Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- UNIVERSAL ENTERTAINMENT CORP
- Filing Date
- 2023-02-01
- Publication Date
- 2026-05-01
AI Technical Summary
The increasing cumulative gaming value in pachinko machines can lead to an increased gambling nature of the game, necessitating a mechanism to suppress this tendency.
A gaming machine equipped with a game execution means, game value granting means, difference calculation means, game stopping means, and game abnormality monitoring means to regulate and monitor gameplay, preventing excessive gambling.
The mechanism effectively suppresses the gambling nature of the game by regulating gameplay and monitoring for abnormalities, ensuring a balanced gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, a gaming area through which a gaming ball flows down is provided with a start port and a jackpot port, and when a gaming ball enters the start port, a lottery for a special symbol is held, and when this lottery for a special symbol is won, a gaming state for a jackpot is controlled (so-called pachinko gaming machines).Furthermore, a gaming machine (a reel gaming machine also known as a slot machine) is also known in which a predetermined number of medals or the like are inserted and a plurality of reels are spun by operating a start lever, and a specific number of medals, a bonus game, or other special award is awarded based on the combination of symbols on the stopped reels.
[0003] In addition, in pachinko gaming machines, in order to increase the interest in the game, multiple game states are provided, such as game states with different probability of drawing special patterns (low probability game state, high probability game state) and game states with different rates of balls entering the starting hole (time-saving game state, non-time-saving game state) (see Patent Document 1).
[0004] In such pachinko gaming machines, it is possible to control the jackpot gaming state in a short period of time in this high probability gaming state or time-saving gaming state, allowing the player to acquire a large amount of gaming value (gaming balls). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-59682 Summary of the Invention [Problem to be solved by the invention]
[0006] However, as the cumulative gaming value acquired by a player increases (as the number of balls won increases), there is a risk that the gambling nature of the game will increase, and it was necessary to appropriately suppress the gambling nature of the game.
[0007] An object of the present invention is to provide a gaming machine that appropriately suppresses the gambling aspect of the game. [Means for solving the problem]
[0008] In order to achieve the above object, the gaming machine according to the present invention (for example, a fifth pachinko gaming machine) comprises: The system comprises a game execution means capable of executing a game, a game value granting means for granting to a player game value acquired according to the result of the execution of the game, a difference number calculation means for calculating a difference number in game value based on the increase in the game value granted to the player and the number of game values consumed for the game, a game stopping means capable of stopping the game executed by the game execution means on the condition that the difference number in game value calculated by the difference number calculation means reaches a regulated value, and a game abnormality monitoring means for monitoring game abnormalities related to the game executed by the game execution means, wherein the game abnormality monitoring means does not monitor the game abnormality when the game is in the game stopped state. [Effects of the Invention]
[0009] According to the present invention, the gambling aspect of games can be appropriately suppressed. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed diagonally from above front right. [Figure 2] 1 is an example of an exploded perspective view of the first pachinko gaming machine when viewed from diagonally above the front right. [Figure 3] 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from diagonally above the rear right. [Figure 4]1 is an example of a front view showing the appearance of a game board unit of a first pachinko gaming machine. [Figure 5] 10 is an example of a front view showing an LED unit of the first pachinko gaming machine. FIG. [Figure 6] 1 is an example of a block diagram showing a control circuit of a first pachinko gaming machine. [Figure 7] 1 is an example of a game flow of a pachinko gaming machine. [Figure 8] 10 is an example of a game state transition diagram showing transitions in game states. [Figure 9] 10 is an example of a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. [Figure 10] 10 is an example of a special symbol winning determination table in the first pachinko gaming machine. [Figure 11] 10 is an example of a special symbol determination table in the first pachinko gaming machine. [Figure 12] 1A is an example of a special symbol stop mode determination table in a first pachinko gaming machine, and FIG. 1B is an example of a decorative symbol stop mode determination table in a first pachinko gaming machine. [Figure 13] 10 is an example of a winning type determination table in the first pachinko gaming machine. [Figure 14] This is a modified example of the winning type determination table shown in FIG. [Figure 15] 10 is an example of a variation pattern table of special symbols of the first pachinko gaming machine. [Figure 16] 10 is an example of a winning determination table for a normal symbol of the first pachinko gaming machine. [Figure 17] 10 is an example of a normal symbol determination table of the first pachinko gaming machine. [Figure 18] 10 is an example of a normal symbol winning type determination table for the first pachinko gaming machine. [Figure 19] 10 is an example of a normal symbol variation pattern table for the first pachinko gaming machine. [Figure 20] 10 is a flowchart (part 1) showing an example of a main control process in the first pachinko gaming machine. [Figure 21] 10 is a flowchart (part 2) showing an example of the main control process in the first pachinko gaming machine. [Figure 22] 10 is a flowchart (part 3) showing an example of the main control process in the first pachinko gaming machine. [Figure 23] 10 is a flowchart (part 4) showing an example of the main control process in the first pachinko gaming machine. [Figure 24] 10 is a flowchart showing an example of an initial setting process at startup in the first pachinko gaming machine. [Figure 25] 10 is a flowchart showing an example of power cut processing in the first pachinko gaming machine. [Figure 26] 10 is a flowchart showing an example of a special symbol control process in the first pachinko gaming machine. [Figure 27] 10 is a flowchart showing an example of a special symbol management process in the first pachinko gaming machine. [Figure 28] 10 is a flowchart showing an example of a special symbol variable display start process in the first pachinko gaming machine. [Figure 29] 10 is a flowchart showing an example of a special symbol variable display ending process in the first pachinko gaming machine. [Figure 30] 10 is a flowchart showing an example of a special symbol game determination process in the first pachinko gaming machine. [Figure 31] 10 is a flowchart showing an example of a special symbol game ending process in the first pachinko gaming machine. [Figure 32] 10 is a flowchart showing an example of a time-shortening management process of the first pachinko gaming machine. [Figure 33] 10 is a flowchart showing an example of a counter update process of the first pachinko gaming machine. [Figure 34] 10 is a flowchart showing an example of a time-saving counter update process of the first pachinko gaming machine. [Figure 35] 10 is a flowchart showing an example of a ceiling counter update process of the first pachinko gaming machine. [Figure 36] 10 is a flowchart showing an example of a counter determination process of the first pachinko gaming machine. [Figure 37] 10 is a flowchart showing an example of a time-shortening transition determination process of the first pachinko gaming machine. [Figure 38] 10 is a flowchart showing an example of a time-shortening transition process of the first pachinko gaming machine. [Figure 39] 10 is a flowchart showing an example of a time-shortening setting process of the first pachinko gaming machine. [Figure 40] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in the first pachinko gaming machine. [Figure 41] 10 is a flowchart showing an example of a special prize opening control process in the first pachinko gaming machine. [Figure 42] 10 is a flowchart showing an example of a jackpot end process in the first pachinko gaming machine. [Figure 43] 10 is a flowchart showing an example of a normal symbol control process in the first pachinko gaming machine. [Figure 44] 10 is a flowchart showing an example of an external maskable interrupt process in the first pachinko gaming machine. [Figure 45] 10 is a flowchart showing an example of a system timer interrupt process in the first pachinko gaming machine. [Figure 46] 10 is a flowchart showing an example of a setting control process in the first pachinko gaming machine. [Figure 47] 10 is a flowchart showing an example of a setting change process in the first pachinko gaming machine. [Figure 48] 10 is a flowchart showing an example of a setting confirmation process in the first pachinko gaming machine. [Figure 49] 10 is a flowchart showing an example of a first normal game pre-processing in a first pachinko gaming machine. [Figure 50] 10 is a flowchart showing an example of a second normal game pre-processing in the first pachinko gaming machine. [Figure 51]10 is a flowchart showing an example of a switch input detection process in the first pachinko gaming machine. [Figure 52] 10 is a flowchart showing an example of a start-hole winning detection process in the first pachinko gaming machine. [Figure 53] 10 is a flowchart showing an example of a sub-control circuit process in the first pachinko gaming machine. [Figure 54] 10 is an example of a sub-variable presentation pattern determination table in the normal gaming state of the first pachinko gaming machine. [Figure 55] 10 is an example of a table for determining a pre-reading winning type presentation pattern in the first pachinko gaming machine. [Figure 56] 10 is an example of a prediction winning type presentation pattern determination table in the first pachinko gaming machine. [Figure 57] 10 is an example of a look-ahead expected value presentation pattern determination table (when a winning combination occurs) in the first pachinko gaming machine. [Figure 58] 10 is an example of a look-ahead expected value presentation pattern determination table (when losing) in the first pachinko gaming machine. [Figure 59] 10 is an example of a flowchart showing a pre-reading effect pattern determination process in the first pachinko gaming machine. [Figure 60] This is an example of a look-ahead presentation pattern for the first pachinko gaming machine, showing the process by which the form of look-ahead presentation for big wins changes. [Figure 61] FIG. 10 is a diagram showing an example of a look-ahead presentation pattern for the first pachinko gaming machine, illustrating the process by which the time-saving hit look-ahead presentation format changes. [Figure 62] This is an example of a look-ahead presentation pattern for the first pachinko gaming machine, and shows the process by which the reserved image changes from a common hit look-ahead presentation form to a jackpot look-ahead presentation form. [Figure 63] This is an example of a look-ahead presentation pattern for the first pachinko gaming machine, showing the process by which the reserved image changes from a dedicated common hit type look-ahead presentation form to a jackpot type look-ahead presentation form. [Figure 64]This is an example of a look-ahead presentation pattern for the first pachinko gaming machine, showing the process by which the reserved image changes from a dedicated common win type look-ahead presentation form to a time-saving win type look-ahead presentation form. [Figure 65] 10 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine. [Figure 66] 10 is an example of a timing chart of a signal of "prize ball information 1" among signals output to the outside of the first pachinko gaming machine. [Figure 67] 10 is a table showing an example of an outline of errors in the first pachinko gaming machine. [Figure 68] 10 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine according to the gaming status. [Figure 69] 10 is an example of a front view showing the appearance of a game board unit of a second pachinko gaming machine. [Figure 70] FIG. 10 is an example of a block diagram showing a control circuit of a second pachinko gaming machine. [Figure 71] 10 is an example of a special symbol winning determination table in the second pachinko gaming machine. [Figure 72] 10 is an example of a special symbol determination table in the second pachinko gaming machine. [Figure 73] 10 is an example of a winning type determination table in the second pachinko gaming machine. [Figure 74] 10 is an example of a variation pattern table of special symbols for a low start of a second pachinko gaming machine. [Figure 75] 10 is an example of a variation pattern table of special symbols for a high start of the second pachinko gaming machine. [Figure 76] 10 is a flowchart showing an example of a special symbol control process in the second pachinko gaming machine. [Figure 77] 10 is a flowchart showing an example of a special symbol management process in the second pachinko gaming machine. [Figure 78] 10 is a flowchart showing an example of a special symbol variable display start process in the second pachinko gaming machine. [Figure 79]10 is a flowchart (part 1) showing an example of a special symbol variable display ending process in the second pachinko gaming machine. [Figure 80] 10 is a flowchart (part 2) showing an example of a special symbol variable display ending process in the second pachinko gaming machine. [Figure 81] 10 is a flowchart (part 1) showing an example of a special symbol game determination process in the second pachinko gaming machine. [Figure 82] 10 is a flowchart (part 2) illustrating an example of a special symbol game determination process in the second pachinko gaming machine. [Figure 83] 10 is a flowchart showing an example of a special symbol game ending process in the second pachinko gaming machine. [Figure 84] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in a second pachinko gaming machine. [Figure 85] 10 is a flowchart showing an example of a special prize opening control process in the second pachinko gaming machine. [Figure 86] 10 is a flowchart showing an example of a jackpot end process in the second pachinko gaming machine. [Figure 87] 10 is an example of a front view showing the appearance of a game board unit of a third pachinko gaming machine. FIG. [Figure 88] FIG. 10 is an example of a block diagram showing a control circuit of a third pachinko gaming machine. [Figure 89] 10 is an example of a special symbol winning determination table in the third pachinko gaming machine. [Figure 90] 10 is an example of a special symbol determination table in the third pachinko gaming machine. [Figure 91] 10 is an example of a winning type determination table in the third pachinko gaming machine. [Figure 92] 10 is an example of a special symbol variation pattern table in the third pachinko gaming machine. [Figure 93] 10 is a flowchart showing an example of a special symbol control process in the third pachinko gaming machine. [Figure 94]10 is a flowchart showing an example of a special symbol management process in the third pachinko gaming machine. [Figure 95] 10 is a flowchart showing an example of a special symbol variable display start process in the third pachinko gaming machine. [Figure 96] 10 is a flowchart showing an example of a special symbol variable display ending process in the third pachinko gaming machine. [Figure 97] 10 is a flowchart showing an example of a special symbol game determination process in the third pachinko gaming machine. [Figure 98] 10 is a flowchart showing an example of a special symbol game ending process in the third pachinko gaming machine. [Figure 99] A flowchart showing an example of the V winning device opening preparation process in the third pachinko gaming machine. [Figure 100] 10 is a flowchart showing an example of a V winning device opening control process in the third pachinko gaming machine. [Figure 101] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in the third pachinko gaming machine. [Figure 102] 10 is a flowchart showing an example of a special prize opening control process in the third pachinko gaming machine. [Figure 103] 10 is a flowchart showing an example of a jackpot end process in the third pachinko gaming machine. [Figure 104] This is an example of a time chart showing the relationship between the opening timing of the jackpot opening and the opening timing of the specific area in a specific round of play during execution of an extended example of jackpot game control processing, and shows the cases where (A) the opening mode of the specific area is the first opening mode, (B) the opening mode of the specific area is the second opening mode, and (C) the opening mode of the specific area is the third opening mode. [Figure 105] 10 is an example of a special symbol determination table in an extended example. [Figure 106] This is an example of a jackpot type determination table in an extended example. [Figure 107]Another example of a time chart showing the relationship between the opening timing of the jackpot opening and the opening timing of the specific area in a specific round of play during execution of the extended example jackpot game control processing, showing (A) the case where the opening mode of the specific area is the first opening mode, and (B) the case where the opening mode of the specific area is the second opening mode. [Figure 108] FIG. 10 is a block diagram showing the circuit configuration of a fourth pachinko gaming machine. [Figure 109] This is a diagram showing the configuration of various registers possessed by the main CPU of the fourth pachinko gaming machine. [Figure 110] FIG. 10 is a diagram showing a memory map of the main control circuit of the fourth pachinko gaming machine. [Figure 111] FIG. 10 is a diagram for explaining an outline of the main RAM clearing process of the fourth pachinko gaming machine. [Figure 112] FIG. 10 is a diagram for explaining an outline of the main RAM clearing process of the fourth pachinko gaming machine. [Figure 113] FIG. 10 is a diagram for explaining an outline of external interrupt processing related to power interruption detection in the fourth pachinko gaming machine. [Figure 114] 10 is a flowchart showing a main control process executed in the fourth pachinko gaming machine. [Figure 115] 10 is a flowchart showing a main control process executed in the fourth pachinko gaming machine. [Figure 116] 10 is a flowchart showing a main control process executed in the fourth pachinko gaming machine. [Figure 117] 10 is a flowchart showing a designated area CRC inspection process executed in the fourth pachinko gaming machine. [Figure 118] 10 is a flowchart showing a startup state check process executed in a fourth pachinko gaming machine. [Figure 119] 10 is a flowchart showing a designated range clearing process executed in the fourth pachinko gaming machine. [Figure 120] 10 is a flowchart showing an outside-area designated area clearing process executed in the fourth pachinko gaming machine. [Figure 121] 10 is a flowchart showing a data storage process executed in the fourth pachinko gaming machine. [Figure 122] 10 is a flowchart showing a setting change confirmation process executed in a fourth pachinko gaming machine. [Figure 123] 10 is a flowchart showing a setting change confirmation process executed in a fourth pachinko gaming machine. [Figure 124] 10 is a flowchart showing a power interruption determination process executed in the fourth pachinko gaming machine. [Figure 125] 10 is a flowchart showing a power interruption setting process executed in the fourth pachinko gaming machine. [Figure 126] 10 is a flowchart showing a designated area CRC generation process executed in the fourth pachinko gaming machine. [Figure 127] 10 is a flowchart showing a performance display monitor tallying and dividing process executed in the fourth pachinko gaming machine. [Figure 128] 10 is a flowchart showing an out-of-area RAM clear check process executed in the fourth pachinko gaming machine. [Figure 129] 10 is a flowchart showing a main control command transmission and reception process executed in the fourth pachinko gaming machine. [Figure 130] 10 is a flowchart showing a main control command transmission start process executed in a fourth pachinko gaming machine. [Figure 131] 10 is a flowchart showing an external maskable interrupt process executed in a fourth pachinko gaming machine. [Figure 132] 10 is a flowchart showing a system timer interrupt process executed in the fourth pachinko gaming machine. [Figure 133] 10 is a flowchart showing a switch input detection process executed in the fourth pachinko gaming machine. [Figure 134] 10 is a flowchart showing an abnormal state monitoring process executed in the fourth pachinko gaming machine. [Figure 135]10 is a flowchart showing an abnormal state monitoring process (outside the area) executed in the fourth pachinko gaming machine. [Figure 136] 10 is a flowchart showing a game LED lighting data output process executed in the fourth pachinko gaming machine. [Figure 137] 10 is a flowchart showing a game status information update process executed in a fourth pachinko gaming machine. [Figure 138] 10 is a flowchart showing a performance control command transmission process executed in a fourth pachinko gaming machine. [Figure 139] FIG. 10 is an example of a front view showing the appearance of a game board unit of the fifth pachinko gaming machine. [Figure 140] FIG. 10 is an example of a block diagram showing a control circuit of a fifth pachinko gaming machine. [Figure 141] FIG. 5 is an example of a conceptual diagram of the internal configuration of the main RAM of the main control circuit of a pachinko gaming machine. [Figure 142] FIG. 10 is an example of an explanatory diagram for explaining data contents relating to the game stop function of the fifth pachinko gaming machine. [Figure 143] 10 is an example of a special symbol winning determination table in the fifth pachinko gaming machine. [Figure 144] 10 is an example of a special symbol determination table in the fifth pachinko gaming machine. [Figure 145] 10 is a flowchart showing an example of a main control process in the fifth pachinko gaming machine. [Figure 146] 10 is a flowchart showing an example of a main control process in the fifth pachinko gaming machine. [Figure 147] 13 is a flowchart showing an example of a designated range clear process in the fifth pachinko gaming machine. [Figure 148] 13 is a flowchart showing an example of an outside-area designated area clearing process in the fifth pachinko gaming machine. [Figure 149] 13 is a flowchart showing an example of an outside-area designated area clearing process in the fifth pachinko gaming machine. [Figure 150]10 is a flowchart showing an example of processing during game stoppage of the game stop function in the fifth pachinko gaming machine. [Figure 151] 10 is a flowchart showing an example of a game stop function initialization process in the fifth pachinko gaming machine. [Figure 152] 10 is a flowchart showing an example of a main control command transmission / reception process in the fifth pachinko gaming machine. [Figure 153] 10 is a flowchart showing an example of a state monitoring process in the fifth pachinko gaming machine. [Fig. 154] 10 is a flowchart showing an example of a special symbol control process in the fifth pachinko gaming machine. [Figure 155] 13 is a flowchart showing an example of a special symbol variable display start process in the fifth pachinko gaming machine. [Figure 156] 13 is a flowchart showing an example of a special symbol variable display ending process in the fifth pachinko gaming machine. [Figure 157] 10 is a flowchart showing an example of a special symbol game determination process in the fifth pachinko gaming machine. [Figure 158] 10 is a flowchart showing an example of a special symbol game ending process in the fifth pachinko gaming machine. [Figure 159] 10 is a flowchart showing an example of a process for preparing to open a large prize opening in a fifth pachinko gaming machine. [Figure 160] 10 is a flowchart showing an example of processing during closing of the small win game in the fifth pachinko gaming machine. [Figure 161] 10 is a flowchart showing an example of a special prize opening control process in the fifth pachinko gaming machine. [Figure 162] 10 is a flowchart showing an example of processing during opening of a small win game in the fifth pachinko gaming machine. [Figure 163] 10 is a flowchart showing an example of a jackpot gaming state ending process in the fifth pachinko gaming machine. [Fig. 164] 10 is a flowchart showing an example of normal symbol control processing in the fifth pachinko gaming machine. [Figure 165] 13 is a flowchart showing an example of a system timer interrupt process in the fifth pachinko gaming machine. [Figure 166] 10 is a flowchart showing an example of a switch input detection process in the fifth pachinko gaming machine. [Figure 167] 10 is a flowchart showing an example of a performance display monitor control process in the fifth pachinko gaming machine. [Figure 168] 10 is a flowchart showing an example of a game stop function control process in the fifth pachinko gaming machine. [Figure 169] 10 is a flowchart showing an example of a game stop function status check process in the fifth pachinko gaming machine. [Figure 170] 10 is a flowchart showing an example of a game stop function counter update process in the fifth pachinko gaming machine. [Figure 171] 10 is a flowchart showing an example of a ball difference counter 3-byte addition process in the fifth pachinko gaming machine. [Figure 172] 10 is a flowchart showing an example of a ball difference counter 3 byte subtraction process in the fifth pachinko gaming machine. [Figure 173] 10 is a flowchart showing an example of a game stop function counter check process in the fifth pachinko gaming machine. [Fig. 174] 10 is a flowchart showing an example of a game stop function state management process in the fifth pachinko gaming machine. [Figure 175] FIG. 5 is an example of a configuration diagram of commands related to the game stop function in a pachinko gaming machine. [Figure 176] FIG. 10 is an example of a configuration diagram of other commands in the fifth pachinko gaming machine. [Figure 177] 10 is a flowchart showing an example of a sub-control circuit process in the fifth pachinko gaming machine. [Figure 178] 13 is a flowchart showing an example of a command receiving process in the fifth pachinko gaming machine. [Figure 179]13 is a flowchart showing an example of a command receiving process in the fifth pachinko gaming machine. [Figure 180] 13 is a flowchart showing an example of a command receiving process in the fifth pachinko gaming machine. [Figure 181] 10 is an example of time charts 1 to 4 of notifications by the game stop function in the fifth pachinko gaming machine. [Figure 182] 10 is an example of a time chart 5 of a notification by a game stop function in a fifth pachinko gaming machine. [Figure 183] 10 is an example of a time chart 6 of a notification by a game stop function in the fifth pachinko gaming machine. [Figure 184] 10 is an example of a display image of a game stop notice in the fifth pachinko gaming machine. [Figure 185] 13 is an example of a display image for a game stop notification in the fifth pachinko gaming machine. [Figure 186] FIG. 10 is an example of a perspective view showing the appearance of a sixth pachinko gaming machine. [Figure 187] FIG. 10 is an example of a front view showing the appearance of a game board unit of a sixth pachinko gaming machine. [Figure 188] FIG. 10 is an example of a block diagram showing a control circuit of a sixth pachinko gaming machine. [Figure 189] FIG. 6 is an example of a conceptual diagram of the internal configuration of the main RAM of the main control circuit of a pachinko gaming machine. [Figure 190] FIG. 10 is an example of an explanatory diagram for explaining the data content related to the game stop function of the sixth pachinko gaming machine. [Figure 191] 10 is an example of a special symbol winning determination table for the sixth pachinko gaming machine. [Figure 192] 13 is an example of a special symbol determination table in the sixth pachinko gaming machine. [Figure 193] 10 is a flowchart showing an example of main control processing in the sixth pachinko gaming machine. [Figure 194] 10 is a flowchart showing an example of main control processing in the sixth pachinko gaming machine. [Figure 195] 10 is a flowchart showing an example of a designated range clear process in the sixth pachinko gaming machine. [Figure 196] 13 is a flowchart showing an example of an outside-area designated area clearing process in the sixth pachinko gaming machine. [Figure 197] 10 is a flowchart showing an example of processing during game stoppage of the game stop function in the sixth pachinko gaming machine. [Figure 198] 10 is a flowchart showing an example of a game stop function initialization process in the sixth pachinko gaming machine. [Figure 199] 13 is a flowchart showing an example of a frame control circuit transmission and reception process in the sixth pachinko gaming machine. [Figure 200] 10 is a flowchart showing an example of a state monitoring process in the sixth pachinko gaming machine. [Figure 201] 10 is a flowchart showing an example of a special symbol control process in the sixth pachinko gaming machine. [Figure 202] 13 is a flowchart showing an example of a special symbol variable display start process in the sixth pachinko gaming machine. [Figure 203] 13 is a flowchart showing an example of a special symbol variable display ending process in the sixth pachinko gaming machine. [Figure 204] 10 is a flowchart showing an example of a special symbol game determination process in the sixth pachinko gaming machine. [Figure 205] 10 is a flowchart showing an example of a special symbol game ending process in the sixth pachinko gaming machine. [Figure 206] 10 is a flowchart showing an example of a process for preparing to open a special prize opening in a sixth pachinko gaming machine. [Figure 207] 10 is a flowchart showing an example of processing during the closing of the small win game in the sixth pachinko gaming machine. [Figure 208] 10 is a flowchart showing an example of a special prize opening control process in the sixth pachinko gaming machine. [Figure 209] 10 is a flowchart showing an example of processing during opening of a small win game in the sixth pachinko gaming machine. [Figure 210] 10 is a flowchart showing an example of a jackpot gaming state ending process in the sixth pachinko gaming machine. [Figure 211] 10 is a flowchart showing an example of normal symbol control processing in the sixth pachinko gaming machine. [Figure 212] 10 is a flowchart showing an example of a system timer interrupt process in the sixth pachinko gaming machine. [Figure 213] 10 is a flowchart showing an example of a switch input detection process in the sixth pachinko gaming machine. [Figure 214] 10 is a flowchart showing an example of a game stop function control process in the sixth pachinko gaming machine. [Figure 215] 10 is a flowchart showing an example of a game stop function status check process in the sixth pachinko gaming machine. [Figure 216] 10 is a flowchart showing an example of a game stop function counter update process in the sixth pachinko gaming machine. [Figure 217] 10 is a flowchart showing an example of a ball difference counter 3-byte addition process in the sixth pachinko gaming machine. [Figure 218] 10 is a flowchart showing an example of a ball difference counter 3 byte subtraction process in the sixth pachinko gaming machine. [Figure 219] 10 is a flowchart showing an example of a game stop function counter check process in the sixth pachinko gaming machine. [Figure 220] 10 is a flowchart showing an example of a game stop function state management process in the sixth pachinko gaming machine. [Figure 221] FIG. 6 is an example of a configuration diagram of commands related to the game stop function in the sixth pachinko gaming machine. [Figure 222] FIG. 6 is an example of a configuration diagram of a command related to an abnormality in a pachinko gaming machine. [Figure 223] FIG. 10 is an example of a configuration diagram of other commands in the sixth pachinko gaming machine. [Figure 224]FIG. 10 is a diagram illustrating an example of a configuration of notification content related to the game stop function. [Figure 225] 10 is a diagram illustrating an example of a configuration of notification content regarding setting change and setting confirmation. [Figure 226] 10 is a diagram showing an example of a configuration of error notification content 1. FIG. [Figure 227] FIG. 10 is a diagram showing an example of a configuration of error notification content 2. [Figure 228] 10 is a flowchart showing an example of a frame control main process in the sixth pachinko gaming machine. [Figure 229] 10 is a flowchart showing an example of a sub-control circuit process in the sixth pachinko gaming machine. [Figure 230] 10 is a flowchart showing an example of interrupt processing of a sub-control circuit in the sixth pachinko gaming machine. [Figure 231] 10 is a flowchart showing an example of a command control process in the sixth pachinko gaming machine. [Figure 232] 10 is a flowchart showing an example of a command analysis process 1 in the sixth pachinko gaming machine. [Figure 233] 10 