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 appropriately suppress this behavior.
A gaming machine with a game execution means, game value granting means, difference number calculation means, and a game stopping mechanism that notifies players when their gaming value approaches a predetermined boundary, allowing for controlled game stops to manage gambling tendencies.
The mechanism effectively suppresses the gambling nature of the game by providing controlled game stops based on calculated gaming value differences, ensuring a balanced gaming experience.
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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, a gaming area where a gaming ball flows down is provided with a start hole and a big prize hole, and when a gaming ball enters the start hole, a lottery for a special symbol is held, and when the lottery for the special symbol is won, a gaming machine (so-called pachinko gaming machine) that controls a big win gaming state is known. Furthermore, a gaming machine (a reel gaming machine also called a slot machine) is also known in which a predetermined number of medals or the like are inserted, a start lever is operated to rotate multiple reels, and a special prize such as a specific number of medals or a bonus game is awarded based on the combination of symbols on the reels that are stopped and displayed.
[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 winning 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 the high probability gaming state or the time-saving gaming state, and the player can obtain a large amount of gaming value (gaming balls). [Prior art documents] [Patent documents]
[0005] [Patent Document 1] JP 2013-59682 A 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 paid out 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 game device comprises: a game execution means capable of executing a game; a game value granting means for granting to a player game values acquired in accordance with a result of execution of the game; a difference number calculation means for calculating a difference number in game values based on an increase in the game values granted to the player and the number of game values consumed for the game; a game stop means for stopping the game executed by the game execution means on condition that the difference number in game values calculated by the difference number calculation means reaches a regulated value; a notification means for executing a predetermined notification; and a performance control unit for controlling the notification means; The notification means is capable of at least executing a game stop notice for notifying in advance that a game will be stopped on condition that the difference number of the game values calculated by the difference number calculation means has become a boundary value smaller than the regulated value, a game stop notification for notifying the stop of a game on condition that the difference number of the game values calculated by the difference number calculation means has become the regulated value, and a difference number suggestion notification for suggesting the difference number of the game values calculated by the difference number calculation means when the game stop notice is being executed, and the difference number of the game values is divided into a first difference number consisting of a predetermined amount of units and a second difference number consisting of a unit smaller than the predetermined amount, and the game stop means does not stop the game, and when the difference number of the game values calculated by the difference number calculation means becomes the boundary value, transmits a game stop function state command including the first difference number but not the second difference number to the presentation control unit as the difference number of the game values, and when the game is stopped, and transmits a game stop function completion command to the presentation control unit, and when the presentation control unit receives the game stop function completion command, the presentation control unit causes the notification means to execute the game stop notification, and when the presentation control unit receives the game stop function status command, causes the notification means to execute the game stop notice and the difference number indication notification. The game stop means compares the amount of change between the current first difference number calculated by the difference number calculation means and the previous first difference number when the game stop function status command was previously transmitted to the presentation control unit, and when the amount of change is increasing, newly transmits the game stop function status command including the current first difference number to the presentation control unit, and when the amount of change has decreased by less than a predetermined change value, newly transmits the game stop function status command including the current first difference number to the presentation control unit, and when the amount of change has not decreased by less than the predetermined change value, does not transmit the game stop function status command to the presentation control unit. Effect of the Invention
[0009] According to the present invention, the gambling aspect of the game can be appropriately suppressed. [Brief description of the drawings]
[0010] [Figure 1] 1 is an example of a perspective view showing the external appearance of a first pachinko gaming machine when viewed diagonally from above and in the front right direction. [Diagram 2] 1 is an example of an exploded perspective view of the first pachinko gaming machine when viewed diagonally from above and to the front right. [Diagram 3] 1 is an example of a perspective view showing the external appearance of a first pachinko gaming machine when viewed diagonally from above and to 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 game machine. [Diagram 5] FIG. 2 is an example of a front view showing an LED unit of the first pachinko gaming machine. [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 game machine. [Figure 8] 13 is an example of a game state transition diagram showing the transition of a game state. [Figure 9] 13 is an example of a table showing the jackpot probability (estimate) for each setting value in the first pachinko gaming machine. [Figure 10] 13 is an example of a special symbol winning determination table in the first pachinko gaming machine. [Figure 11] 13 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 stopping mode determination table in a first pachinko gaming machine, and FIG. 1B is an example of a decorative symbol stopping mode determination table in a first pachinko gaming machine. [Figure 13] 13 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] 13 is an example of a special symbol variation pattern table of the first pachinko gaming machine. [Figure 16]13 is an example of a winning determination table for normal symbols in the first pachinko gaming machine. [Figure 17] 13 is an example of a normal symbol determination table of the first pachinko gaming machine. [Figure 18] 13 is an example of a normal symbol winning type determination table for the first pachinko gaming machine. [Figure 19] 13 is an example of a normal symbol variation pattern table for the first pachinko gaming machine. [Figure 20] 1 is a flowchart (part 1) showing an example of a main control process in the first pachinko gaming machine. [Figure 21] 13 is a flowchart (part 2) showing an example of a main control process in the first pachinko gaming machine. [Figure 22] 11 is a flowchart (part 3) showing an example of a main control process in the first pachinko gaming machine. [Diagram 23] 11 is a flowchart (part 4) showing an example of a main control process in the first pachinko gaming machine. [Figure 24] 11 is a flowchart showing an example of an initial setting process at start-up in the first pachinko gaming machine. [Diagram 25] 11 is a flowchart showing an example of a power cut process in the first pachinko gaming machine. [Figure 26] 11 is a flowchart showing an example of a special symbol control process in the first pachinko gaming machine. [Figure 27] 13 is a flowchart showing an example of a special symbol management process in the first pachinko gaming machine. [Figure 28] 11 is a flowchart showing an example of a special symbol variable display start process in the first pachinko gaming machine. [Figure 29] 13 is a flowchart showing an example of a special symbol variable display ending process in the first pachinko gaming machine. [Diagram 30] 13 is a flowchart showing an example of a special symbol game determination process in the first pachinko gaming machine. [Diagram 31]13 is a flowchart showing an example of a special symbol game ending process in the first pachinko gaming machine. [Diagram 32] 13 is a flowchart showing an example of a time-saving management process of the first pachinko gaming machine. [Diagram 33] 13 is a flowchart showing an example of a counter update process of the first pachinko gaming machine. [Diagram 34] 13 is a flowchart showing an example of a time-saving counter update process of the first pachinko gaming machine. [Diagram 35] 13 is a flowchart showing an example of a ceiling counter updating process of the first pachinko gaming machine. [Diagram 36] 13 is a flowchart showing an example of a counter determination process of the first pachinko gaming machine. [Figure 37] 13 is a flowchart showing an example of a time-saving transition determination process of the first pachinko gaming machine. [Figure 38] 13 is a flowchart showing an example of a time-saving transition process of the first pachinko gaming machine. [Figure 39] 13 is a flowchart showing an example of a time-saving setting process of the first pachinko gaming machine. [Diagram 40] 11 is a flowchart showing an example of a special prize opening preparation process in the first pachinko gaming machine. [Diagram 41] 11 is a flowchart showing an example of a special prize opening control process in the first pachinko gaming machine. [Diagram 42] 11 is a flowchart showing an example of a jackpot end process in the first pachinko gaming machine. [Diagram 43] 11 is a flowchart showing an example of a normal symbol control process in the first pachinko gaming machine. [Diagram 44] 11 is a flowchart showing an example of an external maskable interrupt process in the first pachinko gaming machine. [Diagram 45] 11 is a flowchart showing an example of a system timer interrupt process in the first pachinko gaming machine. [Figure 46] 11 is a flowchart showing an example of a setting control process in the first pachinko gaming machine. [Figure 47] 11 is a flowchart showing an example of a setting change process in the first pachinko gaming machine. [Figure 48] 11 is a flowchart showing an example of a setting confirmation process in the first pachinko gaming machine. [Figure 49] 13 is a flowchart showing an example of a first normal game pre-processing in the first pachinko gaming machine. [Figure 50] 13 is a flowchart showing an example of a second normal game pre-processing in the first pachinko gaming machine. [Figure 51] 11 is a flowchart showing an example of a switch input detection process in the first pachinko gaming machine. [Figure 52] 11 is a flowchart showing an example of a starting hole winning detection process in the first pachinko gaming machine. [Figure 53] 11 is a flowchart showing an example of a sub-control circuit process in the first pachinko gaming machine. [Figure 54] 13 is an example of a sub-variable presentation pattern determination table in a normal gaming state of the first pachinko gaming machine. [Figure 55] 13 is an example of a table for determining a pre-reading winning type presentation pattern in the first pachinko gaming machine. [Figure 56] 13 is an example of a pre-reading winning type presentation pattern determination table in the first pachinko gaming machine. [Figure 57] 13 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] 13 is an example of a look-ahead expected value presentation pattern determination table (when losing) in the first pachinko gaming machine. [Figure 59] 13 is an example of a flowchart showing a pre-reading performance pattern determination process in the first pachinko gaming machine. [Figure 60] FIG. 13 is a diagram showing an example of a look-ahead presentation pattern of the first pachinko gaming machine, illustrating the process by which the form of the look-ahead presentation for a jackpot changes. [Figure 61]FIG. 13 is a diagram showing an example of a look-ahead presentation pattern of the first pachinko gaming machine, illustrating the process by which the time-saving hit look-ahead presentation form changes. [Figure 62] This is an example of a look-ahead presentation pattern of the first pachinko gaming machine, and shows the process by which the reserved image changes from a common win type look-ahead presentation form to a big win type 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 win type look-ahead presentation form to a big win type look-ahead presentation form. [Figure 64] 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 dedicated common win type look-ahead presentation form to a time-saving win type look-ahead presentation form. [Figure 65] 11 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine. [Figure 66] 13 is an example of a timing chart of a signal of "prize ball information 1" among the signals outputted to the outside of the first pachinko gaming machine. [Figure 67] 1 is a table showing an example of an overview of errors in a first pachinko gaming machine. [Figure 68] 11 is a table showing an example of output conditions for signals output to the outside of the first pachinko gaming machine according to a gaming status. [Figure 69] 13 is an example of a front view showing the appearance of a game board unit of the second pachinko game machine. FIG. [Figure 70] FIG. 13 is an example of a block diagram showing a control circuit of a second pachinko gaming machine. [Figure 71] 13 is an example of a special symbol winning determination table in the second pachinko gaming machine. [Figure 72] 13 is an example of a special symbol determination table in the second pachinko gaming machine. [Figure 73] 13 is an example of a winning type determination table in the second pachinko gaming machine. [Figure 74] 13 is an example of a variation pattern table of special symbols for a low start of the second pachinko gaming machine. [Figure 75] 13 is an example of a variation pattern table of special symbols for a high start of the second pachinko gaming machine. [Figure 76] 13 is a flowchart showing an example of a special symbol control process in the second pachinko gaming machine. [Figure 77] 13 is a flowchart showing an example of a special symbol management process in the second pachinko gaming machine. [Figure 78] 13 is a flowchart showing an example of a special symbol variable display start process in the second pachinko gaming machine. [Figure 79] 13 is a flowchart (part 1) showing an example of a special symbol variable display ending process in the second pachinko gaming machine. [Figure 80] 13 is a flowchart (part 2) showing an example of a special symbol variable display ending process in the second pachinko gaming machine. [Figure 81] 13 is a flowchart (part 1) showing an example of a special symbol game determination process in the second pachinko gaming machine. [Figure 82] 13 is a flowchart (part 2) illustrating an example of a special symbol game determination process in the second pachinko gaming machine. [Figure 83] 13 is a flowchart showing an example of a special symbol game ending process in the second pachinko gaming machine. [Figure 84] 13 is a flowchart showing an example of a special prize opening preparation process in the second pachinko gaming machine. [Figure 85] 13 is a flowchart showing an example of a special prize opening control process in the second pachinko gaming machine. [Figure 86] 13 is a flowchart showing an example of a jackpot end process in the second pachinko gaming machine. [Figure 87] FIG. 13 is an example of a front view showing the appearance of a game board unit of the third pachinko game machine. [Figure 88] FIG. 13 is an example of a block diagram showing a control circuit of a third pachinko gaming machine. [Figure 89] 13 is an example of a special symbol winning determination table in the third pachinko gaming machine. [Figure 90] 13 is an example of a special symbol determination table in the third pachinko gaming machine. [Figure 91] 13 is an example of a winning type determination table in the third pachinko gaming machine. [Figure 92] 13 is an example of a special symbol variation pattern table in the third pachinko gaming machine. [Figure 93] 13 is a flowchart showing an example of a special symbol control process in the third pachinko gaming machine. [Figure 94] 13 is a flowchart showing an example of a special symbol management process in the third pachinko gaming machine. [Figure 95] 13 is a flowchart showing an example of a special symbol variable display start process in the third pachinko gaming machine. [Figure 96] 13 is a flowchart showing an example of a special symbol variable display ending process in the third pachinko gaming machine. [Figure 97] 13 is a flowchart showing an example of a special symbol game determination process in the third pachinko gaming machine. [Figure 98] 13 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 a V winning device opening preparation process in the third pachinko gaming machine. [Figure 100] A flowchart showing an example of a V winning device opening control process in the third pachinko gaming machine. [Figure 101] 13 is a flowchart showing an example of a special prize opening preparation process in the third pachinko gaming machine. [Figure 102] 13 is a flowchart showing an example of a special prize opening control process in the third pachinko gaming machine. [Figure 103] 13 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 a jackpot game control process, showing (A) a case where the opening mode of the specific area is the first opening mode, (B) a case where the opening mode of the specific area is the second opening mode, and (C) a case where the opening mode of the specific area is the third opening mode. [Figure 105] 13 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] This is another example of a time chart showing the relationship between the opening timing of the large prize opening and the opening timing of the specific area in a specific round of play during execution of the extended example of the large prize 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] A block diagram showing the circuit configuration of a fourth pachinko game machine. [Fig. 109] A configuration diagram of various registers possessed by the main CPU of the fourth pachinko gaming machine. [Figure 110] A diagram showing a memory map of the main control circuit of the fourth pachinko gaming machine. [Figure 111] A diagram to explain an overview of the main RAM clearing process of the fourth pachinko game machine. [Figure 112] A diagram to explain an overview of the main RAM clearing process of the fourth pachinko game machine. [Figure 113] FIG. 13 is a diagram for explaining an overview of external interrupt processing related to power interruption detection in the fourth pachinko gaming machine. [Fig. 114] 13 is a flowchart showing a main control process executed in the fourth pachinko gaming machine. [Figure 115] 13 is a flowchart showing a main control process executed in the fourth pachinko gaming machine. [Fig. 116] 13 is a flowchart showing a main control process executed in the fourth pachinko gaming machine. [Figure 117] 13 is a flowchart showing a designated area CRC inspection process executed in the fourth pachinko gaming machine. [Fig. 118] 13 is a flowchart showing a startup state check process executed in a fourth pachinko gaming machine. [Figure 119] 13 is a flowchart showing a designated range clearing process executed in the fourth pachinko gaming machine. [Figure 120] 13 is a flowchart showing an outside designated area clearing process executed in the fourth pachinko gaming machine. [Figure 121] 13 is a flowchart showing a data storage process executed in the fourth pachinko gaming machine. [Fig. 122] 13 is a flowchart showing a setting change confirmation process executed in a fourth pachinko gaming machine. [Figure 123] 13 is a flowchart showing a setting change confirmation process executed in a fourth pachinko gaming machine. [Figure 124] 13 is a flowchart showing a power interruption determination process executed in the fourth pachinko gaming machine. [Fig. 125] 13 is a flowchart showing a power interruption setting process executed in the fourth pachinko gaming machine. [Fig. 126] 13 is a flowchart showing a designated area CRC generation process executed in the fourth pachinko gaming machine. [Figure 127] 13 is a flowchart showing a performance display monitor tallying and dividing process executed in the fourth pachinko gaming machine. [Figure 128] 13 is a flowchart showing an out-of-area RAM clear check process executed in the fourth pachinko gaming machine. [Figure 129] 13 is a flowchart showing a main control command transmission and reception process executed in the fourth pachinko gaming machine. [Fig. 130] 13 is a flowchart showing a main control command transmission start process executed in a fourth pachinko gaming machine. [Fig. 131]13 is a flowchart showing an external maskable interrupt process executed in the fourth pachinko gaming machine. [Fig. 132] 13 is a flowchart showing a system timer interrupt process executed in the fourth pachinko gaming machine. [Fig. 133] 13 is a flowchart showing a switch input detection process executed in the fourth pachinko gaming machine. [Fig. 134] 13 is a flowchart showing an abnormal state monitoring process executed in the fourth pachinko gaming machine. [Fig. 135] 13 is a flowchart showing an abnormal state monitoring process (outside area) executed in the fourth pachinko gaming machine. [Fig. 136] 13 is a flowchart showing a game LED lighting data output process executed in the fourth pachinko game machine. [Fig. 137] 13 is a flowchart showing a game status information update process executed in the fourth pachinko gaming machine. [Fig. 138] 13 is a flowchart showing a performance control command transmission process executed in a fourth pachinko gaming machine. [Figure 139] FIG. 13 is an example of a front view showing the appearance of a game board unit of the fifth pachinko game machine. [Fig. 140] FIG. 13 is an example of a block diagram showing a control circuit of the fifth pachinko gaming machine. [Fig. 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. [Fig. 142] FIG. 5 is an example of an explanatory diagram for explaining the data contents relating to the game stop function of a pachinko gaming machine. [Fig. 143] 5 is an example of a special symbol winning determination table in the fifth pachinko gaming machine. [Fig. 144] 13 is an example of a special symbol determination table in the fifth pachinko gaming machine. [Fig. 145] 13 is a flowchart showing an example of a main control process in the fifth pachinko gaming machine. [Fig. 146]13 is a flowchart showing an example of a main control process in the fifth pachinko gaming machine. [Fig. 147] 13 is a flowchart showing an example of a designated range clear process in the fifth pachinko gaming machine. [Fig. 