Game machine

JP2025028084AInactive Publication Date: 2025-02-28DAITO GIKEN CO LTD
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Patent Information

Application Number
JP2024206894
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-11-28
Publication Date
2025-02-28
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Benefits of technology

【0008】 本発明の遊技台によれば、演出手段に特徴を持った遊技台を提供することができる。

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Abstract

To provide a game machine represented by a pinball game machine (Pachinko game machine) and an enclosed-type game machine or the like having a characteristic in performance means.SOLUTION: When a winning command for third holding in a performance mode A is missed and a winning command for fourth holding is received, a holding icon representing the holding of a third holding icon is displayed in a default display mode without being displayed in a display mode representing reliability, at least from the start of display until the end of the display. During execution of a demonstration performance in a game state in which it is recommended to have a game ball enter a first start port 228, the demonstration performance ends upon detection of contact with first operation means 134 or entry of a game ball into the first start port 228 and the demonstration performance is not ended upon the game ball entering a second start port 232 without a first condition being satisfied.SELECTED DRAWING: Figure 56
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Description

[Technical field]

[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine), a reel gaming machine (slot machine), an enclosed gaming machine, or a medal-less slot machine. [Background technology]

[0002] In gaming machines such as pachinko machines, it is common to provide obstacles in the playing area of ​​the game board that change the direction in which the game ball falls, as well as winning holes, starting holes, variable winning holes, etc. into which the game ball can enter. When the game ball enters these holes, the player is given a special privilege, such as the payment of a prize ball (see, for example, Patent Document 1, etc.).

[0003] Some of these gaming machines are equipped with presentation means for displaying various effects. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2008-200302 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is room for improvement in the presentation of conventional gaming machines.

[0006] In view of the above circumstances, an object of the present invention is to provide a gaming machine having distinctive presentation means. [Means for solving the problem]

[0007] The gaming machine of the present invention that solves the above object is: A main control means capable of counting an increase in the number of reserved balls based on the ball entering the first starting hole; A sub-control means for receiving an increase signal transmitted from the main control means when the number of reserved items increases; A performance means controlled by the sub-control means; A gaming machine equipped with The directing means is a means capable of displaying a hold icon in a first display area, The sub-control means is a means for displaying a hold icon in the first display area when the increase signal is normally received, the presentation means is a means for displaying a third reserved icon and also a fourth reserved icon in the first display area in a case where, while two reserved icons are being displayed, one game ball enters the first starting hole but the sub-control means fails to properly receive an increase signal corresponding to the reserved number being three, and then, one game ball enters the first starting hole and the sub-control means properly receives an increase signal corresponding to the reserved number being four (hereinafter referred to as the "first case"); The presentation means may display the reserved icon in a certain suggestive manner suggesting a possibility that the player may be in an advantageous state when displaying the reserved icon in a first presentation mode, In the first case in the first performance mode, the hold icon representing the hold represented by the third hold icon is not displayed in the certain suggested manner at least from the start of display until the display as the hold icon ends, and is displayed in a certain manner; moreover, A first operating means capable of operating the launching of game balls; a detection means for detecting a contact by a player with the first operating means; A second starting port different from the first starting port; A first symbol display means that may start a variable display of a first symbol when a ball enters the first starting hole; A second symbol display means may start a variable display of a second symbol when a ball enters the second starting hole; Equipped with The presentation means is at least a means capable of executing a demo presentation in a first gaming state, The performance means is a means capable of executing a first variable display according to the variable display of the first pattern, The performance means is a means capable of executing a second variable display according to the variable display of the second pattern, the effecting means is means for ending the demo effect when a first condition is satisfied during execution of the demo effect, the effecting means is means for terminating the demo effect even if the second condition is satisfied without the first condition being satisfied during execution of the demo effect, the effecting means is means for not ending the demo effect when a third condition is satisfied without the first condition being satisfied during execution of the demo effect, When the first condition is satisfied during execution of the demo effect, a certain effect is executed; When the second condition is satisfied without the first condition being satisfied during execution of the demo effect, the certain effect is not executed; When the second condition is satisfied without the first condition being satisfied during the execution of the demo performance, the first variable display is executed; When the first condition is not satisfied and the third condition is satisfied during execution of the demo effect, the certain effect is not executed; When the third condition is satisfied without the first condition being satisfied during the execution of the demo performance, the second variable display is executed; the first game state is a state in which it is recommended to cause the ball to enter the first starting hole and a state in which it is not recommended to cause the ball to enter the second starting hole; the first condition is a condition that is satisfied in response to the detection means detecting a touch of the first operating means, The second condition is a condition that is satisfied in response to the ball entering the first starting hole, The third condition is a condition that is established in response to the ball entering the second starting hole. A gaming machine characterized by: Effect of the Invention

[0008] According to the gaming machine of the present invention, it is possible to provide a gaming machine having distinctive presentation means. [Brief description of the drawings]