is a flowchart showing an example of a command analysis process 2 in the sixth pachinko gaming machine. [Figure 234] 10 is a flowchart showing an example of animation creation processing in the sixth pachinko gaming machine. [Figure 235] 10 is a flowchart showing an example of animation update processing in the sixth pachinko gaming machine. [Figure 236] 10 is an example of a display screen for a game stop related notification regarding the game stop function in the sixth pachinko gaming machine. [Figure 237] 10 is an example of a display screen when a game stop related notification regarding the game stop function and a notification regarding an error are combined in a sixth pachinko gaming machine. [Figure 238] 10 is an example of a notification mode when a setting check is performed after a game stop advance notification is made in the sixth pachinko gaming machine. [Figure 239]13 is an example of a notification mode when a setting check is performed after a game stop preparation notification is made in the sixth pachinko gaming machine. [Figure 240] 13 is an example of a notification mode when a setting check is performed after a game stop notification is made in the sixth pachinko gaming machine. [Figure 241] 13 is an example of a notification mode when a setting check is performed after a game stop preparation notification is made in a modified example of the sixth pachinko gaming machine. [Figure 242] 13 is an example of a notification mode when a setting check is performed after a game stop notification is made in a modified example of the sixth pachinko gaming machine. [Figure 243] FIG. 13 is an example of a perspective view showing the appearance of a seventh pachinko gaming machine. [Figure 244] FIG. 13 is an example of a front view showing the appearance of a game board unit of the seventh pachinko gaming machine. [Figure 245] FIG. 10 is an example of a block diagram showing a control circuit of a seventh pachinko gaming machine. [Figure 246] FIG. 7 is an example of a conceptual diagram of the internal configuration of the main RAM of the main control circuit of the seventh pachinko gaming machine. [Figure 247] FIG. 10 is an example of an explanatory diagram for explaining the data content related to the game stop function of the seventh pachinko gaming machine. [Figure 248] 10 is an example of a special symbol winning determination table for the seventh pachinko gaming machine. [Figure 249] 13 is an example of a special symbol determination table in the seventh pachinko gaming machine. [Figure 250] 13 is an example of a game state related setting table in the seventh pachinko gaming machine. [Figure 251] 10 is an example of a variation pattern table of special symbols in a normal game state in the seventh pachinko gaming machine. [Figure 252] 10 is an example of a variation pattern table of special symbols in a time-saving game state in the seventh pachinko gaming machine. [Figure 253] 10 is an example of a winning determination table for normal symbols in the seventh pachinko gaming machine. [Figure 254]10 is an example of a normal symbol determination table in the seventh pachinko gaming machine. [Figure 255] 10 is an example of a table for determining the opening pattern of the special power operating port in the seventh pachinko gaming machine. [Figure 256] 7 is an example of a normal symbol variation pattern table for the seventh pachinko gaming machine. [Figure 257] 13 is a flowchart showing an example of main control processing in the seventh pachinko gaming machine. [Figure 258] 13 is a flowchart showing an example of main control processing in the seventh pachinko gaming machine. [Figure 259] 13 is a flowchart showing an example of a designated range clear process in the seventh pachinko gaming machine. [Figure 260] 13 is a flowchart showing an example of an outside-area designated area clearing process in the seventh pachinko gaming machine. [Figure 261] 10 is a flowchart showing an example of processing during game stoppage of the game stop function in the seventh pachinko gaming machine. [Figure 262] 13 is a flowchart showing an example of a game stop function initialization process in the seventh pachinko gaming machine. [Figure 263] 13 is a flowchart showing an example of a frame control circuit transmission and reception process in the seventh pachinko gaming machine. [Figure 264] 13 is a flowchart showing an example of a state monitoring process in the seventh pachinko gaming machine. [Figure 265] 10 is a flowchart showing an example of special call management processing in the seventh pachinko gaming machine. [Figure 266] 10 is a flowchart showing an example of special power control processing in the seventh pachinko gaming machine. [Figure 267] 13 is a flowchart showing an example of a special symbol variable display start process in the seventh pachinko gaming machine. [Figure 268] 13 is a flowchart showing an example of a special symbol variable display ending process in the seventh pachinko gaming machine. [Figure 269]13 is a flowchart showing an example of a special symbol game determination process in the seventh pachinko gaming machine. [Figure 270] 13 is a flowchart showing an example of a special symbol game ending process in the seventh pachinko gaming machine. [Figure 271] 13 is a flowchart showing an example of a process for preparing to open a large prize opening in the seventh pachinko gaming machine. [Fig. 272] 10 is a flowchart showing an example of a special prize opening control process in the seventh pachinko gaming machine. [Fig. 273] 13 is a flowchart showing an example of a jackpot gaming state ending process in the seventh pachinko gaming machine. [Fig. 274] 10 is a flowchart showing an example of a special power release game state control process in the seventh pachinko gaming machine. [Figure 275] 13 is a flowchart showing an example of normal symbol control processing in the seventh pachinko gaming machine. [Figure 276] 13 is a flowchart showing an example of variable normal symbol display start processing in the seventh pachinko gaming machine. [Figure 277] 13 is a flowchart showing an example of a system timer interrupt process in the seventh pachinko gaming machine. [Fig. 278] 13 is a flowchart showing an example of a switch input detection process in the seventh pachinko gaming machine. [Figure 279] 10 is a flowchart showing an example of a special power operating port related switch check process in the seventh pachinko gaming machine. [Figure 280] 13 is a flowchart showing an example of a game stop function control process in the seventh pachinko gaming machine. [Figure 281] 13 is a flowchart showing an example of a game stop function status check process in the seventh pachinko gaming machine. [Figure 282] 13 is a flowchart showing an example of a game stop function counter update process in the seventh pachinko gaming machine. [Figure 283]13 is a flowchart showing an example of a game stop function counter check process in the seventh pachinko gaming machine. [Fig. 284] 13 is a flowchart showing an example of a game stop function state management process in the seventh pachinko gaming machine. [Figure 285] 10 is an example of a configuration diagram of a special symbol effect start command and a special symbol game end command in the seventh pachinko gaming machine. [Figure 286] 13 is a flowchart showing an example of a frame control main process in the seventh pachinko gaming machine. [Figure 287] 13 is a flowchart showing an example of a sub-control circuit process in the seventh pachinko gaming machine. [Figure 288] 13 is a flowchart showing an example of interrupt processing of the sub-control circuit in the seventh pachinko gaming machine. [Figure 289] 13 is a flowchart showing an example of a command control process in the seventh pachinko gaming machine. [Figure 290] 13 is a flowchart showing an example of a sub-lottery process 1 in the seventh pachinko gaming machine. [Figure 291] 13 is a flowchart showing an example of a sub-lottery process 2 in the seventh pachinko gaming machine. [Figure 292] 10 is a flowchart showing an example of a transition diagram of a game state in the seventh pachinko gaming machine. [Figure 293] FIG. 13 is an explanatory diagram illustrating an example of the basic configuration of a display screen of a display device in the seventh pachinko gaming machine. [Fig. 294] 13 is an example of a display screen illustrating a first big win presentation in the seventh pachinko gaming machine. [Figure 295] 13 is an example of a display screen illustrating the fifth jackpot presentation in the seventh pachinko gaming machine. [Figure 296] 13 is an example of a display screen for explaining the symbol effects in the seventh pachinko gaming machine. [Figure 297] 13 is an example of a display screen illustrating a battle effect in the seventh pachinko gaming machine. [Figure 298]FIG. 13 is an example of a front view showing the appearance of the game board unit of the eighth pachinko gaming machine. [Figure 299] FIG. 13 is an example of a block diagram showing a control circuit of the eighth pachinko gaming machine. [Figure 300] 13 is an example of a special symbol winning determination table for the eighth pachinko gaming machine. [Figure 301] 13 is an example of a special symbol determination table in the eighth pachinko gaming machine. [Figure 302] 8 is an example of a jackpot type determination table for the pachinko gaming machine. [Figure 303] 10 is an example of a small win type determination table for the eighth pachinko gaming machine. [Figure 304] 13 is an example of a game state related setting table in the eighth pachinko gaming machine. [Figure 305] 13 is an example of a special symbol variation pattern table for a normal game state or a special time-saving game state in the eighth pachinko game machine. [Figure 306] 13 is an example of a special symbol variation pattern table for the general time-saving game state in the eighth pachinko gaming machine. [Figure 307] 13 is an example of data relating to the prediction of special symbols in the eighth pachinko gaming machine. [Figure 308] 13 is an example of a winning determination table for normal symbols in the eighth pachinko gaming machine. [Figure 309] 13 is an example of a normal symbol determination table in the eighth pachinko gaming machine. [Figure 310] 10 is an example of an opening pattern determination table for a normal electric device in the eighth pachinko gaming machine. [Figure 311] 10 is an example of a normal symbol variation pattern table for the eighth pachinko gaming machine. [Figure 312] 13 is a flowchart showing an example of a special symbol control process in the eighth pachinko gaming machine. [Figure 313] 13 is a flowchart showing an example of a special symbol management process in the eighth pachinko gaming machine. [Figure 314]13 is a flowchart showing an example of a special symbol variable display start process in the eighth pachinko gaming machine. [Figure 315] 13 is a flowchart showing an example of a process for determining a variation pattern of a special symbol in the eighth pachinko gaming machine. [Figure 316] 13 is a flowchart showing an example of a special symbol variable display ending process in the eighth pachinko gaming machine. [Figure 317] 13 is a flowchart showing an example of time-shortening management processing in the eighth pachinko gaming machine. [Figure 318] 13 is a flowchart showing an example of a special symbol game determination process in the eighth pachinko gaming machine. [Figure 319] 13 is a flowchart showing an example of a process for updating the number of small wins in the eighth pachinko gaming machine. [Figure 320] 13 is a flowchart showing an example of a special symbol game ending process in the eighth pachinko gaming machine. [Figure 321] 13 is a flowchart showing an example of processing during the closing of the small win game in the eighth pachinko gaming machine. [Figure 322] 13 is a flowchart showing an example of processing during opening of a small win game in the eighth pachinko gaming machine. [Figure 323] 13 is a flowchart showing an example of a process for preparing to open a special prize opening in the eighth pachinko gaming machine. [Figure 324] 13 is a flowchart showing an example of a special prize opening control process in the eighth pachinko gaming machine. [Figure 325] 13 is a flowchart showing an example of a jackpot gaming state ending process in the eighth pachinko gaming machine. [Figure 326] 13 is a flowchart showing an example of limiter information update processing in the eighth pachinko gaming machine. [Figure 327] 13 is a flowchart showing an example of normal symbol control processing in the eighth pachinko gaming machine. [Figure 328] 13 is a flowchart showing an example of variable normal symbol display start processing in the eighth pachinko gaming machine. [Figure 329] 13 is a flowchart (part 1) showing an example of a system timer interrupt process in the eighth pachinko gaming machine. [Figure 330] 13 is a flowchart (part 2) showing an example of a system timer interrupt process in the eighth pachinko gaming machine. [Figure 331] 13 is a flowchart showing an example of a switch input detection process in the eighth pachinko gaming machine. [Figure 332] 13 is an example of a preview performance pattern determination table for a time-shortened game state in the eighth pachinko gaming machine. [Figure 333] 13 is a flowchart showing an example of a sub-control circuit process in the eighth pachinko gaming machine. [Figure 334] 13 is a flowchart showing an example of a presentation mode determination process in the eighth pachinko gaming machine. [Figure 335] 13 is an example of a game state transition diagram showing the transition of game states in the eighth pachinko gaming machine. [Figure 336] 13 is an example of a presentation flow of a game state in the eighth pachinko gaming machine. [Figure 337] 13 is an example of a display image illustrating a battle effect in the eighth pachinko gaming machine. [Figure 338] 13 is an example of a display image illustrating a card effect in the eighth pachinko gaming machine. [Figure 339] 13 is an example of a display image illustrating an ending effect in the eighth pachinko gaming machine. [Figure 340] 13 is an example of a display image illustrating a card effect in the eighth pachinko gaming machine. [Figure 341] 13 is an example of a display image illustrating a preview effect in the eighth pachinko gaming machine. [Figure 342] FIG. 13 is an example of a front view showing the appearance of the game board unit of the ninth pachinko gaming machine. [Figure 343] FIG. 10 is an example of a block diagram showing a control circuit of the ninth pachinko gaming machine. [Figure 344] 13 is an example of a special symbol winning determination table for the ninth pachinko gaming machine. [Figure 345] 13 is an example of a special symbol determination table in the ninth pachinko gaming machine. [Figure 346] 9 is an example of a jackpot type determination table for the pachinko gaming machine No. 9. [Figure 347] This is an example of a small win type determination table for the ninth pachinko gaming machine. [Figure 348] 13 is an example of a game state related setting table in the ninth pachinko gaming machine. [Figure 349] 13 is an example of a variation pattern table of special symbols in a normal game state in the ninth pachinko gaming machine. [Figure 350] 13 is an example of a variation pattern table of special symbols in a time-saving game state in the ninth pachinko gaming machine. [Figure 351] 9 is an example of data relating to the prediction of special symbols in the ninth pachinko gaming machine. [Figure 352] 10 is an example of a winning determination table for normal symbols in the ninth pachinko gaming machine. [Figure 353] 13 is an example of a normal symbol determination table in the ninth pachinko gaming machine. [Figure 354] 13 is an example of a table for determining an opening pattern of a second starting hole in the ninth pachinko gaming machine. [Figure 355] 9 is an example of a normal symbol variation pattern table for the ninth pachinko gaming machine. [Figure 356] 13 is a flowchart showing an example of a special symbol control process in the ninth pachinko gaming machine. [Figure 357] 13 is a flowchart showing an example of a special symbol management process in the ninth pachinko gaming machine. [Figure 358] 13 is a flowchart showing an example of a special symbol variable display start process in the ninth pachinko gaming machine. [Figure 359] 13 is a flowchart showing an example of a special symbol variable display ending process in the ninth pachinko gaming machine. [Figure 360]13 is a flowchart showing an example of a process for determining whether to transition to time-shortened gaming state B in the ninth pachinko gaming machine. [Figure 361] 13 is a flowchart showing an example of a special symbol game determination process in the ninth pachinko gaming machine. [Figure 362] 13 is a flowchart showing an example of a special symbol game ending process in the ninth pachinko gaming machine. [Figure 363] 13 is a flowchart showing an example of processing during the closing of the small win game in the ninth pachinko gaming machine. [Figure 364] 13 is a flowchart showing an example of processing during opening of a small win game in the ninth pachinko gaming machine. [Figure 365] 13 is a flowchart showing an example of a process for preparing to open a large prize opening in the ninth pachinko gaming machine. [Figure 366] 13 is a flowchart showing an example of a special prize opening control process in the ninth pachinko gaming machine. [Figure 367] 13 is a flowchart showing an example of a jackpot game state ending process in the ninth pachinko gaming machine. [Figure 368] 13 is a flowchart showing an example of normal symbol control processing in the ninth pachinko gaming machine. [Figure 369] 13 is a flowchart showing an example of variable normal symbol display start processing in the ninth pachinko gaming machine. [Figure 370] 13 is a flowchart showing an example of normal symbol winning end processing in the ninth pachinko gaming machine. [Figure 371] 13 is a flowchart showing an example of a system timer interrupt process in the ninth pachinko gaming machine. [Figure 372] 13 is a flowchart showing an example of a switch input detection process in the ninth pachinko gaming machine. [Figure 373] 13 is a flowchart showing an example of a sub-control circuit process in the ninth pachinko gaming machine. [Figure 374] 13 is a flowchart showing an example of a presentation mode determination process in the ninth pachinko gaming machine. [Figure 375] 13 is an example of a game state transition diagram showing the transition of game states in the ninth pachinko gaming machine. [Figure 376] FIG. 13 is an explanatory diagram showing an example of the basic configuration of a display image displayed in the display area of the display device in the ninth pachinko gaming machine. [Figure 377] 13 is an example of a display image illustrating the presentation of a BONUS state in the ninth pachinko gaming machine. [Figure 378] This is an example of a front view showing the appearance of the game board unit of the 10th pachinko game machine. [Figure 379] FIG. 16 is an example of a block diagram showing a control circuit of the tenth pachinko gaming machine. [Figure 380] 10 is an example of a special symbol winning determination table for the pachinko gaming machine. [Figure 381] 13 is an example of a special symbol determination table in the tenth pachinko gaming machine. [Figure 382] 10 is an example of a jackpot type determination table for the pachinko gaming machine. [Figure 383] This is an example of a small win type determination table for the tenth pachinko gaming machine. [Figure 384] 13 is an example of a game state related setting table in the tenth pachinko gaming machine. [Figure 385] 10 is an example of a variation pattern table of special symbols in the normal game state and the general game state in the pachinko gaming machine. [Figure 386] 10 is an example of a variation pattern table of special symbols in the RUSH gaming state in the tenth pachinko gaming machine. [Figure 387] 10 is an example of data related to the prediction of special symbols in the pachinko gaming machine. [Figure 388] 10 is an example of a winning determination table for normal symbols in the pachinko gaming machine. [Figure 389] 10 is an example of a normal symbol determination table in the pachinko gaming machine. [Figure 390] 13 is an example of a table for determining the opening pattern of the second starting hole in the tenth pachinko gaming machine. [Figure 391] 10 is an example of a normal symbol variation pattern table for the pachinko gaming machine. [Figure 392] 13 is an example of a game stop command determination table in the tenth pachinko gaming machine. [Figure 393] 13 is a flowchart showing an example of main control processing in the tenth pachinko gaming machine. [Figure 394] 13 is a flowchart showing an example of main control processing in the tenth pachinko gaming machine. [Figure 395] 13 is a flowchart showing an example of a game return process in the tenth pachinko gaming machine. [Figure 396] 13 is a flowchart showing an example of a game stop function initial value setting process in the tenth pachinko gaming machine. [Figure 397] 13 is a flowchart showing an example of a special symbol control process in the tenth pachinko gaming machine. [Figure 398] 13 is a flowchart showing an example of a special symbol management process in the tenth pachinko gaming machine. [Figure 399] 13 is a flowchart showing an example of a special symbol variable display start process in the tenth pachinko gaming machine. [Figure 400] 13 is a flowchart showing an example of a special symbol variable display ending process in the tenth pachinko gaming machine. [Figure 401] 13 is a flowchart showing an example of time-shortening management processing in the tenth pachinko gaming machine. [Figure 402] 13 is a flowchart showing an example of a process for determining whether to transition to time-shortened gaming state B in a tenth pachinko gaming machine. [Figure 403] 13 is a flowchart showing an example of a process for determining whether to transition to the C time-shortened gaming state in the tenth pachinko gaming machine. [Figure 404] 13 is a flowchart showing an example of a special symbol game determination process in the tenth pachinko gaming machine. [Figure 405]13 is a flowchart showing an example of a special symbol game ending process in the tenth pachinko gaming machine. [Figure 406] 10 is a flowchart showing an example of processing during the closing of the small hit game in the tenth pachinko gaming machine. [Figure 407] 10 is a flowchart showing an example of processing during opening of a small win game in the tenth pachinko gaming machine. [Figure 408] 13 is a flowchart showing an example of a process for preparing to open a large prize opening in a tenth pachinko gaming machine. [Figure 409] 13 is a flowchart showing an example of a special prize opening control process in the tenth pachinko gaming machine. [Figure 410] 13 is a flowchart showing an example of a jackpot game state ending process in the tenth pachinko game machine. [Figure 411] 13 is a flowchart showing an example of normal symbol control processing in the tenth pachinko gaming machine. [Figure 412] 13 is a flowchart showing an example of variable normal symbol display start processing in the tenth pachinko gaming machine. [Figure 413] 13 is a flowchart showing an example of system timer interrupt processing in the tenth pachinko gaming machine. [Figure 414] 13 is a flowchart showing an example of a game stop function setting process in the tenth pachinko gaming machine. [Figure 415] 13 is a flowchart showing an example of a game stop data update process in the tenth pachinko gaming machine. [Figure 416] 13 is a flowchart showing an example of a game stop data update process in the tenth pachinko gaming machine. [Figure 417] 13 is a flowchart showing an example of a switch input detection process in the tenth pachinko gaming machine. [Figure 418] 13 is an example of a presentation mode determination table in the tenth pachinko gaming machine. [Fig. 419] 13 is an example of a symbol effect pattern determination table in the tenth pachinko gaming machine. [Figure 420] 13 is an example of a symbol effect pattern determination table in the tenth pachinko gaming machine. [Figure 421] 13 is an example of a symbol effect pattern determination table in the tenth pachinko gaming machine. [Figure 422] 13 is an example of a caption effect pattern determination table in the tenth pachinko gaming machine. [Figure 423] 13 is an example of a look-ahead performance pattern determination table in the tenth pachinko gaming machine. [Figure 424] 13 is an example of a prohibition condition setting table for the pre-reading effect in the tenth pachinko gaming machine. [Figure 425] 13 is an example of a first game stop notice end determination table in the tenth pachinko gaming machine. [Figure 426] 13 is a flowchart showing an example of the sub-control circuit processing in the tenth pachinko gaming machine. [Figure 427] 13 is a flowchart showing an example of a presentation mode determination process in the tenth pachinko gaming machine. [Figure 428] 13 is a flowchart showing an example of a presentation pattern determination process in the tenth pachinko gaming machine. [Figure 429] 13 is a flowchart showing an example of a presentation pattern determination process in the tenth pachinko gaming machine. [Fig. 430] 13 is a flowchart showing an example of a presentation pattern determination process in the tenth pachinko gaming machine. [Figure 431] 13 is a flowchart showing an example of a pre-reading effect determination process in the tenth pachinko gaming machine. [Figure 432] 13 is a flowchart showing an example of data input processing in the tenth pachinko gaming machine. [Figure 433] An example of a game state transition diagram showing the transition of game states in the 10th pachinko gaming machine. [Fig. 434] 10 is an example of a presentation flow of a presentation mode in the tenth pachinko gaming machine. [Figure 435]10 is an example of a time chart of a game stop notice by a game stop command in the pachinko game machine. [Figure 436] FIG. 13 is an explanatory diagram showing an example of the basic configuration of a display image displayed in the display area of a display device in the tenth pachinko gaming machine. [Figure 437] 13 is an example of a display image illustrating card effects in a chance effect mode in the tenth pachinko gaming machine. [Fig. 438] 13 is an example of a display image illustrating a RUSH entry effect in a chance effect mode in the tenth pachinko gaming machine. [Figure 439] 13 is an example of a display image illustrating the telop effect of the heaven effect mode in the tenth pachinko gaming machine. [Fig. 440] 13 is an example of a display image illustrating a pre-reading effect in the tenth pachinko gaming machine. [Figure 441] 10 is an example of a display image of a game stop notice in a pachinko gaming machine. [Figure 442] 13 is an example of a display image for a game stop notification in the tenth pachinko gaming machine. [Figure 443] FIG. 11 is an example of a front view showing the appearance of the game board unit of the eleventh pachinko game machine. [Figure 444] An example of a block diagram showing a control circuit of the eleventh pachinko gaming machine. [Figure 445] 11 is an example of a special symbol winning determination table for the pachinko gaming machine. [Figure 446] 11 is an example of a special symbol determination table in the eleventh pachinko gaming machine. [Figure 447] 11 is an example of a jackpot type determination table for the pachinko gaming machine. [Figure 448] 11 is an example of a small win type determination table for the pachinko gaming machine. [Figure 449] 11 is an example of a game state related setting table in the eleventh pachinko gaming machine. [Figure 450]11 is an example of a variation pattern table of special symbols in a normal game state in the eleventh pachinko gaming machine. [Figure 451] 11 is an example of a variation pattern table of special symbols in the normal game state in the eleventh pachinko gaming machine. [Figure 452] 11 is an example of a variation pattern table of special symbols in a RUSH gaming state in the eleventh pachinko gaming machine. [Figure 453] 11 is an example of data relating to the prediction of special symbols in the pachinko gaming machine. [Figure 454] 11 is an example of a winning determination table for normal symbols in the pachinko gaming machine. [Figure 455] 11 is an example of a normal symbol determination table in the pachinko gaming machine. [Figure 456] 13 is an example of a table for determining an opening pattern of a second starting hole in the eleventh pachinko gaming machine. [Figure 457] 11 is an example of a normal symbol variation pattern table for the pachinko gaming machine. [Figure 458] 11 is an example of a game stop command determination table in the eleventh pachinko gaming machine. [Fig. 459] 13 is a flowchart showing an example of main control processing in the eleventh pachinko gaming machine. [Figure 460] 13 is a flowchart showing an example of main control processing in the eleventh pachinko gaming machine. [Figure 461] 11 is a flowchart showing an example of a game return process in an eleventh pachinko gaming machine. [Figure 462] 13 is a flowchart showing an example of a game stop function initial value setting process in an eleventh pachinko gaming machine. [Figure 463] 16 is a flowchart showing an example of a special symbol control process in the eleventh pachinko gaming machine. [Fig. 464] 13 is a flowchart showing an example of special symbol management processing in an eleventh pachinko gaming machine. [Figure 465]16 is a flowchart showing an example of a special symbol variable display start process in an eleventh pachinko gaming machine. [Figure 466] 16 is a flowchart showing an example of a special symbol variable display ending process in the eleventh pachinko gaming machine. [Figure 467] 11 is a flowchart showing an example of time-shortening management processing in an eleventh pachinko gaming machine. [Fig. 468] 13 is a flowchart showing an example of a process for determining whether to transition to time-shortened gaming state B in an eleventh pachinko gaming machine. [Figure 469] 16 is a flowchart showing an example of a process for determining whether to transition to the C time-shortened gaming state in the eleventh pachinko gaming machine. [Figure 470] 16 is a flowchart showing an example of a special symbol game determination process in an eleventh pachinko gaming machine. [Figure 471] 16 is a flowchart showing an example of a special symbol game ending process in the eleventh pachinko gaming machine. [Figure 472] 11 is a flowchart showing an example of processing during the closing of the small hit game in the eleventh pachinko gaming machine. [Fig. 473] 11 is a flowchart showing an example of processing during opening of a small win game in the eleventh pachinko gaming machine. [Fig. 474] 13 is a flowchart showing an example of a process for preparing to open a large prize opening in an eleventh pachinko gaming machine. [Figure 475] 13 is a flowchart showing an example of a special prize opening control process in an eleventh pachinko gaming machine. [Figure 476] 16 is a flowchart showing an example of a jackpot game state ending process in the eleventh pachinko gaming machine. [Figure 477] 13 is a flowchart showing an example of normal symbol control processing in the eleventh pachinko gaming machine. [Figure 478] 13 is a flowchart showing an example of variable normal symbol display start processing in an eleventh pachinko gaming machine. [Figure 479] 13 is a flowchart showing an example of normal symbol winning end processing in the eleventh pachinko gaming machine. [Figure 480] 13 is a flowchart showing an example of system timer interrupt processing in the eleventh pachinko gaming machine. [Figure 481] 11 is a flowchart showing an example of a game stop function setting process in an eleventh pachinko gaming machine. [Figure 482] 16 is a flowchart showing an example of a game stop data update process in an eleventh pachinko gaming machine. [Figure 483] 16 is a flowchart showing an example of a game stop data update process in an eleventh pachinko gaming machine. [Figure 484] 16 is a flowchart showing an example of a switch input detection process in the eleventh pachinko gaming machine. [Figure 485] 11 is an example of a presentation mode determination table in the eleventh pachinko gaming machine. [Figure 486] 13 is an example of a symbol effect pattern determination table in the eleventh pachinko gaming machine. [Figure 487] 13 is an example of a symbol effect pattern determination table in the eleventh pachinko gaming machine. [Figure 488] 13 is an example of a symbol effect pattern determination table in the eleventh pachinko gaming machine. [Figure 489] 13 is an example of a caption effect pattern determination table in the eleventh pachinko gaming machine. [Figure 490] 11 is an example of a pre-reading effect pattern determination table in the eleventh pachinko gaming machine. [Figure 491] 11 is an example of a prohibition condition setting table for the pre-reading effect in the eleventh pachinko gaming machine. [Figure 492] 13 is an example of a first game stop notice end determination table in the eleventh pachinko gaming machine. [Figure 493] 13 is a flowchart showing an example of a sub-control circuit process in the eleventh pachinko gaming machine. [Figure 494] 16 is a flowchart showing an example of a presentation mode determination process in an eleventh pachinko gaming machine. [Figure 495]16 is a flowchart showing an example of a presentation pattern determination process in an eleventh pachinko gaming machine. [Figure 496] 16 is a flowchart showing an example of a presentation pattern determination process in an eleventh pachinko gaming machine. [Figure 497] 16 is a flowchart showing an example of a presentation