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. [Fig. 150] 13 is a flowchart showing an example of processing during game stop of the game stop function in the fifth pachinko gaming machine. [Fig. 151] 13 is a flowchart showing an example of a game stop function initialization process in the fifth pachinko gaming machine. [Fig. 152] 13 is a flowchart showing an example of a main control command transmission and reception process in the fifth pachinko gaming machine. [Fig. 153] 13 is a flowchart showing an example of a state monitoring process in the fifth pachinko gaming machine. [Fig. 154] 13 is a flowchart showing an example of a special symbol control process in the fifth pachinko gaming machine. [Fig. 155] 13 is a flowchart showing an example of a special symbol variable display start process in the fifth pachinko gaming machine. [Fig. 156] 13 is a flowchart showing an example of a special symbol variable display ending process in the fifth pachinko gaming machine. [Fig. 157] 13 is a flowchart showing an example of a special symbol game determination process in the fifth pachinko gaming machine. [Fig. 158] 13 is a flowchart showing an example of a special symbol game ending process in the fifth pachinko gaming machine. [Fig. 159] 13 is a flowchart showing an example of a special prize opening preparation process in the fifth pachinko gaming machine. [Fig. 160] 13 is a flowchart showing an example of processing during closing of a small win game in the fifth pachinko gaming machine. [Fig. 161] 13 is a flowchart showing an example of a special prize opening control process in the fifth pachinko gaming machine. [Fig. 162] 13 is a flowchart showing an example of processing during opening of a small win game in the fifth pachinko gaming machine. [Fig. 163] 13 is a flowchart showing an example of a jackpot game state ending process in the fifth pachinko gaming machine. [Fig. 164] 13 is a flowchart showing an example of normal symbol control processing in the fifth pachinko gaming machine. [Fig. 165] 13 is a flowchart showing an example of a system timer interrupt process in the fifth pachinko gaming machine. [Fig. 166] 13 is a flowchart showing an example of a switch input detection process in the fifth pachinko gaming machine. [Fig. 167] 13 is a flowchart showing an example of a performance display monitor control process in the fifth pachinko gaming machine. [Fig. 168] 13 is a flowchart showing an example of a game stop function control process in the fifth pachinko gaming machine. [Fig. 169] 13 is a flowchart showing an example of a game stop function status check process in the fifth pachinko gaming machine. [Fig. 170] 13 is a flowchart showing an example of a game stop function counter update process in the fifth pachinko gaming machine. [Fig. 171] 13 is a flowchart showing an example of a 3-byte addition process of the difference ball counter in the fifth pachinko gaming machine. [Fig. 172] 13 is a flowchart showing an example of a 3-byte subtraction process of the difference ball counter in the fifth pachinko gaming machine. [Fig. 173] 13 is a flowchart showing an example of a game stop function counter check process in the fifth pachinko gaming machine. [Fig. 174] 13 is a flowchart showing an example of a game stop function state management process in the fifth pachinko gaming machine. [Fig. 175]FIG. 5 is an example of a configuration diagram of commands related to a game stop function in a pachinko gaming machine. [Fig. 176] FIG. 13 is an example of a configuration diagram of other commands in the fifth pachinko gaming machine. [Fig. 177] 13 is a flowchart showing an example of a sub-control circuit process in the fifth pachinko gaming machine. [Fig. 178] 13 is a flowchart showing an example of a command receiving process in the fifth pachinko gaming machine. [Fig. 179] 13 is a flowchart showing an example of a command receiving process in the fifth pachinko gaming machine. [Fig. 180] 13 is a flowchart showing an example of a command receiving process in the fifth pachinko gaming machine. [Fig. 181] 13 is an example of time charts 1 to 4 of notifications by a game stop function in the fifth pachinko gaming machine. [Fig. 182] 5 is an example of a time chart 5 of a notification by a game stop function in a fifth pachinko gaming machine. [Fig. 183] 13 is an example of a time chart 6 of a notification by a game stop function in the fifth pachinko gaming machine. [Fig. 184] 13 is an example of a display image of a game stop notice in the fifth pachinko gaming machine. [Fig. 185] 13 is an example of a display image of a game stop notification in the fifth pachinko gaming machine. [Fig. 186] FIG. 13 is an example of a perspective view showing the appearance of a sixth pachinko gaming machine. [Fig. 187] 13 is an example of a front view showing the appearance of a game board unit of a sixth pachinko game machine. FIG. [Fig. 188] FIG. 13 is an example of a block diagram showing a control circuit of a sixth pachinko gaming machine. [Fig. 189] FIG. 13 is an example of a conceptual diagram of the internal configuration of the main RAM of the main control circuit of the sixth pachinko gaming machine. [Fig. 190] FIG. 13 is an example of an explanatory diagram for explaining the data contents relating to the game stop function of the sixth pachinko gaming machine. [Fig. 191] 13 is an example of a special symbol winning determination table in the sixth pachinko gaming machine. [Fig. 192] 13 is an example of a special symbol determination table in the sixth pachinko gaming machine. [Fig. 193] 13 is a flowchart showing an example of a main control process in the sixth pachinko gaming machine. [Fig. 194] 13 is a flowchart showing an example of a main control process in the sixth pachinko gaming machine. [Fig. 195] 13 is a flowchart showing an example of a designated range clear process in the sixth pachinko gaming machine. [Fig. 196] 13 is a flowchart showing an example of outside area designated area clear processing in the sixth pachinko gaming machine. [Figure 197] 13 is a flowchart showing an example of processing during game stop of the game stop function in the sixth pachinko gaming machine. [Figure 198] 13 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 transmitting and receiving process in the sixth pachinko gaming machine. [Figure 200] 13 is a flowchart showing an example of a state monitoring process in the sixth pachinko gaming machine. [Figure 201] 13 is a flowchart showing an example of a special symbol control process in the sixth pachinko gaming machine. [Fig. 202] 13 is a flowchart showing an example of a special symbol variable display start process in the sixth pachinko gaming machine. [Fig. 203] 13 is a flowchart showing an example of a special symbol variable display ending process in the sixth pachinko gaming machine. [Fig. 204] 13 is a flowchart showing an example of a special symbol game determination process in the sixth pachinko gaming machine. [Fig. 205] 13 is a flowchart showing an example of a special symbol game ending process in the sixth pachinko gaming machine. [Fig. 206] 13 is a flowchart showing an example of a special prize opening preparation process in the sixth pachinko gaming machine. [Fig. 207] 13 is a flowchart showing an example of processing during closing of the small win game in the sixth pachinko gaming machine. [Fig. 208] 13 is a flowchart showing an example of a special prize opening control process in the sixth pachinko gaming machine. [Fig. 209] 13 is a flowchart showing an example of processing during opening of a small win game in the sixth pachinko gaming machine. [Fig. 210] 13 is a flowchart showing an example of a jackpot game state ending process in the sixth pachinko gaming machine. [Fig. 211] 13 is a flowchart showing an example of normal symbol control processing in the sixth pachinko gaming machine. [Fig. 212] 13 is a flowchart showing an example of a system timer interrupt process in the sixth pachinko gaming machine. [Fig. 213] 13 is a flowchart showing an example of a switch input detection process in the sixth pachinko gaming machine. [Fig. 214] 13 is a flowchart showing an example of a game stop function control process in the sixth pachinko gaming machine. [Fig. 215] 13 is a flowchart showing an example of a game stop function status check process in the sixth pachinko gaming machine. [Fig. 216] 13 is a flowchart showing an example of a game stop function counter update process in the sixth pachinko gaming machine. [Fig. 217] 13 is a flowchart showing an example of a 3-byte addition process of the difference ball counter in the sixth pachinko gaming machine. [Fig. 218] 13 is a flowchart showing an example of a 3-byte subtraction process of the difference ball counter in the sixth pachinko gaming machine. [Fig. 219] 13 is a flowchart showing an example of a game stop function counter check process in the sixth pachinko gaming machine. [Fig. 220]13 is a flowchart showing an example of a game stop function state management process in the sixth pachinko gaming machine. [Fig. 221] FIG. 6 is an example of a configuration diagram of commands related to a game stop function in a pachinko gaming machine. [Fig. 222] FIG. 6 is an example of a configuration diagram of commands related to abnormalities in a pachinko gaming machine. [Fig. 223] FIG. 13 is an example of a configuration diagram of other commands in the sixth pachinko gaming machine. [Fig. 224] FIG. 13 is an example of a configuration diagram showing the configuration of notification content regarding the GameStop function. [Fig. 225] 11 is a diagram showing an example of a configuration of notification content regarding setting change and setting confirmation. FIG. [Fig. 226] 11 is a diagram showing an example of a configuration of error notification content 1. FIG. [Fig. 227] 13 is a diagram showing an example of a configuration of error notification content 2. FIG. [Fig. 228] 13 is a flowchart showing an example of a frame control main process in the sixth pachinko gaming machine. [Fig. 229] 13 is a flowchart showing an example of a sub-control circuit process in the sixth pachinko gaming machine. [Fig. 230] 13 is a flowchart showing an example of an interrupt process of a sub-control circuit in the sixth pachinko gaming machine. [Fig. 231] 13 is a flowchart showing an example of a command control process in the sixth pachinko gaming machine. [Fig. 232] 13 is a flowchart showing an example of a command analysis process 1 in the sixth pachinko gaming machine. [Fig. 233] 13 is a flowchart showing an example of a command analysis process 2 in the sixth pachinko gaming machine. [Fig. 234] 13 is a flowchart showing an example of animation construction processing in the sixth pachinko gaming machine. [Fig. 235] 13 is a flowchart showing an example of animation update processing in the sixth pachinko gaming machine. [Fig. 236] 13 is an example of a display screen for a game stop related notification regarding the game stop function in the sixth pachinko gaming machine. [Fig. 237] 13 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 the sixth pachinko gaming machine. [Fig. 238] 13 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. [Fig. 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. [Fig. 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. [Fig. 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. [Fig. 242] 13 is an example of a notification mode when a setting check is performed after a game stop notification is performed in a modified example of the sixth pachinko gaming machine. [Fig. 243] FIG. 13 is an example of a perspective view showing the appearance of the seventh pachinko gaming machine. [Fig. 244] FIG. 13 is an example of a front view showing the appearance of a game board unit of the seventh pachinko game machine. [Fig. 245] FIG. 13 is an example of a block diagram showing a control circuit of the seventh pachinko gaming machine. [Fig. 246] FIG. 13 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. [Fig. 247] FIG. 13 is an example of an explanatory diagram for explaining the data contents relating to the game stop function of the seventh pachinko gaming machine. [Fig. 248] 13 is an example of a special symbol winning determination table in the seventh pachinko gaming machine. [Fig. 249] 13 is an example of a special symbol determination table in the seventh pachinko gaming machine. [Fig. 250]13 is an example of a game status related setting table in the seventh pachinko gaming machine. [Fig. 251] 13 is an example of a variation pattern table of special symbols in a normal game state in the seventh pachinko gaming machine. [Fig. 252] 13 is an example of a variation pattern table of special symbols in a time-saving play state in the seventh pachinko gaming machine. [Fig. 253] 13 is an example of a winning determination table for normal symbols in the seventh pachinko gaming machine. [Fig. 254] 13 is an example of a normal symbol determination table in the seventh pachinko gaming machine. [Figure 255] 13 is an example of a special power operating port opening pattern determination table in the seventh pachinko gaming machine. [Fig. 256] 7 is an example of a normal symbol variation pattern table in the seventh pachinko gaming machine. [Fig. 257] 13 is a flowchart showing an example of a main control process in the seventh pachinko gaming machine. [Fig. 258] 13 is a flowchart showing an example of a main control process in the seventh pachinko gaming machine. [Fig. 259] 13 is a flowchart showing an example of a designated range clear process in the seventh pachinko gaming machine. [Fig. 260] 13 is a flowchart showing an example of an outside area designated area clearing process in the seventh pachinko gaming machine. [Fig. 261] 13 is a flowchart showing an example of processing during game stop of the game stop function in the seventh pachinko gaming machine. [Fig. 262] 13 is a flowchart showing an example of a game stop function initialization process in the seventh pachinko gaming machine. [Fig. 263] 13 is a flowchart showing an example of a frame control circuit transmitting and receiving process in the seventh pachinko gaming machine. [Fig. 264] 13 is a flowchart showing an example of a state monitoring process in the seventh pachinko gaming machine. [Fig. 265]13 is a flowchart showing an example of special call management processing in the seventh pachinko gaming machine. [Fig. 266] 13 is a flowchart showing an example of special power control processing in the seventh pachinko gaming machine. [Fig. 267] 13 is a flowchart showing an example of a special symbol variable display start process in the seventh pachinko gaming machine. [Fig. 268] 13 is a flowchart showing an example of a special symbol variable display ending process in the seventh pachinko gaming machine. [Fig. 269] 13 is a flowchart showing an example of a special symbol game determination process in the seventh pachinko gaming machine. [Fig. 270] 13 is a flowchart showing an example of a special symbol game ending process in the seventh pachinko gaming machine. [Fig. 271] 13 is a flowchart showing an example of a special prize opening preparation process in the seventh pachinko gaming machine. [Fig. 272] 13 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 game state ending process in the seventh pachinko gaming machine. [Fig. 274] 13 is a flowchart showing an example of a special electric opening game state control process in the seventh pachinko gaming machine. [Fig. 275] 13 is a flowchart showing an example of normal symbol control processing in the seventh pachinko gaming machine. [Fig. 276] 13 is a flowchart showing an example of variable normal symbol display start processing in the seventh pachinko gaming machine. [Fig. 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. [Fig. 279] 13 is a flowchart showing an example of a special power operating port related switch check process in the seventh pachinko gaming machine. [Fig. 280] 13 is a flowchart showing an example of a game stop function control process in the seventh pachinko gaming machine. [Fig. 281] 13 is a flowchart showing an example of a game stop function status check process in the seventh pachinko gaming machine. [Fig. 282] 13 is a flowchart showing an example of a game stop function counter update process in the seventh pachinko gaming machine. [Fig. 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. [Fig. 285] 13 is an example of a configuration diagram of a special pattern effect start command and a special pattern play end command in the seventh pachinko gaming machine. [Fig. 286] 13 is a flowchart showing an example of frame control main processing in the seventh pachinko gaming machine. [Fig. 287] 13 is a flowchart showing an example of a sub-control circuit process in the seventh pachinko gaming machine. [Fig. 288] 13 is a flowchart showing an example of an interrupt process of a sub-control circuit in the seventh pachinko gaming machine. [Fig. 289] 13 is a flowchart showing an example of a command control process in the seventh pachinko gaming machine. [Fig. 290] 13 is a flowchart showing an example of a sub-lottery process 1 in the seventh pachinko gaming machine. [Fig. 291] 13 is a flowchart showing an example of a sub-lottery process 2 in the seventh pachinko gaming machine. [Fig. 292] A flowchart showing an example of a transition diagram of a gaming state in the seventh pachinko gaming machine. [Fig. 293] FIG. 13 is an example of an explanatory diagram 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. [Fig. 295] 13 is an example of a display screen illustrating a fifth jackpot presentation in the seventh pachinko gaming machine. [Fig. 296] 13 is an example of a display screen for explaining the symbol presentation in the seventh pachinko gaming machine. [Fig. 297] 13 is an example of a display screen illustrating a battle presentation in the seventh pachinko gaming machine. [Fig. 298] FIG. 13 is an example of a front view showing the appearance of a game board unit of the eighth pachinko game 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 in the eighth pachinko gaming machine. [Fig. 301] 13 is an example of a special symbol determination table in the eighth pachinko gaming machine. [Fig. 302] 8 is an example of a jackpot type determination table in the pachinko gaming machine. [Fig. 303] 13 is an example of a small win type determination table in the eighth pachinko gaming machine. [Fig. 304] 13 is an example of a game status related setting table in the eighth pachinko gaming machine. [Fig. 305] 13 is an example of a special symbol variation pattern table in a normal game state or a special time-saving game state in the eighth pachinko gaming machine. [Fig. 306] 13 is an example of a special symbol variation pattern table in the general time-saving game state in the eighth pachinko gaming machine. [Fig. 307] 13 is an example of data relating to pre-reading of special symbols in the eighth pachinko gaming machine. [Fig. 308] 13 is an example of a winning determination table for normal symbols in the eighth pachinko gaming machine. [Fig. 309] 13 is an example of a normal symbol determination table in the eighth pachinko gaming machine. [Fig. 310]8 is an example of a table for determining the opening pattern of a normal electric device in a pachinko gaming machine. [Fig. 311] 13 is an example of a normal symbol variation pattern table in the eighth pachinko gaming machine. [Fig. 312] 13 is a flowchart showing an example of a special symbol control process in the eighth pachinko gaming machine. [Fig. 313] 13 is a flowchart showing an example of a special symbol management process in the eighth pachinko gaming machine. [Fig. 314] 13 is a flowchart showing an example of a special symbol variable display start process in the eighth pachinko gaming machine. [Fig. 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. [Fig. 316] 13 is a flowchart showing an example of special symbol variable display ending processing in the eighth pachinko gaming machine. [Fig. 317] 13 is a flowchart showing an example of a time-saving management process in the eighth pachinko gaming machine. [Fig. 318] 13 is a flowchart showing an example of a special symbol game determination process in the eighth pachinko gaming machine. [Fig. 319] 13 is a flowchart showing an example of a process for updating the number of small wins in the eighth pachinko gaming machine. [Fig. 320] 13 is a flowchart showing an example of special symbol game ending processing in the eighth pachinko gaming machine. [Fig. 321] 13 is a flowchart showing an example of processing during closing of the small win game in the eighth pachinko gaming machine. [Fig. 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 special prize opening preparation process in the eighth pachinko gaming machine. [Fig. 324] 13 is a flowchart showing an example of a special prize opening control process in the eighth pachinko gaming machine. [Fig. 325]13 is a flowchart showing an example of a jackpot game state ending process in the eighth pachinko gaming machine. [Fig. 326] 13 is a flowchart showing an example of a limiter information update process 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. [Fig. 328] 13 is a flowchart showing an example of variable normal symbol display start processing in the eighth pachinko gaming machine. [Fig. 329] 13 is a flowchart (part 1) showing an example of a system timer interrupt process in the eighth pachinko gaming machine. [Fig. 330] 23 is a flowchart (part 2) showing an example of a system timer interrupt process in the eighth pachinko gaming machine. [Fig. 331] 13 is a flowchart showing an example of a switch input detection process in the eighth pachinko gaming machine. [Fig. 332] 13 is an example of a preview performance pattern determination table for a time-saving 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. [Fig. 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. [Fig. 336] 13 is an example of a presentation flow of a gaming state in the eighth pachinko gaming machine. [Fig. 337] 13 is an example of a display image illustrating a battle presentation in the eighth pachinko gaming machine. [Figure 338] 13 is an example of a display image illustrating a card presentation in the eighth pachinko gaming machine. [Figure 339] 13 is an example of a display image illustrating an ending presentation in the eighth pachinko gaming machine. [Fig. 340]13 is an example of a display image illustrating a card presentation in the eighth pachinko gaming machine. [Fig. 341] 13 is an example of a display image illustrating a preview performance in the eighth pachinko gaming machine. [Fig. 342] FIG. 13 is an example of a front view showing the appearance of a game board unit of the ninth pachinko game machine. [Figure 343] FIG. 13 is an example of a block diagram showing a control circuit of the ninth pachinko gaming machine. [Fig. 344] 13 is an example of a special symbol winning determination table in the ninth pachinko gaming machine. [Figure 345] 13 is an example of a special symbol determination table in the ninth pachinko gaming machine. [Fig. 346] 9 is an example of a jackpot type determination table in the ninth pachinko gaming machine. [Figure 347] 13 is an example of a small win type determination table in the ninth pachinko gaming machine. [Fig. 348] 13 is an example of a game status 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. [Fig. 350] 13 is an example of a variation pattern table of special symbols in a time-saving play state in the ninth pachinko gaming machine. [Fig. 351] 9 is an example of data relating to pre-reading of special symbols in the ninth pachinko gaming machine. [Fig. 352] 13 is an example of a winning determination table for normal symbols in the ninth pachinko gaming machine. [Fig. 353] 13 is an example of a normal symbol determination table in the ninth pachinko gaming machine. [Fig. 354] 13 is an example of a second starting hole opening pattern determination table in the ninth pachinko gaming machine. [Figure 355] 13 is an example of a normal symbol variation pattern table in the ninth pachinko gaming machine. [Fig. 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 B time-saving gaming state transition determination process in the ninth pachinko gaming machine. [Fig. 361] 13 is a flowchart showing an example of a special symbol game determination process in the ninth pachinko gaming machine. [Fig. 362] 13 is a flowchart showing an example of special symbol game ending processing in the ninth pachinko gaming machine. [Figure 363] 13 is a flowchart showing an example of processing during closing of the small win game in the ninth pachinko gaming machine. [Fig. 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 special prize opening preparation process in the ninth pachinko gaming machine. [Fig. 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. [Fig. 370] 13 is a flowchart showing an example of normal symbol winning end processing in the ninth pachinko gaming machine. [Fig. 