display of special symbols (animation pattern)" is set by referring to the "second animation pattern table for specific time-saving animations" (S1233). Then, in S1234, the value of the winning notification animation preparation flag is set to "0", and the process moves to S1250.
[0317] If a negative result is obtained in S1231 (S1231: no), or if a negative result is obtained in S1232 (S1232: no), the process proceeds to S1236, where the "performance display pattern that starts in response to the display of special symbols (performance pattern)" is set by referring to the "first performance pattern table for specific time-saving performances" (S1236). Then, the process proceeds to S1250. The "second performance pattern table for specific time-saving bonus performances" referenced in S1233 and the "first performance pattern table for specific time-saving bonus performances" referenced in S1236 will be discussed later.
[0318] If the result in S1220 is positive (S1220: yes), or if the result in S1230 is negative (S1230: no), then in S1243, it is determined whether the value of the winning notification performance preparation flag is "1" (S1243). If the result in S1243 is positive (S1243: yes), the process proceeds to S1244, where it is determined whether the value of the advance management counter C is "0" (S1244).
[0319] If the result in S1244 is positive (S1244: yes), the process moves to S1246, where the "animation display pattern that starts in response to the display of special symbols (animation pattern)" is set by referring to the "second animation pattern table for general miss animations" (S1246). Then, in S1247, the value of the winning animation announcement preparation flag is set to "0", and the process moves to S1250.
[0320] If a negative result is obtained in S1243 (S1243: no), or if a negative result is obtained in S1244 (S1244: no), the process proceeds to S1248, where the "performance display pattern that starts in response to the display of special symbols (performance pattern)" is set by referring to the "first performance pattern table for general miss performances" (S1248). Then, the process proceeds to S1250. The "second performance pattern table for general failures" referenced in S1246 and the "first performance pattern table for general failures" referenced in S1248 will be discussed later.
[0321] When the process moves to S1250, the process of setting the performance symbols to be displayed (performance symbols that notify the result of the win / loss judgment regarding special symbols) is performed. After this, the performance starts in S1255 (S1255), and the performance start process returns.
[0322] The following briefly describes the performance pattern tables referenced in S1216 and S1218 of Figure 43, and S1233, S1236, S1246, and S1248 of Figure 44, using Figure 45. Note that Figure 36 is applicable in the same way as in Example 1.
[0323] In the pachinko machine 50 of Example 2, as in the pachinko machine 50 of Example 1, the performance pattern tables for winning a jackpot, winning a time-saving feature, failing to reach a win, and simply failing to win are stored in the ROM of the sub-integration device 83. However, the performance pattern tables of the pachinko machine 50 of Example 2 differ from those of the pachinko machine 50 of Example 1 in the following respects. In other words, the presentation pattern tables for winning the jackpot, the presentation pattern tables for winning the time-saving feature, and the presentation pattern tables for failing to reach the jackpot all consist of a first presentation pattern table (indicated as the first presentation PT in the diagram) and a second presentation pattern table (indicated as the second presentation PT in the diagram).
[0324] Here, the first performance pattern table (first performance PT) is a performance pattern table that is referenced when (1) a standby notification performance (establishment standby notification performance) is not being executed, and (2) a standby notification performance (establishment standby notification performance) is being executed but the value of the notification management counter C is a positive number (when processing the reserved memory stored prior to the target reserved). Furthermore, the second performance pattern table (second performance PT) is a performance pattern table that is referenced when the value of the winning notification performance preparation flag is "1" but the value of the notification management counter C is "0" (when the target hold is processed).
[0325] Furthermore, the first performance pattern table for winning a jackpot, the first performance pattern table for winning a time-saving bonus, and the first performance pattern table for failing to reach a win contain performance patterns that identify performances that do not involve a winning notification performance (first notification performance) (see the column labeled "First Performance PT" in Figures 45(a), (b), and (c)).
[0326] On the other hand, the second performance pattern table for jackpot winning animations, the second performance pattern table for time-saving winning animations, and the second performance pattern table for reach-miss animations store performance patterns that identify animations accompanied by a winning notification animation (first notification animation), similar to the performance pattern table of Example 1 (Figures 37 and 38) (see the column labeled "Second Performance PT" in Figures 45(a), (b), and (c)). However, these second performance pattern tables differ from the performance pattern table of Example 1 (Figures 37 and 38) in the following respects.
[0327] First, these second performance pattern tables do not store performance patterns associated with the unsuccessful waiting performance. In other words, they do not store performance patterns corresponding to performance pattern P6 in Figure 37, performance pattern Q3 in Figure 38(a), and performance pattern R6 in Figure 38(b).