pattern determination process in an eleventh pachinko gaming machine. [Figure 498] 13 is a flowchart showing an example of a pre-reading effect determination process in an eleventh pachinko gaming machine. [Figure 499] 16 is a flowchart showing an example of data input processing in the eleventh pachinko gaming machine. [Figure 500] This is an example of a game state transition diagram showing the transition of game states in the 11th pachinko gaming machine. [Figure 501] 11 is an example of a presentation flow of a presentation mode in the eleventh pachinko gaming machine. [Figure 502] 11 is an example of a time chart of a game stop notice by a game stop command in the eleventh pachinko gaming machine. [Figure 503] FIG. 16 is an explanatory diagram showing an example of the basic configuration of a display image displayed in the display area of the display device in the eleventh pachinko gaming machine. [Figure 504] 13 is an example of a display image illustrating card effects in a chance effect mode in the eleventh pachinko gaming machine. [Figure 505] 13 is an example of a display image illustrating a RUSH entry effect in a chance effect mode in the eleventh pachinko gaming machine. [Figure 506] 13 is an example of a display image illustrating the telop effect of the heaven effect mode in the eleventh pachinko gaming machine. [Figure 507] 11 is an example of a display image illustrating a pre-reading effect in the eleventh pachinko gaming machine. [Figure 508] 11 is an example of a display image explaining the general presentation mode, the premonition presentation mode, and the mode transition presentation in the eleventh pachinko gaming machine. [Figure 509]11 is an example of a display image of a game stop notice in the pachinko gaming machine. [Figure 510] 11 is an example of a display image for a game stop notification in the eleventh pachinko gaming machine. [Figure 511] This is an example of a perspective view showing the appearance of the twelfth pachinko gaming machine. [Figure 512] This is an example of a front view showing the appearance of the game board unit of the 12th pachinko game machine. [Figure 513] An example of a block diagram showing a control circuit of a twelfth pachinko gaming machine. [Figure 514] An example of a conceptual diagram of the internal configuration of the main RAM of the main control circuit of the 12th pachinko gaming machine. [Figure 515] This is an example of an explanatory diagram to explain the data content related to the game stop function of the 12th pachinko gaming machine. [Figure 516] 12 is an example of a special symbol winning determination table for the twelfth pachinko gaming machine. [Figure 517] 12 is an example of a special symbol determination table in the twelfth pachinko gaming machine. [Figure 518] 12 is a flowchart showing an example of main control processing in a twelfth pachinko gaming machine. [Figure 519] 12 is a flowchart showing an example of main control processing in a twelfth pachinko gaming machine. [Figure 520] 12 is a flowchart showing an example of a designated range clearing process in a twelfth pachinko gaming machine. [Figure 521] 12 is a flowchart showing an example of an outside area designated area clearing process in a twelfth pachinko gaming machine. [Figure 522] 12 is a flowchart showing an example of processing during game stoppage of the game stop function in the 12th pachinko gaming machine. [Figure 523] 12 is a flowchart showing an example of a game stop function initialization process in a twelfth pachinko gaming machine. [Figure 524]12 is a flowchart showing an example of a frame control circuit transmission and reception process in a pachinko gaming machine. [Figure 525] 12 is a flowchart showing an example of a state monitoring process in a twelfth pachinko gaming machine. [Figure 526] 12 is a flowchart showing an example of a special symbol control process in a twelfth pachinko gaming machine. [Figure 527] 13 is a flowchart showing an example of a special symbol variable display start process in a twelfth pachinko gaming machine. [Figure 528] 13 is a flowchart showing an example of a special symbol variable display ending process in the twelfth pachinko gaming machine. [Figure 529] 12 is a flowchart showing an example of a special symbol game determination process in a twelfth pachinko gaming machine. [Fig. 530] 12 is a flowchart showing an example of a special symbol game end process in a twelfth pachinko gaming machine. [Figure 531] 12 is a flowchart showing an example of a process for preparing to open a large prize opening in a twelfth pachinko gaming machine. [Fig. 532] A flowchart showing an example of processing during the closing of small hit game in the 12th pachinko gaming machine. [Figure 533] 12 is a flowchart showing an example of a special prize opening control process in a twelfth pachinko gaming machine. [Fig. 534] A flowchart showing an example of processing during opening of a small win game in the 12th pachinko gaming machine. [Fig. 535] 12 is a flowchart showing an example of a jackpot game state ending process in a twelfth pachinko game machine. [Fig. 536] 12 is a flowchart showing an example of normal symbol control processing in a twelfth pachinko gaming machine. [Figure 537] 12 is a flowchart showing an example of system timer interrupt processing in the twelfth pachinko gaming machine. [Figure 538] 12 is a flowchart showing an example of a switch input detection process in a twelfth pachinko gaming machine. [Fig. 539] 12 is a flowchart showing an example of a game stop function control process in a twelfth pachinko gaming machine. [Fig. 540] 12 is a flowchart showing an example of a game stop function status check process in a pachinko gaming machine. [Figure 541] 12 is a flowchart showing an example of a game stop function counter update process in a pachinko gaming machine. [Fig. 542] A flowchart showing an example of a 3-byte addition process for the difference ball counter in the 12th pachinko gaming machine. [Figure 543] A flowchart showing an example of a 3-byte subtraction process for the difference ball counter in the 12th pachinko gaming machine. [Fig. 544] 12 is a flowchart showing an example of a game stop function counter check process in a pachinko gaming machine. [Figure 545] 12 is a flowchart showing an example of a game stop function status management process in a twelfth pachinko gaming machine. [Figure 546] FIG. 12 is an example of a command configuration diagram for the game stop function in the pachinko gaming machine. [Figure 547] FIG. 12 is an example of a command configuration diagram for an abnormality in a pachinko gaming machine. [Figure 548] 12 is an example of a configuration diagram of counting-related commands for a pachinko gaming machine. [Fig. 549] FIG. 12 is an example of a configuration diagram of typical commands related to play in the pachinko gaming machine. [Fig. 550] 12 is a flowchart showing an example of frame control main processing in a twelfth pachinko gaming machine. [Figure 551] 12 is a flowchart showing an example of frame control timer interrupt processing in a pachinko gaming machine. [Figure 552] 12 is a flowchart showing an example of a frame switch input detection process in a twelfth pachinko gaming machine. [Figure 553]12 is a flowchart showing an example of a frame abnormality event information determination process in a twelfth pachinko gaming machine. [Figure 554] 12 is a flowchart showing an example of the owned game ball count update process in a twelfth pachinko gaming machine. [Figure 555] 12 is a flowchart showing an example of a counting switch detection process in a twelfth pachinko gaming machine. [Figure 556] 12 is a flowchart showing an example of card unit communication control processing in a twelfth pachinko gaming machine. [Figure 557] 12 is a flowchart showing an example of a gaming machine notification information transmission process in a twelfth pachinko gaming machine. [Figure 558] 12 is an example of a transition diagram 1 showing the transfer of the number of owned game balls to a card unit in a pachinko gaming machine. [Figure 559] 12 is an example of a transition diagram 2 showing the transfer of the number of owned game balls to a card unit in a pachinko gaming machine. [Fig. 560] 12 is a flowchart showing an example of sub-control circuit processing in a twelfth pachinko gaming machine. [Fig. 561] 12 is a flowchart showing an example of interrupt processing of a sub-control circuit in a twelfth pachinko gaming machine. [Fig. 562] 12 is a flowchart showing an example of command control processing in a twelfth pachinko gaming machine. [Fig. 563] 12 is a flowchart showing an example of sub-device input processing in a twelfth pachinko gaming machine. [Fig. 564] 12 is a flowchart showing an example of a command analysis process 1 in a twelfth pachinko gaming machine. [Figure 565] 13 is a flowchart showing an example of command analysis processing 2 in a twelfth pachinko gaming machine. [Fig. 566] 12 is a flowchart showing an example of a counting notification setting process in the twelfth pachinko gaming machine. [Fig. 567]12 is a flowchart showing an example of a counting end notification setting process in a twelfth pachinko gaming machine. [Fig. 568] 12 shows an example of a break condition setting screen selected by the gaming parlor and a break selection screen for the player to select a break in the twelfth pachinko gaming machine. [Fig. 569] 12 is an example of a break display screen in the pachinko gaming machine. [Fig. 570] 13 is an example of a status display screen when a predetermined status notification is made in the twelfth pachinko gaming machine. [Figure 571] 12 is an example of a display screen during counting when a transfer warning is issued in the twelfth pachinko gaming machine. [Figure 572] 12 is an example of a counting completion display screen when a counting completion notification is made in the twelfth pachinko gaming machine. DETAILED DESCRIPTION OF THE INVENTION
[0011] As examples of gaming machines according to embodiments of the present invention, a first pachinko gaming machine, a second pachinko gaming machine, and a third pachinko gaming machine will be described.
[0012] In this specification, unless otherwise specified, the front side of the pachinko gaming machine is defined as the forward direction, the back side of the pachinko gaming machine as the rear direction, the left side when viewed from the front of the pachinko gaming machine as the left direction, the right side when viewed from the front of the pachinko gaming machine as the right direction, the top side of the pachinko gaming machine as the up direction, the bottom side of the pachinko gaming machine as the down direction, the clockwise direction when viewed from the front of the pachinko gaming machine as the rightward direction, and conversely, the counterclockwise direction as the leftward direction.
[0013] Both the first and second pachinko gaming machines are so-called Type 1 pachinko gaming machines known as digital pachinko. Of these, the first pachinko gaming machine is a pachinko gaming machine in which the first special symbol and the second special symbol are not displayed in a variable manner in parallel, but only one of them is displayed in a variable manner. In contrast, the second pachinko gaming machine is a pachinko gaming machine in which the first special symbol and the second special symbol are displayed in a variable manner in parallel.
[0014] The third type of pachinko machine is a type 1 / 2 hybrid machine that combines a type 1 machine known as a digital pachinko machine with a type 2 machine known as a feather machine. The third type of pachinko machine described in this specification also has a first special symbol and a second special symbol, but this specification will explain an example in which the first special symbol and the second special symbol are not displayed in parallel, but only one of them is displayed in a variable manner. However, this is not intended to exclude type 1 / 2 hybrid pachinko machines in which the first special symbol and the second special symbol can be displayed in a variable manner in parallel.
[0015] In this specification, when the term "special design" is used, it means both the first special design and the second special design unless otherwise specified.
[0016] Furthermore, the term "variable display" as used herein is a concept that includes both a "variable display" in which a pattern is displayed by changing, and a "stationary display" in which a pattern is displayed by stopping, and the operation from the start of the variable display to the stationary display is referred to as one "variable display." When the variable display pattern stops (hereinafter also referred to as "derivation"), the results of the special pattern hit determination process (hereinafter also referred to as "special pattern lottery") and the normal pattern hit determination process (hereinafter also referred to as "normal pattern lottery") described below are determined. Note that although the pattern appears to be stationary, there are cases where the pattern is displayed in a manner in which the results of the special pattern hit determination process and the normal pattern hit determination process have not been determined (for example, a temporary stop), and such a manner is included in the variable display. Note that even if the pattern has stopped temporarily, for example, the results of the special pattern hit determination process and the normal pattern hit determination process have not been determined at this point, so the pattern can be displayed again in a variable manner.
[0017] In addition, in this specification, when explaining the first pachinko gaming machine, the second pachinko gaming machine, and the third pachinko gaming machine, the case where the number of special symbols is two (first special symbol, second special symbol) will be explained as an example. However, for the first pachinko gaming machine and the third pachinko gaming machine, the number of special symbols may be one.
[0018] [1. The first pachinko machine] First, the first pachinko gaming machine will be described.
[0019] Pachinko gaming machines in which the first special pattern and the second special pattern are not displayed in parallel but only one of them is displayed in a variable manner include pachinko gaming machines in which, when the variable display of the first special pattern and the variable display of the second special pattern are reserved, the start condition of the second special pattern is established in priority over the start condition of the first special pattern (hereinafter referred to as a "priority variable machine"), and pachinko gaming machines in which the start conditions are established in the order of winning, including the first start port and the second start port (hereinafter referred to as a "sequential variable machine").
[0020] In a priority variable machine, the conditions for starting the first special symbol are met when all of the following requirements are met: neither the first nor the second special symbol is in variable display, the machine is not in a jackpot gaming state, the variable display of the second special symbol is not on hold, and the variable display of the first special symbol is on hold. Also, in a priority variable machine, the conditions for starting the second special symbol are met when all of the following requirements are met: neither the first nor the second special symbol is in variable display, the machine is not in a jackpot gaming state, and the variable display of the second special symbol is on hold.
[0021] In a sequential variable machine, the conditions for starting the first special symbol are met when at least all of the following are met: neither the first nor the second special symbol is in variable display, the game is not in a jackpot game state, the variable display of the first special symbol is on hold, and the earliest reserved symbol is the variable display of the first special symbol. In a sequential variable machine, the conditions for starting the second special symbol are met when at least all of the following are met: neither the first nor the second special symbol is in variable display, the game is not in a jackpot game state, the variable display of the second special symbol is on hold, and the earliest reserved symbol is the variable display of the second special symbol.
[0022] The following explanation will be given using a priority variable rate machine as an example.
[0023] [1-1. Appearance] Fig. 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from diagonally above the front right. Fig. 2 is an example of an exploded perspective view of the first pachinko gaming machine when viewed from diagonally above the front right. Fig. 3 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from diagonally above the rear right.
[0024] [1-1-1.Basic configuration] As shown in Figures 1 to 3, the first pachinko gaming machine includes an outer frame 2, a base door 3, a glass door 4, a tray unit 5, a launching device 6, a display device 7 (see Figure 2), a payout unit 8 (see Figures 2 and 3), a board unit 9 (see Figures 2 and 3), and a game board unit 10 (see Figure 2). Furthermore, an LED unit 160 (see Figure 2) is provided at the lower right of the game board unit 10. Here, the outer frame 2, the base door 3, the glass door 4, the tray unit 5, the launching device 6, the display device 7, the payout unit 8, and the board unit 9 will be briefly described, and the game board unit 10 and the LED unit 160 will be described in detail later. Note that the above parentheses indicate reference drawings for configurations not shown in Figure 1.
[0025] (Outer frame) The outer frame 2 is a frame body that is generally rectangular when viewed from the front, and has an opening 21 that penetrates in the front-to-rear direction. This outer frame 2 is fixedly attached to the island equipment of the amusement park. A hinge (no reference number) is provided on the front side of the outer frame 2, for example, on the left end, and the base door 3 is pivotally supported on this hinge. This allows the base door 3 to rotate forward relative to the outer frame 2, with the hinge as an axis.
[0026] The outer frame 2 must be strong enough to support a number of components, such as the payout unit 8, base unit 9, display device 7, game board unit 10, glass door 4, and tray unit 5, which will be described later, via the base door 3. Meanwhile, there is a demand for larger display devices 7 (see FIG. 2) and game board units 10 to enhance the presentation effects. Therefore, by constructing the outer frame 2 from, for example, a thin metal plate, it is possible to increase the size of the display device 7 and game board unit 10 while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, it is possible to reduce the weight.
[0027] (base door) The base door 3 has, for example, a dispensing unit 8 and a base unit 9 attached to its rear side and supports these.
[0028] A game board unit 10 is fitted onto the front side of the base door 3. In addition, hinges (not shown) are provided at the top end, the middle portion below the center in the vertical direction, and the bottom end on the front side of the left end of the base door 3, and a glass door 4 is pivotally supported on the hinges at the top end and the middle portion, and a platter unit 5 is pivotally supported on the hinges at the middle portion and the bottom end, respectively. This makes it possible to rotate the glass door 4 and the platter unit 5 forward, either together or individually, relative to the base door 3, using the hinges as axes.
[0029] Furthermore, a launching device 6 is fixedly attached, for example, to the lower right side of the front surface of the base door 3, and speakers 32 (see FIG. 2) are fixedly attached, for example, to the left and right sides of the upper side. From these speakers 32, for example, sound effects of characters displayed on the display device 7, music, sound effects, audio notifications, error notifications, and other sound effects are output.
[0030] Furthermore, a locking device (not shown) is provided on the side opposite the hinge (i.e., the right end) of the base door 3. This locking device has the function of locking the base door 3 to the outer frame 2 and locking the glass door 4 to the base door 3.
[0031] (glass door) The glass door 4 is a frame-shaped member in which an opening 41 is formed. A transparent protective glass 43 (see FIG. 2) is attached to this opening 41 from the rear side. When the glass door 4 is closed relative to the base door 3, the protective glass 43 faces a game area 105 (see FIG. 4 described later) formed in the game board unit 10. In this way, with the glass door 4 closed relative to the base door 3, the game area 105 can be seen from the front, and game balls flowing down the game area 105 can be prevented from flying out forward.
[0032] The protective glass 43 may be made of multiple (for example, two) pieces of glass attached with a gap between them, or may be made of multiple pieces of glass united with a gap between them. Furthermore, if it is a united piece, a light guide plate, for example, may be provided between the pieces of glass. The protective glass 43 is not limited to being made of glass, and may be made of, for example, transparent resin.
[0033] In addition, an operation unit 66 that can be operated by a player to receive a gaming information service (for example, "Unimemo (registered trademark)") is provided below the glass door 4. This operation unit 66 can also function as an operation unit that can be operated by a gaming facility manager or the like on the hall menu screen.
[0034] Additionally, a speaker cover 45 is provided on the upper portion of the glass door 4, and is disposed in front of the speaker 32. Furthermore, numerous LED groups 46 used for light-emitting effects and the like are disposed around the periphery of the opening 41 of the glass door 4, and an LED cover is provided in front of these LED groups 46. Strictly speaking, the reference numeral 46 shown in Figures 1 and 2 is an LED cover, but for convenience, it will be described as an LED group 46. The LED group 46 is, for example, a light-emitting means for use in making optical announcements or for performing light-emitting effects in a variety of ways, but is not limited to LEDs as long as it can perform such light-emitting effects and the like, and may be, for example, a liquid crystal display (LCD) or a lamp.
[0035] (Dish unit) The tray unit 5 is a unit consisting of an upper tray 51 and a lower tray 52. The tray unit 5 is located at the front lower part of the base door 3, below the glass door 4. As mentioned above, this tray unit 5 is configured to be able to rotate and open relative to the base door 3 so that, for example, in the event of a ball jam, an amusement parlor staff member can clear the jam. Note that the tray unit 5 does not necessarily have to be provided with an upper tray 51 and a lower tray 52, and may be configured as an integrated tray.
[0036] The upper tray 51 is configured to be able to store game balls, and the game balls stored in the upper tray 51 are launched from the launching device 6 toward the game area 105 (see FIG. 4 described below). The upper tray 51 is provided with a payout opening 53, an effect button 54, and the like. Game balls to be loaned or paid out as prize balls are paid out from the payout opening 53 to the upper tray 51. The effect button 54 is what is called a "CHANCE button" or "push button," etc. The effect button 54 may have a predetermined effect function in addition to an operation function operated by the player. An example of the predetermined effect function is a function such as vibrating or projecting upward based on the result of a special symbol winning determination process. The effect button 54 may also serve as the function of the operation unit 66.
[0037] The lower tray 52 is mainly for storing game balls that have spilled over from the upper tray 51. The lower tray 52 is provided with a payout outlet 55 that communicates with the upper tray 51, and game balls that have spilled over from the upper tray 51 are paid out from the payout outlet 55 to the lower tray 52.
[0038] An opening (no reference number) that can be opened and closed by the player is formed on the bottom surface of the lower tray 52. When the opening formed on the bottom surface of the lower tray 52 is opened, the game balls stored in the lower tray 52 can be transferred to a ball box placed below the lower tray 52. If a so-called per-machine counting system is installed on each machine, not only is the ball box unnecessary, but the game balls counted by the per-machine counting system can be stored and the stored game balls can be used again for play.
[0039] (launcher) The launching device 6 is used to launch game balls stored in the upper tray 51 toward the game area 105 (see Figure 4 described below). The launching device 6 is located at the lower right front of the base door 3, below the right of the tray unit 5. The launching device 6 includes a panel body 61, a drive device (not shown), and a launching handle 62.
[0040] The panel body 61 is provided so that when the tray unit 5 is closed relative to the base door 3, the tray unit 5 and the launching device 6 fixedly attached to the base door 3 appear integrated in appearance.
[0041] The launch handle 62 is configured to be rotatable clockwise or counterclockwise, and is disposed on the front side of the panel body 61. The drive device is disposed on the back side of the panel body 61, and is configured, for example, by a launch solenoid (not shown). When the launch handle 62 is operated by a player, the drive device operates to launch a gaming ball. Note that when operating the launch handle 62, the greater the amount of clockwise rotation (amount of operation), the stronger the launch strength of the gaming ball.
[0042] The game balls launched from the launching device 6 located at the lower right of the dish unit 5 roll in an arc along the guide rail 110 (see Figure 4 described below) via a launching rail (not shown) and are launched into the game area 105 (see Figure 4 described below). The location of the launching device 6 is not limited to the lower right of the dish unit 5, but may also be at the lower left of the dish unit 5. In this case, the above-mentioned launching rail is not necessary, and the area below the glass door 4 can be effectively utilized, thereby increasing versatility.
[0043] (display device) The display device 7 (see FIG. 2 ) has a display area for displaying various game-related effect images and is attached to the opening of the gaming panel 100 so that the display area faces the opening. The display device 7 may be, for example, a liquid crystal display, a 7-segment display, a dot matrix display, or an electroluminescent display, or may project images using a projection device such as a projector. The display area of the display device 7 may, for example, variably display an identification symbol for effect (e.g., a decorative symbol) to display the result of a special symbol win determination process, or may display an effect image corresponding to the result of the special symbol win determination process, an effect image during a jackpot game state, a demo effect image, or an effect image indicating the pending status of the variable display of the special symbol. In this embodiment, the display device 7 is attached to the gaming board unit 10. However, the display device 7 may also be attached to the base door 3 as long as the display area of the display device 7 faces the opening of the gaming panel 100.
[0044] In this embodiment, one display device 7 is provided to display the various performance images described above, but multiple (for example, two) display devices may be provided and the performance images may be displayed using these multiple display devices.
[0045] (Dispensing unit) The payout unit 8 (see Figures 2 and 3) is arranged on the back side of the base door 3 and is composed of a ball passage 81, a payout device 82, etc. Gaming balls are supplied to the ball passage 81 from a storage tank 80 (see Figures 2 and 3). Gaming balls are supplied to the storage tank 80 from an island facility (not shown). When the payout conditions are met, the payout device 82 pays out a predetermined number of gaming balls from the gaming balls supplied to the ball passage 81 from the storage tank 80, for example, to the upper tray 51. In addition, a power switch 95 is provided on the back side of the payout unit 8, as shown in Figure 3.
[0046] (Board unit) The board unit 9 (see FIGS. 2 and 3) is disposed on the rear side of the base door 3. The board unit 9 is provided with various control boards and the like.
[0047] Specifically, as shown in Figure 3, the board unit 9 is provided with a main control board 91 on which a main control circuit 200 (see Figure 6 described below) is mounted, a sub-control board 92 on which a sub-control circuit 300 (see Figure 6 described below) is mounted, a payout / launch control board 93 on which a payout / launch control circuit 400 (see Figure 6 described below) that controls the payout / launch of game balls is mounted, and a power supply board on which a power supply circuit 450 (see Figure 6 described below) that supplies power is mounted.
[0048] In Figure 3, for convenience, the main control board 91, sub-control board 92, dispensing / launching control board 93 and power supply board 94 are indicated by reference symbols, but all of these boards are housed in a board case.
[0049] In this embodiment, the sub-control board 92 is configured as a one-board board (a board on which one control LSI or multiple LSIs are provided). However, the present invention is not limited to this, and the sub-control board 92 may be configured with multiple boards, for example, by providing all or part of the display control circuit 304, audio control circuit 305, LED control circuit 306, and accessory control circuit 307 (all of which are shown in FIG. 6) described below on separate boards.
[0050] [1-1-2. Game board unit] 4 is an example of a front view showing the appearance of the game board unit 10 provided in the first pachinko game machine. A game area 105 is formed on the front side of the game board unit 10, in which the launched game balls can roll and flow down.
[0051] 4, the game board unit 10 mainly includes a game panel 100 in which a game area 105 is formed in which a launched game ball can roll down, a guide rail 110, a center role device 115 arranged in the approximate center of the game area 105, a first start opening 120, a general winning opening 122, a passing gate unit 125, a special electric role device unit 130, a second start opening 140, a normal electric role device unit 145, an LED unit 160, an outlet 178, and a back unit (not shown) arranged behind the game board unit 10. As mentioned above, the LED unit 160 will be described later.
[0052] (Game panel) An opening (no reference number) is formed in the gaming panel 100 at a position facing the display area of the display device 7. In addition, a guide rail 110 is provided on the front surface of the gaming panel 100, and gaming pegs (no reference number) and the like are planted therein. A gaming ball launched from the launching device 6 (see Figures 1 and 2) flies out from the guide rail 110 toward the gaming area 105, collides with the gaming pegs and the like, changes its direction of travel, and flows downward toward the bottom of the gaming area 105.
[0053] In addition, a back unit (not shown) provided with decorative bodies to enhance the presentation effect is disposed behind the gaming panel 100. The gaming panel 100 is made of transparent resin so that the decorative bodies provided on the back unit can be seen when viewed from the front. In this case, the entire gaming panel 100 may be made of transparent materials, or, for example, only the portions of the back unit where the decorative bodies can be seen when viewed from the front may be made of transparent materials. Furthermore, the gaming panel 100 may be made of materials that do not have transparent portions (for example, wood), and transparent materials may be provided in some portions to enhance the presentation effect.
[0054] In this embodiment, the gaming panel 100 is made of transparent resin so that the rear unit can be seen from the front, but the entire gaming panel 100 may be made transparent, or only a portion of it may be made transparent.
[0055] (guide rail) The guide rail 110 is composed of an arc-shaped outer rail and an inner rail (both of which have no reference numerals). The play area 105 is defined by the guide rail 110. The outer rail and the inner rail have the function of guiding game balls launched from the launching device 6 (see FIG. 6 described later) to the upper part of the play area 105.
[0056] (Center role) The center device 115 is configured to fit into an opening (no reference number) of the game panel 100, and is provided with an arc-shaped center rail 116 on the top. Game balls launched toward the game area 105 are split to the left and right by the center rail 116.
[0057] In this first pachinko gaming machine, the area of the gaming area 105 to the left of the center role device 115 is referred to as the left area 106, and the area to the right of the center role device 115 is referred to as the right area 107. The definitions of the left area and the right area are the same for the second and third pachinko gaming machines described later.
[0058] A gaming ball launched by the launching device 6 toward the gaming area 105 flows down the left area 106 or the right area 107. A gaming ball flowing down the left area 106 or the right area 107 flows downward while changing its direction of travel due to collision with gaming pegs or the like planted in the gaming panel 100. When the amount of operation of the launching handle 62 (see Figures 1 and 2) is small, the launched gaming ball flows down the left area 106. On the other hand, when the amount of operation of the launching handle 62 (see Figure 1) is large, the launched gaming ball flows down the right area 107.
