US20070218969A1 - Gaming machine - Google Patents

Gaming machine Download PDF

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Publication number
US20070218969A1
US20070218969A1 US11/374,433 US37443306A US2007218969A1 US 20070218969 A1 US20070218969 A1 US 20070218969A1 US 37443306 A US37443306 A US 37443306A US 2007218969 A1 US2007218969 A1 US 2007218969A1
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United States
Prior art keywords
gaming state
big hit
state
variable winning
winning opening
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
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US11/374,433
Inventor
Takeshi Endo
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Universal Entertainment Corp
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Aruze Corp
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Publication date
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Priority to US11/374,433 priority Critical patent/US20070218969A1/en
Assigned to ARUZE CORP. reassignment ARUZE CORP. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: ENDO, TAKESHI
Publication of US20070218969A1 publication Critical patent/US20070218969A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3216Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games

Definitions

  • the present invention relates to a gaming machine, especially to a gaming machine comprising a plurality of variable winning devices that facilitate winning when a gaming state shifts to a specific gaming state that is advantageous for a player.
  • a gaming machine such as a pachinko gaming machine may have a specific gaming state (also referred to as winning gaming state or big hit) in addition to a normal gaming state in which a normal game is performed, the specific gaming state being more advantageous for the player than the normal gaming state. Since it becomes easy to acquire a larger number of prize balls when the gaming state becomes the specific gaming state, the player plays the game with the aim of shifting the gaming state from the normal gaming state to the specific gaming state, thereby increasing the player's interest in the game.
  • a specific gaming state also referred to as winning gaming state or big hit
  • Pachinko gaming machines in recent years may have a plurality of specific gaming states.
  • the specific gaming states may include a gaming state with a large number of opening times, a gaming state with a small number of opening times which are different in number of switching (so-called, the number of rounds) between an easy-to-enter state and a difficult-to-enter state in a variable winning device (special winning opening) when the switching is repeated.
  • the probability varying specific gaming state is a specific gaming state where a gaming state comes into a probability varying gaming state during a period from completion of the specific gaming state to a shift to a next specific gaming state.
  • the non-probability varying specific gaming state is a specific gaming state where the gaming state comes into a non-probability varying gaming state after completion of the specific gaming state.
  • the probability varying gaming state is one mode of the normal gaming states, in which a probability for shifting to the specific gaming state is high.
  • the non-probability varying gaming state is a normal gaming state in which the probability for shifting to the specific gaming state is a normal one.
  • Such specific gaming states include a time reduction specific gaming state and a non-time reduction specific gaming state, in addition to the probability varying/non-probability varying gaming states.
  • the time reduction specific gaming state is a specific gaming state where the gaming state comes into a time reduction gaming state during a period from completion of the specific gaming state to a shift to a next specific gaming state.
  • the non-time reduction specific gaming state is a specific gaming state where the gaming state comes into a normal gaming state (non-time reduction gaming state) after completion of the specific gaming state.
  • the time reduction gaming state is one mode of the normal gaming states. In this normal gaming state, when a predetermined starting condition is established, an identification symbol for time reduction displayed on a display device varyingly displayed, and then stopped and displayed. In addition, in establishment of a predetermined lottery easiness condition where a lottery is performed to determine whether or not a predetermined shifting condition is established, variation display time of an identification symbol for time reduction is reduced upon stop-displaying the specific identification symbol for time reduction.
  • variable winning device comes into an easy-to-enter state (opened state of the special winning opening) upon a shift of the gaming state to the specific gaming state
  • pachinko gaming machine may comprise a plurality of such special winning openings.
  • Examples of those gaming machines include: a gaming machine provided with a plurality of variable winning openings in positions apart by predetermined distances, where these variable winning openings are opened and closed non-concurrently during a winning game (e.g., see JP-A 2002-360822); and a gaming machine provided with special winning openings respectively in the upper part and lower part of a gaming board, and one of the special winning openings is opened while the other is in a closed state (e.g., see JP-A 2003-310920).
  • JP-A 2002-360822 and JP-A 2003-310920 there has also been a problem with the gaming machines disclosed in JP-A 2002-360822 and JP-A 2003-310920 as follows.
  • each of the special winning openings has a similar opening/closing mode, and has not been clearly distinguished according to kinds of specific gaming states, it is difficult for the player to identify a current gaming state out of a plurality of specific gaming states based upon the opening/closing mode of the special winning opening, and the player might consider a big hit actually with a small profit as a big hit with a large profit due to movement of the special winning opening. Therefore, even when the player is able to acquire a big hit, the gaming state does not agree with the player's expectations, thereby the player's sense of accomplishment of acquiring the big hit is damped.
  • the present invention has been made for solving the above-mentioned problems, and has an object to provide a gaming machine capable of allowing the player to clearly identify the kind of specific gaming state, to suppress a sense of loss that the player receives and give the player a sufficient sense of accomplishment of acquiring the specific gaming state.
  • the present invention provides the following configurations.
  • a first aspect of the present invention is a gaming machine comprising: specific gaming state selection means for selecting any of a plurality of specific gaming states which are more advantageous for a player than a normal gaming state, different in amount of profit, and different from the normal gaming state; gaming state shifting means for shifting the gaming state from the normal gaming state to the selected specific gaming state selected by the specific gaming state selection means out of the plurality of specific gaming states; and a plurality of variable winning devices for performing a shifting operation from a difficult-to-enter state in which entry of a gaming ball is difficult to an easy-to-enter state in which entry of the gaming ball is easy, wherein the gaming machine comprises variable winning device selection means for selecting a variable winning device for performing the switching operation correspondingly to the selected specific gaming state, out of the plurality of variable winning devices, and in a case where the selected specific gaming state is a specific gaming state with a small profit, the gaming state shifting means shifts the gaming state to a special gaming state advantageous for the player as a special mode of the normal gaming state after completion
  • a gaming state shifts to any of a plurality of specific gaming states which are different in amount of profit, and the gaming machine has a plurality of variable winning devices for performing a switching operation from an difficult-to-enter state to an easy-to-enter state.
  • a specific gaming state with a small profit is selected as a selected specific gaming state
  • the gaming state shifts to a special gaming state as a special mode of a normal gaming state. Therefore, even in a case where a profit is small (e.g., the number of rounds is small) in the selected specific gaming state, a shift to the specific gaming state is subsequently realized, thereby making it possible to suppress a sense of loss that the player receives.
  • variable winning device for performing the switching operation correspondingly to a specific gaming state with a large profit and the variable winning device for performing the switching operation correspondingly to a specific gaming state with a small profit out of the plurality of specific gaming states have different shapes from each other.
  • variable winning devices for performing the shifting operation are different in shape based upon whether the amount of profit of the selected specific gaming state is large or small, when the game is in a specific gaming state, the player can clearly identify the mode of that specific gaming state. Moreover, since the player is less prone to confusion between the specific gaming state with a small profit and the specific gaming state with a large profit, it is possible to give the player a sense of accomplishment that the gaming state has come into an especially advantageous specific gaming state.
  • variable winning device for operating the switching operation correspondingly to a specific gaming state with a large profit and the variable winning device for performing the switching operation correspondingly to a specific gaming state with a small profit, out of the plurality of specific gaming states have such shapes that switching modes for switching between the easy-to-enter state and the difficult-to-enter state can be made different from each other.
  • the gaming machine further comprises: prize ball payout means for paying out a prize ball upon entry of a gaming ball into the variable winning device; and payout prize ball number setting means for setting the payout number of prize balls indicative of the number of prize balls to be paid out by the prize ball payout means, to a number different among each variable winning device.
  • the gaming machine may further comprise: switch control means for making each of the variable winning devices perform the switching operation and a reverse switching operation of switching the variable winning device, when in the easy-to-enter state, from the easy-to-enter state to the difficult-to-enter state by entry of a predetermined number of gaming balls into the variable winning device; and gaming ball number setting means for setting the predetermined number to a number different among each variable winning device.
  • the gaming machine may further comprise: switch control means for making each of the variable winning devices perform the switching operation and a reverse switching operation of switching the variable winning device, when in the easy-to-enter state, from the easy-to-enter state to the difficult-to-enter state by a lapse of predetermined easy-to-enter time; and easy-to-enter time setting means for setting the easy-to-enter time to time different among each variable winning device.
  • the gaming machine may further comprise: switch control means for making the variable winning device perform the switching operation and a reverse switching operation of switching the variable winning device, when in the easy-to-enter state, from the easy-to-enter state to the difficult-to-enter state by establishment of a predetermined continuation condition, and then further making the variable winning device perform the switching operation; and continuation condition setting means for setting the continuation condition to a condition different among each variable winning device.
  • the gaming machine may further have a probability varying gaming state as the special gaming state in which a probability for shifting to the specific gaming state is higher than a normal probability.
  • the gaming machine since the gaming machine has the probability varying gaming state as the special gaming state, it is possible in the specific gaming state to make the player aware that the gaming state will shift to the probability varying gaming state after completion of the current specific gaming state. It is therefore possible to give the player a high sense of accomplishment when the gaming state comes into the probability varying gaming state.
  • the gaming machine may further comprise: an identification symbol display device for displaying a predetermined identification symbol; and identification symbol display control means for causing conduct of variation display of an identification symbol displayed to the identification symbol display device for a predetermined variation display time and stop-display after the variation display, upon establishment of a predetermined starting condition, the gaming machine having a time reduction gaming state as the special gaming state in which the variation display time is made shorter than the variation display time in the normal gaming state.
  • the gaming machine since the gaming machine has the time reduction gaming state as the special gaming state, it is possible in the specific gaming state to make the player aware that the gaming state will shift to the time reduction gaming state after completion of current specific gaming state. It is therefore possible to give the player a high sense of accomplishment when the gaming state comes into the time reduction gaming state.
  • a second aspect of the present invention is a gaming machine, in which a normal gaming state and plurality of specific gaming states advantageous for the player than the normal gaming state are set as gaming states, and the plurality of specific gaming states are different in at least one of an advantage in the specific gaming state and an advantage after completion of the specific gaming state, the gaming machine comprising: a plurality of variable winning devices capable of a change between an easy-to-enter state in which entry of a gaming ball is easy and a difficult-to-enter state in which entry of the gaming ball is difficult, and having different shapes according to a difference in amount of advantage in the plurality of specific gaming states; specific gaming state selection means for selecting any of the plurality of specific gaming states upon establishment of a predetermined shifting condition; gaming state shifting means for shifting the gaming state from the normal gaming state to the selected specific gaming state; drive-control means for controlling each of the variable winning devices by shifting between the easy-to-enter state and the difficult-to-enter state; and variable winning device selection means for selecting a variable winning device to be controlled
  • a variable winning device is selected out of the plurality of variable winning devices according to the selected specific gaming state and furthermore, each of the variable winning devices has a different shape according to a difference in amount of advantage among each specific gaming state. Since the plurality of specific gaming states are different in at least one of an advantage in the specific gaming state and an advantage after completion of the specific gaming state, for example, with respect to the specific gaming state with a large advantage and the specific gaming state with a small advantage, the variable winning devices in which the easy-to-enter state is generated, as well as their shapes, are different.
  • the player can identify the mode of the specific gaming state. Moreover, since the player is less prone to confusion between the specific gaming state with a small advantage and the specific gaming state with a large advantage, it is possible to give the player a sense of accomplishment that the gaming state has come into an especially advantageous specific gaming state.
  • each of the variable winning devices has such a shape that a switching mode for switching between the easy-to-enter state and the difficult-to-enter state can be made different from each other.
  • the specific gaming state with a large advantage and the specific gaming state with a small advantage are different not only in shape of the variable winning devices but also in switching mode for switching between the easy-to-enter state and the difficult-to-enter state. Therefore, when the game is in the specific gaming state, the player can clearly identify the kind of that specific gaming state. Further, it is possible to give the player a sense of accomplishment especially with respect to the gaming state having come into the advantageous specific gaming state.
  • the gaming machine may further comprise first and second variable winning devices as the plurality of variable winning devices, wherein the first variable winning device is arranged on the centerline parting a gaming board surface to right and left or on the right side or the left side of the centerline, and the second variable winning device is arranged in a position different from the position where the first variable winning device is arranged, among positions on the centerline and on the right and left sides of the centerline.
  • the specific gaming state with a large advantage and the specific gaming state with a small advantage are different in placement of the variable winning devices for switching between the easy-to-enter state and the difficult-to-enter state, and entry of the gaming ball into each of the devices can be switched by a gaming ball launching operation.
  • the gaming machine further comprises: prize ball payout means for paying out a prize ball upon entry of a gaming ball into the variable winning device; and payout prize ball number setting means for setting the payout number of prize balls indicative of the number of prize balls to be paid out by the prize ball payout means, to a number different among each variable winning device.
  • the number of prize balls to be paid out is different among each variable winning device, making it possible to increase a difference in advantage depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • the drive-control means performs a drive-control for shifting the variable winning device to the difficult-to-enter state by entry of a predetermined number of gaming balls when the variable winning device is in the easy-to-enter state, and the gaming machine further comprises predetermined number setting means for setting the predetermined number to a number different among each variable winning device.
  • the number of gaming balls for shifting the variable winning device in the easy-to-enter state to the difficult-to-enter state is different among each variable winning device, thereby making it possible to further increase a difference in advantage depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • the drive-control means performs a drive-control for shifting the variable winning device to the difficult-to-enter state by a lapse of predetermined easy-to-enter time when the variable winning device is in the easy-to-enter state
  • the gaming machine further comprises easy-to-enter time setting means for setting the easy-to-enter time to time different among each variable winning device.
  • the easy-to-enter time is different among each variable winning device, thereby making it possible to further increase a difference in advantage depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • the drive-control means performs a drive-control where the variable winning device is in the easy-to-enter state, and after shifting to the difficult-to-enter state upon establishment of a predetermined continuation condition, the variable winning device further shifts to the easy-to-enter state, and the gaming machine further comprises continuation condition setting means for setting the continuation condition to a condition different among each variable winning device.
  • the continuation condition for continuing the easy-to-enter state is different among each variable winning device when the continuation condition is set, thereby making it possible to further increase a difference in advantage depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • the gaming machine may have, as the plurality of specific gaming states: a probability varying specific gaming state in which a gaming state comes into a probability varying gaming state where a probability for establishing the predetermined shifting condition in a normal gaming state after completion of the specific gaming state is higher than the probability in the normal gaming state; and a non-probability varying specific gaming state in which the gaming state comes into a normal gaming state after completion of the specific gaming state.
  • the gaming machine has the probability varying specific gaming state and the non-probability varying specific gaming state as the specific gaming states, whereby it is possible in the specific gaming state to allow the player to identify whether the gaming state will shift to the probability varying state or the non-probability varying state after completion of the specific gaming state. It is therefore possible to give the player a high sense of accomplishment when the gaming state comes into the probability varying gaming state.
  • the gaming machine further comprises: an identification symbol display device for displaying a predetermined identification symbol; and identification symbol display control means for causing conduct of variation display of an identification symbol displayed to the identification symbol display device for a predetermined variation display time and stop-display after the variation display, upon establishment of a predetermined starting condition, the gaming machine having, as the plurality of specific gaming states: a time reduction specific gaming state as the time reduction gaming state in which the variation display time after completion of the specific gaming state is made shorter than the variation display time in the normal gaming state; and a non-time reduction specific gaming state as the normal gaming state after completion of the specific gaming state.
  • the gaming machine has the time reduction specific gaming state and the non-time reduction specific gaming state as the specific gaming states, whereby it is possible in the specific gaming state to allow the player to identify whether the gaming state will shift to either the time reduction gaming state or the non-time reduction gaming state after completion of the current specific gaming state. It is therefore possible to give the player a high sense of accomplishment when the gaming state comes into the time reduction specific gaming state.
  • the present invention it is possible to obtain a gaming machine capable of allowing the player to clearly identify the kind of specific gaming state, to suppress a sense of loss that the player receives so as to give the player a sufficient sense of accomplishment of acquiring the specific gaming state.
  • FIG. 1 is a perspective view from the front side of a pachinko gaming machine according to an embodiment of the first aspect of the present invention
  • FIG. 2 is an exploded perspective view of the pachinko gaming machine shown in FIG. 1 ;
  • FIG. 3 is a perspective view from the back side of the pachinko gaming machine shown in FIG. 1 ;
  • FIG. 4 is a front view of a gaming board shown in FIG. 1 ;
  • FIG. 5 is a partial sectional view of the pachinko gaming machine shown in FIG. 1 ;
  • FIG. 6 is a block diagram mainly showing the configuration of the inside of the pachinko gaming machine
  • FIGS. 7A to 7 D show special symbol determination tables, specifically, FIG. 7A shows one example of the special symbol determination tables, and each of FIGS. 7B to 7 D shows other special symbol determination tables;
  • FIGS. 8A to 8 C show special symbol determination tables, specifically, FIG. 8A shows a special symbol determination table different from that in FIG. 7 , and each of FIGS. 8B and 8C shows different special symbol determination tables;
  • FIG. 9 is a perspective view showing a shutter at a first special winning opening
  • FIG. 10 is a perspective view showing a second special winning opening
  • FIG. 11 is a flowchart showing a procedure for a main control process repeatedly executed by a main control circuit after a power is turned on;
  • FIG. 12 is a flowchart showing a procedure for a special symbol controlling process
  • FIG. 13 is a flowchart showing a procedure for a special symbol storage checking process
  • FIG. 14 is a flowchart showing a procedure for a special symbol variation time management process
  • FIG. 15 is a flowchart showing a procedure for a special symbol display time management process
  • FIG. 16 is a flowchart showing a procedure for a special winning opening open/close setting process
  • FIG. 17 is a flowchart showing a procedure for a big hit start interval management process
  • FIG. 18 is a flowchart showing a procedure for a process on the special winning opening in an open state
  • FIG. 19 is a flowchart showing a procedure for a process for monitoring a residual ball in the special winning opening
  • FIG. 20 is a flowchart showing a procedure for a process for waiting time management before reopening of the special winning opening
  • FIG. 21 is a flowchart showing a procedure for a big hit completion interval process
  • FIG. 22 is a flowchart showing a procedure for a special symbol game completing process
  • FIG. 23 is a flowchart showing a procedure for a normal symbol controlling process
  • FIG. 24 is a flowchart showing a procedure for a normal symbol storage checking process
  • FIG. 25 is a flowchart showing a procedure for a normal symbol variation time monitoring process
  • FIG. 26 is a flowchart showing a procedure for a normal symbol display time monitoring process
  • FIG. 27 is a flowchart showing a procedure for a normal electric entry-starting accessory opening process
  • FIG. 28 is a flowchart showing a procedure for a normal symbol game completing process
  • FIG. 29 is a flowchart showing a procedure for a sub control process repeatedly executed by a sub control circuit
  • FIG. 30 is a flowchart showing a procedure for a command analysis controlling process
  • FIG. 31 is a flowchart showing a procedure for a notifying or notification stopping process
  • FIGS. 32A to 32 E show contents of display in the special symbol game in chronological order, specifically, FIG. 32A shows a state of each symbol before variation display, FIG. 32B shows a state of each symbol after variation display, FIG. 32C shows a state in which a left decorative symbol is stopped and displayed, FIG. 32D shows a state in which a losing symbol is displayed, and FIG. 32 ( e ) shows a state in which a big hit symbol is displayed;
  • FIG. 33 is a flowchart showing a procedure for another special winning opening open/close setting process
  • FIG. 34 is a flowchart showing a procedure for a big hit completion interval process different from that in FIG. 21 ;
  • FIG. 35 is a flowchart showing a procedure for a big hit completion interval process different from that in FIG. 34 ;
  • FIG. 36 is a flowchart showing a procedure for a big hit completion interval process different from that in FIG. 35 ;
  • FIG. 37 is a flowchart showing a procedure for a big hit completion interval process different from that in FIG. 36 ;
  • FIG. 38 is a flowchart showing a procedure for another special symbol game completing process
  • FIG. 39 is a front view of the gaming board shown in FIG. 1 ;
  • FIG. 40A shows a variation pattern table
  • FIG. 40B shows a special symbol determination table
  • FIG. 41A shows a display pattern table
  • FIG. 41B shows a winning decorative symbol determination table
  • FIG. 41C shows a re-variation display pattern determination table
  • FIG. 42A shows a left decorative symbol determination table
  • FIG. 42B shows a decorative symbol determination table
  • FIG. 42C shows a center decorative symbol determination table
  • FIG. 43 is a view showing a special winning opening selection effect pattern determination table
  • FIG. 44 is a flowchart showing a procedure for a special winning opening open/close setting process
  • FIG. 45 is a flowchart showing a procedure for a big hit start interval management process
  • FIG. 46 is a flowchart showing a procedure for a process on the special winning opening in an open state
  • FIG. 47 is a flowchart showing a procedure for a process for monitoring a residual ball in the special winning opening
  • FIG. 48 is a flowchart showing a procedure for a big hit completion interval process
  • FIG. 49 is a flowchart showing a procedure for a special symbol game completing process
  • FIG. 50 is a flowchart showing a procedure for a command reception interrupting process in a sub control circuit
  • FIG. 51 is a flowchart showing a command analysis controlling process
  • FIG. 52 is a flowchart showing a procedure for a display pattern determination process
  • FIG. 53 is a flowchart showing a procedure for a decorative symbol determining process
  • FIG. 54 is a flowchart showing a procedure for a special winning opening selection effect determining process
  • FIGS. 55A to 55 D show contents displayed in a display region in freeze effect in chronological order, specifically, FIG. 55A shows a state of each symbol before variation display, FIG. 55B shows a state of each symbol after variation display, FIG. 55C shows a state in which a big hit symbol is displayed, and FIG. 55D shows a state in which a big hit notification is displayed;
  • FIGS. 56A to 56 E show contents displayed in a display region in a special winning opening selection effect in chronological order, specifically, FIG. 56A shows a state in which a big hit symbol is displayed, FIG. 56B shows a state in which a big hit notification is displayed, FIG. 56C shows a state in which a special winning opening selection is displayed, FIG. 56D shows a state in which notification of a normal big hit is displayed, and FIG. 56 ( e ) shows a state in which notification of a probability varying big hit is displayed;
  • FIGS. 57A to 57 D show contents displayed in the display region in losing reverse effect in chronological order, specifically, FIG. 57A shows a state of each symbol before variation display, FIG. 57B shows a state of each symbol after variation display, FIG. 57C shows a state in which a big hit symbol is displayed, and FIG. 57D shows a state in which a big hit notification is displayed;
  • FIG. 58A is a view showing a special symbol determination table for use in a modification of the second aspect of the present invention
  • FIG. 58B is a view showing a probability variation determination table thereof;
  • FIG. 59 is a flowchart showing a procedure for a special symbol game completing process in a modification of the second aspect of the present invention.
  • FIG. 60 is a flowchart showing a procedure for a special winning opening open/close setting process in another example of the second aspect of the present invention.
  • FIG. 1 is a perspective view from the front side of a pachinko gaming machine according to a first embodiment of the first aspect of the present invention.
  • FIG. 2 is an exploded perspective view of the pachinko gaming machine shown in FIG. 1 .
  • FIG. 3 is a perspective view from the back side of the pachinko gaming machine shown in FIG. 1 .
  • FIG. 4 is a front view of a gaming board shown in FIG. 2 .
  • FIG. 5 is a partial sectional view of a pachinko gaming machine shown in FIG. 1 .
  • a pachinko gaming machine 1 shown in FIG. 1 comprises an outer frame 2 arranged by being accommodated in a predetermined arrangement frame of a game hall (hall).
  • a base door (inner frame) 3 is arranged on the front side of the outer frame 2 , being rotatably provided with respect to the outer frame 2 .
  • a gaming board 4 shown in FIG. 2 is incorporated into the base door 3 .
  • the front face of the outer frame 2 is provided with a front door 5 . This front door 5 covers the front face of the gaming board 4 and is rotatably arranged on the front side of the base door 3 .
  • a card unit 84 is provided adjacently to the pachinko gaming machine 1 .
  • This card unit 84 is configured such that, upon insertion of a prepaid card or the like, a gaming ball is lent according to a balance of the prepaid card.
  • the front door 5 is configured such that a glass plate 5 a is provided in the substantially entire area of the center thereof and the gaming board 4 inside the front door 5 is visible.
  • a ball lending operational panel 28 having ball lending operation related buttons, with which an operation for returning a card from the card unit 84 , a gaming ball lending (ball lending) operation and the like are performed.
  • the ball lending operation panel 28 is provided with a determination button 20 a with which a predetermined operation is performed, and selection buttons 20 b, 20 c.
  • a tray panel 6 openable/closable with respect to the outer frame 2 is arranged under the front door 5 .
  • an upper tray 6 a for receiving a gaming ball lent by means of the card unit 84 and a gaming ball which is paid out in the case of entry of a gaming ball into a later-described winning opening
  • a lower tray 6 b for receiving a gaming ball having overflowed from the inside of a ball outlet 6 d when the upper tray 6 a is filled with gaming balls
  • a launch handle 6 c provided on the right side of the lower tray 6 b.
  • the launch handle 6 c launches a gaming ball received on the upper tray 6 a and is rotatably provided with respect to the tray panel 6 .
  • a pachinko game can proceed by operation of the launch handle 6 c.
  • this launch handle 6 c is grasped by the player and rotationally operated clockwise, power is supplied in an amount according to the rotation angle of the launch handle 6 c to a launch motor provided on the rear side of the launch handle 6 c, and gaming balls are sequentially launched to the gaming board 4 .
  • the launched gaming ball is guided along a guide rail 7 provided on the left side of the gaming board 4 , moves toward the upper part of the gaming board 4 and then flows downward to the lower part of the gaming board 4 while changing the traveling direction thereof due to collision with a game nail 8 (see FIG. 5 ) or the like.
  • a game region 4 a is formed as a region where the gaming ball flows down in a gaming state.
  • a large number of game nails 8 are provided for changing a flow-down direction of a gaming ball (the illustration of the game nails 8 is omitted in FIG. 4 ).
  • a start winning opening 9 is provided on the centerline parting the surface of the gaming board right and left and in the slightly lower part than the center of the game region 4 a.
  • a normal symbol actuation gate 10 is provided on the left side of the centerline and above the start winning opening 9 in the height direction.
  • a first special winning opening 11 is provided below the start winning opening 9 on the centerline in the height direction
  • a second special winning opening 12 is provided in a position (shoulder part) slightly higher than the start winning opening 9 in the height direction, on the right side of the centerline.
  • normal winning openings 13 a, 13 b are provided by each side of the start winning opening 9 .
  • a symbol display region 16 a is provided in the game region 4 a and an outlet 14 is provided at the lower end part of the game region 4 a.
  • a gaming ball can enter the start winning opening 9 , which is provided with a start winning opening switch 9 S ( FIG. 6 ).
  • the start winning opening switch 9 S detects a gaming ball entering the start winning opening 9 and inputs a detection signal to a main control circuit 30 .
  • a main CPU 31 in the main control circuit 30 extracts a random number value for big hit determination or the like for determining a big hit.
  • a gaming ball is passable through the normal symbol actuation gate 10 , which is a passage gate to serve as a trigger for extracting a random number value for normal symbol winning determination conditionally on the passage of the gaming ball.
  • a gaming state comes into a normal symbol big hit gaming state which is one of specific gaming states (non-probability varying specific gaming state) by the extraction of the random number value for normal symbol winning determination, a pair of blades (normal electric entry-starting accessory, tulip) 9 a provided at the start winning opening 9 opens and closes in every predetermined seconds to make entry of the gaming ball easy.
  • the first and second special winning openings 11 , 12 are variable winning devices in the first aspect of the present invention, and each have an easy-to-enter state in which entry of a gaming ball is easy and a difficult-to-enter state in which entry of a gaming ball is difficult. Further, in the first special winning opening 11 , a switching between the easy-to-enter state and the difficult-to-enter state is made by opening/closing in the longitudinal direction, whereas in the second special winning opening 12 , the switching between the easy-to-enter state and the difficult-to-enter state is made by opening/closing in the lateral direction.
  • the first and second special winning openings 11 , 12 have shapes in which switching modes can be made different from each other.
  • the first special winning opening 11 is a so-called attacker-type opening/closing device, which has a shutter 11 a in the shape as shown in FIG. 9 , and makes a switch between the easy-to-enter state and the difficult-to-enter state by opening/closing of the shutter 11 a in the longitudinal direction (in FIG. 9 , the left-side picture shows the closed state and the right-side picture shows the open state).
  • the shutter 11 a is openably/closably activated by a later-described special winning opening solenoid 11 L through an axis 11 b.
  • the first special winning opening 11 performs a switching operation correspondingly to a big hit with a small profit.
  • the shutter 11 a is usually closed, and when the gaming state shifts to a later-described normal big hit according to an extracted random number value for big hit determination, a switching operation of opening the shutter 11 a is performed. Thereafter, a reverse-switching operation of closing the shutter 11 a is performed.
  • the first special winning opening 11 comes into the easy-to-enter state by opening of the shutter 11 a and into the difficult-to-enter state by closing of the shutter 11 a.
  • the first special winning opening 11 is a winning opening as a trigger for paying out a predetermined number of gaming balls (e.g., fifteen balls) as prize balls upon entry of a gaming ball into the shutter 11 a.
  • the second special winning opening 12 is a so-called tulip-shaped opening/closing device, having a different shape from that of the first special winning opening 11 .
  • the second special winning opening 12 has an entry prevention member 12 b arranged at the upper central part, and a pair of blades (normal electric entry-starting accessory, tulip) 12 a arranged on each side of the entry prevention member 12 b.
  • a switch is made between an easy state and a difficult state for a gaming ball to enter the passage 12 c held between the pair of blades 12 a and the entry prevention member 12 b.
  • FIG. 10 shows a state in which the pair of blades 12 a is closed and entry of a gaming ball is difficult).
  • the second special winning opening 12 performs the switching operation correspondingly to a big hit with a large profit.
  • a switching operation of increasing the opening angle of the pair of blades 12 a is performed so that the second special winning opening 12 comes into the easy-to-enter state.
  • a reverse-switching operation of decreasing the opening angle is performed so that the second special winning opening 12 comes into the difficult-to-enter state.
  • the second special winning opening 12 is a winning opening as a trigger for paying out a predetermined number of gaming balls (e.g., fifteen balls) as prize balls upon entry of a gaming ball thereinto from the pair of blades 12 a.
  • Each of the normal winning openings 13 a, 13 b is a winning opening as a trigger for paying out a predetermined number of gaming balls (e.g., ten balls) as prize balls upon entry of a gaming ball thereinto.
  • a predetermined number of gaming balls e.g., ten balls
  • the outlet 14 is for receiving a gaming ball which did not enter any of the start winning opening 9 , the special winning openings 11 , 12 , the normal winning openings 13 a, 13 b, and the like.
  • the gaming board 4 is made of a translucent substrate 15 .
  • This translucent substrate 15 has a transparent part formed for example of a synthetic resin such as polycarbonate or another transparent member (translucency member).
  • the “translucency member” refers to a member having a 100% optical transmittance, or a member having a high optical transmittance to the extent that an object is visible through the member.
  • Most of the part of the game region 4 a of the first embodiment is a transparent game region.
  • the game nails 8 are fixed at least with the ends thereof buried in the substrate.
  • a region formed of the translucent substrate 15 and the glass plate 5 a of the front door 5 is the game region 4 a. As shown in FIGS.
  • the rear side of the translucent substrate 15 has the display region 16 a of a large screen displaying a variety of image information, and on the display region 16 a, the liquid crystal display device 16 is arranged as the identification symbol display device in the first aspect of the present invention.
  • the image displayed on the liquid crystal display device 16 is visible to the player from the front side of the pachinko gaming machine 1 through a part not provided with the game nail 8 at the substantially center of the translucent substrate 15 and a part provided with the game nails 8 around the above-mentioned part.
  • the liquid crystal display device 16 performs variable display of a special symbol J, a decorative symbol (ornamental symbol) D, a normal symbol M, a character, and the like, and also displays a background image, a character image, and the like.
  • the special symbol J and the normal symbol M are displayed in small size at the corner of the display region 16 a in a position visible to the player, but with difficulty.
  • As the special symbol J three kinds of symbols, “ ⁇ ”, “3” and “7”, are displayed.
  • As the normal symbol M three kinds of symbols, “ ⁇ ”, “ ⁇ ” and “7”, are displayed. Among those kinds of special symbol J, “3” and “7” are big hit symbols.
  • “3” is a normal big hit symbol, and “7” is a probability varying big hit symbol. “ ⁇ ” is a losing symbol.
  • the decorative symbol D is displayed in large size at the central part of the display region 16 a.
  • the decorative symbol D has a right decorative symbol DR, a center decorative symbol DC, and a left decorative symbol DL, which are each displayed with a single-digit figure, and displayed together in three rows.
  • “variable display” is a concept of variably displaying symbols. With this concept, for example, it is possible to carry out “variation display” which actually displays symbols varyingly, “stop-display” which actually displays symbols in a stopped state, and the like.
  • the decorative symbol D corresponds to the special symbol J.
  • the special symbol J is “ ⁇ ”
  • three-digit numbers which are not identical are stopped and displayed.
  • the special symbol J is “3”
  • three-digit identical even numbers are stopped and displayed.
  • the special symbol J is “7”
  • three-digit identical odd numbers are stopped and displayed.
  • the rear side of the lower part of the translucent substrate 15 is provided with members such as a winning ball assembly 17 for guiding a gaming ball having entered a winning opening, to a winning balls sensor.
  • members such as a winning ball assembly 17 for guiding a gaming ball having entered a winning opening, to a winning balls sensor.
  • a cell sheet SS made of CAB is attached onto the rear face of the translucent substrate 15 to form a non-transparent region.
  • the translucent substrate 15 does not necessarily have a transparent part thoroughly, but may be in a mode of partially having a part with a low optical transmittance or a part with zero optical transmittance.
  • the means for making the optical transmittance low or zero may be formation of a pattern layer or a color layer on the surface by surface coating, physical vapor evaporation, a chemical vapor evaporation or the like, or impregnation of a systematic resin as a substrate with a colorant or a pigment to lower the optical transmittance.
  • the pachinko gaming machine 1 comprises: speakers 18 L, 18 R as notification means for outputting sound in a predetermined mode over the liquid crystal display device 16 , as shown in FIG. 2 ; and decorative lamps 19 L, 19 R as notification means for notification by turning on and off in a predetermined mode, as shown in FIG. 1 .
  • the pachinko gaming machine 1 comprises a payout device 81 (see FIG. 6 ) or the like below the gaming board 4 .
  • the payout device 81 is the prize ball payout means of the first aspect of the present invention where a gaming ball lent from the foregoing card unit 84 , and a gaming ball as a prize ball caused by the entry of a gaming ball into the start winning opening 9 , the special winning openings 11 , 12 , or the normal winning openings 13 a, 13 b are paid out to the upper tray 6 a.
  • the pachinko gaming machine 1 has: a main control substrate 21 comprising a main control circuit 30 ; and a sub control substrate 22 comprising a sub control circuit 40 , and is activated as the payout prize ball number setting means of the first aspect of the present invention.
  • a payout/launch control substrate 23 comprising a payout/launch control circuit 80 for controlling payout/launch of a gaming ball
  • a power supply unit 24 for supplying electric power
  • a power switch 25 for supplying electric power
  • a backup clear switch 26 for supplying electric power
  • a mode changing switch 27 a mode changing switch 27 .
  • FIG. 6 is a block diagram mainly showing the configuration of the inside of the pachinko gaming machine 1 shown in FIGS. 1 to 5 .
  • the pachinko gaming machine 1 has a plurality of constituents, notably the foregoing main control circuit 30 , sub control circuit 40 , payout/launch control circuit 80 , and power supply unit 24 .
  • the power supply unit 24 is connected to the main control circuit 30 , the sub control circuit 40 and the payout/launch control circuit 80 and is capable of supplying electric power to each of the circuits.
  • the main control circuit 30 has a main CPU (Central Processing Unit) 31 composed of a one-chip microcomputer, a main ROM (Read Only Memory) 32 and a main RAM (Random Access Memory) 33 , and in addition has an initial reset circuit 34 and a command output port 35 .