[0009] [Figure 1] 1 is an external oblique view of a pachinko machine according to an embodiment of the present invention, seen from the front side (player side). [Diagram 2] This is a rear view of the pachinko machine. [Diagram 3] FIG. 2 is a simplified front view of the game board as seen from the front side (player side). [Figure 4] This is an enlarged view of a portion of the attacca unit 23 shown in Figure 3, where (a) is a view showing the internal state of the unit main body 23a, and (b) is a view showing the back side of the unit cover body 23b that covers the unit main body 23a. [Diagram 5] FIG. 2 is a functional block diagram of a pachinko machine. [Figure 6] These are examples of display patterns on a pachinko machine, where (a) shows an example of a stop display pattern on special pattern 1, (b) shows an example of a stop display pattern on special pattern 2, (c) shows an example of a decorative pattern, and (d) shows an example of a stop display pattern on a regular pattern. [Figure 7] 13 is a flowchart showing a flow of main processing of a main control unit. [Figure 8] 13 is a flowchart showing the flow of a main control unit timer interrupt process. [Figure 9] 1A is a diagram showing an example of the contents of the special chart judgment table for when a jackpot or sudden time-saving win occurs in a non-time-saving play state; 1B is a diagram showing an example of the contents of the special chart judgment table for when a jackpot or sudden time-saving win occurs in a time-saving play state; 1C is a diagram showing an example of the contents of the special chart judgment table for when a jackpot or sudden time-saving win occurs in a time-saving play state; and 1D is a diagram showing an example of the contents of the special chart judgment table for when a jackpot or sudden time-saving win occurs in a time-saving play state. [Figure 10](a) is a diagram showing an example of the contents of the special chart determination table for when a small jackpot is won in a non-time-saving state, (b) is a diagram showing an example of the contents of the special chart determination table for when a small jackpot is won in a time-saving play state a, and (c) is a diagram showing an example of the contents of the special chart determination table for when a small jackpot is won in a time-saving play state c. [Figure 11] This is a timing chart showing the flow of operation of normal electric parts. [Figure 12] (a) is a diagram showing a table for determining whether a regular map is a winner or loser in a regular map lottery, (b) is a diagram showing a table for determining the fluctuation pattern of a regular map used in a non-time-saving play state, (c) is a diagram showing a table for determining the fluctuation pattern of a regular map used in a time-saving play state, and (d) is a diagram showing a table for determining the confirmed stop time of a regular map. [Figure 13] (a-1) is a diagram showing a judgment table of the hit start time (OP time) of a normal pattern trigger in a non-time-shortened play state, (a-2) is a diagram showing a judgment table of the hit start time (OP time) of a normal pattern trigger in a time-shortened play state, (b-1) is a diagram showing an opening time judgment table of a normal pattern trigger in a non-time-shortened play state, (b-2) is a diagram showing an opening time judgment table of a normal pattern trigger in an a1 time-shortened play state and a c time-shortened play state, (b-3) is a diagram showing an opening time judgment table of a normal pattern trigger in an a2 time-shortened play state, (c) is a diagram showing a closing time judgment table of a normal pattern trigger, (d-1) is a diagram showing a hit end time judgment table of a normal pattern trigger in a non-time-shortened play state, and (d-2) is a diagram showing a hit end time judgment table of a normal pattern trigger in a time-shortened play state. [Figure 14] (a) is a diagram showing a judgment table for the start time (OP time) of the normal power operation gate trigger, (b) is a diagram showing a judgment table for the operation time of the normal power operation gate trigger in various game states, (c) is a diagram showing the handling when a game ball passes through the normal power operation gate 228g, (d) is a diagram showing the handling of special charts 1 and 2 when special charts 1 and 2 are changing simultaneously, and (e) is a diagram showing the handling when a game ball passes through the normal power operation gate 228g while the normal chart is displaying changes. [Figure 15] This is a timing chart that explains the timing for determining the opening time of the normal electric device (electric chute) triggered by the normal electric operation gate. [Figure 16] This is a timing chart explaining the measures taken to ensure the fixed stop time of the normal pattern shown in Figure 12 (d). [Figure 17] These are flowcharts showing the processing flow in the first sub-control unit of a pachinko machine, where (a) is a flowchart of the first sub-control unit main processing, (b) is a flowchart of the first sub-control unit command reception interrupt processing, and (c) is a flowchart of the first sub-control unit timer interrupt processing. [Figure 18] A flowchart showing the processing flow in the second sub-control unit of a pachinko machine, where (a) is a flowchart of the second sub-control unit main processing, (b) is a flowchart of the second sub-control unit command reception interrupt processing, (c) is a flowchart of the second sub-control unit timer interrupt processing, and (d) is a flowchart of the second sub-control unit image control processing. [Figure 19] FIG. 13 is a diagram illustrating the transition of game states. [Figure 20] 1 is a diagram showing, in stages, an example of a presentation relating to the decorative pattern changing display centered on the decorative pattern display device of the pachinko machine of this embodiment. FIG. [Figure 21] 21A to 21D are diagrams showing the continuation of the example of the rendering shown in FIG. 20 in stages. [Figure 22] FIG. 22 is a diagram showing, in stages, another example of the presentation following FIG. 20(q). [Diagram 23] A diagram showing an example of the presentation in a jackpot game centered around a decorative pattern display device in stages. [Figure 24] A figure showing in stages another example of the presentation in a jackpot game centered around a decorative pattern display device. [Diagram 25] This figure shows a step-by-step example of prioritizing the presentation of a pattern that is displayed first when different patterns are displayed in a variable manner at the same time. [Figure 26]This is an example in which when both the normal gameplay state, which indicates a winning combination, and the special game 2, which indicates a big win, are being executed, the presentation of the pattern that is stopped first is given priority. [Figure 27] This is a diagram showing in stages an example different from the example shown in Figure 25 when both the change display of the normal chart and the change display of the special chart 2, which is a jackpot, are being executed in the normal game state. [Figure 28] FIG. 11 is a diagram showing a step-by-step example of a transition from a final change in a time-saving gaming state (RUSH state) to a normal gaming state (non-time-saving gaming state). [Figure 29] FIG. 13 is a diagram showing a modified example of a standby display. [Diagram 30] FIG. 13 is a diagram for explaining a presentation mode. [Diagram 31] FIG. 13 is a diagram showing an example in which a game is played step by step while changing the presentation mode in the time-saving game state (RUSH state). [Diagram 32] This is a diagram showing a step-by-step example of what happens when a winning command is missed while presentation mode A is selected. [Diagram 33] This is a diagram showing a step-by-step example of what happens when a winning command is missed when presentation mode C is selected. [Diagram 34] This is a diagram showing, in stages, an example of what happens when power is interrupted momentarily in each performance mode and then immediately restored. [Diagram 35] This is a diagram showing, in stages, an example of what happens when a winning command is missed when the modified presentation mode C is selected. [Diagram 36] 33 is a diagram showing, in stages, an example different from the example shown in FIG. 32 when a winning command is missed while presentation mode A is selected. [Figure 37] This figure shows, in stages, an example different from the example shown in Figure 36 when a winning command is missed while presentation mode A is selected. [Figure 38] This is a diagram showing an example of a pending number reaching notification in stages, notifying that the third pending item has been accumulated. [Figure 39]This figure shows a step-by-step example of what happens when the Pending 3 Vibration function is set to on and the command to receive the third pending winning prize is not received. [Diagram 40] This figure shows a step-by-step example of what happens when a winning command is missed, different from the example shown in Figure 33. [Diagram 41] FIG. 13 is a diagram for explaining a modified example of the presentation mode. [Diagram 42] This is a diagram showing two examples in which a hold change effect and an advance notification effect are executed in stages. [Diagram 43] (a) is a diagram showing a win / lose determination table for normal symbols in the second embodiment, (b) is a diagram showing a win / lose determination table for special symbols in the second embodiment, (c) is a diagram showing a special symbol determination table for when a small win is won used in the non-time-saving play state of the second embodiment, and (d) is a diagram showing a special symbol determination table for when a small win is won used in the time-saving play state of the second embodiment. [Diagram 44] 1A is a diagram showing a table for determining the operation time of the normal power gate trigger in various game states in the second embodiment, and FIG. 1B is a diagram showing the handling of special charts 1 and 2 in a state in which special charts 1 and 2 are fluctuating simultaneously in the second embodiment. [Diagram 45] A diagram showing the flow of play on a gaming machine of the second embodiment. [Figure 46] A flowchart showing the flow of the additional performance determination process in the second embodiment. [Figure 47] A diagram showing an example of an added effect being executed in stages. [Figure 48] A figure showing in stages another example of a pre-reading presentation regarding a jackpot game. [Figure 49] This is a diagram showing a normal symbol reach pattern determination table that determines the type of reach pattern in the variable display of the normal symbol decorative pattern in the normal game state. [Figure 50] This is a diagram showing a special chart 2 reach pattern determination table that determines the type of reach pattern in the variable display of the decorative pattern of special chart 2 in the a1 time-saving game state (RUSH state). [Figure 51]13 is a flowchart showing the process of determining decorative patterns for regular maps in the second embodiment. [Figure 52] A table showing the display mode of the pending icon or variable icon and the expected probability of winning in each presentation mode of the second embodiment. [Figure 53] 52, and (b) is a table showing a modification of the table shown in FIG. 52 that is different from the modification shown in (a). [Figure 54] A figure showing two examples in stages of execution of a reserve change effect and an advance notification effect on a gaming machine of the second embodiment. [Figure 55] 13(a) is a timing chart showing the flow of the demo presentation on the gaming machine of the second embodiment, and (b) is a timing chart showing the flow when end condition 1 or end condition 2 is met during execution of the demo presentation. [Figure 56] 13 is a flowchart showing the flow of demo performance control processing in the gaming machine of the second embodiment. [Figure 57] (a) is a timing chart showing the flow when, during execution of a demo performance in a normal game state (non-time-saving game state), a touch to the ball launching handle 134 is not detected and the display of changing decorative patterns is started, and then a touch to the ball launching handle 134 is detected. (b) is a timing chart showing the flow when, during execution of a demo performance in a normal game state (non-time-saving game state), a touch to the ball launching handle 134 is not detected and the display of changing special chart 2 is started twice, and a small win is won on the second display of changing special chart 2. [Figure 58] 13 is a flowchart showing the flow of the demo performance control process in Smapachi. [Figure 59] 1 is a front view of an enclosed pachinko machine to which the present invention can be applied. [Figure 60] 1 is a perspective view showing the appearance of a slot machine 1000 to which the present invention can be applied, as seen from the front side (player side). [Figure 61]These are diagrams showing gaming machines according to modified examples of the present invention, where (a) shows a casino machine 2000, (b) shows a mobile phone 3000 equipped with a memory unit for storing electronic data realizing the present invention, (d) shows a portable game machine 4000 equipped with a memory unit for storing electronic data realizing the present invention, (d) shows a home video game machine 5000 equipped with a memory unit for storing electronic data realizing the present invention, and (e) shows a data server 6000 storing electronic data realizing the present invention. [Figure 62] FIG. 2 is a perspective view of the exterior of the enclosed gaming machine 100 as seen from the front side (player side). [Figure 63] 1 is a circuit block diagram of a control unit of an enclosed gaming machine 100. FIG. [Figure 64] 1 is a diagram showing a schematic diagram of the flow of game balls in an enclosed game machine 100. FIG. [Figure 65] 13 is a flowchart showing the flow of counting processing by the frame control unit 600. [Figure 66] 13 is a flowchart showing the flow of reference signal processing by the frame control unit 600. [Figure 67] 13 is a flowchart showing the flow of the game ball subtraction process of the frame control unit 600. [Figure 68] 13 is a diagram showing command types between a main control unit and a frame control unit. [Figure 69] 1 is a sequence diagram showing an example of communication between the main control unit 300 and the frame control unit 600 after the enclosed gaming machine 100 is powered on, in chronological order. [Figure 70] 11 is a sequence diagram showing, in time series, an example of communication between the main control unit 300 and the frame control unit 600 when a communication line disconnection error occurs in the main control unit 300. FIG. [Figure 71] 11 is a sequence diagram showing, in time series, an example of communication between the main control unit 300 and the frame control unit 600 when a communication line disconnection error occurs due to the frame control unit 600. FIG. [Figure 72] 13A is a diagram showing types of commands between a frame control unit and a lending device, and FIG. 13B is a diagram showing types of gaming machine information notification commands. [Figure 73]13 is a sequence diagram showing an example of basic communication (without game information) between the frame control unit 600 and the lending device 614 in time series. FIG. [Figure 74] 13 is a sequence diagram showing an example of priority transmission of a gaming machine information notification command (with gaming information) in communication between the frame control unit 600 and the lending device 614 in time series. FIG. [Figure 75] 6 is a sequence diagram showing an example of a count notification in communication between the frame control unit 600 and the rental device 614 in a time series. FIG. [Figure 76] 6 is a sequence diagram showing an example of a lending notification in communication between the frame control unit 600 and the lending device 614 in a time series. FIG. [Figure 77] 13 is a sequence diagram showing an example of a case in which a communication interruption occurs in communication between the frame control unit 600 and the rental device 614 in time series. FIG. [Figure 78] 13 is a sequence diagram showing an example of a case in which a communication interruption occurs in communication between the frame control unit 600 and the rental device 614 in time series. FIG. [Figure 79] 13 is a sequence diagram showing an example of a communication abnormality in a count notification between the frame control unit 600 and the rental device 614 in a time series. FIG. [Figure 80] 13 is a sequence diagram showing an example of a communication abnormality in a lending notification between the frame control unit 600 and the lending device 614 in a time series. FIG. [Figure 81] 11 is a sequence diagram showing an example of communication between the frame control unit 600 and the lending device 614 during a game in chronological order. FIG. [Figure 82] 13 is a sequence diagram showing an example of communication between the frame control unit 600 and the lending device 614 in chronological order when an increase in the number of game balls occurs at the same time as a short press of the counting button. [Figure 83] 13 is a sequence diagram showing an example of communication between the frame control unit 600 and the lending device 614 in chronological order when an increase in the number of game balls occurs at the same time as the counting button is pressed and held down. FIG. [Figure 84] 13 is a time chart showing the changes in various signals when the number of game balls is one and the launch operation of one game ball is performed. [Figure 85]13 is a time chart showing the changes in various signals when one gaming ball is fired and one ball is counted when there is one gaming ball. [Figure 86] 13 is a time chart showing the changes in various signals when one game ball is released and 250 game balls are counted when there are 250 game balls. [Figure 87] 1 is a time chart showing the changes in various signals when one game ball is released and 250 game balls are counted when there are 251 game balls. [Figure 88] 13 is a time chart showing changes in various signals in a case where the subtraction sensor signal of the subtraction sensor 618 does not change to an ON level after the reference signal flag is set to ON. [Figure 89] FIG. 2 is an exploded perspective view of the enclosed gaming machine 100. [Figure 90] This is a rear view of the front frame door 106 seen from the rear side. [Figure 91] 1A is a partially enlarged view showing a state in which the slide lock 170 has been moved to a locked position, FIG. 1B is a partially enlarged view showing a state in which the slide lock 170 has been moved to an unlocked position, and FIG. 1C is a rear view of the upper unit 154. [Figure 92] 1A is a top view of the front frame door 106, (b) is a front view showing the upper unit 154 moving to the lock position, and (c) is a front view showing the upper unit 154 moving to the unlock position. [Figure 93] 2 is a simplified front view of the game board 200 as seen from the front. [Figure 94] 2 is a simplified rear view of the game board 200 as seen from the rear. [Figure 95] 1A is a partially enlarged view showing the first ball passage 250 with the first ball passage cover 254 removed, and the second ball passage 260 with the second ball passage cover 264 removed. FIG. 1B is a partially enlarged view of the general winning port flow path 256. [Figure 96]A partially enlarged view showing the second ball passage 260 with the first ball passage 250 removed. [Figure 97] 1A is a side cross-sectional view showing a ball passage 270 having a screw insertion hole 274 formed therein, and FIG. 1B is a partially enlarged view showing the vicinity of the screw insertion hole 274. [Figure 98] 13(a) is a front view of the ball passage 270 with the upper surface portion 270d omitted, and FIG. 13(b) is a side cross-sectional view showing a schematic diagram of a ball passage 280 according to a modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] A game machine (for example, a pinball game machine such as a pachinko machine or a reel game machine such as a slot machine) that can be applied to the present invention will be described in detail with reference to Figures 1 to 27. Note that the reference numerals shown in Figures 1 to 27 are used in principle only in the description using Figures 1 to 27, and even if the same reference numerals are shown in other drawings, the reference numerals shown in Figures 1 to 27 take precedence in the description using Figures 1 to 27.