[0059] In this specification, as the manner of operation (hitting method) of the launch handle 62, a hitting method that launches the game ball so that it flows down the left side area 106 is referred to as a "left hit," and a hitting method that launches the game ball so that it flows down the right side area 107 is referred to as a "right hit." In this way, the player can hit the game ball toward either the left side area 106 or the right side area 107.
[0060] Furthermore, the center device 115 has a warp entrance 117 formed on the outer periphery on the left side, through which gaming balls flowing down the left area 106 can enter. Gaming balls that enter the warp entrance 117 are configured to be guided to a stage 118 formed in the center device 115. The stage 118 is formed in front of the lower edge of the display area of the display device 7 so that gaming balls can roll in the left-right direction. The stage 118 may be formed in multiple stages, for example, an upper stage and a lower stage.
[0061] A chance entrance 119 into which game balls can enter is formed at the rear side of the stage 118, approximately at the center in the left-right direction, and game balls that enter the chance entrance 119 are configured to be released directly above the first start opening 120. Therefore, game balls that enter the chance entrance 119 have a higher probability of entering (passing through) the first start opening 120 than game balls that do not enter the warp entrance 117 or game balls that enter the warp entrance 117 but do not enter the chance entrance 119.
[0062] (First starting point) The first start hole 120 is located below the display area of the display device 7, and is positioned so that game balls hit from the left can win (game balls hit from the right have difficulty or are unable to win). When a game ball wins in the first start hole 120, it is detected by the first start hole switch 121 (see FIG. 6 described below). It is also possible for game balls hit from the right to win in the first start hole 120. Furthermore, instead of or in addition to the first start hole 120 described above, a first start hole may be provided that allows game balls hit from the right to win (game balls hit from the left have difficulty or are unable to win).
[0063] When the first start gate switch 121 (see FIG. 6 described later) detects the entry (passage) of a gaming ball into the first start gate 120, various data related to the first special symbol (for example, various random numbers such as a random number value for determining a jackpot for the first special symbol, a random number value for the symbol of the first special symbol, a random number value for determining a reach for the first special symbol, and a random number value for selecting an effect for the first special symbol) is extracted, and a predetermined number (for example, a maximum of four) of the extracted various data is stored. When the start condition for the first special symbol (also referred to in this specification as the "variation start condition for the first special symbol") is met, the stored various data is used in the win determination process for the first special symbol. When a gaming ball enters the first start gate 120, for example, three prize balls are paid out. However, the number of prize balls paid out based on the entry of a gaming ball into the first start gate 120 is not limited to this.
[0064] In this specification, the entry of a gaming ball into the first start hole 120 is referred to as the start entry of the first special symbol, and various data related to the first special symbol (for example, various random numbers such as the random number value for determining a jackpot for the first special symbol, the pattern random number value for the first special symbol, the random number value for determining reach for the first special symbol, and the random number value for selecting the effect of the first special symbol) are referred to as the start information of the first special symbol. Also, storing the start information of the first special symbol until the start condition is met is referred to as "holding." The same applies to the second special symbol.
[0065] (General prize entry) A plurality of general winning openings 122 are arranged at the lower left of the display area of the display device 7, and are arranged so that a game ball hit from the left can win a prize (a game ball hit from the right has difficulty or cannot win a prize). When a game ball wins in one of the plurality of general winning openings 122, it is detected by a general winning opening switch 123 (see FIG. 6 described later).
[0066] When the general prize opening switch 123 (see Figure 6 described below) detects that a game ball has entered (passed through) the general prize opening 122, for example, four prize balls are paid out, but the number of prize balls paid out based on the entry of a game ball into the general prize opening 122 is not limited to four.
[0067] Furthermore, in this embodiment, the general winning opening 122 is positioned so that it is difficult or impossible for a game ball hit to the right to win, but this is not necessarily limited to this, and instead of or in addition to the above-mentioned general winning opening 122, a general winning opening that allows a game ball hit to the right to win may be provided.
[0068] (Passing gate unit) The passing gate unit 125 is located in the right area 107 and is a unit body that integrates a passing gate 126 that is configured to allow almost all game balls hit to the right to pass through, and a passing gate switch 127 (see Figure 6 described below) that detects the passage of the game ball through the passing gate 126.
[0069] When the passing gate switch 127 detects that a gaming ball has passed through the passing gate 126, various data relating to the normal symbols (for example, a random number value for determining whether a normal symbol is a winning symbol, etc.) are extracted, and a predetermined number of the extracted various data (for example, a maximum of four) are stored. The stored various data are used in the process of determining whether a normal symbol is a winning symbol. Note that even if the passing gate switch 127 detects that a gaming ball has passed through the passing gate 126, no prize balls are paid out. Furthermore, the passing gate unit 125 may be arranged in the left area 106 instead of or in addition to the right area 107.
[0070] In this specification, the passage of the gaming ball through the passage gate 126 is referred to as a start passage, and various data relating to the normal symbol extracted by the passage of the gaming ball through the passage gate 126 (for example, a random number value for determining whether the normal symbol is a winning symbol) is referred to as the start information of the normal symbol. In addition, storing the start information of the normal symbol until the start condition is met is referred to as holding.
[0071] (Special electric accessory unit) The special electric accessory unit 130 is a unit body that integrates a big prize opening 131, a count switch 132 (see FIG. 6 described later) that detects the entry (passage) of a gaming ball into the big prize opening 131, and a special electric accessory 133. The special electric accessory unit 130 is arranged below the passage gate unit 125 in the right-side area 107.
[0072] The large prize opening 131 is arranged so that a game ball hit from the right can win a prize (a game ball hit from the left has difficulty or cannot win a prize). However, this is not limited to this, and instead of or in addition to the large prize opening 131 described above, a large prize opening that can win a game ball hit from the left may be arranged, or a large prize opening that can win a game ball may be arranged above the center role device 115.
[0073] The large prize opening 131 is an opening that is opened to allow a predetermined number of game balls (for example, 10 balls) to enter (pass through) when the game is controlled to a jackpot game state, which is a game state advantageous to the player. When the count switch 132 (see FIG. 6 described later) detects that a game ball has entered the large prize opening 131, for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the large prize opening 131 is not limited to 10.
[0074] The special electric device 133 includes a special electric shutter 134 that can move back and forth, and a special electric solenoid 135 (see FIG. 6 described below) that operates the special electric shutter 134. The special electric device 133, i.e., the special electric shutter 134, is configured to be able to transition between an open state in which game balls can or easily enter (pass through) the large prize opening 131, and a closed state in which game balls cannot or do not enter (pass through) the large prize opening 131. In a jackpot game state, the transition from the closed state to the open state is carried out over a predetermined number of rounds. In other words, the jackpot game state is a game state in which a large number of game balls can be paid out as prize balls by playing multiple rounds in which the large prize opening 131 transitions from a closed state to an open state over a predetermined period of time.
[0075] (Second starting port) The second starting hole 140 is located in the left area 106 (more specifically, below and to the left of the first starting hole 120). However, the second starting hole 140 is configured so that it is difficult or impossible for a game ball hit from the left to win, for example, due to a game pin or the like, and so that a game ball hit from the right is guided to the vicinity of the second starting hole 140 so that it can win. However, it is not essential to configure the second starting hole 140 in this way, and it may be located in the right area 107, for example. The second starting hole 140 may also be configured so that a game ball hit from the left can win.
[0076] When the second start gate switch 141 (see FIG. 6 described later) detects the entry (passage) of a gaming ball into the second start gate 140, various data related to the second special symbol (for example, various random numbers such as a random number value for determining a jackpot for the second special symbol, a random number value for the symbol of the second special symbol, a random number value for determining a reach for the second special symbol, and a random number value for selecting an effect for the second special symbol) is extracted, and a predetermined number (for example, a maximum of four) of the extracted various data is stored. When the start condition for the second special symbol (also referred to in this specification as the "variation start condition for the second special symbol") is met, the stored various data is used in the win determination process for the second special symbol. When a gaming ball enters the second start gate 140, for example, three prize balls are paid out. However, the number of prize balls paid out based on the entry of a gaming ball into the second start gate 140 is not limited to this.
[0077] (Normal electric accessory unit) The normal electric accessory unit 145 is arranged in the left area 106 (more specifically, below the left side of the first starting hole 120), and is a unit body that integrates a winning hole through which a predetermined number of game balls are paid out as prize balls when a game ball enters (passes through) the winning hole, a switch that detects the entry of game balls into the winning hole, and the normal electric accessory 146. In this embodiment, the winning hole is the second starting hole 140, and the switch is the second starting hole switch 141.
[0078] The normal electric device 146 comprises a normal power movable member 147, which is a so-called electric chute and is made up of, for example, a blade member, and a normal power solenoid 148 (see FIG. 6 described below) that operates this normal power movable member 147. The normal electric device 146, i.e., the normal power movable member 147, is configured to be able to transition between an open state in which it is possible or easy for a game ball to enter (pass through) the second start opening 140, and a closed state in which it is impossible or difficult for a game ball to enter the second start opening 140. The normal power movable member 147 may be of a blade type, door type, protruding plate type, etc.
[0079] (Outlet) The outlet 178 is for discharging gaming balls that have been shot toward the gaming area 105 but have not won in any of the various winning ports (for example, the first starting port 120, the second starting port 140, the big winning port 131, the general winning port 122, etc.) outside the machine. This outlet 178 is provided on the most downstream side of the gaming area 105 so that both gaming balls hit from the left and gaming balls hit from the right can be discharged outside the machine. However, in addition to the above-mentioned outlet 178, an outlet may be provided at a position other than the most downstream side, for example, between multiple general winning ports 122, so that gaming balls flowing down the gaming area 105 can be discharged outside the machine.
[0080] (Back unit) The back unit (not shown) decorates the game board unit 10 and is provided on the rear side of the transparent game panel 100. This back unit is equipped with a group of performance paraphernalia 58 (see FIG. 6 described later) such as movable paraphernalia controlled by the sub-control circuit 300. The group of performance paraphernalia 58 is arranged, for example, around the periphery of the display area of the display device 7. At least one or more paraphernalia or performance paraphernalia component constituting the paraphernalia among the group of performance paraphernalia 58 functions as a performance paraphernalia that can operate based on the result of the special symbol hit determination process.
[0081] [1-1-3. LED unit] The LED unit 160 is disposed at the lower right of the game board unit 10, outside the play area 105 (see, for example, FIG. 4). The LED unit 160 is a unit body that integrates various display units.
[0082] FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko gaming machine.
[0083] As shown in Figure 5, the LED unit 160 includes a normal pattern display section 161, a normal pattern hold display section 162, a first special pattern display section 163, a second special pattern display section 164, a first special pattern hold display section 165, a second special pattern hold display section 166, a probability change notification display section 167, and a time-saving notification display section 168.
[0084] (Normal pattern display section) The normal symbol display unit 161 displays the result of the normal symbol winning judgment process, and is equipped with normal symbol display LEDs 161a and 161b. When the conditions for starting the variable display of the normal symbol (hereinafter referred to as the "normal symbol starting conditions") are met, the variable display of the normal symbol begins, in which the normal symbol display LEDs 161a and 161b alternately turn on and off. When a predetermined time has passed since the variable display of the normal symbol began, the variable display of the normal symbol stops, and the result of the normal symbol winning judgment process is derived.
[0085] When the result of the normal symbol hit determination process is a normal symbol hit, the combination of the on / off of the normal symbol display LEDs 161a and 161b becomes a specific stop display mode. For example, when the result of the normal symbol hit determination process is a normal symbol hit, the normal symbol display LED 161a lights up and the normal symbol display LED 161b turns off. On the other hand, when the result of the normal symbol hit determination process is a miss, for example, the normal symbol display LED 161a turns off and the normal symbol display LED 161b turns on. However, the stop display mode of the normal symbol display LEDs 161a and 161b indicating the result of the normal symbol hit determination process is not limited to this. Then, when the normal symbol is displayed in a specific stop display mode, it is determined that the normal electric device 146 is to be activated, and the normal electric movable member 147 opens and closes in a predetermined pattern, making it easier for the game ball to enter (pass through) the second starting hole 140.
[0086] (Regular pattern reservation display section) The normal symbol reserve display unit 162 displays the number of reserved normal symbol variable displays (hereinafter referred to as the "number of reserved normal symbols") when normal symbol start information, i.e., variable display, is reserved, and is equipped with normal symbol reserve display LEDs 162a and 162b. The above phrase "normal symbol variable display is reserved" refers to the state from when the passage of the gaming ball through the passage gate 126 is detected and various data related to the normal symbol (for example, a random number value for determining whether the normal symbol is a winning symbol, etc.) is extracted until the normal symbol start condition is met. Note that the normal symbol start condition is met when at least the normal symbol is not being variable displayed and the normal symbol variable display is reserved.
[0087] The normal symbol reserve display unit 162 displays the number of reserved normal symbol variable displays by a combination of lighting and extinguishing of the normal symbol reserve display LEDs 162a and 162b. For example, when the number of reserved normal symbols is one, the normal symbol reserve display LED 162a lights up and the normal symbol reserve display LED 162b turns off. When the number of reserved normal symbols is two, both the normal symbol reserve display LEDs 162a and 162b light up. When the number of reserved normal symbols is three, the normal symbol reserve display LED 162a flashes and the normal symbol reserve display LED 162b lights up. When the number of reserved normal symbols is four, both the normal symbol reserve display LEDs 162a and 162b flash. However, the display mode of the normal symbol reserve display LEDs 162a and 162b, which indicate the number of reserved normal symbols, is not limited to this.
[0088] (Special design display section) The special symbol display unit displays the result of the special symbol winning determination process, and includes a first special symbol display unit 163 and a second special symbol display unit 164. The first special symbol display unit 163 includes, for example, a first special symbol display LED group consisting of eight LEDs 163a to 163h. Similarly, the second special symbol display unit 164 includes, for example, a second special symbol display LED group consisting of eight LEDs 164a to 164h.
[0089] When the conditions for starting the variable display of the first special symbol (hereinafter referred to as the "start condition of the first special symbol") are met, the variable display of the first special symbol is started, in which all or some of the eight LEDs 163a to 163h that make up the first special symbol display unit 163 alternately or mutually turn on and off. When a predetermined time has passed since the start of the variable display of the first special symbol, the variable display of the first special symbol stops, and the result of the win determination process for the first special symbol is derived.
[0090] If the result of the hit determination process for the first special symbol is a jackpot, a combination of on / off of the eight LEDs 163a to 163h that make up the first special symbol display section 163 will be a specific stop display mode. Then, when the first special symbol display section 163 is displayed in a specific stop display mode, a transition to a jackpot gaming state is determined.
[0091] When the conditions for starting the variable display of the second special symbol (hereinafter referred to as the "start condition of the second special symbol") are met, the variable display of the second special symbol is started in which all or some of the eight LEDs 164a to 164h that make up the second special symbol display unit 164 alternately or mutually turn on and off. When a predetermined time has passed since the start of the variable display of the second special symbol, the variable display of the second special symbol stops, and the result of the win determination process for the second special symbol is derived.
[0092] If the result of the hit determination process for the second special symbol is a jackpot, a combination of on / off of the eight LEDs 164a to 164h that make up the second special symbol display section 164 will be a specific stop display mode. Then, when the second special symbol display section 164 is displayed in a specific stop display mode, a transition to a jackpot gaming state is determined.
[0093] (Special design reserved display section) The special symbol reserved display unit displays the number of reserved special symbol variable displays (hereinafter referred to as the "number of reserved special symbols") when the start information of the special symbol, i.e., the variable display, is reserved, and is provided with a first special symbol reserved display unit 165 and a second special symbol reserved display unit 166.
[0094] The first special symbol reserved display unit 165 displays the number of reserved first special symbols when the variable display of the first special symbol is reserved, and is equipped with first special symbol reserved display LEDs 165a and 165b. "The variable display of the first special symbol is reserved" refers to the state from when the entry (passage) of the gaming ball into the first start hole 120 is detected and the start information of the first special symbol is extracted, until the start condition of the first special symbol is established.
[0095] The first special symbol reserve display unit 165 displays the number of reserved first special symbols that are variable displayed by combining the lighting and extinguishing of the first special symbol reserve display LEDs 165a and 165b. For example, if the number of reserved first special symbols is one, the first special symbol reserve display LED 165a lights up and the first special symbol reserve display LED 165b turns off. Also, if the number of reserved first special symbols is two, both the first special symbol reserve display LEDs 165a and 165b light up. Also, if the number of reserved first special symbols is three, the first special symbol reserve display LED 165a flashes and the first special symbol reserve display LED 165b lights up. Furthermore, if the number of reserved first special symbols is four, both the first special symbol reserve display LEDs 165a and 165b flash. However, the display mode of the first special symbol reserved display LEDs 165a and 165b that indicate the reserved number of first special symbols is not limited to this.
[0096] The second special symbol reserved display unit 166 displays the number of reserved second special symbols when the variable display of the second special symbol is reserved, and is equipped with second special symbol reserved display LEDs 166a, 166b. "The variable display of the second special symbol is reserved" refers to the state from when the entry (passage) of the gaming ball into the second start hole 140 is detected and the start information of the second special symbol is extracted, until the start condition of the second special symbol is established.
[0097] The second special symbol reserve display unit 166 displays the variable reserve number of the second special symbol by a combination of lighting and extinguishing of the second special symbol reserve display LEDs 166a and 166b. For example, if the reserve number of the second special symbol is one, the second special symbol reserve display LED 166a lights up and the second special symbol reserve display LED 166b turns off. Also, if the reserve number of the second special symbol is two, both the second special symbol reserve display LEDs 166a and 166b light up. Also, if the reserve number of the second special symbol is three, the second special symbol reserve display LED 166a flashes and the second special symbol reserve display LED 166b lights up. Furthermore, if the reserve number of the second special symbol is four, both the second special symbol reserve display LEDs 166a and 166b flash. However, the display mode of the second special symbol reserve display LEDs 166a and 166b that indicate the number of reserved second special symbols is not limited to this.
[0098] (Display unit for probability change notification) The probability change notification display unit 167 can be turned on while the probability change control described below is being executed, and is composed of, for example, an LED or a lamp.
[0099] The probability variable notification display unit 167 may be configured to light up while probability variable control is being executed, but it may also be configured not to light up so that it is not possible to tell from the outside that probability variable control is being executed, thereby concealing the fact that probability variable control is being executed.
[0100] However, when the power is cut off while the probability variable control is being executed, the data indicating that the probability variable control is being executed is not lost due to the function of the backup capacitor 207, which will be described later. Therefore, when the power is cut off while the probability variable control is being executed and then the power is turned on, the probability variable notification display unit 167 lights up in a manner that allows the user to know from the outside that the probability variable control is being executed.
[0101] Furthermore, even if whether or not the probability variable control is being executed is kept secret before the power is cut off, when the power is turned on, the probability variable notification display unit 167 is turned on so that it is possible to know that the probability variable control is being executed.
[0102] (Display unit for shortened working hours notification) The time-saving notification display unit 168 can be turned on while the time-saving control described below is being executed, and is configured with, for example, an LED or a lamp.
[0103] In this embodiment, the time-shortening notification display unit 168 has, for example, the first time-shortening notification display unit 168a and the second time-shortening notification display unit 168b, but the number of time-shortening notification display units 168 is not limited to this.
[0104] As will be described in detail later, the time-shortening game state includes a time-shortening game state A, a time-shortening game state B, and a time-shortening game state C. For example, the time-shortening game state can be determined by the combination of lighting or extinguishing of the first time-shortening notification display unit 168a and the second time-shortening notification display unit 168b.
[0105] The time-saving notification display unit 168 may light up the first time-saving notification display unit 168a and / or the second time-saving notification display unit 168b in accordance with the time-saving control being executed, but may also conceal the fact that time-saving control is being executed or the type of time-saving control being executed by turning them on or off in a manner that makes it impossible to tell from the outside whether or not time-saving control is being executed or the type of time-saving control being executed (for example, all lights off, all lights on, or a manner unrelated to the time-saving control being executed). In particular, while it may be possible to tell from the outside whether time-saving control is being executed or the type of time-saving control being executed, it may be difficult to tell from the outside which time-saving control is being executed. Therefore, it is possible to increase interest by concealing the type of time-saving control being executed.
[0106] However, when the power is cut off while time-saving control is being executed, not only the data indicating that time-saving control is being executed but also the data indicating the type of time-saving control being executed are not lost due to the function of the backup capacitor 207, which will be described later. Therefore, when the power is cut off while time-saving control is being executed and then power is turned on again, the time-saving notification display unit 168 turns on or off in a manner that allows the user to know from its appearance that time-saving control is being executed and the type of time-saving control being executed.
[0107] Furthermore, even if the fact that time-saving control is being executed and the type of time-saving control being executed are concealed so that they cannot be seen from the outside before the power is cut off, when the power is turned on, the time-saving notification display unit 168 is configured to light up and / or turn off in a manner that makes it possible to see from the outside that time-saving control is being executed and the type of time-saving control being executed.
[0108] [1-2. Electrical configuration] Next, the control circuit of the first pachinko gaming machine will be described with reference to Fig. 6. Fig. 6 is an example of a block diagram showing the control circuit of the first pachinko gaming machine.
[0109] As shown in Figure 6, the first pachinko game machine is mainly composed of a main control circuit 200 that controls the game, a sub-control circuit 300 that controls the presentation according to the progress of the game, a payout / launch control circuit 400, and a power supply circuit 450.
[0110] [1-2-1. Main control circuit] The main control circuit 200 controls, for example, processes executed when the power is turned on and processes related to game operations, and is equipped with a main CPU 201, a main ROM 202 (read-only memory), a main RAM 203 (read / write memory), an initial reset circuit 204, and a backup capacitor 207, and is housed in a main board case (not shown).
[0111] The main CPU 201 is connected to a main ROM 202, a main RAM 203, an initial reset circuit 204, etc. The main CPU 201 has built-in functions such as a WDT (watchdog timer) that monitors operations and a function for preventing fraud.
[0112] The main ROM 202 stores programs for controlling the operation of the first pachinko gaming machine by the main CPU 201, various tables, etc. The main CPU 201 has the function of executing various processes in accordance with the programs stored in the main ROM 202.
[0113] The main RAM 203 is provided with a storage area for storing various data necessary for the progress of the game. This main RAM 203 has the function of storing various flags and variable values as a temporary storage area for the main CPU 201. Note that, although RAM is used as the temporary storage area for the main CPU 201 in this embodiment, this is not limiting and any readable / writable storage medium may be used.
[0114] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary.
[0115] The backup capacitor 207 has a function of temporarily supplying power to the main RAM 203 so that data stored in the main RAM 203 is not lost in the event of a power outage or the like.
[0116] Furthermore, the main control circuit 200 also includes an I / O port 205 that is communicably connected to various devices, and a command output port 206 that is connected to the sub-control circuit 300 so that various commands can be output.
[0117] Various devices are also connected to the main control circuit 200. For example, the above-mentioned normal symbol display unit 161, normal symbol reserve display unit 162, first special symbol display unit 163, second special symbol display unit 164, first special symbol reserve display unit 165, second special symbol reserve display unit 166, probability change notification display unit 167, time-saving notification display unit 168, normal power solenoid 148, and special power solenoid 135 are connected to the main control circuit 200. In addition to these, a performance display monitor 170 and an error notification monitor 172 are also connected to the main control circuit 200. The main control circuit 200 can control the operation of these devices by sending signals via the I / O port 205.
[0118] The performance display monitor 170 displays performance display data and setting values, which will be described later, under the control of the main CPU 201. The performance display data is data that indicates, for example, the ratio of game balls paid out in a game state other than a jackpot game state to a predetermined number (e.g., 60,000) of game balls shot, and is also called a base value.
[0119] An error code is displayed on the error notification monitor 172. In addition to the error code, for example, in the case of a pachinko gaming machine with a setting function described later, the error notification monitor 172 can also display a setting change code indicating that a setting change process is in progress, a setting confirmation code indicating that a setting confirmation process is in progress, etc. Note that the setting change code may be configured to display a symbol that is not normally displayed as a special symbol (for example, a setting change symbol indicating that a setting change is in progress).
[0120] The main control circuit 200 is also connected to the first start port switch 121, the second start port switch 141, the pass gate switch 127, the count switch 132, and the general winning port switch 123. When these switches are detected, a detection signal is output to the main control circuit 200 via the I / O port 205.
[0121] Furthermore, the main control circuit 200 is connected to a calling device (not shown) having functions such as calling a hall attendant and displaying the number of jackpots, an external terminal board 184 used when transmitting data to a hall computer 186 that manages the pachinko gaming machines in the entire hall, a setting key 174 that is operated when changing or checking setting values in the case of a pachinko gaming machine with a setting function described later, a backup clear switch 176 that can clear backup data stored in the main RAM 203 in response to an operation by the gaming parlor manager, etc. In this embodiment, the backup clear switch 176 also serves as a switch for changing setting values described later, but is not limited to this, and a setting switch for changing setting values may also be provided.
[0122] Furthermore, it is preferable that the setting key 174 and the backup clear switch 176 are housed in a predetermined case so that they cannot be easily touched by third parties (for example, players) other than the manager of the gaming facility. "Inside a predetermined case" includes not only a case configured so that the setting key 174 and the backup clear switch 176 cannot be touched unless the case is opened, but also a case configured so that notches are provided only at the locations corresponding to the setting key 174 and the backup clear switch 176, and so that the manager of the gaming facility can touch the setting key 174 and / or the backup clear switch 176 when the pachinko gaming machine is rotated from the island equipment using a key managed by the manager of the gaming facility to expose the backside.
[0123] In this embodiment, the setting key 174 and the backup clear switch 176 are connected to the main control circuit 200, but this is not limiting and they may be configured to be connected to, for example, the payout / launch control circuit 400 or the power supply circuit 450. In this case as well, it is preferable to prevent third parties other than the arcade manager from easily touching the setting key 174 or the backup clear switch 176.
[0124] [1-2-2. Sub-control circuit] The sub-control circuit 300 comprises a sub-CPU 301, a program ROM 302, a work RAM 303, a display control circuit 304, a sound control circuit 305, an LED control circuit 306, a bonus device control circuit 307, and a command input port 308. The sub-control circuit 300 executes effects according to the progress of the game in response to commands from the main control circuit 200. Although not shown in Fig. 6, the sub-control circuit 300 is also connected to effect buttons 54 (see Fig. 1) that can be operated by the player.
[0125] The program ROM 302 stores programs for controlling the game presentation of the first pachinko gaming machine by the sub-CPU 301, various tables, etc. The sub-CPU 301 has the function of executing various processes in accordance with the programs stored in the program ROM 302. In particular, the sub-CPU 301 controls the game presentation in accordance with various commands transmitted from the main control circuit 200.
[0126] The work RAM 303 has a function of storing various flags and variable values as a temporary storage area for the sub CPU 301.
[0127] The display control circuit 304 is a circuit for controlling display in the display device 7. The display control circuit 304 includes an image data processor (hereinafter referred to as VDP), an image data ROM in which data for generating various types of image data is stored, a frame buffer for temporarily storing image data, a D / A converter for converting image data into image signals, and the like.
[0128] The display control circuit 304 temporarily stores image data to be displayed on the display device 7 in a frame buffer in response to an image display command from the sub-CPU 301. The image data to be displayed on the display device 7 includes various image data related to the game, such as decorative symbol image data showing decorative symbols, background image data, and image data for effects.
[0129] Then, the display control circuit 304 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies the converted image signal to the display device 7 at a predetermined timing. When the image signal is supplied to the display device 7, an image related to the image signal is displayed on the display device 7. In this way, the display control circuit 304 can control the display device 7 to display an image related to the game.
[0130] The audio control circuit 305 is a circuit for controlling the audio generated from the speaker 32. The audio control circuit 305 includes a sound source IC for controlling the audio, an audio data ROM for storing various types of audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.