[0328] Furthermore, the second presentation pattern table for winning a jackpot, the second presentation pattern table for winning a time-saving feature, and the second presentation pattern table for failing to reach a jackpot differ from the presentation pattern table of Example 1 in that they store presentation patterns that do not include a standby notification presentation. This is because the second presentation pattern table executes the standby notification presentation in the presentation display that was executed earlier.
[0329] To explain in more detail, the second presentation pattern table for winning a jackpot and the second presentation pattern table for failing to reach each contain: (1) presentation patterns (T1, V1) that specify presentations in which the winning notification presentation appears before a normal reach is established; (2) presentation patterns (T2, V2) that specify presentations in which the winning notification presentation appears after a normal reach is established and before the reach presentation transitions to a development presentation; (3) presentation patterns (T3, V3) that specify presentations in which the winning notification presentation appears at the point when the reach presentation transitions from a normal reach presentation to a development presentation; (4) presentation patterns (T4, V4) that specify presentations in which the winning notification presentation appears during the execution of the development presentation; and (5) presentation patterns (T5, V5) that specify presentations in which the winning notification presentation appears just before the development presentation ends.
[0330] Furthermore, the second performance pattern table for time-saving wins stores (1) a performance pattern (U1) that specifies a performance in which the win notification performance appears when the reach performance transitions from a normal reach performance to a development performance, and (2) a performance pattern (U2) that specifies a performance in which the win notification performance appears just before the development performance ends.
[0331] Furthermore, in the pachinko machine 50 of Example 2, regardless of whether the game state is a non-open extension state or an open extension state, the probability of selecting a performance pattern when the result of the win / loss judgment is a jackpot is higher for performance patterns in which the winning notification performance (first notification performance) appears later, except for the moment just before the development performance ends (just before the performance display ends). Furthermore, when the result of the win / loss judgment is a specific time-saving win, the probability of selecting the animation pattern is higher when it appears just before the development animation ends (just before the animation display ends) than when it appears at the point when the reach animation develops.
[0332] Next, the standby notification effect termination process executed by the sub-integrated control device 83 will be explained using the flowchart in Figure 46(a). This standby notification effect termination process is the process of ending the execution of the standby notification effect (established standby notification effect) that was displayed based on the result of the pre-read judgment. This process is executed periodically (for example, every 2ms) by the sub-integrated control device 83.
[0333] When the standby notification effect termination process begins, the sub-integrated control device 83 determines whether or not the standby notification effect (established standby notification effect) is currently being displayed (S1500). If the result is negative (S1500: no), the standby notification effect termination process is terminated as is. On the other hand, if the result is positive (S1500: yes), the process moves to S1505 to determine whether or not the waiting notification animation (establishment waiting notification animation) has ended.
[0334] If it is determined that the standby notification animation (winning standby notification animation) has not yet ended (S1505: no), the standby notification animation termination process is temporarily terminated. Then, as the standby notification animation termination process is repeatedly executed, if it is determined that the standby notification animation has ended (S1505: yes), the process proceeds to S1510, where the standby notification animation (winning standby notification animation) displayed on screen 6a of the animation symbol display device 6 is removed from screen 6a, and the value of the standby notification animation flag is set to "0", and the standby notification animation termination process is terminated. Here, as shown in Figure 46(b), in the pachinko machine 50 of Example 2, the timing of the end of the standby notification effect is set to the appearance of the winning notification effect. However, the timing of the termination of the standby notification effect in the present invention is not limited to this. For example, the standby notification effect (winning standby notification effect) can be terminated immediately after the start of the effect display (for example, 1.0 second after the start of the effect display), or just before the appearance of the winning notification effect (for example, 1 second before the appearance of the winning notification effect).
[0335] According to Example 2, in addition to the effects similar to those in Example 1, the following effects can also be obtained. In other words, according to Example 2, the standby notification effect (establishment standby notification effect) is made into an effect (pre-read effect) that appears in a variation effect that is executed prior to the variation effect (variation effect accompanied by a winning notification effect). This makes it possible to make the "winning notification effect" appear several variations before the variation effect in question.
[0336] Furthermore, announcing the winning animation (first animation) several spins in advance guarantees that a reach will occur with one of the remaining spins, allowing players to anticipate a win and a reach animation from several spins beforehand.
[0337] Although embodiments of the present invention have been described above, the scope of the present invention is not limited to the embodiments and modifications described above, and various modifications can be illustrated within the scope of the present invention.