  • main CPU Central Processing Unit
  • main ROM Read Only Memory
  • main RAM Random Access Memory
  • the main CPU 31 inputs a detection signal of a gaming ball from a later-described first V-count switch 11 S or the like, and also controls the operations of the whole of the pachinko gaming machine 1 , such as big hit lottery and prize ball payout in the pachinko gaming machine 1 , to send a variety of commands to the sub control circuit 40 through a command output port 35 .
  • the main CPU 31 controls a shift between a normal gaming state and a specific gaming state (big hit) according to a result of the big hit lottery, digestion of the gaming state, and the like. In this case, the main CPU 31 constitutes the specific gaming state selection means and the gaming state shifting means of the first aspect of the present invention.
  • the gaming state is determined as a big hit in a later-described big hit determination process (a shifting condition is established)
  • a shifting condition is established
  • either the possibility varying big hit or the normal big hit is selected in a later-described big hit symbol determination process, and the gaming state shifts to the selected big hit.
  • the probability varying big hit has a higher probability (big hit probability), for shifting the gaming state to a big hit again after completion of the big hit, than the probability of the normal big hit.
  • the probability varying big hit also provides a larger profit after execution than the normal big hit.
  • main ROM 32 a control program to be executed by the main CPU 31 and permanent data are stored. Further, in the main ROM 32 , a later-described special symbol determination table is stored. In the main RAM 33 , data and a program to be used in activation of the main CPU 31 is temporarily stored. The initial reset circuit 34 periodically outputs a reset signal to the main CPU 31 . Based upon this reset signal, the main CPU 31 executes the control program, starting with a first process thereof.
  • the first V-count switch 11 S counts the number of gaming balls having passed through a V-zone provided within the first special winning opening 11 , and outputs a detection signal indicative of the counted result, to the main control circuit 30 .
  • a second V-count switch 12 S counts the number of gaming balls having passed through a V-zone provided within the second special winning opening 12 , and outputs a detection signal indicative of the counted result, to the main control circuit 30 .
  • the passage of a gaming ball through the V-zone is a continuation condition of the first aspect of the present invention.
  • the main CPU 31 in the main control circuit 30 is the continuation condition setting means of the first aspect of the present invention.
  • a first count switch 11 CS counts the number of gaming balls having entered the first special winning opening 11 , and outputs a detection signal indicative of the counted result, to the main control circuit 30 .
  • a second count switch 12 CS counts the number of gaming balls having entered the second special winning opening 12 , and outputs a detection signal indicative of the counted result, to the main control circuit 30 .
  • a regular winning opening switch 13 S outputs a detection signal of a gaming ball having entered regular winning openings 13 a, 13 b, to the main control circuit 30 .
  • An activation gate switch 10 S outputs a detection signal of a gaming ball that passes through the normal symbol actuation gate 10 , to the main control circuit 30 .
  • the start winning opening switch 9 S outputs a detection signal of a gaming ball having entered the start winning opening 9 , to the main control circuit 30 . That a gaming ball enters the start winning opening 9 and the start winning opening switch 9 S then detects the gaming ball is the starting condition of the first aspect of the present invention.
  • a start opening solenoid 9 L opens and closes a pair of blades 9 a, 9 a provided at the start winning opening 9 .
  • a first special winning opening solenoid 11 L opens and closes the shutter 11 a of the first special winning opening 11 .
  • a second special winning opening solenoid 12 L opens and closes the blades 12 a, 12 a of the second special winning opening 12 .
  • a seesaw solenoid 11 M drives a seesaw (not shown) of the first special winning opening 11 .
  • a backup clear switch 26 clears a backup data according to operation of an operator, at the time of power cutoff and the like.
  • the main control circuit 30 outputs a symbol command to the sub control circuit 40 to make the sub control circuit 40 perform random number extraction and a lottery process by use of the extracted random number, to determine an identification symbol using a special symbol on the liquid crystal display device 16 based upon the lottery result.
  • the main CPU 31 When the gaming state becomes a big hit, the main CPU 31 outputs a drive signal corresponding to the current gaming state, to the first or the second special winning opening solenoid 11 L, 12 L to make the first or second special winning opening 11 or 12 opened (opening of the shutter 11 a or the blades 12 a ) to perform a switching operation. Further, when the first or second special winning opening 11 , 12 is made to perform the switching operation, either of the openings is then made to perform a reverse switching operation under condition of entry of a predetermined number (e.g., ten) of gaming balls or a lapse of predetermined time (e.g., 30 seconds). In such a manner, the main CPU 31 constitutes the switch control means of the first aspect of the present invention.
  • a predetermined number e.g., ten
  • the main CPU 31 is also activated as the variable winning device selection means of the first aspect of the present invention, selecting a special winning opening to perform the switching operation correspondingly to the selected big hit (depending upon whether the big bit is the probability varying big hit or the normal big hit).
  • the first special winning opening 11 is selected correspondingly to the normal big hit
  • the second special winning opening 12 is selected correspondingly to the probability varying big hit.
  • the main control circuit 30 inputs a command into the sub control circuit 40 .
  • the sub control circuit 40 performs controls necessary for effects by use of the liquid crystal display device 16 , such as variable display of an identification symbol, reach effect, and advance notice effect, and also displays a predetermined image to the liquid crystal display device 16 .
  • the sub control circuit 40 also performs controls necessary for effect by a sound output using the speakers 18 L, 18 R and effect by blinking display using the decorative lamps 19 L, 19 R.
  • the sub control circuit 40 is mainly composed of the sub CPU 41 , and has a sub ROM 42 , a sub RAM 43 and a command input port 48 .
  • the sub control circuit 40 also has an image control circuit 50 , a sound control circuit 60 and a lamp control circuit 70 .
  • the mode changing switch 27 is connected to the sub control circuit 40 .
  • the sub CPU 41 performs a process in line with a program stored in the sub ROM 42 according to the command inputted from the main control circuit 30 to activate the image control circuit 50 , the sound control circuit 60 , and the lamp control circuit 70 , and also controls the power supply unit 24 according to signals from the mode switch 27 , the selection buttons 20 b, 20 c, and the determination button 20 a.
  • a program to be executed by the sub CPU 41 and permanent data are stored.
  • data and a program for use in activation of the sub CPU 41 are stored.
  • the sub CPU 41 is the identification symbol display control means in the first aspect of the present invention, performing processes according to a variety of commands. Such processes include display of a special symbol according to a symbol command outputted from the main control circuit 30 on the liquid crystal display device 16 . For example, the following symbols are displayed on the liquid crystal display device 16 : “ ⁇ ” as the special symbol J upon receipt of a losing symbol command z 0 ; “3” as the special symbol J upon receipt of a normal big hit symbol command z 1 ; and “7” as the special symbol J upon receipt of a probability varying big hit symbol command z 2 .
  • a decorative symbol corresponding to the received symbol command is determined.
  • the received symbol command is z 0 , z 1 and z 2
  • a symbol corresponding to a loss a symbol corresponding to the normal big hit or a symbol corresponding to the probability varying big hit is determined as a symbol corresponding to the special symbols “ ⁇ ”, ”3” or “7”.
  • the image control circuit 50 has a VDP (Video Display Processor) 51 , a D/A converter 52 , an initial reset circuit 53 , and image data ROMs (image storage means) 54 a, 54 b.
  • the VDP 51 forms an image according to a content to be displayed to the liquid crystal display device 16 , the content having been determined by the sub CPU 41 .
  • the VDP 51 then outputs the formed image to the D/A converter 52 .
  • the D/A converter 52 converts the image data outputted from the VDP 51 from digital to analog, and outputs the analog signal obtained by the conversion to the liquid crystal display device 16 so that an image is displayed on the liquid crystal display device 16 .
  • the initial reset circuit 53 Upon receipt of a reset order from the sub CPU 41 , the initial reset circuit 53 executes a process of returning the VDP 51 to the initial state.
  • the image data ROM 54 a stored are data on image (image data) indicating a decorative symbol, a special symbol, a character, a background, and the like.
  • the image data ROM 54 b stored are image data for making a variety of image data displayed on the liquid crystal display device 16 .
  • the VDP 51 reads image data, corresponding to a decorative symbol and a special symbol outputted from the sub CPU 41 , from the image data ROMs 54 a, 54 b, and makes an image such as a symbol based upon the image data, displayed on the liquid crystal display device 16 .
  • the lamp control circuit 70 has a decorative data ROM 71 in which decorative data which indicates blinking patterns of the decorative lamps 19 L, 19 R, and a drive circuit 72 for making the decorative lamps 19 L, 19 R blink by use of the decorative data stored in the decorative data ROM 71 .
  • the payout/launch control circuit 80 activates the payout device 81 according to control by the main control circuit 30 , to pay out a predetermined number of gaming balls as prize balls.
  • the payout/launch control circuit 80 activates the launch handle 6 c and a launch device 82 having a launch motor, to make the launch device 82 launch the gaming ball toward the game region 4 a on the gaming board 4 .
  • the power supply unit 24 supplies electric power to the sub control circuit 40 , the main control circuit 30 and the payout/launch control circuit 80 , according to the control by the sub control circuit 40 .
  • the power supply unit 24 restricts power supply to the payout/launch control circuit 80 and the main control circuit 30 by switching ON the mode changing switch 27 .
  • the pachinko gaming machine 1 has a plurality of specific gaming states (a plurality of big hits).
  • the plurality of specific gaming states are classified broadly into the following gaming states: a specific gaming state focusing on a profit generated during execution of the specific gaming state, from the beginning to the completion thereof (hereinafter, referred to as “profit during execution”); and a specific gaming state focusing on a profit after execution (completion) of the specific gaming state (hereinafter, referred to as “profit after execution”).
  • the probability varying specific gaming state is a specific gaming state where the gaming state comes into the probability varying gaming state after completion of the specific gaming state
  • the non-probability varying specific gaming state is a specific gaming state where the game comes into the non-probability varying gaming state.
  • the probability varying gaming state is a normal gaming state provided with the profit generated after execution by making the shifting probability higher than a normal probability.
  • the non-probability varying gaming state is a normal gaming state where the shifting probability is a normal probability.
  • the specific gaming states focusing on the profit after execution, there are specific gaming states such as a time reduction specific gaming state and a non-time reduction specific gaming state, which focus on variation display time of an identification symbol for time reduction, displayed to the display device.
  • the time reduction specific gaming state is a specific gaming state where the gaming state comes into a time reduction gaming state after completion of the specific gaming state.
  • the non-time reduction specific gaming state is a specific gaming state where the gaming state comes into a normal gaming state (non-time reduction gaming state).
  • the time reduction gaming state is a normal gaming state provided with the profit after execution by reducing the variation display time of an identification symbol for time reduction when a predetermined starting condition is established.
  • the pachinko gaming machine 1 has special gaming states such as the foregoing probability varying gaming state and time reduction gaming state, as special modes advantageous for the player playing in the normal gaming state.
  • FIG. 11 is a flowchart (main flowchart) showing an operating procedure for a main control process repeatedly executed by the main control circuit 30 after turning the power on. It is to be noted that in FIGS. 11 to 31 , a step is abbreviated as “S”.
  • the number of rounds of the probability varying big hit is made larger than the number of rounds of the normal big hit so that those numbers of rounds are made different. Thereby, the amounts of the profits during execution of the two big hits are made different.
  • the main CPU 31 of the main control circuit 30 starts a main control process upon turning on of the power, and steps 1 to 4 are sequentially executed to perform an initial setting process, a special symbol controlling process, a normal symbol controlling process, and a random number updating process. Thereafter, the process proceeds to a return routine of sequentially executing steps 2 to 4 while the power is on.
  • a system timer interruption process is periodically (e.g., in every two milliseconds) executed by interruption under condition that an interruption permission flag is set. By a command output process in this system timer interruption process, a variety of commands such as a symbol command are outputted from the main control circuit 30 to the sub control circuit 40 .
  • the special symbol controlling process is performed as the flowchart shown in FIG. 12 .
  • the process proceeds to step 11 , to load a control state flag.
  • This control state flag indicates a state of a special symbol game using a variable display image of a symbol on the liquid crystal display device 16 .
  • data is set with which the main CPU 31 determines which one of subsequent steps 12 to 20 is to be executed.
  • step 12 the process goes to step 12 , to perform a special symbol storage checking process.
  • the special symbol storage checking process is performed along with the flowchart shown in FIG. 13 .
  • the process goes to step 21 , and the main CPU 31 determines whether or not the control state flag “00” which indicates a special symbol storage check.
  • the special symbol storage checking process is completed.
  • the process goes to step 22 to determine whether or not the number of holds is “0”.
  • the process goes to step 23 , to perform a demo display process, and the process is then completed.
  • step 24 the process goes to step 24 to set “01”, which indicates a special symbol variation time management, to the control state flag.
  • the process goes to step 25 , to perform a pre-processing for big hit determination.
  • the main CPU 31 selects a big hit determination table with reference to a high probability flag for distinction of the shifting probability between a high probability and a normal probability, and searches the selected big hit determination table by use of a random number value for big hit determination, extracted upon entry of a gaming ball into the start winning opening 9 .
  • step 26 a big hit determination process is performed to determine whether or not the gaming state has become the big hit.
  • step 27 a big hit symbol determination process.
  • step 28 a losing symbol determination process.
  • the main CPU 31 determines a special symbol from a random number value (not shown) for a big hit symbol and a later described special symbol determination table. Further, a symbol command corresponding to the determined special symbol is set to a transmission command to the sub control circuit 40 .
  • a symbol command corresponding to the determined special symbol is set to a transmission command to the sub control circuit 40 .
  • z 1 is set as the symbol command.
  • z 2 is set as the symbol command.
  • the special symbol determination table stores the symbol commands and the kinds of special symbols, in association with each other.
  • the pachinko gaming machine 1 in the present embodiment has a probability varying big hit with a large number of rounds (15 times in the mode of the present embodiment), and a normal big hit with a small number of rounds (twice in the mode of the present embodiment). Contents of the big hit are shown in connection with the symbol commands and the special symbols in FIG. 7A . Further, “ ⁇ ” as a losing symbol and z 0 as the symbol command are set in the losing symbol determination process.
  • step 29 the main CPU 31 determines a variation pattern.
  • step 30 variation time corresponding to the determined variation pattern is set to a waiting time timer (t). Further, when the storage region used in the current variation is cleared in subsequent step 31 , the special symbol storage checking process is completed.
  • step 13 to perform a special symbol variation time management process.
  • the special symbol variation time management process is performed along the flowchart shown in FIG. 14 .
  • the process goes to step 36 and the main CPU 31 determines whether or not the control state flag is “01” which indicates a special symbol variation time control.
  • the flag is not “01”
  • the special symbol variation time management process is completed.
  • the process goes to step 37 to determine whether or not a value of the waiting time timer (t) set in step 30 is “0”.
  • the special symbol variation time management process is completed.
  • steps 38 , 39 are sequentially executed so that “02” which indicates special symbol display time management is set to the control state flag, and the waiting time after setting (e.g., one second) is set to the waiting time timer (t), to complete the special symbol variation time management process.
  • a special symbol display time management process is performed.
  • the process goes to step 41 to determine whether or not the control state flag is “02” which indicates special symbol display time management.
  • the special symbol display time management process is completed.
  • the process goes to step 42 to determine whether or not a value of the waiting time timer (t), set in step 39 , is “0”.
  • the special symbol display time management process is completed.
  • the process goes to step 43 to determine whether or not the result of the big hit determination process in step 26 is the big hit.
  • step 43 When it is determined in step 43 that the game is not the big hit, the process goes to step 47 .
  • step 44 “03” which indicates big hit start interval management is set to the control state flag.
  • step 45 the process goes to step 45 , and the time corresponding to a big hit starting interval (e.g., ten seconds, hereinafter, referred to as “time corresponding to big hit start”) is set to the waiting time timer (t).
  • time corresponding to big hit start is set to the waiting time timer (t).
  • step 46 the time corresponding to a big hit starting interval
  • step 47 “08” which indicates completion of a special symbol game is set to the control state flag, to complete the special symbol display time management process.
  • step 46 the special winning opening open/close setting process in step 46 is performed along the flowchart shown in FIG. 16 .
  • the process goes to step 50 to determine whether or not the big hit selected in step 27 is the probability varying big hit.
  • step 51 a second special winning opening flag (right special winning opening flag) is set for making the second special winning opening 12 perform the switching operation.
  • step 52 a first special winning opening flag (center special winning opening flag) is set for making the first special winning opening 11 perform the switching operation.
  • steps 53 , 55 , 57 are executed.
  • steps 54 , 56 , 58 are executed.
  • the special winning opening open/close setting process is then completed.
  • steps 53 , 54 29 seconds and ten seconds are set to the respective special winning opening open time timers. Further, in steps 55 , 56 , ten and nine are set to the respective maximum numbers of winning balls. Moreover, in steps 57 , 58 , 15 times (15R) and twice (2R) are set (the number of times may not be two so long as being smaller than 15) to the respective maximum numbers of opening times (number of rounds).
  • the probability varying big hit and the normal big hit are made different from each other in the maximum number of opening times (number of rounds), and besides, the main CPU 31 is activated as the gaming ball number setting means and the easy-to-enter time setting means, to make the easy-to-enter time and the maximum number of winning balls differ, so as to increase a difference in advantage due to the kinds of the specific gaming states.
  • step 15 to perform a big hit start interval management process.
  • step 59 to determine whether or not the control state flag is “03” which indicates big hit start interval management.
  • the control state flag is not “03”
  • the big hit start interval management process is completed.
  • the flag is “03”
  • the process goes to step 60 .
  • step 60 it is determined whether or not the value of the waiting time timer (t) is “0”. When the value of the waiting time timer is not “0”, the big hit start interval management process is completed. When the value is “0”, the process proceeds to step 61 to clear the high probability flag and time reduction flag which had been set prior to the big hit. This step 60 opens the special winning opening after waiting for the time corresponding to big hit start set in step 45 .
  • step 62 the main CPU 31 is activated as the switch control means to perform an opening process that makes the first winning opening 11 and the second winning opening 12 which correspond to the special winning opening flags (the first and second special winning opening flags) set in the special winning opening open/close setting process, perform a switching operation (makes the first and second special winning opening solenoids 11 L, 12 L to activate). Then, the process proceeds to step 63 .
  • step 63 it is determined whether or not the game is a probability variation winning (whether the selected big hit is the probability varying big hit or the normal big hit).
  • the process goes to step 64 , and steps 66 , 67 are sequentially executed.
  • the process goes to step 65 .
  • steps 64 , 65 the main CPU 31 is activated as the notification control means to set a big hit notification command to the transmission command, a time reduction notification command to the transmission command, making the liquid crystal display device 16 or the like make a later-described big hit notification or time reduction notification.
  • step 66 “04” which indicates that the special winning opening is in an open state is set to the control state flag.
  • step 67 the special winning opening open time timer is set for example to 30 seconds which is the upper-limit time for opening, and the big hit start interval management process is completed.
  • step 16 After completion of the big hit start interval management process, the process goes to step 16 , to perform a process for a special winning opening in an open state.
  • the process in the process on the special winning opening in an open state, the process first goes to step 71 to determine whether or not the control state flag is “04” which indicates that the special winning opening is in an open state. When the flag is not “04”, the process on the special winning opening in an open state is completed. When the flag is “04”, the process goes to step 72 to determine whether or not a value of the special winning opening entry counter is not smaller than the maximum number of winning balls (ten balls in the probability varying big hit, nine balls in the normal big hit). In this determination, a target special winning opening entry counter is the one corresponding to the first special winning opening 11 or the second special winning opening 12 , which is performing the switching operation.
  • step 73 it is determined whether or not a value of the special winning opening open time timer, set in steps 60 , 63 , is “0”. When the value of the timer is not “0”, the process on the special winning opening in an open state is completed. When the value of the timer is “0”, the process goes to step 74 .
  • step 74 When the process goes to step 74 , “05” which indicates monitoring of a residual ball in a special winning opening is set to the control state flag. Further, in next step 75 , a reverse switching operation is performed in a special winning opening closing process, to close the opened first special winning opening 11 or second special winning opening 12 . In step 76 , when the time for monitoring a residual ball in a special winning opening (e.g., one second) is set to the waiting time timer (t), the process on the special winning opening in an open state is completed.
  • a special winning opening e.g., one second
  • step 17 to perform the process for monitoring a residual ball in a special winning opening.
  • step 81 in the process for monitoring a residual ball in a special winning opening, it is determined in step 81 whether or not the control state flag is “05” which indicates monitoring of a residual ball in a special winning opening.
  • the control state flag is not “05”
  • the process for monitoring a residual ball in a special winning opening is completed.
  • step 82 it is determined whether or not a value of the waiting time timer (t), set in step 78 , is “0”.
  • step 83 determines the presence or absence of passage of a gaming ball through a specific region (V-zone). This determination is made based upon whether or not a gaming ball has passed through the V-zone at the first or second special winning opening 11 , 12 in an open state by use of a detection signal exerted from the first or second V-count switch 11 S, 12 S.
  • step 84 When no gaming ball has passed through the specific region, the process goes to step 84 , and “07” which indicates a big hit completion interval is set to the control state flag.
  • step 85 the time corresponding to the big hit completion interval is set to the waiting time timer (t), and the process for monitoring a residual ball in a special winning opening is then completed.
  • step 86 determines whether or not the number of opening times of the special winning opening is not smaller than the maximum number of opening times.
  • the process goes to step 84 and the same process as above described is performed.
  • “06” which indicates management time for waiting for reopening of a special winning opening is set to the control state flag.
  • step 88 the time corresponding to an interval between rounds is set to the waiting time timer (t), and the process for monitoring a residual ball in a special winning opening is completed.
  • step 18 shown in FIG. 12 to perform a process of time management for waiting for reopening of a special winning opening.
  • step 91 in the process of time management for waiting for reopening a special winning opening, it is determined in step 91 whether or not the control state flag is “06” which indicates monitoring of a residual ball in a special winning opening.
  • the control state flag is not “06”
  • the process of time management for waiting for reopening of a special winning opening is completed.
  • the process goes to step 92 to determine whether or not a value of the waiting time timer (t) corresponding to the interval between rounds, set in step 88 , is “0”.
  • step 19 the process goes to step 19 , to perform a big hit completion interval process.
  • the control state flag is “07” which indicates a big hit completion interval.
  • the flag is not “07”
  • the big hit completion interval process is completed.
  • the process goes to step 102 to determine whether or not a value of the waiting time timer (t), set in step 85 , is “0”.
  • the value is not “0”
  • the big hit completion interval process is completed.
  • step 103 the process goes to step 103 to set “08”, which indicates completion of a special symbol game, to the control state flag.
  • step 104 determines whether or not the game is in a probability variation winning (whether the big hit selected in step 27 is the probability varying big hit or the normal big hit).
  • steps 106 , 107 are executed, and the process then goes to step 108 .
  • step 105 When the gaming state is in the probability varying big hit, the process goes to step 105 to set a gaming state command, which indicates that a gaming state comes into a specific gaming state, to the transmission command. After a high probability flag is set, the process goes to step 108 .
  • steps 106 , 107 after completion of the big hit, “33” is set to a time reduction flag and “100” is set to the time reduction frequency counter, for shifting the gaming state to the time reduction gaming state.
  • the process then goes to step 108 , and the main CPU 31 sets a big hit notification stop command to the transmission command. Then the big hit completion interval process is completed.
  • step 20 to perform a special symbol game completing process.
  • the special symbol game completing process it is determined in step 111 after start of the process whether or not the control state flag is “08” which indicates completion of a special symbol game.
  • the control state flag is not “08”
  • the special symbol game completing process is completed, whereas when the control state flag is “08”, the process goes to step 112 , to perform a process of subtracting “1” from the number of holds.
  • step 113 determines whether or not the time reduction flag is “33”.
  • step 114 a process of subtracting “1” from a value of the time reduction frequency counter is conducted, and the process then goes to step 115 .
  • step 115 it is determined whether or not the time reduction is completed (here, the time reduction by 100 turns is set after probability varying big hit, and it is determined whether or not the 100 turns have been made), based upon whether or not a value of the time reduction frequency counter is not larger than “0”.
  • step 116 the time reduction flag is cleared for completing the time reduction gaming state.
  • step 117 a time reduction notification stop command is set for stopping the time reduction notification.
  • steps 116 , 117 are not executed, but steps 118 , 119 , 120 are sequentially executed, to complete the process for special symbol game.
  • steps 118 , 119 the data of the special symbol storage region is shifted, and in step 120 , “00” which indicates a special symbol storage check is set to the control state flag.
  • the special symbol game completing process is completed in such a manner, a normal symbol controlling process shown in FIG. 11 is subsequently performed.
  • the main CPU 31 sets the time reduction notification stop command in step 117 so that time reduction notification is continued after completion of the big hit.
  • a control is performed with regard to the normal symbol M to be displayed to the liquid crystal display device 16 .
  • the normal symbol controlling process is performed along the flowchart shown in FIG. 23 , and processes shown in steps 151 to 156 are sequentially performed.
  • step 151 a flag in a normal symbol controlling state is loaded, and in subsequent step 152 , a normal symbol storage checking process is performed.
  • the main CPU 31 determines whether or not the control state flag is “00” which indicates a normal symbol storage check. When the flag is not “00”, the normal symbol storage checking process is completed. When the flag is “00”, the process goes to step 162 to determine whether or not the number of holds is “0”. When the number of holds is “0”, a demonstration displaying process in step 164 is performed, and the normal symbol storage checking process is then completed. When the number of holds is not “0”, the process goes to step 163 , to perform a normal symbol winning determining process.
  • the main CPU 31 performs normal symbol winning determination based upon a random number value for normal symbol winning determination extracted by passage of a gaming ball through the normal symbol actuation gate 10 , and sets symbols to be stopped as a normal symbol based upon the determination result.
  • the gaming state is in a hit when the random number value for normal symbol agrees with a predetermined winning determination value, and “77” is then set to the winning flag.
  • step 165 it is determined whether or not a time reduction flag is “33”.
  • the flag is “33”
  • the process goes to step 166 . Otherwise, the process goes to step 167 .
  • pattern command data which indicates a variation display pattern of a normal symbol is set, and data which indicates variation display time is set to a normal symbol waiting time timer.
  • steps 166 , 167 pattern command data which indicates variation display of “5.1 seconds” and “30 seconds” is set, and “5.1 seconds” and “30 seconds” are set to the waiting time timer.
  • steps 168 , 169 “01” which indicates monitoring of normal symbol variation time is set to the control state flag, and the predetermined region is cleared, to complete the normal symbol storage checking process.
  • step 153 the process goes to step 153 , to perform a normal symbol variation time monitoring process.
  • the process goes to step 171 shown in FIG. 25 , and it is determined whether or not the control state flag is “01” which indicates monitoring of normal symbol variation time.
  • the flag is not “01”
  • the normal symbol variation time monitoring checking process is completed.
  • the process goes to step 172 to determine whether or not a value of the normal symbol waiting time timer is “0”.
  • the normal symbol variation time monitoring checking process is completed.
  • steps 173 , 174 are sequentially executed, and “02” which indicates monitoring of normal symbol display time is set to the control state flag, and data indicating the settled waiting time (0.5 seconds) is set to the waiting time timer, to complete the normal symbol variation time monitoring process.
  • step 153 the process goes to step 153 , to perform a normal symbol display time monitoring process.
  • the process goes to step 181 shown in FIG. 26 , and it is determined whether or not the control state flag is “02” which indicates monitoring of normal symbol display time.
  • the flag is not “02”
  • the normal symbol display time monitoring process is completed.
  • the process proceeds to step 182 to determine whether or not a value of the normal symbol waiting time timer is “0”.
  • the process goes to step 183 to determine whether or not the winning flag is “77”.
  • step 185 When the winning flag is “77”, namely when the gaming state was determined to be in a “hit” in the normal symbol winning determining process in step 163 , the process goes to step 185 . Otherwise, the process goes to step 184 .
  • step 184 when “04” which indicates completion of a normal symbol game is set to the control state flag, the normal symbol display time monitoring process is completed.
  • step 185 it is determined whether or not the time reduction flag is “33”.
  • steps 186 , 187 are executed. Otherwise, steps 189 , 190 are executed, to set an opening pattern of the start winning opening (normal electric entry-starting accessory) 9 when the gaming state is in the probability varying gaming state or the time reduction gaming state.
  • step 186 data for opening the start winning opening 9 for 1.8 seconds at three times is set.
  • step 189 data for opening the start winning opening 9 for 0.3 seconds once.
  • steps 187 , 190 predetermined time (respectively 6.7 seconds, 0.3 second) are set to the opening timers of the normal electric entry-starting accessories.
  • step 188 predetermined time (respectively 6.7 seconds, 0.3 second) are set to the opening timers of the normal electric entry-starting accessories.
  • step 188 and “03” which indicates opening of a normal electric entry-starting accessory is set to the control state flag, to complete the normal symbol display time monitoring process.
  • step 155 to perform a normal electric entry-starting accessory opening process.
  • step 191 shown in FIG. 27 to determine whether or not the control state flag is “03” which indicates opening of a normal electric entry-starting accessory.
  • the control state flag is not “03”
  • the normal electric entry-starting accessory opening process is completed.
  • the process goes to step 192 .
  • step 192 performed is the normal electric entry-starting accessory opening process of outputting a command to drive the start opening solenoid 9 L so as to open the start winning opening 9 .
  • step 193 it is determined whether or not a value of a normal electric entry-starting accessory entry counter is not smaller than a predetermined value (e.g., 4).
  • a predetermined value e.g. 4
  • the process goes to step 194 , whereas when the counted value is not smaller than the predetermined value, the process goes to step 195 without execution of step 194 .
  • step 194 it is determined whether or not a value of the normal electric entry-starting accessory opening time timer is “0”. When the value of the timer is not “0”, the normal electric entry-starting accessory opening process is completed. When the value of the timer is “0”, the process goes to step 195 .
  • step 195 “04” which indicates completion of a normal symbol game is set to the control state flag, and the process goes to step 196 .
  • a command of stopping the drive of the start opening solenoid 9 L is outputted to close the start winning opening 9 , and the normal electric entry-starting accessory opening process is then completed.
  • step 156 to perform a normal symbol game completing process.
  • step 201 shown in FIG. 28 to determine whether or not the control state flag is “04” which indicates completion of a normal symbol game.
  • the flag is not “04”
  • the normal symbol game completing process is completed.
  • the process goes to step 202 , to perform a process of subtracting “1” from the number of holds.
  • Steps 203 , 204 , 205 are sequentially executed to complete the normal symbol game completing process. In steps 203 , 204 , 205 , data of the respective normal symbol storage regions are shifted, and “00” which indicates a normal symbol storage check is set to the control state flag.
  • step 4 shown in FIG. 12 the random number updating process is performed where a random number for a losing symbol, a random number for reach determination, a random number for effect condition selection or the like is updated by a predetermined calculating method, to complete the process.
  • the process returns to step 2 and the repetition routine is repeatedly performed.
  • step 103 in the special symbol controlling process of the main control process, “08” which indicates completion of a special symbol game is set in step 103 , and thereafter, a time reduction flag is set in step 106 at the time of the normal big hit.
  • the main CPU 31 activates as the gaming state shifting means in step 165 of the subsequent normal symbol controlling process, and “08” which indicates completion of a special symbol game is set so that the gaming state after completion of the big hit shifts to the time reduction gaming state.
  • the gaming state becomes a big hit
  • a big hit with a small number of rounds and a small profit during execution is selected as the selected specific gaming state of the first aspect of the present invention
  • the shift of the gaming state to the time reduction gaming state is realized after completion of the big hit.
  • the time reduction gaming state is a special gaming state (normal gaming state as the special mode) where a profit is provided by reduction in variation display time of a normal symbol (identification symbol for time reduction)
  • a sense of loss that the player receives is suppressed by provision of the profit.
  • the player can obtain a sense of accomplishment of acquiring a big hit due to the profit obtained by the shift of the gaming state to the time reduction gaming state.
  • FIG. 29 is a flowchart showing a procedure for a sub control process repeatedly executed by the sub control circuit 40 .
  • the sub CPU 41 sequentially executes steps 211 to 216 , to perform an initial process, a random number updating process, a command analysis controlling process, a display controlling process, a sound control process, and a lamp controlling process, and repeatedly executes steps 212 to 216 .
  • the sub CPU 41 instructs the sound control circuit 60 to output sound from the speakers 18 L, 18 R.
  • the sub CPU 41 instructs the lamp control circuit 70 to turn on and off the decorative lamps 19 L, 19 R.
  • FIG. 30 is a flowchart showing a procedure for the command analysis controlling process.
  • the sub CPU 41 determines whether or not to have received a notification command or a notification stop command from the main control circuit 30 in step 231 .
  • the process goes to step 232 to execute a notifying or notification stopping process, and the command analysis controlling process is then completed.
  • the process goes to step 233 .
  • the sub CPU 41 determines whether or not to have received a symbol command.
  • the process goes to step 234 to execute a decorative symbol determining process, and the command analysis controlling process is then completed.
  • the process goes to step 235 .
  • the process goes to step 236 to execute a symbol settling process, and the command analysis controlling process is then completed.
  • the process goes to step 237 , to execute a process corresponding to other received commands, and the command analysis controlling process is then completed.
  • the notifying or notification stopping process is performed along the flowchart shown in FIG. 31 .
  • the process goes to step 251 to determine whether or not the sub CPU 41 has received a big hit notification command.
  • the process goes to step 252 , and when the command has not been received, the process goes to step 253 .
  • the sub CPU 41 takes a control for instructing at least any of the image control circuit 50 , the sound control circuit 60 and the lamp control circuit 70 , to execute at least any of image display to the liquid crystal display device 16 , sound output from the speakers 18 L, 18 R or lightning of the decorative lamps 19 L, 19 R (preferably, display of an image for example showing a message “Now in big hit!!” to the liquid crystal display device 16 ).
  • Big hit notification (notification (specific gaming state notification) for notifying the player that the game is now in the big hit by opening of the second special winning opening 12 ) is executed, and the notifying or notification stopping process is then completed.
  • step 253 it is determined whether or not a time reduction notification command has been received.
  • the process goes to step 254 , and when the command has not been received, the process goes to step 255 .
  • the sub CPU 41 takes a control for instructing at least any of the image control circuit 50 , the sound control circuit 60 and the lamp control circuit 70 , to execute at least any of image display to the liquid crystal display device 16 , sound output from the speakers 18 L, 18 R or lightning of the decorative lamps 19 L, 19 R (preferably, display of an image for example showing a message “Time reduction in execution!” on the liquid crystal display device 16 ).
  • Time reduction notification notification (special gaming state notification) for notifying the player that the gaming state is the time reduction gaming state
  • the notifying or notification stopping process is then completed.
  • an image for effect as described below may be displayed on the liquid crystal display device 16 .
  • displayed may be an image of a baseball game between two teams on the assumption that the one team is behind in the bottom of the ninth inning.
  • time reduction notification corresponding to the big hit with the number of rounds as small as two a scene of the team tying the game and going into extra innings is displayed.
  • big hit notification corresponding to the big hit with the number of rounds as large as 15 a scene of the baseball game ending with the team scoring a run from behind is displayed.
  • step 255 it is determined whether or not the big hit notification stop command has been received.
  • the process goes to step 256 .
  • the process goes to step 257 .
  • the sub CPU 41 takes a control for instructing at least any of the image control circuit 50 , the sound control circuit 60 and the lamp control circuit 70 , to stop big hit notification by means of the liquid crystal display device 16 , the speakers 18 L, 18 R and decorative lamps 19 L, 19 R. Thereby, the big hit notification is stopped, and the notifying or notification stopping process is completed.
  • step 257 it is determined whether or not the time reduction notification stop command has been received.
  • the process goes to step 258 .
  • the notifying or notification stopping process is completed.
  • the sub CPU 41 takes a control for instructing at least any of the image control circuit 50 , the sound control circuit 60 and the lamp control circuit 70 , to stop time reduction notification by means of the liquid crystal display device 16 , the speakers 18 L, 18 R and decorative lamps 19 L, 19 R. Thereby, the time reduction notification is stopped, and the notifying or notification stopping process is completed.