[0131] The sound source IC controls the sound output from the speaker 32. In response to a sound generation command from the sub-CPU 301, the sound source IC selects one piece of sound data from multiple pieces of sound data stored in the sound data ROM. The sound source IC also reads the selected sound data from the sound data ROM, converts the sound data into a predetermined sound signal, and supplies the converted sound signal to the AMP. The AMP amplifies signals such as sound and sound effects output from the speaker 32.
[0132] The LED control circuit 306 is a circuit for controlling the LED group 46, which includes decorative LEDs, etc. The LED control circuit 306 includes a drive circuit for supplying LED control signals, a decoration data ROM in which multiple types of LED decoration patterns are stored, etc.
[0133] The role control circuit 307 is a circuit for controlling the operation of each role (for example, one or more roles among the group of performance role objects 58). The role control circuit 307 includes a drive circuit for supplying a drive signal to each role object, a lighting circuit for supplying a lighting control signal, a role object data ROM in which operation patterns and lighting patterns are stored, and the like.
[0134] In addition, the reel control circuit 307 selects one operation pattern from multiple operation patterns stored in the reel data ROM in response to a reel operation command from the sub-CPU 301. The selected operation pattern is then read from the reel data ROM, and a drive signal corresponding to the read operation pattern is supplied to control the mechanical operation of each reel. The lighting circuit selects one lighting pattern from multiple lighting patterns stored in the reel data ROM in response to a lighting command from the sub-CPU 301. The selected lighting pattern is then read from the reel data ROM, and a lighting control signal corresponding to the read lighting pattern is supplied to control the lighting operation of each reel.
[0135] The command input port 308 is connected to the command output port 206 and receives various commands sent from the main control circuit 200 .
[0136] [1-2-3. Dispensing and firing control circuit] The payout / launch control circuit 400 controls the payout of prize balls and loan balls, and is connected to a payout device 82 capable of paying out game balls, a launch device 6 capable of launching game balls, a card unit 180 capable of executing control related to ball lending, and the like.
[0137] When the payout / launch control circuit 400 receives a prize ball control command transmitted from the main control circuit 200, it transmits a predetermined signal to the payout device 82, and controls the payout device 82 to pay out game balls.
[0138] A ball lending operation panel 182 is connected to the card unit 180. The ball lending operation panel 182 is provided with a ball lending button for receiving a ball lending, and a loan / return button for receiving the return of a ball lending card on which cache data is stored (neither is shown). For example, when a player performs a ball lending operation, a loan ball control signal corresponding to the ball lending operation is transmitted to the card unit 180. The payout / launch control circuit 400 controls the payout device 82 to pay out game balls based on the loan ball control signal transmitted from the card unit 180. The operation panel 182 is often provided on the pachinko gaming machine side, but it may also be provided on the card unit 180 side.
[0139] In addition, when the launch handle 62 is rotated clockwise, the payout / launch control circuit 400 supplies power to a launch solenoid (not shown) according to the rotation angle (amount of rotation), thereby controlling the launch of the game ball.
[0140] [1-2-4. Power supply circuit] The power supply circuit 450 is a power supply circuit created to supply the power supply voltage required for playing games to the main control circuit 200, the sub control circuit 300, the payout / launch control circuit 400, and the like.
[0141] A power switch 95 and the like are connected to the power supply circuit 450. The power switch 95 is turned on when supplying the necessary power to the pachinko gaming machine (more specifically, the main control circuit 200, the sub-control circuit 300, the payout / launch control circuit 400, etc.).
[0142] [1-3. Game flow] Next, an example of a game flow will be described with reference to Figures 7 and 8. Figure 7 is an example of a game flow. Figure 8 is an example of a game state transition diagram showing the transition of game states. Note that the game flow shown in Figure 7 is not a control flow, but a flow that can be understood from its appearance.
[0143] As shown in FIG. 7 , in a pachinko game, a game ball is launched by a user operation such as a player, and when the game ball enters one of various winning slots (e.g., first starting slot 120, etc.), a payout control process for the game ball is performed. Pachinko games include a "special symbol game" using special symbols and a "normal symbol game" using normal symbols. The special symbol game is, for example, a game in which a win determination process for a special symbol is performed based on the entry of a game ball into starting slots 120 and 140, and a determination is made as to whether or not to transition to a jackpot game state. The normal symbol game is, for example, a game in which a win determination process for a normal symbol is performed based on the passage of a game ball through passage gate 126, and a determination is made as to whether or not to open a winning slot (in this embodiment, second starting slot 140) by operating a normal electric device 146. In this specification, "special symbol games" are sometimes referred to as "games," but "games" is a term used in a broad sense, and for example, normal symbol games and games with special effects that use operating units such as the effect button 54 (see, for example, Figure 1) are also included in "games."
[0144] Furthermore, in this specification, one special symbol game is defined as the period from when the variable display of the special symbol begins until this variable display ends and the result of the special symbol hit determination process is definitively displayed (derived) (more specifically, until the special symbol determination time has elapsed). However, if the result of the special symbol hit determination process is derived and the game is controlled to a jackpot gaming state, one special symbol game is defined as the period until the end of the jackpot gaming state. Note that in the first pachinko gaming machine, small hits are not included in the result of the special symbol hit determination process, but in the pachinko gaming machine in which small hits are included in the result of the special symbol hit determination process, one special symbol game is defined as the period until the end of the small hit gaming state when the game is controlled to a small hit gaming state after the result of the special symbol hit determination process is derived.
[0145] When a stop display mode indicating a jackpot in the special symbol game is derived to the first special symbol display unit 163 or the second special symbol display unit 164, the game is controlled to a jackpot game state. In the jackpot game state, a round game is executed in which the special electric device 133 is operated to keep the jackpot winning hole 131 in an open state for a predetermined time (for example, a maximum of 30,000 msec), and the possibility of winning in the jackpot winning hole 131 is relatively increased.
[0146] In addition, when a stop display mode indicating a normal pattern win is output to the normal pattern display unit 161 in a normal pattern game, the normal electric device 146 is activated to open the winning hole (for example, the second starting hole 140 in this embodiment), and the possibility of winning in the second starting hole 140, for example, is relatively increased.
[0147] It should be noted that games that can be executed in a pachinko game are not limited to special symbol games and normal symbol games, and new games other than these may also be executable.
[0148] Below, an outline of the game flow of the special symbol game and the normal symbol game will be explained.
[0149] [1-3-1. Special Design Game] As shown in Figure 7, the special pattern game mainly includes a special pattern start winning process that is performed when there is a win (passage) through the first start port 120 or the second start port 140, and a special pattern control process that is performed based on the establishment of the special pattern start condition.
[0150] When a gaming ball enters the first start hole 120 or the second start hole 140, a special symbol start winning process is performed. In this special symbol start winning process, various data related to the special symbol (for example, various random number values such as a random number value for determining a jackpot, a random number value for a symbol, a random number value for determining a reach, and a random number value for selecting a performance) are extracted (acquired) from various counters for special symbols (for example, a counter for determining a jackpot, a counter for determining a symbol, etc.). Each extracted random number value is reserved as start information. This special symbol start winning process is performed even when the special symbol control process is being executed.
[0151] In addition, in the special symbol control process, it is determined whether or not the start condition for the special symbol is established. When the start condition for the special symbol is established, a special symbol hit determination process is performed to determine whether or not a "jackpot" has occurred, with reference to a random number value for jackpot determination extracted from a counter for determining a jackpot for the special symbol. Thereafter, a stop symbol determination process is performed to determine the stop symbol. In the stop symbol determination process, the special symbol to be stopped and displayed is determined with reference to the random number value for pattern determination extracted from the counter for determining the special symbol and the result of the special symbol hit determination process.
[0152] In this embodiment, if the probability variable flag is on, the probability variable control is executed. In the hit determination process for the special symbol, if the probability variable flag is off, it is determined to be a "jackpot" with a relatively low probability, and if the probability variable flag is on, it is determined to be a "jackpot" with a relatively high probability. Hereinafter, in this specification, the probability of being determined to be a "jackpot" is referred to as the "jackpot probability."
[0153] The probability variable flag is one of the management flags stored in the main RAM 203, and is a flag for managing whether or not probability variable control is executed. When the probability variable flag is on, the game proceeds in a game state in which probability variable control is executed (for example, in this embodiment, a high probability time-shortened game state). On the other hand, when the probability variable flag is off, the game proceeds in a game state in which probability variable control is not executed (for example, a normal game state or a low probability time-shortened game state).
[0154] Next, a process for determining the variation pattern of the special symbol is carried out. In this process, a random number is extracted from the variation pattern determination counter, and the variation pattern (variable display pattern) of the special symbol is determined by referring to the random number, the result of the above-mentioned special symbol winning judgment process, and the special symbol to be stopped and displayed. Then, a process for controlling the variable display of the special symbol is carried out based on the result of the special symbol variation pattern determination process.
[0155] Once the variation pattern of the special symbol is determined, a presentation pattern determination process is performed to determine a presentation pattern. Then, based on the result of the presentation pattern determination process, presentation control processes are performed to control display presentations such as decorative symbols and character presentations displayed in the display area of the display device 7, and sound presentations such as voices and sound effects output from the speaker 32. The presentation control process is performed by the sub-CPU 301.
[0156] Then, when the special symbol variable display control process and the presentation control process are completed and a jackpot is confirmed, a jackpot game control process is carried out. The jackpot game control process is a process executed in the jackpot game state. When the jackpot game state ends, the special symbol game ends, and a game state transition control process to a non-jackpot game state is carried out. In this case, the game state transitions depending on the type of jackpot. For example, if the jackpot type is one in which both the probability variable flag and the time-saving flag are set to on, the game transitions to a high-probability time-saving game state after the jackpot game state ends.
[0157] On the other hand, if it is not a jackpot, that is, if it is a miss, the special symbol game ends. In the first pachinko gaming machine, the result of the special symbol hit determination process does not include a small hit, but in the pachinko gaming machine where the result of the special symbol hit determination process includes a small hit, when a small hit is won, a small hit game control process is performed. In addition, if it is not a jackpot but a time-saving hit as described below, the game will transition to a time-saving game state.
[0158] Then, every time the start condition for the special symbol is established, the various processes of the special symbol control process described above are repeated.
[0159] It should be noted that, if a gaming ball enters the start hole 120, 140 during the special symbol control process, the special symbol start winning process is executed. Also, the start information of the special symbol extracted when the gaming ball enters the start hole 120, 140 (for example, various data such as random numbers for determining a jackpot, a pattern random number for the special symbol, a random number for determining reach, and a random number for selecting a performance) is reserved until the start condition of the special symbol is established.
[0160] In addition, in the first pachinko gaming machine, it is possible to reserve up to a maximum of eight pieces of start information for special symbols, consisting of four pieces of start information for the first special symbol and four pieces of start information for the second special symbol, but the number of start information for special symbols that can be reserved is not limited to this. For example, it may be possible to reserve more start information for the first special symbol than start information for the second special symbol, or it may be possible to reserve more start information for the second special symbol than start information for the first special symbol.
[0161] 7, a look-ahead determination (see, for example, S396 in FIG. 52 described later) may be performed to determine whether or not a special symbol has won (whether or not a "jackpot" has been won) and the variation pattern prior to the hit determination process for the special symbol based on the start information extracted when the gaming ball enters (passes) the start openings 120, 140 between the time when the special symbol has started winning and the time when the start condition for the special symbol is established, and a look-ahead performance function may be provided to perform a predetermined performance based on the result of this look-ahead determination. Note that the look-ahead determination may be performed before or after the start information extracted when the gaming ball enters (passes) the start openings 120, 140 is reserved.
[0162] [1-3-2. Normal symbol game] As shown in Figure 7, the normal symbol game mainly includes a normal symbol start-up passing process that is performed when a game ball passes through the passing gate 126, and a normal symbol control process that is performed based on the normal symbol start-up condition being met.
[0163] A normal symbol start passing process is executed when a gaming ball passes through the passing gate 126. In this normal symbol start passing process, start information of the normal symbol (for example, a random number value for determining whether a normal symbol is a hit, etc.) is extracted (obtained) from a winning determination counter for the normal symbol, and the extracted start information is reserved.
[0164] In addition, in the normal symbol control process, the main CPU 201 determines whether the start condition for the normal symbol is met. When starting the variable display of the normal symbol, the main CPU 201 refers to the normal symbol win determination random number value extracted from the normal symbol win determination counter, executes the normal symbol win determination process to determine whether or not the "normal symbol wins", and then executes the variation pattern determination process. In this process, the result of the normal symbol win determination process is referred to, and the variation pattern of the normal symbol is determined.
[0165] Next, the main CPU 201 executes a variable display control process to control the variable display of the normal symbols and a performance control process to perform a predetermined performance, referring to the result of the normal symbol winning determination process and the determined normal symbol variation pattern. Note that there are cases where the performance control process is not executed.
[0166] Then, when the normal symbol variable display control process and the presentation control process are completed, the main CPU 201 determines whether or not a normal winning symbol indicating a "normal symbol win" has been derived in the normal symbol display unit 161 (see FIGS. 5 and 6). If it is determined that a stop display mode indicating a normal win has been derived, the main CPU 201 executes a normal symbol win game control process. In this normal symbol win game control process, the normal electric device 146 (see FIG. 4) is activated, and a winning hole (for example, in this embodiment, the second starting hole 140 (see FIG. 4)) is opened so that a game ball can enter (pass through) the winning hole or can easily enter (pass through) it. On the other hand, if it is determined that a stop display mode indicating a normal win has not been derived, the main CPU 201 does not execute the normal symbol win game control process and ends the normal symbol control process.
[0167] In addition, in a gaming state where time-saving control is not executed (for example, a normal gaming state), the probability of deriving a stop display mode indicating a normal win may be set to 0. The time-saving control corresponds to control in which at least one of special symbol shortening control, which shortens the variable display time of special symbols, and electric support control, which activates the normal electric device 146 to increase the frequency with which the winning port (in this embodiment, for example, the second starting port 140 (see FIG. 4)) is opened, is performed, compared to when time-saving control is not executed. This time-saving control may be control in which both special symbol shortening control and electric support control are performed, or control in which only one of special symbol shortening control and electric support control is performed.
[0168] The electric support control is a control that improves the time-saving performance of at least one of the winning probability of a "normal symbol hit," the variable display time of the normal symbol, and the opening pattern of the normal electric device 146 (number of times to open, opening time, wait time). The time-saving performance is a performance that changes the ease with which a game ball enters a winning slot (for example, in this embodiment, the second starting slot 140 (see FIG. 4)), and refers to the winning probability of a "normal symbol hit," the variable display time of the normal symbol, and / or the opening pattern of the normal electric device 146 (number of times to open, opening time, wait time, etc.). In addition, improving the time-saving performance means, for example, making it easier for a game ball to enter a winning slot (for example, in this embodiment, the second starting slot 140 (see FIG. 4)). In other words, when the electric support control is executed, the probability of winning a "normal symbol hit" increases, the variable display time of the normal symbol is shortened, and / or winning is made easier by the normal electric device 146 (increasing the number of times it opens, extending the opening time, shortening the waiting time, etc.) compared to when the electric support control is not executed.
[0169] Then, each time the normal symbol starting condition is met, the various processes of the normal symbol control process described above are repeated.
[0170] In addition, if a gaming ball passes through the passage gate 126 during the normal symbol control process, a normal symbol start passage process is executed. In addition, the start information of the normal symbol (for example, a random number value for determining whether the normal symbol is a hit, etc.) extracted when the gaming ball passes through the passage gate 126 is reserved until the start condition of the normal symbol is established.
[0171] The variable display of the normal symbols is started in the order in which they are reserved, and when the start condition of the normal symbols is established, the variable display of the start information of the reserved normal symbols that was reserved first is executed.
[0172] The method for extracting various random numbers (for example, random number value for determining a jackpot for the first special symbol, pattern random number value for the first special symbol, random number value for determining a reach for the first special symbol, random number value for determining a jackpot for the second special symbol, pattern random number value for the second special symbol, random number value for determining a reach for the second special symbol, and random number value for determining a hit for a normal symbol, etc.) may use a soft random number method that generates random numbers within a predetermined range (width) by executing a program with the main CPU 201, or a hard random number method that extracts random numbers from a counter in a random number generator in which random numbers are updated at a predetermined cycle.
[0173] [1-3-3. Game state transition] As shown in FIG. 8, the game state can be broadly divided into a non-jackpot game state and a jackpot game state. In the non-jackpot game state, the special symbol game is executed as described above, and when a jackpot is determined as a result of the special symbol hit determination process, the game transitions from the non-jackpot game state to the jackpot game state. In the jackpot game state, the round game is executed as described above, and the variable display of the special symbol is not executed. However, the variable display of the normal symbol can be executed even in the jackpot game state. Note that the explanation of the minor jackpot game state will be omitted.
[0174] The non-jackpot game state can be broadly divided into a low probability state in which the probability of winning a jackpot in the hit determination process of the special symbol is relatively low, and a high probability game state in which the probability of winning a jackpot in the hit determination process of the special symbol is relatively high.
[0175] The high probability game state includes a high probability time-saving game state (high probability high base) in which time-saving control is executed. Note that, although not included in the high probability game state in the first pachinko game machine, a high probability non-time-saving game state (high probability low base state) in which time-saving control is not executed may also be included in the high probability game state, as shown in FIG.
[0176] The low probability state includes a normal game state (low probability low base) in which time-saving control is not executed, and a time-saving game state (low probability high base) in which time-saving control is executed.
[0177] Furthermore, the time-shortened gaming state includes an A time-shortened gaming state, a B time-shortened gaming state, and a C time-shortened gaming state.
[0178] The time-saving game state A is a time-saving game state that can be entered after the end of a specific jackpot game state, and ends when a specified number of special symbol games are played or when the game enters the jackpot game state. When the time-saving game state A ends due to the specified number of special symbol games being played, the game will generally transition to the normal game state.
[0179] The time-saving B gaming state is a time-saving gaming state to which a transition can be made when, for example, the jackpot gaming state ends and the variable display of special symbols in a non-high probability gaming state (i.e., a gaming state in which the probability variable flag is off) begins, or when the number of times the variable display of special symbols (for example, a ceiling counter) has reached a ceiling value (for example, 1,000 times), starting from the RAM being cleared as described below, and the time-saving B gaming state ends when a specified number of special symbol games have been played or when a transition is made to the jackpot gaming state. When the time-saving B gaming state ends as a result of the specified number of special symbol games being played, a transition to the normal gaming state occurs, as a general rule.
[0180] The time-saving game state C is a time-saving game state that can be entered when the result of the special symbol hit determination process performed in the low-probability state is a "time-saving hit" and the time-saving hit display mode is derived. The time-saving game state C ends when a specified number of special symbol games determined by winning the "time-saving hit" are played or when the game enters a jackpot game state. When the time-saving game state C ends due to the specified number of special symbol games being played, the game generally transitions to the normal game state. Note that, for example, if multiple time-saving game states overlap, the time-saving game state C continues rather than transitioning to the normal game state, even if the specified number of special symbol games are played.
[0181] In this specification, regardless of whether multiple time-shortened game states are executed in a overlapping manner, the fulfillment of a transition condition to a time-shortened game state in a time-shortened game state or the fulfillment of a transition condition to multiple time-shortened game states simultaneously is referred to as "overlapping" time-shortened game states. Furthermore, when multiple time-shortened game states overlap, the main CPU 201 internally activates all of the overlapping time-shortened game states, i.e., the internal parallel activation of the overlapping time-shortened game states is referred to as "overlapping execution." However, even if the main CPU 201 internally executes multiple time-shortened game states in an overlapping manner, the actual execution of time-shortened game control is limited to one of the time-shortened game states. In other words, even when multiple time-shortened game states are executed in an overlapping manner, the player perceives the game as being controlled to one of the multiple time-shortened game states.
[0182] Next, the transition of the game state will be described.
[0183] Even when the game is controlled in a normal game state, a time-saving game state (time-saving game state A, time-saving game state B, time-saving game state C), or a high-probability game state (for example, a high-probability time-saving game state), if the result of the special symbol hit determination process is a jackpot, the game will transition to a jackpot game state.
[0184] When the jackpot game state ends, depending on the game specifications, it can be switched to any of the normal game state, the time-saving game state, and the high probability game state (for example, the high probability time-saving game state). However, the time-saving game state that can be switched to when the jackpot game state ends is limited to the A time-saving game state.
[0185] When controlled to a high probability game state, the machine does not transition from the high probability game state to a time-limited game state or a normal game state, except for some pachinko gaming machines such as so-called ST machines and loop machines. Similarly, the machine does not transition from the time-limited game state or the normal game state to the high probability game state unless it goes through a jackpot game state.
[0186] When controlled in the normal game state, it is possible to transition to the time-saving game state B or the time-saving game state C, but it is not possible to transition to the time-saving game state A without passing through the jackpot game state. However, when the time-saving game state A is in the normal game state, if a specified number of special symbol games are played, the game transitions to the normal game state, so it is possible to transition from the time-saving game state A to the normal game state. Furthermore, whether controlled in the time-saving game state B or the time-saving game state C, it transitions to the normal game state when a specified number of special symbol games are played, so it is also possible to transition from the time-saving game state B or the time-saving game state C to the normal game state.
[0187] Next, the transition between time-saving gaming states will be explained.
[0188] When controlled in the time-saving game state A, the number of time-saving plays that can be performed in the time-saving game state A is set to a number less than the ceiling value, which is the condition for transitioning to the time-saving game state B, so there is no transition from the time-saving game state A to the time-saving game state B. Also, since the time-saving game state A is controlled via the jackpot game state, there is no transition from the time-saving game state B to the time-saving game state A. On the other hand, if the result of the hit determination process for the special symbol in the time-saving game state A is a "time-saving hit," the condition for transitioning to the time-saving game state C is met, so the time-saving game state A and the time-saving game state C may overlap. However, as mentioned above, since the time-saving game state A is controlled via the jackpot game state, there is no transition from the time-saving game state C to the time-saving game state A.
[0189] When the game is controlled to the time-shortened game state B, if the result of the special symbol hit determination process is a "time-shortened hit," the condition for transitioning to the time-shortened game state C is met, and the time-shortened game state B and the time-shortened game state C may overlap. Also, if the ceiling counter reaches the ceiling value in the time-shortened game state C, the time-shortened game state C and the time-shortened game state B may overlap.
[0190] When the game is controlled to the C time-shortened game state, if the result of the special symbol hit determination process is a "time-shortened hit," the condition for transitioning to the C time-shortened game state is met, and the C time-shortened game state and the C time-shortened game state may overlap.
[0191] Details regarding overlapping time-saving game states will be provided later.
[0192] [1-4. Basic specifications] Next, the basic specifications of the first pachinko gaming machine will be described with reference to FIGS.
[0193] In the first pachinko gaming machine, there are provided a normal gaming state in which neither probability variable control nor time-saving control is executed, a high-probability time-saving gaming state in which both probability variable control and time-saving control are executed, and a low-probability time-saving gaming state in which probability variable control is not executed but time-saving control is executed, and the main CPU 201 can progress the game in any of these gaming states. However, the gaming states progressed by the control of the main CPU 201 are not limited to these.
[0194] In this embodiment, left-handed hitting is the normal game mode in the normal game mode, and right-handed hitting is the normal game mode in the high-probability time-saving game mode and the low-probability time-saving game mode. The sub-CPU 301 executes control to display the hitting method that is the normal game mode, for example, in the display area of the display device 7. Note that the "normal game mode" corresponds to the game mode that is the least disadvantageous to the player (the most advantageous to the player) among multiple game modes (for example, firing modes).
[0195] [1-4-1. Jackpot probability for each setting] Fig. 9 is an example of a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. As shown in Fig. 9, in the first pachinko gaming machine, it is possible to set one of a plurality of setting values, for example, setting 1 to setting 6, using the setting key 174 or the backup clear switch 176 (see Fig. 6 for both). In the case of such a pachinko gaming machine with a setting function, the jackpot probability differs depending on the setting value, and the main CPU 201 executes a win determination process for a special symbol based on the set setting value.
[0196] Specifically, the probability of winning in a game state where the probability variable flag is off and the probability variable control is not executed (for example, in this embodiment, the normal game state and the low-probability time-saving game state) is approximately 1 in 319 for setting 1, approximately 1 in 314 for setting 2, approximately 1 in 309 for setting 3, approximately 1 in 304 for setting 4, approximately 1 in 299 for setting 5, and approximately 1 in 294 for setting 6, regardless of whether the first special symbol hit determination process or the second special symbol hit determination process is executed. Also, the probability of winning in a game state where the probability variable flag is on and the probability variable control is executed (for example, in this embodiment, the high-probability time-saving game state) is approximately 1 in 77 for setting 1, approximately 1 in 76 for setting 2, approximately 1 in 75 for setting 3, approximately 1 in 74 for setting 4, approximately 1 in 73 for setting 5, and approximately 1 in 72 for setting 6.
[0197] Unlike the jackpot probability, the time-saving hit probability is the same for all settings. For example, when the hit determination process for the first special symbol is executed, the time-saving hit probability is 1 in 160, and when the hit determination process for the second special symbol is executed, the time-saving hit probability is 1 in 240. The time-saving hit probability may be different when the hit determination process for the first special symbol is executed and when the hit determination process for the second special symbol is executed, or may be the same.
[0198] However, even if the probability of winning the time-saving mode is the same for all setting values, the time-saving continuation rate (for example, the number of time-saving modes set) may be varied depending on the setting value. For example, if the result of the special symbol winning determination process is a "time-saving mode win," for example, the number of time-saving modes may be set to 50 for setting 1, and 100 for setting 6.
[0199] In the first pachinko gaming machine, small wins are not included in the lottery, but they may be included in the lottery. When small wins are included in the lottery, the small win probability may be set to a common probability for all setting values. Furthermore, when small wins are included in the lottery, a small win may be won only when a win determination process for one of the first special pattern and the second special pattern (for example, the second special pattern) has been performed. In this case, the win determination process for the other special pattern (for example, the first special pattern) may not determine whether or not a small win has been won, or may determine whether or not a small win has been won with the small win probability set to 0.
[0200] As mentioned above, the above-mentioned time-saving hit probability and the small hit probability when small hits are included in the lottery are common probabilities for all setting values, but this is not limited to this and the probabilities may differ depending on the setting value.
[0201] In addition, in this embodiment, the jackpot probability is different for each setting value, but this is not limited to this, and the jackpot probability may be the same for multiple setting values, such as a common jackpot probability for setting 1 and setting 2, a common jackpot probability for setting 3 and setting 4, and a common jackpot probability for setting 5 and setting 6.
[0202] In addition, in this embodiment, the probability of winning a jackpot varies depending on the setting value, but if the degree of advantage to the player varies depending on the setting value, the target that varies depending on the setting value is not necessarily limited to the probability of winning a jackpot. For example, in a pachinko gaming machine that is controlled to enter a jackpot gaming state when a gaming ball enters a specific winning slot, the probability of winning a jackpot in the specific winning slot may be varied depending on the setting value. Note that it is not essential that the pachinko gaming machine be a pachinko gaming machine with a setting function.
[0203] [1-4-2. Special symbol winning judgment table] 10 is an example of a special symbol winning determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The special symbol winning determination table shown in FIG. 10 is an example of the case of setting 1 shown in FIG.
[0204] The special symbol winning determination table is a table referenced in the winning determination process for the special symbol, that is, a table referenced when determining by lottery whether a "time-saving win", "jackpot", or "loss" is to be obtained based on the random number value for jackpot determination extracted when a gaming ball enters the start opening 120, 140. In this embodiment, the objects to be determined by lottery are "time-saving win", "jackpot", and "loss", and other objects to be determined by lottery (for example, small win) are not included, but when a gaming ball enters the first start opening 120 or / and the second start opening 140, other objects to be determined by lottery may be obtained.