[0011] <Overall composition> First, the overall configuration of a pachinko machine 100 according to a first embodiment of the present invention will be described with reference to Figure 1. Note that Figure 1 is an external perspective view of the pachinko machine 100 as seen from the front side (player side).

[0012] The pachinko machine 100 is a gaming machine in which a player can win a profit when certain conditions are met, and comprises an outer frame 102, a main body 104, a front frame door 106, a door 108 with a ball storage tray, a launching device 110, and a gaming board 200 on its front side (player side).

[0013] The outer frame 102 is a wooden frame member having a vertically rectangular shape for fixing to an installation location (such as an island facility) provided in a gaming machine installation business establishment.

[0014] The main body 104 is provided inside the outer frame 102, and is a door member that is equipped with a locking function and serves as a vertically rectangular base body of the gaming machine that is rotatably attached to the outer frame 102 via a hinge portion 112. The main body 104 is formed in a frame shape, and has a space portion 114 on the inside. A staff member of the store (game store) in which the pachinko machine 100 is installed can open and close the main body 104, and a main body opening sensor 1041 is provided to detect when the main body 104 is opened.

[0015] The front frame door 106 is a door member that is attached to the front of the main body 104, which is the front side of the pachinko machine 100, via a hinge part 112 so that it can be opened and closed freely and is formed in a frame shape, with an opening on the inside. The staff of the game store can also open and close this front frame door 106, and a front frame door sensor 1061 that detects when the front frame door 106 is opened is also provided. In addition, a transparent plate member 118 made of glass or resin is provided in the opening of this front frame door 106, and a speaker 120, a left frame lamp 122L, a right frame lamp 122R, and an upper frame lamp 122U are attached to the front side. The rear surface of the front frame door 106 and the front surface of the game board 200 form a partitioned space in which the game area 124 is provided. The front frame door 106 corresponds to an example of a door body. In this embodiment, a light source that is an LED is also called a lamp.

[0016] The ball storage tray door 108 is a door member with a locking function attached to the underside of the main body 104 at the front of the pachinko machine 100 so that it can be opened and closed freely. This ball storage tray door 108 is opened by pressing an opening lever 1081 that can be operated with the front frame door 106 open. In addition, a ball storage tray door sensor 1082 is also provided to detect when the ball storage tray door 108 is open. The ball storage tray door 108 includes a ball storage tray 126 capable of storing a plurality of game balls (hereinafter, sometimes simply referred to as "balls") and having a passageway for guiding the game balls to the launching device 110, a ball removal button 130 for discharging the game balls stored in the ball storage tray 126 from the ball storage tray 126 by the player's operation, a ball launching handle 134 for launching the game balls guided to the launching device 110 by the player's operation into the game area 124 of the game board, a performance button 136 for changing the performance mode of various performance devices by the player's operation, a button lamp 138 built into the performance button 136 and illuminating the performance button 136, and a ball lending operation button 140 for issuing a ball lending instruction to a card unit (CR unit) installed in the game arcade. Although not shown in FIG. 1, a return operation button for issuing an instruction to return the player's balance to the card unit is also provided to the right of the ball lending operation button 140. Furthermore, it also has an operation key unit 190 on which a cross key and an enter button are arranged.

[0017] The launching device 110 is attached to the lower part of the main body 104, and includes a launch rod 146 that rotates when the ball launching handle 134 is operated by the player, and a launching hammer 148 that strikes the game ball with the tip of the launch rod 146. This launching device 110 launches the game ball toward the play area 124 of the game board every time a predetermined launch period (e.g., 0.6 seconds) has elapsed while the ball launching handle 134 is continuously operated for launch by the player, and corresponds to an example of a launching means.

[0018] FIG. 2 is a rear view of the pachinko machine 100 of FIG. 1 as seen from the rear side.

[0019] At the upper back of the pachinko machine 100, there is provided a ball tank 150 having an opening opening upward for temporarily storing game balls, and a tank rail 154 located below this ball tank 150 for guiding balls that fall through a communicating hole formed in the bottom of the ball tank 150 to a payout device 152 located on the right side of the back.

[0020] The dispensing device 152 is made of a cylindrical member, and is equipped with a dispensing motor, a sprocket, and a dispensing sensor (not shown) inside. The dispensing device 152 is detachable, and when attached to a predetermined position, it connects to the downstream end of the tank rail 154.

[0021] The sprocket is configured to be rotatable by a payout motor, and temporarily retains game balls that have passed through the tank rail 154 and flowed down into the payout device 152, and drives the payout motor to rotate it by a predetermined angle, thereby sending out the temporarily retained game balls one by one below the payout device 152. In other words, the payout device 152 is a type of ball feeding device that applies a driving force to the game balls to transport them.

[0022] The payout sensor is a sensor for detecting the passage of a game ball sent out by the sprocket, and outputs either a high or low signal when a game ball passes, and outputs either a high or low signal when a game ball does not pass to the payout control unit 600 (see FIG. 5). The game ball that passes this payout sensor is configured to pass through a ball rail (not shown) and reach a ball storage tray 126 arranged on the front side of the pachinko machine 100, and the pachinko machine 100 uses this configuration to give (pay out) to the player an amount of game value (game balls) according to the given condition based on the establishment of a given condition.

[0023] On the left side of the figure of the payout device 152 are a main board case 158 that houses a main board 156 that constitutes the main control unit 300 (see Figure 5) that performs control processing for the overall game, a first sub-board case 162 that houses a first sub-board 160 that constitutes the first sub-control unit 400 (see Figure 5) that performs control processing for presentation based on processing information generated by the main control unit 300, a second sub-board case 166 that houses a second sub-board 164 that constitutes the second sub-control unit 500 (see Figure 5) that performs control processing for presentation based on processing information generated by the first sub-control unit 400, and an error reset switch that constitutes the payout control unit 600 (see Figure 5) that performs control processing for the payout of game balls and is operated by a gaming store clerk to reset an error. a launch board case 176 which houses a launch board 174 which constitutes a launch control unit 630 (see Figure 5) which performs control processing related to the launch of game balls; a power supply board case 184 which houses a power supply board 182 which constitutes a power supply control unit 660 (see Figure 5) which supplies power to various electric gaming machines and which is equipped with a power switch 178 which turns the power on and off by operation of an arcade clerk and a RAM clear switch 180 which is operated when the power is turned on to output a RAM clear signal to the main control unit 300; and a CR interface unit 186 which sends and receives signals between the payout control unit 600 and the card unit.

[0024] In this embodiment, a setting change key 192, a setting change button 194, and a bonus ratio / setting display 196 are provided on the main board 156. In this embodiment, when the setting change key 192 is operated on the condition that the RAM clear switch 180 is pressed when the power is turned on, the machine can transition to a setting change mode in which at least one of a plurality of settings with different jackpot probabilities can be set. In the setting change mode, the current setting is displayed on the bonus ratio / setting display 196, and the store clerk can change the setting by pressing the setting change button 194 while checking this. Note that the machine may be configured so that the setting can be changed when the setting change key 192 is operated when the power is turned on, even if the RAM clear switch 180 is not pressed when the power is turned on.

[0025] The role ratio / setting indicator 196 is a 7-segment LED board mounted on the main board 156 and arranged inside the main board case 158, and is attached in a manner that is visible to the store clerk. The role ratio / setting indicator 196 is a 2-digit 7-segment LED arranged above and below, and a 1-digit 7-segment LED is modularized on the right side, the role ratio monitor is an indicator that notifies the role ratio (YH) and the continuous role ratio (RY), and the setting monitor is a monitor for checking the current setting. The role ratio / setting indicator 196 is composed of single-color LEDs such as red, green, blue, and white, but may be capable of emitting light in three colors, red, green, and orange, or may be a full-color LED. At least a part of the role ratio / setting indicator 196 may be provided on the game board 200, for example, so that it can be visible to the player.

[0026] In this embodiment, a dip switch board 198 is disposed on the rear surface of the first sub-board case 162. The dip switch board 198 will be described in detail later.

[0027] FIG. 3 is a simplified front view of the game board 200. Here, arrows d2 and d3 indicate the directions when the pachinko machine 100 is fixed to the installation location. Arrow d2 indicates the width direction (sometimes called the left-right direction) of the pachinko machine 100, and the left hand may be called left and the right hand may be called right when viewed from the front. Arrow d3 indicates the height direction (sometimes called the up-down direction) of the pachinko machine 100, and the higher side may be called top and the lower side may be called bottom. Although not shown in FIG. 3, in the depth direction (sometimes called the front-rear direction) of the pachinko machine 100, the near side may be called the front side or front side, and the far side may be called the rear side or back side.

[0028] The game board 200 has a game area 124 on the front side, and is detachably attached to the main body 104 using a predetermined fixing member so as to face the space 114 of the main body 104. After the game board 200 is attached to the main body 104, the game area 124 can be observed through the opening.

[0029] Various structures can be adopted for mounting the game board 200 to the main body 104. For example, a structure can be adopted in which the left side portion 200a as viewed from the front of the game board 200 is inserted into the left side of the main body 104 as viewed from the front (the hinge portion 112 side), and the game board 200 is rotated around this position as the center of rotation while the right side portion 200b as viewed from the front of the game board 200 is pressed against the main body 104 to set it in place. Such a structure may improve operability.

[0030] The game board 200 is a unit in which various parts are attached to a game board 201 that is a plate-shaped main body. The game board 201 is formed, for example, from resin, and its surface (front) constitutes a decorative surface that displays characters, etc. of the pachinko machine 100. The decorative surface may be formed, for example, by attaching a sheet on which characters, etc. of the pachinko machine 100 are printed. A vibration sensor SR3 is disposed on the lower right of the game board 201. When a vibration is detected by the vibration sensor SR3, error processing (for example, an alert using an image or sound, or stopping the game so that the game cannot continue) can be performed. The vibration sensor SR3 may be another fraud detection sensor, such as a magnetic sensor.

[0031] An outer rail 202 and an inner rail 204 are arranged on the game board 200, and a game area 124 in which the game ball can roll is defined. A part of the outer rail 202 is formed by a rail member 209 that is detachable from the main body 104. Within the game area 124, the area between the outer rail 202 and the inner rail 204 forms a guide area 201a that guides the launched game ball.

[0032] The area of ​​the game board 200 other than the game area 124 may be called a non-game area. The game area 124 and the non-game area can be distinguished from each other by the outer rail 202 as a boundary. In addition, the area inside the area through which the game ball passes when the launch strength of the game ball is maximized may be called the game area 124. The game area 124 may include an area through which the game ball does not pass due to the presence of a performance device or the like in the game area 124. The game area 124 may be called a flow-down area because the game ball flows down during play, and the non-game area may be called a non-flow-down area because the game ball does not flow down during play except for maintenance or accidents. The entire game area 124 may be called a flow-down area, but an area through which the game ball does not flow down due to the presence of a performance device or the like may be called a non-flow-down area.