  • the main CPU 31 outputs the big hit notification command or the time reduction notification command and the big hit notification stop command or the time reduction notification stop command.
  • the sub CPU 41 instructs at least one of the image control circuit 50 , the sound control circuit 60 , and the lamp control circuit 70 to notify a big hit or time reduction and stop the big hit notification or the time reduction notification.
  • the big hit notification command is set when the second special winning opening 12 , corresponding to the probability varying big hit with a large number of rounds and a large profit during execution, is open whereas the time reduction notification command is set when the first special winning opening 11 , corresponding to the normal big hit with a small number of rounds and a small profit during execution, is open.
  • the second special winning opening 12 corresponding to the probability varying big hit is open
  • the second special winning opening 12 is opened due to the big hit notification, to notify the player that the game is in the big hit.
  • the big hit notification is not performed. Instead, time reduction notification showing a subsequent time reduction gaming state is performed.
  • the time reduction notification is continued until receipt of the time reduction notification stop command that is set after clearing the time reduction flag, the time reduction notification is continued even after completion of the big hit.
  • the game is the normal big hit with a small profit during execution
  • the time reduction notification showing the afterwards-generated time reduction gaming state is performed prior to the shift of the gaming state to the time reduction gaming state in place of the big hit notification
  • the shift to the time reduction gaming state can be previously identified during the normal big hit. This allows the normal big hit with a small profit during execution to appear to the player to be the time reduction gaming state, turning the player's interest to the time reduction gaming state and thus raising the player's feeling toward the shift to the time reduction gaming state.
  • the sub CPU 41 determines a decorative symbol according to a command transmitted from the main control circuit 30 and sets symbol data corresponding to the determined decorative symbol.
  • the decorative symbols DL, DR, DC and the special symbol J are stopped and displayed.
  • FIG. 32B upon entry of the gaming ball into the start winning opening 9 , the variation display of the decorative symbols DL, DR, DC and the special symbol J is started.
  • FIG. 32C the left decorative symbol DL is stopped and displayed, and the right decorative symbol DR is then stopped and displayed, followed by stop-display of the center decorative symbol DC and the special symbol J.
  • a switching control of the first special winning opening 11 is performed when the big hit is the normal big hit
  • a switching control of the second special winning opening 12 is performed when the big hit is the probability varying big hit. Since the number of rounds is set to a small value for the normal big hit and the number of rounds is set to a large value for the probability varying big hit, the special winning opening corresponding to the big hit with a small profit during execution and the special winning opening corresponding to the big hit with a large profit during execution are made such that they differ in shape.
  • the gaming state shifts to the probability varying gaming state.
  • the gaming state shifts to the normal gaming state. Therefore, the probability varying big hit gives the player a greater sense of accomplishment of acquiring a big hit than the normal big hit. Since the probability varying big hit and the normal big hit are different in the special winning opening for performing the switching operation, it is possible, by urging the player to launch the gaming ball toward the second special winning opening 12 corresponding to the probability varying big hit, to make the player identify the probability varying big hit and give him or her a sense of accomplishment with respect to the gaming state having become the probability varying big hit.
  • the player can identify the modes of the specific gaming states by means of the special winning openings, and the specific gaming state with a small profit during execution and the specific gaming state with a large profit during execution are clearly distinguished, preventing confusion of the former with the latter.
  • the pachinko gaming machine 1 is capable of giving the player a sense of accomplishment with respect to the gaming state having come into especially an advantageous specific gaming state.
  • first special winning opening 11 and the second special winning opening 12 are different not simply in shape but in shape such that the switching modes for switching between the easy-to-enter state and the difficult-to-enter state can be made different from each other. Therefore, the player can clearly identify the kind of specific gaming state as the current specific gaming state, and thus has a clear sense of accomplishment with respect to the gaming state having come into especially an advantageous specific gaming state.
  • the switching control of the second special winning opening 12 on the right side of the centerline is performed. Therefore, in an attempt to get more gaming balls to enter the second special winning opening 12 , the player operates the launch handle 6 c to a large degree for launching a gaming ball to the right side of the gaming board 4 (so-called launch to the right). In such a manner, by making the player launch the gaming ball to the right side, the gaming state comes into a state different from a normal state where the gaming ball is launched to the left side, which can make the player feel highly superior.
  • the player can determine whether or not the current big hit is the one with a large number of rounds or the one with a small number of rounds simply by looking at the special winning opening under switching control. Thereby, for example, even if the player overlooks stop-display when the game became the big hit, the player can determine whether the big hit is the one with a large number of rounds or the one with a small number of rounds.
  • a shop assistant at a pachinko parlor where the pachinko gaming machine 1 is installed can determine whether the current big hit is the big hit with a large number of rounds or the big hit with a small number of rounds just by looking at the special winning opening under switching control, and thereby the shop assistant can readily determine which of the two big hit has been generated, and can quickly prepare for a service or the like in a case where the parlor has added service or the like for probability variation.
  • profits during execution in the specific gaming states can be made different as follows. Specifically, the profits during execution may be made different by making both or at least either of the two specific gaming states different in number of prize balls to be paid out and continuation conditions for continuing opening of the special winning openings, other than making the number of opening times of the special winning opening, opening time of the special winning opening, and number of gaming balls entering the special winning opening different, as described above.
  • a special winning opening open/close setting process may be performed along the flowchart shown in FIG. 33 .
  • the special winning opening open/close setting process shown in FIG. 33 is different from the special winning opening open/close setting process shown in FIG. 16 in having steps 260 , 261 , 262 . Except for these steps, the same steps as those in FIG. 16 are performed.
  • step 260 is executed.
  • step 260 is executed.
  • “10” is set to the payout number of prize balls as the number of prize balls to be paid out upon entry of the gaming ball into the special winning opening, the special winning opening open/close setting process is completed.
  • steps 261 , 262 are executed where “5” is set to the payout number of prize balls, to set a V-zone passage condition.
  • the profits are made different between the probability varying big hit and the normal big hit by making the payout number of prize balls therebetween different.
  • the V-zone is provided each in the first special winning opening 11 and the second special winning opening 12 , and the continuation condition is passage of the gaming ball through the V-zone.
  • the V-zone is not provided in the second special winning opening 12 , and the passage of the gaming ball through the V-zone is not the continuation condition when the second special winning opening 12 corresponding to the probability varying big hit is opened.
  • the V-zone is provided in the first special winning opening 11 , and the passage of the gaming ball through the V-zone is the continuation condition when the first special winning opening 11 corresponding to the normal big hit is opened.
  • the probability varying big hit and the normal big hit are made different in continuation condition to make the profits between the two big hits different (the main CPU 32 serves as the continuation condition setting means in this case).
  • examples thereof include: a manner in which the V-zone is provided each in the first special winning opening 11 and the second special winning opening 12 , and the passage of the gaming ball through the V-zone within a predetermined passage time is made the continuation condition, and then the set passage time of the second special winning opening 12 is made longer than the set passage time of the first special winning opening 11 .
  • the manner may further be made to differ in probability for entry of a gaming ball into the V-zone in the special winning openings 11 , 12 such that the gaming ball entry probability of the second special winning opening 12 is made higher than that of the first special winning opening 11 .
  • the big hit completion interval process is executed along the flowchart shown in FIG. 34 in place of the flowchart shown in FIG. 21 .
  • the flowchart in FIG. 34 is different from the flowchart in FIG. 21 in executing steps 270 , 271 between steps 105 , 108 . Except for that, the two flowcharts are the same.
  • steps 270 , 271 the time reduction flag and the time reduction frequency counter are set as in steps 106 , 107 (in step 271 , “10000” is set to the time reduction frequency counter).
  • the gaming state shifts to the time reduction gaming state after completion of the big hit not only in the case of the normal big hit with a small number of rounds but also in the case of the probability varying big hit with a large number of rounds, thereby allowing enhancement of the player's zest.
  • the symbol commands and the kinds of special symbols are the same as those described above, but contents of the gaming states are as shown in FIG. 7B .
  • a special symbol determination table with a symbol command “z3” and a special symbol “5” added thereto may be used.
  • the special symbol “5” in addition to the special symbol “3” is selected as the normal big hit.
  • the gaming state shifts to the time reduction gaming state after completion of the big hit.
  • the big hit completion interval process is executed along the flowchart shown in FIG. 35 in place of the flowchart shown in FIG. 21 .
  • the flowchart in FIG. 35 is different from the flowchart in FIG. 21 in not executing step 105 . Except for that, the two flowcharts are the same. In this manner, the profits during execution are made different between the big hits depending upon the difference in number of rounds. Also in this case, when the normal big hit with a small number of rounds is selected, the gaming state shifts to the time reduction gaming state after the selection, whereby the same action effect is exerted as that of the pachinko gaming machine 1 in the above embodiment.
  • step 273 for setting a high probability flag as in step 105 may be added after execution of step 104 and before execution of step 106 .
  • step 273 for setting a high probability flag as in step 105 may be added after execution of step 104 and before execution of step 106 .
  • the big hit completion interval process is executed along the flowchart shown in FIG. 36 in place of the flowchart shown in FIG. 21 .
  • the flowchart in FIG. 36 is different from the flowchart in FIG. 34 in not executing step 105 . Except for that, the two flowcharts are the same. In this manner, not only in the case of the normal big hit with a small number of rounds but also in the case of the probability varying big hit with a large number of rounds, the gaming state shifts to the time reduction gaming state after completion of the big hit, thereby allowing enhancement of the player's zest.
  • the probability varying big hit is selected, since the shifting probability is a normal probability, the profits during execution are made different between the probability varying big hit and the normal big hit depending upon a difference in number of rounds.
  • the special symbol determination table the symbol commands and the kinds of special symbols are the same as those described above, but contents of the gaming states are as shown in FIG. 7D .
  • the special symbol determination table with the symbol command “z3” and the special symbol “5” added thereto can be used, and out of the special symbol “5” and the special symbol “3”, only with respect to the special symbol “3” with a smaller number of rounds, the gaming state shifts to the time reduction gaming state after completion of the big hit.
  • a special symbol game completing process is executed along the flowchart shown in FIG. 38 in place of the flowchart shown in FIG. 22 .
  • the flowchart in FIG. 38 is different from the flowchart in FIG. 22 in executing steps 274 , 275 between steps 112 , 113 . Except for that, the two flowcharts are the same.
  • steps 274 , 275 it is determined whether or not the probability variation is completed according to establishment of a predetermined condition (e.g., whether 100 turns were made after completion of the probability varying big hit, or the game was lost at a predetermined probability).
  • a predetermined condition e.g., whether 100 turns were made after completion of the probability varying big hit, or the game was lost at a predetermined probability.
  • step 113 When the probability variation is not completed, the process goes to step 113 without execution of step 275 .
  • the game becomes the probability varying big hit with either the special symbols “3”, “5”, a certain limitation can be placed on a high probability period after completion of the big hit.
  • the special symbol determination table the symbol commands and the kinds of special symbols are the same as those described above, but contents of the gaming states are as shown in FIG. 8C .
  • the first special winning opening 11 is arranged on the centerline of the gaming board, and the second special winning opening 12 is arranged on the right side of the centerline.
  • the first special winning opening 11 may be arranged on the left side of the center line and the second special winning opening 12 may be arranged on the right side.
  • the first special winning opening 11 may be arranged on the right side of the center line and the second special winning opening 12 may be arranged on the centerline.
  • another special winning opening may be arranged in addition to the first special winning opening 11 and the second special winning opening 12 .
  • the attacker-type opening/closing device and the tulip-shaped opening/closing device are used respectively for the first and second special winning openings. However, these may be reversely arranged, or either the attacker-type or the tulip-shaped devices may be used as unified devices for the first and second special winning openings.
  • the identification symbol display device and the decorative symbol display device can be arranged as individual display devices.
  • the number of rounds is set to the two kinds of 2 rounds and 15 rounds, the kinds of number of rounds may be increased to more than two, such as three or four.
  • the gaming machine according to the second embodiment has the same components as those of the gaming machine according to the first embodiment except for later-described points. Therefore, in the second embodiment, the components corresponding to those of the gaming machine according to the first embodiment are described, being provided with the same numerals/symbols as those in the first embodiment.
  • FIG. 39 is a front view of the gaming board shown in FIG. 1 .
  • the liquid crystal display device 16 functions as image display means.
  • the liquid crystal display device 16 has the display region 16 a of a large screen displaying a variety of image information.
  • the decorative symbol D and the special symbol J as an identification symbol in the second aspect of the present invention are displayed.
  • the special symbol J three kinds of symbols, “ ⁇ ”, “3” and “7”, are displayed. Among those, “3” and “7” are big hit symbols as the specific identification symbols of the second aspect of the present invention.
  • the decorative symbol D corresponds to the special symbol J.
  • the special symbol J is “ ⁇ ”
  • three-digit numbers which are not identical are stopped and displayed.
  • the special symbol J is “3”
  • three-digit identical even numbers are stopped and displayed.
  • the special symbol J is “7”
  • three-digit identical odd numbers are stopped and displayed.
  • the symbol corresponding to a loss may be displayed during a period before the shift to the big hit gaming state even when the special symbol J is “3” or “7”.
  • This liquid crystal display device 16 having the display region 16 a is the identification symbol display device of the second aspect of the present invention. Further, in the display region 16 a, a background image, a character image, a normal symbol image and the like are displayed in addition to the above-mentioned special symbols and decorative symbols.
  • FIG. 40A is a view showing a variation pattern table
  • FIG. 40B is a view showing a special symbol determination table
  • FIG. 41A is a view showing a display pattern table
  • FIG. 41B is a view showing a winning decorative symbol determination table
  • FIG. 41C is a view showing a re-variation display symbol determination table
  • FIG. 42A is a view showing a left decorative symbol determination table
  • FIG. 42B is a view showing a right decorative symbol determination table
  • FIG. 42C is a view showing a center decorative symbol determination table.
  • FIG. 43 is a view showing a special winning opening selection effect pattern display table.
  • the variation pattern table shown in FIG. 40A and the special symbol determination table shown in FIG. 40B are stored.
  • the main control circuit 30 outputs a symbol designation command to the sub control circuit 40 to make this circuit extract a random number and perform a lottery process by use of the extracted random number. Based upon the lottery result, a display symbol to be displayed according to the special symbol on the liquid crystal display device 16 is determined.
  • the main CPU 31 in the main control circuit 30 determines by the big hit lottery as to whether the gaming state is a loss, the normal big hit (non-probability varying specific gaming state), the probability varying big hit (probability varying specific gaming state).
  • the gaming state shifts to a big hit gaming state as a specific gaming state more advantageous for the player than in the normal gaming state.
  • the normal big hit and the probability varying big hit are different in advantage after completion of the specific gaming state.
  • the gaming state after probability varying big hit is more advantageous than the gaming state after the normal big hit.
  • the big hit probability (probability for establishment of the shifting condition) after the probability varying big hit is higher than the big hit probability in the normal gaming state.
  • the main CPU 31 shifts the gaming state to the normal gaming state after completion of the specific gaming state. Further, when the big hit is the probability varying big hit, the main CPU 31 shifts the gaming state to the probability varying gaming state, which is prone to shifting back to the specific gaming state, after completion of the specific gaming state.
  • variable winning device special winning openings 11 , 12
  • the variable winning device does not perform the open/close control
  • the drive signal is outputted to the first special winning opening solenoid 11 L or the second special winning opening solenoid 12 L, which corresponds to the gaming state at that time, to perform open/close control of the first special winning opening 11 or the second special winning opening 12 .
  • the main CPU 31 constitutes the drive control means of the second aspect of the present invention.
  • the main CPU 31 also constitutes the variable winning device selection means of the second aspect of the present invention, selecting the special winning opening to open according to whether the big hit is the probability varying big hit or the normal big hit.
  • the big hit is the normal big hit
  • the first special winning opening 11 is opened.
  • the big hit is the probability varying big hit
  • the second special winning opening 12 is opened.
  • the sub CPU 41 constitutes decorative symbol determination means
  • the sub ROM 42 constitutes decorative symbol storage means.
  • the sub ROM 42 stored are the display pattern table shown in FIG. 41A , the decorative symbol determination table shown in FIG. 41B , the re-variation display pattern determination table shown in FIG. 41C , the left decorative symbol determination table shown in FIG. 42A , the right decorative symbol determination table shown in FIG. 42B , and the center decorative symbol determination table shown in FIG. 42C .
  • symbols corresponding to a case where a special symbol is a big hit symbol are stored.
  • the symbol command received from the main control circuit 30 is z 1
  • the symbol corresponding to the normal big hit is applied
  • the symbol command is z 2
  • the symbol corresponding to the probability varying big hit is applied.
  • a symbol corresponding to a case where the special symbol comes out to be a losing symbol is generated based upon the decorative symbol determination table shown in FIGS. 42A to 42 C.
  • the sub CPU 41 makes a special symbol according to a symbol command displayed to the liquid crystal display device 16 , the symbol command having been selected from the special symbol determination table outputted from the main control circuit 30 .
  • an effect pattern determination table for special winning opening selection shown in FIG. 43 is stored in the sub ROM 42 of the sub control circuit 40 .
  • the sub CPU 41 determines an effect pattern for performing the effect showing which of the first special winning opening 11 and the second special winning opening 12 will be opened according to the effect pattern determination table for special winning opening selection.
  • the effect corresponding to the outputted effect pattern command is displayed to the liquid crystal display device 16 .
  • the sub CPU 41 makes the decorative symbol D, which is determined through a later-described process, displayed to the liquid crystal display device 16 . Therefore, the sub CPU 41 functions as the identification symbol display control means of the second aspect of the present invention.
  • the sound control circuit 60 has a sound source IC 61 , an amplifier (hereinafter, referred to as “AMP”) 62 , and a sound data ROM 63 .
  • the sound source IC 61 generates a sound signal by use of sound data stored in the sound data ROM 63 according to a command from the sub CPU 41 .
  • the AMP 62 amplifies the sound signal generated by the sound source IC 61 to an appropriate level, and the amplified sound signal is supplied to each of the speakers 18 L, 18 R to output sound.
  • stored are data (sound data) such as music, voice, and effect sound, which are used for an advance notice effect, reach effect, big hit effect and the like.
  • FIGS. 11 to 15 , 20 , 32 and 44 to 60 procedures for the control process by the main control circuit 30 and the sub control circuit 40 are described with reference to flowcharts and views in FIGS. 11 to 15 , 20 , 32 and 44 to 60 . It is to be noted that, since FIGS. 11 to 15 , 20 and 32 have already been described in the first embodiment, only differences from the first embodiment are described here.
  • the main CPU 31 determines whether a big hit is the probability varying big hit or the normal big hit.
  • the big hit symbol determination process whether the big hit is the probability varying big hit or the normal big hit is determined according to a random number for the big hit symbol (not shown).
  • the normal big hit symbol is determined to be “3”
  • the symbol command z 1 for an output from the special symbol determination table shown in FIG. 40B to the sub control circuit 40 is selected and set.
  • the probability varying big hit symbol is determined to be “7”
  • the symbol command z 2 for an output to the sub control circuit 40 is selected and set.
  • the main control circuit 30 outputs to the sub control circuit 40 a gaming state command for shifting the gaming state to the specific gaming state.
  • the special symbol is determined to be “ ⁇ ”, and the symbol command z 0 for the output from the special symbol determination table shown in FIG. 40B to the sub control circuit 40 is selected and set. Further, the main control circuit 30 outputs to the sub control circuit 40 a gaming state command for shifting the gaming state to the normal gaming state.
  • the main CPU 31 determines a variation pattern (S 29 ).
  • determination of the variation pattern one out of a plurality of random number values in the variation pattern table shown in FIG. 40A is acquired, and a variation pattern command corresponding to the acquired random number value is determined (S 29 ).
  • the determined variation pattern command is outputted to the sub control circuit 40 .
  • the variation pattern command one out of h 4 to h 8 is selected when the result of the big hit determination process (S 26 ) is a big hit, and one out of h 0 to h 3 is selected when the result of the big hit determination process is a loss.
  • the variation time corresponding to the variation pattern command determined based upon the variation pattern table is set to the waiting time timer (S 30 ).
  • the special winning opening open/close setting process in the special winning opening open/close setting process, first, it is determined whether or not the result of the big hit determination process in step 26 of FIG. 13 is the probability varying big hit (S 48 ). When it is consequently determined the gaming state is not the probability varying big hit but the normal big hit, the first special winning opening flag is set (S 49 ), and the process is then completed. When it is determined that the gaming state is the probability varying big hit, the second special winning opening flag is set (S 50 ), and the process is then completed. In this manner, the special winning opening open/close setting process is completed, simultaneously with completion of the special symbol display time management process shown in FIG. 15 .
  • a procedure for the big hit start interval controlling process in step 15 of FIG. 12 is described with reference to FIG. 45 .
  • a control state flag is data “03” which indicates big hit start interval management (S 51 ).
  • the control state flag is determined not to be the data “03”
  • the big hit start interval management process is completed.
  • control state flag is determined to be the data “03”
  • the process is held only during a period when the time corresponding to the start of the big hit set in step 39 . After the lapse of the time corresponding to the start of the big hit, it is determined whether or not the waiting time timer (t) is 0 for opening the special winning opening (S 52 ).
  • the opening process is performed for the special winning openings 11 , 12 corresponding to the special winning opening flag (first or second special winning opening flag) set in the special winning opening open/close setting process shown in FIG. 16 (S 54 ), and data “04” which indicates that the special winning opening is in an open state is set to the control state flag (S 55 ).
  • the special winning opening open time timer is set for example to the upper limit time for opening which is 30 seconds (S 56 ), and the big hit start interval management process is then completed.
  • the process on the special winning opening in an open state is performed (S 16 ).
  • the control state flag is the data “04” which special winning opening in an open state (S 61 ).
  • the control state flag is determined not to be the data “04”
  • the process on the special winning opening in an open state is completed.
  • the control state flag is determined to be the data “04”
  • it is determined whether or not the number of counts in the special winning opening entry counter is not smaller than 10 (S 62 ).
  • a target special winning opening entry counter is a counter corresponding to the first special winning opening 11 or the second special winning opening 12 which is under opening control.
  • the process for monitoring a residual ball in the special winning opening is performed (S 17 ).
  • a procedure for the process for monitoring a residual ball in the special winning opening is described with reference to FIG. 47 .
  • the control state flag is the data “05” which indicates monitoring a residual ball in the special winning opening (S 71 ).
  • the process for monitoring a residual ball in the special winning opening is completed.
  • the control state flag is determined to be the data “05”
  • the waiting time timer (t) when the waiting time timer (t) is not 0, the process for monitoring a residual ball in the special winning opening is completed, whereas when the waiting time timer (t) is 0, it is determined whether or not there has been passage through the specific region (V-zone) (S 73 ).
  • the determination as to the whether or not there has been passage through the specific region is made according to whether or not the gaming ball has passed through the V-zone either in the first special winning opening 11 or the second special winning opening 12 . For this determination, detection signals transmitted from the first V-count switch 11 S and the second V-count switch 12 S are used.
  • data “06” which indicates the management time for waiting for reopening of a special winning opening is set to the control state flag (S 77 ).
  • the time corresponding to an interval between rounds is then set to the waiting time timer (t) (S 78 ), and the process for monitoring a residual ball in the special winning opening is completed.
  • a procedure for the big hit completion interval process shown in step 19 of FIG. 12 is described with reference to FIG. 48 .
  • the control state flag is data “07” which indicates a big hit completion interval (S 91 ).
  • the big hit completion interval process is completed.
  • the control state flag is determined to be data “07”
  • the waiting time timer (t) is not 0, the big hit completion interval process is completed.
  • data “08” which indicates completion of the special symbol game is set to the control state flag (S 93 ).
  • step 26 It is then determined whether or not the result of the big hit determination process in step 26 is in a winning state of the probability variation, that is, whether the gaming state is the probability varying big hit or the normal big hit (S 94 ). As a result, when it is determined that the probability variation has not been won, the big hit completion interval process is simply completed. On the other hand, when it is determined that the probability variation has been won, a high provability flag is set (S 95 ), and a variation reduction flag is further set (S 96 ), to complete the big hit completion interval process.
  • the process returns to FIG. 12 , and the special symbol game completing process is performed (S 20 ).
  • a procedure for the special symbol game completing process is described with reference to FIG. 49 .
  • the control state flag is the data “08” which indicates completion of the special symbol game (S 101 ).
  • the control state flag is determined not to be the data “08”
  • the special symbol game completing process is completed.
  • the main CPU 31 updates the number of holds so as to subtract one therefrom (S 102 ), thereby sequentially shifting the respective numbers of counts in a random number counter for big hit determination and a random number counter for selecting a big hit stop mode.
  • the process for determining completion of variation reduction is performed (S 103 ).
  • this determination process when the time reduction by 100 turns is set after the probability varying big hit, it is determined whether or not the 100 turns have been made. Based upon this determination as to completion of the variation reduction (S 104 ), when the variation reduction is determined to have been completed, the variation reduction flag is cleared (S 105 ). Otherwise, the variation reduction flag is not cleared, and the process goes to step 106 .
  • the data in the special symbol storage region is shifted (S 106 ).
  • Data according to the states is stored in the special symbol storage region.
  • data in a fourth region is shifted to a third region
  • data in the third region is shifted to a second region
  • data in the second region is shifted to a first region. According to the data in the first region, the process for the special symbol game so far is performed.
  • the process returns to FIG. 11 , and the normal symbol controlling process is performed (S 3 ).
  • the normal symbol controlling process a control is performed regarding a normal symbol to be displayed on the liquid crystal display device 16 .
  • a flag in a normal symbol controlling state is read, and according to the flag, the time for variation of the normal symbol and the mode of the normal symbol being stopped and displayed are monitored.
  • the mode of the normal symbol is a predetermined mode, the normal electric entry-starting accessory is opened.
  • a variable showing closure is stored in the main RAM 33 , and the normal symbol controlling process is completed.
  • the random number updating process is performed (S 4 ).
  • the random number updating process which updates a random number value for a losing symbol, a random number for reach determination, a random number value for effect condition selection and the like by predetermined calculating methods, is performed to complete the process. The process then returns to step 2 and the repetition routine is repeatedly performed.
  • FIG. 29 is a flowchart showing a procedure for a sub control process repeatedly executed by the sub control circuit 40 .
  • a predetermined initializing process is first performed (S 211 ), and a random number updating process is then performed (S 212 ).
  • a process for controlling analysis of a command outputted from the main control circuit 30 is performed (S 213 ), and based upon the result of this command analysis controlling process, a display controlling process is performed (S 214 ).
  • the command analysis controlling process is specifically described later.
  • a sound control process (S 215 ) is performed.
  • a control process is performed regarding sound generated from the speakers 18 L, 18 R based upon a command from the main control circuit 30 .
  • the sound source IC 61 reads sound data from the sound data ROM 63 , and converts the sound data into a predetermined sound signal, and supplies the converted sound signal to the AMP 62 .
  • This AMP 62 amplifies the sound signal and generates sound from the speakers 18 L, 18 R.
  • the lamp controlling process is performed (S 216 ).
  • a process for controlling the decorative lamps 19 L, 19 R regarding the blinking thereof based upon a command from the main control circuit 30 is conducted.
  • the sub CPU 41 reads a lamp decoration pattern from the decorative data ROM 71 , and makes the decorative lamps 19 L, 19 R blink through the drive circuit 72 . Thereafter, steps 211 to 216 are repeated.
  • a process to be performed upon receipt of a command exerted from the main control circuit 30 is described.
  • a protective resistor is firstly evacuated (S 121 ).
  • the command inputted by the transmission from the main control circuit 30 is stored in a reception buffer in the sub RAM 43 (S 122 ).
  • the resistor is restored (S 123 ). In such a manner, the process to be performed upon receipt of a command is completed.
  • FIG. 51 is a flowchart showing a procedure for the command analysis controlling process.
  • the command analysis controlling process it is first determined whether or not the sub control circuit 40 has received a variation pattern command from the main control circuit 30 (S 131 ).
  • a display pattern determining process is performed (S 132 ). The display pattern determining process will be described later. After performance of the display pattern determining process, the command analysis controlling process is completed.
  • a special winning opening selection effect determining process is performed (S 138 ).
  • the special winning opening selection effect determining process is described later. Following the special winning opening selection effect determining process, the process goes to step 139 , and data corresponding to the gaming state command is set.
  • the command analysis controlling process is completed.
  • FIG. 52 is a flowchart showing a procedure for the display pattern determining process.
  • the display pattern determining process it is determined whether or not the received variation pattern command is a variation pattern command (h 4 to h 8 ) corresponding to the big hit (S 141 ).
  • a process for determining a losing display pattern is performed (S 142 ).
  • the losing display pattern determining process one random number value is acquired out of 0 to 9, and a display pattern and a display content are determined with reference to the outputted command number and the acquired random number value on the display pattern table shown in FIG. 41A .
  • a freeze effect determining process is performed for determining whether or not the freeze effect is performed (S 143 ).
  • the freeze effect determining process the random number value for freeze effect determination is used.
  • a predetermined random number range has been previously set, and one random number value is acquired from the random number range.
  • the freeze effect is performed.
  • the freeze effect is not performed.
  • the freeze effect determining process when the freeze effect determining process is performed, it is determined whether or not the freeze effect is performed (S 144 ). As a result, when it is determined that the freeze effect is not performed, the big hit display pattern determining process is performed (S 145 ). In the big hit display pattern determining process, one random number value is acquired out of 0 to 9, and a display pattern and a display content are determined with reference to the outputted command number and the acquired random number value on the display pattern table shown in FIG. 41A .
  • the freeze effect display pattern determining process is performed (S 146 ).
  • the decorative symbol stopped and displayed before start of variation of the special symbol is kept stopped and displayed after start of variation display of the special symbol and during the variation display of the special symbol.
  • the liquid crystal display device 16 Before the start of the variation display of the decorative symbol, the liquid crystal display device 16 is in the state of displaying three numbers in a row before the start of the variation display, as shown in FIG. 39 .
  • the decorative symbol In an effect other than the freeze effect, when the special symbol is varied and displayed, the decorative symbol is also varied and displayed, and kept varied and displayed until the special symbol is stopped and displayed.
  • the display pattern of the freeze effect is determined, even when the special symbol is varied and displayed, the decorative symbol is not varied and displayed but kept stopped and displayed.
  • display pattern data corresponding to the determined display pattern is set (S 147 ). In this manner, the display pattern determining process is completed.
  • FIG. 53 is a flowchart showing a procedure for the decorative symbol determining process.
  • the decorative symbol determining process it is first determined whether or not the big hit symbol command has been received (S 151 ). As a result, when the received symbol command is z 0 and it is thus determined that that the symbol command for the big hit has not been received, a process for determining a decorative symbol for a loss is performed (S 152 ).
  • the right, left and center numbers are selected from the table for decorative symbol determining process shown in FIG. 42 , and the respective right, left and center symbols to be displayed on the liquid crystal display device 16 are determined.
  • the process for determining a decorative symbol for a loss is performed since a loss reversing effect is performed (S 152 ).
  • the loss reversing effect is an effect in which the gaming state becomes a big hit while a symbol corresponding to a loss is displayed as the decorative symbol.
  • the process for determining a decorative symbol for a loss is performed in the same manner as in the case where the big hit symbol command is not received. The loss reversing effect is later described.
  • a process for determining a decorative symbol for a big hit is performed (S 154 ).
  • whether the symbol command outputted from the main control circuit 30 is z 1 or z 2 is determined.
  • the symbol command is z 1
  • the gaming state is the normal big hit, and a random number value shown in FIG. 41B is acquired.
  • a decorative symbol corresponding to the acquired random number value specifically a decorative symbol displaying three-digit even identical numbers, is selected from the decorative symbol determination table, to determine the decorative symbol.
  • the gaming state is the probability varying big hit, and a random number value shown in FIG. 41B is acquired.
  • a decorative symbol corresponding to the acquired random number value specifically a decorative symbol displaying three-digit odd identical numbers, is selected from the decorative symbol determination table, to determine the decorative symbol.
  • FIG. 54 is a flowchart showing a procedure for the special winning opening selection effect determining process. As shown in FIG. 54 , in the special winning opening selection effect determining process, it is determined whether or not the gaming state command outputted from the main control circuit 30 is a command corresponding to the big hit gaming state (S 161 ).
  • the special winning opening effect pattern determination process is performed (S 162 ).
  • the sub CPU 41 refers to the special winning opening selection effect pattern determination table shown in FIG. 10 which is stored in the sub ROM 42 . Then the sub CPU 41 checks the received symbol command, and when the symbol command is z 1 , the gaming state corresponds to the normal big hit gaming state.
  • the sub CPU 41 further acquires one random number value out of a plurality of random number values (0 to 9), and determines the display content of the effect pattern corresponding to the acquired random number value as the special winning opening selection effect pattern. Then, the sub CPU 41 transmits an effect pattern command (d 0 to d 3 ) as data corresponding to the determined special winning opening selection effect pattern to the image control circuit 50 for setting (S 163 ). Further, when the symbol command is z 2 , the gaming state corresponds to the probability varying big hit gaming state. In this case, the sub CPU 41 acquires one random number value out of a plurality of random number values (0 to 9), and determines the display content of the effect pattern corresponding to the acquired random number value as the special winning opening selection effect pattern.
  • the sub CPU 41 transmits an effect pattern command (d 4 to d 7 ) which is data corresponding to the determined special winning opening selection effect pattern to the image control circuit 50 for setting (S 163 ).
  • the special winning opening selection effect determining process is completed.
  • the image control circuit 50 displays an image according to the special winning opening selection effect pattern corresponding to the received effect pattern command (d 0 to d 7 ) to the liquid crystal display device 15 .
  • the main control circuit 30 performs a big hit lottery. Based upon the lottery result, the main control circuit 30 selects a command number from the variation pattern table shown in FIG. 40A , and a symbol command from the special symbol determination table shown in FIG. 40B , and transmits them to the sub control circuit 40 .
  • the sub control circuit 40 receives the command number and the symbol command of the variable pattern, and selects a display pattern from the display pattern table shown in FIG. 41A and a decorative symbol from each table shown in FIG. 41B or 42 .
  • the decorative symbols DL, DR, DC and the special symbol J are all stopped and displayed as shown in FIG. 32A . before entry of a gaming ball into the start winning opening 9 .
  • the decorative symbols DL, DR, DC and the special symbol J which are in a stopped and displayed state start to be varied and displayed, as shown in FIG. 32B .
  • the left decorative symbol DL is stopped and displayed.
  • the center decorative symbol DC, the right decorative symbol DR and the special symbol J are varied and displayed.
  • the right decorative symbol DR is then stopped and displayed, and subsequently, the center decorative symbol DC and the special symbol J are stopped and displayed.
  • different figures are displayed as the left, right and center decorative symbols DL, DR, DC as shown in FIG. 32D .
  • “512” are displayed. These are figures selected from the decorative symbol determination tables, shown in FIGS. 42A to 42 C, in the sub control circuit 40 . Further, the sign “ ⁇ ” is displayed as the special symbol J.
  • the opening control of the special winning opening is performed, whereas when the special symbol J is “3” and the big hit is the normal big hit, the opening control of the first special winning opening 11 shown in FIG. 39 is performed. Further, when the special symbol is “7” and the big hit is the probability varying big hit, the opening control of the second special winning opening 12 is performed. Therefore, in the pachinko gaming machine 1 , the first special winning opening 11 corresponds to a big hit with a small advantage while the second special winning opening 12 corresponds to a big hit with a large advantage.
  • the first special winning opening 11 and the second special winning opening 12 have different shapes, and hence the first special winning opening 11 and the second special winning opening 12 have different shapes corresponding to a difference in amount of advantage in the big hit.
  • the gaming state shifts to the probability varying gaming state after completion of the big hit gaming state.
  • the gaming state shifts to the normal gaming state after completion of the big hit gaming state. It is therefore possible to give the player a larger sense of accomplishment of acquiring a big hit by the probability varying big hit than by the normal big hit.