[0205] As described above, the random number value for determining a jackpot is a random number value used in the process of determining whether a special symbol is selected. In this embodiment, the random number value for determining a jackpot is selected from 0 to 65535 (65536 types). However, the range of the generated random number value is not limited to the above.
[0206] In this embodiment, the main CPU 201 determines "time-saving hit," "jackpot," or "miss" based on the extracted random number value for jackpot determination in the hit determination process for the first special symbol. The hit determination table for the first special symbol specifies, for each value (0 or 1) of the probability variable flag, the relationship between the range (width) of the random number value for jackpot determination determined as "time-saving hit" and the corresponding time-saving hit determination value data, the relationship between the range (width) of the random number value for jackpot determination determined as "jackpot" and the corresponding jackpot determination value data, and the relationship between the range (width) of the random number value for jackpot determination determined as "miss" and the corresponding miss determination value data.
[0207] In this specification, when the value of the probability change flag is "0", the probability change flag is off, and when the value of the probability change flag is "1", the probability change flag is on.
[0208] In addition, in the hit determination process for the second special symbol, the main CPU201 determines "time-saving hit," "jackpot," or "miss" based on the extracted random number value for jackpot determination, just like the hit determination process for the first special symbol. The hit determination table for the second special symbol specifies, for each value (0 or 1) of the probability variable flag, the relationship between the range (width) of the random number value for jackpot determination determined as "time-saving hit" and the corresponding time-saving hit determination value data, the relationship between the range (width) of the random number value for jackpot determination determined as "jackpot" and the corresponding jackpot determination value data, and the relationship between the range (width) of the random number value for jackpot determination determined as "miss" and the corresponding miss determination value data.
[0209] In this embodiment, for example, if the probability variable flag is off during the hit determination process for the first special symbol and the extracted random number value for jackpot determination is any one of 0 to 408, the main CPU 201 determines a "time-reduction hit" and determines the hit / loss determination value data as "time-reduction hit determination value data." Also, if the probability variable flag is off during the hit determination process for the first special symbol and the extracted random number value for jackpot determination is any one of 409 to 613, the main CPU 201 determines a "jackpot" and determines the hit / loss determination value data as "jackpot determination value data." Also, if the extracted random number value for jackpot determination is any one of 614 to 65535, the main CPU 201 determines a "loss" and determines the determination value data as "loss determination value data."
[0210] Also, for example, if the probability variable flag is on during the hit determination process for the first special symbol and the extracted random number value for jackpot determination is any one of 0 to 408, the main CPU201 determines a "time-shortened hit" and determines the determination value data as "time-shortened hit determination value data." Also, if the probability variable flag is on during the hit determination process for the first special symbol and the extracted random number value for jackpot determination is any one of 409 to 1259, the main CPU201 determines a "jackpot" and determines the determination value data as "jackpot determination value data." Also, if the extracted random number value for jackpot determination is any one of 1260 to 65535, the main CPU201 determines a "loss" and determines the determination value data as "loss determination value data."
[0211] Similarly, for example, if the probability variable flag is off during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is any one of 0 to 272, the main CPU201 determines a "time-shortened hit" and determines the determination value data as "time-shortened hit determination value data." Also, if the probability variable flag is off during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is any one of 273 to 477, the main CPU201 determines a "jackpot" and determines the determination value data as "jackpot determination value data." Furthermore, if the probability variable flag is off during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is any one of 478 to 65535, the main CPU201 determines a "loss" and determines the determination value data as "loss determination value data."
[0212] Also, for example, if the probability variable flag is on during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is any one of 0 to 272, the main CPU201 determines a "time-shortened hit" and determines the determination value data as "time-shortened hit determination value data." Also, if the probability variable flag is on during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is any one of 273 to 1123, the main CPU201 determines a "jackpot" and determines the determination value data as "jackpot determination value data." Furthermore, if the probability variable flag is on during the hit determination process for the second special symbol and the extracted random number value for jackpot determination is any one of 1124 to 65535, the main CPU201 determines a "loss" and determines the determination value data as "loss determination value data."
[0213] In this embodiment, for example, of the random numbers for determining a jackpot, which are generated in the range of 0 to 65535, a predetermined range from 0 (for example, 0 to 408 in the hit determination process for the first special symbol) is assigned to the other determination value data (for example, time-saving hit determination value data) excluding the jackpot determination value data and the miss determination value data. Also, the end of the predetermined range (for example, 614 to 65535 if the probability variable flag is off during the hit determination process for the first special symbol) is assigned to the miss determination value data. Furthermore, the jackpot determination value data and the miss determination value data are assigned adjacently. By doing this, for example, when the probability variable flag changes from off to on (or on to off), it is possible to change the jackpot probability without changing the range of other determination value data (for example, time-saving hit determination value data) by simply narrowing (or widening) the range of the miss determination value data by the same amount as the range of the jackpot determination value data.
[0214] In addition, in this embodiment, the probability of winning a "time-saving hit" when the hit determination process for the first special pattern is performed is different from the probability of winning a "time-saving hit" when the hit determination process for the second special pattern is performed, thereby adding variety to the game and preventing a decline in interest.
[0215] In particular, as shown in Figure 10, by making the probability of winning a "time-saving hit" when the hit determination process for the first special pattern is performed higher than the probability of winning a "time-saving hit" when the hit determination process for the second special pattern is performed, it is possible to prevent a decline in interest in normal gameplay, which tends to become monotonous.
[0216] However, the probability of winning a "time-saving win" when the hit determination process for the second special symbol is performed may be higher than the probability of winning a "time-saving win" when the hit determination process for the first special symbol is performed. In this case, for example, by executing the time-saving game state in overlapping when a "time-saving win" is won during the time-saving game state, if a "time-saving win" is won just before the end of the time-saving game state, the time-saving game state is essentially extended, making it possible to suppress a decline in interest.
[0217] 10, in this embodiment, whether the probability variable flag is on or off, a "time-shortened win" can be won. However, when the probability variable flag is off (normal game state, time-shortened game state), the main CPU 201 controls to the time-shortened game state if the result of the win determination process is a "time-shortened win," but when the probability variable flag is on, it does not control to the time-shortened game state even if the result of the win determination process is a "time-shortened win."
[0218] [1-4-3. Special symbol determination table] FIG. 11 is an example of a special symbol determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.
[0219] The special symbol determination table is a table referenced when selecting a "select symbol command" and a "symbol designation command" that determine the symbols to be stopped based on the symbol random number value of the special symbol extracted when the gaming ball enters the start slot 120, 140 and the aforementioned determination value data. The "select symbol command" is a command for designating a winning symbol determined according to the type of jackpot when the result of the special symbol hit determination process is a jackpot, and the "symbol designation command" is a command for designating the symbol to be displayed when the variable display of the special symbol stops. The symbol random number value of the special symbol is selected from, for example, 0 to 99 (100 types).
[0220] According to the special symbol determination table shown in FIG. 11, when time-reduction win determination value data is obtained as a result of the win determination process for the first special symbol, the main CPU201 selects, for example, the selection symbol command and the symbol designation command as follows. That is, when the symbol random number value of the first special symbol is, for example, 0 to 69, the main CPU201 selects "z0" as the selection symbol command and "zA1" as the symbol designation command. When the symbol random number value of the first special symbol is, for example, 70 to 96, the main CPU201 selects "z1" as the selection symbol command and "zA1" as the symbol designation command. When the symbol random number value of the first special symbol is, for example, 97 to 99, the main CPU201 selects "z2" as the selection symbol command and "zA2" as the symbol designation command.
[0221] Furthermore, when jackpot determination value data is obtained as a result of the hit determination process for the first special symbol, for example, the selected symbol command and the symbol designation command are selected as follows. That is, when the symbol random number value of the first special symbol is any one of 0 to 9, the main CPU201 selects "z3" as the selected symbol command and "zA3" as the symbol designation command. When the symbol random number value of the first special symbol is any one of 10 to 59, the main CPU201 selects "z4" as the selected symbol command and "zA4" as the symbol designation command. When the symbol random number value of the first special symbol is any one of 60 to 99, the main CPU201 selects "z5" as the selected symbol command and "zA4" as the symbol designation command.
[0222] In addition, when loss determination value data is obtained as a result of the winning determination process for the first special pattern, regardless of whether the pattern random number value of the first special pattern is 0 to 99, the main CPU 201 selects "z6" as the selected pattern command and "zA5" as the pattern designation command.
[0223] Furthermore, when time-reduction winning determination value data is obtained as a result of the winning determination process for the second special symbol, for example, the selected symbol command and the symbol designation command are selected as follows. That is, when the symbol random number value of the second special symbol is, for example, 0 to 96, the main CPU201 selects "z7" as the selected symbol command and "zA6" as the symbol designation command. When the symbol random number value of the second special symbol is, for example, 97 to 99, the main CPU201 selects "z8" as the selected symbol command and "zA7" as the symbol designation command.
[0224] Furthermore, when jackpot determination value data is obtained as a result of the hit determination process for the second special symbol, for example, the selected symbol command and the symbol designation command are selected as follows: That is, when the symbol random number value of the second special symbol is any one of 0 to 59, the main CPU201 selects "z9" as the selected symbol command and "zA8" as the symbol designation command. When the symbol random number value of the second special symbol is any one of 60 to 99, the main CPU201 selects "z10" as the selected symbol command and "zA9" as the symbol designation command.
[0225] In addition, when loss determination value data is obtained as a result of the winning determination process for the second special pattern, regardless of whether the pattern random number value of the second special pattern is 0 to 99, the main CPU 201 selects "z11" as the selected pattern command and "zA10" as the pattern designation command.
[0226] In this embodiment, the special symbol hit determination table (see FIG. 10) is referenced to determine the hit / loss determination value data based on the extracted random number value for jackpot determination, and then the special symbol determination table (see FIG. 11) is referenced to determine the selected symbol command and the symbol designation command based on the symbol random number value of the special symbol, but this is not limited to this. For example, the hit / loss of the special symbol, the selected symbol command, and the symbol designation command may be determined together based on the extracted random number value for jackpot determination and the symbol random number value of the special symbol.
[0227] [1-4-4. Special symbol stop mode determination table] 12(A) is an example of a special symbol stop mode determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The special symbol stop mode determination table is referenced when determining the stop mode of the special symbol to be displayed on the first special symbol display unit 163 or the second special symbol display unit 164 (see FIG. 5) when the variable display of the special symbol stops, in response to a selected symbol command.
[0228] As shown in FIG. 12(A), the stop mode of the special symbol delivered to the first special symbol display unit 163 or the second special symbol display unit 164 (see FIG. 5) is composed of a one-byte control signal composed of areas 0 to 7, for example. Each of the areas 0 to 7 of the first special symbol corresponds one-to-one to one of the eight LEDs 163a to 163h (see FIG. 5) that make up the first special symbol display unit 163. For example, area 0 of the first special symbol corresponds to 163a, area 1 of the first special symbol corresponds to 163b, area 2 of the first special symbol corresponds to 163c, area 3 of the first special symbol corresponds to 163d, area 4 of the first special symbol corresponds to 163e, area 5 of the first special symbol corresponds to 163f, area 6 of the first special symbol corresponds to 163g, and area 7 of the first special symbol corresponds to 163h.
[0229] Similarly, each of the areas 0 to 7 of the second special symbol corresponds one-to-one to one of the eight LEDs 164a to 164h (see FIG. 5) that make up the second special symbol display unit 164. For example, area 0 of the second special symbol corresponds to 164a, area 1 of the second special symbol corresponds to 164b, area 2 of the second special symbol corresponds to 164c, area 3 of the second special symbol corresponds to 164d, area 4 of the second special symbol corresponds to 164e, area 5 of the second special symbol corresponds to 164f, area 6 of the second special symbol corresponds to 164g, and area 7 of the second special symbol corresponds to 164h.
[0230] In this embodiment, when the result of the special symbol hit determination process is "time-saving hit," the display mode of the LEDs (time-saving hit display mode) led to the special symbol display units 163, 164 is determined as follows: For example, when the selected symbol command is "z0," the main CPU 201 determines that, of the eight LEDs constituting the first special symbol display unit 163, the first special symbol display unit 163 should be stopped and displayed in such a manner that the LED 163a corresponding to the first special symbol area 0 and the LED 163h corresponding to the first special symbol area 7 are turned on, and the other LEDs are turned off. When the selected symbol command is "z1", the main CPU201 determines that the first special symbol display unit 163 should be displayed in a static state by turning on LED163a corresponding to area 0 of the first special symbol, LED163b corresponding to area 1 of the first special symbol, and LED163h corresponding to area 7 of the first special symbol, out of the eight LEDs constituting the first special symbol display unit 163, and turning off the other LEDs. When the selected symbol command is "z2", the main CPU201 determines that the first special symbol display unit 163 should be displayed in a static state by turning on LED163a corresponding to area 0 of the first special symbol, LED163c corresponding to area 2 of the first special symbol, and LED163h corresponding to area 7 of the first special symbol, out of the eight LEDs constituting the first special symbol display unit 163, and turning off the other LEDs. Furthermore, when the selected symbol command is "z7", the main CPU 201 determines that the second special symbol display unit 164 should be displayed in a static state by turning on LED 164a corresponding to area 0 of the second special symbol, LED 164b corresponding to area 1 of the second special symbol, and LED 164h corresponding to area 7 of the second special symbol, among the eight LEDs constituting the second special symbol display unit 164, and turning off the other LEDs. When the selected symbol command is "z8", the main CPU 201 determines that the second special symbol display unit 164 should be displayed in a static state by turning on LED 164a corresponding to area 0 of the second special symbol, LED 164c corresponding to area 2 of the second special symbol, and LED 164h corresponding to area 7 of the second special symbol, among the eight LEDs constituting the second special symbol display unit 164, and turning off the other LEDs.
[0231] Furthermore, when the result of the special symbol hit determination process is a "jackpot," the display mode (jackpot display mode) of the LEDs led to the special symbol display units 163, 164 is determined as follows: For example, when the selected symbol command is "z3," the main CPU 201 determines that, of the eight LEDs constituting the first special symbol display unit 163, the first special symbol display unit 163 should be displayed in a static manner in which LED 163d corresponding to area 3 of the first special symbol, LED 163e corresponding to area 4 of the first special symbol, and LED 163g corresponding to area 6 of the first special symbol are turned on, and the other LEDs are turned off. When the selected symbol command is "z4", the main CPU 201 determines to display the first special symbol display unit 163 in a static manner, by turning on LED 163d corresponding to area 3 of the first special symbol, LED 163f corresponding to area 5 of the first special symbol, and LED 163g corresponding to area 6 of the first special symbol, among the eight LEDs constituting the first special symbol display unit 163, and turning off the other LEDs. When the selected symbol command is "z5", the main CPU 201 determines to display the first special symbol display unit 163 in a static manner, by turning on LED 163d corresponding to area 3 of the first special symbol, LED 163e corresponding to area 4 of the first special symbol, LED 163f corresponding to area 5 of the first special symbol, and LED 163g corresponding to area 6 of the first special symbol, among the eight LEDs constituting the first special symbol display unit 163, and turning off the other LEDs. When the selected symbol command is "z9", the main CPU201 determines to display the second special symbol display unit 164 in a static manner, by turning on LED 164d corresponding to area 3 of the second special symbol, LED 164e corresponding to area 4 of the second special symbol, and LED 164g corresponding to area 6 of the second special symbol, out of the eight LEDs constituting the second special symbol display unit 164, and turning off the other LEDs. When the selected symbol command is "z10", the main CPU201 determines to display the second special symbol display unit 164 in a static manner, by turning on LED 164d corresponding to area 3 of the second special symbol and LED 164f corresponding to area 5 of the second special symbol, out of the eight LEDs constituting the second special symbol display unit 164, and turning off the other LEDs.
[0232] Furthermore, when the result of the special symbol hit determination process is a "lose," the display mode of the LEDs (miss display mode) delivered to the special symbol display units 163, 164 is determined as follows. For example, when the selected symbol command is "z6," the main CPU 201 determines that, of the eight LEDs constituting the first special symbol display unit 163, only LED 163h corresponding to area 7 of the first special symbol is turned on, and the other LEDs are turned off, thereby causing the first special symbol display unit 163 to be displayed in a static state. When the selected symbol command is "z11," the main CPU 201 determines that, of the eight LEDs constituting the second special symbol display unit 164, only LED 164h corresponding to area 7 of the second special symbol is turned on, and the other LEDs are turned off, thereby causing the second special symbol display unit 164 to be displayed in a static state.
[0233] When the main CPU 201 determines the stopping mode of the special pattern based on the result of the special pattern hit determination process, it outputs a control signal corresponding to the determined mode to each LED that constitutes the first special pattern display unit 163 or the second special pattern display unit 164, and controls the stopping mode of the special pattern that is output to the first special pattern display unit 163 or the second special pattern display unit 164.
[0234] 12(A), for convenience, the display mode of the LEDs led to the first special symbol display unit 163 and the display mode of the LEDs led to the second special symbol display unit 164 are shown in the same table. However, it is preferable that the first special symbol display unit 163 and the second special symbol display unit 164 transmit control signals separately.
[0235] Fig. 12(B) is an example of a decorative symbol stop mode determination table stored in the program ROM of the sub-control circuit 300 provided in the first pachinko gaming machine. The decorative symbol stop mode determination table is referenced when determining the stop mode (symbol combination) of the decorative symbols derived when the variable display of the decorative symbols displayed on the display device 7 stops in response to a symbol designation command. Note that the "Notes" column shown in Fig. 12(B) is shown for convenience of easy understanding.
[0236] In the first pachinko gaming machine, only one of the first special symbol and the second special symbol can be variably displayed, so the sub-CPU 1301 controls the display device 7 to perform a display effect for the variably displayed special symbol out of the first special symbol and the second special symbol. In this case, the sub-CPU 301 preferably performs a display effect in a manner that allows the player to know whether the variably displayed special symbol is the first special symbol or the second special symbol.
[0237] In this embodiment, the decorative symbols displayed on the display device 7 are, for example, nine symbols numbered 1 to 9 on the left side, ten symbols numbered 1 to 9 and a time-saving symbol on the center side, and nine symbols numbered 1 to 9 on the right side. The time-saving symbol is a symbol that is displayed as a stop symbol when the game state transitions to a time-saving game state, for example, when the result of a special symbol lottery is a time-saving win. By displaying the center symbol as a time-saving symbol, the player can understand that they have won the time-saving win. In this embodiment, odd-numbered symbols are defined as symbols that are more advantageous to the player than even-numbered symbols, but this is not limited to this.
[0238] In the first pachinko gaming machine, the result of the special symbol lottery does not include a small win, but if the result of the special symbol lottery includes a small win, for example, the symbols constituting the middle symbol may include a small win symbol (a symbol that is stopped and displayed when the result of the special symbol lottery is a small win). In this case, if the result of the special symbol lottery is a small win, the sub-CPU301 stops and displays the middle symbol as a small win symbol, so that the player can understand that he has won a small win.
[0239] As shown in Figure 12 (B), when the pattern designation command is "zA1" or "zA6" (when the result of the special pattern lottery is "time-saving hit"), the sub-CPU 301 stops the decorative patterns, for example, by stopping the left and right patterns at even patterns and stopping the middle pattern at a time-saving pattern.
[0240] When the symbol designation command is "zA2" or "zA7" (when the result of the special symbol lottery is "time-saving hit"), the sub-CPU 301 stops the decorative symbols, for example, by stopping the left and right symbols as odd-numbered symbols and stopping the center symbol as a time-saving symbol. Note that, as can be seen by referring to FIG. 13 described below, when the symbol designation command is "zA2" or "zA7" (when the selected symbol command is "z2" or "z8"), the number of time-saving times set is greater than when the symbol designation command is "zA1" or "zA6" (when the selected symbol command is "z0", "z1", or "z7"), and the degree of advantage to the player is high.
[0241] If the pattern designation command is "zA3" or "zA8" (if the result of the special pattern lottery is "jackpot"), the sub-CPU 301 stops the decorative patterns, for example, by stopping the left pattern, right pattern, and center pattern in a matching odd-numbered pattern (double number).
[0242] When the symbol designation command is "zA4" or "zA9" (when the result of the special symbol lottery is a "jackpot"), the sub-CPU 301 stops the decorative symbols, for example, by stopping the left symbol, right symbol, and center symbol in a matching even-numbered pattern (double number). As can be seen by referring to FIG. 13 described later, the symbol designation command "zA4" may cause the probability variable flag to be set on after the jackpot game state ends (when the selected symbol command is "z4") or the probability variable flag to not be set on (when the selected symbol command is "z5"). Therefore, in this embodiment, regardless of whether the selected symbol command is "z4" or "z5," the sub-CPU 301 controls the decorative symbols to stop on a matching even-numbered symbol (double number), and in the jackpot game state, performs an upgrade effect to indicate that a jackpot has been hit (a jackpot in which the jackpot flag is set on).
[0243] Also, as can be seen by referring to Figure 13 described later, when the symbol designation command is "zA4" or "zA9", the expected value of the probability variable flag being set to ON after the end of the jackpot gaming state is smaller than when the symbol designation command is "zA3" or "zA8". In this respect, when the symbol designation command is "zA3" or "zA8", the degree of advantage to the player is higher than when the symbol designation command is "zA4" or "zA9".
[0244] If the symbol designation command is "zA5" or "zA10" (if the result of the special symbol lottery is "miss"), the sub-CPU 301 stops the decorative symbols in a scattered pattern. The scattered pattern corresponds to a stop mode in which at least one of the left, right, and center symbols is different from the other symbols, for example.
[0245] Figure 12(B) illustrates the stopping patterns of decorative patterns according to the pattern designation command (for example, if the pattern designation command is "zA1", the left pattern is "2", the middle pattern is "time reduction", and the right pattern is "4"), but the stopping patterns shown in the column for stopping patterns of decorative patterns in Figure 12(B) are merely examples and are not limited to these.
[0246] [1-4-5. Winning type determination table] 13 is an example of a win type determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The win type determination table is referenced when determining the mode of the jackpot gaming state (more specifically, for example, the number of rounds) and / or the mode of the subsequent gaming state in accordance with the selected symbol command determined in accordance with the symbol random number value of the special symbol. The mode of the subsequent gaming state indicates the mode of the gaming state after the jackpot gaming state ends. However, if the result of the special symbol hit determination process is a time-saving win, the game is controlled to the C time-saving gaming state without being controlled to the jackpot gaming state, and therefore the mode of the subsequent gaming state indicates the mode of the C time-saving gaming state.
[0247] In this embodiment, when the result of the special symbol hit determination process is a "time-saving hit," the mode of the time-saving game state C is determined as follows. For example, when the selected symbol command is "z0," the main CPU 201 determines that, of the probability variable flag and the time-saving flag, only the time-saving flag is set to on, and determines that the number of time-saving times is set to 10. When the selected symbol command is "z1" or "z7," the main CPU 201 determines that, of the probability variable flag and the time-saving flag, only the time-saving flag is set to on, and determines that the number of time-saving times is set to 50. When the selected symbol command is "z2" or "z8," the main CPU 201 determines that, of the probability variable flag and the time-saving flag, only the time-saving flag is set to on, and determines that the number of time-saving times is set to 100. If the result of the special symbol hit determination process is a "time-saving hit," the main CPU 201 derives the display mode of the time-saving hit described above to the first special symbol display unit 163 or the second special symbol display unit 164, and then sets the time-saving flag to ON and the determined number of time-saving times without controlling the game to a jackpot gaming state, thereby enabling control to the C time-saving gaming state. Note that if the result of the special symbol hit determination process is a "time-saving hit," the game is not controlled to a jackpot gaming state, and the mode of the jackpot gaming state is not determined. Note that in this embodiment, if the result of the special symbol hit determination process is a "time-saving hit," the number of time-saving times set is the same regardless of the gaming state when the special symbol hit determination process is performed. However, this is not limited to this, and the number of time-saving times set may be different depending on the gaming state when the special symbol hit determination process is performed.
[0248] In this way, in this embodiment, when the result of the special symbol hit determination process is a "time-saving hit," the number of time-saving times that is set varies depending on the selected symbol command that is determined based on the symbol random number value of the special symbol. By doing this, when the result of the special symbol hit determination process is a "time-saving hit," it is possible to provide variety to the progress of the game thereafter, and it is possible to prevent a decline in interest.
[0249] Incidentally, as described above, when the probability variable flag is on, the main CPU 201 does not control to the time-shortened gaming state even if the result of the winning determination process is a "time-shortened winning". For example, even if the probability variable flag is on (high probability gaming state), the main CPU 201 may perform a lottery for a "time-shortened winning" as shown in Fig. 10, and when the result of the winning determination process is a "time-shortened winning", may lead to the special symbol display section 163, 164 a display mode of a time-shortened winning indicating that a "time-shortened winning" has been won, but may not control to the C time-shortened gaming state and may continue the high probability gaming state.
[0250] In addition, the main CPU 201 may draw a lottery for a "time-saving hit" when the probability hit flag is on, and even if the result of the hit determination process is a "time-saving hit," it may forcibly derive a miss display mode to the special pattern display section 163, 164.
[0251] Furthermore, when the probability variable flag is on, time-saving hit determination value data is not assigned to the random number value for jackpot determination, that is, a hit determination process may be performed in which "time-saving hit" is not included in the lottery result (the result of the hit determination process for the special symbol). In this case, when the probability variable flag is off, time-saving hit determination value data is assigned to the random number value for jackpot determination, and when the probability variable flag is on, time-saving hit determination value data is not assigned. Therefore, the range of random number values that was assigned to time-saving hit determination value data when the probability variable flag is off is assigned to miss determination value data, jackpot determination value data, or both miss determination value data and jackpot determination value data, instead of time-saving hit determination value data.
[0252] In this embodiment, when the probability variable flag is on, the game is configured not to transition to the C time-shortened game state, but this is not limited to this. For example, in a pachinko game machine that can be controlled to a high-probability non-time-shortened game state in which the time-shortened flag is off even if the probability variable flag is on, if the result of the hit determination process is a "time-shortened hit," the game may be configured to transition to a high-probability time-shortened game state.
[0253] If the result of the special symbol hit determination process is a "jackpot," the mode of the winning game state and the mode of the subsequent game state are determined as follows.
[0254] For example, when the selected symbol command is "z3" or "z9," the main CPU 201 determines the number of rounds as the mode of the jackpot gaming state to be 10 rounds. Furthermore, as the mode of the subsequent gaming state, it determines to set both the probability variable flag and the time-saving flag to ON, and determines to set both the number of probability variable rounds and the number of time-saving rounds to 10,000. In these cases, the main CPU 201 controls the jackpot gaming state after deriving the display mode of the jackpot described above to the special symbol display units 163 and 164, and then controls the jackpot gaming state. After the jackpot gaming state ends, it becomes possible to control the jackpot gaming state to a high-probability time-saving gaming state.
[0255] Furthermore, when the selected symbol command is "z4," the main CPU 201 determines the number of rounds as the mode of the jackpot gaming state to be 4 rounds. Furthermore, as the mode of the subsequent gaming state, it determines to set both the probability variable flag and the time-saving flag to ON, and determines to set both the number of probability variable rounds and the number of time-saving rounds to 10,000. In this case, the main CPU 201 controls the jackpot gaming state after deriving the display mode of the jackpot described above to the first special symbol display unit 163, and after the end of this jackpot gaming state, it becomes possible to control it to a high-probability time-saving gaming state.
[0256] Furthermore, when the selected symbol command is "z5," the main CPU 201 determines the number of rounds as the mode of the jackpot gaming state to be 4 rounds. Furthermore, as the mode of the subsequent gaming state, it determines that only the time-saving flag out of the probability variable flag and the time-saving flag is set to ON. It also determines that the number of time-saving times to be set is set to, for example, 200 times. In this case, the main CPU 201 controls the jackpot gaming state after deriving the display mode of the jackpot described above to the first special symbol display unit 163, and after the jackpot gaming state ends, it can control to the time-saving gaming state. The time-saving gaming state controlled here is the time-saving gaming state A.