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. [Fig. 373] 13 is a flowchart showing an example of a sub-control circuit process in the ninth pachinko gaming machine. [Fig. 374] 13 is a flowchart showing an example of a presentation mode determination process in a 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 a 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 tenth pachinko game machine. [Figure 379] FIG. 16 is an example of a block diagram showing a control circuit of the tenth pachinko game machine. [Figure 380] 13 is an example of a special symbol winning determination table in the tenth pachinko gaming machine. [Figure 381] 13 is an example of a special symbol determination table in the tenth pachinko gaming machine. [Figure 382] 13 is an example of a jackpot type determination table for the tenth pachinko gaming machine. [Figure 383] 13 is an example of a small win type determination table in the tenth pachinko gaming machine. [Figure 384] 13 is an example of a game status related setting table in the tenth pachinko gaming machine. [Figure 385] 13 is an example of a variation pattern table of special symbols in a normal gaming state and a general gaming state in the tenth pachinko gaming machine. [Figure 386]13 is an example of a variation pattern table of special symbols in a RUSH gaming state in the tenth pachinko gaming machine. [Figure 387] 13 is an example of data relating to pre-reading of special symbols in the tenth pachinko gaming machine. [Figure 388] 13 is an example of a winning determination table for normal symbols in the tenth pachinko gaming machine. [Figure 389] 13 is an example of a normal symbol determination table in the tenth pachinko gaming machine. [Figure 390] 13 is an example of a second starting hole opening pattern determination table in the tenth pachinko gaming machine. [Figure 391] 13 is an example of a normal symbol variation pattern table in the tenth pachinko gaming machine. [Figure 392] 13 is an example of a game stop command decision 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 game 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 special symbol management processing 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. [Fig. 401]13 is a flowchart showing an example of a time-saving management process in the tenth pachinko gaming machine. [Fig. 402] 13 is a flowchart showing an example of a process for determining whether to transition to the B time-saving gaming state in the tenth pachinko gaming machine. [Fig. 403] 13 is a flowchart showing an example of a process for determining whether to transition to the C time-saving gaming state in the tenth pachinko gaming machine. [Fig. 404] 13 is a flowchart showing an example of a special symbol game determination process in the tenth pachinko gaming machine. [Fig. 405] 13 is a flowchart showing an example of a special symbol game ending process in the tenth pachinko gaming machine. [Fig. 406] 13 is a flowchart showing an example of processing during closing of the small win game in the tenth pachinko gaming machine. [Fig. 407] 13 is a flowchart showing an example of processing during opening of a small win game in the tenth pachinko game machine. [Fig. 408] 13 is a flowchart showing an example of a preparation process for opening a large prize opening in a tenth pachinko gaming machine. [Fig. 409] 13 is a flowchart showing an example of a special prize opening control process in the tenth pachinko gaming machine. [Fig. 410] 13 is a flowchart showing an example of a jackpot game state ending process in the tenth pachinko game machine. [Fig. 411] 13 is a flowchart showing an example of normal symbol control processing in the tenth pachinko gaming machine. [Fig. 412] 13 is a flowchart showing an example of variable normal symbol display start processing in the tenth pachinko gaming machine. [Fig. 413] 13 is a flowchart showing an example of system timer interrupt processing in the tenth pachinko gaming machine. [Fig. 414] 13 is a flowchart showing an example of a game stop function setting process in the tenth pachinko game machine. [Fig. 415] 13 is a flowchart showing an example of a game stop data update process in the tenth pachinko game machine. [Fig. 416] 13 is a flowchart showing an example of a game stop data update process in the tenth pachinko game machine. [Fig. 417] 13 is a flowchart showing an example of a switch input detection process in the tenth pachinko gaming machine. [Fig. 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 presentation pattern determination table in the tenth pachinko gaming machine. [Fig. 420] 13 is an example of a symbol presentation pattern determination table in the tenth pachinko gaming machine. [Fig. 421] 13 is an example of a symbol presentation pattern determination table in the tenth pachinko gaming machine. [Fig. 422] 13 is an example of a caption presentation pattern determination table in the tenth pachinko gaming machine. [Fig. 423] 13 is an example of a look-ahead performance pattern determination table in the tenth pachinko gaming machine. [Fig. 424] 13 is an example of a prohibition condition setting table for the pre-reading performance in the tenth pachinko gaming machine. [Fig. 425] 13 is an example of a first game stop notice end determination table in the tenth pachinko gaming machine. [Fig. 426] 13 is a flowchart showing an example of a sub-control circuit process in the tenth pachinko gaming machine. [Fig. 427] 13 is a flowchart showing an example of a presentation mode determination process in the tenth pachinko gaming machine. [Fig. 428] 13 is a flowchart showing an example of a presentation pattern determination process in the tenth pachinko gaming machine. [Fig. 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. [Fig. 431]13 is a flowchart showing an example of a pre-reading performance determination process in the tenth pachinko gaming machine. [Fig. 432] 13 is a flowchart showing an example of data input processing in the tenth pachinko gaming machine. [Fig. 433] 13 is an example of a game state transition diagram showing the transition of game states in the tenth pachinko gaming machine. [Fig. 434] 13 is an example of a presentation flow of a presentation mode in the tenth pachinko gaming machine. [Fig. 435] 13 is an example of a time chart of a game stop notice by a game stop command in the tenth pachinko game machine. [Fig. 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. [Fig. 437] 13 is an example of a display image illustrating the card presentation in the chance presentation mode in the tenth pachinko gaming machine. [Fig. 438] 13 is an example of a display image illustrating a RUSH entry presentation of a chance presentation mode in the tenth pachinko gaming machine. [Fig. 439] 13 is an example of a display image illustrating the caption effect in the heaven effect mode in the tenth pachinko gaming machine. [Fig. 440] 13 is an example of a display image illustrating the pre-reading performance in the tenth pachinko gaming machine. [Fig. 441] 13 is an example of a display image of a game stop notice in the tenth pachinko gaming machine. [Fig. 442] 13 is an example of a display image for a game stop notification in the tenth pachinko gaming machine. [Figure 443] This is an example of a front view showing the appearance of the game board unit of the 11th pachinko game machine. [Figure 444] An example of a block diagram showing a control circuit of an eleventh pachinko gaming machine. [Figure 445] 13 is an example of a special symbol winning determination table in the eleventh pachinko gaming machine. [Fig. 446]13 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 in the pachinko gaming machine. [Figure 449] 13 is an example of a game status related setting table in the eleventh pachinko gaming machine. [Fig. 450] 13 is an example of a variation pattern table of special symbols in a normal game state in the eleventh pachinko gaming machine. [Fig. 451] 13 is an example of a variation pattern table of special symbols in a general gaming state in an eleventh pachinko gaming machine. [Fig. 452] 13 is an example of a variation pattern table of special symbols in a RUSH gaming state in the eleventh pachinko gaming machine. [Fig. 453] 13 is an example of data relating to pre-reading of special symbols in an eleventh pachinko gaming machine. [Fig. 454] 13 is an example of a winning determination table for normal symbols in the eleventh pachinko gaming machine. [Fig. 455] 13 is an example of a normal symbol determination table in the eleventh pachinko gaming machine. [Fig. 456] 13 is an example of a second starting hole opening pattern determination table in the eleventh pachinko gaming machine. [Fig. 457] 13 is an example of a normal symbol variation pattern table in the eleventh pachinko gaming machine. [Fig. 458] 13 is an example of a game stop command decision 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. [Fig. 460] 13 is a flowchart showing an example of main control processing in the eleventh pachinko gaming machine. [Fig. 461] 13 is a flowchart showing an example of a game return process in an eleventh pachinko gaming machine. [Fig. 462] 13 is a flowchart showing an example of a game stop function initial value setting process in an eleventh pachinko game machine. [Fig. 463] 13 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. [Fig. 465] 13 is a flowchart showing an example of a special pattern variable display start process in an eleventh pachinko gaming machine. [Fig. 466] 13 is a flowchart showing an example of a special pattern variable display ending process in an eleventh pachinko gaming machine. [Fig. 467] 13 is a flowchart showing an example of a time-saving management process in an eleventh pachinko gaming machine. [Fig. 468] 13 is a flowchart showing an example of a process for determining whether to transition to the B time-saving gaming state in an eleventh pachinko gaming machine. [Fig. 469] 13 is a flowchart showing an example of a process for determining whether to transition to the C time-saving gaming state in the eleventh pachinko gaming machine. [Fig. 470] 13 is a flowchart showing an example of a special symbol game determination process in an eleventh pachinko gaming machine. [Fig. 471] 13 is a flowchart showing an example of a special pattern game ending process in the eleventh pachinko gaming machine. [Fig. 472] 13 is a flowchart showing an example of processing during closing of the small win game in the eleventh pachinko gaming machine. [Fig. 473] 13 is a flowchart showing an example of processing during opening of a small win game in an eleventh pachinko gaming machine. [Fig. 474] 13 is a flowchart showing an example of a preparation process for opening a special prize opening in an eleventh pachinko gaming machine. [Fig. 475] 13 is a flowchart showing an example of a special prize opening control process in an eleventh pachinko gaming machine. [Fig. 476]13 is a flowchart showing an example of a jackpot game state ending process in an eleventh pachinko game machine. [Fig. 477] 13 is a flowchart showing an example of normal symbol control processing in the eleventh pachinko gaming machine. [Fig. 478] 13 is a flowchart showing an example of variable normal symbol display start processing in an eleventh pachinko gaming machine. [Fig. 479] 13 is a flowchart showing an example of normal symbol winning end processing in the eleventh pachinko gaming machine. [Fig. 480] 13 is a flowchart showing an example of a system timer interrupt processing in the eleventh pachinko gaming machine. [Figure 481] 13 is a flowchart showing an example of a game stop function setting process in an eleventh pachinko game machine. [Figure 482] 13 is a flowchart showing an example of a game stop data update process in an eleventh pachinko game machine. [Figure 483] 13 is a flowchart showing an example of a game stop data update process in an eleventh pachinko game machine. [Figure 484] 13 is a flowchart showing an example of a switch input detection process in an eleventh pachinko gaming machine. [Figure 485] 13 is an example of a presentation mode determination table in the eleventh pachinko gaming machine. [Figure 486] 13 is an example of a symbol presentation pattern determination table in the eleventh pachinko gaming machine. [Figure 487] 13 is an example of a symbol presentation pattern determination table in the eleventh pachinko gaming machine. [Figure 488] 13 is an example of a symbol presentation pattern determination table in the eleventh pachinko gaming machine. [Figure 489] 13 is an example of a caption presentation pattern determination table in the eleventh pachinko gaming machine. [Fig. 490] 13 is an example of a look-ahead performance pattern determination table in the eleventh pachinko gaming machine. [Figure 491]13 is an example of a prohibition condition setting table for the pre-reading performance in the eleventh pachinko gaming machine. [Fig. 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 an eleventh pachinko gaming machine. [Figure 494] 13 is a flowchart showing an example of a presentation mode determination process in an eleventh pachinko gaming machine. [Fig. 495] 13 is a flowchart showing an example of a presentation pattern determination process in an eleventh pachinko gaming machine. [Fig. 496] 13 is a flowchart showing an example of a presentation pattern determination process in an eleventh pachinko gaming machine. [Figure 497] 13 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 performance determination process in an eleventh pachinko gaming machine. [Figure 499] 13 is a flowchart showing an example of data input processing in the eleventh pachinko gaming machine. [Figure 500] 11 is an example of a game state transition diagram showing the transition of game states in the pachinko gaming machine. FIG. [Fig. 501] 13 is an example of a presentation flow of a presentation mode in the eleventh pachinko gaming machine. [Figure 502] 13 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. 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 eleventh pachinko gaming machine. [Figure 504] 13 is an example of a display image illustrating the card presentation in the chance presentation mode in the eleventh pachinko gaming machine. [Figure 505] 13 is an example of a display image illustrating a RUSH entry presentation of a chance presentation mode in the eleventh pachinko gaming machine. [Figure 506] 13 is an example of a display image illustrating the caption effect in the heaven effect mode in the eleventh pachinko gaming machine. [Figure 507] 13 is an example of a display image illustrating a pre-reading effect in the eleventh pachinko gaming machine. [Figure 508] 13 is an example of a display image explaining the general presentation mode, premonition presentation mode, and mode transition presentation in the 11th pachinko gaming machine. [Figure 509] 11 is an example of a display image of a game stop notice in a pachinko gaming machine. [Fig. 510] 13 is an example of a display image of a game stop notification in the eleventh pachinko gaming machine. [Figure 511] This is an example of an oblique 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] FIG. 12 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 515] FIG. 12 is an example of an explanatory diagram for explaining the data contents relating to the game stop function of the pachinko gaming machine. [Fig. 516] 12 is an example of a special symbol winning determination table in 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] 13 is a flowchart showing an example of main control processing in the 12th pachinko gaming machine. [Figure 519] 13 is a flowchart showing an example of main control processing in the 12th pachinko gaming machine. [Fig. 520] 13 is a flowchart showing an example of a designated range clearing process in a twelfth pachinko gaming machine. [Fig. 521]13 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 stop of the game stop function in the twelfth pachinko gaming machine. [Figure 523] 12 is a flowchart showing an example of a game stop function initialization process in a pachinko gaming machine. [Figure 524] 12 is a flowchart showing an example of a frame control circuit transmission / reception process in a pachinko gaming machine. [Figure 525] 12 is a flowchart showing an example of a status monitoring process in a twelfth pachinko gaming machine. [Fig. 526] 13 is a flowchart showing an example of special symbol control processing in a twelfth pachinko gaming machine. [Figure 527] 13 is a flowchart showing an example of a special pattern variable display start process in a twelfth pachinko gaming machine. [Figure 528] 13 is a flowchart showing an example of a special pattern variable display ending process in the twelfth pachinko gaming machine. [Figure 529] 13 is a flowchart showing an example of a special pattern game determination process in a twelfth pachinko gaming machine. [Fig. 530] 13 is a flowchart showing an example of a special pattern game ending process in the 12th pachinko gaming machine. [Fig. 531] 13 is a flowchart showing an example of a preparation process for opening a large prize opening in a twelfth pachinko gaming machine. [Figure 532] 12 is a flowchart showing an example of processing during the closing of the small win game in the 12th pachinko gaming machine. [Figure 533] 13 is a flowchart showing an example of a special prize opening control process in a twelfth pachinko gaming machine. [Fig. 534] 13 is 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 pachinko gaming machine. [Fig. 536] 13 is a flowchart showing an example of normal symbol control processing in the 12th pachinko gaming machine. [Figure 537] 12 is a flowchart showing an example of system timer interrupt processing in a pachinko gaming machine. [Figure 538] 12 is a flowchart showing an example of a switch input detection process in a twelfth pachinko gaming machine. [Figure 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 twelfth 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] 13 is a flowchart showing an example of a 3-byte addition process of the difference ball counter in the 12th pachinko game machine. [Figure 543] 13 is a flowchart showing an example of a 3-byte subtraction process of the difference ball counter in the 12th pachinko game 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 relating to the game stop function in the pachinko gaming machine. [Figure 547] FIG. 12 is an example of a configuration diagram of commands related to abnormalities in a pachinko gaming machine. [Figure 548] FIG. 12 is an example of a configuration diagram of counting-related commands in a pachinko gaming machine. [Figure 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. [Fig. 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] 13 is a flowchart showing an example of a frame abnormality event information determination process in a twelfth pachinko gaming machine. [Fig. 554] 13 is a flowchart showing an example of an 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. [Fig. 556] 13 is a flowchart showing an example of card unit communication control processing in a twelfth pachinko gaming machine. [Figure 557] 13 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] 13 is a flowchart showing an example of a sub-control circuit process in the 12th pachinko gaming machine. [Fig. 561] 13 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]13 is a flowchart showing an example of sub-device input processing in a twelfth pachinko gaming machine. [Fig. 564] 13 is a flowchart showing an example of a command analysis process 1 in a twelfth pachinko gaming machine. [Fig. 565] 13 is a flowchart showing an example of a command analysis process 2 in a twelfth pachinko gaming machine. [Fig. 566] 13 is a flowchart showing an example of a counting notification setting process in the 12th pachinko gaming machine. [Figure 567] 13 is a flowchart showing an example of a counting end notification setting process in a twelfth pachinko gaming machine. [Figure 568] 12 is 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. [Fig. 571] 12 is an example of a counting display screen when a transfer warning is issued in the twelfth pachinko gaming machine. [Fig. 572] 13 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 PREFERRED EMBODIMENTS
[0011] As examples of gaming machines according to an embodiment 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 machine is defined as the front direction, the back side of the pachinko machine is defined as the rear direction, the left side when viewed from the front is the left direction, the right side when viewed from the front is the right direction, the top side of the pachinko machine is defined as the up direction, the bottom side of the pachinko machine is defined as the down direction, the clockwise direction when viewed from the front is defined as the rightward direction, and the counterclockwise direction is defined as the leftward direction.
[0013] Both the first and second pachinko gaming machines are so-called type 1 pachinko gaming machines called 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 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 parallel.
[0014] The third type of pachinko machine is a type 1 / 2 mixed machine that combines a type 1 machine called a digital pachinko machine and a type 2 machine called 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 mixed pachinko machines in which the first special symbol and the second special symbol can be displayed 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] In addition, the term "variable display" in this specification is a concept that includes both "variable display" in which the pattern is displayed by changing, and "stop display" in which the pattern is displayed by stopping, and the operation from the start of the variable display to the stop display is called one "variable display". When the variable display pattern is stopped and displayed (hereinafter also referred to as "derivation"), the result of the special pattern hit determination process (hereinafter also referred to as "special pattern lottery") and the result of the normal pattern hit determination process (hereinafter also referred to as "normal pattern lottery") described later are determined. Note that although the pattern appears to be stopped, there are cases where the pattern is displayed in a state where the result of the special pattern hit determination process or the normal pattern hit determination process is not determined (for example, a state where it is temporarily stopped), and such a state is included in the variable display. Note that even if the pattern is temporarily stopped, for example, the result of the special pattern hit determination process or the normal pattern hit determination process is not determined at this point, so the pattern can be displayed again by changing.
[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 and second special patterns are not displayed in parallel and only one of them is displayed 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 with 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 and second start ports (hereinafter referred to as a "sequential variable machine").
[0020] In a priority variable machine, the start condition of the first special symbol is established when certain requirements are all met, such as neither the first special symbol nor the second special symbol is being displayed in a variable manner, the game is not in a jackpot game state, the variable display of the second special symbol is not reserved, and the variable display of the first special symbol is reserved. In a priority variable machine, the start condition of the second special symbol is established when certain requirements are all met, such as neither the first special symbol nor the second special symbol is being displayed in a variable manner, the game is not in a jackpot game state, and the variable display of the second special symbol is reserved.
[0021] In a sequential variable machine, the start condition of the first special symbol is established when at least all of the following are satisfied: neither the first special symbol nor the second special symbol is being displayed in a variable manner, the game is not in a jackpot game state, the variable display of the first special symbol is reserved, and the first reserved symbol is the reserved variable display of the first special symbol. In a sequential variable machine, the start condition of the second special symbol is established when at least all of the following are satisfied: neither the first special symbol nor the second special symbol is being displayed in a variable manner, the game is not in a jackpot game state, the variable display of the second special symbol is reserved, and the first reserved symbol is the reserved variable display of the second special symbol.
[0022] The following will use a priority variable 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 the front right upper side. Fig. 2 is an example of an exploded perspective view of the first pachinko gaming machine when viewed from the front right upper side. Fig. 3 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from the rear right upper side.
[0024] [1-1-1.Basic configuration] As shown in Figs. 1 to 3, the first pachinko game 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 Fig. 2), a payout unit 8 (see Figs. 2 and 3), a board unit 9 (see Figs. 2 and 3), and a game board unit 10 (see Fig. 2). In addition, an LED unit 160 (see Fig. 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 Fig. 1.
[0025] (Outer frame) The outer frame 2 is a frame body having a generally rectangular shape when viewed from the front, and has an opening 21 penetrating in the front-rear direction. This outer frame 2 is fixedly attached to an island facility of an amusement park. A hinge (no reference number) is provided on the front side of, for example, the left end of the outer frame 2, and the base door 3 is supported on this hinge. This makes it possible to rotate the base door 3 forward relative to the outer frame 2 with the hinge as an axis.
[0026] In addition, the outer frame 2 is required to have high strength since it supports many components such as the payout unit 8, the board unit 9, the display device 7, the game board unit 10, the glass door 4, and the plate unit 5, which will be described later, via the base door 3. On the other hand, in order to enhance the presentation effect, for example, there is a demand for the display device 7 (see FIG. 2) and the game board unit 10 to be enlarged. Therefore, by forming the outer frame 2 from, for example, a thin metal plate, it is possible to enlarge the display device 7 and the 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 back side and supports these.
[0028] A game board unit 10 is fitted on the front side of the base door 3. In addition, hinges (without reference numbers) are provided at the top end, the middle part below the vertical center, and the bottom end of the base door 3, for example, on the front side of the left end, and the glass door 4 is supported by the hinges at the top end and the middle part, and the plate unit 5 is supported by the hinges at the middle part and the bottom end, respectively. In this way, the glass door 4 and the plate unit 5 can be rotated forward together or individually relative to the base door 3, with the hinges as axes.