[0033] A decorative symbol display device 208 is disposed in the approximate center of the play area 124. A main control lamp board 254 is provided below the play area 124, and a normal symbol display device 210, a first special symbol display device 212, a second special symbol display device 214, a normal symbol reserved lamp 216, and a second special symbol reserved lamp 220 are disposed on the main control lamp board 254. In addition, a high probability lamp HL, an electric support lamp TL, and a right hit lamp RL are further disposed on the main control lamp board 254. In the following, the normal symbol may be referred to as a "normal symbol" and the special symbol may be referred to as a "special symbol".

[0034] The decorative pattern display device 208 is a display device for displaying decorative patterns and various displays used for performance, and is configured by a liquid crystal display device (LCD: Liquid Crystal Display) in this embodiment. This decorative pattern display device 208 is divided into four display areas: a left pattern display area 208a, a middle pattern display area 208b, a right pattern display area 208c, and a performance display area 208d. The left pattern display area 208a, the middle pattern display area 208b, and the right pattern display area 208c each display different decorative patterns, and the performance display area 208d displays an image used for performance. Furthermore, the position and size of each display area 208a, 208b, 208c, and 208d can be freely changed within the display screen of the decorative pattern display device 208. Although a liquid crystal display device is used as the decorative pattern display device 208, it is not limited to a liquid crystal display device as long as it is configured to be able to display various effects and various game information. For example, other display devices including a dot matrix display device, a 7-segment display device, an organic EL (ElectroLuminescence) display device, a reel (drum) type display device, a leaf type display device, a plasma display, and a projector may be used.

[0035] The general map display device 210 is a display device for displaying general maps, and in this embodiment is configured with a 7-segment LED. The first special map display device 212 and the second special map display device 214 are display devices for displaying special maps, and in this embodiment are each configured with a 7-segment LED.

[0036] The regular symbol reserved lamp 216 is a lamp for indicating the number of reserved regular symbol variable games (details will be described later), and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of regular symbol variable games. The second special symbol reserved lamp 220 is a lamp for indicating the number of reserved special symbol variable games, and in this embodiment, it is possible to reserve up to a predetermined number (for example, four) of special symbol variable games. Note that, although the first special symbol reserved lamp is not provided in this embodiment, it may be provided.

[0037] The high probability lamp HL is a lamp for indicating that the game state is in a high probability state where a jackpot is likely to occur, or will be in a high probability state. The electric support lamp TL is a lamp for indicating that the variable display time of the normal pattern is shortened and that the wing member 2311 (see FIG. 4) of the electric tulip (electric chute) described later is in an electric support state where it is likely to open for a long time. The right hit display lamp RL is a lamp for indicating that the game state is a jackpot game state, a probability state, or an electric support state, and that the player can obtain the benefit by hitting the right. In addition, when a jackpot is hit, a round display lamp may be provided for indicating the number of rounds in the jackpot game related to the jackpot.

[0038] The game board 200 shown in FIG. 3 is provided with a warp device 242 and a stage 244 in an area where the game ball can roll. The warp device 242 discharges the game ball that entered the warp entrance 242a provided on the left side of the decorative symbol display device 208 to the stage 244 from the warp exit 242b. The stage 244 is provided below and in front of the decorative symbol display device 208, and is a stage where the game ball that has passed through the warp device 242 shows a reciprocating motion, a rotational motion, etc. In this stage 244, the game ball's reciprocating motion and rotational motion lengthen the game ball's residence time. A stage cover 245 is provided on the stage 244.

[0039] In addition, a first performance movable unit 7 is disposed above the play area 124, supported by the main body 104. Furthermore, a second performance movable unit 8 is disposed below and behind the stage 244, supported by the main body 104, but the second performance movable unit 8 is not visible in FIG.

[0040] 3, a part of the upper part of the play area 124 is covered with a decorative cover 203. In addition, an upper right part of the play area 124 is covered with a decorative upper right cover 205.

[0041] In this embodiment, the normal starting hole 228 is disposed at the lower center of the game board 200. In this embodiment, one normal starting hole 228 is disposed at the lower center of the game board 200. When a ball enters the normal starting hole 228, the payout device 152 shown in FIG. 2 is driven to pay out a predetermined number of prize balls (for example, four balls), and the entered game ball is guided to the back side of the pachinko machine 100 and discharged to the game island side. Note that the game ball that entered the normal starting hole 228 may be returned to the board again, and the prize ball may not be paid out. The normal starting hole 228 may also be provided in the left side area. When a predetermined ball detection sensor detects that a prize has been entered into the normal starting hole 228, the pachinko machine 100 starts a normal variable game by the normal display device 210.

[0042] In addition, the lamp unit 9 extending to the left side is also provided with a general winning hole. Although not shown, the general winning hole is provided in a number of other places in the game area. When a ball enters the general winning hole, a predetermined ball detection sensor (not shown) detects it, and as a winning ball in the general winning hole, the payout device 152 is driven to discharge a predetermined number of balls (for example, four balls) as prize balls into the ball storage tray 126. The balls discharged into the ball storage tray 126 can be freely taken out by the player, and these configurations allow the prize balls to be paid out to the player based on the winning. The balls that enter the general winning hole are guided to the back side of the pachinko machine 100 and then discharged to the game island side.

[0043] As shown in FIG. 4(a), the attacca unit 23 is provided with a first special starting hole (variable) 231, a second special starting hole 232, a plurality of variable winning holes (attacca) 234, 235, and a normal electric operation gate 228g. The normal starting hole 228 provided at the lower center shown in FIG. 3 is configured such that it is difficult for a game ball to enter the hole when the ball is hit from the right side due to its arrangement. On the other hand, a special route 244a is provided at the center of the above-mentioned stage 244, which makes it easier for a ball that has reached the stage 244 to enter the normal starting hole 228 provided at the lower center of the game board 200. It is also possible to aim at the normal starting hole 228 from the left side without passing through the stage 244. Therefore, the normal starting hole 228 provided at the lower center of the game board 200 is a starting hole where a ball can be expected to enter by hitting from the left side. Thus, in this embodiment, in the normal game state in which hitting with the left hand is recommended, the game is mainly played by making the game ball enter the normal map start hole 228 and displaying the normal map change on the normal map display device 210.

[0044] Furthermore, in the game area 124, a disk-shaped ball direction changing member 236 called a windmill and a plurality of game nails are arranged, and at the bottom of the inner rail 204, an outlet 240 is provided for guiding balls that do not enter any of the winning holes or the starting hole to the back side of the pachinko machine 100 and then discharging them to the game island side.

[0045] In this pachinko machine 100, the player supplies the balls stored in the ball storage tray 126 to the launch position of the launch rail, and the launch motor is driven with a strength according to the amount of operation of the operation handle by the player, and the balls are shot into the play area 124 by passing through the outer rail 202 and the inner rail 204 by the launch rod and the launch hammer. Then, the balls that reach the upper part of the play area 124 flow downward while changing their traveling direction by the shot ball direction changing member 236, the game nail, etc., and enter various winning holes or starting holes, or reach the out hole 240 without entering any winning hole or starting hole, or only passing through the normal starting hole 228. In this embodiment, a discharged ball receiving port (not shown) that receives all game balls discharged from the game board 200 is formed so as to open upward at the lower side of the space portion 114 of the main body 104, and an out ball detection sensor SWout that detects the passage of the game balls received in the discharged ball receiving port is provided at a predetermined position of the main body 104. The out ball detection sensor SWout may be provided on the side of the game board 200. In this embodiment, all game balls discharged from the game board 200 (including game balls discharged from the out port 240 and game balls that have won in various winning ports) are received by this discharge ball receiving port and discharged to the outside of the pachinko machine 100 via a predetermined discharge passage, but only game balls discharged from the out port 240 may pass through the out ball detection sensor SWout.

[0046] Next, the attacca unit 23 provided in the lower right portion of the game area 124 will be described.

[0047] The attacca unit 23 shown in Figures 4(a) and 4(b) is disposed on the back side of the attacca front plate 2301 (Figure 3). An attacca seal 2302 is attached to the front surface of the attacca front plate 2301 (see Figure 3). Here, in Figure 3, the decorative pattern of the attacca seal 2302 is omitted.

[0048] As shown in Figures 4(a) and 4(b), the attacca unit 23 is configured to include a unit main body 32a arranged on the game board 200 side, and a unit cover body 23b covering the front side of the unit main body 32a.

[0049] The unit body 32a has an electric chute type special chart 1 start port (variable) 231, a first variable winning port 234 which is the first attacker, a second variable winning port 235 which is the second attacker, and a second special chart start port 232. In this embodiment, when a ball enters the special chart 1 start port (variable) 231, the ball detection sensor 2312 detects it, and as a winning ball in the special chart 1 start port (variable) 231, the payout device 152 is driven and a predetermined number of balls (for example, one ball) are discharged as winning balls into the ball storage tray 126. The game ball that entered the special chart 1 start port (variable) 231 is discharged from the discharge port 231a to the back side of the game board 200. In addition, when a ball enters the first variable winning opening 234, a ball detection sensor (not shown) detects it, and as a winning ball in the first variable winning opening 234, the payout device 152 is driven and a predetermined number of balls (for example, 15 balls) are discharged as prize balls into the ball storage tray 126. Furthermore, inside the first variable winning opening 234, a specific area 234v through which the game ball that entered the first variable winning opening 234 can pass is provided, and in this embodiment, when the game ball passes through the specific area 234v in a small winning game, it is shifted to a big winning game. It is also possible to provide a specific area inside the second variable winning opening 235 without providing the first variable winning opening 234. When a ball enters the second variable winning port 235, the ball detection sensor 2352 detects it, and as a winning ball in the second variable winning port 235, the payout device 152 is driven and a predetermined number of balls (for example, 15 balls) are discharged as prize balls into the ball storage tray 126. Also, when a ball enters the special drawing 2 starting port 232, the ball detection sensor (not shown) detects it, and as a winning ball in the special drawing 2 starting port 232, the payout device 152 is driven and a predetermined number of balls (for example, 1 ball) are discharged as prize balls into the ball storage tray 126.