[0257] Furthermore, when the selected symbol command is "z10," the main CPU 201 determines the number of rounds as the mode of the jackpot gaming state to be 10 rounds. Furthermore, as the mode of the subsequent gaming state, it determines that only the time-saving flag out of the probability variable flag and the time-saving flag is set to ON. It also determines that the number of time-saving times to be set is set to, for example, 300 times. In this case, the main CPU 201 controls the jackpot gaming state after deriving the display mode of the above-mentioned jackpot to the second special symbol display unit 164, and after the jackpot gaming state ends, it can be controlled to the time-saving gaming state. The time-saving gaming state controlled here is also the A time-saving gaming state.
[0258] It is preferable that the time-saving performance in the high-probability time-saving game state is the same as the time-saving performance in the A time-saving game state, but it may be different from the time-saving performance in the A time-saving game state.
[0259] Also, for example, if the result of the special symbol hit determination process is a "miss" (for example, if the selected symbol command is "z6" or "z11"), the main CPU 201 does not set either the mode of the big hit game state or the mode of the subsequent game state. In other words, if the result of the special symbol hit determination process is a miss, the main CPU 201 does not change the game state, but continues to control the previous game state.
[0260] In addition, when the result of the special symbol hit determination process is "miss" (for example, when the selected symbol command is "z6" or "z11"), neither the mode of the jackpot game state nor the mode of the subsequent game state is set as described above, so there is essentially no need to illustrate it in the hit type determination table of Figure 13. However, in this embodiment, when the result of the special symbol hit determination process is "miss", it is illustrated in Figure 13 for convenience in order to make it clear that neither the mode of the jackpot game state nor the mode of the subsequent game state is determined.
[0261] 10, and determines the winning / losing determination value data (performs a winning / losing determination) based on the random number value for jackpot determination extracted when a gaming ball enters the first start port 120 or the second start port 140, and determines the winning / losing result ("time-saving winning", "jackpot", or "loss"). Thereafter, the main CPU 201 determines the selected symbol command based on the symbol random number value of the special symbol extracted when a gaming ball enters the first start port 120 or the second start port 140 and the winning / losing determination value data, and determines the type of display mode (type of time-saving winning or type of jackpot) to be derived to the special symbol display units 163, 164 by referring to the special symbol determination table of FIG. It should be noted that the above-mentioned winning / losing judgment and the determination of the selected pattern command are made at the start of the variable display of the special pattern, but this does not mean that it is excluded from being made between the start of the variable display of the special pattern and the final display.
[0262] Also, as shown in FIG. 13, in this embodiment, the number of time-saving times in the time-saving game state A, which is controlled after the end of the jackpot game state, is, for example, 200 times (when the selected symbol command is "z5") or 300 times (when the selected symbol command is "z10"). In contrast, the number of time-saving times in the time-saving game state C, which is controlled when the result of the special symbol hit determination process is a "time-saving hit," is, for example, 10 times (when the selected symbol command is "z0"), 50 times (when the selected symbol command is "z1" or "z7"), or 100 times (when the selected symbol command is "z2" or "z8"). In other words, the expected number of time-saving times in the time-saving game state A is higher than the expected number of time-saving times in the time-saving game state C. In this way, by making the time-saving game state A more advantageous to the player than the time-saving game state C, the positioning of a "jackpot" can be increased.
[0263] Instead of making the expected number of time-shortened play in the time-shortened play state A higher than that in the time-shortened play state C, the expected number of time-shortened play in the time-shortened play state C may be made higher than that in the time-shortened play state A, as shown in FIG. 14, for example. FIG. 14 is a modified example of the winning type determination table shown in FIG. 13. In FIG. 14, the number of time-shortened play in the time-shortened play state A is, for example, 50 times (when the selected symbol command is "z5" or "z10"). In contrast, the number of time-shortened play in the time-shortened play state C is, for example, 50 times (when the selected symbol command is "z0"), 100 times (when the selected symbol command is "z1" or "z7"), or 200 times (when the selected symbol command is "z2" or "z8"). In this way, by making the time-shortened play state C more advantageous to the player than the time-shortened play state A, the importance of a "time-shortened win" can be increased. For example, even if a long period of time passes without winning a "jackpot," if a "time-saving hit" is won, the player will be controlled to the relatively advantageous C time-saving game state, which makes it possible to prevent a decline in interest.
[0264] In this specification, as in the case of the probability change flag, when the value of the time-saving flag is "0", the time-saving flag is off, and when the value of the time-saving flag is "1", the time-saving flag is on.
[0265] The time-saving flag is one of the management flags stored in the main RAM 203, similar to the probability change flag, and is a flag for managing whether or not to execute time-saving control.
[0266] The number of time-saving times is the number of times that the special symbols can be displayed while the time-saving control is being continued. For example, if the number of time-saving times is set to "50," and the special symbols are displayed 50 times without winning a jackpot in this time-saving game state, the time-saving game state ends and the game transitions to a non-time-saving game state (for example, a normal game state).
[0267] The "10,000" number of times for the special mode and the time-saving mode shown in Figure 13, etc., is intended to allow the special mode control to be continuously executed after the end of the jackpot game state until it is determined that a jackpot has occurred (i.e., the next jackpot).
[0268] [1-4-6. Special symbol variation pattern table] FIG. 15 is an example of a special symbol variation pattern table for the first pachinko gaming machine. The "Notes" column in FIG. 15 is provided for convenience and clarity. The time-saving hit-related reaches A, B, and C shown in the "Notes" column in FIG. 15 are reach effects indicating that the result of the special symbol hit determination process may be a time-saving hit (no chance of a jackpot). Similarly, the jackpot-related reaches A, B, and C are reach effects indicating that the result of the special symbol hit determination process may be a jackpot (no chance of a time-saving hit). Furthermore, the common reaches A, B, C, D, and E are reach effects indicating that the result of the special symbol hit determination process may be either a time-saving hit or a jackpot. Note that FIG. 15 is a special symbol variation pattern table when the probability variable flag is off; the illustration of the special symbol variation pattern table when the probability variable flag is on is omitted.
[0269] The main CPU 201 determines the variation pattern of the first special symbol when it is based on the entry of a gaming ball into the first start opening 120, and determines the variation pattern of the second special symbol when it is based on the entry of a gaming ball into the second start opening 140. The variation pattern table of special symbols in Fig. 15 is a table that is referenced when executing the variation pattern determination process of special symbols in S96 in Fig. 28 described later.
[0270] As shown in Figure 15, the variation pattern of the special symbol is determined based on the type of special symbol, the result of the special symbol hit determination process (win or lose), the value of the time-saving flag (0 or 1), the random number value for reach determination, and / or the random number value for effect selection, etc., but is not limited to this and may be determined based on other values instead of or in addition to any of the above.
[0271] The random number value for reach determination is selected from, for example, 0 to 249 (250 types), and the random number value for effect selection is selected from, for example, 0 to 99 (100 types). However, the ranges of the generated random numbers are not limited to the above.
[0272] The main CPU 201 sets a look-ahead flag when the random number value for effect selection extracted based on the winning of the gaming ball into the first start opening 120 is a specific random number value. The sub-CPU 301, which receives the special symbol variation pattern command transmitted from the main CPU 201, performs a look-ahead effect when the look-ahead flag is set.
[0273] In this embodiment, the main CPU 201 sets the look-ahead flag when the time-shortening flag is off, and does not set the look-ahead flag when the time-shortening flag is on or the probability variable flag is on.
[0274] Furthermore, in this embodiment, the main CPU 201 determines whether or not to perform a look-ahead effect, but this is not limiting, and the sub-CPU 301 may also make the determination.
[0275] The main CPU 201 may set the look-ahead flag (to perform the look-ahead effect) even when the time-saving flag or the probability variable flag is on. Also, when determining the variation pattern of the second special symbol, the look-ahead flag may be set (to perform the look-ahead effect).
[0276] When the time-saving flag is on, the expected number of fluctuations per unit time of the determined special symbol fluctuation pattern is smaller than when the time-saving flag is off. In other words, the fluctuation time of the special symbol when the time-saving flag is on tends to be shorter than the fluctuation time of the special symbol when the time-saving flag is off.
[0277] The determined variation pattern information is transmitted from the main CPU 201 to the command input port 308 of the sub-CPU 301 via the command output port 206. The sub-CPU 301 controls the display effects displayed in the display area of the display device 7 and the sound effects output from the speaker 32 based on the variation pattern information transmitted from the main CPU 201.
[0278] Although not shown in FIG. 15, the variation pattern (variable display time) of the determined special symbol may be different for each set value, for example, by changing the range of the random number value for effect selection.
[0279] In addition, in this embodiment, for example, when the result of the hit determination process is a miss, the variation pattern of the special symbol is determined depending on whether the time-saving flag is on or not, regardless of the type of time-saving. However, this is not limited to this. For example, the expected number of times that the special symbol will be variably displayed per unit time may be different depending on the type of time-saving. For example, the expected number of times that the special symbol will be variably displayed per unit time may be different between time-saving game state A, time-saving game state B, and time-saving game state C.
[0280] [1-4-7. Time-saving game state] As described above, in this embodiment, the time-shortening gaming states are the time-shortening gaming state A, the time-shortening gaming state B, and the time-shortening gaming state C. These time-shortening gaming states will be described below.
[0281] The time-saving game state A is a time-saving game state that is controlled after the jackpot game state ends when the result of the special symbol hit determination process is a "jackpot" and the selected symbol command is, for example, "z5" or "z10." That is, in this embodiment, the condition for transitioning to the time-saving game state A is to win a jackpot (a jackpot with a selected symbol command of "z5" or "z10"). However, even if the transition condition to the time-saving game state A is met, transition to the time-saving game state A does not necessarily occur. If a condition that prevents transition to the time-saving game state A is met (for example, if the backup is cleared), transition to the time-saving game state A is not made.
[0282] In addition, the condition for terminating the A time-saving game state is when one of the following conditions is met: the result of the special pattern hit determination process is a "jackpot" and a jackpot game state based on the "jackpot" is initiated; or the variable display of special patterns (first special pattern and second special pattern) for the number of time-saving times determined in response to the selected pattern command (hereinafter referred to as the "A time-saving specified number of times") is executed (see the "Number of time-saving times" column in Figure 13).
[0283] The time-saving B gaming state is a time-saving gaming state that is controlled when the ceiling counter reaches a ceiling value, starting, for example, from the end of the jackpot gaming state and the start of the variable display of special symbols in a non-high-probability gaming state (for example, the normal gaming state and the low-probability time-saving gaming state in this embodiment), by updating the ceiling counter (incrementing by 1). That is, the condition for transitioning to the time-saving B gaming state is when the ceiling counter reaches the ceiling value. The transition to the time-saving B gaming state may be when the variable display of special symbols (hereinafter referred to as the "final ceiling fluctuation") begins when the ceiling counter reaches the ceiling value, or when the final ceiling fluctuation ends, or when the variable display of the special symbol following the final ceiling fluctuation begins. That is, the timing of the transition to the time-saving B gaming state may be any time between the start of the final ceiling fluctuation and the start of the variable display of the next special symbol. Furthermore, if the result of the hit determination process for the special symbol in the final ceiling variation is a "miss," the special symbol display units 163, 164 will display a miss display mode, but the game will transition to the time-shortened B game state. In this case, the sub-CPU 301 may control the display device 7 to display a display effect (for example, stopping the decorative symbol with a special symbol, performing a special effect with a character, or performing both) that indicates to the player that the condition for transition to the time-shortened B game state has been met (for example, in this embodiment, the ceiling counter has reached the ceiling value). Note that even if the condition for transition to the time-shortened B game state is met, transition to the time-shortened B game state is not necessarily made. If a condition that prevents transition to the time-shortened B game state is met (for example, if the result of the hit determination process for the special symbol in the final ceiling variation is a jackpot), transition to the time-shortened B game state will not be made.
[0284] The ceiling counter is not updated when the probability variable flag is on; when the probability variable flag is off, it is constantly counted regardless of whether the time-saving flag is on or off. When the ceiling counter reaches the ceiling value, the machine is controlled to the time-saving B game state unless the result of the special symbol hit determination process is a "big hit." In a pachinko machine whose results in the special symbol hit determination process include a small hit, if the result of the special symbol hit determination process when the ceiling counter reaches the ceiling value is a "small hit," the time-saving B game state may be initiated when the display mode of the small hit is displayed in the special symbol display unit 163, 164, or the time-saving B game state may be initiated after the small hit game state ends. In other words, if the result of the special symbol hit determination process when the ceiling counter reaches the ceiling value is a "small hit," only the display mode of the small hit is displayed in the special symbol display unit 163, 164, and no display effect is displayed to inform the player that the ceiling counter has reached the ceiling value. In the case of a pachinko machine with a setting function, the ceiling value may be set to vary depending on the setting value. Also, if the result of the special symbol hit determination process when the ceiling counter reaches the ceiling value is a "jackpot," the machine is controlled to the jackpot game state without being controlled to the B time-saving game state.
[0285] The ceiling counter is reset when a predetermined condition is met, such as when the power is turned on, when the machine is controlled to a jackpot gaming state, when the work area (volatile area) in the RAM 203 is cleared (backup clearing process), when a switch other than the backup clear switch 176 (for example, the setting key 174 or a dedicated switch) is operated, or when the high probability of winning a normal symbol ends in a gaming machine in which the probability of winning a normal symbol can be changed. If updating of the ceiling counter is permitted, the ceiling counter is updated each time a variable display of a special symbol is executed. For example, if the probability variable flag is on, updating of the ceiling counter is not permitted.
[0286] After clearing the ceiling counter, the main CPU 201 starts counting the ceiling counter from the next variable display of the special symbol. The ceiling value may be set by the main CPU 201 every time the ceiling counter is cleared, or may be predetermined as a value specific to the pachinko gaming machine instead of being set every time.
[0287] When the ceiling counter is cleared due to control to the jackpot gaming state, if the probability variable flag is not on after the jackpot gaming state ends, the main CPU 201 updates the ceiling counter (+1) at the start or end of the first variable display of the special symbol. Also, if the probability variable flag is on after the jackpot gaming state ends, the ceiling counter is not updated even if the variable display of the special symbol is performed. However, for example, in the case of an ST machine or a specification that performs a probability variable drop lottery, the ceiling counter is updated at the start or end of the first variable display of the special symbol after the probability variable flag is turned off. Note that in the case of a specification that performs a probability variable drop lottery, the probability variable flag is changed from on to off at the start of the variable display of the special symbol, so when updating the ceiling counter at the end of the variable display of the special symbol, the ceiling counter may be updated if the probability variable flag is off at the end of the variable display of the special symbol.
[0288] In a pachinko gaming machine in which the main CPU 201 performs a probability variable drop lottery, it is preferable that the sub-CPU 301, upon receiving a command from the main CPU 201, not perform any effects suggesting that the player has won the probability variable drop lottery or any effects suggesting a transition from a high probability game state to a low probability game state. This makes it difficult for the player to grasp the start of the count by the ceiling counter, i.e., the timing of the transition to the time-shortened game state B, based on the display effects, etc., displayed on the display device 7, thereby making the game more interesting. If it is difficult to grasp the timing of the transition to the time-shortened game state B, for example, the sub-CPU 301 can control the display device 7 to display a countdown effect or a false countdown effect suggesting the timing of the transition to the time-shortened game state B, thereby further enhancing the game's appeal.
[0289] In addition, when a clearing process (backup clearing process) of the working area (volatile area) in RAM 203 is performed, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special pattern after the clearing process of the working area in RAM 203.
[0290] Furthermore, when a switch other than the backup clear switch 176 (for example, the setting key 174 or a dedicated switch) is operated, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol after the operation of the other switch.
[0291] The termination condition for the B time-saving game state is when either of the following conditions is met: the result of the special symbol hit determination process is a "jackpot" and a jackpot game state based on the "jackpot" is initiated; or the variable display of special symbols (first special symbol and second special symbol) is executed a predetermined number of times (hereinafter referred to as the "B time-saving specified number of times"). One of the conditions for terminating the B time-saving game state, "the variable display of special symbols is executed a predetermined number of times," may be when the variable display of special symbols for the B time-saving specified number of times (hereinafter referred to as the "B time-saving final variation") begins, or when the B time-saving final variation ends. In other words, the timing for ending the B time-saving game state may be any time between the start of the B time-saving final variation and the end of the variable display of special symbols related to this B time-saving final variation.
[0292] The time-saving C game state is a time-saving game state that is controlled when the result of the special symbol hit determination process is a "time-saving hit." That is, the condition for transitioning to the time-saving C game state is that a time-saving hit (a selected symbol command of "z0" to "z2," "z7," or "z8") is won and the display mode of the time-saving hit is derived (determined display) on the special symbol display units 163 and 164. Note that even if the condition for transitioning to the time-saving C game state is met, transition to the time-saving C game state is not necessarily made. If a condition that prevents transition to the time-saving C game state is met (for example, if the time-saving B game state and the time-saving C game state are not executed at the same time (details will be described later) and the result of the special symbol hit determination process in the time-saving B game state is a "time-saving hit"), transition to the time-saving C game state is not made. In addition, if a condition that prevents transition to the C time-shortened game state is met even though the condition for transition to the C time-shortened game state is met, the main CPU 201 executes control to derive the display mode of the time-shortened win to the special pattern display units 163, 164, even though it does not transition to the C time-shortened game state.
[0293] The termination condition for the C time-saving game state is when either of the following conditions is met: the result of the special symbol hit determination process is a "jackpot" and a jackpot game state based on the "jackpot" is initiated; or the variable display of special symbols (first and second special symbols) for the number of time-saving times determined in response to the selected symbol command (hereinafter referred to as the "prescribed number of C time-saving times") is executed (see the "number of time-saving times" column in FIG. 13). The prescribed number of C time-saving times, which is one of the termination conditions for the C time-saving game state, may be when the variable display of the special symbol for the number of time-saving times determined in response to the selected symbol command (hereinafter referred to as the "final C time-saving variation") begins, or when the final C time-saving variation ends. In other words, the timing for ending the C time-saving game state may be any time between the start of the final C time-saving variation and the end of the variable display of the special symbol related to the final C time-saving variation.
[0294] The time-saving performance may be different among the time-saving gaming state A, the time-saving gaming state B, and the time-saving gaming state C. Alternatively, the time-saving performance of two of the time-saving gaming states A, B, and C may be the same, and the time-saving performance of these two time-saving gaming states may be different from the time-saving performance of the other time-saving gaming state. Furthermore, the time-saving performance of the time-saving gaming state A, the time-saving performance of the time-saving gaming state B, and the time-saving performance of the time-saving gaming state C may be the same.
[0295] Furthermore, the termination conditions for the time-saving game state A, the time-saving game state B, and the time-saving game state C may include, in addition to the above, for example, that the number of variable displays of the second special symbol has reached a specified number of times, that the normal electric device 146 has been opened a specified number of times, or that a specific opening mode has been selected as the opening mode of the normal electric device 146. Also, in a pachinko game machine in which the result of the special symbol hit determination process includes a small hit, the above termination conditions may include that the number of small hits has reached a specified number of times. Furthermore, the above termination conditions may include that a time-saving rollover lottery is held and the player wins the time-saving rollover lottery.
[0296] [1-4-8. Normal symbol winning judgment table] FIG. 16 is an example of a winning determination table for normal symbols stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.
[0297] The normal symbol winning judgment table is a table referenced in the normal symbol winning judgment process, i.e., when determining by lottery whether a "normal symbol winning" or a "loss" is made based on the game state and the random number value for normal symbol winning judgment extracted when the game ball passes through the passing gate 126 (see Figure 4) (i.e., when executing the normal symbol game judgment process of S295 in Figure 43 described below).
[0298] As described above, the random number value for determining whether a normal symbol is a winning symbol is a random number value used in the process of determining whether a normal symbol is a winning symbol. In this embodiment, the main CPU 201 extracts the random number value for determining whether a normal symbol is a winning symbol from 0 to 99 (100 types). However, the range of the generated random number value is not limited to the above.
[0299] In this embodiment, in the normal symbol winning judgment process, the main CPU 201 determines "normal symbol winning" or "losing" based on the extracted normal symbol winning judgment random number value. The normal symbol winning judgment table specifies, for each type of time reduction, the relationship between the range (width) of the normal symbol winning judgment random number value determined as "normal symbol winning" and the corresponding normal symbol winning judgment value data, and the relationship between the range (width) of the normal symbol winning judgment random number value determined as "losing" and the corresponding loss judgment value data.
[0300] In this embodiment, in a non-time-shortened gaming state (for example, a normal gaming state), the main CPU 201 determines that the winning judgment random number value of the extracted normal symbol is a "normal symbol winning" and determines the winning / losing judgment value data as "normal symbol winning judgment value data" when the winning judgment random number value of the extracted normal symbol is a "winning" value between 0 and 79. Also, in a non-time-shortened gaming state, the main CPU 201 determines that the winning judgment random number value of the extracted normal symbol is a "losing" value and determines the judgment value data as "losing judgment value data."
[0301] In addition, in the A time-shortened gaming state, if the random number value for hit determination of the extracted normal symbol is any one of 0 to 98, the main CPU201 determines that it is a "normal symbol hit" and determines the hit / lose determination value data as "normal symbol hit determination value data." In addition, in the A time-shortened gaming state, if the random number value for hit determination of the extracted normal symbol is 99, the main CPU201 determines that it is a "miss" and determines the determination value data as "miss determination value data."
[0302] In addition, in the B time-shortened gaming state, if the random number value for hit determination of the extracted normal symbol is any one of 0 to 79, the main CPU201 determines that it is a "normal symbol hit" and determines the hit / lose determination value data as "normal symbol hit determination value data." In addition, in the B time-shortened gaming state, if the random number value for hit determination of the extracted normal symbol is any one of 80 to 99, the main CPU201 determines that it is a "miss" and determines the determination value data as "miss determination value data."
[0303] In addition, in the C time-shortened gaming state, if the random number value for hit determination of the extracted normal symbol is any one of 0 to 79, the main CPU201 determines that it is a "normal symbol hit" and determines the hit / lose determination value data as "normal symbol hit determination value data." In addition, in the C time-shortened gaming state, if the random number value for hit determination of the extracted normal symbol is any one of 80 to 99, the main CPU201 determines that it is a "miss" and determines the determination value data as "miss determination value data."
[0304] Thus, in this embodiment, the probability of winning a normal symbol in the time-saving game state A (estimated selection rate shown in Figure 16) is the highest among the non-time-saving game state, the time-saving game state A, the time-saving game state B, and the time-saving game state C.
[0305] In addition, the winning probability for a normal symbol in the time-saving game state B (the selection rate (estimated) shown in FIG. 16) is the same as the winning probability for a normal symbol in the non-time-saving game state. Similarly, the winning probability for a normal symbol in the time-saving game state C (the selection rate (estimated) shown in FIG. 16) is the same as the winning probability for a normal symbol in the non-time-saving game state. Therefore, even if the game state shifts between the non-time-saving game state, the time-saving game state B, and the time-saving game state C, the winning probability for a normal symbol does not change.
[0306] The winning probability for a normal symbol may be the same in the non-time-saving game state, time-saving game state A, time-saving game state B, and time-saving game state C. In this case, the winning probability for a normal symbol remains unchanged, and the ratio of the types of normal symbols, which will be described later, is simply varied for each state, simplifying the control process.
[0307] [1-4-9. Normal symbol determination table] FIG. 17 is an example of the normal symbol determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.
[0308] The normal symbol determination table is a table that is referenced when selecting a "normal symbol winning symbol selection command" that determines the normal symbol stopping symbol based on the type of time reduction, the aforementioned winning / losing determination value data, and the normal symbol random number value extracted when the gaming ball passes through the passing gate 126 (see FIG. 4). The "normal symbol winning symbol selection command" is a command for specifying the normal symbol winning symbol determined according to the normal symbol winning type when the result of the normal symbol winning determination process is a normal symbol winning symbol. The normal symbol random number value is extracted from, for example, 0 to 99 (100 types).
[0309] According to the normal symbol determination table shown in Figure 17, when normal symbol winning determination value data is obtained as a result of the normal symbol winning determination process, for example, the selected symbol command when the normal symbol is winning is selected as follows.
[0310] For example, in a non-time-saving game state, when normal pattern hit determination value data is obtained as a result of the normal pattern hit determination process, the main CPU 201 selects "fz0" as the pattern selection command when the normal pattern hits, regardless of whether the pattern random number value of the normal pattern is any value between 0 and 99.
[0311] Also, in the A time-saving game state, when normal pattern hit determination value data is obtained as a result of the normal pattern hit determination process, the main CPU 201 selects "fz1" as the pattern command to be selected when the normal pattern hits if the pattern random number value of the normal pattern is any of 0 to 29, selects "fz2" as the pattern command to be selected when the normal pattern hits if the pattern random number value of the normal pattern is any of 30 to 69, and selects "fz3" as the pattern command to be selected when the normal pattern hits if the pattern random number value of the normal pattern is any of 70 to 99.
[0312] Also, in the B time-saving game state, when normal pattern hit determination value data is obtained as a result of the normal pattern hit determination process, the main CPU 201 selects "fz4" as the pattern selection command when the normal pattern hits if the pattern random number value of the normal pattern is any one of 0 to 29, selects "fz5" as the pattern selection command when the normal pattern hits if the pattern random number value of the normal pattern is any one of 30 to 69, and selects "fz6" as the pattern selection command when the normal pattern hits if the pattern random number value of the normal pattern is any one of 70 to 99.
[0313] Also, in the C time-saving game state, when normal pattern hit determination value data is obtained as a result of the normal pattern hit determination process, the main CPU 201 selects "fz7" as the pattern selection command when the normal pattern hits if the pattern random number value of the normal pattern is any one of 0 to 29, selects "fz8" as the pattern selection command when the normal pattern hits if the pattern random number value of the normal pattern is any one of 30 to 69, and selects "fz9" as the pattern selection command when the normal pattern hits if the pattern random number value of the normal pattern is any one of 70 to 99.
[0314] In this embodiment, the main CPU 201 first refers to the winning determination table for the normal symbol (see FIG. 16) to determine the winning / losing determination value data based on the extracted random number value for winning determination of the normal symbol, and then refers to the normal symbol determination table (see FIG. 17) to determine the symbol command selected when the normal symbol wins based on the symbol random number value of the normal symbol, but is not limited to this. For example, the winning / losing of the normal symbol and the symbol command selected when the normal symbol wins may be determined together based on the extracted random number value for winning determination of the normal symbol and the symbol random number value of the normal symbol.
[0315] [1-4-10. Regular pattern type determination table] 18 is an example of a normal symbol winning type determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The normal symbol winning type determination table is referenced when determining the opening pattern, which is the operating mode of the normal electric device 146 (see FIG. 4), in accordance with the normal symbol winning time selection symbol command determined in accordance with the normal symbol random number value (i.e., when executing the opening pattern setting process of the normal electric device 146, which is executed in the variable display start process of the normal symbol at S293 in FIG. 43 described later).
[0316] In this embodiment, when the result of the normal symbol winning judgment process is "normal symbol winning," the normal symbol winning type is determined as follows. For example, when the normal symbol winning selection pattern is "fz0," the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric device 146 (see FIG. 4), to be a first opening time of 1000 msec, no wait time, and no second opening. In other words, the opening pattern is determined to be one in which the normal electric device 146 is opened only once for 1000 msec.
[0317] Also, when the selected pattern command when a normal pattern is hit is "fz1", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric device 146 (see Figure 4), to be a first opening time of 2000 msec, a wait time of 200 msec, and a second opening time of 2000 msec.