[0029] The 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 of the upper side. From the speakers 32, for example, sound effects of characters displayed on the display device 7, music, sound effects, voice notifications, error notifications, and other sound effects are output.
[0030] Furthermore, a locking device (not shown) is provided on the side opposite to 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 to the base door 3, a game area 105 (see FIG. 4 described later) formed in the game board unit 10 and the protective glass 43 face each other. In this way, with the glass door 4 closed to the base door 3, the game area 105 can be visually confirmed 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 a plurality of pieces of glass (for example, two pieces) attached with a gap between them, or a plurality of pieces of glass may be unitized with a gap between them. Furthermore, if the protective glass 43 is a unitized glass, 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, a transparent resin.
[0033] In addition, an operation unit 66 that can be operated by, for example, 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 the manager of the gaming facility on the hall menu screen.
[0034] Further, a speaker cover 45 is provided on the upper part of the glass door 4, which is disposed in front of the above-mentioned speaker 32. Furthermore, a large number of LED groups 46 used for light-emitting effects and the like are disposed on 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 Figs. 1 and 2 is an LED cover, but for convenience, it will be described as the LED group 46. The LED group 46 is, for example, a light-emitting means for use in light-emitting effects such as announcements and light-emitting effects in various variations, but is not limited to LEDs as long as such light-emitting effects and the like can be performed, and may be, for example, liquid crystal or a lamp.
[0035] (Dish unit) The dish unit 5 is a unit consisting of an upper dish 51 and a lower dish 52. The dish unit 5 is located at the front lower part of the base door 3, below the glass door 4. As described above, the dish unit 5 is configured to be rotated relative to the base door 3 to open and close, so that, for example, when balls become jammed, an amusement arcade staff member can clear the jam. Note that the dish unit 5 does not necessarily have to have an upper dish 51 and a lower dish 52, and may be configured as an integrated dish.
[0036] The upper tray 51 is provided so as to be capable of storing 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 later). The upper tray 51 is provided with a payout outlet 53 and a performance button 54. The game balls to be lent or the game balls to be paid out as prize balls are paid out from the payout outlet 53 to the upper tray 51. The performance button 54 is what is called a "CHANCE button" or a "push button". The performance button 54 may have a predetermined performance function in addition to an operation function operated by a player. The predetermined performance function corresponds to, for example, a function of vibrating or protruding upward based on the result of a hit determination process of a special pattern. In addition, the function of the operation unit 66 may also be used.
[0037] The lower tray 52 is mainly for storing game balls that have overflowed 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 overflowed 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. When a so-called per-machine counting system is provided 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] (Launch Device) The launching device 6 is for launching game balls stored in the upper tray 51 toward the game area 105 (see FIG. 4 described later). The launching device 6 is disposed at the lower right front portion of the base door 3 and at the lower right portion 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 game ball is launched by the operation of the drive device. 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 game ball.
[0042] The game balls launched from the launching device 6 located at the lower right of the tray unit 5 roll in an arc along a guide rail 110 (see FIG. 4 described below) via a launching rail (not shown) and are launched into the game area 105 (see FIG. 4 described below). The location of the launching device 6 is not limited to the lower right of the tray unit 5, but may be the lower left of the tray unit 5. In this case, the 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 effect images related to the game, and is attached so that the display area faces the opening of the game panel 100. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, a display device composed of electroluminescence, or may be a device that projects images using a projection device such as a projector. In the display area of the display device 7, for example, an effect identification pattern (for example, a decorative pattern) is variably displayed to display the result of a hit determination process of a special pattern, an effect image according to the result of a hit determination process of a special pattern, an effect image during a big win game state, a demo effect image, an effect image showing the pending status of the variable display of a special pattern, and the like are displayed. In this embodiment, the display device 7 is attached to the game board unit 10, but the display device 7 may be attached to the base door 3 as long as the display area of the display device 7 is arranged to face the opening of the game panel 100.
[0044] In this embodiment, one display device 7 is provided for displaying the various performance images described above, but it is also possible to provide multiple (e.g., two) display devices and use these multiple display devices to display the performance images.
[0045] (Payment unit) The payout unit 8 (see Figures 2 and 3) is disposed on the rear side of the base door 3, and is composed of a ball passage 81, a payout device 82, etc. Game balls are supplied to the ball passage 81 from a storage tank 80 (see Figures 2 and 3). Game balls are supplied to the storage tank 80 from an island facility (not shown). When a payout condition is met, the payout device 82 pays out a predetermined number of game balls from the game 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 rear 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 implemented, a sub-control board 92 on which a sub-control circuit 300 (see Figure 6 described below) is implemented, 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 implemented, and a power supply board on which a power supply circuit 450 (see Figure 6 described below) that supplies power is implemented.
[0048] In Figure 3, for convenience, the main control board 91, the sub-control board 92, the dispensing / launching control board 93 and the power supply board 94 are indicated by reference symbols, but these boards are all 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, this is not limited to this, and the sub-control board 92 may be configured with multiple boards by forming all or part of the display control circuit 304, audio control circuit 305, LED control circuit 306, and role control circuit 307 (all of which are shown in FIG. 6) described later 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 included 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 115 arranged in the approximate center of the game area 105, a first start port 120, a general winning port 122, a passing gate unit 125, a special electric role unit 130, a second start port 140, a normal electric role unit 145, an LED unit 160, an outlet port 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 nails (no reference number) and the like are planted therein. A gaming ball launched from the launching device 6 (see Figs. 1 and 2) flies out from the guide rail 110 toward the gaming area 105, collides with the gaming nails, etc., and flows downward below the gaming area 105 while changing its direction of travel.
[0053] In addition, a back unit (not shown) provided with a decorative body to enhance the presentation effect is disposed behind the game panel 100. The game panel 100 is made of transparent resin so that the decorative body provided on the back unit can be seen from the front. In this case, the entire game panel 100 may be made of a transparent material, or, for example, only the part where the decorative body provided on the back unit can be seen from the front may be made of a transparent material. In addition, the game panel 100 may be made of a material that does not have a transparent part (for example, wood), and a transparent material may be provided in a part to enhance the presentation effect.
[0054] In this embodiment, the game panel 100 is made of transparent resin so that the rear unit can be seen from the front, but the entire game 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 numbers). The play area 105 is defined by the guide rail 110. The outer rail and the inner rail have the function of guiding the 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 role 115 is configured to be fitted into an opening (without reference number) of the game panel 100, and is provided with an arc-shaped center rail 116 on the upper side. Game balls shot toward the game area 105 are distributed to the left and right by the center rail 116.
[0057] In this first pachinko game machine, the area of the game area 105 to the left of the center role 115 is referred to as the left area 106, and the area to the right of the center role 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 game machines described later.
[0058] A game ball launched by the launching device 6 toward the game area 105 flows down the left area 106 or the right area 107. A game ball flowing down the left area 106 or the right area 107 flows downward while changing its direction of travel due to collision with game pegs or the like planted in the game panel 100. When the amount of operation of the launching handle 62 (see Figs. 1 and 2) is small, the launched game ball flows down the left area 106. On the other hand, when the amount of operation of the launching handle 62 (see Fig. 1) is large, the launched game ball flows down the right area 107.
[0059] In this specification, as the operation mode (hitting method) of the launch handle 62, a hitting method in which the game ball is launched so as to flow down the left side area 106 is referred to as a "left hit", and a hitting method in which the game ball is launched so as to flow 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] In addition, the center role 115 has a warp entrance 117 formed on the outer periphery on the left side, through which the game ball flowing down the left area 106 can enter. The game ball that enters the warp entrance 117 is configured to be guided to a stage 118 formed in the center role 115. The stage 118 is formed in front of the lower side of the display area of the display device 7 so that the game ball can roll in the left-right direction. The stage 118 may be formed in multiple stages, such as an upper stage and a lower stage, for example.
[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) 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 starting hole 120 is disposed below the display area of the display device 7, and is disposed so that a game ball hit from the left can win (a game ball hit from the right has difficulty or is impossible to win). When a game ball wins in the first starting hole 120, it is detected by a first starting hole switch 121 (see FIG. 6 described later). It is also possible that a game ball hit from the right can win in the first starting hole 120. Also, instead of or in addition to the above-mentioned first starting hole 120, a first starting hole that allows a game ball hit from the right to win (a game ball hit from the left has difficulty or is impossible to win) may be provided.
[0063] When the first start hole switch 121 (see FIG. 6 described later) detects the entry (passage) of a game ball into the first start hole 120, various data related to the first special symbol (for example, various random numbers such as a random number value for determining a big win of the first special symbol, a random number value for the symbol of the first special symbol, a random number value for determining the reach of the first special symbol, and a random number value for selecting a performance of the first special symbol) are extracted, and the extracted various data are stored up to a predetermined number (for example, up to 4). When the start condition of the first special symbol (also referred to as the "variation start condition of the first special symbol" in this specification) is established, the stored various data is used for the hit determination process of the first special symbol. When a game ball enters the first start hole 120, for example, three prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the first start hole 120 is not limited to this.
[0064] In this specification, the entry of a game ball into the first starting hole 120 is referred to as the starting entry of the first special symbol, and 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 pattern random number value for the first special symbol, a random number value for determining a reach for the first special symbol, and a random number value for selecting a performance for the first special symbol) are referred to as the starting information of the first special symbol. Also, storing the starting information of the first special symbol until the starting condition is met is referred to as holding. The same applies to the second special symbol.
[0065] (General prize entry) The general winning openings 122 are arranged in a plurality of general winning openings 122 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 any of the 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 the entry (passage) of a game ball into 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] In addition, in this embodiment, the general winning opening 122 is positioned so that it is difficult or impossible for a gaming 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 through which a gaming ball hit to the right can win may be provided.
[0068] (Passing gate unit) The passing gate unit 125 is located in the right area 107 and is a unitary 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 the passage of a gaming ball through the passing gate 126, various data related to the normal symbols (for example, a random number value for determining whether the normal symbol is a winning symbol, etc.) are extracted, and the extracted various data are stored up to a predetermined number (for example, a maximum of four). The stored various data are used for the winning determination process for the normal symbols. Note that even if the passing gate switch 127 detects the passage of a gaming ball through the passing gate 126, no prize balls are paid out. 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 related 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, etc.) 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 established is referred to as a hold.
[0071] (Special electric feature unit) The special electric accessory unit 130 is a unit body that integrates a big winning opening 131, a count switch 132 (see FIG. 6 described later) that detects the winning (passage) of a game ball into the big winning opening 131, and a special electric accessory 133. The special electric accessory unit 130 is disposed below the passage gate unit 125 in the right side area 107.
[0072] The big 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 big prize opening 131 described above, a big prize opening into which a game ball hit from the left can win a prize may be arranged, or a big prize opening into which a game ball can win a prize may be arranged above the center role 115.
[0073] The big 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 big win game state that is advantageous to the player. When the entry of a game ball into the big prize opening 131 is detected by the count switch 132 (see FIG. 6 described later), 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 big prize opening 131 is not limited to 10.
[0074] The special electric device 133 includes a special electric shutter 134 that can move forward and backward, and a special electric solenoid 135 (see FIG. 6 described later) 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 the game ball can enter (pass) the large prize opening 131 or easily, and a closed state in which the game ball cannot enter (pass) the large prize opening 131 or is difficult to enter. In addition, in the large prize game state, the transition from the closed state to the open state is performed for a predetermined number of rounds. In other words, the large prize game state is a game state in which a large number of game balls can be paid out as prize balls by performing a round game in which the large prize opening 131 transitions from a closed state to an open state for a predetermined period of time over multiple rounds.
[0075] (Second starting point) The second starting hole 140 is disposed in the left area 106 (more specifically, below the left side of the first starting hole 120). However, the second starting hole 140 is configured such that it is difficult or impossible for a game ball hit from the left to win, for example, due to game nails, etc., and 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 provided in the right area 107, for example. The second starting hole 140 may also be configured such that a game ball hit from the left can win.
[0076] When the second start hole switch 141 (see FIG. 6 described later) detects the entry (passage) of a game ball into the second start hole 140, various data related to the second special symbol (for example, various random numbers such as a random number value for determining a big win of the second special symbol, a random number value for the symbol of the second special symbol, a random number value for determining the reach of the second special symbol, and a random number value for selecting the performance of the second special symbol) are extracted, and the extracted various data are stored up to a predetermined number (for example, up to 4). When the start condition of the second special symbol (also referred to as the "variation start condition of the second special symbol" in this specification) is established, the stored various data is used for the hit determination process of the second special symbol. When the game ball enters the second start hole 140, for example, three prize balls are paid out. However, the number of prize balls paid out based on the entry of the game ball into the second start hole 140 is not limited to this.
[0077] (Normal electric accessory unit) The normal electric accessory unit 145 is disposed 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 the game ball 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 includes 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 the 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 hole 140, and a closed state in which it is impossible or difficult for a game ball to enter the second start hole 140. The normal power movable member 147 includes blade types, door types, protruding plate types, etc.
[0079] (Outlet) The outlet 178 is for discharging game balls that have been shot toward the game area 105 but have not won in any of the various winning ports (for example, the first start port 120, the second start port 140, the big winning port 131, the general winning port 122, etc.) to the outside of the machine. This outlet 178 is provided on the most downstream side of the game area 105 so that both game balls hit to the left and game balls hit to the right can be discharged to the outside of 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 game balls flowing down the game area 105 can be discharged to the outside of the machine.
[0080] (Back unit) The back unit (not shown) is for decorating the game board unit 10, and is provided on the rear side of the transparent game panel 100. This back unit is provided with a group of performance-use props 58 (see FIG. 6 described later) such as movable props controlled by the sub-control circuit 300. The group of performance-use props 58 are arranged, for example, around the display area of the display device 7. At least one or more props or prop-use prop constituent members constituting the props among the group of performance-use props 58 function as a performance-use prop that can operate based on the result of a hit determination process for a special symbol.
[0081] [1-1-3. LED unit] The LED unit 160 is disposed at the lower right of the game board unit 10, outside the game area 105 (see FIG. 4, for example). The LED unit 160 is a unit body in which various display sections are integrated.
[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 FIG. 5, LED unit 160 includes a normal pattern display section 161, a normal pattern reserve display section 162, a first special pattern display section 163, a second special pattern display section 164, a first special pattern reserve display section 165, a second special pattern reserve display section 166, a probability bonus 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 is started, in which the normal symbol display LEDs 161a and 161b alternately turn on and off. When a predetermined time has elapsed since the variable display of the normal symbol started, 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 winning judgment process of the normal symbol is a winning normal symbol, the combination of the lighting and extinguishing of the normal symbol display LEDs 161a and 161b becomes a specific stop display mode. For example, when the result of the winning judgment process of the normal symbol is a winning normal symbol, 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 winning judgment process of the normal symbol is a losing normal symbol, for example, the normal symbol display LED 161a turns off and the normal symbol display LED 161b lights up. However, the stop display mode of the normal symbol display LEDs 161a and 161b indicating the result of the winning judgment process of the normal symbol is not limited to this. Then, when the normal symbol is stopped and displayed in a specific stop display mode, it is determined that the normal electric role 146 is operated, and the normal electric movable member 147 is driven to open and close in a predetermined pattern, making it easy for the game ball to enter (pass) into the second starting hole 140.
[0086] (Regular pattern reserved display section) The reserved display unit 162 for normal symbols displays the number of reserved variable displays of normal symbols (hereinafter referred to as the "reserved number of normal symbols") when the start information of the normal symbols, i.e., the variable display, is reserved, and is equipped with reserved display LEDs 162a and 162b for normal symbols. The above "variable display of normal symbols is reserved" refers to the state from when the passage of the game ball through the passing gate 126 is detected and various data related to the normal symbols (for example, random number values for determining whether the normal symbols are hit, etc.) are extracted until the start condition of the normal symbols is established. The start condition of the normal symbols is established when at least the following is satisfied: the normal symbols are not being variable displayed, and the variable display of the normal symbols is reserved.
[0087] The normal symbol reserved display unit 162 displays the number of reserved balls of the normal symbol variable display by a combination of the on / off of the normal symbol reserved display LEDs 162a and 162b. For example, when the number of reserved balls of the normal symbol is one, the normal symbol reserved display LED 162a is lit and the normal symbol reserved display LED 162b is turned off. When the number of reserved balls of the normal symbol is two, both the normal symbol reserved display LEDs 162a and 162b are lit. When the number of reserved balls of the normal symbol is three, the normal symbol reserved display LED 162a flashes and the normal symbol reserved display LED 162b is lit. When the number of reserved balls of the normal symbol is four, both the normal symbol reserved display LEDs 162a and 162b flash. However, the display mode of the normal symbol reserved display LEDs 162a and 162b, which indicate the number of reserved balls of the normal symbol, is not limited to this.
[0088] (Special design display section) The special symbol display unit displays the result of the special symbol winning judgment 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 a first special symbol display LED group consisting of, for example, eight LEDs 163a to 163h. Similarly, the second special symbol display unit 164 includes a second special symbol display LED group consisting of, for example, 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 constituting the first special symbol display section 163 alternately or mutually turn on and off. When a predetermined time has elapsed since the variable display of the first special symbol was started, the variable display of the first special symbol is stopped, and the result of the winning determination process of the first special symbol is derived.
[0090] When the result of the hit determination process of the first special symbol is a jackpot, the combination of the on / off of the eight LEDs 163a to 163h constituting the first special symbol display section 163 becomes a specific stop display mode. Then, when the first special symbol display section 163 is stopped and displayed in a specific stop display mode, a transition to a jackpot game 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 constituting the second special symbol display section 164 alternately or mutually turn on and off. When a predetermined time has elapsed since the variable display of the second special symbol was started, the variable display of the second special symbol is stopped, and the result of the winning determination process of the second special symbol is derived.
[0092] When the result of the hit determination process of the second special symbol is a jackpot, the combination of the on / off of the eight LEDs 164a to 164h constituting the second special symbol display section 164 becomes 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 game state is determined.
[0093] (Special design reserved display section) The special pattern reserved display unit displays the number of reserved special pattern variable displays (hereinafter referred to as the "reserved number of special patterns") when start information for a special pattern, i.e., a variable display, is reserved, and is provided with a first special pattern reserved display unit 165 and a second special pattern reserved display unit 166.
[0094] The reserved display unit 165 for the first special symbol displays the reserved number of the first special symbol when the variable display of the first special symbol is reserved, and includes reserved display LEDs 165a and 165b for the first special symbol. The phrase "the variable display of the first special symbol is reserved" refers to the state from when the entry (passage) of the game 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 reserved display unit 165 displays the reserved number of the variable display of the first special symbol by a combination of lighting and extinguishing of the first special symbol reserved display LEDs 165a and 165b. For example, when the reserved number of the first special symbol is one, the first special symbol reserved display LED 165a is lit and the first special symbol reserved display LED 165b is extinguished. When the reserved number of the first special symbol is two, both the first special symbol reserved display LEDs 165a and 165b are lit. When the reserved number of the first special symbol is three, the first special symbol reserved display LED 165a flashes and the first special symbol reserved display LED 165b is lit. When the reserved number of the first special symbol is four, both the first special symbol reserved display LEDs 165a and 165b flash. However, the display mode of the first special symbol reserved display LEDs 165a, 165b, which indicate the reserved number of first special symbols, is not limited to this.
[0096] The second special symbol reserved display unit 166 displays the reserved number of second special symbols when the variable display of the second special symbol is reserved, and includes second special symbol reserved display LEDs 166a and 166b. "The variable display of the second special symbol is reserved" refers to the state from when the entry (passage) of the game 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 reserved display unit 166 displays the reserved number of the variable display of the second special symbol by a combination of lighting and extinguishing of the second special symbol reserved display LEDs 166a and 166b. For example, when the reserved number of the second special symbol is one, the second special symbol reserved display LED 166a is lit and the second special symbol reserved display LED 166b is extinguished. When the reserved number of the second special symbol is two, both the second special symbol reserved display LEDs 166a and 166b are lit. When the reserved number of the second special symbol is three, the second special symbol reserved display LED 166a flashes and the second special symbol reserved display LED 166b is lit. When the reserved number of the second special symbol is four, both the second special symbol reserved display LEDs 166a and 166b flash. However, the display mode of the second special symbol reserved display LEDs 166a, 166b, which indicate the reserved number of second special symbols, is not limited to this.