  • the probability varying big hit and the normal big hit are different in special winning opening which is under opening control. Hence, by launch of the gaming ball toward the second special winning opening 12 which is opened according to the probability varying big hit, it is possible to allow the player to identify that the gaming state has become the probability varying big hit, and to give the player a sense of accomplishment with respect to the gaming state having come into the probability varying big hit.
  • the player can identify the mode of the specific gaming state within generation of the specific gaming state, and the specific gaming state with a small advantage and the specific gaming state with a large advantage are clearly distinguished, making the two specific gaming states less prone to confusion from each other.
  • the pachinko gaming machine 1 is capable of giving the player a sense of accomplishment with respect to the gaming state having come into an especially advantageous specific gaming state.
  • the shapes of the first special winning opening 11 and the second special winning opening 12 are not only different but also capable of switching between the easy-to-enter state and the difficult-to-enter state.
  • the special winning openings 11 , 12 have a shape in which the switching modes can be different from one another. Therefore, the player of a game in the specific gaming state can clearly identify the kind of specific gaming state, and especially has a clear sense of accomplishment with respect to the gaming state having come into especially advantageous specific gaming state.
  • the opening control of the second special winning opening 12 on the right side of the centerline is performed. Therefore, in an attempt to get more gaming balls to enter the second special winning opening 12 , the player operates the launch handle 6 c to a large degree for launching the gaming ball to the right side of the gaming board 4 to perform a so-called launch to the right. In such a manner, by making the player launch the gaming ball to the right side, the gaming state comes into a state different from a normal state where the gaming ball is launched to the left side, which can make the player feel highly superior.
  • the opening control of the first special winning opening 11 is performed in the normal big hit and the opening control of the second special winning opening 12 is performed in the probability varying big hit.
  • a shop assistant at a pachinko parlor where the pachinko gaming machine 1 is installed can easily determine whether the big hit is the probability varying big hit or the normal big hit by simply taking a look at the special winning opening. Thereby the shop assistant can quickly prepare for a service or the like in a case where the parlor has added service or the like for probability variation.
  • the freeze effect is described.
  • the result of the big hit lottery in the main control circuit 30 is a big hit, and it is determined to perform the freeze effect in step 144 of FIG. 52 of the control routine in the sub CPU 41 of the sub control circuit 40 , the following are displayed in the display region 16 a.
  • the left/right/center decorative symbols DL, DR, DC and the special symbol J are stopped and displayed.
  • the special symbol J in a stopped and displayed state starts to be varied and displayed, whereas the left/right/center decorative symbols DL, DR, DC are all stopped and displayed.
  • the special symbol J is stopped and displayed.
  • “3” or “7” is displayed as the special symbol J.
  • the probability varying big hit symbol “7” is displayed as the special symbol J.
  • the decorative symbol D is arranged in a place readily visible to the player, whereas the special symbol J is arranged in a place not readily visible to the player. Therefore, the player determines whether or not the gaming state shifts to the big hit gaming state by looking at the decorative symbol D.
  • the player does not notice the variation display of the special symbol J and the decorative symbol D supposed to be varied and displayed comes into a state not varied and displayed. Therefore, this gives the player a moment's illusion that the pachinko gaming machine 1 has got out of order.
  • big hit notification is displayed in the display region 16 a.
  • the player is notified by the big hit notification that the gaming state has become a big hit. It is thereby possible to increase variation of the procedure until shifting to the big hit gaming state, so as to reduce monotony of the process until shifting to the big hit gaming state.
  • the sub CPU 41 makes a special winning opening selection effect performed correspondingly to the special winning opening effect pattern set in step 163 .
  • the special winning opening selection effect is performed as a notification effect for notifying whether the big hit is the probability varying big hit or the normal big hit.
  • a right-side arrow RA for pointing the right side and a downside arrow UA for pointing the downside are displayed to the display region 16 a along with a message M, such as “Right or Under!?”.
  • the state shown in FIG. 56C is a state where the right-side arrow RA is brightly lighted and the downside arrow UA is dimly displayed. This state is changed to a state where the right-side arrow RA and the downside arrow UA are repeatedly dimmed and lit in turns according to an effect content selected from the special winning opening selection effect pattern determination table shown in FIG. 10 .
  • the downside arrow UA is stopped and displayed in a brightly lighted state, along with a message “Too bad!”
  • the big hit is the probability varying big hit, as shown in FIG. 56 ( e )
  • the right-side arrow RA is stopped and displayed in a brightly lighted state, along with a message “Probability variation!”
  • the big hit is the normal big hit, and the opening control of the first special winning opening 11 is started.
  • the big hit is the probability varying big hit, and the opening control of the second special winning opening 12 is started.
  • the player identifies whether the big hit has been the normal big hit or the probability varying big hit. In this manner, it is possible by the performance of the special winning opening selection effect to provoke the player's expectations that the big hit is the probability varying big hit, so as to increase the player's interest.
  • a variation pattern command is h 8 in step 153 in FIG. 53 showing the control routine in the sub CPU 41 of the sub control circuit 40 , and when the loss reversing effect is performed, the following display is performed to the display region 16 a.
  • the left/right/center decorative symbols DL, DR, DC and the special symbol J are stopped and displayed.
  • the left/right/center decorative symbols DL, DR, DC and the special symbol J in a stopped and displayed state start to be varied and displayed.
  • the left/right/center decorative symbols DL, DR, DC and the special symbol J are stopped and displayed, as shown in FIG. 57C .
  • a symbol corresponding to a loss e.g., “512” is displayed as the left/right/center decorative symbols DL, DR, DC.
  • “7” which is a big hit symbol is displayed as the special symbol J.
  • the first special winning opening 11 is then opened.
  • the player plays a game while looking at the decorative symbol D, and determines whether the game is a big hit or not based upon whether the decorative symbol D is a symbol corresponding to a big hit or a symbol corresponding to a loss.
  • the first special winning opening 11 is opened and the gaming state shifts to the big hit gaming state. Therefore, even when the symbol corresponding to a loss is displayed as the decorative symbol and the symbol corresponding to a big hit is not displayed, it is possible to keep the player's expectations that the gaming state would shift to the big hit gaming state, so as to provide the player with a great interest.
  • a big hit notification is displayed in the display region 16 a for notifying the player that the gaming state will shift to the big hit gaming state, as shown in FIG. 57D .
  • the special winning opening selection effect is then performed. In the case of the normal big hit with the special symbol J being “3”, the opening control of the first special winning opening 11 is performed. In the case of the probability varying big hit with the special symbol J being “7”, the opening control of the second special winning opening 12 is performed.
  • This modification is different from the above embodiment mainly in that the probability varying big hit and the normal big hit are not distinguished when displayed in the display region 16 a as the special symbol J. Namely, when “ ⁇ ” is displayed as the special symbol, the game becomes a loss. When “3” or “7” is displayed as the special symbol J, the game becomes a big hit. In the case of the big hit, whether the big hit is the probability varying big hit or the normal big hit is separately determined by lottery.
  • the special symbol determination table shown in FIG. 40B was used. However, in this modification, the special symbol determination table shown in FIG. 58A and the probability variation determination table shown in FIG. 58B are used in place of the special symbol determination table shown in FIG. 40B .
  • a big hit lottery is performed using the special symbol determination table shown in FIG. 58A .
  • a probability variation lottery is performed using the probability variation determination table shown in FIG. 58B .
  • the special symbol game completing process is performed along a flowchart shown in FIG. 59 in place of the flowchart shown in FIG. 49 .
  • a probability variation completion process and the like are inserted between a case where variation reduction has not been completed (S 104 ) and a step of shifting data in the special symbol storage region (S 106 ), and between a step of clearing a variation flag (S 105 ) and a step of shifting data in the special symbol storage region (S 106 ).
  • a probability variation completion determining process is performed (S 171 ).
  • the probability variation completion determining process for example, whether or not probability variation of the special symbol will be continued is determined every time the variation of the special symbol is completed. It is determined to complete the probability variation in cases such as the probability variation not won in the probability variation determination lottery, the number of times of variations of the special symbol becoming 100, and the like. As a result of the determination of probability variation completion, whether or not the probability variation has been completed is determined (S 172 ).
  • the high probability flag is cleared (S 173 ), and data in the special symbol storage region is shifted (S 106 ). Further, when the probability variation has not been completed, data in the special symbol storage region is simply shifted as it is (S 106 ).
  • the special symbol J is displayed in a place difficult to see, but not in an invisible state. Therefore, the player familiar with the pachinko gaming machine 1 can see whether the big hit is the probability varying big hit or the normal big hit by looking at the special symbol J displayed in the display region 16 a, which undesirably reduces the player's interest in the special winning opening selection effect.
  • the special symbol J is not at all displayed, thereby enabling prevention of impairment of the player's interest in the special winning opening selection effect even when the player is familiar with details of the pachinko gaming machine 1 .
  • the second aspect of the present invention was described above, but the second aspect of the present invention is not restricted to the above embodiment.
  • the example of the mode having the probability varying gaming state and the non-probability varying gaming state as the specific gaming state was described.
  • This mode can be replaced by a mode having a time reduction specific easy-to-enter state state and non-time reduction specific gaming state as the gaming states.
  • the gaming state shifts to the time reduction gaming state where the time for variation display of the special symbol is reduced from the variation display time in the normal gaming state.
  • the non-time reduction specific gaming state after completion of the non-time reduction specific gaming state, the gaming state comes into the normal gaming state.
  • the time reduction gaming state here can be in either mode of continuing until a next big hit comes or of continuing until the number of lotteries reaches a predetermined number of lotteries.
  • the mode can be applied which comprises specific gaming states different from each other in advantage after the specific gaming state.
  • an advantage of each specific gaming state can be made different in the following manner. Specifically, the advantage of each specific gaming state can be made different by making at least one of the number of opening times of the special winning opening, the opening time of the special winning opening, the number of gaming balls having entered the special winning opening, the number of prize balls to be paid out, and the continuation condition for opening of the special winning opening different.
  • a process can be performed according to the flowchart shown in FIG. 60 in place of the flowchart shown in FIG. 44 , as the special winning opening open/close setting process in step 44 of the special symbol display time management process shown in FIG. 15 .
  • the same process as in the above embodiment is performed except for a respect described below.
  • the special winning opening open/close setting process in the case of making the advantage of each specific gaming state different is described with reference to FIG. 60 .
  • the number of opening times of the special winning opening, the opening time of the special winning opening, the number of gaming balls having entered the special winning opening, the number of prize balls to be paid out, and the continuation condition for opening of the special winning opening have all been made different.
  • the V-zone is provided in the first special winning opening 11 but not in the second special winning opening 12 .
  • the second V-count switch 12 S for counting the number of gaming balls having passed through the V-zone provided in the second special winning opening 12 is not provided at the second special winning opening 12 .
  • the special winning opening open/close setting process first, it is determined whether or not contents of the big hit has won the probability variation (S 181 ). As a result, when the big hit is determined to be the probability varying big hit, a right special winning opening flag is set (S 182 ). By setting the right special winning opening flag, the opening control of the second special winning opening 12 is performed at the time of the big hit. On the other hand, when the big hit is determined not to have won the probability variation, the big hit is taken as the normal big hit, and a center special winning opening flag is set (S 187 ). By setting the center special winning opening flag, the opening control of the first special winning opening 11 is performed at the time of the big hit.
  • the special winning opening open time timer is set to 29 seconds (S 183 ).
  • the upper-limit opening time set to 30 seconds in step S 56 in the above embodiment is set to 29 seconds here.
  • the special winning opening open timer is set to ten seconds (S 188 ).
  • the upper-limit opening time timer set to 30 seconds in step S 56 in the above embodiment is set to ten seconds here.
  • the upper-limit opening time was constantly set to 30 seconds in the above embodiment.
  • the setting opening time can be used instead of the upper-limit opening time.
  • the setting opening time here refers to the time when the special winning opening is open regardless of the number of gaming balls entering the special winning opening and the like.
  • the upper-limit opening time are set to 29 seconds and ten seconds, to make a difference in advantage, the opening time can be appropriately set so long as the advantage of each special winning opening is made different such that the opening time of the specific gaming state with a larger advantage is longer than that of the specific gaming state with a smaller advantage.
  • the maximum number of winning balls is set to ten as the maximum number of winning balls per one opening of the special winning opening (S 184 ).
  • the maximum number of winning balls is set to nine as the maximum number of winning balls per one opening of the special winning opening (S 189 ).
  • the determination “special winning opening entry counter ⁇ 9?” is performed in place of the determination “special winning opening entry counter ⁇ 10?” in step S 62 of the above embodiment.
  • the maximum number of winning balls was set so as to be constantly ten in the above embodiment.
  • a difference has been made in number of gaming balls that enter the special winning opening (maximum number of winning balls) as a difference in advantage of the specific gaming state between the probability varying big hit and the normal big hit, and the number of winning balls in the probability varying big hit is set to be more advantageous than that in the normal big hit.
  • the numbers of gaming balls that enter the special winning opening are set to ten and nine to make a difference in advantage
  • the number of gaming balls having entered the special winning opening can be appropriately set so long as the advantage of each special winning opening is made different such that the number of gaming balls having entered the special winning opening in the specific gaming state with a larger advantage is larger than that in the specific gaming state with little advantage.
  • the maximum number of opening times was set so as to be constantly 15 rounds in the above embodiment.
  • a difference has been made in number of opening times of the special winning opening (maximum number of opening times) as a difference in advantage of the specific gaming state between the probability varying big hit and the normal big hit, and the number of opening times in the probability varying big hit is set to be more advantageous than that of the normal big hit.
  • the numbers of opening times of the special winning openings are set to 15 and two to make a difference in advantage, the number of opening times of the special winning opening can be appropriately set so long as the advantage of each special winning opening is made different such that the number of opening times of the special winning opening in the specific gaming state with a larger advantage is larger than that in the specific gaming state with a smaller advantage.
  • the number of prize balls to be paid out is set to ten as the number of prize balls to be paid out when a gaming ball enters the special winning opening (S 186 ).
  • the number of prize balls to be paid out is set to five as the number of prize balls to be paid out when a gaming ball enters the special winning opening (S 191 ).
  • the number of prize balls to be paid out when a gaming ball has entered the special winning opening was set so as to be constantly 15 in the above embodiment.
  • the numbers of prize balls to be paid out at the time of entry of a gaming ball into the special winning openings are set to ten and five to make a difference in advantage, the number of prize balls to be paid out can be appropriately set so long as the advantage of each special winning opening is made different such that the number of prize balls to be paid out in the specific gaming state with a larger advantage is larger than that in the specific gaming state with a smaller advantage.
  • a V-zone passage condition is set (S 192 ).
  • the V-zone is provided in each of the first special winning opening 11 and the second special winning opening 12 , and passage of a gaming ball through the V-zone is an opening continuation condition.
  • the V-zone is not provided in the second special winning opening 12 , and when the gaming state becomes the probability varying big hit and the second special winning opening 12 is opened, passage of a gaming ball through the V-zone is not the opening continuation condition.
  • the V-zone is provided in the first special winning opening 11 , and when the gaming state becomes the normal big hit and the first special winning opening 11 is opened, passage of a gaming ball through the V-zone is the opening continuation condition.
  • opening continuation condition As thus described, a difference has been made in opening continuation condition as a difference in advantage of the specific gaming state between the probability varying big hit and the normal big hit, and the opening continuation conditions are set such that the probability varying big hit is more advantageous than the normal big hit.
  • the opening continuation conditions can be made different as follows.
  • One mode is for example that the V-zone is provided in each of the first special winning opening 11 and the second special winning opening 12 , passage of a gaming ball through the V-zone within a predetermined set passage time is set as the opening continuation condition, and the set time for passage through the V-zone of the second special winning opening 12 is made longer than that of the first special winning opening 11 .
  • another mode is that the entry probabilities into the V-zones in both the first and second special winning openings 11 , 12 are made different, and the first special winning opening 11 and the second special winning opening 12 are designed such that the probability for entry of a gaming ball into the V-zone in the first special winning opening 11 is higher than that in the second special winning opening 12 .
  • the gaming state is made more advantageous in the probability varying big hit than in the normal big hit in terms of all advantage items: the number of opening times of the special winning opening, the opening time of the special winning opening, the number of gaming balls that enter the special winning opening, the number of prize balls to be paid out, and the opening continuation condition for the special winning opening, which relate to advantage of the specific gaming state.
  • the advantage items can be set such that the probability varying big hit is more advantageous than the normal big hit.
  • some part of the advantage items can be set such that the probability varying big hit is more advantageous than normal big hit while another part of the advantage items is set such that the normal big hit is more advantageous than the probability varying big hit.
  • all of the advantage items can be set such that the normal big hit is more advantageous than the probability varying big hit.
  • the first special winning opening 11 arranged on the centerline parting the gaming board to right and left
  • the other one is the second special winning opening 12 arranged on the right side of the centerline.
  • a mode can also be applied where the above arrangement is changed such that the first special winning opening 11 is arranged on the left side of the centerline and the second special winning opening 12 is arranged on the right side of the centerline.
  • another mode can be applied where the first special winning opening 11 is arranged on the right side of the center line and the second special winning opening 12 is on the center line.
  • a mode can also be applied where three or more special winning openings are arranged.
  • a so-called attacker-type opening/closing device is used as the first special winning opening and a so-called tulip-shaped opening/closing device is used as the second special winning opening, these can be reversely arranged, or either the attacker-type or tulip-shaped devices can be used as unified opening/closing devices for the first and second special winning opening.
  • freeze effect the loss reversing effect, the special winning opening selection effect and the like are performed in the above embodiment, a mode can be applied where those effects are not performed.
  • freeze effect is determined in the control flow in the above embodiment, it is possible for example to previously prepare a command for the freeze effect in the display pattern table, and use the command as one of display patterns.
  • the liquid crystal display device serves as the identification symbol display device as well as the decorative symbol display device in the above embodiment, the identification symbol display device and the decorative symbol display device can be separate display devices.
  • a decorative symbol is determined using the decorative symbol determination table ( FIG. 9 ) in common with the table used in the case of receiving the losing symbol command z 0 .
  • a difference is made between the probability varying big hit and the normal big hit as a difference in advantage of each specific gaming state in the above embodiment, it is possible to set the difference by combination with a time reduction big hit and a non-time reduction big hit, or a big hit with a large number of opening times and a big hit with a small number of opening times, instead of singly using the probability varying big hit and the normal big hit.
  • a mode can be applied where the gaming state becomes the time reduction big hit when the gaming state becomes the normal big hit after continuation of the probability varying big hit, and the gaming state becomes the non-time reduction big hit when the normal big hit occurs independently.
  • Another mode can be applied where the probability varying big hit is the big hit with a large number of opening times, and the normal big hit is the big hit with a small number of opening times. Moreover, along with the above setting, differences in condition for opening of the special winning opening, number of winning balls entry into the special winning opening and the like can also be set.

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Abstract

A gaming machine of the present invention comprises: specific gaming state selection means for selecting any of a plurality of specific gaming states which are more advantageous for a player than a normal gaming state, different in amount of profit, and different from the normal gaming state; gaming state shifting means for shifting the gaming state from the normal gaming state to the selected specific gaming state selected by the specific gaming state selection means out of the plurality of specific gaming states; and a plurality of variable winning devices for performing a shifting operation from a difficult-to-enter state in which entry of a gaming ball is difficult to an easy-to-enter state in which entry of the gaming ball is easy, wherein the gaming machine comprises variable winning device selection means for selecting a variable winning device for performing the switching operation correspondingly to the selected specific gaming state, out of the plurality of variable winning devices, and in a case where the selected specific gaming state is a specific gaming state with a small profit, the gaming state shifting means shifts the gaming state to a special gaming state advantageous for the player as a special mode of the normal gaming state after completion of the selected gaming state with a small profit.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application relates to Japanese Patent Application No. 2004-347453 filed on Nov. 30, 2004, and Japanese Patent Application No. 2004-316249 filed on Oct. 29, 2004.
  • The contents of these applications are incorporated herein by reference in their entirety.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming machine, especially to a gaming machine comprising a plurality of variable winning devices that facilitate winning when a gaming state shifts to a specific gaming state that is advantageous for a player.
  • 2. Discussion of the Background
  • For increasing the player's interest in a game, a gaming machine such as a pachinko gaming machine may have a specific gaming state (also referred to as winning gaming state or big hit) in addition to a normal gaming state in which a normal game is performed, the specific gaming state being more advantageous for the player than the normal gaming state. Since it becomes easy to acquire a larger number of prize balls when the gaming state becomes the specific gaming state, the player plays the game with the aim of shifting the gaming state from the normal gaming state to the specific gaming state, thereby increasing the player's interest in the game.
  • Pachinko gaming machines in recent years may have a plurality of specific gaming states. Examples of the specific gaming states may include a gaming state with a large number of opening times, a gaming state with a small number of opening times which are different in number of switching (so-called, the number of rounds) between an easy-to-enter state and a difficult-to-enter state in a variable winning device (special winning opening) when the switching is repeated.
  • Among conventional pachinko gaming machines having a specific gaming state, there has been a gaming machine capable of changing the number of rounds at random by establishment of a specific condition (for example, see JP-A 9-253296).
  • Further, there has also been a pachinko gaming machine having a probability varying specific gaming state (probability varying big hit) and a non-probability varying specific gaming state (normal big hit), with advantages after completion of the specific gaming state made different from each other. The probability varying specific gaming state is a specific gaming state where a gaming state comes into a probability varying gaming state during a period from completion of the specific gaming state to a shift to a next specific gaming state. The non-probability varying specific gaming state is a specific gaming state where the gaming state comes into a non-probability varying gaming state after completion of the specific gaming state. Here, the probability varying gaming state is one mode of the normal gaming states, in which a probability for shifting to the specific gaming state is high. The non-probability varying gaming state is a normal gaming state in which the probability for shifting to the specific gaming state is a normal one.
  • Such specific gaming states include a time reduction specific gaming state and a non-time reduction specific gaming state, in addition to the probability varying/non-probability varying gaming states. The time reduction specific gaming state is a specific gaming state where the gaming state comes into a time reduction gaming state during a period from completion of the specific gaming state to a shift to a next specific gaming state. The non-time reduction specific gaming state is a specific gaming state where the gaming state comes into a normal gaming state (non-time reduction gaming state) after completion of the specific gaming state. Here, the time reduction gaming state is one mode of the normal gaming states. In this normal gaming state, when a predetermined starting condition is established, an identification symbol for time reduction displayed on a display device varyingly displayed, and then stopped and displayed. In addition, in establishment of a predetermined lottery easiness condition where a lottery is performed to determine whether or not a predetermined shifting condition is established, variation display time of an identification symbol for time reduction is reduced upon stop-displaying the specific identification symbol for time reduction.
  • Moreover, in the pachinko gaming machine of this kind, the variable winning device comes into an easy-to-enter state (opened state of the special winning opening) upon a shift of the gaming state to the specific gaming state, and the pachinko gaming machine may comprise a plurality of such special winning openings. Examples of those gaming machines include: a gaming machine provided with a plurality of variable winning openings in positions apart by predetermined distances, where these variable winning openings are opened and closed non-concurrently during a winning game (e.g., see JP-A 2002-360822); and a gaming machine provided with special winning openings respectively in the upper part and lower part of a gaming board, and one of the special winning openings is opened while the other is in a closed state (e.g., see JP-A 2003-310920).
  • However, there has been a problem with the conventional gaming machine such as the gaming machine disclosed in JP-A 9-253296 as follows. A profit is small with this gaming machine, and when big hit whose advantage is small for the player (particularly a big hit with a small profit during execution such as big hit with a small number of rounds) is determined, a profit is small (the number of rounds is small) despite the big hit, thereby causing the player to feel a sense of loss due to reduction in number of gaming balls expected to be obtained.
  • Moreover, there has also been a problem with the gaming machines disclosed in JP-A 2002-360822 and JP-A 2003-310920 as follows. In these gaming machines, since each of the special winning openings has a similar opening/closing mode, and has not been clearly distinguished according to kinds of specific gaming states, it is difficult for the player to identify a current gaming state out of a plurality of specific gaming states based upon the opening/closing mode of the special winning opening, and the player might consider a big hit actually with a small profit as a big hit with a large profit due to movement of the special winning opening. Therefore, even when the player is able to acquire a big hit, the gaming state does not agree with the player's expectations, thereby the player's sense of accomplishment of acquiring the big hit is damped.
  • As thus described, there has been a problem in the conventional gaming machines in that, even when the player is able to acquire a big hit by shifting of the gaming state from the normal gaming state to the specific gaming state, his or her sense of accomplishment of acquiring the big hit is damped depending upon the kind of specific gaming state.
  • The contents of Japanese Application Nos. 2004-347453 and 2004-316249, JP-A 9-253296, JP-A 2002-360822 and JP-A 2003-310920 are incorporated by reference herein in their entirety.
  • SUMMARY OF THE INVENTION
  • Accordingly, the present invention has been made for solving the above-mentioned problems, and has an object to provide a gaming machine capable of allowing the player to clearly identify the kind of specific gaming state, to suppress a sense of loss that the player receives and give the player a sufficient sense of accomplishment of acquiring the specific gaming state.
  • In order to solve the above-mentioned problem, the present invention provides the following configurations.
  • Namely, a first aspect of the present invention is a gaming machine comprising: specific gaming state selection means for selecting any of a plurality of specific gaming states which are more advantageous for a player than a normal gaming state, different in amount of profit, and different from the normal gaming state; gaming state shifting means for shifting the gaming state from the normal gaming state to the selected specific gaming state selected by the specific gaming state selection means out of the plurality of specific gaming states; and a plurality of variable winning devices for performing a shifting operation from a difficult-to-enter state in which entry of a gaming ball is difficult to an easy-to-enter state in which entry of the gaming ball is easy, wherein the gaming machine comprises variable winning device selection means for selecting a variable winning device for performing the switching operation correspondingly to the selected specific gaming state, out of the plurality of variable winning devices, and in a case where the selected specific gaming state is a specific gaming state with a small profit, the gaming state shifting means shifts the gaming state to a special gaming state advantageous for the player as a special mode of the normal gaming state after completion of the selected specific gaming state with a small profit.
  • In the gaming machine according to the first aspect of the present invention, a gaming state shifts to any of a plurality of specific gaming states which are different in amount of profit, and the gaming machine has a plurality of variable winning devices for performing a switching operation from an difficult-to-enter state to an easy-to-enter state. When a specific gaming state with a small profit is selected as a selected specific gaming state, the gaming state shifts to a special gaming state as a special mode of a normal gaming state. Therefore, even in a case where a profit is small (e.g., the number of rounds is small) in the selected specific gaming state, a shift to the specific gaming state is subsequently realized, thereby making it possible to suppress a sense of loss that the player receives. It is also possible for the player to obtain a sense of accomplishment of acquiring a big hit by a profit obtained by the shift to the specific gaming state. Moreover, since the shift which is different from the shift to the selected specific gaming state, that is, the shift to the special gaming state is realized, it appears to the player that a new mode of shift is added. It is therefore possible not only to suppress a sense of loss that the player receives but to enhance a zest that the player obtains by the shift to the special gaming state.
  • It is also preferable that the variable winning device for performing the switching operation correspondingly to a specific gaming state with a large profit and the variable winning device for performing the switching operation correspondingly to a specific gaming state with a small profit out of the plurality of specific gaming states have different shapes from each other.
  • In this manner, since the variable winning devices for performing the shifting operation are different in shape based upon whether the amount of profit of the selected specific gaming state is large or small, when the game is in a specific gaming state, the player can clearly identify the mode of that specific gaming state. Moreover, since the player is less prone to confusion between the specific gaming state with a small profit and the specific gaming state with a large profit, it is possible to give the player a sense of accomplishment that the gaming state has come into an especially advantageous specific gaming state.
  • It is also preferable that the variable winning device for operating the switching operation correspondingly to a specific gaming state with a large profit and the variable winning device for performing the switching operation correspondingly to a specific gaming state with a small profit, out of the plurality of specific gaming states, have such shapes that switching modes for switching between the easy-to-enter state and the difficult-to-enter state can be made different from each other.
  • In this manner, there is a difference for example between the specific gaming state with a large profit and the specific gaming state with a small profit, not only in shape of the variable winning device but also in mode for the shift between the easy-to-enter state and the difficult-to-enter state. It is therefore possible for the player to clearly identify the kind of specific gaming state, and it is further possible to give the player a clear sense of accomplishment that the gaming state has come into an especially advantageous specific gaming state.
  • It is preferable that the gaming machine further comprises: prize ball payout means for paying out a prize ball upon entry of a gaming ball into the variable winning device; and payout prize ball number setting means for setting the payout number of prize balls indicative of the number of prize balls to be paid out by the prize ball payout means, to a number different among each variable winning device.
  • In such a gaming machine, since the number of prize balls to be paid out is different among each variable winning device, it is possible to increase a difference in profit depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • The gaming machine may further comprise: switch control means for making each of the variable winning devices perform the switching operation and a reverse switching operation of switching the variable winning device, when in the easy-to-enter state, from the easy-to-enter state to the difficult-to-enter state by entry of a predetermined number of gaming balls into the variable winning device; and gaming ball number setting means for setting the predetermined number to a number different among each variable winning device.
  • In this manner, since the number of gaming balls for shifting the variable winning device in the easy-to-enter state to the difficult-to-enter state is different among each variable winning device, it is possible to increase a difference in profit depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • The gaming machine may further comprise: switch control means for making each of the variable winning devices perform the switching operation and a reverse switching operation of switching the variable winning device, when in the easy-to-enter state, from the easy-to-enter state to the difficult-to-enter state by a lapse of predetermined easy-to-enter time; and easy-to-enter time setting means for setting the easy-to-enter time to time different among each variable winning device.
  • In this case, since the easy-to-enter time is different among each variable winning device, it is possible to further increase a difference in profit depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • The gaming machine may further comprise: switch control means for making the variable winning device perform the switching operation and a reverse switching operation of switching the variable winning device, when in the easy-to-enter state, from the easy-to-enter state to the difficult-to-enter state by establishment of a predetermined continuation condition, and then further making the variable winning device perform the switching operation; and continuation condition setting means for setting the continuation condition to a condition different among each variable winning device.
  • In this manner, when the continuation condition for continuing the easy-to-enter state is set up, the continuation condition is different among each variable winning device, and it is thereby possible to further increase a difference in profit depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • The gaming machine may further have a probability varying gaming state as the special gaming state in which a probability for shifting to the specific gaming state is higher than a normal probability.
  • In this manner, since the gaming machine has the probability varying gaming state as the special gaming state, it is possible in the specific gaming state to make the player aware that the gaming state will shift to the probability varying gaming state after completion of the current specific gaming state. It is therefore possible to give the player a high sense of accomplishment when the gaming state comes into the probability varying gaming state.
  • It is preferable that the gaming machine may further comprise: an identification symbol display device for displaying a predetermined identification symbol; and identification symbol display control means for causing conduct of variation display of an identification symbol displayed to the identification symbol display device for a predetermined variation display time and stop-display after the variation display, upon establishment of a predetermined starting condition, the gaming machine having a time reduction gaming state as the special gaming state in which the variation display time is made shorter than the variation display time in the normal gaming state.
  • In this case, since the gaming machine has the time reduction gaming state as the special gaming state, it is possible in the specific gaming state to make the player aware that the gaming state will shift to the time reduction gaming state after completion of current specific gaming state. It is therefore possible to give the player a high sense of accomplishment when the gaming state comes into the time reduction gaming state.
  • Moreover, a second aspect of the present invention is a gaming machine, in which a normal gaming state and plurality of specific gaming states advantageous for the player than the normal gaming state are set as gaming states, and the plurality of specific gaming states are different in at least one of an advantage in the specific gaming state and an advantage after completion of the specific gaming state, the gaming machine comprising: a plurality of variable winning devices capable of a change between an easy-to-enter state in which entry of a gaming ball is easy and a difficult-to-enter state in which entry of the gaming ball is difficult, and having different shapes according to a difference in amount of advantage in the plurality of specific gaming states; specific gaming state selection means for selecting any of the plurality of specific gaming states upon establishment of a predetermined shifting condition; gaming state shifting means for shifting the gaming state from the normal gaming state to the selected specific gaming state; drive-control means for controlling each of the variable winning devices by shifting between the easy-to-enter state and the difficult-to-enter state; and variable winning device selection means for selecting a variable winning device to be controlled by shifting by the drive-control means according to the specific gaming state selected by the specific gaming state selection means, out of the variable winning devices, upon establishment of the shifting condition.
  • In the gaming machine according to the second aspect of the present invention, in the shift of the gaming state to any of the plurality of specific gaming states, a variable winning device is selected out of the plurality of variable winning devices according to the selected specific gaming state and furthermore, each of the variable winning devices has a different shape according to a difference in amount of advantage among each specific gaming state. Since the plurality of specific gaming states are different in at least one of an advantage in the specific gaming state and an advantage after completion of the specific gaming state, for example, with respect to the specific gaming state with a large advantage and the specific gaming state with a small advantage, the variable winning devices in which the easy-to-enter state is generated, as well as their shapes, are different. Therefore, when the game is in a specific gaming state, the player can identify the mode of the specific gaming state. Moreover, since the player is less prone to confusion between the specific gaming state with a small advantage and the specific gaming state with a large advantage, it is possible to give the player a sense of accomplishment that the gaming state has come into an especially advantageous specific gaming state.
  • It is also preferable that each of the variable winning devices has such a shape that a switching mode for switching between the easy-to-enter state and the difficult-to-enter state can be made different from each other.
  • In this manner, for example, the specific gaming state with a large advantage and the specific gaming state with a small advantage are different not only in shape of the variable winning devices but also in switching mode for switching between the easy-to-enter state and the difficult-to-enter state. Therefore, when the game is in the specific gaming state, the player can clearly identify the kind of that specific gaming state. Further, it is possible to give the player a sense of accomplishment especially with respect to the gaming state having come into the advantageous specific gaming state.
  • The gaming machine may further comprise first and second variable winning devices as the plurality of variable winning devices, wherein the first variable winning device is arranged on the centerline parting a gaming board surface to right and left or on the right side or the left side of the centerline, and the second variable winning device is arranged in a position different from the position where the first variable winning device is arranged, among positions on the centerline and on the right and left sides of the centerline.
  • In this manner, for example, the specific gaming state with a large advantage and the specific gaming state with a small advantage are different in placement of the variable winning devices for switching between the easy-to-enter state and the difficult-to-enter state, and entry of the gaming ball into each of the devices can be switched by a gaming ball launching operation. Hence it is possible to allow the player to identify the kinds of specific gaming states by making the gaming ball launching operations different. It is therefore possible to give the player a sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • It is moreover preferable that the gaming machine further comprises: prize ball payout means for paying out a prize ball upon entry of a gaming ball into the variable winning device; and payout prize ball number setting means for setting the payout number of prize balls indicative of the number of prize balls to be paid out by the prize ball payout means, to a number different among each variable winning device.
  • In such a gaming machine, the number of prize balls to be paid out is different among each variable winning device, making it possible to increase a difference in advantage depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • It is preferable that the drive-control means performs a drive-control for shifting the variable winning device to the difficult-to-enter state by entry of a predetermined number of gaming balls when the variable winning device is in the easy-to-enter state, and the gaming machine further comprises predetermined number setting means for setting the predetermined number to a number different among each variable winning device.
  • In this manner, the number of gaming balls for shifting the variable winning device in the easy-to-enter state to the difficult-to-enter state is different among each variable winning device, thereby making it possible to further increase a difference in advantage depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • It is also preferable that the drive-control means performs a drive-control for shifting the variable winning device to the difficult-to-enter state by a lapse of predetermined easy-to-enter time when the variable winning device is in the easy-to-enter state, and the gaming machine further comprises easy-to-enter time setting means for setting the easy-to-enter time to time different among each variable winning device.
  • In this case, the easy-to-enter time is different among each variable winning device, thereby making it possible to further increase a difference in advantage depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • It is also preferable that the drive-control means performs a drive-control where the variable winning device is in the easy-to-enter state, and after shifting to the difficult-to-enter state upon establishment of a predetermined continuation condition, the variable winning device further shifts to the easy-to-enter state, and the gaming machine further comprises continuation condition setting means for setting the continuation condition to a condition different among each variable winning device.