[0338] That is, in each of the embodiments, as the time shortening state, an aspect including an a time shortening state, a b time shortening state, and a c time shortening state was exemplified. However, the gaming machine of the present invention may include one or any two of the a time shortening state, the b time shortening state, and the c time shortening state as the time shortening state. Further, the gaming machine of the present invention may not include any time shortening state at all. However, when the gaming machine of the present invention includes a time shortening state, the second preview performance and the first preview performance can be made to appear frequently as much as the execution frequency of the symbol variation increases, so that the gaming interest can be further enhanced.
[0339] Also, in each of the embodiments, an aspect including a performance indicating the expectation degree of the jackpot winning preview performance and a performance indicating the expectation degree of the specific time shortening winning as the first preview performance was exemplified. However, in the present invention, either one of the performance indicating the expectation degree of the jackpot winning preview performance and the performance indicating the expectation degree of the specific time shortening winning may be executed as the first preview performance.
[0340] Also, in Embodiment 1, since the time shortening performance is the same in the c time shortening state (specific time shortening state) and the b time shortening state (arrival time shortening state), when shifting from the c time shortening state (specific time shortening state) to the b time shortening state (arrival time shortening state), a new time shortening state (arrival time shortening state) can be shifted in a state where it is difficult for the player to notice (or in a state where the player does not notice). For this reason, the time shortening state is extended, giving the player an impression of gain, and the gaming interest can be enhanced. However, the time shortening performance may be different between the specific time shortening state and the arrival time shortening state. In this case, since it is possible to relatively easily determine the shift from the specific time shortening state to the arrival time shortening state, a rhythm can be added to the game.
[0341] Furthermore, in Embodiment 1, in each of the time shortening states and the arrival time shortening state, both the ball entry possibility improvement control (opening extension control of the second starting port 12) and the variation shortening control for shortening the variation time of the special symbol were the same (see FIG. 8(a)), but they may be different. When they are different, only one of the ball entry possibility improvement control (opening extension control of the second starting port 12) and the variation shortening control may be different (see FIG. 8(b)). For example, if the specific time-saving state and the reached time-saving state are consecutive, only the ball entry probability improvement control (opening extension control of the second starting opening 12) may be carried over (the ball entry probability improvement control may be the same), while the variable time-saving control may be updated along with the number of time-saving cycles (the variable time-saving control may be different).
[0342] In this case, the average variation time of the special symbols will differ between the specific time-saving state and the reached time-saving state, but the opening pattern of the second starting gate 12 will be the same. Therefore, players will easily feel that the same time-saving state is continuing even when they transition from the first time-saving state (specific time-saving state) to the second time-saving state (reached time-saving state).
[0343] For example, the average variation time of special symbols in a specific time-saving state (e.g., time-saving state b) is made shorter than the average variation time of special symbols in other time-saving states (e.g., time-saving states a and c). Furthermore, the second and first pre-announcement effects can be made to appear in the variation effects performed in the specific time-saving state. In this case, combined with the fact that the average variation time of special symbols is made particularly short in the specific time-saving state, the second and first pre-announcement effects can be made to appear at a high frequency. Therefore, the enjoyment of the game can be further enhanced.
[0344] In each embodiment, the function to change the probability of winning a jackpot in the winning / losing determination of special symbols to a high probability (jackpot probability variation function) was not included, but the present invention can also be suitably applied to pachinko machines 50 that have a jackpot probability variation function. However, if the system is equipped with a probability variation function for the probability of winning a jackpot, when the probability of winning a jackpot is in a high-probability state, the arrival counter may not be incremented even if the result of the win / loss judgment regarding the special symbols is a loss, as shown in Figure 21(b). That is, in the pachinko machine 50 having a probability variation function, when the deviation setting process 2 is activated, it is determined whether the value of the probability variation flag (a flag indicating that the probability of winning in the success / failure determination regarding the special symbol varies to a high probability) is "1" (362a). And when a negative determination is made in S362a (S362a; no), similar to the first embodiment, the processes after S362e shown in FIG. 21(a) are performed.
[0345] On the other hand, when the value of the probability variation flag is "1" (S362a; yes), in S362b, a process of setting the probability variation count to "-1" is performed. That is, the remaining number of times of the success / failure determination executable in the high probability state (probability variation count) is decremented by "1". After that, it is determined whether the value of the time shortening flag is "1" in S362c (S362c). And when an affirmative determination is made in S362c (S362c: yes), after executing S362d, the deviation setting process 2 is returned, and when a negative determination is made in S362c (S362c: no), S362d is skipped and the deviation setting process 2 is returned. That is, when the probability of winning varies, even if the result of the success / failure determination regarding the special symbol is a miss, the counting means (reach counter) is not incremented.