[0098] (Display for probability change notification) The probability change notification display unit 167 can be turned on during the execution of the probability change control described below, and is composed of, for example, an LED or a lamp.
[0099] The probability variable notification display unit 167 may be lit while probability variable control is being executed, but it may also be configured not to light up so that it is not possible to know 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 during the execution of the probability variable control, the data indicating that the probability variable control is being executed is not lost due to the function of the backup capacitor 207 described later. Therefore, when the power is cut off during the execution of the probability variable control 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] Even if whether or not the special probability control is being executed is kept secret before the power is cut off, when the power is turned on, the special probability control display unit 167 is turned on so that it is possible to know that the special probability control is being executed.
[0102] (Display unit for time-saving notification) The time-saving notification display unit 168 can be turned on while a time-saving control, which will be described later, is being executed, and is configured with, for example, an LED or a lamp.
[0103] In the present embodiment, the time reduction notification display unit 168 has, for example, the first time reduction notification display unit 168a and the second time reduction notification display unit 168b, but the number of the time reduction notification display units 168 is not limited to this.
[0104] In addition, although details will be described later, the time-saving game state includes a time-saving game state A, a time-saving game state B, and a time-saving game state C. And, for example, it is configured so that it is possible to know which time-saving game state is being used by a combination of lighting or extinguishing of the first time-saving notification display unit 168a and the second time-saving 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 according to the time-saving control being executed, but may be concealed so that it is not possible to know from the outside whether the time-saving control is being executed or the type of the time-saving control being executed by turning on or off the display unit 168a or the second time-saving notification display unit 168b, for example (for example, all lights off, all lights on, a mode unrelated to the time-saving control being executed) in order to make it impossible to know from the outside whether the time-saving control is being executed or the type of the time-saving control being executed. In particular, while it may be possible to know from the outside whether the time-saving control is being executed or not, it may be difficult to know from the outside which time-saving control is being executed, so it is possible to increase interest by concealing the type of the time-saving control being executed.
[0106] However, when the power supply is cut off during execution of the time-saving control, not only the data indicating that the time-saving control is being executed but also the data indicating the type of the time-saving control being executed are not lost due to the function of the backup capacitor 207 described later. Therefore, when the power supply is cut off during execution of the time-saving control and then turned on, the time-saving notification display unit 168 turns on or off in a manner that allows the user to know from the outside that the time-saving control is being executed and the type of the time-saving control being executed.
[0107] 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 be turned on and / or off in a manner that allows the fact that time-saving control is being executed and the type of time-saving control being executed to be seen from the outside.
[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 FIG. 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] A main ROM 202, a main RAM 203, an initial reset circuit 204, etc. are connected to the main CPU 201. The main CPU 201 has built-in functions such as a watchdog timer (WDT) 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 a function of executing various processes according to 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. The main RAM 203 has a function of storing various flags and variable values as a temporary storage area for the main CPU 201. Note that, although a RAM is used as the temporary storage area for the main CPU 201 in this embodiment, the present invention is not limited to this, and any readable and 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 as to be able to output various commands.
[0117] In addition, various devices are connected to the main control circuit 200. For example, the above-mentioned normal symbol display unit 161, normal symbol reserved display unit 162, first special symbol display unit 163, second special symbol display unit 164, first special symbol reserved display unit 165, second special symbol reserved display unit 166, probability change notification display unit 167, time reduction 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, the performance display monitor 170 and 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 transmitting signals via the I / O port 205.
[0118] The performance display monitor 170 displays performance display data and setting values (described later) under the control of the main CPU 201. The performance display data is data indicating 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 balls) 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 game machine with a setting function described later, the error notification monitor 172 can 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, as the setting change code, 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) may be displayed.
[0120] 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 are also connected to the main control circuit 200. 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 a function to call a hall attendant and a function to display the number of jackpots, an external terminal board 184 used when transmitting data to a hall computer 186 that manages the pachinko machines in the entire hall, a setting key 174 that is operated when changing or checking a setting value in the case of a pachinko machine with a setting function described later, a backup clear switch 176 that can clear the backup data stored in the main RAM 203 according to the operation of the manager of the game center, etc. In this embodiment, the backup clear switch 176 also serves as a switch for changing a setting value described later, but is not limited to this, and a setting switch for changing a setting value may be provided.
[0122] Moreover, it is preferable that the setting key 174 and the backup clear switch 176 are housed in a specified case so that they cannot be easily touched by a third party (for example, a player) other than the manager of the game arcade. "Inside a specified case" includes not only a case in which the setting key 174 and the backup clear switch 176 cannot be touched unless the case is opened, but also a case in which notches are provided only at the locations corresponding to the setting key 174 and the backup clear switch 176, and a case in which the manager of the game arcade can touch the setting key 174 and / or the backup clear switch 176 when the pachinko machine is rotated from the island equipment using a key managed by the manager of the game arcade to expose the back surface.
[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 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 and the backup clear switch 176.
[0124] [1-2-2. Sub-control circuit] The sub-control circuit 300 includes 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 role-playing 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 game machine by the sub CPU 301, various tables, etc. The sub CPU 301 has a function of executing various processes according to the programs stored in the program ROM 302. In particular, the sub CPU 301 performs control related to the game presentation according to 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 an image signal, 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 pattern image data showing decorative patterns, background image data, and performance image data.
[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 a plurality of pieces of sound data stored in the sound data ROM. The sound source IC also reads out 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 including decorative LEDs, etc. The LED control circuit 306 includes a drive circuit for supplying an LED control signal, a decoration data ROM in which a plurality of types of LED decoration patterns are stored, and the like.
[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, a lighting circuit for supplying a lighting control signal, a role data ROM in which operation patterns and lighting patterns are stored, and the like.
[0134] In addition, the reel control circuit 307 selects one of the 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 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. In addition, the lighting circuit selects one of the 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 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. Discharge / launch 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 prescribed 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 in which cache data is stored (both not 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 game machine side, but may 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) in accordance with 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 a game 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 necessary power to the pachinko game 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 Fig. 7 and Fig. 8. Fig. 7 is an example of a game flow. Fig. 8 is an example of a game state transition diagram showing the transition of a game state. Note that the game flow shown in Fig. 7 is not a control flow, but a flow that can be grasped by 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 various winning holes (for example, the first starting hole 120, etc.), a payout control process of the game ball is performed. Pachinko games include a "special symbol game" using a special symbol and a "normal symbol game" using a normal symbol. The special symbol game is, for example, a game in which a hit determination process of a special symbol is performed based on the winning of a game ball into the starting hole 120, 140, and whether or not to transition to a big win game state is determined. In addition, the normal symbol game is, for example, a game in which a hit determination process of a normal symbol is performed based on the passage of a game ball into the passing gate 126, and whether or not to open a winning hole (the second starting hole 140 in this embodiment) is determined by operating the normal electric role 146. In this specification, a "special symbol game" may be referred to as a "game," however, "game" is a term used in a broad sense, and for example, normal symbol games and games with effects that use operation units such as the effect button 54 (see, for example, Figure 1) are also included in "game."
[0144] In this specification, one special symbol game is defined as the period from when the variable display of the special symbol starts until the variable display ends and the result of the special symbol hit determination process is displayed (derived) as a definite result (more specifically, until the special symbol determination time has elapsed). However, if the game is controlled to a big hit game state after the result of the special symbol hit determination process is derived, one special symbol game is defined as the period until the end of the big hit game state. Note that, in the first pachinko game machine, a small hit is not included in the result of the special symbol hit determination process, but in the pachinko game machine in which a small hit is 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 game state after the result of the special symbol hit determination process is derived and the game is controlled to a small hit game state.
[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 jackpot winning hole 131 is opened for a predetermined time (for example, up to 30,000 msec) by the operation of the special electric device 133, 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 operated to open a winning hole (for example, the second starting hole 140 in this embodiment), and the possibility of winning at 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 different from these may also be executable.
[0148] Below, an overview of the game flow of the special symbol game and the normal symbol game will be explained.
[0149] [1-3-1. Special symbol game] As shown in Figure 7, the special pattern game mainly includes a special pattern start winning process which is carried out when there is a winning (passing) through the first start port 120 or the second start port 140, and a special pattern control process which is carried out based on the establishment of the start condition for the special pattern.
[0150] When a game 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 (e.g., various random number values such as a random number value for jackpot determination, a random number value for pattern, a random number value for reach determination, and a random number value for performance selection) are extracted (obtained) from various counters for special symbols (e.g., a counter for jackpot determination, a counter for pattern determination, 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 of the special symbol is satisfied. When the start condition of the special symbol is satisfied, a special symbol hit determination process is performed to determine whether or not there is a "big hit" by referring to a random number value for determining a big hit extracted from a counter for determining a big hit of the special symbol. After that, a stop symbol determination process is performed to determine a stop symbol. In the stop symbol determination process, the special symbol to be stopped is determined by referring to the random number value for determining a symbol extracted from the counter for determining a symbol of the special symbol and the result of the hit determination process of the special symbol.
[0152] In this embodiment, if the probability variable flag is on, the probability variable control is executed. In the above-mentioned special symbol winning judgment process, if the probability variable flag is off, it is judged to be a "jackpot" with a relatively low probability, and if the probability variable flag is on, it is judged to be a "jackpot" with a relatively high probability. Hereinafter, in this specification, the probability of being judged 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-saving 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-saving game state).
[0154] Next, a process for determining the variation pattern of the special symbol is performed. 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 hit determination process of the special symbol described above, and the special symbol to be stopped and displayed. Then, a process for controlling the variable display of the special symbol is performed based on the result of the variation pattern determination process of the special symbol.
[0155] When the variation pattern of the special symbol is determined, a presentation pattern determination process is then performed to determine a presentation pattern. Then, based on the result of the presentation pattern determination process, a presentation control process is performed for display presentation such as decorative symbols and character presentations displayed in the display area of the display device 7, and sound presentation such as voice 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 it is a jackpot, a jackpot game control process is performed. The jackpot game control process is a process executed in a 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 performed. In this case, the game state transitions according to the type of jackpot. For example, when the jackpot type is one in which both the probability variable flag and the time-saving flag are set to on, the game state 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 big win, i.e., if it is a miss, the special symbol game ends. In the first pachinko game machine, the result of the special symbol hit determination process does not include a small win, but in the pachinko game machine in which the result of the special symbol hit determination process includes a small win, a small win game control process is performed when a small win is won. In addition, if it is not a big win but is a time-saving hit described later, the game transitions to a time-saving game state.
[0158] Then, each time the starting condition for the special symbol is satisfied, various processes of the special symbol control process described above are repeated.
[0159] In addition, if a game 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 game ball enters the start hole 120, 140 (for example, various data such as random numbers for jackpot determination, special symbol random number, reach determination random number, and performance selection random number) is reserved until the start condition of the special symbol is established.
[0160] In addition, in the first pachinko game machine, the start information of the special symbols can be reserved up to a maximum of eight in total, consisting of four pieces of start information of the first special symbol and four pieces of start information of the second special symbol, but the number of start information of the special symbols that can be reserved is not limited to this. For example, the start information of the first special symbol may be reserved more than the start information of the second special symbol, or the start information of the second special symbol may be reserved more than the start information of the first special symbol.
[0161] Also, although not shown in Fig. 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 will win (whether or not a "jackpot" will be won) and the variation pattern prior to the hit determination process of the special symbol based on the start information extracted when the game ball enters (passes) the start hole 120, 140 between the start entry of the special symbol and the establishment of the start condition of the special symbol, 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 by the entry of the game ball into the start hole 120, 140 is reserved.
[0162] [1-3-2. Normal symbol game] As shown in FIG. 7, the normal pattern game mainly includes a normal pattern start passing process which is performed when the game ball passes through the passing gate 126, and a normal pattern control process which is performed based on the establishment of the normal pattern start condition.
[0163] When the game ball passes through the passing gate 126, a normal symbol start passing process is executed. In this normal symbol start passing process, start information of the normal symbol (for example, a random number value for determining whether or not a normal symbol is 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 judges whether the start condition of the normal symbol is satisfied. When starting the variable display of the normal symbol, the main CPU 201 refers to the normal symbol hit judgment random number value extracted from the hit judgment counter for the normal symbol, executes the normal symbol hit judgment process to determine whether the normal symbol is a hit, and then executes the variation pattern determination process. In this process, the result of the normal symbol hit judgment 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 for controlling the variable display of the normal symbols and a performance control process for performing a predetermined performance, referring to the result of the normal symbol winning judgment process and the determined normal symbol variable pattern. Note that there are cases where the performance control process is not executed.
[0166] Then, when the variable display control process and the performance control process of the normal symbol are completed, the main CPU201 judges whether or not the normal winning symbol indicating "normal winning" has been derived to the normal symbol display section 161 (see FIG. 5 and FIG. 6). When it is judged that the stop display mode indicating the normal winning has been derived, the main CPU201 executes the normal symbol winning game control process. In this normal symbol winning game control process, the normal electric device 146 (see FIG. 4) is operated, and the winning hole (for example, in this embodiment, the second starting hole 140 (see FIG. 4)) is opened so that the winning (passing) of the game ball is possible or easy. On the other hand, when it is judged that the stop display mode indicating the normal winning has not been derived, the main CPU201 does not execute the normal symbol winning game control process and ends the normal symbol control process.
[0167] In addition, in a game state where the time-saving control is not executed (for example, a normal game state), the probability of deriving a stop display mode indicating a normal win may be set to 0. The time-saving control corresponds to at least one of the following controls: special symbol shortening control for shortening the variable display time of the special symbol, and electric support control for increasing the frequency of opening the winning hole (for example, the second starting hole 140 (see FIG. 4) in this embodiment) by operating the normal electric role device 146, compared to when the time-saving control is not executed. This time-saving control may be a control that performs both the special symbol shortening control and the electric support control, or a control that performs only one of the special symbol shortening control and the electric support control.
[0168] The electric support control is a control that improves at least one of the time-saving performances of the winning probability of "normal symbol hit", the variable display time of the normal symbol, and the opening pattern of the normal electric role 146 (number of openings, opening time, wait time). The time-saving performance is a performance that changes the ease of a game ball entering a winning hole (for example, in this embodiment, the second starting hole 140 (see FIG. 4)), and refers to the winning probability of "normal symbol hit", the variable display time of the normal symbol, and / or the opening pattern of the normal electric role 146 (number of openings, 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 hole (for example, in this embodiment, the second starting hole 140 (see FIG. 4)). In other words, when the electric support control is executed, the winning probability of a "normal symbol hit" is increased, the variable display time of the normal symbol is shortened, and / or winning is made easier with the normal electric device 146 (increasing the number of times it opens, extending the opening time, shortening the wait time, etc.) compared to when the electric support control is not executed.
[0169] Then, each time the starting condition for the normal symbol is satisfied, various processes of the normal symbol control process described above are repeated.
[0170] In addition, when the game ball passes through the passage gate 126 during the normal symbol control process, the normal symbol start passing 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 game 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 is executed for the start information that was reserved first among the start information of the reserved normal symbols.
[0172] In addition, the method for extracting various random number values (for example, the random number value for determining a jackpot for the first special pattern, the pattern random number value for the first special pattern, the random number value for determining a reach for the first special pattern, the random number value for determining a jackpot for the second special pattern, the pattern random number value for the second special pattern, the random number value for determining a reach for the second special pattern, and the random number value for determining a hit for a normal pattern, etc.) may use a soft random number method that generates random number values within a specified range (width) by executing a program by the main CPU 201, or a hard random number method that extracts random number values from a counter in a random number generator in which random numbers are updated at a specified period.
[0173] [1-3-3. Game state transition] As shown in FIG. 8, the game state can be roughly 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 derived as a result of the hit determination process of the special symbol, the game state 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 small 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 pattern 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 pattern 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 it is not included in the high probability game state in the first pachinko game machine, as shown in FIG. 8, a high probability non-time-saving game state (high probability low base state) in which time-saving control is not executed may be included in the high probability game state.
[0176] The low probability state includes a normal gaming state (low probability, low base) in which time-saving control is not executed, and a time-saving gaming state (low probability, high base) in which time-saving control is executed.
[0177] Furthermore, the time-shortened gaming state includes a time-shortened gaming state A, a time-shortened gaming state B, and a time-shortened gaming state C.
[0178] The time-saving game state A is a time-saving game state to which a player can enter after a specific big win game state ends, and the time-saving game state A ends when a specified number of special symbol games are played or when the player enters the big win game state. When the time-saving game state A ends due to the specified number of special symbol games being played, the player will generally enter the normal game state.
[0179] The B time-saving game state is a time-saving game state to which a transition can be made when, for example, a jackpot game state ends and the variable display of special symbols in a non-high probability game state (i.e., a game state in which the probability flag is off) begins, or the number of times the special symbols have been displayed (for example, a ceiling counter) reaches a ceiling value (for example, 1000 times), starting from RAM clearing, which will be described later, and the B time-saving game state ends when a specified number of special symbol games are played or when a transition is made to the jackpot game state. When the B time-saving game state ends as a result of a specified number of special symbol games being played, a transition to the normal game state occurs, in principle.
[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 display mode of the time-saving hit is derived, and 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 state is entered into a big win game state. When the time-saving game state C ends by playing the specified number of special symbol games, the game state is entered into a normal game state in principle. For example, when multiple time-saving game states overlap, even if the specified number of special symbol games are played, the game state does not enter into a normal game state but continues in the time-saving game state C.
[0181] In this specification, whether or not multiple time-saving game states are executed in a superimposed manner, the time-saving game states are said to be "overlapped" when the transition condition to the time-saving game state is satisfied in the time-saving game state, or when the transition condition to multiple time-saving game states is satisfied simultaneously. When multiple time-saving game states are executed in a superimposed manner, the main CPU 201 internally operates all of the multiple time-saving game states, that is, the multiple time-saving game states are internally operated in parallel, which is called "executing in a superimposed manner". However, even if the main CPU 201 internally executes multiple time-saving game states in a superimposed manner, the time-saving control actually executed is only the time-saving control corresponding to one of the time-saving game states. In other words, even if multiple time-saving game states are executed in a superimposed manner, the player understands that the game is controlled to one of the multiple time-saving 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 hit determination process for the special pattern is a jackpot, the game state transitions 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 to which the game can be switched 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 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 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 a specified number of special symbol games are played in the time-saving game state A, 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. Note that, regardless of whether the game is controlled in the time-saving game state B or time-saving game state C, the game 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 time-saving game state C to the normal game state.
[0187] Next, the transition between time-saving gaming states will be described.
[0188] When controlled in the time-saving game state A, the number of time-saving times that can be executed in the time-saving game state A is set to a number less than the ceiling value, which is the transition condition 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 of the special pattern in the time-saving game state A is a "time-saving hit," the transition condition 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 described 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-saving game state B, if the result of the hit determination process of the special symbol is a "time-saving hit", the condition for transition to the time-saving game state C is established, and the time-saving game state B and the time-saving game state C may overlap. Also, if the ceiling counter reaches the ceiling value in the time-saving game state C, the time-saving game state C and the time-saving game state B may overlap.
[0190] When the game is controlled to the C time-saving game state, if the result of the special symbol hit determination process is a "time-saving hit", the condition for transitioning to the C time-saving game state is met, and the C time-saving game state and the C time-saving game state may overlap.
[0191] Details regarding overlapping time-saving game states will be described 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 game machine, a normal game state in which neither the probability variable control nor the time-saving control is executed, a high probability time-saving game state in which both the probability variable control and the time-saving control are executed, and a low probability time-saving game state in which the probability variable control is not executed but the time-saving control is executed are prepared, and the main CPU 201 can proceed with the game in any of these game states. However, the game states proceeded by the control of the main CPU 201 are not limited to these.