  • In this manner, the continuation condition for continuing the easy-to-enter state is different among each variable winning device when the continuation condition is set, thereby making it possible to further increase a difference in advantage depending upon the kind of specific gaming states. It is therefore possible to increase the player's sense of accomplishment that the gaming state has come into a more advantageous specific gaming state.
  • The gaming machine may have, as the plurality of specific gaming states: a probability varying specific gaming state in which a gaming state comes into a probability varying gaming state where a probability for establishing the predetermined shifting condition in a normal gaming state after completion of the specific gaming state is higher than the probability in the normal gaming state; and a non-probability varying specific gaming state in which the gaming state comes into a normal gaming state after completion of the specific gaming state.
  • In this manner, the gaming machine has the probability varying specific gaming state and the non-probability varying specific gaming state as the specific gaming states, whereby it is possible in the specific gaming state to allow the player to identify whether the gaming state will shift to the probability varying state or the non-probability varying state after completion of the specific gaming state. It is therefore possible to give the player a high sense of accomplishment when the gaming state comes into the probability varying gaming state.
  • It is also preferable that the gaming machine further comprises: an identification symbol display device for displaying a predetermined identification symbol; and identification symbol display control means for causing conduct of variation display of an identification symbol displayed to the identification symbol display device for a predetermined variation display time and stop-display after the variation display, upon establishment of a predetermined starting condition, the gaming machine having, as the plurality of specific gaming states: a time reduction specific gaming state as the time reduction gaming state in which the variation display time after completion of the specific gaming state is made shorter than the variation display time in the normal gaming state; and a non-time reduction specific gaming state as the normal gaming state after completion of the specific gaming state.
  • In this case, the gaming machine has the time reduction specific gaming state and the non-time reduction specific gaming state as the specific gaming states, whereby it is possible in the specific gaming state to allow the player to identify whether the gaming state will shift to either the time reduction gaming state or the non-time reduction gaming state after completion of the current specific gaming state. It is therefore possible to give the player a high sense of accomplishment when the gaming state comes into the time reduction specific gaming state.
  • According to the present invention, it is possible to obtain a gaming machine capable of allowing the player to clearly identify the kind of specific gaming state, to suppress a sense of loss that the player receives so as to give the player a sufficient sense of accomplishment of acquiring the specific gaming state.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a perspective view from the front side of a pachinko gaming machine according to an embodiment of the first aspect of the present invention;
  • FIG. 2 is an exploded perspective view of the pachinko gaming machine shown in FIG. 1;
  • FIG. 3 is a perspective view from the back side of the pachinko gaming machine shown in FIG. 1;
  • FIG. 4 is a front view of a gaming board shown in FIG. 1;
  • FIG. 5 is a partial sectional view of the pachinko gaming machine shown in FIG. 1;
  • FIG. 6 is a block diagram mainly showing the configuration of the inside of the pachinko gaming machine;
  • FIGS. 7A to 7D show special symbol determination tables, specifically, FIG. 7A shows one example of the special symbol determination tables, and each of FIGS. 7B to 7D shows other special symbol determination tables;
  • FIGS. 8A to 8C show special symbol determination tables, specifically, FIG. 8A shows a special symbol determination table different from that in FIG. 7, and each of FIGS. 8B and 8C shows different special symbol determination tables;
  • FIG. 9 is a perspective view showing a shutter at a first special winning opening;
  • FIG. 10 is a perspective view showing a second special winning opening;
  • FIG. 11 is a flowchart showing a procedure for a main control process repeatedly executed by a main control circuit after a power is turned on;
  • FIG. 12 is a flowchart showing a procedure for a special symbol controlling process;
  • FIG. 13 is a flowchart showing a procedure for a special symbol storage checking process;
  • FIG. 14 is a flowchart showing a procedure for a special symbol variation time management process;
  • FIG. 15 is a flowchart showing a procedure for a special symbol display time management process;
  • FIG. 16 is a flowchart showing a procedure for a special winning opening open/close setting process;
  • FIG. 17 is a flowchart showing a procedure for a big hit start interval management process;
  • FIG. 18 is a flowchart showing a procedure for a process on the special winning opening in an open state;
  • FIG. 19 is a flowchart showing a procedure for a process for monitoring a residual ball in the special winning opening;
  • FIG. 20 is a flowchart showing a procedure for a process for waiting time management before reopening of the special winning opening;
  • FIG. 21 is a flowchart showing a procedure for a big hit completion interval process;
  • FIG. 22 is a flowchart showing a procedure for a special symbol game completing process;
  • FIG. 23 is a flowchart showing a procedure for a normal symbol controlling process;
  • FIG. 24 is a flowchart showing a procedure for a normal symbol storage checking process;
  • FIG. 25 is a flowchart showing a procedure for a normal symbol variation time monitoring process;
  • FIG. 26 is a flowchart showing a procedure for a normal symbol display time monitoring process;
  • FIG. 27 is a flowchart showing a procedure for a normal electric entry-starting accessory opening process;
  • FIG. 28 is a flowchart showing a procedure for a normal symbol game completing process;
  • FIG. 29 is a flowchart showing a procedure for a sub control process repeatedly executed by a sub control circuit;
  • FIG. 30 is a flowchart showing a procedure for a command analysis controlling process;
  • FIG. 31 is a flowchart showing a procedure for a notifying or notification stopping process;
  • FIGS. 32A to 32E show contents of display in the special symbol game in chronological order, specifically, FIG. 32A shows a state of each symbol before variation display, FIG. 32B shows a state of each symbol after variation display, FIG. 32C shows a state in which a left decorative symbol is stopped and displayed, FIG. 32D shows a state in which a losing symbol is displayed, and FIG. 32(e) shows a state in which a big hit symbol is displayed;
  • FIG. 33 is a flowchart showing a procedure for another special winning opening open/close setting process;
  • FIG. 34 is a flowchart showing a procedure for a big hit completion interval process different from that in FIG. 21;
  • FIG. 35 is a flowchart showing a procedure for a big hit completion interval process different from that in FIG. 34;
  • FIG. 36 is a flowchart showing a procedure for a big hit completion interval process different from that in FIG. 35;
  • FIG. 37 is a flowchart showing a procedure for a big hit completion interval process different from that in FIG. 36;
  • FIG. 38 is a flowchart showing a procedure for another special symbol game completing process;
  • FIG. 39 is a front view of the gaming board shown in FIG. 1;
  • FIG. 40A shows a variation pattern table, and FIG. 40B shows a special symbol determination table;
  • FIG. 41A shows a display pattern table, FIG. 41B shows a winning decorative symbol determination table, and FIG. 41C shows a re-variation display pattern determination table;
  • FIG. 42A shows a left decorative symbol determination table, FIG. 42B shows a decorative symbol determination table, and FIG. 42C shows a center decorative symbol determination table;
  • FIG. 43 is a view showing a special winning opening selection effect pattern determination table;
  • FIG. 44 is a flowchart showing a procedure for a special winning opening open/close setting process;
  • FIG. 45 is a flowchart showing a procedure for a big hit start interval management process;
  • FIG. 46 is a flowchart showing a procedure for a process on the special winning opening in an open state;
  • FIG. 47 is a flowchart showing a procedure for a process for monitoring a residual ball in the special winning opening;
  • FIG. 48 is a flowchart showing a procedure for a big hit completion interval process;
  • FIG. 49 is a flowchart showing a procedure for a special symbol game completing process;
  • FIG. 50 is a flowchart showing a procedure for a command reception interrupting process in a sub control circuit;
  • FIG. 51 is a flowchart showing a command analysis controlling process;
  • FIG. 52 is a flowchart showing a procedure for a display pattern determination process;
  • FIG. 53 is a flowchart showing a procedure for a decorative symbol determining process;
  • FIG. 54 is a flowchart showing a procedure for a special winning opening selection effect determining process;
  • FIGS. 55A to 55D show contents displayed in a display region in freeze effect in chronological order, specifically, FIG. 55A shows a state of each symbol before variation display, FIG. 55B shows a state of each symbol after variation display, FIG. 55C shows a state in which a big hit symbol is displayed, and FIG. 55D shows a state in which a big hit notification is displayed;
  • FIGS. 56A to 56E show contents displayed in a display region in a special winning opening selection effect in chronological order, specifically, FIG. 56A shows a state in which a big hit symbol is displayed, FIG. 56B shows a state in which a big hit notification is displayed, FIG. 56C shows a state in which a special winning opening selection is displayed, FIG. 56D shows a state in which notification of a normal big hit is displayed, and FIG. 56(e) shows a state in which notification of a probability varying big hit is displayed;
  • FIGS. 57A to 57D show contents displayed in the display region in losing reverse effect in chronological order, specifically, FIG. 57A shows a state of each symbol before variation display, FIG. 57B shows a state of each symbol after variation display, FIG. 57C shows a state in which a big hit symbol is displayed, and FIG. 57D shows a state in which a big hit notification is displayed;
  • FIG. 58A is a view showing a special symbol determination table for use in a modification of the second aspect of the present invention, and FIG. 58B is a view showing a probability variation determination table thereof;
  • FIG. 59 is a flowchart showing a procedure for a special symbol game completing process in a modification of the second aspect of the present invention; and
  • FIG. 60 is a flowchart showing a procedure for a special winning opening open/close setting process in another example of the second aspect of the present invention.
  • DESCRIPTION OF THE EMBODIMENTS First Embodiment
  • In the following, a preferred embodiment of the first aspect of the present invention is described with reference to drawings. It is to be noted that in the descriptions of the drawings, identical or corresponding components are provided with the same numerals/symbols, and the repetition of the same description is omitted. FIG. 1 is a perspective view from the front side of a pachinko gaming machine according to a first embodiment of the first aspect of the present invention. FIG. 2 is an exploded perspective view of the pachinko gaming machine shown in FIG. 1. FIG. 3 is a perspective view from the back side of the pachinko gaming machine shown in FIG. 1. FIG. 4 is a front view of a gaming board shown in FIG. 2. FIG. 5 is a partial sectional view of a pachinko gaming machine shown in FIG. 1.
  • (Configuration of Gaming Machine)
  • A pachinko gaming machine 1 shown in FIG. 1 comprises an outer frame 2 arranged by being accommodated in a predetermined arrangement frame of a game hall (hall). A base door (inner frame) 3 is arranged on the front side of the outer frame 2, being rotatably provided with respect to the outer frame 2. A gaming board 4 shown in FIG. 2 is incorporated into the base door 3. The front face of the outer frame 2 is provided with a front door 5. This front door 5 covers the front face of the gaming board 4 and is rotatably arranged on the front side of the base door 3.
  • Further, a card unit 84 is provided adjacently to the pachinko gaming machine 1. This card unit 84 is configured such that, upon insertion of a prepaid card or the like, a gaming ball is lent according to a balance of the prepaid card.
  • The front door 5 is configured such that a glass plate 5 a is provided in the substantially entire area of the center thereof and the gaming board 4 inside the front door 5 is visible. In the lower part of the front door 5 provided is a ball lending operational panel 28 having ball lending operation related buttons, with which an operation for returning a card from the card unit 84, a gaming ball lending (ball lending) operation and the like are performed. Further, the ball lending operation panel 28 is provided with a determination button 20 a with which a predetermined operation is performed, and selection buttons 20 b, 20 c.
  • Moreover, a tray panel 6 openable/closable with respect to the outer frame 2 is arranged under the front door 5. On the front side of the tray panel 6, there are provided: an upper tray 6 a for receiving a gaming ball lent by means of the card unit 84 and a gaming ball which is paid out in the case of entry of a gaming ball into a later-described winning opening; a lower tray 6 b for receiving a gaming ball having overflowed from the inside of a ball outlet 6 d when the upper tray 6 a is filled with gaming balls; and a launch handle 6 c provided on the right side of the lower tray 6 b.
  • The launch handle 6 c launches a gaming ball received on the upper tray 6 a and is rotatably provided with respect to the tray panel 6. A pachinko game can proceed by operation of the launch handle 6 c. When this launch handle 6 c is grasped by the player and rotationally operated clockwise, power is supplied in an amount according to the rotation angle of the launch handle 6 c to a launch motor provided on the rear side of the launch handle 6 c, and gaming balls are sequentially launched to the gaming board 4.
  • As shown in FIG. 4, the launched gaming ball is guided along a guide rail 7 provided on the left side of the gaming board 4, moves toward the upper part of the gaming board 4 and then flows downward to the lower part of the gaming board 4 while changing the traveling direction thereof due to collision with a game nail 8 (see FIG. 5) or the like.
  • On the gaming board 4, a game region 4 a is formed as a region where the gaming ball flows down in a gaming state. In this game region 4 a, a large number of game nails 8 are provided for changing a flow-down direction of a gaming ball (the illustration of the game nails 8 is omitted in FIG. 4). As shown in FIG. 4, on the game region 4 a, a start winning opening 9 is provided on the centerline parting the surface of the gaming board right and left and in the slightly lower part than the center of the game region 4 a. A normal symbol actuation gate 10 is provided on the left side of the centerline and above the start winning opening 9 in the height direction.
  • Further, a first special winning opening 11 is provided below the start winning opening 9 on the centerline in the height direction, and a second special winning opening 12 is provided in a position (shoulder part) slightly higher than the start winning opening 9 in the height direction, on the right side of the centerline. Moreover, normal winning openings 13 a, 13 b are provided by each side of the start winning opening 9. A symbol display region 16 a is provided in the game region 4 a and an outlet 14 is provided at the lower end part of the game region 4 a.
  • A gaming ball can enter the start winning opening 9, which is provided with a start winning opening switch 9S (FIG. 6). The start winning opening switch 9S detects a gaming ball entering the start winning opening 9 and inputs a detection signal to a main control circuit 30. When the start winning opening switch 9S detects the gaming ball, a main CPU 31 in the main control circuit 30 extracts a random number value for big hit determination or the like for determining a big hit.
  • A gaming ball is passable through the normal symbol actuation gate 10, which is a passage gate to serve as a trigger for extracting a random number value for normal symbol winning determination conditionally on the passage of the gaming ball. When a gaming state comes into a normal symbol big hit gaming state which is one of specific gaming states (non-probability varying specific gaming state) by the extraction of the random number value for normal symbol winning determination, a pair of blades (normal electric entry-starting accessory, tulip) 9 a provided at the start winning opening 9 opens and closes in every predetermined seconds to make entry of the gaming ball easy.
  • The first and second special winning openings 11, 12 are variable winning devices in the first aspect of the present invention, and each have an easy-to-enter state in which entry of a gaming ball is easy and a difficult-to-enter state in which entry of a gaming ball is difficult. Further, in the first special winning opening 11, a switching between the easy-to-enter state and the difficult-to-enter state is made by opening/closing in the longitudinal direction, whereas in the second special winning opening 12, the switching between the easy-to-enter state and the difficult-to-enter state is made by opening/closing in the lateral direction. The first and second special winning openings 11, 12 have shapes in which switching modes can be made different from each other.
  • The first special winning opening 11 is a so-called attacker-type opening/closing device, which has a shutter 11 a in the shape as shown in FIG. 9, and makes a switch between the easy-to-enter state and the difficult-to-enter state by opening/closing of the shutter 11 a in the longitudinal direction (in FIG. 9, the left-side picture shows the closed state and the right-side picture shows the open state). The shutter 11 a is openably/closably activated by a later-described special winning opening solenoid 11L through an axis 11 b.
  • The first special winning opening 11 performs a switching operation correspondingly to a big hit with a small profit. The shutter 11 a is usually closed, and when the gaming state shifts to a later-described normal big hit according to an extracted random number value for big hit determination, a switching operation of opening the shutter 11 a is performed. Thereafter, a reverse-switching operation of closing the shutter 11 a is performed. The first special winning opening 11 comes into the easy-to-enter state by opening of the shutter 11 a and into the difficult-to-enter state by closing of the shutter 11 a. The first special winning opening 11 is a winning opening as a trigger for paying out a predetermined number of gaming balls (e.g., fifteen balls) as prize balls upon entry of a gaming ball into the shutter 11 a.
  • The second special winning opening 12 is a so-called tulip-shaped opening/closing device, having a different shape from that of the first special winning opening 11. As shown in FIG. 10, the second special winning opening 12 has an entry prevention member 12 b arranged at the upper central part, and a pair of blades (normal electric entry-starting accessory, tulip) 12 a arranged on each side of the entry prevention member 12 b. By changing an angle at which the pair of blades 12 a is opened to the right and left, a switch is made between an easy state and a difficult state for a gaming ball to enter the passage 12 c held between the pair of blades 12 a and the entry prevention member 12 b. Thereby, the switch between the easy-to-enter state and the difficult-to-enter state is made (FIG. 10 shows a state in which the pair of blades 12 a is closed and entry of a gaming ball is difficult).
  • The second special winning opening 12 performs the switching operation correspondingly to a big hit with a large profit. When the gaming state becomes a later-described probability varying big hit according to an extracted random number value for big hit determination, a switching operation of increasing the opening angle of the pair of blades 12 a is performed so that the second special winning opening 12 comes into the easy-to-enter state. Thereafter, a reverse-switching operation of decreasing the opening angle is performed so that the second special winning opening 12 comes into the difficult-to-enter state. The second special winning opening 12 is a winning opening as a trigger for paying out a predetermined number of gaming balls (e.g., fifteen balls) as prize balls upon entry of a gaming ball thereinto from the pair of blades 12 a.
  • Each of the normal winning openings 13 a, 13 b is a winning opening as a trigger for paying out a predetermined number of gaming balls (e.g., ten balls) as prize balls upon entry of a gaming ball thereinto.
  • The outlet 14 is for receiving a gaming ball which did not enter any of the start winning opening 9, the special winning openings 11, 12, the normal winning openings 13 a, 13 b, and the like.
  • Moreover, the gaming board 4 is made of a translucent substrate 15. This translucent substrate 15 has a transparent part formed for example of a synthetic resin such as polycarbonate or another transparent member (translucency member). Here, the “transparent member” refers to a member having a 100% optical transmittance, or a member having a high optical transmittance to the extent that an object is visible through the member. Most of the part of the game region 4 a of the first embodiment is a transparent game region. To the translucent substrate 15, the game nails 8 are fixed at least with the ends thereof buried in the substrate. A region formed of the translucent substrate 15 and the glass plate 5 a of the front door 5 is the game region 4 a. As shown in FIGS. 2 and 5, the rear side of the translucent substrate 15 has the display region 16 a of a large screen displaying a variety of image information, and on the display region 16 a, the liquid crystal display device 16 is arranged as the identification symbol display device in the first aspect of the present invention. The image displayed on the liquid crystal display device 16 is visible to the player from the front side of the pachinko gaming machine 1 through a part not provided with the game nail 8 at the substantially center of the translucent substrate 15 and a part provided with the game nails 8 around the above-mentioned part.
  • As shown in FIG. 4, on the display region 16 a, the liquid crystal display device 16 performs variable display of a special symbol J, a decorative symbol (ornamental symbol) D, a normal symbol M, a character, and the like, and also displays a background image, a character image, and the like. The special symbol J and the normal symbol M are displayed in small size at the corner of the display region 16 a in a position visible to the player, but with difficulty. As the special symbol J, three kinds of symbols, “−”, “3” and “7”, are displayed. As the normal symbol M, three kinds of symbols, “×”, “◯” and “7”, are displayed. Among those kinds of special symbol J, “3” and “7” are big hit symbols. “3” is a normal big hit symbol, and “7” is a probability varying big hit symbol. “−” is a losing symbol. The decorative symbol D is displayed in large size at the central part of the display region 16 a. The decorative symbol D has a right decorative symbol DR, a center decorative symbol DC, and a left decorative symbol DL, which are each displayed with a single-digit figure, and displayed together in three rows. It is to be noted that “variable display” is a concept of variably displaying symbols. With this concept, for example, it is possible to carry out “variation display” which actually displays symbols varyingly, “stop-display” which actually displays symbols in a stopped state, and the like. Other than the above-mentioned display, it is also possible to carry out “appearance display” which tentatively conducts stop-display a special symbol merely for allowing the symbol appear, “introduction display” which is a special symbol display as a result of a special symbol game, and the like.
  • The decorative symbol D corresponds to the special symbol J. When the special symbol J is “−”, three-digit numbers which are not identical (symbol corresponding to a loss) are stopped and displayed. When the special symbol J is “3”, three-digit identical even numbers (symbol corresponding to the normal big hit) are stopped and displayed. When the special symbol J is “7”, three-digit identical odd numbers (symbol corresponding to the probability varying big hit) are stopped and displayed.
  • Further, as shown in FIG. 5, the rear side of the lower part of the translucent substrate 15 is provided with members such as a winning ball assembly 17 for guiding a gaming ball having entered a winning opening, to a winning balls sensor. In order to make the member such as the winning ball assembly 17 invisible to the player, for example, a cell sheet SS made of CAB (cellulose acetobutylate) is attached onto the rear face of the translucent substrate 15 to form a non-transparent region.
  • As thus described, the translucent substrate 15 does not necessarily have a transparent part thoroughly, but may be in a mode of partially having a part with a low optical transmittance or a part with zero optical transmittance. Other than the above-mentioned attachment of the cell seat SS on the rear face, the means for making the optical transmittance low or zero may be formation of a pattern layer or a color layer on the surface by surface coating, physical vapor evaporation, a chemical vapor evaporation or the like, or impregnation of a systematic resin as a substrate with a colorant or a pigment to lower the optical transmittance.
  • Further, the pachinko gaming machine 1 comprises: speakers 18L, 18R as notification means for outputting sound in a predetermined mode over the liquid crystal display device 16, as shown in FIG. 2; and decorative lamps 19L, 19R as notification means for notification by turning on and off in a predetermined mode, as shown in FIG. 1. Moreover, the pachinko gaming machine 1 comprises a payout device 81 (see FIG. 6) or the like below the gaming board 4. The payout device 81 is the prize ball payout means of the first aspect of the present invention where a gaming ball lent from the foregoing card unit 84, and a gaming ball as a prize ball caused by the entry of a gaming ball into the start winning opening 9, the special winning openings 11, 12, or the normal winning openings 13 a, 13 b are paid out to the upper tray 6 a.
  • Further, as FIG. 3 shows the rear side of the pachinko gaming machine 1, the pachinko gaming machine 1 has: a main control substrate 21 comprising a main control circuit 30; and a sub control substrate 22 comprising a sub control circuit 40, and is activated as the payout prize ball number setting means of the first aspect of the present invention. In the pachinko gaming machine 1, there are arranged: a payout/launch control substrate 23 comprising a payout/launch control circuit 80 for controlling payout/launch of a gaming ball; a power supply unit 24 for supplying electric power; a power switch 25; a backup clear switch 26; and a mode changing switch 27.
  • FIG. 6 is a block diagram mainly showing the configuration of the inside of the pachinko gaming machine 1 shown in FIGS. 1 to 5. The pachinko gaming machine 1 has a plurality of constituents, notably the foregoing main control circuit 30, sub control circuit 40, payout/launch control circuit 80, and power supply unit 24. The power supply unit 24 is connected to the main control circuit 30, the sub control circuit 40 and the payout/launch control circuit 80 and is capable of supplying electric power to each of the circuits. The main control circuit 30 has a main CPU (Central Processing Unit) 31 composed of a one-chip microcomputer, a main ROM (Read Only Memory) 32 and a main RAM (Random Access Memory) 33, and in addition has an initial reset circuit 34 and a command output port 35.
  • The main CPU 31 inputs a detection signal of a gaming ball from a later-described first V-count switch 11S or the like, and also controls the operations of the whole of the pachinko gaming machine 1, such as big hit lottery and prize ball payout in the pachinko gaming machine 1, to send a variety of commands to the sub control circuit 40 through a command output port 35. The main CPU 31 controls a shift between a normal gaming state and a specific gaming state (big hit) according to a result of the big hit lottery, digestion of the gaming state, and the like. In this case, the main CPU 31 constitutes the specific gaming state selection means and the gaming state shifting means of the first aspect of the present invention. When the gaming state is determined as a big hit in a later-described big hit determination process (a shifting condition is established), either the possibility varying big hit or the normal big hit is selected in a later-described big hit symbol determination process, and the gaming state shifts to the selected big hit. It is to be noted that the probability varying big hit has a higher probability (big hit probability), for shifting the gaming state to a big hit again after completion of the big hit, than the probability of the normal big hit. The probability varying big hit also provides a larger profit after execution than the normal big hit.
  • In the main ROM 32, a control program to be executed by the main CPU 31 and permanent data are stored. Further, in the main ROM 32, a later-described special symbol determination table is stored. In the main RAM 33, data and a program to be used in activation of the main CPU 31 is temporarily stored. The initial reset circuit 34 periodically outputs a reset signal to the main CPU 31. Based upon this reset signal, the main CPU 31 executes the control program, starting with a first process thereof.
  • To the main control circuit 30 connected are switches and the like including the first V-count switch 11S. The first V-count switch 11S counts the number of gaming balls having passed through a V-zone provided within the first special winning opening 11, and outputs a detection signal indicative of the counted result, to the main control circuit 30. A second V-count switch 12S counts the number of gaming balls having passed through a V-zone provided within the second special winning opening 12, and outputs a detection signal indicative of the counted result, to the main control circuit 30. By passage of the gaming ball through the respective V-zones provided at the first special winning opening 11 and the second special winning opening 12, the shifting operation and the reverse-shifting operation of the special winning openings 11, 12 corresponding to the respective V-zones, are continued. The passage of a gaming ball through the V-zone is a continuation condition of the first aspect of the present invention. Moreover, the main CPU 31 in the main control circuit 30 is the continuation condition setting means of the first aspect of the present invention. A first count switch 11CS counts the number of gaming balls having entered the first special winning opening 11, and outputs a detection signal indicative of the counted result, to the main control circuit 30. A second count switch 12CS counts the number of gaming balls having entered the second special winning opening 12, and outputs a detection signal indicative of the counted result, to the main control circuit 30.
  • A regular winning opening switch 13S outputs a detection signal of a gaming ball having entered regular winning openings 13 a, 13 b, to the main control circuit 30. An activation gate switch 10S outputs a detection signal of a gaming ball that passes through the normal symbol actuation gate 10, to the main control circuit 30. The start winning opening switch 9S outputs a detection signal of a gaming ball having entered the start winning opening 9, to the main control circuit 30. That a gaming ball enters the start winning opening 9 and the start winning opening switch 9S then detects the gaming ball is the starting condition of the first aspect of the present invention.
  • A start opening solenoid 9L opens and closes a pair of blades 9 a, 9 a provided at the start winning opening 9. A first special winning opening solenoid 11L opens and closes the shutter 11 a of the first special winning opening 11. A second special winning opening solenoid 12L opens and closes the blades 12 a, 12 a of the second special winning opening 12. A seesaw solenoid 11M drives a seesaw (not shown) of the first special winning opening 11. A backup clear switch 26 clears a backup data according to operation of an operator, at the time of power cutoff and the like.
  • In the pachinko gaming machine 1, when the start winning opening switch 9S detects entry of a gaming ball and outputs a detection signal, the main control circuit 30 outputs a symbol command to the sub control circuit 40 to make the sub control circuit 40 perform random number extraction and a lottery process by use of the extracted random number, to determine an identification symbol using a special symbol on the liquid crystal display device 16 based upon the lottery result.
  • When the gaming state becomes a big hit, the main CPU 31 outputs a drive signal corresponding to the current gaming state, to the first or the second special winning opening solenoid 11L, 12L to make the first or second special winning opening 11 or 12 opened (opening of the shutter 11 a or the blades 12 a) to perform a switching operation. Further, when the first or second special winning opening 11, 12 is made to perform the switching operation, either of the openings is then made to perform a reverse switching operation under condition of entry of a predetermined number (e.g., ten) of gaming balls or a lapse of predetermined time (e.g., 30 seconds). In such a manner, the main CPU 31 constitutes the switch control means of the first aspect of the present invention. The main CPU 31 is also activated as the variable winning device selection means of the first aspect of the present invention, selecting a special winning opening to perform the switching operation correspondingly to the selected big hit (depending upon whether the big bit is the probability varying big hit or the normal big hit). In this case, the first special winning opening 11 is selected correspondingly to the normal big hit, while the second special winning opening 12 is selected correspondingly to the probability varying big hit.
  • The main control circuit 30 inputs a command into the sub control circuit 40. According to the inputted command, the sub control circuit 40 performs controls necessary for effects by use of the liquid crystal display device 16, such as variable display of an identification symbol, reach effect, and advance notice effect, and also displays a predetermined image to the liquid crystal display device 16. The sub control circuit 40 also performs controls necessary for effect by a sound output using the speakers 18L, 18R and effect by blinking display using the decorative lamps 19L, 19R.
  • The sub control circuit 40 is mainly composed of the sub CPU 41, and has a sub ROM 42, a sub RAM 43 and a command input port 48. The sub control circuit 40 also has an image control circuit 50, a sound control circuit 60 and a lamp control circuit 70. To the sub control circuit 40, the mode changing switch 27 is connected.
  • The sub CPU 41 performs a process in line with a program stored in the sub ROM 42 according to the command inputted from the main control circuit 30 to activate the image control circuit 50, the sound control circuit 60, and the lamp control circuit 70, and also controls the power supply unit 24 according to signals from the mode switch 27, the selection buttons 20 b, 20 c, and the determination button 20 a. In the sub ROM 42, a program to be executed by the sub CPU 41 and permanent data are stored. Further, in the sub RAM 43, data and a program for use in activation of the sub CPU 41 are stored.
  • The sub CPU 41 is the identification symbol display control means in the first aspect of the present invention, performing processes according to a variety of commands. Such processes include display of a special symbol according to a symbol command outputted from the main control circuit 30 on the liquid crystal display device 16. For example, the following symbols are displayed on the liquid crystal display device 16: “−” as the special symbol J upon receipt of a losing symbol command z0; “3” as the special symbol J upon receipt of a normal big hit symbol command z1; and “7” as the special symbol J upon receipt of a probability varying big hit symbol command z2.
  • Further, according to the decorative symbol determination table (not shown) stored in the sub ROM 42, a decorative symbol corresponding to the received symbol command is determined. Here, when the received symbol command is z0, z1 and z2, a symbol corresponding to a loss, a symbol corresponding to the normal big hit or a symbol corresponding to the probability varying big hit is determined as a symbol corresponding to the special symbols “−”, ”3” or “7”.
  • The image control circuit 50 has a VDP (Video Display Processor) 51, a D/A converter 52, an initial reset circuit 53, and image data ROMs (image storage means) 54 a, 54 b. The VDP 51 forms an image according to a content to be displayed to the liquid crystal display device 16, the content having been determined by the sub CPU 41. The VDP 51 then outputs the formed image to the D/A converter 52. The D/A converter 52 converts the image data outputted from the VDP 51 from digital to analog, and outputs the analog signal obtained by the conversion to the liquid crystal display device 16 so that an image is displayed on the liquid crystal display device 16. Upon receipt of a reset order from the sub CPU 41, the initial reset circuit 53 executes a process of returning the VDP 51 to the initial state. In the image data ROM 54 a stored are data on image (image data) indicating a decorative symbol, a special symbol, a character, a background, and the like. In the image data ROM 54 b stored are image data for making a variety of image data displayed on the liquid crystal display device 16. The VDP 51 reads image data, corresponding to a decorative symbol and a special symbol outputted from the sub CPU 41, from the image data ROMs 54 a, 54 b, and makes an image such as a symbol based upon the image data, displayed on the liquid crystal display device 16.
  • The lamp control circuit 70 has a decorative data ROM 71 in which decorative data which indicates blinking patterns of the decorative lamps 19L, 19R, and a drive circuit 72 for making the decorative lamps 19L, 19R blink by use of the decorative data stored in the decorative data ROM 71.
  • The payout/launch control circuit 80 activates the payout device 81 according to control by the main control circuit 30, to pay out a predetermined number of gaming balls as prize balls. When a gaming ball enters the special winning openings 11, 12, the prize balls are paid out. Here, even in either case of entry of the gaming ball into the first special winning opening 11 or the second special winning opening 12, prize balls in the same number are paid out by the payout device 81. Moreover, the payout/launch control circuit 80 activates the launch handle 6 c and a launch device 82 having a launch motor, to make the launch device 82 launch the gaming ball toward the game region 4 a on the gaming board 4.
  • The power supply unit 24 supplies electric power to the sub control circuit 40, the main control circuit 30 and the payout/launch control circuit 80, according to the control by the sub control circuit 40. The power supply unit 24 restricts power supply to the payout/launch control circuit 80 and the main control circuit 30 by switching ON the mode changing switch 27.
  • (Description of Gaming State)
  • The pachinko gaming machine 1 has a plurality of specific gaming states (a plurality of big hits). The plurality of specific gaming states are classified broadly into the following gaming states: a specific gaming state focusing on a profit generated during execution of the specific gaming state, from the beginning to the completion thereof (hereinafter, referred to as “profit during execution”); and a specific gaming state focusing on a profit after execution (completion) of the specific gaming state (hereinafter, referred to as “profit after execution”). There are a plurality of specific gaming states classified as the former specific gaming state, such as a many-time opening gaming state and a few-time opening gaming state, which are made different in number of rounds.
  • There are also a plurality of gaming states classified as the latter specific gaming state, such as a probability varying specific gaming state (probability varying big hit) and a non-probability varying specific gaming state (normal big hit), which focus on a probability for a shift to a next specific gaming state (shifting probability). The probability varying specific gaming state is a specific gaming state where the gaming state comes into the probability varying gaming state after completion of the specific gaming state, while the non-probability varying specific gaming state is a specific gaming state where the game comes into the non-probability varying gaming state. The probability varying gaming state is a normal gaming state provided with the profit generated after execution by making the shifting probability higher than a normal probability. The non-probability varying gaming state is a normal gaming state where the shifting probability is a normal probability.
  • Further, as the specific gaming states focusing on the profit after execution, there are specific gaming states such as a time reduction specific gaming state and a non-time reduction specific gaming state, which focus on variation display time of an identification symbol for time reduction, displayed to the display device. The time reduction specific gaming state is a specific gaming state where the gaming state comes into a time reduction gaming state after completion of the specific gaming state. The non-time reduction specific gaming state is a specific gaming state where the gaming state comes into a normal gaming state (non-time reduction gaming state). The time reduction gaming state is a normal gaming state provided with the profit after execution by reducing the variation display time of an identification symbol for time reduction when a predetermined starting condition is established.
  • The pachinko gaming machine 1 has special gaming states such as the foregoing probability varying gaming state and time reduction gaming state, as special modes advantageous for the player playing in the normal gaming state.
  • (Operation Contents of Pachinko Gaming Machine)
  • Next, among contents of operations of the pachinko gaming machine 1, a procedure for a control process performed by the main control circuit 30 and the sub control circuit 40 is described with reference to flowcharts in FIGS. 11 to 31. FIG. 11 is a flowchart (main flowchart) showing an operating procedure for a main control process repeatedly executed by the main control circuit 30 after turning the power on. It is to be noted that in FIGS. 11 to 31, a step is abbreviated as “S”.
  • (Operating Procedure of Main Control Process)
  • In the pachinko gaming machine 1 of the present embodiment, the number of rounds of the probability varying big hit is made larger than the number of rounds of the normal big hit so that those numbers of rounds are made different. Thereby, the amounts of the profits during execution of the two big hits are made different.
  • As shown in FIG. 11, in the pachinko gaming machine 1, the main CPU 31 of the main control circuit 30 starts a main control process upon turning on of the power, and steps 1 to 4 are sequentially executed to perform an initial setting process, a special symbol controlling process, a normal symbol controlling process, and a random number updating process. Thereafter, the process proceeds to a return routine of sequentially executing steps 2 to 4 while the power is on. It is to be noted that, since this main control process primarily updates a random number to be used in the main control process, a system timer interruption process is periodically (e.g., in every two milliseconds) executed by interruption under condition that an interruption permission flag is set. By a command output process in this system timer interruption process, a variety of commands such as a symbol command are outputted from the main control circuit 30 to the sub control circuit 40.