[0050] The size of the special starting hole (variable) 231 is variable by the shutter member 2311, and the shutter member 2311 shown in FIG. 4(a) is provided so as to be movable forward and backward. When the shutter member 2311 advances forward, the game ball passes over the advanced shutter member 2311. That is, in FIG. 4(a), the game ball passes from the right side to the left side of the figure. The ball detection sensor 2312 of the special starting hole (variable) 231 is disposed below the shutter member 2311, downstream, and facing the upstream side. Therefore, when the shutter member 2311 advances forward, the game ball easily passes through the ball detection sensor 2312, and the special starting hole (variable) 231 is in a state where it is easy to win. The game ball that passes through the ball detection sensor 2312 is guided to the back side of the game board 200 through the ball passage 2313 and the discharge port 231a. On the other hand, when the shutter member 2311 is in a state where it is retreated to the rear side, it is difficult for the game ball to pass through the ball detection sensor 2312, and the special chart 1 starting port (variable) 231 is in a state where it is difficult to win. In addition, in this embodiment, a normal power operation gate 228g is arranged in the vicinity of the upstream side of the special chart 2 starting port 232, and when the game ball passes through the normal power operation gate 228g, the shutter member 2311 described later is operated regardless of the state of the normal chart variable display. That is, in this embodiment, the game ball that passes through the normal power operation gate 228g is designed to enter the special chart 2 starting port 232 as it is.

[0051] The second variable winning opening 235, which is the second attacker, is disposed downstream in the rolling (flowing) direction of the game balls than the first variable winning opening 234, which is the first attacker. The size of the winning opening of this second variable winning opening 235 is variable by the shutter member 2351, and the shutter member 2351 shown in FIG. 4(a) is provided so as to be movable forward and backward. When the shutter member 2351 advances forward, the game ball passes over the advanced shutter member 2351. That is, in FIG. 4(a), the game ball passes from the right side to the left side of the figure. The ball detection sensor 2352 for the second variable winning opening is disposed below the shutter member 2351 and facing upward. Therefore, when the shutter member 2351 advances forward, it is difficult for the game ball to pass through the ball detection sensor 2352, and the second variable winning opening 235 is in a difficult-to-win state. On the other hand, when the shutter member 2351 is retracted to the rear side, the game ball can easily pass through the ball detection sensor 2352, and the second variable winning port 235 is in a winning-prone state.

[0052] The first variable winning opening 234 can be changed between an open state and a closed state by the door member 2341. When the door member 2341 is in the open state, the first variable winning opening 234 can receive game balls, but when the door member 2341 is in the closed state, the first variable winning opening 234 cannot (or has difficulty receiving) game balls.

[0053] The second special chart start hole 232 is located at the end of the ball. The size of the winning hole of the second special chart start hole 232 is fixed, and the ball that enters the second special chart start hole 232 is guided to the back side of the pachinko machine 100 and then discharged to the game island side.

[0054] As shown in FIG. 4(b), the unit cover body 23b is provided with a ball passage forming wall 230r protruding toward the unit main body 23a. The ball passage forming wall 230r forms a ball passage 239 inclined toward the downstream side along which the game ball that entered the attacca unit 23 rolls. In addition, the ball passage forming wall 230r is not provided at the position where the shutter member 2311 advances or the position where the shutter member 2351 advances, and the advanced shutter member 2311 or shutter member 2351 becomes the ball passage forming wall. In other words, the shutter member 2311 or shutter member 2351 is inclined downward toward the downstream side when advanced forward, and the game ball rolls toward the downstream side by utilizing this inclination.

[0055] The solid arrows in FIG. 4(a) indicate the path of the game ball that rolled on the ball passage forming wall 230r and the advanced shutter member 2311 (the same applies to the arrows in the following figures). That is, the game ball that entered the attacca unit 23 indicates the route on the special chart 1 starting port (variable) 231 side indicated by the solid arrow. Also, the dashed arrows in FIG. 4(a) indicate the path of the game ball that rolled on the ball passage forming wall 230r and the advanced shutter member 2351 when the shutter member 2311 retreats and the shutter member 2351 advances. That is, the game ball that entered the attacca unit 23 indicates the route on the special chart 2 starting port 232 side indicated by the dashed arrow. Here, when the shutter member 2351 is retracted, as shown by the solid arrows shown below in Figure 4(a), the game ball falls from the shutter members 2311 and 2351 and enters the second variable winning port 235, and after being detected as a winning ball by the ball detection sensor 2352, it is guided through the ball passage 2343 and out the discharge port 235a to the back side of the game board.

[0056] The game ball that has fallen to just before the second special chart start port 232 passes through the normal power operation gate 228g and then enters the second special chart start port 232, and the shutter member 2311 advances forward, and the special chart 2 variable game is started. In this embodiment, ribs 23r5 are protruding on the left and right sides of the upstream side of the normal power operation gate 228g, so that most of the game balls flowing down toward the second special chart start port 232 are guided to the normal power operation gate 228g, but some of the game balls flowing down toward the second special chart start port 232 may pass through the normal power operation gate 228g and some may not, or the game balls may be guided to the normal power operation gate 228g so that the game balls always pass through the normal power operation gate 228g. In addition, since this embodiment is configured in this manner, for example, when the second special symbol display device 214 is prevented from executing the pattern change display of special symbol 2 while the first special symbol display device 212 is allowed to execute the pattern change display of special symbol 1, it may be possible to prevent the occurrence of irregular play such as activating the shutter member 2311 only targeting the normal power operating gate 228g to execute the pattern change display of special symbol 1.

[0057] As shown in FIG. 4(a), the unit body 23a is provided with a plurality of ribs. Also, as shown in FIG. 4(b), the unit cover body 23b is provided with a plurality of ribs. When viewed from the upstream side along the flow of the game balls, a plurality of ribs are protruded at intervals on the flow path of the game balls from the downstream side of the first variable winning port 234 to the front of the shutter member 2311 of the special figure 1 starting port 231. That is, in the passage that passes through the first variable winning port 234 and turns back in an S shape, four ribs 23r1 are protruded on the unit body 23a side, and five ribs 23f1 are protruded on the unit cover body 23b side, and these ribs 23r1, 23f1 are alternately arranged in a plan view so that balls do not get clogged in the flow path. Hereinafter, the passage in which the ribs 23r1 and 23f1 are arranged is directed downward, and in the passage directed downward, three ribs 23r2 are protruding on the unit body 23a side, and two ribs 23f2 are protruding on the unit cover body 23b side, and these ribs 23r2 and 23f2 are similarly arranged alternately in a side view. Since this embodiment is configured in this way, the game ball that entered the attacca unit 23 flows down while colliding with the ribs before reaching the shutter member 2311 of the special figure 1 starting port 231, and the flow speed of the game ball can be reduced.

[0058] In addition, a rib 2314 is protruding above the shutter member 2311 of the special figure 1 starting hole 231 in the unit main body 23a, and a rib 2315 is also protruding above the shutter member 2311 in the unit cover body 23b. As a result, for example, when the shutter member 2311 of the special figure 1 starting hole 231 is operated for a short time to make it difficult to enter the special figure 1 starting hole 231, the game ball rolling on the shutter member 2311 may collide with the ribs 2314 and 2315 to reduce the flow speed of the game ball, making it even more difficult to enter the special figure 1 starting hole 231.

[0059] Further, four ribs 23r3 are protruding along the upper surface of the shutter member 2351 above the shutter member 2351 of the second variable winning opening 235 in the unit body 23a, and four ribs 23f3 are protruding along the upper surface of the shutter member 2351 above the shutter member 2351 of the second variable winning opening 235 in the unit cover body 23b. These ribs 23r3, 23f3 are arranged alternately in a plan view so that ball clogging does not occur in the flow path. In addition, since this embodiment is configured in this way, there are cases where multiple game balls are likely to remain on the shutter member 2351 of the second variable winning opening 235. Furthermore, two ribs 23f3 are also arranged downstream of the second variable winning opening 235 in the unit cover body 23b. In addition, the width of the ball passage 239 is regulated so that multiple game balls do not flow down in parallel on the upper surface of the shutter member 2351. In this embodiment, as configured in this manner, the game ball rolling on the shutter member 2351 of the second variable winning port 235 flows down while colliding with the ribs, which may reduce the flow speed of the game ball.

[0060] The ball passage 239 downstream of the shutter member 2351 of the second variable winning port 235 has a passage formed in an S-shape downward, and is then bent downward to be guided to the normal power operation gate 228g. Here, at the bent part of the S-shape part of the ball passage 239, two ribs 23f4 for guiding the flow path of the game ball flowing down there are protruding at the corner of the ball passage forming wall 230r. This may suppress the occurrence of ball clogging. In addition, it may also be possible to suppress the flow speed of the game ball flowing down the ball passage 239. In this embodiment, it is configured so that the time it takes for the game ball flowing down the upper surface of the shutter member 2351 of the second variable winning port 235 to enter the special figure 2 starting port 232 is the time (for example, 1.2 seconds) that can fire two or more game balls. This may prevent the designed ball output rate from deviating when, for example, the game state is changed. Furthermore, as long as two or more shots can be fired, the time is not limited to 1.2 seconds, but can be any time longer than 1.2 seconds.

[0061] In addition, in the ball passage 239 downstream of the shutter member 2351 of the second variable winning port 235, the only winning port (winning port) where a game ball is paid out when a ball enters is the special figure 2 starting port 232. If a ball does not enter the special figure 2 starting port 232, it may enter the out port 240, but even if the ball enters the out port 240, a prize ball will not be paid out. This may prevent deviation from the designed ball payout rate when, for example, the game state is changed.

[0062] Specifically, during a jackpot game, basically most of the game balls will enter the first variable winning port 234 or the second variable winning port 235, so in the a2 time-saving game state that transitions to a jackpot game described later, there are no game balls remaining downstream of the second variable winning port 235 (in most cases there are no game balls remaining). Therefore, by configuring the time it takes for the game balls flowing down the upper surface of the shutter member 2351 to enter the special chart 2 starting port 232 to be a time that allows two or more game balls to be shot (for example, 1.2 seconds), it is possible to prevent the number of winning game balls from being greater than the number of shot game balls in the a2 time-saving game state, and to suppress encouraging gambling. If the time it takes for the game ball to enter another winning hole (special chart 2 starting hole 232) from the top of the shutter member 2351 is short, the game ball may enter the winning hole (special chart 2 starting hole 232) before it is released in the A2 time-saving play state, resulting in a situation in which a prize ball is paid out even though the game ball has not been released, which encourages gambling.

[0063] Although the above-mentioned ribs are provided on both the unit body 23a and the unit cover body 23b, some of them may be provided only on the unit body 23a side, or some of them may be provided only on the unit cover body 23b side. Also, the configuration may be such that the ribs are provided only on the unit body 23a side, or the configuration may be such that the ribs are provided only on the unit cover body 23b side.