[0318] Also, when the selected pattern command when a normal pattern is hit is "fz2", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric device 146 (see Figure 4), to be the first opening time of 2500 msec, the wait time of 200 msec, and the second opening time of 2500 msec.
[0319] Also, when the selected pattern command when a normal pattern is hit is "fz3", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric device 146 (see Figure 4), to be the first opening time of 3000 msec, the wait time of 200 msec, and the second opening time of 3000 msec.
[0320] In addition, when the selected pattern command when a normal pattern is hit is "fz4" or "fz7", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric device 146 (see Figure 4), to be a first opening time of 2500 msec, no wait time, and no second opening.
[0321] In addition, when the selected pattern command when a normal pattern is hit is "fz5" or "fz8", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric device 146 (see Figure 4), to be the first opening time of 2000 msec, the wait time of 600 msec, and the second opening time of 2000 msec.
[0322] In addition, when the selected pattern command when a normal pattern is hit is "fz6" or "fz9", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric device 146 (see Figure 4), to be the first opening time of 2500 msec, the wait time of 600 msec, and the second opening time of 2500 msec.
[0323] In this way, in this embodiment, when the result of the hit determination process for the normal symbol in the non-time-shortened play state is "normal symbol hit," the opening pattern of the normal electric device 146 (see Figure 4) becomes the most unfavorable pattern among the opening patterns of the normal electric device 146 in the non-time-shortened play state, time-shortened play state A, time-shortened play state B, and time-shortened play state C.
[0324] The degree of advantage of the opening pattern of the normal electric device 146 is the degree of ease with which the game ball will enter the second starting hole 140 when the normal electric device 146 is opened.
[0325] If the result of the normal symbol hit determination process in the A time-shortened play state is "normal symbol hit," the opening pattern of the normal electric device 146 (see Figure 4) will be the most advantageous pattern among the opening patterns of the normal electric device 146 in the non-time-shortened play state, the A time-shortened play state, the B time-shortened play state, and the C time-shortened play state.
[0326] In addition, the opening pattern of the normal electric device 146 (see Figure 4) when the result of the hit determination process for the normal pattern in the B time-saving play state is "normal pattern hit" has the same degree of advantage as the opening pattern of the normal electric device 146 when the result of the hit determination process for the normal pattern in the C time-saving play state is "normal pattern hit", but is not limited to this.
[0327] [1-4-11. Regular pattern variation table] FIG. 19 is an example of a normal symbol variation pattern table for the first pachinko gaming machine. The normal symbol variation pattern table is referenced when determining the normal symbol variation pattern (i.e., when executing the normal symbol variation pattern determination process executed in the normal symbol variable display start process of S293 in FIG. 43 described later). The main CPU 201 references the normal symbol variation pattern table and determines the normal symbol variation pattern based on the game state and the normal symbol effect selection random number value extracted when the gaming ball passes through the passing gate 126 (see FIG. 4). The normal symbol effect selection random number value is extracted from, for example, 0 to 99 (100 types). However, the range of the generated random number value is not limited to the above.
[0328] 19, in the non-time-shortened gaming state, the variable display time of the normal symbol is determined to be, for example, 300,000 msec, regardless of whether the random number value for selecting the normal symbol effect is any value between 0 and 99. The variable display time of the normal symbol in the non-time-shortened gaming state is the longest among the non-time-shortened gaming state, time-shortened gaming state A, time-shortened gaming state B, and time-shortened gaming state C.
[0329] Also, in the A time-saving game state, if the random number value for selecting the normal pattern effect is any one of 0 to 89, the variable display time of the normal pattern is determined to be, for example, 500 msec, and if the random number value for selecting the normal pattern effect is any one of 90 to 99, the variable display time of the normal pattern is determined to be, for example, 800 msec.
[0330] Also, in the B time-saving game state, if the random number value for selecting the normal pattern effect is any one of 0 to 39, the variable display time of the normal pattern is determined to be, for example, 500 msec, if the random number value for selecting the normal pattern effect is any one of 40 to 79, the variable display time of the normal pattern is determined to be, for example, 1000 msec, and if the random number value for selecting the normal pattern effect is any one of 80 to 99, the variable display time of the normal pattern is determined to be, for example, 1500 msec.
[0331] Also, in the C time-saving game state, if the random number value for selecting the normal pattern effect is any one of 0 to 39, the variable display time of the normal pattern is determined to be, for example, 500 msec, if the random number value for selecting the normal pattern effect is any one of 40 to 79, the variable display time of the normal pattern is determined to be, for example, 1000 msec, and if the random number value for selecting the normal pattern effect is any one of 80 to 99, the variable display time of the normal pattern is determined to be, for example, 1500 msec.
[0332] In this way, the expected value of the variable display time of the normal symbol per variable display in the time-shortened game state A is the shortest among the variable display times of the normal symbol in the non-time-shortened game state, the time-shortened game state A, the time-shortened game state B, and the time-shortened game state C. Therefore, in the time-shortened game state A, the time until the normal electric device 146 is opened is the shortest among the non-time-shortened game state, the time-shortened game state A, the time-shortened game state B, and the time-shortened game state C.
[0333] Furthermore, the expected value of the variable display time of the normal symbol in the time-shortened game state B is the same as the expected value of the variable display time of the normal symbol in the time-shortened game state C, but is not limited to this.
[0334] [1-5. Details of processing related to time-saving game state] [1-5-1. Number of time reductions set when time reduction is hit] In the above explanation, when the result of the special symbol hit determination process is a "time-saving hit," the number of time-saving times to be set is the same regardless of the game state when the special symbol hit determination process was performed. However, this is not limited to this, and the number of time-saving times to be set when the result of the special symbol hit determination process is a "time-saving hit" may be determined according to the game state when the special symbol hit determination process was performed.
[0335] Furthermore, even in a high-probability gaming state where the probability variable flag is set to ON, the result of the special symbol hit determination process may include a "time-saving hit." In this case, the main CPU derives a time-saving hit display mode on the special symbol display unit, but does not execute control to transition to the time-saving gaming state, and continues to control the high-probability gaming state. Meanwhile, there are known gaming machines, such as so-called ST machines, that change the probability variable flag from ON to OFF when the variable display of special symbols is executed a predetermined number of times. In such ST machines, if the result of the special symbol hit determination process performed in the final game in the high-probability gaming state is a "time-saving hit," and the process of deriving the time-saving hit display mode occurs later than the process of turning off the probability variable flag, the main CPU may derive the time-saving hit display mode and then control the game to the C time-saving gaming state.
[0336] [1-5-2. Duplication of time-saving game states] When multiple time-saving game states are provided, the time-saving game states may overlap. For example, in the time-saving game state A, if the result of the special symbol hit determination process is a "time-saving hit," the time-saving game state A and the time-saving game state C will overlap. Furthermore, for example, when the ceiling counter reaches a ceiling value in the time-saving game state C, the time-saving game state C and the time-saving game state B will overlap. When the time-saving game states overlap in this way, the time-saving game states may be executed in an overlapping manner, or the time-saving game states may not overlap (i.e., the "time-saving hit" may be ignored). To prevent the time-saving game state A and the time-saving game state B from overlapping, the time-saving game state A specified number of times, which is the termination condition for the time-saving game state A, is specified to be smaller than the ceiling value, which is the transition condition for the time-saving game state B.
[0337] When the time-shortening game states overlap, a mode in which the time-shortening game states are executed in an overlapping manner and a mode in which the time-shortening game states are not executed in an overlapping manner will be described below.
[0338] [1-5-2-1. Mode of overlapping time-saving game states] Possible modes of overlapping and executing the time-shortened game states when the time-shortened game states overlap include a mode in which the time-shortened game state C is overlapped and executed when a time-shortened win is won in any one of the time-shortened game states A, B, and C, and a mode in which the time-shortened game state B is overlapped and executed when the ceiling counter reaches the ceiling value in the time-shortened game state C.
[0339] [1-5-2-1-1. A mode in which a time-saving game state C is superimposed on a time-saving game state] When a "time-saving win" is won in any one of the time-saving game states A, B, and C, the main CPU 201 derives a display mode of the time-saving win on the special symbol display units 163, 164. In this case, the main CPU 201 adopts, as the number of times of time-saving, the state that has the greatest number of variable displays of the special symbols that can be executed until the end condition of the time-saving game state is met, while maintaining the time-saving performance of the one time-saving game state.
[0340] For example, if a "time-saving win" is won in the time-saving gaming state A and the remaining number of time-saving plays in the time-saving gaming state A is greater than the number of time-saving plays that can be executed based on this "time-saving win," the main CPU 201 controls the time-saving gaming state until the remaining number of time-saving plays in the time-saving gaming state A is consumed, while maintaining the time-saving performance of the time-saving gaming state A, unless a "jackpot" is derived. To explain this using specific numbers, for example, if a "time-saving win" is won when the remaining number of time-saving plays in the time-saving gaming state A is 200, and the number of time-saving plays that can be executed based on this "time-saving win" is 50, a display mode of a time-saving win is derived on the special pattern display units 163, 164, but the number of time-saving plays from this point onwards is 200, while maintaining the time-saving performance of the time-saving gaming state A, unless a "jackpot" is derived. Therefore, even if a "time-saving hit" is won in any one of the time-saving game states A, B, and C, the appearance of the number of time-saving hits and time-saving performance will be the same as if the "time-saving hit" had not been won and the time-saving game state A continued.
[0341] On the other hand, for example, if a "time-saving win" is won in the time-saving gaming state A and the number of time-saving wins that can be executed based on this "time-saving win" is greater than the number of time-saving wins remaining in the time-saving gaming state A, the main CPU 201 will maintain the time-saving performance of the time-saving gaming state A and control the time-saving gaming state until the number of time-saving wins set based on the "time-saving win" is consumed, unless a "jackpot" is derived. To explain this using specific numbers, for example, if a "time-saving win" is won when the number of time-saving wins remaining in the time-saving gaming state A is 20 and the number of time-saving wins that can be executed based on this "time-saving win" is 50, the number of time-saving wins from this point on will be 50, unless a "jackpot" is derived, while maintaining the time-saving performance of the time-saving gaming state A. That is, even if the variable display of the special symbol is executed 20 times, which is the remaining number of times of time reduction in the time-reduction game state A, thereafter, the variable display of the special symbol is further executed 30 times, which is the difference between the two, while maintaining the time-reduction performance of the time-reduction game state A.
[0342] [1-5-2-1-2. A mode in which the time-saving game state B is superimposed on the time-saving game state C] When the ceiling counter reaches the ceiling value in the C time-shortened gaming state, the main CPU 201 executes control according to the display mode (i.e., the result of the special symbol winning determination process) derived to the special symbol display section 163, 164 in the final ceiling fluctuation.
[0343] In the first pachinko gaming machine, the results of the special symbol hit determination process do not include small hits, but the following explanation will also include cases where the results of the special symbol hit determination process include small hits.
[0344] First, we will explain the case where the result of the special symbol hit determination process in the final ceiling fluctuation is a "small hit" or a "miss."
[0345] When the ceiling counter reaches the ceiling value in the time-shortened game state C, if the remaining number of time-shortened games in the time-shortened game state C is greater than the specified number of time-shortened games B, the main CPU 201 maintains the time-shortened game state C while controlling the time-shortened game state until the remaining number of time-shortened games in the time-shortened game state C is consumed, unless a "jackpot" is derived. To explain this using specific numbers, for example, if the remaining number of time-shortened games in the time-shortened game state C is 300 and the ceiling counter reaches the ceiling value, and the specified number of time-shortened games B is 200, the number of time-shortened games from this point on will be 300, while maintaining the time-shortened game state C, unless a "jackpot" is derived. Therefore, even if the ceiling counter reaches the ceiling value in the time-shortened game state C, the appearance of the number of time-shortened games and the time-shortened game performance is the same as when the time-shortened game state C continues without the ceiling counter reaching the ceiling value.
[0346] On the other hand, when the ceiling counter reaches the ceiling value in the time-shortened game state C, if the B time-shortened prescribed number of times is greater than the remaining number of times in the time-shortened game state C, the main CPU 201 maintains the time-shortened game state C while controlling the time-shortened game state until the B time-shortened prescribed number of times is consumed, unless a "jackpot" is derived. To explain this using specific numbers, for example, if the remaining number of times in the time-shortened game state C is 20, the ceiling counter reaches the ceiling value, and the number of times that can be executed in the time-shortened game state B is 300, the number of times that will be executed from this point on will be 300, unless a "jackpot" is derived, while maintaining the time-shortened game state C. In other words, even if the variable display of the special symbol is executed for 20 times, which is the remaining number of times in the time-shortened game state C, the variable display of the special symbol is then further executed for 280 times, the difference between the two, while maintaining the time-shortened game state C.
[0347] When the variable display of the special symbol ends in the final ceiling variation, the main CPU 201 derives a display mode in the special symbol display units 163, 164 according to the result of the special symbol hit determination process. That is, if the result of the special symbol hit determination process is a "small hit," a small hit display mode is derived, and if the result of the special symbol hit determination process is a "miss," a miss display mode is derived. When the small hit display mode is derived, the game is controlled to a small hit gaming state, but the main CPU 201 keeps the time-saving flag on even during the small hit gaming state.
[0348] Next, a case where the result of the special symbol hit determination process is a "time-shortened hit" in the final ceiling fluctuation, that is, a case where the conditions for transition to the time-shortened game state B and the conditions for transition to the time-shortened game state C are met in the final ceiling fluctuation, will be described. In this case, the main CPU 201 can execute different controls depending on whether it starts control of the time-shortened game state B before the result of the special symbol hit determination process is output to the special symbol display units 163, 164, or whether it starts control of the time-shortened game state B after the result of the special symbol hit determination process is output to the special symbol display units 163, 164.
[0349] First, when control of the time-shortened B game state is started before the result of the special symbol hit determination process is output to the special symbol display units 163, 164, the game state is already controlled to the time-shortened B game state at the time when the display mode of the time-shortened hit is output to the special symbol display units 163, 164. Therefore, the main CPU 201 maintains the time-shortened B game state and controls the game state to the time-shortened B game state until the larger of the specified number of time-shortened B game states or the number of time-shortened C game states is exhausted, unless a "jackpot" is output.
[0350] Next, when control of the time-shortened game state B is started after the result of the special symbol hit determination process is output to the special symbol display units 163, 164, the time-shortened game state B has not yet been reached at the time when the display mode of the time-shortened win is output to the special symbol display units 163, 164. Therefore, while maintaining the time-shortened performance of the time-shortened game state C, the main CPU 201 controls the time-shortened game state until the greater of the specified number of time-shortened games B and the number of time-shortened games C is exhausted, unless an end condition for the time-shortened game state (for example, the derivation of the display mode of a big win, the derivation of the display mode of a small win or a specific small win) is met. In this case, it is preferable that the time-shortened game state be ended when an end condition for the time-shortened game state in which the time-shortened performance is maintained or executed is met.
[0351] In addition, when the transition condition to the time-shortened gaming state B and the transition condition to the time-shortened gaming state C are satisfied in the final fluctuation of the ceiling, the sub-CPU 301 may perform a special display effect different from the time-shortened transition display effect B performed when only the transition condition to the time-shortened gaming state B is satisfied and the time-shortened transition display effect C performed when only the transition condition to the time-shortened gaming state C is satisfied. Alternatively, for example, the sub-CPU 301 may perform a time-shortened transition display effect B when the time-shortened performance of the time-shortened gaming state B is maintained, and a time-shortened transition display effect C when the time-shortened performance of the time-shortened gaming state C is maintained, thereby giving priority to either the time-shortened transition display effect B or the time-shortened transition display effect C.
[0352] In addition, if the ceiling counter reaches the ceiling value in the C time-shortened game state and the result of the hit determination process for the special pattern in the final ceiling fluctuation is a "jackpot," the main CPU 201 ends the C time-shortened game state and controls to the jackpot game state without also controlling to the B time-shortened game state.
[0353] [1-5-2-1-3. Time-saving performance when multiple time-saving game states are executed at the same time] The above has described a mode in which a time-shortened game state C is superimposed on one time-shortened game state, and a mode in which a time-shortened game state B is superimposed on the time-shortened game state C.
[0354] In a pachinko machine having such specifications, when multiple time-saving game states can be executed in parallel, the time-saving performance of the previously executed time-saving game state is maintained. In such a pachinko machine, the time-saving performance of the multiple time-saving game states that can be executed in parallel may be different from each other, but it is preferable that the time-saving performance of the multiple time-saving game states that can be executed in parallel be the same.
[0355] For example, if the specifications allow for time-shortening game state C to be superimposed on one time-shortening game state, it is preferable to make the time-shortening performance of time-shortening game state C the same as that of time-shortening game state C. Also, if the specifications allow for time-shortening game state C to be superimposed on time-shortening game state B, it is preferable to make the time-shortening performance of time-shortening game state C the same as that of time-shortening game state B.
[0356] Furthermore, in a pachinko gaming machine that is capable of executing multiple time-shortening game states in a superimposed manner, a time-shortening game state that can be executed later on a previously executed time-shortening game state may be provided with, for example, one time-shortening performance that is the same as the previously executed time-shortening game state, and another time-shortening performance that is different from the one time-shortening performance. When a time-shortening game state is executed in a superimposed manner on a previously executed time-shortening game state, the one time-shortening performance may be activated, and when a time-shortening game state is not executed in a superimposed manner, such as when a time-shortening game state is activated in a normal game state, the other time-shortening performance may be activated.
[0357] For example, in the case of a pachinko gaming machine that can execute the time-shortened gaming state B in the time-shortened gaming state C by overlapping the time-shortened gaming state B, the time-shortened gaming state B may be provided with two time-shortened performances, one of which is the same as the time-shortened gaming state C, and another time-shortened performance different from the one time-shortened performance. Then, for example, if the ceiling counter reaches a ceiling value in the time-shortened gaming state C, the one time-shortened performance may be activated, and if the ceiling counter reaches a ceiling value in a normal gaming state that is not in either of the time-shortened gaming states, the other time-shortened performance may be activated.
[0358] [1-5-3. Mode in which time-saving game states are not executed in parallel] Possible modes for not overlapping time-shortened game states include a mode in which a win determination process is performed so that a "time-shortened win" is not included in the lottery selection in the time-shortened game state, and a mode in which a win determination process is performed so that a "time-shortened win" is included in the lottery selection in the time-shortened game state, and the time-shortened game state is not overlapped even if the time-shortened game state overlaps (hereinafter referred to as the "latter mode"). The latter mode includes two modes: a mode in which even if a time-shortened win is won in one of the time-shortened game states A, B, and C, this is ignored and the time-shortened game state C is not overlapped, and a mode in which even if the ceiling counter reaches the ceiling value in the time-shortened game state C, this is ignored and the time-shortened game state B is not overlapped. The above two modes, which are considered as the latter mode, are explained below.
[0359] [1-5-3-1. Mode in which the C time-saving game state is not executed in addition to the first time-saving game state] When a "time-saving win" is won in any one of the time-saving game states A, B, and C, the main CPU 201 derives the display mode of the time-saving win on the special symbol display units 163, 164, as described above. However, unless it is the last variable display of the special symbol in one time-saving game state (hereinafter referred to as the "final time-saving variation"), the main CPU 201 does not control to the time-saving game state C based on the "time-saving win," but controls to the one time-saving game state until the remaining number of time-saving plays in the one time-saving game state is consumed. In this case, being controlled to the one time-saving game state (excluding the final time-saving variation) is a condition that prevents transition to the time-saving game state C.
[0360] On the other hand, when a "time-saving hit" is won in the final time-saving fluctuation in one time-saving game state, the main CPU 201 can execute different control depending on whether the one time-saving game state ends before the display mode of the time-saving hit is derived to the special pattern display units 163, 164 or whether the one time-saving game state ends when the display mode of the time-saving hit is derived to the special pattern display units 163, 164.
[0361] First, if one time-shortened game state ends before the display mode of the time-shortened win is derived to the special pattern display units 163, 164, the main CPU 201 starts controlling the time-shortened game state C after deriving the display mode of the time-shortened win.
[0362] Next, when the first time-shortened game state ends when the display mode of the time-shortened win is derived on the special symbol display units 163, 164, that is, when the derivation of the display mode of the time-shortened win and the end of the first time-shortened game state are performed within the same interrupt processing, the main CPU 201 may or may not start control of the C time-shortened game state depending on the processing of the program. Specifically, when the processing of deriving (determining display) the display mode of the time-shortened win is performed before the processing of ending the first time-shortened game state, the main CPU 201 ends the first time-shortened game state without controlling it to the C time-shortened game state. In this case, performing the processing of deriving the display mode of the time-shortened win before the processing of ending the first time-shortened game state is a condition that prevents transition to the C time-shortened game state.
[0363] On the other hand, if the process of deriving (determining) the display mode of a time-shortening win is performed after the process of terminating the first time-shortening game state, the main CPU 201 terminates the first time-shortening game state and controls the game to the time-shortening game state C. In this case, the main CPU 201 does not maintain the time-shortening performance of the first time-shortening game state, but sets the time-shortening performance to the time-shortening game state C. In other words, at the time when the display mode of a time-shortening win is derived, if the process of terminating the first time-shortening game state has not been processed, the main CPU 201 terminates the first time-shortening game state without controlling the game to the time-shortening game state C, and if the process of terminating the first time-shortening game state has already been processed, the main CPU 201 controls the game to the time-shortening game state C.
[0364] [1-5-3-2. Mode in which time-saving game state B is not executed in addition to time-saving game state C] When the ceiling counter reaches the ceiling value in the C time-shortened gaming state, the main CPU 201 executes control according to the display mode (i.e., the result of the special symbol winning determination process) derived to the special symbol display section 163, 164 in the final ceiling fluctuation.
[0365] First, we will explain the cases where the result of the special pattern hit determination process in the final ceiling fluctuation is a "time-saving hit," a "small hit," or a "miss."
[0366] In the C time-shortening game state, if the result of the hit determination process for the special symbol in the final ceiling fluctuation is a "time-shortening hit," a "small hit," or a "miss," the main CPU 201 controls the game to the C time-shortening game state until the remaining number of times for the time-shortening game state in the C time-shortening game state is consumed.
[0367] However, if the remaining number of time-shortened play times in the time-shortened C game state is 0 at the time of the final ceiling fluctuation, the main CPU 201 may or may not start control of the time-shortened B game state, depending on the program processing. Specifically, if the termination processing for the time-shortened C game state is performed before the start processing for the time-shortened B game state, the main CPU 201 terminates the time-shortened C game state and controls the game state to the time-shortened B game state. On the other hand, if the termination processing for the time-shortened C game state is performed after the start processing for the time-shortened B game state, the main CPU 201 terminates the time-shortened C game state without controlling the game state to the time-shortened B game state. In other words, if the termination processing for the time-shortened C game state has not been processed at the time when the time-shortened B game state is about to be started, the main CPU 201 terminates the time-shortened C game state without controlling the game state to the time-shortened B game state. If the termination processing for the time-shortened C game state has already been processed, the main CPU 201 controls the game state to the time-shortened B game state. In this case, performing the termination processing for the time-shortened C game state after the start processing for the time-shortened B game state is a condition that prevents transition to the time-shortened B game state.
[0368] In addition, in the final ceiling fluctuation, if the result of the hit determination process for the special symbol is a "jackpot", the main CPU 201 ends the C time-saving gaming state and starts control of the jackpot gaming state.
[0369] [1-6. Main control processing] Next, the contents of various processes (various modules) executed by the main CPU 201 of the main control circuit 200 will be described. [1-6-1. Main control main processing] First, the main processing (main control main processing) executed by the main CPU 201 will be described with reference to Figures 20 to 23. Figures 20 to 23 are flowcharts showing an example of the main control main processing in the first pachinko gaming machine.
[0370] The main CPU 201 first determines whether the power interruption signal is at a high level (S11). Although not shown, the main CPU 201 naturally sets a stack pointer and an address in an interrupt vector table prior to S11.
[0371] If it is determined in S11 that the power interruption signal is not at a high level (if the determination in S11 is NO), the main CPU 201 repeats the determination process in S11.
[0372] On the other hand, if it is determined in S11 that the power interruption signal is at a high level (YES in S11), the main CPU 201 shifts the process to S12.
[0373] In S12, the main CPU 201 performs flag management processing for the setting key 174 and the backup clear switch 176 (S12). In this processing, a process of saving the on / off state of the backup clear switch 176 and the on / off state of the setting key 174 is performed. That is, the on / off states of the setting key 174 and the backup clear switch 176 are stored in a start control flag area in the main RAM 203. Also, in this processing, the game permission flag is set to off. After executing the processing of S12, the main CPU 201 proceeds to S13.
[0374] In S13, the main CPU 201 performs wait processing. In this processing, the sub-control circuit 300 waits for startup. In this case, the startup wait time (wait period) is, for example, 12000.07 msec. After executing the processing of S13, the main CPU 201 shifts the processing to S14.
[0375] While waiting for the sub-control circuit 300 to start up, the main CPU 201 may, for example, perform processing such as checking an interrupt request signal, outputting a WDT when an interrupt request signal is generated, and outputting various sensor initialization signals at predetermined timing.
[0376] In S14, the main CPU 201 determines whether the power interruption before startup (the previous time) was normal or abnormal, based on the value stored in the power interruption detection flag area in the main RAM 203.
[0377] If it is determined in S14 that the power interruption was not normal (NO in S14), the main CPU 201 shifts the processing to S18.
[0378] On the other hand, if it is determined in S14 that the power interruption was normal (YES in S14), the main CPU 201 calculates a checksum value of the work area stored in the main RAM 203 (S15), ...
Claims
[Claim 1] A gaming machine comprising a gaming control means capable of controlling the game and a performance execution unit capable of executing performances, The aforementioned game control means is A variation control means capable of controlling the execution mode of the variation display of the identification pattern, Game state control means capable of controlling game states in which at least the variable display of the identification symbols can be performed, A special game state control means capable of controlling a special game state in which a predetermined game value can be granted to the player when any of several types of special conditions are met, A counting means capable of counting information regarding the number of game values assigned to a player, A storage means capable of storing information relating to the number of game values counted by the counting means, A game stopping means capable of stopping the game based on the information regarding the number of game values stored in the storage means reaching a predetermined value, A displacement member is provided in the game area, which can be displaced between a state where the game medium is easy to win and a state where it is difficult to win. Equipped with, The fluctuation control means is capable of deriving any result that includes at least a specific result and a special result different from the specific result. The game state control means is capable of controlling the game state to at least one of the following game states: a normal game state and a specific game state which is more advantageous to the player than the normal game state. The aforementioned performance includes suggestive performances that indicate that the specific result or the special result will be derived. The aforementioned multiple types of special conditions include at least a first special condition which is conditional on the special result being derived as a result of the execution of the fluctuation control means, and a second special condition which is conditional on the game medium passing through a predetermined area where a prize can be won when the displacement member is displaced to a state that facilitates winning, The aforementioned specific game state includes at least a first specific game state and a second specific game state in which the second special condition is more likely to be met compared to the first specific game state. The aforementioned performance control means is It is possible to control the execution of suggestive effects that can be performed in the first specific game state so as not to be performed in the second specific game state. After the suggestive performance is performed in a special manner, a special notification performance can be performed to notify that the specific result and / or the special result has been derived. As a special notification effect, it is possible to execute a first special notification effect that notifies the player that a first number of game value can be obtained, or a second special notification effect that notifies the player that a second number of game value greater than the first number of game value can be obtained. The second special announcement performance is a performance that may be performed after the first special announcement performance has been performed. The aforementioned game control means is When there is a predetermined change in the information regarding the number of game values counted by the counting means, difference information corresponding to the difference in the number of game values can be transmitted to the performance control means. As the difference information, it is possible to transmit information on the higher-order difference, which consists of values in units of a predetermined number of digits, without including information on the lower-order difference, which consists of values less than a predetermined number of digits, from the difference in the game value. A gaming machine characterized by the following features.