  • The special symbol controlling process is performed as the flowchart shown in FIG. 12. Upon start of the special symbol controlling process, the process proceeds to step 11, to load a control state flag. This control state flag indicates a state of a special symbol game using a variable display image of a symbol on the liquid crystal display device 16. In the control state flag, data is set with which the main CPU 31 determines which one of subsequent steps 12 to 20 is to be executed.
  • Next, the process goes to step 12, to perform a special symbol storage checking process. The special symbol storage checking process is performed along with the flowchart shown in FIG. 13. Upon start of the process, the process goes to step 21, and the main CPU 31 determines whether or not the control state flag “00” which indicates a special symbol storage check. When the flag is not “00”, the special symbol storage checking process is completed. When the flag is “00”, the process goes to step 22 to determine whether or not the number of holds is “0”. When the number of holds is “0”, the process goes to step 23, to perform a demo display process, and the process is then completed. On the other hand, when the number of holds is not “0”, the process goes to step 24 to set “01”, which indicates a special symbol variation time management, to the control state flag.
  • Next, the process goes to step 25, to perform a pre-processing for big hit determination. At this time, the main CPU 31 selects a big hit determination table with reference to a high probability flag for distinction of the shifting probability between a high probability and a normal probability, and searches the selected big hit determination table by use of a random number value for big hit determination, extracted upon entry of a gaming ball into the start winning opening 9.
  • Further, the process goes to step 26, and based upon the result of the search for the big hit determination table, a big hit determination process is performed to determine whether or not the gaming state has become the big hit. When the gaming state is the big hit, the process goes to step 27, to perform a big hit symbol determination process. When the gaming state is not the big hit, the process goes to step 28, to perform a losing symbol determination process.
  • In the bit hit symbol determination process, the main CPU 31 determines a special symbol from a random number value (not shown) for a big hit symbol and a later described special symbol determination table. Further, a symbol command corresponding to the determined special symbol is set to a transmission command to the sub control circuit 40. Here, when “3” is determined as the special symbol, z1 is set as the symbol command. When “7” is determined as the special symbol, z2 is set as the symbol command. Here, as shown in FIG. 7A, the special symbol determination table stores the symbol commands and the kinds of special symbols, in association with each other. The pachinko gaming machine 1 in the present embodiment has a probability varying big hit with a large number of rounds (15 times in the mode of the present embodiment), and a normal big hit with a small number of rounds (twice in the mode of the present embodiment). Contents of the big hit are shown in connection with the symbol commands and the special symbols in FIG. 7A. Further, “−” as a losing symbol and z0 as the symbol command are set in the losing symbol determination process.
  • Thereafter, the process goes to step 29, and the main CPU 31 determines a variation pattern. In subsequent step 30, variation time corresponding to the determined variation pattern is set to a waiting time timer (t). Further, when the storage region used in the current variation is cleared in subsequent step 31, the special symbol storage checking process is completed.
  • Following the special symbol storage checking process, the process goes to step 13, to perform a special symbol variation time management process. The special symbol variation time management process is performed along the flowchart shown in FIG. 14. Upon start of the process, the process goes to step 36 and the main CPU 31 determines whether or not the control state flag is “01” which indicates a special symbol variation time control. Here, when the flag is not “01”, the special symbol variation time management process is completed. When the flag is “01”, the process goes to step 37 to determine whether or not a value of the waiting time timer (t) set in step 30 is “0”. Here, when the value of the waiting time timer (t) is not “0”, the special symbol variation time management process is completed. When the value of the waiting time timer (t) is “0”, steps 38, 39 are sequentially executed so that “02” which indicates special symbol display time management is set to the control state flag, and the waiting time after setting (e.g., one second) is set to the waiting time timer (t), to complete the special symbol variation time management process.
  • Following the special symbol variation time management process, a special symbol display time management process is performed. Upon start of the special symbol display time management process, as shown in FIG. 15, the process goes to step 41 to determine whether or not the control state flag is “02” which indicates special symbol display time management. When the flag is not “02”, the special symbol display time management process is completed. When the flag is “02”, the process goes to step 42 to determine whether or not a value of the waiting time timer (t), set in step 39, is “0”. Here, when the value of the waiting time timer (t) is not “0”, the special symbol display time management process is completed. When the value of the waiting time timer (t) is “0”, the process goes to step 43 to determine whether or not the result of the big hit determination process in step 26 is the big hit.
  • When it is determined in step 43 that the game is not the big hit, the process goes to step 47. On the other hand, when it is determined that the game is the big hit, the process goes to step 44. In step 44, “03” which indicates big hit start interval management is set to the control state flag. Next, the process goes to step 45, and the time corresponding to a big hit starting interval (e.g., ten seconds, hereinafter, referred to as “time corresponding to big hit start”) is set to the waiting time timer (t). The process then goes to step 46, to perform a later-described special winning opening open/close setting process. Thereafter, the special symbol display time management process is completed.
  • On the other hand, when the process goes to step 47, “08” which indicates completion of a special symbol game is set to the control state flag, to complete the special symbol display time management process.
  • Further, the special winning opening open/close setting process in step 46 is performed along the flowchart shown in FIG. 16. Upon start of the special winning opening open/close setting process, the process goes to step 50 to determine whether or not the big hit selected in step 27 is the probability varying big hit. As a result, when the game is the probability varying big hit, the process goes to step 51, whereas when the game is not the probability varying big hit but the normal big hit, the process goes to step 52. In step 51, a second special winning opening flag (right special winning opening flag) is set for making the second special winning opening 12 perform the switching operation. In step 52, a first special winning opening flag (center special winning opening flag) is set for making the first special winning opening 11 perform the switching operation. Following step 51, steps 53, 55, 57 are executed. Following step 52, steps 54, 56, 58 are executed. The special winning opening open/close setting process is then completed.
  • Subsequently, in steps 53, 54, 29 seconds and ten seconds are set to the respective special winning opening open time timers. Further, in steps 55, 56, ten and nine are set to the respective maximum numbers of winning balls. Moreover, in steps 57, 58, 15 times (15R) and twice (2R) are set (the number of times may not be two so long as being smaller than 15) to the respective maximum numbers of opening times (number of rounds). In these steps 53 to 58, the probability varying big hit and the normal big hit are made different from each other in the maximum number of opening times (number of rounds), and besides, the main CPU 31 is activated as the gaming ball number setting means and the easy-to-enter time setting means, to make the easy-to-enter time and the maximum number of winning balls differ, so as to increase a difference in advantage due to the kinds of the specific gaming states.
  • Returning to FIG. 12, when the special symbol display time management process is completed, the process goes to step 15, to perform a big hit start interval management process. As shown in FIG. 17, upon start of the big hit start interval management process, the process goes to step 59 to determine whether or not the control state flag is “03” which indicates big hit start interval management. When the control state flag is not “03”, the big hit start interval management process is completed. When the flag is “03”, the process goes to step 60.
  • In step 60, it is determined whether or not the value of the waiting time timer (t) is “0”. When the value of the waiting time timer is not “0”, the big hit start interval management process is completed. When the value is “0”, the process proceeds to step 61 to clear the high probability flag and time reduction flag which had been set prior to the big hit. This step 60 opens the special winning opening after waiting for the time corresponding to big hit start set in step 45. Next, the process proceeds to step 62, and the main CPU 31 is activated as the switch control means to perform an opening process that makes the first winning opening 11 and the second winning opening 12 which correspond to the special winning opening flags (the first and second special winning opening flags) set in the special winning opening open/close setting process, perform a switching operation (makes the first and second special winning opening solenoids 11L, 12L to activate). Then, the process proceeds to step 63.
  • In step 63, it is determined whether or not the game is a probability variation winning (whether the selected big hit is the probability varying big hit or the normal big hit). When the gaming state is in the probability varying big hit, the process goes to step 64, and steps 66, 67 are sequentially executed. When the gaming state is in the normal big hit, the process goes to step 65. In steps 64, 65, the main CPU 31 is activated as the notification control means to set a big hit notification command to the transmission command, a time reduction notification command to the transmission command, making the liquid crystal display device 16 or the like make a later-described big hit notification or time reduction notification. After completion of steps 64, 65, the process goes to step 66. In step 66, “04” which indicates that the special winning opening is in an open state is set to the control state flag. In subsequent step 67, the special winning opening open time timer is set for example to 30 seconds which is the upper-limit time for opening, and the big hit start interval management process is completed.
  • After completion of the big hit start interval management process, the process goes to step 16, to perform a process for a special winning opening in an open state. As shown in FIG. 18, in the process on the special winning opening in an open state, the process first goes to step 71 to determine whether or not the control state flag is “04” which indicates that the special winning opening is in an open state. When the flag is not “04”, the process on the special winning opening in an open state is completed. When the flag is “04”, the process goes to step 72 to determine whether or not a value of the special winning opening entry counter is not smaller than the maximum number of winning balls (ten balls in the probability varying big hit, nine balls in the normal big hit). In this determination, a target special winning opening entry counter is the one corresponding to the first special winning opening 11 or the second special winning opening 12, which is performing the switching operation.
  • Consequently, when the value of the special winning opening entry counter is smaller than the maximum number of winning balls, the number of gaming balls having entered the special winning opening has not reached the maximum number of winning balls, and hence the process goes to step 73. When the counted value is not smaller than the maximum number of winning balls, the process goes to step 74 without execution of step 73. In step 73, it is determined whether or not a value of the special winning opening open time timer, set in steps 60, 63, is “0”. When the value of the timer is not “0”, the process on the special winning opening in an open state is completed. When the value of the timer is “0”, the process goes to step 74. When the process goes to step 74, “05” which indicates monitoring of a residual ball in a special winning opening is set to the control state flag. Further, in next step 75, a reverse switching operation is performed in a special winning opening closing process, to close the opened first special winning opening 11 or second special winning opening 12. In step 76, when the time for monitoring a residual ball in a special winning opening (e.g., one second) is set to the waiting time timer (t), the process on the special winning opening in an open state is completed.
  • Further, when the process on the special winning opening in an open state is completed, the process goes to step 17, to perform the process for monitoring a residual ball in a special winning opening. As shown in FIG. 19, in the process for monitoring a residual ball in a special winning opening, it is determined in step 81 whether or not the control state flag is “05” which indicates monitoring of a residual ball in a special winning opening. When the control state flag is not “05”, the process for monitoring a residual ball in a special winning opening is completed. When the control state flag is “05”, the process goes to step 82. In step 82, it is determined whether or not a value of the waiting time timer (t), set in step 78, is “0”. When the value is not “0”, the process for monitoring a residual ball in a special winning opening is completed. When the value is “0”, the process goes to step 83 to determine the presence or absence of passage of a gaming ball through a specific region (V-zone). This determination is made based upon whether or not a gaming ball has passed through the V-zone at the first or second special winning opening 11, 12 in an open state by use of a detection signal exerted from the first or second V- count switch 11S, 12S.
  • When no gaming ball has passed through the specific region, the process goes to step 84, and “07” which indicates a big hit completion interval is set to the control state flag. In subsequent step 85, the time corresponding to the big hit completion interval is set to the waiting time timer (t), and the process for monitoring a residual ball in a special winning opening is then completed.
  • On the other hand, when a gaming ball has passed through the specific region, the process goes to step 86 to determine whether or not the number of opening times of the special winning opening is not smaller than the maximum number of opening times. When the number of opening times is not smaller than the maximum number of opening times, the process goes to step 84 and the same process as above described is performed. When the number of opening times is smaller than the maximum number of opening times, “06” which indicates management time for waiting for reopening of a special winning opening is set to the control state flag. In subsequent step 88, the time corresponding to an interval between rounds is set to the waiting time timer (t), and the process for monitoring a residual ball in a special winning opening is completed.
  • The process then goes to step 18 shown in FIG. 12, to perform a process of time management for waiting for reopening of a special winning opening. As shown in FIG. 20, in the process of time management for waiting for reopening a special winning opening, it is determined in step 91 whether or not the control state flag is “06” which indicates monitoring of a residual ball in a special winning opening. When the control state flag is not “06”, the process of time management for waiting for reopening of a special winning opening is completed. When the control state flag is “06”, the process goes to step 92 to determine whether or not a value of the waiting time timer (t) corresponding to the interval between rounds, set in step 88, is “0”. As a result, when the value of the waiting time timer (t) is not “0”, the process of time management for waiting for reopening of a special winning opening is completed. When the value of the waiting time timer (t) is “0”, the process goes to step 93 to add “1” to the value of the special winning opening open time number counter. The process then goes to step 94 to make a setting for opening the special winning opening, and in subsequent steps 95, 96, when “04” which indicates a special winning opening in an open state is set to the control state flag, and a setting of the special winning opening open time timer (s) is made, the process of time management for waiting for reopening a special winning is then completed.
  • Next, the process goes to step 19, to perform a big hit completion interval process. As shown in FIG. 21, in the big hit completion interval process, it is determined in step 101 whether or not the control state flag is “07” which indicates a big hit completion interval. When the flag is not “07”, the big hit completion interval process is completed. When the flag is “07”, the process goes to step 102 to determine whether or not a value of the waiting time timer (t), set in step 85, is “0”. When the value is not “0”, the big hit completion interval process is completed. When the value is “0”, the process goes to step 103 to set “08”, which indicates completion of a special symbol game, to the control state flag.
  • Next, the process goes to step 104 to determine whether or not the game is in a probability variation winning (whether the big hit selected in step 27 is the probability varying big hit or the normal big hit). When the gaming state is in the normal big hit, steps 106, 107 are executed, and the process then goes to step 108. When the gaming state is in the probability varying big hit, the process goes to step 105 to set a gaming state command, which indicates that a gaming state comes into a specific gaming state, to the transmission command. After a high probability flag is set, the process goes to step 108. In steps 106, 107, after completion of the big hit, “33” is set to a time reduction flag and “100” is set to the time reduction frequency counter, for shifting the gaming state to the time reduction gaming state. The process then goes to step 108, and the main CPU 31 sets a big hit notification stop command to the transmission command. Then the big hit completion interval process is completed.
  • Thereafter, the process goes to step 20, to perform a special symbol game completing process. As shown in FIG. 22, in the special symbol game completing process, it is determined in step 111 after start of the process whether or not the control state flag is “08” which indicates completion of a special symbol game. Here, when the control state flag is not “08”, the special symbol game completing process is completed, whereas when the control state flag is “08”, the process goes to step 112, to perform a process of subtracting “1” from the number of holds.
  • Subsequently, the process goes to step 113 to determine whether or not the time reduction flag is “33”. When the flag is “33”, the process goes to step 114. Otherwise, the process goes to step 118. In step 114, a process of subtracting “1” from a value of the time reduction frequency counter is conducted, and the process then goes to step 115. In step 115, it is determined whether or not the time reduction is completed (here, the time reduction by 100 turns is set after probability varying big hit, and it is determined whether or not the 100 turns have been made), based upon whether or not a value of the time reduction frequency counter is not larger than “0”. When the time reduction is completed, in step 116, the time reduction flag is cleared for completing the time reduction gaming state. In step 117, a time reduction notification stop command is set for stopping the time reduction notification. When the time reduction is not completed, steps 116, 117 are not executed, but steps 118, 119, 120 are sequentially executed, to complete the process for special symbol game. In steps 118, 119, the data of the special symbol storage region is shifted, and in step 120, “00” which indicates a special symbol storage check is set to the control state flag. When the special symbol game completing process is completed in such a manner, a normal symbol controlling process shown in FIG. 11 is subsequently performed. The main CPU 31 sets the time reduction notification stop command in step 117 so that time reduction notification is continued after completion of the big hit.
  • (Operating Procedure of Normal Symbol Controlling Process)
  • In a normal symbol controlling process, a control is performed with regard to the normal symbol M to be displayed to the liquid crystal display device 16. The normal symbol controlling process is performed along the flowchart shown in FIG. 23, and processes shown in steps 151 to 156 are sequentially performed. In step 151, a flag in a normal symbol controlling state is loaded, and in subsequent step 152, a normal symbol storage checking process is performed.
  • Upon start of the normal symbol storage checking process, the main CPU 31 determines whether or not the control state flag is “00” which indicates a normal symbol storage check. When the flag is not “00”, the normal symbol storage checking process is completed. When the flag is “00”, the process goes to step 162 to determine whether or not the number of holds is “0”. When the number of holds is “0”, a demonstration displaying process in step 164 is performed, and the normal symbol storage checking process is then completed. When the number of holds is not “0”, the process goes to step 163, to perform a normal symbol winning determining process. In the normal symbol winning determining process, the main CPU 31 performs normal symbol winning determination based upon a random number value for normal symbol winning determination extracted by passage of a gaming ball through the normal symbol actuation gate 10, and sets symbols to be stopped as a normal symbol based upon the determination result. The gaming state is in a hit when the random number value for normal symbol agrees with a predetermined winning determination value, and “77” is then set to the winning flag.
  • Next, when the process goes to step 165, it is determined whether or not a time reduction flag is “33”. When the flag is “33”, the process goes to step 166. Otherwise, the process goes to step 167. In either case, pattern command data which indicates a variation display pattern of a normal symbol is set, and data which indicates variation display time is set to a normal symbol waiting time timer. In steps 166, 167, pattern command data which indicates variation display of “5.1 seconds” and “30 seconds” is set, and “5.1 seconds” and “30 seconds” are set to the waiting time timer. As thus described, when the time reduction flag is “33”, “5.1 seconds” which is shorter than “30 seconds” is set, to reduce the variation display time of the normal symbol. Subsequently, in steps 168, 169, “01” which indicates monitoring of normal symbol variation time is set to the control state flag, and the predetermined region is cleared, to complete the normal symbol storage checking process.
  • Next, the process goes to step 153, to perform a normal symbol variation time monitoring process. The process goes to step 171 shown in FIG. 25, and it is determined whether or not the control state flag is “01” which indicates monitoring of normal symbol variation time. When the flag is not “01”, the normal symbol variation time monitoring checking process is completed. When the flag is “01,”, the process goes to step 172 to determine whether or not a value of the normal symbol waiting time timer is “0”. When the value is not “0”, the normal symbol variation time monitoring checking process is completed. When the value is “0”, steps 173, 174 are sequentially executed, and “02” which indicates monitoring of normal symbol display time is set to the control state flag, and data indicating the settled waiting time (0.5 seconds) is set to the waiting time timer, to complete the normal symbol variation time monitoring process.
  • Next, the process goes to step 153, to perform a normal symbol display time monitoring process. The process goes to step 181 shown in FIG. 26, and it is determined whether or not the control state flag is “02” which indicates monitoring of normal symbol display time. When the flag is not “02”, the normal symbol display time monitoring process is completed. When the flag is “02”, the process proceeds to step 182 to determine whether or not a value of the normal symbol waiting time timer is “0”. Here, when the value of the normal symbol waiting time timer is not “0”, the normal symbol display time monitoring process is completed. When the value is “0”, the process goes to step 183 to determine whether or not the winning flag is “77”. When the winning flag is “77”, namely when the gaming state was determined to be in a “hit” in the normal symbol winning determining process in step 163, the process goes to step 185. Otherwise, the process goes to step 184. In step 184, when “04” which indicates completion of a normal symbol game is set to the control state flag, the normal symbol display time monitoring process is completed.
  • Meanwhile, when the process goes to step 185, it is determined whether or not the time reduction flag is “33”. When the time reduction flag is “33, steps 186, 187 are executed. Otherwise, steps 189, 190 are executed, to set an opening pattern of the start winning opening (normal electric entry-starting accessory) 9 when the gaming state is in the probability varying gaming state or the time reduction gaming state. In step 186, data for opening the start winning opening 9 for 1.8 seconds at three times is set. In step 189, data for opening the start winning opening 9 for 0.3 seconds once. In steps 187, 190, predetermined time (respectively 6.7 seconds, 0.3 second) are set to the opening timers of the normal electric entry-starting accessories. The process then goes to step 188, and “03” which indicates opening of a normal electric entry-starting accessory is set to the control state flag, to complete the normal symbol display time monitoring process.
  • The process goes to step 155, to perform a normal electric entry-starting accessory opening process. The process then goes to step 191 shown in FIG. 27, to determine whether or not the control state flag is “03” which indicates opening of a normal electric entry-starting accessory. When the control state flag is not “03”, the normal electric entry-starting accessory opening process is completed. When the control state flag is “03”, the process goes to step 192. In step 192, performed is the normal electric entry-starting accessory opening process of outputting a command to drive the start opening solenoid 9L so as to open the start winning opening 9. In subsequent step 193, it is determined whether or not a value of a normal electric entry-starting accessory entry counter is not smaller than a predetermined value (e.g., 4). When the value of the counter is smaller than the predetermined value, the process goes to step 194, whereas when the counted value is not smaller than the predetermined value, the process goes to step 195 without execution of step 194. When the process goes to step 194, it is determined whether or not a value of the normal electric entry-starting accessory opening time timer is “0”. When the value of the timer is not “0”, the normal electric entry-starting accessory opening process is completed. When the value of the timer is “0”, the process goes to step 195. In step 195, “04” which indicates completion of a normal symbol game is set to the control state flag, and the process goes to step 196. A command of stopping the drive of the start opening solenoid 9L is outputted to close the start winning opening 9, and the normal electric entry-starting accessory opening process is then completed.
  • Further, the process goes to step 156, to perform a normal symbol game completing process. The process then goes to step 201 shown in FIG. 28, to determine whether or not the control state flag is “04” which indicates completion of a normal symbol game. When the flag is not “04”, the normal symbol game completing process is completed. When the flag is “04”, the process goes to step 202, to perform a process of subtracting “1” from the number of holds. Steps 203, 204, 205 are sequentially executed to complete the normal symbol game completing process. In steps 203, 204, 205, data of the respective normal symbol storage regions are shifted, and “00” which indicates a normal symbol storage check is set to the control state flag.
  • Thereafter, the process goes to step 4 shown in FIG. 12, to perform a random number updating process. Here, the random number updating process is performed where a random number for a losing symbol, a random number for reach determination, a random number for effect condition selection or the like is updated by a predetermined calculating method, to complete the process. The process returns to step 2 and the repetition routine is repeatedly performed.
  • As thus described, in the pachinko gaming machine 1 according to the present embodiment, in the special symbol controlling process of the main control process, “08” which indicates completion of a special symbol game is set in step 103, and thereafter, a time reduction flag is set in step 106 at the time of the normal big hit. With the time reduction flag set, the main CPU 31 activates as the gaming state shifting means in step 165 of the subsequent normal symbol controlling process, and “08” which indicates completion of a special symbol game is set so that the gaming state after completion of the big hit shifts to the time reduction gaming state. Namely, even when the gaming state becomes a big hit, if a big hit with a small number of rounds and a small profit during execution (normal big hit in the present embodiment) is selected as the selected specific gaming state of the first aspect of the present invention, the shift of the gaming state to the time reduction gaming state is realized after completion of the big hit. Since the time reduction gaming state is a special gaming state (normal gaming state as the special mode) where a profit is provided by reduction in variation display time of a normal symbol (identification symbol for time reduction), a sense of loss that the player receives is suppressed by provision of the profit. Further, the player can obtain a sense of accomplishment of acquiring a big hit due to the profit obtained by the shift of the gaming state to the time reduction gaming state. Moreover, with such a shifting mode realized, it is possible to realize the shift of the gaming state in a different mode from the mode in which the gaming state shifts to the selected specific gaming state to provide an impression that a shift of a new mode has been added. This can allow not only suppression of a sense of loss that the player receives but also enhancement of zest that the player can obtain by shifting the gaming state to the specific gaming state.
  • (Operating Procedure of Sub Control Circuit)
  • Next, an operation of the sub control circuit 40 is described. In the sub control circuit 40, by receipt of a command transmitted from the main control circuit 30, a symbol display control, a sound control, a lamp control and the like are performed. FIG. 29 is a flowchart showing a procedure for a sub control process repeatedly executed by the sub control circuit 40.
  • As shown in FIG. 29, the sub CPU 41 sequentially executes steps 211 to 216, to perform an initial process, a random number updating process, a command analysis controlling process, a display controlling process, a sound control process, and a lamp controlling process, and repeatedly executes steps 212 to 216.
  • In the sound control process, based upon a command from the main control circuit 30, the sub CPU 41 instructs the sound control circuit 60 to output sound from the speakers 18L, 18R. In the lamp controlling process, based upon a command from the main control circuit 30, the sub CPU 41 instructs the lamp control circuit 70 to turn on and off the decorative lamps 19L, 19R.
  • Subsequently, the command analysis controlling process is described. FIG. 30 is a flowchart showing a procedure for the command analysis controlling process. Upon start of the command analysis controlling process, the sub CPU 41 determines whether or not to have received a notification command or a notification stop command from the main control circuit 30 in step 231. When either of the above commands is received, the process goes to step 232 to execute a notifying or notification stopping process, and the command analysis controlling process is then completed. When neither of the commands is received, the process goes to step 233.
  • When the process goes to step 233, the sub CPU 41 determines whether or not to have received a symbol command. When the symbol command has been received, the process goes to step 234 to execute a decorative symbol determining process, and the command analysis controlling process is then completed. When the symbol command has not been received, the process goes to step 235. When the process goes to step 235, it is determined whether or not a symbol settlement command has been received. When the symbol settlement command has been received, the process goes to step 236 to execute a symbol settling process, and the command analysis controlling process is then completed. When the symbol settlement command has not been received, the process goes to step 237, to execute a process corresponding to other received commands, and the command analysis controlling process is then completed.
  • The notifying or notification stopping process is performed along the flowchart shown in FIG. 31. After start of the process, the process goes to step 251 to determine whether or not the sub CPU 41 has received a big hit notification command. When the big hit notification command has been received, the process goes to step 252, and when the command has not been received, the process goes to step 253. In step 252, the sub CPU 41 takes a control for instructing at least any of the image control circuit 50, the sound control circuit 60 and the lamp control circuit 70, to execute at least any of image display to the liquid crystal display device 16, sound output from the speakers 18L, 18R or lightning of the decorative lamps 19L, 19R (preferably, display of an image for example showing a message “Now in big hit!!” to the liquid crystal display device 16). Big hit notification (notification (specific gaming state notification) for notifying the player that the game is now in the big hit by opening of the second special winning opening 12) is executed, and the notifying or notification stopping process is then completed.
  • When the process goes to step 253, it is determined whether or not a time reduction notification command has been received. When the time reduction notification command has been received, the process goes to step 254, and when the command has not been received, the process goes to step 255. In step 254, the sub CPU 41 takes a control for instructing at least any of the image control circuit 50, the sound control circuit 60 and the lamp control circuit 70, to execute at least any of image display to the liquid crystal display device 16, sound output from the speakers 18L, 18R or lightning of the decorative lamps 19L, 19R (preferably, display of an image for example showing a message “Time reduction in execution!!” on the liquid crystal display device 16). Time reduction notification (notification (special gaming state notification) for notifying the player that the gaming state is the time reduction gaming state) is performed, and the notifying or notification stopping process is then completed.
  • In association with the big hit notification or the time reduction notification, an image for effect as described below may be displayed on the liquid crystal display device 16. For example displayed may be an image of a baseball game between two teams on the assumption that the one team is behind in the bottom of the ninth inning. In the time reduction notification corresponding to the big hit with the number of rounds as small as two, a scene of the team tying the game and going into extra innings is displayed. In the big hit notification corresponding to the big hit with the number of rounds as large as 15, a scene of the baseball game ending with the team scoring a run from behind is displayed.
  • When the process goes to step 255, it is determined whether or not the big hit notification stop command has been received. When this command has been received, the process goes to step 256. When the command has not been received, the process goes to step 257. In step 256, the sub CPU 41 takes a control for instructing at least any of the image control circuit 50, the sound control circuit 60 and the lamp control circuit 70, to stop big hit notification by means of the liquid crystal display device 16, the speakers 18L, 18R and decorative lamps 19L, 19R. Thereby, the big hit notification is stopped, and the notifying or notification stopping process is completed.
  • Further, when the process goes to step 257, it is determined whether or not the time reduction notification stop command has been received. When this command has been received, the process goes to step 258. When the command has not been received, the notifying or notification stopping process is completed. In step 258, the sub CPU 41 takes a control for instructing at least any of the image control circuit 50, the sound control circuit 60 and the lamp control circuit 70, to stop time reduction notification by means of the liquid crystal display device 16, the speakers 18L, 18R and decorative lamps 19L, 19R. Thereby, the time reduction notification is stopped, and the notifying or notification stopping process is completed.
  • As thus described, in the pachinko gaming machine 1 according to the present embodiment, in the special symbol controlling process of the main control process, the main CPU 31 outputs the big hit notification command or the time reduction notification command and the big hit notification stop command or the time reduction notification stop command. According to the received four commands, the sub CPU 41 instructs at least one of the image control circuit 50, the sound control circuit 60, and the lamp control circuit 70 to notify a big hit or time reduction and stop the big hit notification or the time reduction notification. The big hit notification command is set when the second special winning opening 12, corresponding to the probability varying big hit with a large number of rounds and a large profit during execution, is open whereas the time reduction notification command is set when the first special winning opening 11, corresponding to the normal big hit with a small number of rounds and a small profit during execution, is open.
  • Therefore, in a case where the second special winning opening 12 corresponding to the probability varying big hit is open, the second special winning opening 12 is opened due to the big hit notification, to notify the player that the game is in the big hit. However, in a case where the first special winning opening 11 is open, the big hit notification is not performed. Instead, time reduction notification showing a subsequent time reduction gaming state is performed. Moreover, since the time reduction notification is continued until receipt of the time reduction notification stop command that is set after clearing the time reduction flag, the time reduction notification is continued even after completion of the big hit. Therefore, when the game is the normal big hit with a small profit during execution, it is difficult for the player to recognize that “the game is a big hit because the special winning opening is open,” as in the case of the big hit with a large profit during execution. Furthermore, since the time reduction notification showing the afterwards-generated time reduction gaming state is performed prior to the shift of the gaming state to the time reduction gaming state in place of the big hit notification, the shift to the time reduction gaming state can be previously identified during the normal big hit. This allows the normal big hit with a small profit during execution to appear to the player to be the time reduction gaming state, turning the player's interest to the time reduction gaming state and thus raising the player's feeling toward the shift to the time reduction gaming state. It is thereby possible to suppress a sense of loss that the player receives with respect to the shift to the big hit with a small profit during execution, so that the player can obtain a sense of accomplishment of acquiring the big hit due to the profit obtained by the shift of the gaming state to the time reduction gaming state.
  • Further, in the decorative symbol determining process in step 234, the sub CPU 41 determines a decorative symbol according to a command transmitted from the main control circuit 30 and sets symbol data corresponding to the determined decorative symbol.
  • As shown in the display region 16 a in FIG. 32A, before entry of a gaming ball into the start winning opening 9, the decorative symbols DL, DR, DC and the special symbol J are stopped and displayed. As shown in FIG. 32B, upon entry of the gaming ball into the start winning opening 9, the variation display of the decorative symbols DL, DR, DC and the special symbol J is started. Subsequently, as shown in FIG. 32C, the left decorative symbol DL is stopped and displayed, and the right decorative symbol DR is then stopped and displayed, followed by stop-display of the center decorative symbol DC and the special symbol J. Here, as shown in FIG. 32D, when the game is a loss according to the big hit determination in the main control circuit 30, different numbers are displayed as the left/right/center decorative symbols DL, DR, DC, and the symbol “−” is displayed as the special symbol J. As shown in FIG. 32(e), when the game is a big hit, the same numbers are displayed as the left/right/center decorative symbols DL, DR, DC (“555” in this example) Further, “7” is displayed as the special symbol J.
  • In the pachinko gaming machine 1 according to the first embodiment, in a case where the gaming state is determined as a big hit in the big hit determination, a switching control of the first special winning opening 11 is performed when the big hit is the normal big hit, and a switching control of the second special winning opening 12 is performed when the big hit is the probability varying big hit. Since the number of rounds is set to a small value for the normal big hit and the number of rounds is set to a large value for the probability varying big hit, the special winning opening corresponding to the big hit with a small profit during execution and the special winning opening corresponding to the big hit with a large profit during execution are made such that they differ in shape.
  • In the probability varying big hit, after completion of the big hit, the gaming state shifts to the probability varying gaming state. In the normal big hit, the gaming state shifts to the normal gaming state. Therefore, the probability varying big hit gives the player a greater sense of accomplishment of acquiring a big hit than the normal big hit. Since the probability varying big hit and the normal big hit are different in the special winning opening for performing the switching operation, it is possible, by urging the player to launch the gaming ball toward the second special winning opening 12 corresponding to the probability varying big hit, to make the player identify the probability varying big hit and give him or her a sense of accomplishment with respect to the gaming state having become the probability varying big hit.
  • Furthermore, since the first special winning opening 11 and the second special winning opening 12 have different shapes, the player can identify the modes of the specific gaming states by means of the special winning openings, and the specific gaming state with a small profit during execution and the specific gaming state with a large profit during execution are clearly distinguished, preventing confusion of the former with the latter. Further, the pachinko gaming machine 1 is capable of giving the player a sense of accomplishment with respect to the gaming state having come into especially an advantageous specific gaming state.
  • Moreover, the first special winning opening 11 and the second special winning opening 12 are different not simply in shape but in shape such that the switching modes for switching between the easy-to-enter state and the difficult-to-enter state can be made different from each other. Therefore, the player can clearly identify the kind of specific gaming state as the current specific gaming state, and thus has a clear sense of accomplishment with respect to the gaming state having come into especially an advantageous specific gaming state.
  • When the gaming state becomes the probability varying big hit with a large number of rounds, the switching control of the second special winning opening 12 on the right side of the centerline is performed. Therefore, in an attempt to get more gaming balls to enter the second special winning opening 12, the player operates the launch handle 6 c to a large degree for launching a gaming ball to the right side of the gaming board 4 (so-called launch to the right). In such a manner, by making the player launch the gaming ball to the right side, the gaming state comes into a state different from a normal state where the gaming ball is launched to the left side, which can make the player feel highly superior.
  • In addition, the player can determine whether or not the current big hit is the one with a large number of rounds or the one with a small number of rounds simply by looking at the special winning opening under switching control. Thereby, for example, even if the player overlooks stop-display when the game became the big hit, the player can determine whether the big hit is the one with a large number of rounds or the one with a small number of rounds. Further, a shop assistant at a pachinko parlor where the pachinko gaming machine 1 is installed can determine whether the current big hit is the big hit with a large number of rounds or the big hit with a small number of rounds just by looking at the special winning opening under switching control, and thereby the shop assistant can readily determine which of the two big hit has been generated, and can quickly prepare for a service or the like in a case where the parlor has added service or the like for probability variation.
  • (Modification 1)
  • In the case of the pachinko gaming machine 1, profits during execution in the specific gaming states can be made different as follows. Specifically, the profits during execution may be made different by making both or at least either of the two specific gaming states different in number of prize balls to be paid out and continuation conditions for continuing opening of the special winning openings, other than making the number of opening times of the special winning opening, opening time of the special winning opening, and number of gaming balls entering the special winning opening different, as described above.
  • As thus described, when the profits during execution in the specific gaming states are to be made different, a special winning opening open/close setting process may be performed along the flowchart shown in FIG. 33. The special winning opening open/close setting process shown in FIG. 33 is different from the special winning opening open/close setting process shown in FIG. 16 in having steps 260, 261, 262. Except for these steps, the same steps as those in FIG. 16 are performed.
  • When the special winning opening open/close setting process is performed along the flowchart shown in FIG. 33, a difference can be made between the two special winning openings each in number of opening times of the special winning opening, opening time of the special winning opening, number of gaming balls having entered the special winning opening, number of prize balls to be paid out, and continuation conditions of the special winning opening. In execution of this special winning opening open/close setting process, a V-zone is provided in the first special winning opening 11, and not in the second special winning opening 12, and the second V-count switch 12S is not provided at the second special winning opening 12 either.
  • Following step 57, step 260 is executed. Here, when “10” is set to the payout number of prize balls as the number of prize balls to be paid out upon entry of the gaming ball into the special winning opening, the special winning opening open/close setting process is completed. Following step 58, steps 261, 262 are executed where “5” is set to the payout number of prize balls, to set a V-zone passage condition.