[0064] As described above, in the attacca unit 23 according to this embodiment, the attacca of the first variable winning port 234 is an attacca that opens and closes during a small win game, and the attacca of the second variable winning port 235 is an attacca that opens and closes during a big win game. In the special chart low probability time-saving game state, as described later, right-hand hitting is performed, and the a2 time-saving game state in which the ball is likely to enter the special chart 1 starting port 231 or the a1 time-saving game state in which the ball is likely to enter the special chart 2 starting port 232 is entered, and the pattern change display in which the special chart 1 or the special chart 2 is the main is performed. Also, in this embodiment, for the special chart 1, if it does not become a big win, it will always become a small win, and if it becomes a small win, the first variable winning port 234 opens (for example, 5800 ms x 1 time), and if the special chart 2 is being displayed in a variable manner, the pattern change display of the special chart 2 during the variable display is canceled and it becomes a miss. Therefore, in the case of a small win, the game ball is more likely to enter the first variable winning opening 234 and pass through the specific area 234v. Therefore, a big win game based on the passage of the specific area 234v is more likely to start. In this case, the opening operation of the first variable winning opening 234 is treated as the opening operation of the first round, so the round in which the second variable winning opening 235 is opened first after the transition to the big win game is treated as the second round. The control according to the game state will be described later. In this embodiment, two variable winning openings, the first variable winning opening 234 and the second variable winning opening 235, are provided, but one variable winning opening may be provided. In this case, only the second variable winning opening 235 may be provided.

[0065] Next, the circuit configuration of the control unit of this pachinko machine 100 will be described in detail with reference to Fig. 5. The same figure shows a functional block diagram of the control unit. The control unit of the pachinko machine 100 is roughly divided into a main control unit 300 that controls the central part of the game, a first sub-control unit 400 that mainly controls the presentation according to the command signal (hereinafter simply referred to as "command") transmitted by the main control unit 300, a second sub-control unit 500 that controls various devices based on the command transmitted from the first sub-control unit 400, a payout control unit 600 that mainly controls the payout of game balls according to the command transmitted by the main control unit 300, a launch control unit 630 that controls the launch of game balls, and a power control unit 660 that controls the power supplied to the pachinko machine 100.

[0066] First, the main control unit 300 of the pachinko machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 for storing control programs and various data, a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time and number of times, a WDT 314 for monitoring program processing abnormalities, and a random number generating circuit (counter circuit) 318 (this circuit has two built-in counters). Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and the second sub-control unit 500 described later. The CPU 304 of this basic circuit 302 operates by inputting a clock signal with a predetermined period output by a crystal oscillator 316b as a system clock. Moreover, the random number generating circuit 318 is used as a hardware random number counter that varies a value within a range of 0 to 65535 every time it receives a clock signal output by the crystal oscillator 316a. Although the random number generating circuit 318 is assumed to be built in the basic circuit 302, it may be connected to the basic circuit 302.

[0067] The basic circuit 302 also includes a sensor circuit 322 for receiving signals output by various sensors 320 including predetermined ball detection sensors, such as sensors for detecting game balls passing through each start port, winning port, and variable winning port, and a lower tray full sensor, and outputting the amplified results and the results of comparison with a reference voltage to the CPU 304 and random number generation circuit 318 in the basic circuit 302, a drive circuit 324 for controlling the display of predetermined pattern display devices, such as the first special pattern display device 212 and the second special pattern display device 214, and a drive circuit 325 for controlling the display of predetermined pattern display devices, such as the normal pattern display device 210. A drive circuit 326, a drive circuit 330 for controlling the display of various status display units 328 (for example, the normal reserve lamp 216, the special reserve lamp 218, the special reserve lamp 220, the high probability lamp, etc.), and a drive circuit 334 for controlling various solenoids 332 including a drive means for driving a shutter member 2311 of the first special start port 231 as a normal electric role, a door member 2341 of the first variable winning port 234 as a special electric role, and a drive means for driving a shutter member 2351 of the second variable winning port 235, etc. are connected. In this example, the crystal oscillator 316a and the random number generating circuit 318 are provided separately, but the crystal oscillator 316a may be included in the random number generating circuit 318.

[0068] In addition, when the ball detection sensor 2312 detects that the ball has entered the first special pattern start hole 231, the sensor circuit 322 outputs a signal indicating that the ball has been detected to the random number generation circuit 318 in the basic circuit 302. The random number generation circuit 318 that receives this signal latches the value of the counter corresponding to the first special pattern start hole 231 at that timing, and stores the latched value in a built-in counter value storage register corresponding to the first special pattern start hole 231. In addition, when the random number generation circuit 318 receives a signal indicating that the ball has entered the second special pattern start hole 232, it similarly latches the value of the counter corresponding to the second special pattern start hole 232 at that timing, and stores the latched value in a built-in counter value storage register corresponding to the second special pattern start hole 232.

[0069] Furthermore, an information output circuit 336 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the pachinko machine 100 via this information output circuit 336 and an external terminal board not shown to an information input circuit 350 provided in an external hall computer (not shown) or the like.

[0070] The main control unit 300 is also provided with a voltage monitoring circuit 338 that monitors the voltage value of the power supply supplied to the main control unit 300 from the power supply control unit 660, and this voltage monitoring circuit 338 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9 V in this example).

[0071] The main control unit 300 is also provided with a start-up signal output circuit (reset signal output circuit) 340 that outputs a start-up signal (reset signal) when power is turned on, and when the CPU 304 receives a start-up signal from this start-up signal output circuit 340, it starts game control (starts the main control unit main processing described below).

[0072] The main control unit 300 is also provided with an output interface for sending commands to the first sub-control unit 400 and an output interface for sending commands to the dispensing control unit 600, and this configuration enables communication with the first sub-control unit 400 and the dispensing control unit 600. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and information communication between the main control unit 300 and the dispensing control unit 600 is two-way communication. The main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 to the main control unit 300. However, information communication between the main control unit 300 and the first sub-control unit 400 may be configured so as to be performed by two-way communication. The dispensing control unit 600 is also configured to be able to send signals such as commands to the main control unit 300, but may be configured so that signals such as commands cannot be sent from the dispensing control unit 600 to the main control unit 300.

[0073] Next, the first sub-control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 mainly based on commands sent by the main control unit 300. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling input and output of various devices, a counter timer 412 for measuring time and number of times, and a serial communication control circuit 424. The CPU 404 of the basic circuit 402 operates by inputting a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. In addition, a ROM 406 for storing a control program and various performance data is connected to the basic circuit 402. The control program and various performance data may be stored in separate ROMs in the ROM 406. The ROM 406 may also be provided in the basic circuit 402. The serial communication control circuit 424 connects a game board lamp driving circuit 440 for controlling the game board lamp 442 and a game table frame lamp driving circuit 450 for controlling the game table frame lamp 452, and performs lighting control via serial communication between the game board lamp driving circuit 440 and the game table frame lamp driving circuit 450.

[0074] Also connected to the basic circuit 402 are a sound source IC (S-ROM) 416 for controlling the speaker 120 (and the amplifier), a drive circuit 422 for controlling the drive of the performance devices 2 to 5, a sensor circuit 428, and a volume switch 163 for adjusting the volume output from the speaker 120. The sensor circuit 428 outputs detection signals from various movable body sensors 430 that detect the current positions of the performance devices 2 to 5, etc., and a button sensor 426 that detects pressing of the performance button 136 and various buttons that constitute the operation key unit 190, to the basic circuit 402.

[0075] Next, the second sub-control unit 500 of the pachinko machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives the control command transmitted by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on the control command. The basic circuit 502 includes a CPU 504, a memory 508 for temporarily storing data, an I / O 510 for controlling input and output of various devices, a counter timer 512 for measuring time and number of times, and a VDP (video display processor) 516 that reads image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using a work area of ​​the VRAM 518, and displays the image on the decorative pattern display device 208. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock. In addition, a ROM 506 is connected to the basic circuit 502, in which control programs and data for controlling the entire second sub-control unit 500, data for image display, etc. are stored. In this embodiment, a memory 508 is used as a temporary storage area, and the memory 508 is composed of a recording medium (for example, an EEPROM or a flash memory) that can retain its stored state even when the power is cut off. This allows, for example, information for displaying the display related to the jackpot history to be retained even when the main control unit 300 is initialized or the settings are changed. It is also possible to use a RAM in which stored information becomes volatile when the power is cut off.

[0076] Next, the payout control unit 600, the launch control unit 630, and the power supply control unit 660 of the pachinko machine 100 will be described. The payout control unit 600 mainly controls the payout motor 602 of the payout device 152 based on signals such as commands sent by the main control unit 300, and detects whether or not the payout of prize balls or loan balls has been completed based on a control signal output by the payout sensor 604. The payout control unit 600 also communicates with a card unit 608 provided separately from the pachinko machine 100 via an interface unit 606. The payout control unit 600 also outputs prize ball information indicating that a predetermined number of prize balls (e.g., 10 balls) have been paid out, loan ball information indicating that a predetermined number of loan balls (e.g., 25 balls) have been paid out, and the like to the information input circuit 350 via an external terminal board (not shown). A frame sensor 605 is also connected to the payout control unit 600. The frame sensor 605 includes a main body open sensor 1044 that detects when the main body 104 is open, and a front frame door sensor 1061 that detects when the front frame door 106 is open, and these sensors detect when the main body 104 or the front frame door 106 is open and output an open signal. When the dispensing control unit 600 outputs an open signal from the frame sensor 605, it outputs door open information to the main control unit 300.

[0077] The launch control unit 630 controls the launch solenoid 632 that drives the launch rod 146 and the launch hammer 148, and the ball feeding device 634 that supplies balls from the upper tray 126 to the launch device 110, based on a control signal output by the payout control unit 600 indicating whether to allow or stop launch, and a control signal output by a launch intensity output circuit provided in the ball launch handle 134 indicating the launch intensity according to the amount of operation of the ball launch handle 134 by the player.

[0078] The power supply control unit 660 converts AC power supplied from the outside to the pachinko machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit such as the main control unit 300 and the first sub-control unit 400, and each device such as the payout device 152. Furthermore, the power supply control unit 660 is provided with a storage circuit (e.g., a capacitor) for supplying power to a predetermined component (e.g., the RAM 308 of the main control unit 300, etc.) for a predetermined period (e.g., 10 days) even after the power supply from the outside is cut off. In this embodiment, the power supply control unit 660 supplies power of a predetermined voltage to the payout control unit 600 and the second sub-control unit 500, and the payout control unit 600 supplies power of a predetermined voltage to the main control unit 300, the second sub-control unit 500, and the launch control unit 630, but power of a predetermined voltage may be supplied to each control unit and each device via another power supply path.

[0079] Next, using Figures 6 (a) to (d), we will explain the types of special symbols and regular symbols that are stopped and displayed by the first special symbol display device 212, the second special symbol display device 214, the decorative pattern display device 208, and the regular symbol display device 210 of the pachinko machine 100.