[0346] In the second embodiment, based on the reception of the pre-reading command by the sub-integrated control device 83, the first preview effect is executed by causing a predetermined character (standby notice card character 6J) to appear, but the execution mode of the first preview effect is not limited to this. For example, based on the reception of the pre-reading command, a held symbol in a specific mode may be displayed to execute the first preview effect.
[0347] Conversely, based on receiving a pre-reading command, a hold symbol in a specific mode may be displayed as a second pre-announcement effect, and the first pre-announcement effect may be executed when a change occurs in the target hold. When displaying a hold symbol in a specific mode as the first pre-announcement effect, it is possible to suggest the winning expectation degree from before the number change while making the player enjoy whether the hold symbol in the specific mode is displayed or not in the second pre-announcement effect. Also, when displaying a hold symbol in a specific mode as the second pre-announcement effect, it is possible to make the player expect over the number change by suggesting the appearance of the first pre-announcement effect from before the number change.
[0348] Also, in Example 1, the variation effect (variation effect accompanied by the execution of the first pre-announcement effect) was started, and after a certain time elapsed (for example, after 1.0 seconds elapsed), the second pre-announcement effect was started. However, the execution timing of the second pre-announcement effect is not particularly limited as long as it is before the first pre-announcement effect is performed. For example, the second pre-announcement effect may be started simultaneously with the start of the variation effect.
[0349] Also, in each example, the establishment waiting effect was continued until the winning pre-announcement effect (first pre-announcement effect) appeared (the display of the waiting pre-announcement card character 6J was continued), but the establishment waiting effect (second pre-announcement effect) may be eliminated before the winning pre-announcement effect (first pre-announcement effect) appears. For example, when a predetermined time (for example, 5.0 seconds) has elapsed after the establishment waiting effect appears, it may be eliminated before the winning pre-announcement effect (first pre-announcement effect) appears. With such a configuration, it is possible to make the establishment waiting pre-announcement effect less noticeable to other players. Also, according to this configuration, after the establishment waiting effect disappears, the player waits for the appearance of the winning pre-announcement effect (first pre-announcement effect) while being convinced of its appearance, thinking "Is it now, is it now?", and the gaming interest can be further enhanced.
[0350] Furthermore, in each embodiment, as the appearance timing of the establishment standby effect (second preview effect), the timing immediately after starting the target variable effect is exemplified, but the appearance timing of the establishment standby effect (second preview effect) is not limited to this. For example, as shown in the modification of FIG. 46(c), a plurality of appearance timings of the establishment standby effect (second preview effect) may be provided, and the degree of expectation regarding the occurrence of winning (big win, specific time shortening win) may be changed according to the combination of the appearance timing of the establishment standby effect (second preview effect) and the appearance timing of the winning preview effect (first preview effect).
[0351] Regarding this point, to explain more specifically, as shown in FIG. 46(c), a different timing may be provided as the appearance timing of the establishment standby preview effect (second preview effect) with respect to the appearance timing of the winning preview effect (first preview effect). That is, when the appearance timing of the winning preview effect (first preview effect) is a predetermined timing, an effect pattern (effect pattern P1a) with the appearance timing of the establishment standby preview effect (second preview effect) as the first timing and an effect pattern (effect pattern P1b) with the second timing may be provided separately. In this case, for example, even if the appearance timing of the winning preview effect (first preview effect) is the same, the degree of expectation regarding the occurrence of winning (big win, specific time shortening win) may be made different depending on the difference in the appearance timing of the establishment standby preview effect (second preview effect). For example, even if the appearance timing of the winning preview effect (first preview effect) is the same, the degree of expectation regarding the occurrence of winning (big win, specific time shortening win) may be higher when the appearance timing of the establishment standby preview effect (second preview effect) is late than when it is early. In this way, by providing a plurality of appearance timings of the establishment standby preview effect (second preview effect), the effect patterns can be made more diverse, so that more diverse variable effects can be executed, and the gaming interest can be further enhanced.
[0352] Furthermore, the probability of a standby notification (second notification) being a successful or unsuccessful notification may be varied depending on the timing of its appearance (the timing at which it is displayed on screen 6a). For example, the probability of a standby notification (second notification) being a successful notification may be higher when it appears at a later second timing than the predetermined timing, compared to when it appears at the predetermined timing.