[0194] In this embodiment, in the normal game state, left hitting is the regular game mode, and in the high probability time-saving game state and the low probability time-saving game state, right hitting is the regular game mode. The sub-CPU 301 executes control to display the hitting method that is the regular game mode, for example, in the display area of the display device 7. Note that the "regular 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, the setting key 174 or the backup clear switch 176 (see Fig. 6 for both) can be used to set one of a plurality of setting values, for example, setting 1 to setting 6. In the case of such a pachinko gaming machine with a setting function, the jackpot probability differs according to the setting value, and the main CPU 201 executes a special symbol winning judgment process 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 the normal game state and the low probability time-saving game state in this embodiment), regardless of whether the first special symbol hit determination process or the second special symbol hit determination process is executed, is, for example, about 1 in 319 in setting 1, about 1 in 314 in setting 2, about 1 in 309 in setting 3, about 1 in 304 in setting 4, about 1 in 299 in setting 5, and about 1 in 294 in setting 6. 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 the high probability time-saving game state in this embodiment), is about 1 in 77 in setting 1, about 1 in 76 in setting 2, about 1 in 75 in setting 3, about 1 in 74 in setting 4, about 1 in 73 in setting 5, and about 1 in 72 in setting 6.
[0197] The time-saving hit probability is the same for all settings, unlike the jackpot probability. For example, the time-saving hit probability when the hit determination process for the first special symbol is executed is 1 in 160, and the time-saving hit probability when the hit determination process for the second special symbol is executed 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 is the same for all settings, the time-saving continuation rate (for example, the number of time-saving times set) may be different depending on the setting value. For example, if the result of the hit determination process for the special pattern is a "time-saving hit," the number of time-saving times may be set to 50 for setting 1, and 100 for setting 6.
[0199] In the first pachinko game machine, the small win is not included in the lottery, but the small win may be included in the lottery. When the small win is included in the lottery, the small win probability may be a common probability for all set values. When the small win is included in the lottery, the small win may be won only when the hit determination process of one of the first special pattern and the second special pattern (for example, the second special pattern) is performed. In this case, in the hit determination process of the other special pattern (for example, the first special pattern), in addition to a mode in which the determination of whether or not the small win has been won is not performed, a mode in which the small win probability is set to 0 and whether or not the small win has been won may be performed.
[0200] As described above, the above-mentioned time-saving hit probability and the small hit probability when small hits are included in the lottery targets are the same probability for all setting values, but are not limited to this and may be different probabilities depending on the setting value.
[0201] In addition, in this embodiment, the probability of a jackpot is different for each setting value, but this is not limited to this. For example, the probability of a jackpot may be the same for multiple setting values, such as a common jackpot probability for settings 1 and 2, a common jackpot probability for settings 3 and 4, and a common jackpot probability for settings 5 and 6.
[0202] In this embodiment, the probability of winning a jackpot is different depending on the setting value, but if the degree of advantage for the player differs depending on the setting value, the target that differs depending on the setting value is not necessarily limited to the probability of winning a jackpot. For example, in a pachinko game machine that is controlled to a jackpot game state when a game ball enters a specific winning hole, the probability of winning a prize in the specific winning hole may be made different depending on the setting value. Note that it is not essential that the pachinko game machine be a pachinko game machine with a setting function.
[0203] [1-4-2. Special symbol winning judgment table] 10 is an example of a special symbol winning judgment table stored in the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. The special symbol winning judgment table shown in FIG. 10 is an example of the case of setting 1 shown in FIG.
[0204] The special symbol winning judgment table is a table referred to in the winning judgment process of the special symbol, that is, a table referred to when determining by lottery whether the "time-saving winning", "jackpot", or "miss" is a winning result based on the random number value for winning judgment extracted when the game ball enters the start hole 120, 140. In this embodiment, the lottery objects are the "time-saving winning", "jackpot", and "miss", and other lottery objects (for example, small winning) are not included, but when the game ball enters the first start hole 120 or / and the second start hole 140, other lottery objects may be determined.
[0205] As described above, the random number value for jackpot determination is a random number value used in the process of determining whether or not a special symbol is hit. In this embodiment, the random number value for jackpot determination is extracted 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 of the first special symbol. In the hit determination table for the first special symbol, 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 are specified for each value (0 or 1) of the probability variable flag.
[0207] In this specification, when the value of the probability variable flag is "0", the probability variable flag is off, and when the value of the probability variable flag is "1", the probability variable flag is on.
[0208] In addition, in the hit determination process for the second special symbol, the main CPU 201 determines "time-saving hit", "jackpot", or "miss" based on the extracted random number value for jackpot determination, similar to the hit determination process for the first special symbol. In the hit determination table for the second special symbol, 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 are specified for each value (0 or 1) of the probability variable flag.
[0209] In this embodiment, for example, when the probability variable flag is off during the hit determination process of the first special symbol and the extracted random number value for the jackpot determination is any one of 0 to 408, the main CPU 201 determines that it is a "time-saving hit" and determines the hit / loss determination value data as "time-saving hit determination value data". Also, when the probability variable flag is off during the hit determination process of the first special symbol and the extracted random number value for the jackpot determination is any one of 409 to 613, the main CPU 201 determines that it is a "jackpot" and determines the hit / loss determination value data as "jackpot determination value data". Also, when the extracted random number value for the jackpot determination is any one of 614 to 65535, the main CPU 201 determines that it is a "miss" and determines the determination value data as "miss determination value data".
[0210] Also, for example, when the probability variable flag is on during the hit determination process of the first special symbol, and the extracted random number value for jackpot determination is any of 0 to 408, the main CPU201 determines that it is a "time-saving hit" and determines the determination value data as "time-saving hit determination value data". Also, when the probability variable flag is on during the hit determination process of the first special symbol, and the extracted random number value for jackpot determination is any of 409 to 1259, the main CPU201 determines that it is a "jackpot" and determines the determination value data as "jackpot determination value data". Also, when the extracted random number value for jackpot determination is any of 1260 to 65535, the main CPU201 determines that it is a "miss" and determines the determination value data as "miss determination value data".
[0211] Similarly, for example, when the probability variable flag is off during the hit determination process of the second special symbol, and the extracted random number value for jackpot determination is any one of 0 to 272, the main CPU201 determines that it is a "time-saving hit" and determines the determination value data as "time-saving hit determination value data". Also, when the probability variable flag is off during the hit determination process of the second special symbol, and the extracted random number value for jackpot determination is any one of 273 to 477, the main CPU201 determines that it is a "jackpot" and determines the determination value data as "jackpot determination value data". Furthermore, when the probability variable flag is off during the hit determination process of the second special symbol, and the extracted random number value for jackpot determination is any one of 478 to 65535, the main CPU201 determines that it is a "miss" and determines the determination value data as "miss determination value data".
[0212] Also, for example, when the probability variable flag is on during the hit determination process of the second special symbol and the extracted random number value for jackpot determination is any one of 0 to 272, the main CPU201 determines that it is a "time-saving hit" and determines the determination value data as "time-saving hit determination value data". Also, when the probability variable flag is on during the hit determination process of the second special symbol and the extracted random number value for jackpot determination is any one of 273 to 1123, the main CPU201 determines that it is a "jackpot" and determines the determination value data as "jackpot determination value data". Furthermore, when the probability variable flag is on during the hit determination process of the second special symbol and the extracted random number value for jackpot determination is any one of 1124 to 65535, the main CPU201 determines that it is a "miss" and determines the determination value data as "miss determination value data".
[0213] In this embodiment, for example, among the random numbers for determining a jackpot that are generated in the range of 0 to 65535, a predetermined range from 0 (for example, 0 to 408 in the hit determination process of the first special symbol) is assigned to 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 in the case where the probability variable flag is off during the hit determination process of 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. In this way, for example, when the probability variable flag is changed from off to on (or on to off), it is possible to change the jackpot probability without changing the width of other determination value data (for example, time-saving hit determination value data) by simply narrowing (or widening) the width of the miss determination value data by the amount that the width of the jackpot determination value data is increased (or decreased).
[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 made 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 suppress a decline in interest in the normal gameplay state, which tends to become monotonous.
[0216] However, the probability of winning the "time-saving hit" when the hit determination process of the second special symbol is performed may be higher than the probability of winning the "time-saving hit" when the hit determination process of the first special symbol is performed. In this case, for example, by executing the time-saving game state in a overlapping manner when the "time-saving hit" is won in the time-saving game state, if the "time-saving hit" is won just before the end of the time-saving game state, the time-saving game state is substantially extended, and it is possible to suppress a decrease in interest.
[0217] 10, in this embodiment, whether the probability variable flag is on or off, the player can win a "time-shortened win." However, when the probability variable flag is off (normal game state, time-shortened game state), the main CPU 201 controls the game 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, the main CPU 201 does not control the game 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 that is referenced when selecting a "select symbol command" and a "symbol designation command" that determine the stop symbol based on the symbol random number value of the special symbol extracted when the game ball enters the start hole 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 big win when the result of the special symbol hit determination process is a big win, and the "symbol designation command" is a command for designating a symbol to be displayed when the variable display of the special symbol stops. The symbol random number value of the special symbol is extracted from, for example, 0 to 99 (100 types).
[0220] According to the special symbol determination table shown in FIG. 11, when time-saving winning determination value data is obtained as a result of the winning determination process of the first special symbol, the main CPU201 selects the selected symbol command and the symbol designation command as follows, for example. 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 selected symbol command and "zA1" as the symbol designation command. Also, when the symbol random number value of the first special symbol is, for example, any of 70 to 96, the main CPU201 selects "z1" as the selected symbol command and "zA1" as the symbol designation command. Also, when the symbol random number value of the first special symbol is, for example, any of 97 to 99, the main CPU201 selects "z2" as the selected symbol command and "zA2" as the symbol designation command.
[0221] In addition, when the jackpot determination value data is obtained as a result of the hit determination process of 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 of 0 to 9, the main CPU201 selects "z3" as the selected symbol command and "zA3" as the symbol designation command. In addition, when the symbol random number value of the first special symbol is any of 10 to 59, the main CPU201 selects "z4" as the selected symbol command and "zA4" as the symbol designation command. In addition, when the symbol random number value of the first special symbol is any 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 miss determination value data is obtained as a result of the hit determination process for the first special symbol, regardless of whether the symbol random number value of the first special symbol is 0 to 99, the main CPU 201 selects "z6" as the selected symbol command and selects "zA5" as the symbol designation command.
[0223] In addition, when time-saving winning judgment value data is obtained as a result of the winning judgment process of 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. In addition, 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] In addition, when the big win determination value data is obtained as a result of the hit determination process of 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 of 0 to 59, the main CPU201 selects "z9" as the selected symbol command and "zA8" as the symbol designation command. In addition, when the symbol random number value of the second special symbol is any 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 miss determination value data is obtained as a result of the winning determination process for the second special symbol, regardless of whether the symbol random number value of the second special symbol is 0 to 99, the main CPU 201 selects "z11" as the selected symbol command and selects "zA10" as the symbol designation command.
[0226] In this embodiment, the winning / losing judgment value data is determined based on the extracted random number value for jackpot judgment by referring to the winning / losing judgment table for the special symbol (see FIG. 10), and then the selected symbol command and the symbol designation command are determined based on the symbol random number value of the special symbol by referring to the special symbol judgment table (see FIG. 11), but this is not limited to this. For example, the winning / losing 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 judgment 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 of the first pachinko gaming machine. The special symbol stop mode determination table is referred to when determining the stop mode of the special symbol to be output to the first special symbol display section 163 or the second special symbol display section 164 (see FIG. 5) when the variable display of the special symbol stops, in response to the selected symbol command.
[0228] As shown in FIG. 12(A), the stop mode of the special symbol derived to the first special symbol display unit 163 or the second special symbol display unit 164 (see FIG. 5) is composed of a 1-byte control signal composed of, for example, areas 0 to 7. Each area 0 to 7 of the first special symbol corresponds one-to-one to one of the eight LEDs 163a to 163h (see FIG. 5) constituting 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 regions 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 constitute the second special symbol display unit 164. For example, the region 0 of the second special symbol corresponds to 164a, the region 1 of the second special symbol corresponds to 164b, the region 2 of the second special symbol corresponds to 164c, the region 3 of the second special symbol corresponds to 164d, the region 4 of the second special symbol corresponds to 164e, the region 5 of the second special symbol corresponds to 164f, the region 6 of the second special symbol corresponds to 164g, and the region 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 to stop displaying the first special symbol display unit 163 in such a manner that, of the eight LEDs constituting the first special symbol display unit 163, the LED 163a corresponding to the area 0 of the first special symbol and the LED 163h corresponding to the area 7 of the first special symbol are turned on, and the other LEDs are turned off. When the selected symbol command is "z1", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol, the LED 163b corresponding to the area 1 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in a manner in which the other LEDs are turned off. When the selected symbol command is "z2", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol, the LED 163c corresponding to the area 2 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in a manner in which the other LEDs are turned off. Also, when the selected symbol command is "z7", the main CPU 201 turns on the LED 164a corresponding to the second special symbol area 0, the LED 164b corresponding to the second special symbol area 1, and the LED 164h corresponding to the second special symbol area 7 of the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in a manner in which the other LEDs are turned off. When the selected symbol command is "z8", the main CPU 201 turns on the LED 164a corresponding to the second special symbol area 0, the LED 164c corresponding to the second special symbol area 2, and the LED 164h corresponding to the second special symbol area 7 of the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in a manner in which the other LEDs are turned off.
[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 to stop displaying the first special symbol display unit 163 by turning on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163e corresponding to the area 4 of the first special symbol, and the LED 163g corresponding to the 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 "z4", the main CPU 201 turns on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163f corresponding to the area 5 of the first special symbol, and the LED 163g corresponding to the area 6 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in a manner in which the other LEDs are turned off. When the selected symbol command is "z5", the main CPU 201 turns on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163e corresponding to the area 4 of the first special symbol, the LED 163f corresponding to the area 5 of the first special symbol, and the LED 163g corresponding to the area 6 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in a manner in which the other LEDs are turned off. When the selected symbol command is "z9", the main CPU 201 determines to display the second special symbol display section 164 in a stopped state by turning on the LED 164d corresponding to the second special symbol area 3, the LED 164e corresponding to the second special symbol area 4, and the LED 164g corresponding to the second special symbol area 6, among the eight LEDs constituting the second special symbol display section 164, and turning off the other LEDs. When the selected symbol command is "z10", the main CPU 201 determines to display the second special symbol display section 164 in a stopped state by turning on the LED 164d corresponding to the second special symbol area 3 and the LED 164f corresponding to the second special symbol area 5, among the eight LEDs constituting the second special symbol display section 164, and turning off the other LEDs.
[0232] In addition, when the result of the special symbol hit determination process is "miss," the display mode of the LEDs (miss display mode) led 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 to display the first special symbol display unit 163 in a stopped state by turning on only the LED 163h corresponding to the area 7 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 "z11," the main CPU 201 determines to display the second special symbol display unit 164 in a stopped state by turning on only the LED 164h corresponding to the 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.
[0233] When the main CPU 201 determines the stopping mode of the special pattern based on the result of the special pattern hit judgment 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), 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 for convenience. 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 of the first pachinko game 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 to make it easier to understand.
[0236] In addition, since the first pachinko gaming machine can variably display only one of the first special symbol and the second special symbol, the sub-CPU 1301 controls the display device 7 to perform a display effect for the variably displayed special symbol of the first special symbol and the second special symbol. In this case, it is preferable that the sub-CPU 301 performs the 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 1 to 9 on the left side, ten symbols 1 to 9 and time-saving symbols on the middle side, and nine symbols 1 to 9 on the right side. The time-saving symbols are symbols that are stopped and displayed when the game state transitions to a time-saving game state, for example, when the result of the special symbol lottery is a time-saving win. By stopping and displaying the middle symbol as a time-saving symbol, the player can understand that he or she has won the time-saving win. In this embodiment, the odd symbols are defined as symbols that are more advantageous to the player than the even symbols, but the present invention is not limited to this.
[0238] In the first pachinko game 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 or she has won a small win.
[0239] As shown in FIG. 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 as even-numbered patterns and stopping the middle pattern as 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 left and right symbols as odd symbols and stops the center symbol as a time-saving symbol, for example, as the stopping mode of the decorative symbols. Note that when the symbol designation command is "zA2" or "zA7" (when the selected symbol command is "z2" or "z8"), as can be seen by referring to FIG. 13 described later, 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 for the player is high.
[0241] When the symbol designation command is "zA3" or "zA8" (when the result of the special symbol lottery is "jackpot"), the sub-CPU 301 stops the decorative symbols, for example, by stopping the left symbol, right symbol, and center symbol 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 "jackpot"), the sub-CPU301 stops the decorative symbols, for example, by stopping the left symbol, right symbol, and center symbol in a matching even number pattern (double number). As will be understood by referring to FIG. 13 described later, the symbol designation command "zA4" may cause the probability variable flag to be set on after the end of the jackpot game state (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 pattern command is "z4" or "z5," the sub-CPU 301 controls the decorative pattern to stop on a matching even-number pattern (triple numbers), and in the jackpot game state, performs a promotion effect indicating a jackpot win (a win in which the jackpot flag is set on).
[0243] Also, as can be seen by referring to FIG. 13 described later, when the symbol designation command is "zA4" or "zA9", the expected value of the probability ...
[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 an example of the stopping patterns of decorative patterns according to the pattern designation command (for example, when the pattern designation command is "zA1", the left pattern is "2", the middle pattern is "time saving", and the right pattern is "4"), but the stopping patterns shown in the decorative pattern stopping pattern column 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 winning type determination table stored in the main ROM 202 of the main control circuit 200 of the first pachinko gaming machine. The winning type determination table is referred to 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 according to the selection symbol command determined in response to 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 hit determination process of the special symbol is a time-saving hit, the game is controlled to the C time-saving gaming state without being controlled to the jackpot gaming state, so that 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 "time-saving hit", the mode of the C time-saving game state is determined as follows. For example, when the selected symbol command is "z0", the main CPU 201 decides to set only the time-saving flag among the probability variable flag and the time-saving flag to on, and decides to set the number of time-saving times to 10. When the selected symbol command is "z1" or "z7", the main CPU 201 decides to set only the time-saving flag among the probability variable flag and the time-saving flag to on, and decides to set the number of time-saving times to 50. When the selected symbol command is "z2" or "z8", the main CPU 201 decides to set only the time-saving flag among the probability variable flag and the time-saving flag to on, and decides to set the number of time-saving times to 100. When the result of the hit determination process of the special symbol is "time-saving hit", the main CPU 201 derives the display mode of the above-mentioned time-saving hit to the first special symbol display unit 163 or the second special symbol display unit 164, and then sets the time-saving flag on and the determined number of time-saving times without controlling to the big win game state, and can control to the C time-saving game state. Note that, when the result of the hit determination process of the special symbol is "time-saving hit", the big win game state is not controlled, so the mode of the big win game state is not determined. Note that, in this embodiment, when the result of the hit determination process of the special symbol is "time-saving hit", the number of time-saving times set is the same regardless of the game state when the hit determination process of the special symbol is performed. However, this is not limited to this, and the number of time-saving times set may be different depending on the game state when the hit determination process of the special symbol 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 is different according to 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 variation in the progress of the game thereafter, and it is possible to suppress 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 game state even if the result of the winning judgment process is a "time-shortened win". For example, even if the probability variable flag is on (high probability game state), the main CPU 201 may draw a "time-shortened win" as shown in Fig. 10, and when the result of the winning judgment process is a "time-shortened win", lead to the special pattern display section 163, 164 a display mode of the time-shortened win indicating that the "time-shortened win" has been won, but may continue the high probability game state without controlling to the C time-shortened game state.
[0250] In addition, the main CPU 201 may perform a lottery for a "time-saving hit" when the probability-changing flag is on, and may forcibly derive a miss display mode to the special pattern display sections 163, 164 even if the result of the hit determination process is a "time-saving hit."