[0080] The special chart 1 variable game is started on the condition that the ball detection sensor 2312 of the first starting hole detects that a ball has entered the special chart 1 starting hole 231, and the special chart 2 variable game is started on the condition that the second starting hole sensor, which is a ball detection sensor, detects that a ball has entered the special chart 2 starting hole 232. When the special chart 1 variable game is started, the first special chart display device 212 performs a "variable display of special chart 1" (special chart variable game) in which, for example, all seven segments are turned on and all are turned off repeatedly. Also, when the special chart 2 variable game is started, the second special chart display device 214 performs a "variable display of special chart 2" (special chart variable game) in which all seven segments are turned on and all are turned off repeatedly. Then, when the change time determined before the start of the change of special chart 1 has elapsed, the first special chart display device 212 stops and displays the stopped pattern mode of special chart 1, and when the change time determined before the start of the change of special chart 2 has elapsed, the second special chart display device 214 stops and displays the stopped pattern mode of special chart 2. Hereinafter, the change display from the start of this "change display of special chart 1 or 2" to the stop display of the stopped pattern mode of special chart 1 or 2 may be referred to as the change display of special chart. This change display of special chart may be performed multiple times in succession.

[0081] Figure 6(a) shows an example of the stop pattern mode of special pattern 1. Six types of special patterns are shown in this figure: "Special pattern A", "Special pattern a", "Special pattern b", "Special pattern c", "Special pattern d", and "Special pattern h". In Figure 6(a), the white parts in the figure indicate the locations of the segments that will be turned off, and the black parts indicate the locations of the segments that will be turned on.

[0082] In this embodiment, one type of jackpot pattern ("special pattern A") is prepared as the stopping pattern mode of the special pattern. "Special pattern A" is a 10 round (R) jackpot pattern, which is a 10R jackpot pattern that can be expected to win balls in all 10 rounds, and "special pattern a", "special pattern b", "special pattern c" and "special pattern d" are 10R small jackpot patterns, and when "special pattern a" is stopped and displayed, a small jackpot game in which the opening and closing operation of the first variable winning port 234 is executed is started, and when the game ball passes through the specific area 234v in this small jackpot game, the 10R jackpot game is started. In this embodiment, one type of jackpot pattern and four types of small jackpot patterns are prepared, but it goes without saying that the types of jackpot patterns and small jackpot patterns are not limited to these. In addition, a jackpot that is practically difficult to win in some rounds may be prepared.

[0083] In the pachinko machine 100 of this embodiment, the decision of whether or not a jackpot occurs in the special chart variable play is made by drawing a hardware random number, and the decision of the jackpot pattern to be stopped is made by drawing a software random number. In addition, in this embodiment, after the end of the jackpot play, the state may transition to the a time-saving state. Here, the time-saving state refers to a predetermined state in which the player's advantage is higher than that of the non-time-saving state by shortening the time until the next jackpot starts. More specifically, in the a time-saving state, when the operating conditions of the normal electric role are established, the normal electric role becomes advantageous (electric support state), making it easier to win the special chart 1 starting hole 231, and the variable time of the special chart 1 is shortened. A time-saving flag is prepared in the RAM 308 of the main control unit 300, and when the time-saving flag is set to on, the state is the electric support state. That is, in the electric support state, the opening time of the shutter member 2311 of the special chart 1 starting hole 231 is likely to be longer in one opening (extended electric chute opening period) than in the non-electric support state. For example, the electric chute opening period of 40 ms in the non-electric support state is extended to 5800 ms in the electric support state. Furthermore, in the electric support state, the shutter member 2311 may be made to open more often (increased number of electric chute openings) than in the non-electric support state. For example, when a normal electric role is operated, the shutter member 2311 that opens only once in the non-electric support state may open twice in the electric support state (open for 2.5 seconds, close for 0.8 seconds, and open again for 2.5 seconds). The probability of the ball entering the special chart 1 starting hole 231 is increased by extending the electric chute opening period and increasing the number of electric chute openings. The time-saving flag is set to off during a jackpot game. Therefore, the non-electric support state is maintained during a jackpot game. This is because, especially in a jackpot game, if a game ball is picked up by an electric chute with a small number of winning balls, and the number of game balls entering the variable winning holes (attackers) 234, 235 decreases, the player may suffer a disadvantage. In this embodiment, in the time-saving state (electric support state), only the opening period of the shutter member 2311 is extended, but any one or more of a plurality of time-saving functions such as normal probability change, normal probability change, electric chute opening period extension, and electric chute opening count increase may be performed. In the non-electric support state, it is more difficult for the game ball to enter the special chute 1 starting hole 231 than in the electric support state.As described above, the special chart 1 starting port 231 changes between a difficult-to-win state where it is difficult for the game ball to enter and an easy-to-win state where it is easy for the game ball to enter. In the electric support state, the entrance of this special chart 1 starting port 231 is in an easy-to-win state for a longer period of time than in the non-electric support state. In this embodiment, when "special chart A", "special chart a", "special chart b" and "special chart c" are stopped and displayed in the non-time-saving state, the electric support state is maintained until the fifth pattern change display image is started on special chart 1 or the second pattern change display image is started on special chart 2 after the end of the jackpot game that is performed thereafter, and when the fifth pattern change display on special chart 1 starts or the second pattern change display on special chart 2 starts, the state transitions to the non-electric support state. On the other hand, after "special chart d" is stopped and the jackpot game that is performed thereafter ends, the state transitions to the non-electric support state without transitioning to the electric support state. In addition, in the a time-saving state and the c time-saving state, if "Special Chart A" is displayed as a jackpot, the electric support state will be in effect until the fifth pattern change display in Special Chart 1 or the second pattern change display in Special Chart 2 begins after the jackpot play ends. In addition, if a small jackpot occurs in "Special Chart a" to "Special Chart d", the electric support state will also be in effect after the jackpot play related to the small jackpot ends. In this case, the electric support state is in effect until the first pattern change display by Special Chart 1 or Special Chart 2 begins after the jackpot play ends, but since the electric support state ends when the first special chart change display begins, it may be said that the electric support state will be in effect. In addition, the electric support state may be in effect after the jackpot play ends for all the jackpot patterns or small jackpot patterns of Special Chart 1. In addition, in this embodiment, the probability of the special symbol is not changed (high probability state), but a high probability state may be set so that when the high probability state is displayed and a jackpot game is played, the jackpot probability of the special symbol becomes high (high probability state for special symbol) after the jackpot game ends.

[0084] In this way, in this embodiment, when "Special A" is stopped and displayed in the non-electric support state, a jackpot is generated, and after the jackpot game ends, the control state becomes the electric support state. Also, when "Special a", "Special b" and "Special c" are stopped and displayed, a small jackpot is generated, and when the game ball passes through the specific area 234v in the small jackpot game, a jackpot is generated, and after the jackpot game ends, the control state becomes the electric support state. Also, when "Special d" is stopped and displayed, a small jackpot is generated, and when the game ball passes through the specific area 234v in the small jackpot game, a jackpot is generated, and after the jackpot game ends, the control state becomes the non-electric support state. Also, when "Special A" is stopped and displayed in the electric support state, a jackpot is generated, and after the jackpot game ends, the control state becomes the electric support state. In addition, when "Special Chart A" to "Special Chart D" are displayed in a stopped state, a small win is reached, and when the game ball passes through specific area 234v during the small win game, a big win is reached, and after the big win game ends, the control state essentially becomes a non-electric support state.

[0085] Furthermore, in this embodiment, one type of stop symbol is prepared as a losing symbol. "Special symbol h" is the losing symbol.

[0086] Fig. 6(b) shows an example of the stop pattern mode of special chart 2. In Fig. 6(b), eight types of special charts are shown: "Special Chart B", "Special Chart C", "Special Chart D", "Special Chart E", "Special Chart e", "Special Chart f", "Special Chart g", and "Special Chart i", of which three types of special charts are big win patterns ("Special Chart B", "Special Chart C", and "Special Chart D"), three types of special charts are small win patterns ("Special Chart e", "Special Chart f", and "Special Chart g"), one type of special chart is a time-saving pattern ("Special Chart E"), and one type of special chart is a losing pattern ("Special Chart i"). When "Special chart B" to "Special chart D" are displayed, a jackpot is awarded, and a 10R jackpot game is started after the symbols stop. When the small jackpot symbols of "Special chart e" and "Special chart f" are displayed, the first variable winning port 234 opens for a predetermined time (for example, 10 seconds) after the symbols stop, and the game ball that entered the first variable winning port 234 passes through the specific area 234v to award a jackpot (a second type jackpot). In other words, when a small jackpot is awarded with "Special chart e" and "Special chart f", if the game ball passes through the specific area 234v to award a jackpot, the game of passing the game ball through the specific area 234v is the first round, and then the jackpot game from the second round onwards is started, and the second variable winning port 235 is repeatedly opened until the tenth round, and the player can win a ball. In addition, if a small win occurs on "special chart g" and the game ball passes through the specific area 234v to become a jackpot, the game of passing the game ball through the specific area 234v is the first round, and the jackpot game from the second round onwards is started, and the second variable winning port 235 is opened until the second round, and the player can win the balls. In this embodiment, the game state after the jackpot game on special chart 2 differs depending on the game state at the time of the jackpot, and if a jackpot occurs on "special chart B", "special chart C", or "special chart D" in the non-electric support state, the game will transition to the non-electric support state after the jackpot game ends, and if a jackpot occurs on "special chart B", "special chart C", or "special chart D" in the a time-saving state and c time-saving state (time-saving state to which the time-saving pattern is displayed), the game will transition to the electric support state after the jackpot game ends.More specifically, in the case where a jackpot is hit on "Special Chart B" or "Special Chart C" during the a time-saving state or the c time-saving state, after the end of the jackpot game, the machine will essentially enter an electric support state until the fifth pattern change display by Special Chart 1 begins, but if a jackpot is hit on "Special Chart D," the electric support state ends when the jackpot game ends and the first special chart change display begins, so it may be said that the machine will essentially enter a non-electric support state. In addition, if a small hit occurs on Special Chart 2 and the game state after the end of the small hit game transitions to a big hit game state, the game state after the end of the big hit game differs depending on the game state when the small hit occurs. If a small hit occurs on "Special Chart e", "Special Chart f", or "Special Chart g" in a non-electric support state, the game will transition to a non-electric support state after the end of the big hit game related to the small hit, and if a small hit occurs on "Special Chart e", "Special Chart f", or "Special Chart g" in the a time-saving state and c time-saving state (a time-saving state transitioned to by the display of a time-saving pattern), the game will transition to an electric support state after the end of the big hit game related to the small hit. However, if a small hit occurs on "Special Chart e", "Special Chart f", or "Special Chart g" in the a time-saving state and c time-saving state, the electric support state ends when the big hit game ends and the first special chart variable display begins, so it may be said that the game will essentially transition to a non-electric support state.