[0353] Furthermore, in each embodiment, after the standby notification effect (second notification effect) appears, a "validity / failure effect" is performed to determine whether the standby notification effect (second notification effect) is valid or not. In other words, when the standby notification effect (second notification effect) appears on screen 6a, it is not immediately clear whether a valid standby notification effect or a non-valid standby notification effect is being performed, but rather it is determined after a predetermined time has elapsed (for example, after 2.0 seconds). However, in the present invention, the "validity / failure effect" may be omitted. For example, when the standby notification effect (second notification effect) appears on screen 6a, the standby notification effect (second notification effect) may be immediately deemed valid as a notification.
[0354] In each embodiment, examples were given of a configuration in which the "standby notification effect" and the "winning notification effect" are executed in the "performance display (variation effect) accompanied by a super reach effect," while the "standby notification effect" and the "winning notification effect" are not executed in the performance display (variation effect) accompanied by other reach effects (reach effects that do not develop into a super reach effect). However, the "standby notification effect" and the "winning notification effect" may be executed in the performance display (variation effect) accompanied by a predetermined configuration of reach effect, while only the "standby notification effect" among the "standby notification effect" and the "winning notification effect" may be executed in the performance display (variation effect) accompanied by a reach effect of a different configuration than the predetermined configuration. In this other configuration of performance display (variation effect) accompanied by reach effect, even if the "established standby notification effect" is executed as the "standby notification effect," the "established standby notification effect" will constitute a false notification effect (a false notification effect that suggests the appearance of a winning notification effect (a false notification effect)).
[0355] Furthermore, although each embodiment and each modification has been described as an example of application to a general digital pachinko machine 50, the present invention is not limited to this and can also be applied to other types of pachinko machines 50, such as the so-called "Type 1 and Type 2 mixed machine type" pachinko machine 50 or the so-called "V-Challenge type" pachinko machine 50. Furthermore, the gaming machine of the present invention may be either a so-called "enclosed gaming machine" or an "unenclosed gaming machine."
[0356] [Correspondence with the claims] Next, we will show the correspondence between the terms used in the description of the above embodiments (examples) and the terms used in the claims. "Pachinko machine 50" is an example of a "gaming machine." The first starting port 11 and the second starting port 12 shown in each embodiment correspond to examples of "starting ports," and the second starting port 12 corresponds to an example of a variable starting port. The process from S330 to S350 in Figure 20 corresponds to an example of "correct / incorrect determination". The first special pattern display device 9 and the second special pattern display device 10 in Figures 2 and 4 correspond to examples of pattern display devices (pattern display means).
[0357] The display device 6 shown in Figures 2, 4, and 30 corresponds to an example of a variable animation execution means. Following the affirmative judgment in S378 of Figure 23, the process from Figures 27 to 29 corresponds to an example of a "special game execution means (jackpot game execution means)." Executing the process in S548 of Figure 29, the process in S445 of Figure 25, and the process in S460 of Figure 25 to execute a game (executing Figures 11 to 25) is an example of a "special game execution means (time-saving game execution means)". [Explanation of symbols]
[0358] 1; Game board, 3; Game area, 3L: Left-hand play area, 3R: Right-hand play area, 6; Display of performance symbols, 11; First start gate (Special 1 start gate), 12; Second start gate (Special 1 start gate), 14; Big prize gate, 17; Normal symbol activation gate, 80; Main control device, 82; Performance symbol control device, 83; Sub-integrated control device.
Claims
【Claim 1】 A pass / fail determination means for performing a pass / fail determination based on the entry of a game ball into the start port; A symbol display means for performing symbol variation and then definitely displaying the result of the pass / fail determination over a variable time determined based on the performance of the pass / fail determination; A special game execution means for executing a special game advantageous to the player based on the determination result of the pass / fail determination being a winning; A variable effect execution means for performing a variable effect corresponding to the symbol variation; A first preview effect execution means for executing a cut-in preview effect that suggests the probability of the determination result of the pass / fail determination being a winning by interrupting a specific effect during the variable effect; A second preview effect execution means for executing a second preview effect that suggests that the cut-in preview effect will be executed before the cut-in preview effect appears; and The cut-in preview effect and the second preview effect may be executed at any of different timings during the variable effect, The second preview effect does not suggest the timing at which the cut-in preview effect will be executed, A gaming machine, characterized in that the probability of the determination result of the pass / fail determination being a winning varies depending on the combination of timings at which the cut-in preview effect and the second preview effect are executed.
Citation Information
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