  • As thus described, the profits are made different between the probability varying big hit and the normal big hit by making the payout number of prize balls therebetween different. Further, in the pachinko gaming machine 1 of the first embodiment, the V-zone is provided each in the first special winning opening 11 and the second special winning opening 12, and the continuation condition is passage of the gaming ball through the V-zone. However, in the present Modification 1, the V-zone is not provided in the second special winning opening 12, and the passage of the gaming ball through the V-zone is not the continuation condition when the second special winning opening 12 corresponding to the probability varying big hit is opened. Meanwhile, the V-zone is provided in the first special winning opening 11, and the passage of the gaming ball through the V-zone is the continuation condition when the first special winning opening 11 corresponding to the normal big hit is opened. As thus described, in the present Modification 1, the probability varying big hit and the normal big hit are made different in continuation condition to make the profits between the two big hits different (the main CPU 32 serves as the continuation condition setting means in this case). In addition to the above manner, as a difference of the continuation conditions between the two big hits, examples thereof include: a manner in which the V-zone is provided each in the first special winning opening 11 and the second special winning opening 12, and the passage of the gaming ball through the V-zone within a predetermined passage time is made the continuation condition, and then the set passage time of the second special winning opening 12 is made longer than the set passage time of the first special winning opening 11. The manner may further be made to differ in probability for entry of a gaming ball into the V-zone in the special winning openings 11, 12 such that the gaming ball entry probability of the second special winning opening 12 is made higher than that of the first special winning opening 11.
  • (Modification 2)
  • In this modification, the big hit completion interval process is executed along the flowchart shown in FIG. 34 in place of the flowchart shown in FIG. 21. The flowchart in FIG. 34 is different from the flowchart in FIG. 21 in executing steps 270, 271 between steps 105, 108. Except for that, the two flowcharts are the same. In steps 270, 271, the time reduction flag and the time reduction frequency counter are set as in steps 106, 107 (in step 271, “10000” is set to the time reduction frequency counter). In such a manner, the gaming state shifts to the time reduction gaming state after completion of the big hit not only in the case of the normal big hit with a small number of rounds but also in the case of the probability varying big hit with a large number of rounds, thereby allowing enhancement of the player's zest. In this case, in the special symbol determination table, the symbol commands and the kinds of special symbols are the same as those described above, but contents of the gaming states are as shown in FIG. 7B.
  • Further, when the big hit completion interval process is executed along the flowchart shown in FIG. 34, as shown in FIG. 8A, a special symbol determination table with a symbol command “z3” and a special symbol “5” added thereto may be used. With this special symbol determination table used, the special symbol “5” in addition to the special symbol “3” is selected as the normal big hit. Out of those two special symbols, only when the special symbol “3” with a smaller number of rounds is selected, the gaming state shifts to the time reduction gaming state after completion of the big hit.
  • (Modification 3)
  • In this modification, the big hit completion interval process is executed along the flowchart shown in FIG. 35 in place of the flowchart shown in FIG. 21. The flowchart in FIG. 35 is different from the flowchart in FIG. 21 in not executing step 105. Except for that, the two flowcharts are the same. In this manner, the profits during execution are made different between the big hits depending upon the difference in number of rounds. Also in this case, when the normal big hit with a small number of rounds is selected, the gaming state shifts to the time reduction gaming state after the selection, whereby the same action effect is exerted as that of the pachinko gaming machine 1 in the above embodiment. In such a case, in the special symbol determination table, the symbol commands and the kinds of special symbols are the same as those described above, but contents of the gaming states are as shown in FIG. 7C. Further, as shown in FIG. 37, step 273 for setting a high probability flag as in step 105 may be added after execution of step 104 and before execution of step 106. With this step added, even when the big hit with a large number of rounds is selected, the gaming state does not shift to the probability varying gaming state after completion of the big hit. Meanwhile, when the normal big hit with a small number of rounds is selected, the gaming state shifts to the time reduction gaming state thereafter, and further, the shifting probability after completion of the big hit increases.
  • (Modification 4)
  • In this modification, the big hit completion interval process is executed along the flowchart shown in FIG. 36 in place of the flowchart shown in FIG. 21. The flowchart in FIG. 36 is different from the flowchart in FIG. 34 in not executing step 105. Except for that, the two flowcharts are the same. In this manner, not only in the case of the normal big hit with a small number of rounds but also in the case of the probability varying big hit with a large number of rounds, the gaming state shifts to the time reduction gaming state after completion of the big hit, thereby allowing enhancement of the player's zest. However, even when the probability varying big hit is selected, since the shifting probability is a normal probability, the profits during execution are made different between the probability varying big hit and the normal big hit depending upon a difference in number of rounds. In such a case, in the special symbol determination table, the symbol commands and the kinds of special symbols are the same as those described above, but contents of the gaming states are as shown in FIG. 7D.
  • Also in this case, as shown in FIG. 8B, the special symbol determination table with the symbol command “z3” and the special symbol “5” added thereto can be used, and out of the special symbol “5” and the special symbol “3”, only with respect to the special symbol “3” with a smaller number of rounds, the gaming state shifts to the time reduction gaming state after completion of the big hit.
  • (Modification 5)
  • In this modification, a special symbol game completing process is executed along the flowchart shown in FIG. 38 in place of the flowchart shown in FIG. 22. The flowchart in FIG. 38 is different from the flowchart in FIG. 22 in executing steps 274, 275 between steps 112, 113. Except for that, the two flowcharts are the same. In steps 274, 275, it is determined whether or not the probability variation is completed according to establishment of a predetermined condition (e.g., whether 100 turns were made after completion of the probability varying big hit, or the game was lost at a predetermined probability). When the probability variation is completed, the process goes to step 275 to clear the high probability flag, and then the process goes to step 113. When the probability variation is not completed, the process goes to step 113 without execution of step 275. In such a manner, while the game becomes the probability varying big hit with either the special symbols “3”, “5”, a certain limitation can be placed on a high probability period after completion of the big hit. In this case, in the special symbol determination table, the symbol commands and the kinds of special symbols are the same as those described above, but contents of the gaming states are as shown in FIG. 8C.
  • (Other Modifications)
  • Further, with respect to the two special winning openings in the above-mentioned pachinko gaming machine 1, the first special winning opening 11 is arranged on the centerline of the gaming board, and the second special winning opening 12 is arranged on the right side of the centerline. However, the first special winning opening 11 may be arranged on the left side of the center line and the second special winning opening 12 may be arranged on the right side. Or, the first special winning opening 11 may be arranged on the right side of the center line and the second special winning opening 12 may be arranged on the centerline. Further, another special winning opening may be arranged in addition to the first special winning opening 11 and the second special winning opening 12. The attacker-type opening/closing device and the tulip-shaped opening/closing device are used respectively for the first and second special winning openings. However, these may be reversely arranged, or either the attacker-type or the tulip-shaped devices may be used as unified devices for the first and second special winning openings.
  • Although the liquid crystal display device serves as the identification symbol display device and the decorative symbol display device in the above embodiment, the identification symbol display device and the decorative symbol display device can be arranged as individual display devices. Further, although the number of rounds is set to the two kinds of 2 rounds and 15 rounds, the kinds of number of rounds may be increased to more than two, such as three or four.
  • Second Embodiment
  • In the following, an embodiment of a gaming machine according to the second aspect of the present invention is specifically described.
  • The gaming machine according to the second embodiment has the same components as those of the gaming machine according to the first embodiment except for later-described points. Therefore, in the second embodiment, the components corresponding to those of the gaming machine according to the first embodiment are described, being provided with the same numerals/symbols as those in the first embodiment.
  • The brief overview of the gaming machine according to the second embodiment is described by use of FIGS. 1 to 3, 5 and 39. It is to be noted that since FIGS. 1 to 3 and 5 have already been described in the first embodiment, only differences from the first embodiment are described here. FIG. 39 is a front view of the gaming board shown in FIG. 1.
  • In the second embodiment, the liquid crystal display device 16 functions as image display means. The liquid crystal display device 16 has the display region 16 a of a large screen displaying a variety of image information.
  • As shown in FIG. 39, on the display region 16 a, the decorative symbol D and the special symbol J as an identification symbol in the second aspect of the present invention are displayed. As the special symbol J, three kinds of symbols, “−”, “3” and “7”, are displayed. Among those, “3” and “7” are big hit symbols as the specific identification symbols of the second aspect of the present invention.
  • The decorative symbol D corresponds to the special symbol J. When the special symbol J is “−”, three-digit numbers which are not identical (symbol corresponding to a loss) are stopped and displayed. When the special symbol J is “3”, three-digit identical even numbers (symbol corresponding to a normal big hit) are stopped and displayed. When the special symbol J is “7”, three-digit identical odd numbers (symbol corresponding to the probability varying big hit) are stopped and displayed. However, in a case where a later-described “freeze effect” or “loss reversing effect” is performed, the symbol corresponding to a loss may be displayed during a period before the shift to the big hit gaming state even when the special symbol J is “3” or “7”. This liquid crystal display device 16 having the display region 16 a is the identification symbol display device of the second aspect of the present invention. Further, in the display region 16 a, a background image, a character image, a normal symbol image and the like are displayed in addition to the above-mentioned special symbols and decorative symbols.
  • Next, the internal configuration of the gaming machine according to the second embodiment and a variety of tables to be used therein are described by use of FIGS. 6 and 40 to 43. It is to be noted that, since FIG. 6 has already been described in the first embodiment, only differences from the first embodiment are described here. FIG. 40A is a view showing a variation pattern table, and FIG. 40B is a view showing a special symbol determination table. FIG. 41A is a view showing a display pattern table, FIG. 41B is a view showing a winning decorative symbol determination table, and FIG. 41C is a view showing a re-variation display symbol determination table. FIG. 42A is a view showing a left decorative symbol determination table, FIG. 42B is a view showing a right decorative symbol determination table, and FIG. 42C is a view showing a center decorative symbol determination table. FIG. 43 is a view showing a special winning opening selection effect pattern display table.
  • In the main ROM 32, the variation pattern table shown in FIG. 40A and the special symbol determination table shown in FIG. 40B are stored.
  • In the pachinko gaming machine 1, when the start winning opening switch 9S detects entry of a gaming ball and outputs a detection signal, the main control circuit 30 outputs a symbol designation command to the sub control circuit 40 to make this circuit extract a random number and perform a lottery process by use of the extracted random number. Based upon the lottery result, a display symbol to be displayed according to the special symbol on the liquid crystal display device 16 is determined.
  • Further, the main CPU 31 in the main control circuit 30 determines by the big hit lottery as to whether the gaming state is a loss, the normal big hit (non-probability varying specific gaming state), the probability varying big hit (probability varying specific gaming state). In both cases of the normal big hit and the probability varying big hit, the gaming state shifts to a big hit gaming state as a specific gaming state more advantageous for the player than in the normal gaming state. However, the normal big hit and the probability varying big hit are different in advantage after completion of the specific gaming state. The gaming state after probability varying big hit is more advantageous than the gaming state after the normal big hit. Specifically, the big hit probability (probability for establishment of the shifting condition) after the probability varying big hit is higher than the big hit probability in the normal gaming state.
  • When the big hit is the normal big hit, the main CPU 31 shifts the gaming state to the normal gaming state after completion of the specific gaming state. Further, when the big hit is the probability varying big hit, the main CPU 31 shifts the gaming state to the probability varying gaming state, which is prone to shifting back to the specific gaming state, after completion of the specific gaming state. Moreover, when the gaming state is a loss, the variable winning device (special winning openings 11, 12) does not perform the open/close control, whereas when the gaming state is the big hit, the drive signal is outputted to the first special winning opening solenoid 11L or the second special winning opening solenoid 12L, which corresponds to the gaming state at that time, to perform open/close control of the first special winning opening 11 or the second special winning opening 12. Here, when the gaming state becomes the big hit gaming state, and the opening control of the special winning openings 11, 12 is performed, the shifting control between the easy-to-enter state and the difficult-to-enter state is performed on each of the special winning openings 11, 12, under condition that a predetermined number of gaming balls (e.g., 10 balls) enter the special winning opening or the predetermined time (e.g., 30 seconds) lapses, to shift the special winning opening from the open state to the closed state. As thus described, the main CPU 31 constitutes the drive control means of the second aspect of the present invention. Further, the main CPU 31 also constitutes the variable winning device selection means of the second aspect of the present invention, selecting the special winning opening to open according to whether the big hit is the probability varying big hit or the normal big hit. When the big hit is the normal big hit, the first special winning opening 11 is opened. When the big hit is the probability varying big hit, the second special winning opening 12 is opened.
  • Further, the sub CPU 41 constitutes decorative symbol determination means, and the sub ROM 42 constitutes decorative symbol storage means. In the sub ROM 42 stored are the display pattern table shown in FIG. 41A, the decorative symbol determination table shown in FIG. 41B, the re-variation display pattern determination table shown in FIG. 41C, the left decorative symbol determination table shown in FIG. 42A, the right decorative symbol determination table shown in FIG. 42B, and the center decorative symbol determination table shown in FIG. 42C.
  • Among these tables, in the decorative symbol determination table shown in FIG. 41B, symbols corresponding to a case where a special symbol is a big hit symbol (symbol corresponding to a big hit) are stored. When the symbol command received from the main control circuit 30 is z1, the symbol corresponding to the normal big hit is applied, and when the symbol command is z2, the symbol corresponding to the probability varying big hit is applied. Further, a symbol corresponding to a case where the special symbol comes out to be a losing symbol (symbol corresponding to a loss) is generated based upon the decorative symbol determination table shown in FIGS. 42A to 42C.
  • The sub CPU 41 makes a special symbol according to a symbol command displayed to the liquid crystal display device 16, the symbol command having been selected from the special symbol determination table outputted from the main control circuit 30.
  • Moreover, an effect pattern determination table for special winning opening selection shown in FIG. 43 is stored in the sub ROM 42 of the sub control circuit 40. When the game becomes the big hit, the sub CPU 41 determines an effect pattern for performing the effect showing which of the first special winning opening 11 and the second special winning opening 12 will be opened according to the effect pattern determination table for special winning opening selection. As thus described, in the sub control circuit 40, the effect corresponding to the outputted effect pattern command is displayed to the liquid crystal display device 16.
  • Further, the sub CPU 41 makes the decorative symbol D, which is determined through a later-described process, displayed to the liquid crystal display device 16. Therefore, the sub CPU 41 functions as the identification symbol display control means of the second aspect of the present invention.
  • The sound control circuit 60 has a sound source IC 61, an amplifier (hereinafter, referred to as “AMP”) 62, and a sound data ROM 63. The sound source IC 61 generates a sound signal by use of sound data stored in the sound data ROM 63 according to a command from the sub CPU 41. The AMP 62 amplifies the sound signal generated by the sound source IC 61 to an appropriate level, and the amplified sound signal is supplied to each of the speakers 18L, 18R to output sound. In the sound data ROM 63, stored are data (sound data) such as music, voice, and effect sound, which are used for an advance notice effect, reach effect, big hit effect and the like.
  • (Operation Contents of Pachinko Gaming Machine)
  • Next, among operation contents of the pachinko gaming machine 1 according to the second embodiment, procedures for the control process by the main control circuit 30 and the sub control circuit 40 are described with reference to flowcharts and views in FIGS. 11 to 15, 20, 32 and 44 to 60. It is to be noted that, since FIGS. 11 to 15, 20 and 32 have already been described in the first embodiment, only differences from the first embodiment are described here.
  • (Operating Procedure of Main Control Process)
  • In the big hit symbol determination process in step 27 of FIG. 13, the main CPU 31 determines whether a big hit is the probability varying big hit or the normal big hit.
  • In the big hit symbol determination process, whether the big hit is the probability varying big hit or the normal big hit is determined according to a random number for the big hit symbol (not shown). When the normal big hit symbol is determined to be “3”, the symbol command z1 for an output from the special symbol determination table shown in FIG. 40B to the sub control circuit 40 is selected and set. Meanwhile, when the probability varying big hit symbol is determined to be “7”, the symbol command z2 for an output to the sub control circuit 40 is selected and set. Further, the main control circuit 30 outputs to the sub control circuit 40 a gaming state command for shifting the gaming state to the specific gaming state.
  • Further, in the losing symbol determination process, the special symbol is determined to be “−”, and the symbol command z0 for the output from the special symbol determination table shown in FIG. 40B to the sub control circuit 40 is selected and set. Further, the main control circuit 30 outputs to the sub control circuit 40 a gaming state command for shifting the gaming state to the normal gaming state.
  • Thereafter, the main CPU 31 determines a variation pattern (S29). In determination of the variation pattern, one out of a plurality of random number values in the variation pattern table shown in FIG. 40A is acquired, and a variation pattern command corresponding to the acquired random number value is determined (S29). The determined variation pattern command is outputted to the sub control circuit 40. As the variation pattern command, one out of h4 to h8 is selected when the result of the big hit determination process (S26) is a big hit, and one out of h0 to h3 is selected when the result of the big hit determination process is a loss. Thereafter, the variation time corresponding to the variation pattern command determined based upon the variation pattern table is set to the waiting time timer (S30).
  • Next, a procedure for the special winning opening open/close setting process in step 46 of FIG. 15 is described with reference to FIG. 44. As shown in FIG. 44, in the special winning opening open/close setting process, first, it is determined whether or not the result of the big hit determination process in step 26 of FIG. 13 is the probability varying big hit (S48). When it is consequently determined the gaming state is not the probability varying big hit but the normal big hit, the first special winning opening flag is set (S49), and the process is then completed. When it is determined that the gaming state is the probability varying big hit, the second special winning opening flag is set (S50), and the process is then completed. In this manner, the special winning opening open/close setting process is completed, simultaneously with completion of the special symbol display time management process shown in FIG. 15.
  • A procedure for the big hit start interval controlling process in step 15 of FIG. 12 is described with reference to FIG. 45. First, it is determined whether or not a control state flag is data “03” which indicates big hit start interval management (S51). As a result, when the control state flag is determined not to be the data “03”, the big hit start interval management process is completed.
  • On the other hand, when the control state flag is determined to be the data “03”, the process is held only during a period when the time corresponding to the start of the big hit set in step 39. After the lapse of the time corresponding to the start of the big hit, it is determined whether or not the waiting time timer (t) is 0 for opening the special winning opening (S52). As a result, when the waiting time timer (t) is not 0, the big hit start interval controlling process is completed, and when the waiting time timer (t) is 0, the high probability flag and the variation reduction flag are cleared (S53) Subsequently, the opening process is performed for the special winning openings 11, 12 corresponding to the special winning opening flag (first or second special winning opening flag) set in the special winning opening open/close setting process shown in FIG. 16 (S54), and data “04” which indicates that the special winning opening is in an open state is set to the control state flag (S55). Thereafter, the special winning opening open time timer is set for example to the upper limit time for opening which is 30 seconds (S56), and the big hit start interval management process is then completed.
  • Returning to FIG. 12, when the big hit start interval management process is completed, the process on the special winning opening in an open state is performed (S16). In the process on the special winning opening in an open state, as shown in FIG. 46, first, it is determined whether or not the control state flag is the data “04” which special winning opening in an open state (S61). As a result, when the control state flag is determined not to be the data “04”, the process on the special winning opening in an open state is completed. On the other hand, when the control state flag is determined to be the data “04”, it is determined whether or not the number of counts in the special winning opening entry counter is not smaller than 10 (S62). Here, a target special winning opening entry counter is a counter corresponding to the first special winning opening 11 or the second special winning opening 12 which is under opening control.
  • As a result, when the number of counts of the special winning opening entry counter is not smaller than 10, it is determined whether or not the special winning opening open time timer, set in S56, is 0 (S63). When the timer is not 0, the process on the special winning opening in an open state is completed. When the number of counts in the special winning opening entry counter is determined to be not smaller than 10 in step 62, or the special winning opening open time timer is determined to be 0 in step 63, data “05” which indicates monitoring of a residual ball in special winning opening is set to the control state flag (S64). Thereafter, a setting for closing the special winning opening is performed (S65). The time for monitoring a residual ball in the special winning opening, e.g., one second, is set to the waiting time timer (t) (S66). In such a manner, the process on the special winning opening in an open state is completed.
  • Returning to FIG. 12, after completion of the process on the special winning opening in an open state, the process for monitoring a residual ball in the special winning opening is performed (S17). A procedure for the process for monitoring a residual ball in the special winning opening is described with reference to FIG. 47. First, it is determined whether or not the control state flag is the data “05” which indicates monitoring a residual ball in the special winning opening (S71). As a result, when a control state flag is determined not to be the data “05”, the process for monitoring a residual ball in the special winning opening is completed. On the other hand, when the control state flag is determined to be the data “05”, it is determined whether or not the waiting time timer (t) set in step 66 is 0 (S72). As a result, when the waiting time timer (t) is not 0, the process for monitoring a residual ball in the special winning opening is completed, whereas when the waiting time timer (t) is 0, it is determined whether or not there has been passage through the specific region (V-zone) (S73). The determination as to the whether or not there has been passage through the specific region is made according to whether or not the gaming ball has passed through the V-zone either in the first special winning opening 11 or the second special winning opening 12. For this determination, detection signals transmitted from the first V-count switch 11S and the second V-count switch 12S are used.
  • As a result of the determination as to whether or not there has been passage through the specific region, when it is determined that there has not been the passage of the gaming ball through the specific region, data “07” which indicates big hit completion interval is set to the control state flag (S74). Thereafter, the time corresponding to the big hit completion interval is set to the waiting time timer (t) (S75). The process for monitoring a residual ball in the special winning opening is then completed.
  • On the other hand, when it is determined that there has been the passage of the gaming ball through the specific region, whether or not the number of openings of the special winning opening is not smaller than 15 times is determined (S76). As a result, when the number of openings of the special winning opening is determined to be not smaller than 15 times, the process goes to step 74. After the data “07” is set (S74), the time corresponding to the big hit completion interval is set to the waiting time timer (t) (S75), and the process for monitoring a residual ball in the special winning opening is completed.
  • Further, when the number of openings of the special winning opening is not smaller than 15 times (not larger than 14), data “06” which indicates the management time for waiting for reopening of a special winning opening is set to the control state flag (S77). The time corresponding to an interval between rounds is then set to the waiting time timer (t) (S78), and the process for monitoring a residual ball in the special winning opening is completed.
  • A procedure for the big hit completion interval process shown in step 19 of FIG. 12 is described with reference to FIG. 48. First, it is determined whether or not the control state flag is data “07” which indicates a big hit completion interval (S91). As a result, when the control state flag is determined not to be data “07”, the big hit completion interval process is completed. On the other hand, when the control state flag is determined to be data “07”, it is determined whether or not the waiting time timer (t) set in step 75 is 0 (S92). As a result, when the waiting time timer (t) is not 0, the big hit completion interval process is completed. When the waiting time timer (t) is 0, data “08” which indicates completion of the special symbol game is set to the control state flag (S93).
  • It is then determined whether or not the result of the big hit determination process in step 26 is in a winning state of the probability variation, that is, whether the gaming state is the probability varying big hit or the normal big hit (S94). As a result, when it is determined that the probability variation has not been won, the big hit completion interval process is simply completed. On the other hand, when it is determined that the probability variation has been won, a high provability flag is set (S95), and a variation reduction flag is further set (S96), to complete the big hit completion interval process.
  • Thereafter, the process returns to FIG. 12, and the special symbol game completing process is performed (S20). A procedure for the special symbol game completing process is described with reference to FIG. 49. First, it is determined whether or not the control state flag is the data “08” which indicates completion of the special symbol game (S101). As a result, when the control state flag is determined not to be the data “08”, the special symbol game completing process is completed. When the control state flag is determined to be the data “08”, the main CPU 31 updates the number of holds so as to subtract one therefrom (S102), thereby sequentially shifting the respective numbers of counts in a random number counter for big hit determination and a random number counter for selecting a big hit stop mode.
  • Subsequently, the process for determining completion of variation reduction is performed (S103). In this determination process, when the time reduction by 100 turns is set after the probability varying big hit, it is determined whether or not the 100 turns have been made. Based upon this determination as to completion of the variation reduction (S104), when the variation reduction is determined to have been completed, the variation reduction flag is cleared (S105). Otherwise, the variation reduction flag is not cleared, and the process goes to step 106.
  • Subsequently, the data in the special symbol storage region is shifted (S106). Data according to the states is stored in the special symbol storage region. By subtraction of one from the number of holds, data in a fourth region is shifted to a third region, data in the third region is shifted to a second region, and data in the second region is shifted to a first region. According to the data in the first region, the process for the special symbol game so far is performed.
  • Then, clear data is set to the data in the forth region in the special symbol storage region (S107). When a new gaming ball enters the start winning opening 9, new data is set in the fourth region where the clear data has been set. Thereafter, data “00” which indicates special symbol storage check is set to the control state flag (S108). In this manner, the process for completing the special symbol game is completed.
  • When the special symbol controlling process is completed in the above-mentioned manner, the process returns to FIG. 11, and the normal symbol controlling process is performed (S3). In the normal symbol controlling process, a control is performed regarding a normal symbol to be displayed on the liquid crystal display device 16. When the normal symbol controlling process is started, a flag in a normal symbol controlling state is read, and according to the flag, the time for variation of the normal symbol and the mode of the normal symbol being stopped and displayed are monitored. When the mode of the normal symbol is a predetermined mode, the normal electric entry-starting accessory is opened. A variable showing closure is stored in the main RAM 33, and the normal symbol controlling process is completed.
  • Thereafter, the random number updating process is performed (S4). Here, the random number updating process which updates a random number value for a losing symbol, a random number for reach determination, a random number value for effect condition selection and the like by predetermined calculating methods, is performed to complete the process. The process then returns to step 2 and the repetition routine is repeatedly performed.
  • (Operating Procedure of Sub Control Circuit)
  • Next, the operation of the sub control circuit 40 is described. In the sub control circuit 40, by receipt of a command transmitted from the main control circuit 30, a symbol control, a sound control, a lamp control and the like are performed. FIG. 29 is a flowchart showing a procedure for a sub control process repeatedly executed by the sub control circuit 40.
  • As shown in FIG. 29, in the sub CPU 41, a predetermined initializing process is first performed (S211), and a random number updating process is then performed (S212). Subsequently, a process for controlling analysis of a command outputted from the main control circuit 30 is performed (S213), and based upon the result of this command analysis controlling process, a display controlling process is performed (S214). The command analysis controlling process is specifically described later.
  • Thereafter, a sound control process (S215) is performed. In the sound control process, a control process is performed regarding sound generated from the speakers 18L, 18R based upon a command from the main control circuit 30. In this sound control process, the sound source IC 61 reads sound data from the sound data ROM 63, and converts the sound data into a predetermined sound signal, and supplies the converted sound signal to the AMP 62. This AMP 62 amplifies the sound signal and generates sound from the speakers 18L, 18R.
  • Subsequently, the lamp controlling process is performed (S216). In the lamp controlling process, a process for controlling the decorative lamps 19L, 19R regarding the blinking thereof based upon a command from the main control circuit 30, is conducted. In this lamp controlling process, the sub CPU 41 reads a lamp decoration pattern from the decorative data ROM 71, and makes the decorative lamps 19L, 19R blink through the drive circuit 72. Thereafter, steps 211 to 216 are repeated.
  • Next, a process to be performed upon receipt of a command exerted from the main control circuit 30 is described. As shown in FIG. 50, when the sub control circuit 40 receives a command transmitted from the main control circuit 30, a protective resistor is firstly evacuated (S121). Next, the command inputted by the transmission from the main control circuit 30 is stored in a reception buffer in the sub RAM 43 (S122). Subsequently, the resistor is restored (S123). In such a manner, the process to be performed upon receipt of a command is completed.
  • Subsequently, the command analysis controlling process shown in step 213 of FIG. 29 is described. FIG. 51 is a flowchart showing a procedure for the command analysis controlling process. As shown in FIG. 51, in the command analysis controlling process, it is first determined whether or not the sub control circuit 40 has received a variation pattern command from the main control circuit 30 (S131). As a result, when the variation pattern command has been received, a display pattern determining process is performed (S132). The display pattern determining process will be described later. After performance of the display pattern determining process, the command analysis controlling process is completed.
  • On the other hand, when it is determined that the variation pattern command has not been received, whether or not a symbol command has been received is determined (S133). As a result, when it is determined that the symbol command has been received, the decorative symbol determining process is performed (S134). The decorative symbol determining process is described later. After the decorative symbol determining process has been performed, the command analysis controlling process is completed. On the other hand, when it is determined that the symbol command has not been received, whether or not a symbol settlement command has been received is determined (S135). As a result, when it is determined that the symbol settlement command has been received, the symbol settling process is performed (S136). After the symbol settling process has been performed, the command analysis controlling process is completed. On the other hand, when it is determined that the symbol settlement command has not been received, whether or not a big hit gaming state command has been received is determined (S137).
  • As a result, when it is determined that the big hit gaming state command has been received, a special winning opening selection effect determining process is performed (S138). The special winning opening selection effect determining process is described later. Following the special winning opening selection effect determining process, the process goes to step 139, and data corresponding to the gaming state command is set. On the other hand, when it is determined that the big hit gaming state command has not been received, after a process corresponding to the received command has been executed (S140), the command analysis controlling process is completed.
  • Subsequently, the display pattern determining process is described. FIG. 52 is a flowchart showing a procedure for the display pattern determining process. As shown in FIG. 52, in the display pattern determining process, it is determined whether or not the received variation pattern command is a variation pattern command (h4 to h8) corresponding to the big hit (S141). As a result, when the received variation pattern command is any of h0 to h3 and thus determined not to be the variation pattern command corresponding to the big hit, a process for determining a losing display pattern is performed (S142). In the losing display pattern determining process, one random number value is acquired out of 0 to 9, and a display pattern and a display content are determined with reference to the outputted command number and the acquired random number value on the display pattern table shown in FIG. 41A.
  • On the other hand, when the variation pattern command is any of h4 to h8, and thus determined to be the command corresponding to the big hit, a freeze effect determining process is performed for determining whether or not the freeze effect is performed (S143). In the freeze effect determining process, the random number value for freeze effect determination is used. Here, a predetermined random number range has been previously set, and one random number value is acquired from the random number range. When the acquired random number value is a random number value determined for the freeze effect, the freeze effect is performed. When the acquired random number value is not a random number value determined for the freeze effect, the freeze effect is not performed.
  • As thus described, when the freeze effect determining process is performed, it is determined whether or not the freeze effect is performed (S144). As a result, when it is determined that the freeze effect is not performed, the big hit display pattern determining process is performed (S145). In the big hit display pattern determining process, one random number value is acquired out of 0 to 9, and a display pattern and a display content are determined with reference to the outputted command number and the acquired random number value on the display pattern table shown in FIG. 41A.
  • On the other hand, when it is determined that the freeze effect is performed, the freeze effect display pattern determining process is performed (S146). In the freeze effect display pattern determining process, the decorative symbol stopped and displayed before start of variation of the special symbol is kept stopped and displayed after start of variation display of the special symbol and during the variation display of the special symbol.
  • Before the start of the variation display of the decorative symbol, the liquid crystal display device 16 is in the state of displaying three numbers in a row before the start of the variation display, as shown in FIG. 39. In an effect other than the freeze effect, when the special symbol is varied and displayed, the decorative symbol is also varied and displayed, and kept varied and displayed until the special symbol is stopped and displayed. As opposed to this, when the display pattern of the freeze effect is determined, even when the special symbol is varied and displayed, the decorative symbol is not varied and displayed but kept stopped and displayed.
  • As thus described, when any of the display patterns is determined, display pattern data corresponding to the determined display pattern is set (S147). In this manner, the display pattern determining process is completed.
  • Subsequently, the decorative symbol determining process in step 134 of the flowchart shown in FIG. 51 is described with reference to FIG. 53. FIG. 53 is a flowchart showing a procedure for the decorative symbol determining process.
  • As shown in FIG. 53, in the decorative symbol determining process, it is first determined whether or not the big hit symbol command has been received (S151). As a result, when the received symbol command is z0 and it is thus determined that that the symbol command for the big hit has not been received, a process for determining a decorative symbol for a loss is performed (S152). In the process for determining a decorative symbol for a loss, the right, left and center numbers are selected from the table for decorative symbol determining process shown in FIG. 42, and the respective right, left and center symbols to be displayed on the liquid crystal display device 16 are determined. Here, it is determined whether or not the right, left and center numbers are identical. When the three numbers are not identical, those numbers are determined to be selected. When the three numbers are determined to be identical, the respective right, left and center numbers are selected again. This selection is repeated until the numbers become non-identical, and the numbers having become non-identical are determined to be selected.
  • On the other hand, when it is determined that the big hit symbol command has been received, whether or not the outputted variation pattern command is h8 is determined (S153). As a result, when the outputted variation pattern command is h8, the process for determining a decorative symbol for a loss is performed since a loss reversing effect is performed (S152). The loss reversing effect is an effect in which the gaming state becomes a big hit while a symbol corresponding to a loss is displayed as the decorative symbol. Here, the process for determining a decorative symbol for a loss is performed in the same manner as in the case where the big hit symbol command is not received. The loss reversing effect is later described.
  • Further, when it is determined that the variation pattern command is h4 to h7, and not h8, a process for determining a decorative symbol for a big hit is performed (S154). In the process for determining a decorative symbol for a big hit, whether the symbol command outputted from the main control circuit 30 is z1 or z2 is determined. When the symbol command is z1, the gaming state is the normal big hit, and a random number value shown in FIG. 41B is acquired. A decorative symbol corresponding to the acquired random number value, specifically a decorative symbol displaying three-digit even identical numbers, is selected from the decorative symbol determination table, to determine the decorative symbol. Further, when the symbol command is z2, the gaming state is the probability varying big hit, and a random number value shown in FIG. 41B is acquired. A decorative symbol corresponding to the acquired random number value, specifically a decorative symbol displaying three-digit odd identical numbers, is selected from the decorative symbol determination table, to determine the decorative symbol.
  • As thus described, after performance of the process for determining a decorative symbol for a loss or the process for determining a decorative symbol for a big hit, data corresponding to the determined decorative symbol is set (S155). In this manner, the decorative symbol determining process is completed.
  • Next, the special winning opening selection effect determining process in step 138 of the flowchart shown in FIG. 51 is described. FIG. 54 is a flowchart showing a procedure for the special winning opening selection effect determining process. As shown in FIG. 54, in the special winning opening selection effect determining process, it is determined whether or not the gaming state command outputted from the main control circuit 30 is a command corresponding to the big hit gaming state (S161).
  • As a result of the determination, when the command not corresponding to the big hit gaming state is received, the special winning opening is not opened, and the special winning opening selection effect determining process is thus completed. On the other hand, when the command corresponding to the big hit gaming state is received, the special winning opening effect pattern determination process is performed (S162). In the special winning opening effect pattern determination process, the sub CPU 41 refers to the special winning opening selection effect pattern determination table shown in FIG. 10 which is stored in the sub ROM 42. Then the sub CPU 41 checks the received symbol command, and when the symbol command is z1, the gaming state corresponds to the normal big hit gaming state. The sub CPU 41 further acquires one random number value out of a plurality of random number values (0 to 9), and determines the display content of the effect pattern corresponding to the acquired random number value as the special winning opening selection effect pattern. Then, the sub CPU 41 transmits an effect pattern command (d0 to d3) as data corresponding to the determined special winning opening selection effect pattern to the image control circuit 50 for setting (S163). Further, when the symbol command is z2, the gaming state corresponds to the probability varying big hit gaming state. In this case, the sub CPU 41 acquires one random number value out of a plurality of random number values (0 to 9), and determines the display content of the effect pattern corresponding to the acquired random number value as the special winning opening selection effect pattern. Then, the sub CPU 41 transmits an effect pattern command (d4 to d7) which is data corresponding to the determined special winning opening selection effect pattern to the image control circuit 50 for setting (S163). In such a manner, the special winning opening selection effect determining process is completed. During the time corresponding to the big hit start interval, the image control circuit 50 displays an image according to the special winning opening selection effect pattern corresponding to the received effect pattern command (d0 to d7) to the liquid crystal display device 15.