[0251] Furthermore, when the probability variable flag is on, the time-saving hit determination value data is not assigned to the random number value for jackpot determination, that is, the hit determination process may be performed without including "time-saving hit" in the lottery result (the result of the hit determination process for the special pattern). In this case, when the probability variable flag is off, the time-saving hit determination value data is assigned to the random number value for jackpot determination, and when the probability variable flag is on, the time-saving hit determination value data is not assigned. Therefore, the range of random numbers that was assigned to the time-saving hit determination value data when the probability variable flag is off is assigned to the miss determination value data, the jackpot determination value data, or both the miss determination value data and the jackpot determination value data, instead of the 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-saving 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-saving game state in which the time-saving flag is off even if the probability variable flag is on, if the result of the hit determination process is a "time-saving hit", the game may be configured to transition to a high probability time-saving game state.
[0253] When the result of the special symbol hit determination process is a "jackpot", the state of the hit game state and the state 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 to be 10 rounds as the mode of the jackpot game state. In addition, as the mode of the subsequent game state, it determines to set both the probability variable flag and the time-saving flag on, and determines to set both the probability variable number and the time-saving number to 10,000 times. In these cases, the main CPU 201 controls the jackpot game state after deriving the display mode of the jackpot to the special symbol display units 163 and 164, and can control the jackpot game state to a high probability time-saving game state after the jackpot game state ends.
[0255] Also, when the selected symbol command is "z4", the main CPU 201 determines the number of rounds as the mode of the jackpot game state to be 4 rounds. Also, as the mode of the subsequent game state, it determines to set both the probability variable flag and the time-saving flag on, and determines to set both the probability variable number and the time-saving number to 10,000 times. In this case, the main CPU 201 controls the jackpot game state after deriving the display mode of the jackpot to the first special symbol display unit 163, and after the end of this jackpot game state, it becomes possible to control it to a high probability time-saving game state.
[0256] Also, when the selected symbol command is "z5", the main CPU 201 determines the number of rounds to be 4 rounds as the mode of the jackpot game state. Also, as the mode of the subsequent game state, it determines that only the time-saving flag is set to ON among the probability change flag and the time-saving flag. Also, it 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 game state after deriving the display mode of the jackpot to the first special symbol display unit 163, and after the jackpot game state ends, it can be controlled to the time-saving game state. The time-saving game state controlled here is the A time-saving game state.
[0257] Also, when the selected symbol command is "z10", the main CPU 201 determines the number of rounds to be 10 rounds as the mode of the jackpot game state. Also, as the mode of the subsequent game state, it determines that only the time-saving flag out of the probability change flag and the time-saving flag is set to ON. Also, it 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 game state after deriving the display mode of the jackpot to the second special symbol display unit 164, and after the jackpot game state ends, it can be controlled to the time-saving game state. The time-saving game state controlled here is also the A time-saving game state.
[0258] In addition, 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 CPU201 does not set either the mode of the big win 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 CPU201 does not change the game state, but continues to control the previous game state.
[0260] In addition, when the result of the hit determination process of the special symbol is "miss" (for example, when the selected symbol command is "z6" or "z11"), neither the mode of the big win game state nor the mode of the subsequent game state is set as described above, so it is not necessary to show it in the hit type determination table of Fig. 13. However, in this embodiment, in order to clearly show that neither the mode of the big win game state nor the mode of the subsequent game state is determined when the result of the hit determination process of the special symbol is "miss", it is shown in Fig. 13 for convenience.
[0261] In this embodiment, the main CPU 201 refers to the special symbol hit determination table in Fig. 10, determines the hit / loss determination value data based on the random number value for jackpot determination extracted when the game ball enters the first start hole 120 or the second start hole 140 (performs hit / loss determination), and determines the hit / loss ("time-saving hit", "jackpot", or "miss"). After that, the main CPU 201 refers to the special symbol determination table in Fig. 11, determines the selected symbol command based on the symbol random number value of the special symbol extracted when the game ball enters the first start hole 120 or the second start hole 140 and the hit / loss determination value data, and determines the type of display mode (type of time-saving hit or type of jackpot) to be derived to the special symbol display section 163, 164. It should be noted that the above-mentioned winning / losing judgment and selection pattern command are performed at the start of the variable display of the special pattern, but this is not intended to exclude the possibility of performing these judgments 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 A time-saving game state controlled after the end of the big win 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 C time-saving game state controlled when the result of the special symbol hit determination process is "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"). That is, the expected value of the number of time-saving times in the A time-saving game state is higher than the expected value of the number of time-saving times in the C time-saving game state. In this way, the positioning of the "big win" can be increased by making the A time-saving game state more advantageous for the player than the C time-saving game state.
[0263] In addition, instead of making the expected value of the number of time-saving times in the A time-saving game state higher than the expected value of the number of time-saving times in the C time-saving game state, for example, as shown in FIG. 14, the expected value of the number of time-saving times in the C time-saving game state may be made higher than the expected value of the number of time-saving times in the A time-saving game state. FIG. 14 is a modified example of the winning type determination table shown in FIG. 13. In this FIG. 14, the number of time-saving times in the A time-saving game state is, for example, 50 times (when the selected symbol command is "z5" or "z10"). In contrast, the number of time-saving times in the C time-saving game state 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 C time-saving game state more advantageous for the player than the A time-saving game state, the positioning of the "time-saving winning" 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, making it possible to prevent a decline in interest.
[0264] In this specification, as in the case of the special bonus 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, like the probability change flag, is one of the management flags stored in the main RAM 203, and is a flag for managing whether or not to execute time-saving control.
[0266] The time-saving count is the number of times that the special symbols can be displayed while the time-saving control is being continued. For example, if the time-saving count is set to "50", and 50 times of variable display of the special symbols are performed without winning a jackpot in this time-saving game state, the time-saving game state ends and transitions to a non-time-saving game state (for example, a normal game state).
[0267] In addition, the number of times of special mode and time-saving mode shown in Figure 13, etc., "10,000" 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 variation pattern table of a special symbol of the first pachinko game machine. The "Notes" column in FIG. 15 is shown for convenience. The time-saving hit-type reaches A, B, and C shown in the "Notes" column in FIG. 15 are reach effects that indicate that the result of the hit determination process of the special symbol is likely to be a time-saving hit (no possibility of a jackpot). Similarly, the jackpot-type reaches A, B, and C are reach effects that indicate that the result of the hit determination process of the special symbol is likely to be a jackpot (no possibility of a time-saving hit). Furthermore, the common reaches A, B, C, D, and E are reach effects that indicate that the result of the hit determination process of the special symbol is likely to be both a time-saving hit and a jackpot. Note that FIG. 15 is a variation pattern table of a special symbol when the probability variable flag is off, and the illustration of the variation pattern table of a special symbol 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 hole 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 hole 140. The variation pattern table of the special symbol in Fig. 15 is a table that is referred to when executing the variation pattern determination process of the special symbol in S96 in Fig. 28 described later.
[0270] As shown in Figure 15, the change pattern of the special pattern is determined based on the type of special pattern, the result of the special pattern hit determination process (win / lose), the value of the time-saving flag (0 or 1), a random number value for reach determination, and / or a random number value for performance selection, 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 range of the generated random number value is not limited to the above.
[0272] The main CPU201 sets a look-ahead flag when the random number value for effect selection extracted based on the winning of the game ball into the first start hole 120 is a specific random number value. The sub-CPU301, which receives the special symbol variation pattern command transmitted from the main CPU201, performs the 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-saving flag is off, and does not set the look-ahead flag when the time-saving flag is on or the probability change flag is on.
[0274] In addition, in this embodiment, the main CPU 201 determines whether or not to perform a look-ahead performance, but this is not limited to this, and the sub-CPU 301 may make the determination.
[0275] In addition, the main CPU 201 may set the look-ahead flag (to perform the look-ahead performance) even when the time-saving flag is on 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 performance).
[0276] When the time-saving flag is on, the expected number of fluctuations per unit time of the special symbol fluctuation pattern determined is smaller than that 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 that 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, for example, the range of the random number value for effect selection may be changed for each set value, so that the variation pattern (variable display time) of the determined special symbol may differ.
[0279] In addition, in this embodiment, for example, when the result of the winning judgment process is a loss, the variation pattern of the special symbol is determined depending on whether the time-saving flag is on regardless of the type of time-saving, but this is not limited to this. For example, the expected value of the variable display number of the special symbol per unit time may be made different depending on the type of time-saving. For example, the expected value of the variable display number of the special symbol per unit time may be made different between the A time-saving game state, the B time-saving game state, and the C time-saving game state.
[0280] [1-4-7. Time-saving game mode] As described above, in this embodiment, the time-saving gaming states are the time-saving gaming state A, the time-saving gaming state B, and the time-saving gaming state C. These time-saving gaming states will be described below.
[0281] The A time-saving game state is a time-saving game state that is controlled after the end of the jackpot game state when the result of the hit determination process of the special symbol is a "jackpot" and the selected symbol command is, for example, "z5" or "z10". That is, in this embodiment, the condition for transition to the A time-saving game state is to win a jackpot (a jackpot with a selected symbol command of "z5" or "z10"). However, even if the condition for transition to the A time-saving game state is met, transition to the A time-saving game state is not necessarily made, and if a condition that prevents transition to the A time-saving game state is met (for example, when the backup is cleared), transition to the A time-saving game state is not made.
[0282] In addition, the condition for terminating the A time-saving game state is when either 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 a 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 B time-saving game state is a time-saving game state that is controlled when the ceiling counter reaches a ceiling value by updating (adding 1) the ceiling counter, starting from, for example, when the big win game state ends and the variable display of the special symbol in the non-high probability game state (for example, the normal game state and the low probability time-saving game state in this embodiment) starts. That is, the condition for transition to the B time-saving game state is that the ceiling counter reaches the ceiling value. The transition to the B time-saving game state may be when the variable display of the special symbol when the ceiling counter reaches the ceiling value (hereinafter referred to as the "ceiling final fluctuation") starts, when the ceiling final fluctuation ends, or when the variable display of the special symbol next to the ceiling final fluctuation starts. That is, the timing of transition to the B time-saving game state may be any time between the start of the ceiling final fluctuation and the start of the variable display of the next special symbol. Also, if the result of the hit determination process of the special symbol in the ceiling final variation is "miss", the display mode of miss is derived on the special symbol display section 163, 164, but the game is shifted to the B time-shortened game state. In this case, the sub-CPU 301 may control the display device 7 to display a display effect (for example, a decorative symbol is stopped with a special symbol, a special effect by a character is performed, or both of these are performed) that indicates to the player that the transition condition to the B time-shortened game state has been established (for example, in this embodiment, the ceiling counter has reached the ceiling value). Note that even if the transition condition to the B time-shortened game state is established, the game is not necessarily shifted to the B time-shortened game state, but if a condition that prevents the transition to the B time-shortened game state is established (for example, if the result of the hit determination process of the special symbol in the ceiling final variation is a jackpot, etc.), the game is not shifted to the B time-shortened game state.
[0284] The ceiling counter is not updated when the probability variable flag is on, and is always counted when the probability variable flag is off, regardless of whether the time-saving flag is on or off. When the ceiling counter reaches the ceiling value, the game is controlled to the B time-saving game state unless the result of the hit determination process of the special symbol is a "big hit". In a pachinko game machine in which the result of the hit determination process of the special symbol includes a small hit, if the result of the hit determination process of the special symbol when the ceiling counter reaches the ceiling value is a "small hit", the B time-saving game state may be started when the display mode of the small hit is derived to the special symbol display unit 163, 164, or the B time-saving game state may be started after the small hit game state ends. In other words, if the result of the hit determination process of the special symbol when the ceiling counter reaches the ceiling value is a "small hit", only the display mode of the small hit is displayed on 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 as described above. In the case of a pachinko machine with a setting function, the ceiling value may be different depending on the setting value. Also, if the result of the hit determination process of the special symbol 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 game state, when the clearing process (backup clear process) of the working area (volatile area) in the RAM 203 is performed, 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. When the ceiling counter is allowed to be updated, the ceiling counter is updated each time a variable display of a special symbol is executed. For example, when the probability flag is on, the ceiling counter is not allowed to be updated.
[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 game machine instead of being set every time.
[0287] When the ceiling counter is cleared due to being controlled to the big win gaming state, if the probability variable flag is not on after the end of the big win gaming state, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol. Also, if the probability variable flag is on after the end of the big win gaming state, the ceiling counter is not updated even if the variable display of the special symbol is performed, but for example, in the case of a 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, if the probability variable flag is off at the end of the variable display of the special symbol, the ceiling counter may be updated.
[0288] In the case of a pachinko game machine in which the main CPU201 performs a probability drop lottery, it is preferable that the sub-CPU301, upon receiving a command transmitted from the main CPU201, does not perform a performance suggesting that the probability drop lottery has been won or a performance suggesting a transition from a high probability game state to a low probability game state. By doing so, it becomes difficult for the player to grasp the start time of the count by the ceiling counter, that is, the timing of the transition to the B time-saving game state, based on the display performance displayed on the display device 7, and it becomes possible to provide an interesting game. When it is difficult to grasp the timing of the transition to the B time-saving game state, for example, a countdown performance suggesting the timing of the transition to the B time-saving game state or a false countdown performance can be displayed on the display device 7 under the control of the sub-CPU301, thereby making it possible to further increase interest.
[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 (increments by 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 (increments by 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 end condition of the B time-saving game state is when either of the following conditions is satisfied: when the result of the hit determination process of the special symbol is a "jackpot" and a jackpot game state based on the "jackpot" is started, or when the variable display of the 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 end conditions of the B time-saving game state, "when the variable display of the special symbols is executed a predetermined number of times", may be when the variable display of the special symbols for the B time-saving specified number of times (hereinafter referred to as the "B time-saving final change") is started, or when the B time-saving final change is finished. In other words, the end timing of the B time-saving game state may be any time between the start of the B time-saving final change and the end of the variable display of the special symbols related to the B time-saving final change.
[0292] The time-saving game state C is a time-saving game state that is controlled when the result of the hit determination process of the special symbol is "time-saving hit". That is, the condition for transition to the time-saving game state C is that the time-saving hit (the selected symbol command is a time-saving hit 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 unit 163, 164. Note that even if the condition for transition to the time-saving game state C is established, the game does not necessarily transition to the time-saving game state C. If a condition that prevents the transition to the time-saving game state C is established (for example, in a case where the specifications are such that the time-saving game state B and the time-saving game state C are not executed in overlapping fashion (details will be described later), and the result of the hit determination process of the special symbol in the time-saving game state B is "time-saving hit", etc.), the game does not transition to the time-saving game state C. In addition, when a condition preventing transition to the C time-shortened game state is satisfied despite the condition for transition to the C time-shortened game state being satisfied, the main CPU 201 executes control to derive the display mode of the time-shortened hit to the special pattern display units 163, 164, even though the transition to the C time-shortened game state is not made.
[0293] The end condition of the C time-saving game state is when either of the following conditions is satisfied: the result of the hit determination process of the special symbol is a "jackpot" and a jackpot game state based on the "jackpot" is started; or the variable display of the special symbols (first special symbol and second special symbol) for the number of time-saving times determined in response to the selected symbol command (hereinafter referred to as the "C time-saving specified number of times") is executed (see the "number of time-saving times" column in FIG. 13). The C time-saving specified number of times, which is one of the end conditions of 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 change") starts, or when the final C time-saving change ends. In other words, the end timing of the C time-saving game state may be any time between the start of the final C time-saving change and the end of the variable display of the special symbol related to the final C time-saving change.
[0294] The time-saving performance may be different between the time-saving game state A, the time-saving game state B, and the time-saving game state C. Also, the time-saving performance of two of the time-saving game states A, B, and C may be the same, and the time-saving performance of these two time-saving game states may be different from the time-saving performance of the other one of the time-saving game states. Furthermore, the time-saving performance of the time-saving game state A, the time-saving performance of the time-saving game state B, and the time-saving game state C may be the same.
[0295] In addition, the end conditions of 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 variable display number of the second special symbol reaches a specified number of times, that the normal electric device 146 opens a specified number of times, that a specific opening mode is selected as the opening mode of the normal electric device 146, etc. In addition, in a pachinko game machine in which the result of the hit determination process of the special symbol includes a small hit, the above end conditions may include that the number of small hits reaches a specified number of times. Furthermore, the above end conditions may include that a time-saving fall lottery is held and that the time-saving fall lottery is won.
[0296] [1-4-8. Normal pattern hit determination 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 hit determination table is a table referenced in the normal symbol hit determination process, i.e., when determining a "normal symbol hit" or a "miss" by lottery based on the game state and the normal symbol hit determination random number value extracted when the game ball passes through the passing gate 126 (see Figure 4) (i.e., when executing the normal symbol game determination process of S295 in Figure 43 described below).
[0298] As described above, the random number value for normal symbol winning judgment is a random number value used in the winning judgment process of the normal symbol. In this embodiment, the main CPU 201 extracts the random number value for normal symbol winning judgment 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 "missing" based on the extracted normal symbol winning judgment random number value. In the normal symbol winning judgment table, 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 "missing" and the corresponding miss judgment value data are specified for each type of time reduction.
[0300] In this embodiment, in a non-time-saving gaming state (for example, a normal gaming state), if the random number value for winning judgment of the extracted normal symbol is any one of 0 to 79, the main CPU 201 judges it as a "normal symbol winning" and determines the winning / losing judgment value data as "normal symbol winning judgment value data". Also, in a non-time-saving gaming state, if the random number value for winning judgment of the extracted normal symbol is any one of 80 to 99, the main CPU 201 judges it as a "loss" and determines the judgment value data as "loss judgment value data".
[0301] In the A time-saving gaming state, if the random number value for determining whether the extracted normal symbol is a winning symbol is any one of 0 to 98, the main CPU 201 determines that the symbol is a "winning symbol" and determines the winning / losing determination value data as "winning normal symbol determination value data". In the A time-saving gaming state, if the random number value for determining whether the extracted normal symbol is a winning symbol is 99, the main CPU 201 determines that the symbol is a "losing symbol" and determines the determination value data as "losing determination value data".
[0302] In the B time-saving gaming state, if the random number value for determining whether the extracted normal symbol is a win is any one of 0 to 79, the main CPU 201 determines that the symbol is a "normal symbol win" and determines the win / loss determination value data as "normal symbol win determination value data". In the B time-saving gaming state, if the random number value for determining whether the extracted normal symbol is a win is any one of 80 to 99, the main CPU 201 determines that the symbol is a "loss" and determines the determination value data as "loss determination value data".
[0303] In the C time-saving gaming state, if the random number value for winning judgment of the extracted normal symbol is any one of 0 to 79, the main CPU 201 judges it as a "normal symbol winning" and determines the winning / losing judgment value data as "normal symbol winning judgment value data". In the C time-saving gaming state, if the random number value for winning judgment of the extracted normal symbol is any one of 80 to 99, the main CPU 201 judges it as a "loss" and determines the judgment value data as "loss judgment value data".
[0304] Thus, in this embodiment, the probability of winning by hitting 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] Also, the winning probability of a normal symbol in the B time-saving game state (selection rate (estimate) shown in FIG. 16) is the same as the winning probability of a normal symbol in the non-time-saving game state. Similarly, the winning probability of a normal symbol in the C time-saving game state (selection rate (estimate) shown in FIG. 16) is the same as the winning probability of 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 B time-saving game state, and the C time-saving game state, the winning probability of a normal symbol does not change.
[0306] In addition, the winning probability for a normal symbol may be the same in 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. In this case, the winning probability for a normal symbol is not changed, and the ratio of the types of normal symbols to be described later is simply made different for each state, so that the control process can be simplified.
[0307] [1-4-9. Normal pattern judgment table] FIG. 17 is an example of a 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 above-mentioned winning / losing determination value data, and the normal symbol random number value extracted when the game 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 that is 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 FIG. 17, when normal symbol winning determination value data is obtained as a result of the normal symbol winning determination process, for example, the normal symbol winning selection pattern command 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 from 0 to 99.
[0311] In addition, 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 selection command when the normal pattern hits if the pattern random number value of the normal pattern is any one from 0 to 29, selects "fz2" as the pattern selection command when the normal pattern hits if the pattern random number value of the normal pattern is any one from 30 to 69, and selects "fz3" as the pattern selection command when the normal pattern hits if the pattern random number value of the normal pattern is any one from 70 to 99.
[0312] In addition, in the B time-saving play 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 from 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 from 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 from 70 to 99.
[0313] In addition, in the C time-saving play 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 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 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 of 70 to 99.
[0314] In this embodiment, the main CPU 201 first refers to the winning judgment table for normal symbols (see FIG. 16) and determines the winning / losing judgment value data based on the extracted random number value for winning judgment of the normal symbols, and then refers to the normal symbol judgment table (see FIG. 17) and determines 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 judgment 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 of the first pachinko game machine. The normal symbol winning type determination table is referenced when determining the opening pattern, which is the operation mode of the normal electric role 146 (see FIG. 4), in response to the normal symbol winning time selection symbol command determined in response to the normal symbol random number value (that is, when executing the opening pattern setting process of the normal electric role 146 executed in the variable display start process of the normal symbol in S293 in FIG. 43 described later).
[0316] In this embodiment, when the result of the normal symbol hit determination process is "normal symbol hit", the normal symbol hit type is determined as follows. For example, when the normal symbol hit selection pattern command is "fz0", the main CPU 201 determines the opening pattern, which is the operation mode of the normal electric role 146 (see FIG. 4), to be 1000 msec for the first opening, no wait time, and no second opening. In other words, the opening pattern is determined to be one in which the normal electric role 146 is opened only once for 1000 msec.
[0317] In addition, when the selection 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] In addition, when the selection 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 a first opening time of 2500 msec, a wait time of 200 msec, and a second opening time of 2500 msec.
[0319] In addition, when the selection 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 a first opening time of 3000 msec, a wait time of 200 msec, and a 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 a first opening time of 2000 msec, a wait time of 600 msec, and a 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 a first opening time of 2500 msec, a wait time of 600 msec, and a second opening time of 2500 msec.
[0323] Thus, in this embodiment, when the result of the hit determination process for the normal symbol in the non-time-saving play state is "normal symbol hit," the opening pattern of the normal electric device 146 (see FIG. 4) becomes the most unfavorable mode among the opening patterns of the normal electric device 146 in the non-time-saving play state, the time-saving play state A, the time-saving play state B, and the time-saving 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 a game ball will enter the second starting hole 140 when the normal electric device 146 is opened.
[0325] When the result of the hit determination process for the normal symbol in the A time-saving play state is a "normal symbol hit," the opening pattern of the normal electric device 146 (see FIG. 4) becomes the most advantageous pattern among the opening patterns of the normal electric device 146 in the non-time-saving play state, the A time-saving play state, the B time-saving play state, and the C time-saving 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 of the first pachinko gaming machine. The normal symbol variation pattern table is referred to 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 refers to 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] As shown in Fig. 19, in the non-time-saving gaming state, the variable display time of the normal symbol is determined to be, for example, 300000 msec, regardless of whether the random number value for selecting the normal symbol effect is 0 to 99. The variable display time of the normal symbol in the non-time-saving gaming state is the longest among the non-time-saving gaming state, the time-saving gaming state A, the time-saving gaming state B, and the time-saving gaming state C.
[0329] In addition, 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] In addition, 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 one variable display is the shortest among the variable display times of the normal symbol in 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. Therefore, the time until the normal electric device 146 is opened is the shortest 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.
[0333] In addition, the expected value of the variable display time of the normal symbol in the B time-saving game state is the same as the expected value of the variable display time of the normal symbol in the C time-saving game state, but is not limited to this.
[0334] [1-5. Details of processing related to time-saving game state] [1-5-1. Number of time-saving times set when time-saving hits] In the above description, 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 is 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 is performed.
[0335] Also, even in a high probability game state where the probability flag is set to ON, the result of the special symbol hit determination process may include "time-saving hit". In this case, the main CPU derives the display mode of the time-saving hit on the special symbol display section, but does not execute control to transition to the time-saving game state, and continues to control to the high probability game state. Incidentally, there is known a gaming machine that turns the probability flag from ON to OFF when the variable display of the special symbol is executed a prescribed number of times, such as a pachinko gaming machine called a so-called ST machine. In such an ST machine, if the result of the special symbol hit determination process performed in the final game in the high probability game state is "time-saving hit", when the process of deriving the display mode of the time-saving hit is later than the process of turning off the probability flag, the main CPU may control to the C time-saving game state after deriving the display mode of the time-saving hit.
[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 A time-saving game state, if the result of the hit determination process of the special symbol is a "time-saving hit", the A time-saving game state and the C time-saving game state will overlap. Also, for example, when the ceiling counter reaches the ceiling value in the C time-saving game state, the C time-saving game state and the B time-saving game state 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 be overlapped (i.e., the "time-saving hit" may be ignored). In order to prevent the A time-saving game state and the B time-saving game state from overlapping, the A time-saving prescribed number of times, which is the end condition of the A time-saving game state, is specified to be smaller than the ceiling value, which is the transition condition to the B time-saving game state.
[0337] When the time-shortened game states overlap, a mode in which the time-shortened game states are executed in an overlapping manner and a mode in which the time-shortened game states are not executed in an overlapping manner will be described below.
[0338] [1-5-2-1. How to execute time-saving game states in layers] Possible modes of overlapping the time-saving game states when the time-saving game states overlap include overlapping the time-saving game state C when a time-saving win is won in any one of the time-saving game states A, B, and C, and overlapping the time-saving game state B when the ceiling counter reaches the ceiling value in the time-saving game state C.
[0339] [1-5-2-1-1. A mode of executing a C time-saving game state on a 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 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 greater number of variable displays of the special symbols that can be executed until the end condition of the time-saving game state is established 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 A time-saving game state, and the remaining number of time-saving times in the A time-saving game state is greater than the number of time-saving times that can be executed based on this "time-saving win", the main CPU 201 controls the game state to the time-saving game state until the remaining number of time-saving times in the A time-saving game state is consumed, unless a "jackpot" is derived, while maintaining the time-saving performance of the A time-saving game state. To explain using specific numbers, for example, if a "time-saving win" is won when the remaining number of time-saving times in the A time-saving game state is 200, and the number of time-saving times that can be executed based on this "time-saving win" is 50, the display mode of the time-saving win is derived on the special pattern display section 163, 164, but the number of time-saving times from this point is 200, while maintaining the time-saving performance of the A time-saving game state, 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, or C, the appearance of the number of time-saving hits and the 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 A time-saving game state, and the number of time-saving times that can be executed based on this "time-saving win" is greater than the remaining number of time-saving times in the A time-saving game state, the main CPU 201 maintains the time-saving performance of the A time-saving game state, and controls the game state to the time-saving game state until the number of time-saving times set based on the "time-saving win" is consumed, unless a "jackpot" is derived. To explain using specific numbers, for example, if a "time-saving win" is won when the remaining number of time-saving times in the A time-saving game state is 20, and the number of time-saving times that can be executed based on this "time-saving win" is 50, the number of time-saving times from this point on will be 50, unless a "jackpot" is derived, while maintaining the time-saving performance of the A time-saving game state. That is, even if the variable display of the special symbol is executed 20 times, which is the remaining number of times of time-saving in the A time-saving game state, the variable display of the special symbol is further executed 30 times, which is the difference between the two, while maintaining the time-saving performance of the A time-saving game state.
[0342] [1-5-2-1-2. A method of overlapping a time-saving game state B with a time-saving game state C] When the ceiling counter reaches the ceiling value in the C time-saving gaming state, the main CPU 201 executes control according to the display mode (that is, the result of the hit determination process of the special symbol) derived to the special symbol display sections 163, 164 in the final ceiling fluctuation.
[0343] In the first pachinko gaming machine, the result of the special symbol hit determination process does not include a small hit, but the following description will also include the case where the result of the special symbol hit determination process includes a small hit.
[0344] First, a case will be described where the result of the special symbol hit determination process during the final ceiling fluctuation is a "small hit" or a "miss."
[0345] When the ceiling counter reaches the ceiling value in the time-saving C game state, if the remaining number of time-saving times in the time-saving C game state is greater than the specified number of time-saving B games, the main CPU 201 controls the time-saving game state until the remaining number of time-saving times in the time-saving C game state is consumed, while maintaining the time-saving performance of the time-saving C game state, unless a "big win" is derived. To explain by giving specific numbers, for example, when the remaining number of time-saving times in the time-saving C game state is 300, the ceiling counter reaches the ceiling value and the specified number of time-saving B games is 200, while maintaining the time-saving performance of the time-saving C game state, the number of time-saving times from this point is 300, unless a "big win" is derived. Therefore, even if the ceiling counter reaches the ceiling value in the time-saving C game state, the appearance of the number of time-saving times and the time-saving performance is the same as when the time-saving C game state 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-saving C game state, if the B time-saving prescribed number of times is greater than the remaining number of times in the time-saving C game state, the main CPU 201 controls the time-saving game state until the B time-saving prescribed number of times is consumed while maintaining the time-saving performance of the C time-saving game state, unless a "big win" is derived. To explain with specific numbers, for example, when the remaining number of times of time-saving in the C time-saving game state is 20 times, the ceiling counter reaches the ceiling value, and the number of times of time-saving that can be executed as the B time-saving game state is 300 times, the number of times of time-saving from this point on is 300 times while maintaining the time-saving performance of the C time-saving game state, unless a "big win" is derived. In other words, even if the variable display of the special pattern is executed for 20 times, which is the remaining number of times of time-saving in the C time-saving game state, the variable display of the special pattern is further executed for 280 times, which is the difference between the two, while maintaining the time-saving performance of the C time-saving game state.
[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 section 163, 164 according to the result of the hit determination process of the special symbol. That is, if the result of the hit determination process of the special symbol is a "small hit", a small hit display mode is derived, and if the result of the hit determination process of the special symbol 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 game state, but the main CPU 201 keeps the time-saving flag on even during the small hit game state.
[0348] Next, a case where the result of the hit determination process of the special symbol is "time-shortened hit" in the final ceiling fluctuation, that is, a case where the transition condition to the time-shortened B game state and the transition condition to the time-shortened C game state are satisfied in the final ceiling fluctuation, will be described. In this case, the main CPU 201 can execute different controls depending on whether the control of the time-shortened B game state is started before the result of the hit determination process of the special symbol is output to the special symbol display units 163, 164 or whether the control of the time-shortened B game state is started after the result of the hit determination process of the special symbol is output to the special symbol display units 163, 164.
[0349] First, when control of the B time-shortened 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 B time-shortened 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, while maintaining the time-shortened performance of the B time-shortened game state, the main CPU 201 controls the game state to the time-shortened game state until the larger of the B time-shortened prescribed number of times and the C time-shortened game state number of times is consumed, unless a "big hit" is output.
[0350] Next, when the control of the time-saving game state B is started after the result of the hit determination process of the special symbol is output to the special symbol display unit 163, 164, the display mode of the time-saving hit is not yet controlled to the time-saving game state B at the time when it is output to the special symbol display unit 163, 164. Therefore, while maintaining the time-saving performance of the time-saving game state C, the main CPU 201 controls the time-saving game state until the larger of the time-saving number of times of the time-saving game state B and the time-saving number of times of the time-saving game state C is consumed, unless the end condition of the time-saving game state (for example, the derivation of the display mode of the big hit, the derivation of the display mode of the small hit or the specific small hit, etc.) is established. In this case, it is preferable that the time-saving game state is terminated when the end condition of the time-saving game state in which the time-saving performance is maintained or executed is established.
[0351] In addition, when the transition condition to the time-saving game state B and the transition condition to the time-saving game state C are satisfied in the final change of the ceiling, the sub-CPU301 may perform a special display effect different from the time-saving transition display effect B performed when only the transition condition to the time-saving game state B is satisfied and the time-saving transition display effect C performed when only the transition condition to the time-saving game state C is satisfied. Alternatively, for example, when the time-saving performance of the time-saving game state B is maintained, the time-saving transition display effect B is performed, and when the time-saving performance of the time-saving game state C is maintained, the time-saving transition display effect C is performed, and so on. In this case, either the time-saving transition display effect B or the time-saving transition display effect C may be performed with priority.
[0352] In addition, when the ceiling counter reaches the ceiling value in the C time-saving 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-saving game state and controls the game state to the jackpot game state without also controlling the game state to the B time-saving 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 describes 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 this way, when multiple time-saving game states can be executed in a stacked manner, the time-saving performance of the previously executed time-saving game state is maintained. In a pachinko game machine with such specifications, the time-saving performances of the multiple time-saving game states that can be executed in a stacked manner may be different from each other, but it is preferable that the time-saving performances of the multiple time-saving game states that can be executed in a stacked manner be the same.
[0355] For example, in the case where a specification allows a time-saving game state C to be overlapped and executed on one time-saving game state, it is preferable to make the time-saving performance of the time-saving game state C the same as that of the time-saving game state C. Also, in the case where a specification allows a time-saving game state B to be overlapped and executed on the time-saving game state C, it is preferable to make the time-saving performance of the time-saving game state C the same as that of the time-saving game state B.
[0356] In addition, in a pachinko game machine capable of executing a plurality of time-saving game states in a superimposed manner, a time-saving game state that can be executed later on a previously executed time-saving game state may be provided with, for example, one time-saving performance that is the same as the previously executed time-saving game state, and another time-saving performance that is different from the one time-saving performance. When a time-saving game state is executed in a superimposed manner on a previously executed time-saving game state, the one time-saving performance may be activated, and when a time-saving game state is not executed in a superimposed manner, such as when a time-saving game state is activated in a normal game state, the other time-saving performance may be activated.
[0357] For example, in the case of a pachinko game machine capable of overlapping a time-shortening game state C with a time-shortening game state B, the time-shortening game state B may have, for example, two time-shortening performances, one time-shortening performance that is the same as the time-shortening game state C, and another time-shortening performance that is different from the one time-shortening performance. In the time-shortening game state C, for example, if the ceiling counter reaches a ceiling value, the one time-shortening performance may be activated, and in a normal game state that is neither of the time-shortening game states, for example, if the ceiling counter reaches a ceiling value, the other time-shortening performance may be activated.
[0358] [1-5-3. Mode in which time-saving game states are not executed in succession] As a mode in which the time-saving game state is not executed in a superimposed manner, there are a mode in which the hit determination process is performed so that the "time-saving hit" is not included in the lottery object in the time-saving game state, and a mode in which the hit determination process is performed so that the "time-saving hit" is included in the lottery object in the time-saving game state, and the time-saving game state is not executed in a superimposed manner even if the time-saving game state is overlapped (hereinafter referred to as the "latter mode"). As the latter mode, there are two modes in which the time-saving hit is ignored even if the time-saving hit is won in any one of the time-saving game states A, B, and C, and the time-saving game state C is not executed in a superimposed manner, and the time-saving game state B is not executed in a superimposed manner even if the ceiling counter reaches the ceiling value in the time-saving game state C. The above two modes considered as the latter mode will be described 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 "final time-saving change"), 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 change) 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 sections 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 sections 163, 164.
[0361] First, in the case where one time-shortened game state ends before the display mode of the time-shortened win is derived to the special symbol display sections 163, 164, the main CPU 201 starts control of the C time-shortened game state after deriving the display mode of the time-shortened win.
[0362] Next, when the display mode of the time-saving win is derived to the special symbol display section 163, 164 and one time-saving game state ends, that is, when the derivation of the display mode of the time-saving win and the end of one time-saving game state are performed within the same interrupt processing, the main CPU 201 may or may not start control of the C time-saving game state depending on the processing of the program. Specifically, when the processing of deriving (determining display) the display mode of the time-saving win is performed before the end processing of one time-saving game state, the main CPU 201 ends one time-saving game state without controlling it to the C time-saving game state. In this case, performing the processing of deriving the display mode of the time-saving win before the end processing of one time-saving game state is a condition that prevents transition to the C time-saving game state.
[0363] On the other hand, when the process of deriving (determining display) the display mode of the time-shortening win is performed after the end process of the first time-shortening game state, the main CPU 201 ends the first time-shortening game state and controls it 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 the time-shortening win is derived, if the end process of the first time-shortening game state has not been processed, the main CPU 201 ends the first time-shortening game state without controlling it to the time-shortening game state C, and if the end process of the first time-shortening game state has already been processed, the main CPU 201 controls it to the time-shortening game state C.
[0364] [1-5-3-2. Mode in which the time-saving game state B is not executed in addition to the time-saving game state C] When the ceiling counter reaches the ceiling value in the C time-saving gaming state, the main CPU 201 executes control according to the display mode (that is, the result of the hit determination process of the special symbol) derived to the special symbol display sections 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-saving game state, if the result of the hit determination process for the special pattern in the final ceiling fluctuation is a "time-saving hit," a "small hit," or a "miss," the main CPU 201 controls the game to the C time-saving game state until the remaining number of times for the time-saving game state in the C time-saving game state is consumed.
[0367] However, when the remaining number of time-shortened times in the time-shortened game state C is 0 in the final ceiling fluctuation, the main CPU 201 may or may not start control of the time-shortened game state B depending on the processing of the program. Specifically, when the end processing of the time-shortened game state C is performed before the start processing of the time-shortened game state B, the main CPU 201 ends the time-shortened game state C and controls it to the time-shortened game state B. On the other hand, when the end processing of the time-shortened game state C is performed after the start processing of the time-shortened game state B, the main CPU 201 ends the time-shortened game state C without controlling it to the time-shortened game state B. That is, when the time-shortened game state B is about to be started, if the end processing of the time-shortened game state C has not been processed, the main CPU 201 ends the time-shortened game state C without controlling it to the time-shortened game state B, and if the end processing of the time-shortened game state C has already been processed, the main CPU 201 controls it to the time-shortened game state B. In this case, performing the end processing of the time-shortened game state C after the start processing of the time-shortened game state B is a condition that prevents the transition to the time-shortened game state B.
[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 Fig. 20 to Fig. 23. Fig. 20 to Fig. 23 are a flow chart 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, it goes without saying that the main CPU 201 sets a stack pointer and an address of 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 de...
Claims
[Claim 1] In a gaming machine capable of communicating with a gaming device, A game information storage means having a work area and capable of storing at least the game value used in the game, A power interruption recovery setting means for setting the work area of the game information storage means when the power supply is interrupted and then restored. A game execution means capable of executing a game using the game value stored in the game information storage means, A game value counting means that, upon execution of a game by the game execution means, counts the game value used in the game and updates the game value stored in the game information storage means, A monitoring means for monitoring a predetermined situation, When the monitoring means monitors the predetermined situation, the status notification means provides status notification regarding the predetermined situation, A specific operation initialization means for initializing a predetermined work area of the game information storage means by a specific operation, A game state control means capable of controlling the game state in which the game can be executed by the game execution means, 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, An effect control means capable of controlling the effects that can be executed in the notification means, Equipped with, The game execution means is capable of deriving at least one result that includes a specific result and a special result different from the specific result as a result of executing the game. 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 monitoring means is It is possible to monitor a number of predetermined situations, including at least a first situation in which communication with the gaming device is impossible, If it is determined that the first situation is occurring, information regarding the first situation can be stored in the game information storage means. Regardless of whether or not an abnormality has occurred in the information stored in the work area of the game information storage means, if the specific operation is not performed and the predetermined work area is not initialized by the specific operation initialization means and power is restored, the power restoration setting means clears the information regarding the first situation that was monitored before the power restoration, and then restarts the monitoring of the predetermined situation. Regardless of whether or not an abnormality has occurred in the information stored in the work area of the game information storage means, if the game machine is unable to communicate with the game device when the power supply to the game device is maintained and the game machine is restored, then it is determined that at least the first situation is occurring after the power restoration. The aforementioned status notification means is, When the monitoring means determines that the first situation is occurring, it is possible to provide a first situation notification. 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 a special result being derived as a result of the execution of the game, and a second special condition which is conditional on the game medium passing through a predetermined area that becomes eligible for winning when a displacement member provided in the game area 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 can perform suggestive performances in the first specific game state that cannot be performed in the second specific game state, A predetermined display that can be displayed in the second specific game state can be displayed in the special game state that is transitioned to after the second specific game state. The predetermined display can be controlled so that it is not displayed at least when the suggestive effect is being performed in the first 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 either a first special notification effect that notifies the player that they can acquire a first number of game value points, or a second special notification effect that notifies the player that they can acquire a second number of game value points greater than the first number of game value points. A gaming machine characterized by the following features.