  • Next, the flow of the special symbol game is described. In the special symbol game, when a gaming ball enters the start winning opening 9 and the start winning opening switch 9S outputs a detection signal of the gaming ball to the main control circuit 30, the main control circuit 30 performs a big hit lottery. Based upon the lottery result, the main control circuit 30 selects a command number from the variation pattern table shown in FIG. 40A, and a symbol command from the special symbol determination table shown in FIG. 40B, and transmits them to the sub control circuit 40.
  • The sub control circuit 40 receives the command number and the symbol command of the variable pattern, and selects a display pattern from the display pattern table shown in FIG. 41A and a decorative symbol from each table shown in FIG. 41B or 42.
  • Meanwhile, in the display region 16 a, the decorative symbols DL, DR, DC and the special symbol J are all stopped and displayed as shown in FIG. 32A. before entry of a gaming ball into the start winning opening 9. When the gaming ball enters the start winning opening 9 on this state, the decorative symbols DL, DR, DC and the special symbol J which are in a stopped and displayed state start to be varied and displayed, as shown in FIG. 32B.
  • Then, as shown in FIG. 32C, the left decorative symbol DL is stopped and displayed. At this time, the center decorative symbol DC, the right decorative symbol DR and the special symbol J are varied and displayed. The right decorative symbol DR is then stopped and displayed, and subsequently, the center decorative symbol DC and the special symbol J are stopped and displayed. Here, when the result of the big hit lottery in the main control circuit 30 is a loss, different figures are displayed as the left, right and center decorative symbols DL, DR, DC as shown in FIG. 32D. In this example, “512” are displayed. These are figures selected from the decorative symbol determination tables, shown in FIGS. 42A to 42C, in the sub control circuit 40. Further, the sign “−” is displayed as the special symbol J.
  • On the other hand, when the result of the big hit lottery is a big hit, identical figures are displayed as the left, right and center decorative symbols DL, DR, DC as shown in FIG. 32(e). In this example, “555” are displayed. Further, “7” is displayed as the special symbol J.
  • In the pachinko gaming machine 1 according to the present embodiment, when the result of the big hit lottery is a big hit, the opening control of the special winning opening is performed, whereas when the special symbol J is “3” and the big hit is the normal big hit, the opening control of the first special winning opening 11 shown in FIG. 39 is performed. Further, when the special symbol is “7” and the big hit is the probability varying big hit, the opening control of the second special winning opening 12 is performed. Therefore, in the pachinko gaming machine 1, the first special winning opening 11 corresponds to a big hit with a small advantage while the second special winning opening 12 corresponds to a big hit with a large advantage. The first special winning opening 11 and the second special winning opening 12 have different shapes, and hence the first special winning opening 11 and the second special winning opening 12 have different shapes corresponding to a difference in amount of advantage in the big hit.
  • In the probability varying big hit, the gaming state shifts to the probability varying gaming state after completion of the big hit gaming state. In the normal big hit, the gaming state shifts to the normal gaming state after completion of the big hit gaming state. It is therefore possible to give the player a larger sense of accomplishment of acquiring a big hit by the probability varying big hit than by the normal big hit. The probability varying big hit and the normal big hit are different in special winning opening which is under opening control. Hence, by launch of the gaming ball toward the second special winning opening 12 which is opened according to the probability varying big hit, it is possible to allow the player to identify that the gaming state has become the probability varying big hit, and to give the player a sense of accomplishment with respect to the gaming state having come into the probability varying big hit.
  • Furthermore, since the first special winning opening 11 and the second special winning opening 12 have different shapes, the player can identify the mode of the specific gaming state within generation of the specific gaming state, and the specific gaming state with a small advantage and the specific gaming state with a large advantage are clearly distinguished, making the two specific gaming states less prone to confusion from each other. Further, the pachinko gaming machine 1 is capable of giving the player a sense of accomplishment with respect to the gaming state having come into an especially advantageous specific gaming state.
  • Moreover, the shapes of the first special winning opening 11 and the second special winning opening 12 are not only different but also capable of switching between the easy-to-enter state and the difficult-to-enter state.
  • The special winning openings 11, 12 have a shape in which the switching modes can be different from one another. Therefore, the player of a game in the specific gaming state can clearly identify the kind of specific gaming state, and especially has a clear sense of accomplishment with respect to the gaming state having come into especially advantageous specific gaming state.
  • When the gaming state becomes the probability varying big hit, the opening control of the second special winning opening 12 on the right side of the centerline is performed. Therefore, in an attempt to get more gaming balls to enter the second special winning opening 12, the player operates the launch handle 6 c to a large degree for launching the gaming ball to the right side of the gaming board 4 to perform a so-called launch to the right. In such a manner, by making the player launch the gaming ball to the right side, the gaming state comes into a state different from a normal state where the gaming ball is launched to the left side, which can make the player feel highly superior.
  • In addition, in the present embodiment, the opening control of the first special winning opening 11 is performed in the normal big hit and the opening control of the second special winning opening 12 is performed in the probability varying big hit. Thereby, when the gaming state is in the big hit gaming state, it can be determined whether the big hit is the probability varying big hit or the normal big hit by simply taking a look at the special winning opening under opening control. Therefore, for example, even when the player overlooks stop-display performed when the gaming state became the big hit, the player can determine whether the big hit is the probability varying big hit or the normal big hit only by looking at the special winning opening under opening control. Further, a shop assistant at a pachinko parlor where the pachinko gaming machine 1 is installed can easily determine whether the big hit is the probability varying big hit or the normal big hit by simply taking a look at the special winning opening. Thereby the shop assistant can quickly prepare for a service or the like in a case where the parlor has added service or the like for probability variation.
  • Next, the freeze effect is described. When the result of the big hit lottery in the main control circuit 30 is a big hit, and it is determined to perform the freeze effect in step 144 of FIG. 52 of the control routine in the sub CPU 41 of the sub control circuit 40, the following are displayed in the display region 16 a. First, as shown in FIG. 55A, the left/right/center decorative symbols DL, DR, DC and the special symbol J are stopped and displayed. As shown in FIG. 55B, the special symbol J in a stopped and displayed state starts to be varied and displayed, whereas the left/right/center decorative symbols DL, DR, DC are all stopped and displayed.
  • Further, after a lapse of the variation display time of the special symbol J, as shown in FIG. 55C, the special symbol J is stopped and displayed. Here, since the lottery result is a big hit, “3” or “7” is displayed as the special symbol J. Here, an example is shown where the probability varying big hit symbol “7” is displayed as the special symbol J.
  • Incidentally, in the display region 16 a, the decorative symbol D is arranged in a place readily visible to the player, whereas the special symbol J is arranged in a place not readily visible to the player. Therefore, the player determines whether or not the gaming state shifts to the big hit gaming state by looking at the decorative symbol D. When the freeze effect is performed, the player does not notice the variation display of the special symbol J and the decorative symbol D supposed to be varied and displayed comes into a state not varied and displayed. Therefore, this gives the player a moment's illusion that the pachinko gaming machine 1 has got out of order.
  • Thereafter, as shown in FIG. 55D, big hit notification is displayed in the display region 16 a. The player is notified by the big hit notification that the gaming state has become a big hit. It is thereby possible to increase variation of the procedure until shifting to the big hit gaming state, so as to reduce monotony of the process until shifting to the big hit gaming state.
  • Further, although the big hit has been notified, the player playing a game while looking at the decorative symbol cannot know whether the big hit is the probability varying big hit or the normal big hit since the special symbol J is difficult to see. Here, the sub CPU 41 makes a special winning opening selection effect performed correspondingly to the special winning opening effect pattern set in step 163. Before the performance of the special winning opening selection effect, first, by the freeze effect, the symbol corresponding to a loss is displayed as the decorative symbol D as shown in FIG. 56A, and the big hit notification is then displayed as shown in FIG. 56B, to the display region 16 a. Subsequently, the special winning opening selection effect is performed as a notification effect for notifying whether the big hit is the probability varying big hit or the normal big hit. In the special winning opening selection effect, as shown in FIG. 56C, a right-side arrow RA for pointing the right side and a downside arrow UA for pointing the downside are displayed to the display region 16 a along with a message M, such as “Right or Under!?”. The state shown in FIG. 56C is a state where the right-side arrow RA is brightly lighted and the downside arrow UA is dimly displayed. This state is changed to a state where the right-side arrow RA and the downside arrow UA are repeatedly dimmed and lit in turns according to an effect content selected from the special winning opening selection effect pattern determination table shown in FIG. 10.
  • Finally, when the big hit is the normal big hit, as shown in FIG. 56D, the downside arrow UA is stopped and displayed in a brightly lighted state, along with a message “Too bad!” Further, when the big hit is the probability varying big hit, as shown in FIG. 56(e), the right-side arrow RA is stopped and displayed in a brightly lighted state, along with a message “Probability variation!”
  • As thus described, in a case where the downside arrow UA is lastly lighted, the big hit is the normal big hit, and the opening control of the first special winning opening 11 is started. In a case where the right-side arrow RA is lastly lighted, the big hit is the probability varying big hit, and the opening control of the second special winning opening 12 is started. Here, the player identifies whether the big hit has been the normal big hit or the probability varying big hit. In this manner, it is possible by the performance of the special winning opening selection effect to provoke the player's expectations that the big hit is the probability varying big hit, so as to increase the player's interest.
  • Subsequently, the loss reversing effect is described. When the result of the big hit lottery in the main control circuit 30 is a big hit, a variation pattern command is h8 in step 153 in FIG. 53 showing the control routine in the sub CPU 41 of the sub control circuit 40, and when the loss reversing effect is performed, the following display is performed to the display region 16 a. In the display region 16 a, as shown in FIG. 57A, the left/right/center decorative symbols DL, DR, DC and the special symbol J are stopped and displayed. As shown in FIG. 57B, the left/right/center decorative symbols DL, DR, DC and the special symbol J in a stopped and displayed state start to be varied and displayed.
  • After a lapse of predetermined variation display time, the left/right/center decorative symbols DL, DR, DC and the special symbol J are stopped and displayed, as shown in FIG. 57C. At this time, a symbol corresponding to a loss, e.g., “512” is displayed as the left/right/center decorative symbols DL, DR, DC. Meanwhile, “7” which is a big hit symbol is displayed as the special symbol J. The first special winning opening 11 is then opened.
  • Normally, the player plays a game while looking at the decorative symbol D, and determines whether the game is a big hit or not based upon whether the decorative symbol D is a symbol corresponding to a big hit or a symbol corresponding to a loss. However, in this loss reversing effect, although the symbol corresponding to a loss is displayed as the decorative symbol D, the first special winning opening 11 is opened and the gaming state shifts to the big hit gaming state. Therefore, even when the symbol corresponding to a loss is displayed as the decorative symbol and the symbol corresponding to a big hit is not displayed, it is possible to keep the player's expectations that the gaming state would shift to the big hit gaming state, so as to provide the player with a great interest.
  • After the gaming state has thus shifted to the big hit gaming state through generation of the loss reversing effect, a big hit notification is displayed in the display region 16 a for notifying the player that the gaming state will shift to the big hit gaming state, as shown in FIG. 57D. The special winning opening selection effect is then performed. In the case of the normal big hit with the special symbol J being “3”, the opening control of the first special winning opening 11 is performed. In the case of the probability varying big hit with the special symbol J being “7”, the opening control of the second special winning opening 12 is performed.
  • Next, a modification of the second aspect of the present invention is described. This modification is different from the above embodiment mainly in that the probability varying big hit and the normal big hit are not distinguished when displayed in the display region 16 a as the special symbol J. Namely, when “−” is displayed as the special symbol, the game becomes a loss. When “3” or “7” is displayed as the special symbol J, the game becomes a big hit. In the case of the big hit, whether the big hit is the probability varying big hit or the normal big hit is separately determined by lottery.
  • In the above embodiment, the special symbol determination table shown in FIG. 40B was used. However, in this modification, the special symbol determination table shown in FIG. 58A and the probability variation determination table shown in FIG. 58B are used in place of the special symbol determination table shown in FIG. 40B. A big hit lottery is performed using the special symbol determination table shown in FIG. 58A. A probability variation lottery is performed using the probability variation determination table shown in FIG. 58B.
  • Describing the difference of the modification from the above embodiment in terms of the control in the main CPU 31, in the special symbol storage checking process in FIG. 13, after performance of the big hit process (S27), a probability variation determination lottery is performed, and a variation pattern determining process is then performed. The probability variation determining process here is performed in the main control circuit 30.
  • Further, the special symbol game completing process is performed along a flowchart shown in FIG. 59 in place of the flowchart shown in FIG. 49. In the flowchart of FIG. 59, a probability variation completion process and the like are inserted between a case where variation reduction has not been completed (S104) and a step of shifting data in the special symbol storage region (S106), and between a step of clearing a variation flag (S105) and a step of shifting data in the special symbol storage region (S106).
  • In the flowchart shown in FIG. 59, first, when the variation reduction has not been completed (S104) or after the variation flag is cleared (S105), a probability variation completion determining process is performed (S171). In the probability variation completion determining process, for example, whether or not probability variation of the special symbol will be continued is determined every time the variation of the special symbol is completed. It is determined to complete the probability variation in cases such as the probability variation not won in the probability variation determination lottery, the number of times of variations of the special symbol becoming 100, and the like. As a result of the determination of probability variation completion, whether or not the probability variation has been completed is determined (S172). When the probability variation has been completed, the high probability flag is cleared (S173), and data in the special symbol storage region is shifted (S106). Further, when the probability variation has not been completed, data in the special symbol storage region is simply shifted as it is (S106).
  • In this modification having the configuration described above, when the gaming state shifts to the big hit gaming state, whether the big hit is the probability varying big hit or the normal big hit is not at all displayed in the display region 16 a. The player is notified of whether the big hit is the probability varying big hit or the normal big hit by means of whether the special winning opening under opening control is the first special winning opening 11 or the second special winning opening 12 at the time of the big hit.
  • In the above embodiment, in the display region 16 a, the special symbol J is displayed in a place difficult to see, but not in an invisible state. Therefore, the player familiar with the pachinko gaming machine 1 can see whether the big hit is the probability varying big hit or the normal big hit by looking at the special symbol J displayed in the display region 16 a, which undesirably reduces the player's interest in the special winning opening selection effect. However, in this modification, the special symbol J is not at all displayed, thereby enabling prevention of impairment of the player's interest in the special winning opening selection effect even when the player is familiar with details of the pachinko gaming machine 1.
  • The preferred embodiment of the second aspect of the present invention was described above, but the second aspect of the present invention is not restricted to the above embodiment. For example, in the above embodiment, the example of the mode having the probability varying gaming state and the non-probability varying gaming state as the specific gaming state was described. This mode can be replaced by a mode having a time reduction specific easy-to-enter state state and non-time reduction specific gaming state as the gaming states. In the time reduction specific gaming state, after completion of the time reduction gaming state, the gaming state shifts to the time reduction gaming state where the time for variation display of the special symbol is reduced from the variation display time in the normal gaming state. Further, in the non-time reduction specific gaming state, after completion of the non-time reduction specific gaming state, the gaming state comes into the normal gaming state. The time reduction gaming state here can be in either mode of continuing until a next big hit comes or of continuing until the number of lotteries reaches a predetermined number of lotteries. In such a manner, the mode can be applied which comprises specific gaming states different from each other in advantage after the specific gaming state.
  • Moreover, an advantage of each specific gaming state can be made different in the following manner. Specifically, the advantage of each specific gaming state can be made different by making at least one of the number of opening times of the special winning opening, the opening time of the special winning opening, the number of gaming balls having entered the special winning opening, the number of prize balls to be paid out, and the continuation condition for opening of the special winning opening different.
  • As thus described, in the case of making the advantage of each specific gaming state different, a process can be performed according to the flowchart shown in FIG. 60 in place of the flowchart shown in FIG. 44, as the special winning opening open/close setting process in step 44 of the special symbol display time management process shown in FIG. 15. In this example, the same process as in the above embodiment is performed except for a respect described below.
  • The special winning opening open/close setting process in the case of making the advantage of each specific gaming state different is described with reference to FIG. 60. In this example, the number of opening times of the special winning opening, the opening time of the special winning opening, the number of gaming balls having entered the special winning opening, the number of prize balls to be paid out, and the continuation condition for opening of the special winning opening have all been made different. Further, in this example, the V-zone is provided in the first special winning opening 11 but not in the second special winning opening 12. Moreover, the second V-count switch 12S for counting the number of gaming balls having passed through the V-zone provided in the second special winning opening 12 is not provided at the second special winning opening 12.
  • In the special winning opening open/close setting process, first, it is determined whether or not contents of the big hit has won the probability variation (S181). As a result, when the big hit is determined to be the probability varying big hit, a right special winning opening flag is set (S182). By setting the right special winning opening flag, the opening control of the second special winning opening 12 is performed at the time of the big hit. On the other hand, when the big hit is determined not to have won the probability variation, the big hit is taken as the normal big hit, and a center special winning opening flag is set (S187). By setting the center special winning opening flag, the opening control of the first special winning opening 11 is performed at the time of the big hit.
  • At the time of the probability varying big hit, after the right special winning opening flag has been set, the special winning opening open time timer is set to 29 seconds (S183). By setting the special winning opening open timer to 29 seconds, the upper-limit opening time set to 30 seconds in step S56 in the above embodiment is set to 29 seconds here. Meanwhile, at the time of the normal big hit, after the center special winning opening flag has been set, the special winning opening open timer is set to ten seconds (S188). By setting the special winning opening open timer to ten seconds, the upper-limit opening time timer set to 30 seconds in step S56 in the above embodiment is set to ten seconds here. The upper-limit opening time was constantly set to 30 seconds in the above embodiment. However, in this example, a difference has been made in opening time condition of each specific gaming state as a difference in advantage of the specific gaming state between the probability varying big hit and the normal big hit, and the special winning opening open time of the probability varying big hit is more advantageous than that of the normal big hit. It is to be noted that, as the opening time condition, the setting opening time can be used instead of the upper-limit opening time. The setting opening time here refers to the time when the special winning opening is open regardless of the number of gaming balls entering the special winning opening and the like. Further, although the upper-limit opening time are set to 29 seconds and ten seconds, to make a difference in advantage, the opening time can be appropriately set so long as the advantage of each special winning opening is made different such that the opening time of the specific gaming state with a larger advantage is longer than that of the specific gaming state with a smaller advantage.
  • Further, at the time of the probability varying big hit, after the special winning opening open time timer has been set, the maximum number of winning balls is set to ten as the maximum number of winning balls per one opening of the special winning opening (S184). Meanwhile, at the time of the normal big hit, after the special winning opening open time timer has been set, the maximum number of winning balls is set to nine as the maximum number of winning balls per one opening of the special winning opening (S189). By setting the maximum number of winning balls to nine, the determination “special winning opening entry counter≧9?” is performed in place of the determination “special winning opening entry counter≧10?” in step S62 of the above embodiment. In the above embodiment, the maximum number of winning balls was set so as to be constantly ten in the above embodiment. However, in this example, a difference has been made in number of gaming balls that enter the special winning opening (maximum number of winning balls) as a difference in advantage of the specific gaming state between the probability varying big hit and the normal big hit, and the number of winning balls in the probability varying big hit is set to be more advantageous than that in the normal big hit. It is to be noted that, although the numbers of gaming balls that enter the special winning opening are set to ten and nine to make a difference in advantage, the number of gaming balls having entered the special winning opening can be appropriately set so long as the advantage of each special winning opening is made different such that the number of gaming balls having entered the special winning opening in the specific gaming state with a larger advantage is larger than that in the specific gaming state with little advantage.
  • Moreover, at the time of the probability varying big hit, after the maximum number of winning balls has been set, “the maximum number of opening times=15 (rounds)” is set as the maximum number of opening times of the special winning opening per one big hit (S185). Meanwhile, at the time of normal big hit, after the maximum number of winning balls has been set, “the maximum number of opening times=2 (rounds)” is set as the maximum number of opening times of the special winning opening per one big hit (S190). By setting the maximum number of opening times to two rounds, the determination “number of opening times of special winning opening≧2?” is performed in place of the determination “number of opening times of special winning opening≧15?” in step S76 of the above embodiment. In the above embodiment, the maximum number of opening times was set so as to be constantly 15 rounds in the above embodiment. However, in this example, a difference has been made in number of opening times of the special winning opening (maximum number of opening times) as a difference in advantage of the specific gaming state between the probability varying big hit and the normal big hit, and the number of opening times in the probability varying big hit is set to be more advantageous than that of the normal big hit. It is to be noted that, although the numbers of opening times of the special winning openings are set to 15 and two to make a difference in advantage, the number of opening times of the special winning opening can be appropriately set so long as the advantage of each special winning opening is made different such that the number of opening times of the special winning opening in the specific gaming state with a larger advantage is larger than that in the specific gaming state with a smaller advantage.
  • Furthermore, at the time of the probability varying big hit, after the maximum number of opening times has been set, the number of prize balls to be paid out is set to ten as the number of prize balls to be paid out when a gaming ball enters the special winning opening (S186). Meanwhile, at the time of normal big hit, after the maximum number of opening times has been set, the number of prize balls to be paid out is set to five as the number of prize balls to be paid out when a gaming ball enters the special winning opening (S191). In the above embodiment, the number of prize balls to be paid out when a gaming ball has entered the special winning opening was set so as to be constantly 15 in the above embodiment. However, in this example, a difference has been made in the number of prize balls to be paid out at the time of entry of a gaming ball into the special winning opening as a difference in advantage of the specific gaming state between the probability varying big hit and the normal big hit, and the number of prize balls to be paid out at the time of entry of a gaming ball into the special winning opening in the probability varying big hit is set to be more advantageous than that in the normal big hit. It is to be noted that, although the numbers of prize balls to be paid out at the time of entry of a gaming ball into the special winning openings are set to ten and five to make a difference in advantage, the number of prize balls to be paid out can be appropriately set so long as the advantage of each special winning opening is made different such that the number of prize balls to be paid out in the specific gaming state with a larger advantage is larger than that in the specific gaming state with a smaller advantage.
  • Further, at the time of the probability varying big hit, after the number of prize balls to be paid out has been set, the special winning opening open/close setting process is completed. Meanwhile, at the time of normal big hit, after the number of prize balls to be paid out has been set, a V-zone passage condition is set (S192). In the above embodiment, the V-zone is provided in each of the first special winning opening 11 and the second special winning opening 12, and passage of a gaming ball through the V-zone is an opening continuation condition. As opposed to this, in this example, the V-zone is not provided in the second special winning opening 12, and when the gaming state becomes the probability varying big hit and the second special winning opening 12 is opened, passage of a gaming ball through the V-zone is not the opening continuation condition. On the other hand, the V-zone is provided in the first special winning opening 11, and when the gaming state becomes the normal big hit and the first special winning opening 11 is opened, passage of a gaming ball through the V-zone is the opening continuation condition. As thus described, a difference has been made in opening continuation condition as a difference in advantage of the specific gaming state between the probability varying big hit and the normal big hit, and the opening continuation conditions are set such that the probability varying big hit is more advantageous than the normal big hit. Other than this, the opening continuation conditions can be made different as follows. One mode is for example that the V-zone is provided in each of the first special winning opening 11 and the second special winning opening 12, passage of a gaming ball through the V-zone within a predetermined set passage time is set as the opening continuation condition, and the set time for passage through the V-zone of the second special winning opening 12 is made longer than that of the first special winning opening 11. Further, another mode is that the entry probabilities into the V-zones in both the first and second special winning openings 11, 12 are made different, and the first special winning opening 11 and the second special winning opening 12 are designed such that the probability for entry of a gaming ball into the V-zone in the first special winning opening 11 is higher than that in the second special winning opening 12.
  • In the example shown here, at the time of the probability varying big hit, the gaming state is made more advantageous in the probability varying big hit than in the normal big hit in terms of all advantage items: the number of opening times of the special winning opening, the opening time of the special winning opening, the number of gaming balls that enter the special winning opening, the number of prize balls to be paid out, and the opening continuation condition for the special winning opening, which relate to advantage of the specific gaming state. As opposed to this, only part of the advantage items can be set such that the probability varying big hit is more advantageous than the normal big hit. Further, some part of the advantage items can be set such that the probability varying big hit is more advantageous than normal big hit while another part of the advantage items is set such that the normal big hit is more advantageous than the probability varying big hit. Moreover, all of the advantage items can be set such that the normal big hit is more advantageous than the probability varying big hit.
  • Furthermore, in the above embodiment, there are two special winning openings. One of them is the first special winning opening 11 arranged on the centerline parting the gaming board to right and left, and the other one is the second special winning opening 12 arranged on the right side of the centerline. However, a mode can also be applied where the above arrangement is changed such that the first special winning opening 11 is arranged on the left side of the centerline and the second special winning opening 12 is arranged on the right side of the centerline. Or, another mode can be applied where the first special winning opening 11 is arranged on the right side of the center line and the second special winning opening 12 is on the center line. Further, although there have only been two special winning openings arranged, a mode can also be applied where three or more special winning openings are arranged. Moreover, although in the above embodiment, a so-called attacker-type opening/closing device is used as the first special winning opening and a so-called tulip-shaped opening/closing device is used as the second special winning opening, these can be reversely arranged, or either the attacker-type or tulip-shaped devices can be used as unified opening/closing devices for the first and second special winning opening.
  • Further, although the freeze effect, the loss reversing effect, the special winning opening selection effect and the like are performed in the above embodiment, a mode can be applied where those effects are not performed. Further, although the freeze effect is determined in the control flow in the above embodiment, it is possible for example to previously prepare a command for the freeze effect in the display pattern table, and use the command as one of display patterns. Moreover, although the liquid crystal display device serves as the identification symbol display device as well as the decorative symbol display device in the above embodiment, the identification symbol display device and the decorative symbol display device can be separate display devices.
  • Furthermore, in the above embodiment, when the loss reversing effect is performed, a decorative symbol is determined using the decorative symbol determination table (FIG. 9) in common with the table used in the case of receiving the losing symbol command z0. However, it is possible to separately prepare a decorative symbol determination table exclusively for the loss reversing effect.
  • Additionally, although a difference is made between the probability varying big hit and the normal big hit as a difference in advantage of each specific gaming state in the above embodiment, it is possible to set the difference by combination with a time reduction big hit and a non-time reduction big hit, or a big hit with a large number of opening times and a big hit with a small number of opening times, instead of singly using the probability varying big hit and the normal big hit. For example, a mode can be applied where the gaming state becomes the time reduction big hit when the gaming state becomes the normal big hit after continuation of the probability varying big hit, and the gaming state becomes the non-time reduction big hit when the normal big hit occurs independently. Another mode can be applied where the probability varying big hit is the big hit with a large number of opening times, and the normal big hit is the big hit with a small number of opening times. Moreover, along with the above setting, differences in condition for opening of the special winning opening, number of winning balls entry into the special winning opening and the like can also be set.

Claims (18)

1. A gaming machine comprising:
specific gaming state selection means for selecting any of a plurality of specific gaming states which are more advantageous for a player than a normal gaming state, different in amount of profit, and different from said normal gaming state;
gaming state shifting means for shifting the gaming state from said normal gaming state to the selected specific gaming state selected by said specific gaming state selection means out of said plurality of specific gaming states; and
a plurality of variable winning devices for performing a shifting operation from a difficult-to-enter state in which entry of a gaming ball is difficult to an easy-to-enter state in which entry of the gaming ball is easy,
wherein
the gaming machine comprises variable winning device selection means for selecting a variable winning device for performing said switching operation correspondingly to said selected specific gaming state, out of said plurality of variable winning devices, and
in a case where said selected specific gaming state is a specific gaming state with a small profit, said gaming state shifting means shifts the gaming state to a special gaming state advantageous for the player as a special mode of said normal gaming state after completion of the selected specific gaming state with a small profit.
2. The gaming machine according to claim 1,
wherein
said variable winning device for performing said switching operation correspondingly to a specific gaming state with a large profit and said variable winning device for performing said switching operation correspondingly to a specific gaming state with a small profit, out of said plurality of specific gaming states, have different shapes from each other.
3. The gaming machine according to claim 1,
wherein
said variable winning device for performing said switching operation correspondingly to a specific gaming state with a large profit and said variable winning device for performing said switching operation correspondingly to a specific gaming state with a small profit, out of said plurality of specific gaming states, have such shapes that switching modes for switching between said easy-to-enter state and said difficult-to-enter state can be made different from each other.
4. The gaming machine according to claim 1, further comprising:
prize ball payout means for paying out a prize ball upon entry of a gaming ball into said variable winning device; and
payout prize ball number setting means for setting the payout number of prize balls, which indicates the number of prize balls to be paid out by said prize ball payout means, to a number different among each variable winning device.
5. The gaming machine according to claim 1, further comprising:
switch control means for making each of said variable winning devices perform said switching operation and a reverse switching operation of switching said variable winning device, when in said easy-to-enter state, from said easy-to-enter state to said difficult-to-enter state by entry of a predetermined number of gaming balls into said variable winning device; and
gaming ball number setting means for setting said predetermined number to a number different among each variable winning device.
6. The gaming machine according to claim 1, further comprising:
switch control means for making each of said variable winning devices perform said switching operation and a reverse switching operation of switching said variable winning device, when in said easy-to-enter state, from said easy-to-enter state to said difficult-to-enter state by a lapse of predetermined easy-to-enter time; and
easy-to-enter time setting means for setting said easy-to-enter time to time different among each variable winning device.
7. The gaming machine according to claim 1, further comprising:
switch control means for making said variable winning device perform said switching operation and a reverse switching operation of switching said variable winning device, when in said easy-to-enter state, from said easy-to-enter state to said difficult-to-enter state by establishment of a predetermined continuation condition, and then further making said variable winning device perform said switching operation; and
continuation condition setting means for setting said continuation condition to a condition different among each variable winning device.
8. The gaming machine according to claim 1, having a probability varying gaming state as said special gaming state in which a probability for shifting to said specific gaming state is higher than a normal probability.
9. The gaming machine according to claim 1, further comprising:
an identification symbol display device for displaying a predetermined identification symbol; and
identification symbol display control means for causing conduct of variation display of an identification symbol displayed to said identification symbol display device for a predetermined variation display time and stop-display after the variation display, upon establishment of a predetermined starting condition,
the gaming machine having a time reduction gaming state as said special gaming state in which said variation display time is made shorter than the variation display time in said normal gaming state.
10. A gaming machine, in which a normal gaming state and plurality of specific gaming states advantageous for the player than said normal gaming state are set as gaming states, and said plurality of specific gaming states are different in at least one of an advantage in the specific gaming state and an advantage after completion of the specific gaming state,
the gaming machine comprising:
a plurality of variable winning devices capable of a change between an easy-to-enter state in which entry of a gaming ball is easy and a difficult-to-enter state in which entry of the gaming ball is difficult, and having different shapes according to a difference in amount of advantage in said plurality of specific gaming states;
specific gaming state selection means for selecting any of said plurality of specific gaming states upon establishment of a predetermined shifting condition;
gaming state shifting means for shifting the gaming state from said normal gaming state to said selected specific gaming state;
drive-control means for controlling each of said variable winning devices by shifting between said easy-to-enter state and said difficult-to-enter state; and
variable winning device selection means for selecting a variable winning device to be controlled by shifting by said drive-control means according to the specific gaming state selected by said specific gaming state selection means, out of said variable winning devices, upon establishment of said shifting condition.
11. The gaming machine according to claim 10,
wherein
each of said variable winning devices has such a shape that a switching mode for switching between said easy-to-enter state and said difficult-to-enter state can be made different from each other.
12. The gaming machine according to claim 10, comprising first and second variable winning devices as said plurality of variable winning devices,
wherein
said first variable winning device is arranged on the centerline parting a gaming board surface to right and left or on the right side or the left side of said centerline, and
said second variable winning device is arranged in a position different from the position where said first variable winning device is arranged, among positions on said centerline and on the right and left sides of said centerline.
13. The gaming machine according to claim 10, further comprising:
prize ball payout means for paying out a prize ball upon entry of a gaming ball into said variable winning device; and
payout prize ball number setting means for setting the payout number of prize balls indicative of the number of prize balls to be paid out by said prize ball payout means, to a number different among each variable winning device.
14. The gaming machine according to claim 10,
wherein
said drive-control means performs a drive-control for shifting said variable winning device to said difficult-to-enter state by entry of a predetermined number of gaming balls when said variable winning device is in said easy-to-enter state,
the gaming machine further comprising predetermined number setting means for setting said predetermined number to a number different among each variable winning device.
15. The gaming machine according to claim 10,
wherein
said drive-control means performs a drive-control for shifting said variable winning device to said difficult-to-enter state by a lapse of predetermined easy-to-enter time when said variable winning device is in said easy-to-enter state,
the gaming machine further comprising easy-to-enter time setting means for setting said easy-to-enter time to time different among each variable winning device.
16. The gaming machine according to claim 10,
wherein
said drive-control means performs a drive-control where said variable winning device is in said easy-to-enter state, and after shifting to said difficult-to-enter state upon establishment of a predetermined continuation condition, said variable winning device further shifts to said easy-to-enter state,
the gaming machine further comprising continuation condition setting means for setting said continuation condition to a condition different among each variable winning device.
17. The gaming machine according to claim 10, having, as said plurality of specific gaming states:
a probability varying specific gaming state in which a gaming state comes into a probability varying gaming state where a probability for establishing said predetermined shifting condition in a normal gaming state after completion of said specific gaming state is higher than the probability in said normal gaming state; and
a non-probability varying specific gaming state in which the gaming state comes into a normal gaming state after completion of said specific gaming state.
18. The gaming machine according to claim 10, further comprising:
an identification symbol display device for displaying a predetermined identification symbol; and
identification symbol display control means for causing conduct of variation display of an identification symbol displayed to said identification symbol display device for a predetermined variation display time and stop-display after the variation display, upon establishment of a predetermined starting condition,
the gaming machine having, as said plurality of specific gaming states:
a time reduction specific gaming state as the time reduction gaming state in which said variation display time after completion of said specific gaming state is made shorter than the variation display time in said normal gaming state; and
a non-time reduction specific gaming state as said normal gaming state after completion of said specific gaming state.
US11/374,433 2006-03-14 2006-03-14 Gaming machine Abandoned US20070218969A1 (en)

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20130196742A1 (en) * 2012-01-27 2013-08-01 Aruze Gaming America, Inc. Gaming machine conducting indication effect
US20130268776A1 (en) * 2010-05-27 2013-10-10 Kabushiki Kaisha Toshiba Cryptographic processing apparatus and ic card

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US5004238A (en) * 1988-10-13 1991-04-02 Universal Company, Ltd. Ball-shooting game machine
US5904352A (en) * 1995-03-29 1999-05-18 Kabushiki Kaisha Ace Denken Pachinko game machine having card game playing function
US6029973A (en) * 1995-04-10 2000-02-29 Kabushiki Kaisha Ace Denken Game machine
US6398217B1 (en) * 1998-11-02 2002-06-04 Aruze Corporation Gaming machine
US6416053B1 (en) * 1998-12-04 2002-07-09 Aruze Co., Ltd. Game machine

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5004238A (en) * 1988-10-13 1991-04-02 Universal Company, Ltd. Ball-shooting game machine
US5904352A (en) * 1995-03-29 1999-05-18 Kabushiki Kaisha Ace Denken Pachinko game machine having card game playing function
US6029973A (en) * 1995-04-10 2000-02-29 Kabushiki Kaisha Ace Denken Game machine
US6398217B1 (en) * 1998-11-02 2002-06-04 Aruze Corporation Gaming machine
US6416053B1 (en) * 1998-12-04 2002-07-09 Aruze Co., Ltd. Game machine

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20130268776A1 (en) * 2010-05-27 2013-10-10 Kabushiki Kaisha Toshiba Cryptographic processing apparatus and ic card
US20130196742A1 (en) * 2012-01-27 2013-08-01 Aruze Gaming America, Inc. Gaming machine conducting indication effect

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