[0087] Furthermore, in this embodiment, when "Special Chart E" is displayed, a time-saving pattern is prepared that transitions to a special chart time-saving state without a big win or a small win. That is, "Special Chart E" is a time-saving pattern, and when "Special Chart E" is displayed, a special chart time-saving state is entered in which the time for the special chart to change is shortened until the first pattern change display of Special Chart 1 starts or the 144th pattern change display of Special Chart 2 starts. Also, one type of stop pattern is prepared as a losing pattern. "Special Chart i" is a losing pattern.

[0088] FIG. 6(c) shows an example of a decorative pattern. The decorative patterns of this embodiment include ten types, "decoration 1" to "decoration 10". On the condition that a ball has entered the normal starting hole 228 or the special starting hole 232, the left pattern display area 208a, the middle pattern display area 208b, and the right pattern display area 208c of the decorative pattern display device 208 perform a "decorative pattern change display" in which the display is switched in the order of "decoration 1" → "decoration 2" → "decoration 3" → ··· "decoration 9" → "decoration 10" → "decoration 1" → ···. That is, the decorative pattern display device 208 displays decorative patterns in a variable manner, separately from the normal pattern display device 210 and the second special pattern display device 214. Then, the stop pattern mode, which is a combination of decorative patterns, is displayed in a stopped state. In this embodiment, the decorative pattern change display corresponding to the special pattern 1 pattern change display is not performed, but may be performed.

[0089] When notifying that it is a 10R big win, a 10R small win, or a 2R small win, a combination of decorative patterns in which three decorative patterns of the same number are lined up (for example, "decoration 1-decoration 1-decoration 1" or "decoration 7-decoration 7-decoration 7") is stopped and displayed in the pattern display areas 208a to 208c. Also, when notifying that it is a losing pattern, a combination of decorative patterns other than the combinations of decorative patterns described so far (for example, scattered patterns) is stopped and displayed in the pattern display areas 208a to 208c.

[0090] Hereinafter, in the decorative pattern display device 208, the display from the start of this "decorative pattern variable display" to the display of the stopped pattern mode of the decorative pattern may be referred to as the decorative pattern variable display. The decorative pattern variable display is performed by controlling the second sub-control unit 500.

[0091] FIG. 6(d) shows an example of the stop pattern mode of the normal map. In this embodiment, there are two types of stop display modes of the normal map: "Normal Map A" which is a winning pattern, and "Normal Map B" which is a losing pattern. Based on the ball detection sensor detecting that the ball has passed through the normal map start hole 228, the normal map display device 210 performs "normal map variable display" (normal map variable play) in which all seven segments are turned on and off repeatedly. Then, after the variable time has elapsed, either one of the patterns "Normal Map A" which is a winning pattern or "Normal Map B" which is a losing pattern is stopped and displayed. In this FIG. 6(d), the white parts in the figure indicate the locations of the segments that are turned off, and the black parts indicate the locations of the segments that are turned on.

[0092] Hereinafter, the display from the start of this "regular map changing display" to the stopping display of the regular map's stopping pattern state may be referred to as the regular map changing display.

[0093] <Main processing in main control section> Next, the main control unit main processing executed by the CPU 304 of the main control unit 300 shown in Fig. 5 will be described with reference to Fig. 7. Note that Fig. 7 is a flow chart showing the flow of the main control unit main processing.

[0094] In the RAM 308 of the main control unit 300 shown in FIG. 5, a special random number value, a special round determination random number value, a special electric support determination random number value, and a special pattern determination random number are stored. In addition, the RAM 308 is provided with a random number counter that generates these various random numbers. Furthermore, the RAM 308 stores the reserved number of special figures, the winning random number value of special figures, and various judgment (lottery) results. Hereinafter, the area in the RAM 308 that stores the reserved number of special figures may be referred to as the reserved number storage area of ​​special figures. Furthermore, the RAM 308 is provided with a start information storage area for special figures that is divided into a maximum number (four in this example) of areas that can reserve the start of the winning / losing judgment (lottery), and also has a random number storage area for normal figures. In the start information storage area for special figures, as described later, multiple types of start information are stored as one set, and these start information is stored in each area in the order of winning (order of reservation).

[0095] As described above, the main control unit 300 shown in Fig. 5 is provided with a start signal output circuit (reset signal output circuit) 340 that outputs a start signal (reset signal) when power is turned on. The CPU 304 of the basic circuit 302 to which this start signal is input is reset and started by a reset interrupt, and executes the main control unit main processing shown in Fig. 7 according to a control program previously stored in the ROM 306.

[0096] In step S101, initial setting 1 is performed. In this initial setting 1, a stack initial value is set (provisional setting) to the stack pointer (SP) of the CPU 304, an interrupt mask is set, the I / O 310 is initialized, various variables stored in the RAM 308 are initialized, and operation permission and initial value are set to the WDT 314. In this embodiment, a numerical value equivalent to 32.8 ms is set as the initial value to the WDT 314.

[0097] In step S103, the counter value of the WDT 314 is cleared, and the time measurement by the WDT 314 is restarted.

[0098] In step S105, the process monitors whether the low voltage signal is ON, that is, whether the voltage monitoring circuit 338 outputs a low voltage signal indicating that the voltage has dropped when the voltage value of the power supply supplied by the power supply control unit 660 to the main control unit 300 via the second sub-control unit 500 is less than a predetermined value (9V in this embodiment). If the low voltage signal is ON (if the CPU 304 detects that the power supply has been cut off), the process returns to step S103, and if the low voltage signal is OFF (if the CPU 304 does not detect that the power supply has been cut off), the process proceeds to step S107. Note that if the predetermined value (9V) has not yet been reached immediately after the power supply is turned on, the process also returns to step S103, and step S105 is repeatedly executed until the supply voltage reaches or exceeds the predetermined value.

[0099] In step S107, initial setting 2 is performed. In this initial setting 2, a process of setting a numerical value that determines the period for periodically executing the main control unit timer interrupt process described later in the timer circuit 312, a process of outputting a clear signal from a predetermined port of the I / O 310 (e.g., a test output port, an output port to the first sub-control unit 400), a setting to permit writing to the RAM 308, etc. are performed.

[0100] In step S109, it is determined whether or not to return to the state before the power was cut off (before power was interrupted), and if the state before power was interrupted is not to be restored (if the basic circuit 302 of the main control unit 300 is to be reset to its initial state), the process proceeds to step S113 and subsequent steps to execute the initialization process.

[0101] If it is not determined that the state before the power outage will be restored (step S109; No), it is determined whether the cause is that the RAM clear switch 180 provided on the power supply board 182 shown in Fig. 2 has been operated by a staff member of the game arcade or the like (step S113). In other words, it is determined whether the RAM clear signal transmitted when the RAM clear switch 180 is operated is ON (indicating that an operation has been performed). If it is determined that the RAM clear signal is ON (step S113; Yes), it is determined whether the setting change key 192 has been operated to the ON side (step S115), and if it is determined that the setting change key 192 has been operated to the ON side (step S115; Yes), a setting change process is executed (step S117).

[0102] When the setting change process is executed, the 7-segment display corresponding to the setting monitor in the bonus ratio / setting display 196 flashes with "1" indicating that the setting can be changed. In this state, the 7-segment display of the setting monitor increments each time the setting change button 194 is pressed, and when the setting change button 194 is pressed while the 7-segment display corresponding to the setting monitor indicates "3", the display returns to "1". In this embodiment, at least one of settings 1 to 3 with different jackpot probabilities can be selected, and the setting is confirmed by operating the setting change key 192 to the OFF side after changing to the desired setting. At this time, the setting value displayed on the setting monitor is erased. After that, after the setting is confirmed, the setting value can be redisplayed on the setting monitor for a certain period of time (for example, 5 seconds) by operating the setting change button 194. In this embodiment, the setting value is displayed on the setting monitor of the bonus ratio / setting display 196, but it may be displayed on the decorative pattern display device 208 or notified by audio output, for example. In addition, in this embodiment, three settings are provided, settings 1 to 3, but two settings may be provided, or four or more settings may be available, or the settings may not be changed. In addition, in this embodiment, the initial setting value displayed on the setting monitor is set to "1", but the setting value before the power is cut off may be retained and the retained setting value may be displayed.

[0103] Furthermore, in step S113, if it is not determined that the RAM clear signal is ON (step S113; No), or if it is not determined in step S115 that the setting change key 192 has been operated to the ON side (step S115; No), the process proceeds to step S119 without executing the setting change process in step S117.

[0104] In step S119, an initialization process is executed to set the basic circuit 302 to an initial state (step S119). Here, when the RAM clear signal is ON, the information on the power status stored in the power status storage area provided in the RAM 308 is read, and when the information on the power status is not information indicating a suspend, a checksum is calculated by adding all 1-byte data stored in a predetermined area (for example, all areas) of the RAM 308 to a 1-byte register whose initial value is 0, and it is determined whether the result of the calculated checksum is a specific value (for example, 0) or not (whether the result of the checksum is normal or not), and when the result of the checksum is a value other than the specific value (for example, 0) (when the result of the checksum is abnormal), an initialization process is executed to set the pachinko machine 100 to an initial state. In this initialization process, the setting of interrupt prohibition, the setting of a stack initial value to the stack pointer (main setting), initialization of all storage areas of the RAM 308, etc. are performed. Note that, in this embodiment, even if the initialization is performed, the setting value set in the setting change process (step S117) is retained. Furthermore, a normal return command and a setting command indicating the settings selected in step S117 are set in the transmission information memory area provided in RAM 308 of the main control unit 300. This normal return command is a command indicating that the initialization process (step S119) of the main control unit 300 has been performed, and like the power recovery command described below, is transmitted to the first sub-control unit 400 in step S233 in the timer interrupt process of the main control unit 300.

[0105] In step S121, after the interrupt prohibition is set, a basic random number initial value update process is performed. In this basic random number initial value update process, one initial value generation random number counter for generating the initial value of each special random number counter is updated. For example, if the possible range of the special random number value is 0 to 99, a value is obtained from a random number counter storage area for generating special random number values ​​provided in RAM 308, 1 is added to the obtained value, and then stored in the original random number counter storage area. At this time, if the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter storage area. Other initial value generation random number counters and random number counters are updated in the same manner. The main control unit 300 repeatedly executes the process of step S121 except during the timer interrupt process that starts at a predetermined cycle.

[0106] On the other hand, in step S111, a power recovery process is performed. In this power recovery process, the value of the stack pointer stored in the stack pointer save area provided in the RAM 308 at the time of power failure is read out, and the stack pointer is reset (main setting). Also, the values ​​of each register stored in the register save area provided in the RAM 308 at the time of power failure are read out, and each register is reset, and then interrupt permission is set. After that, the CPU 304 executes the control program based on the stack pointer and registers after resetting, and the pachinko machine 100 returns to the state at the time of power failure. That is, the process is resumed from the next command after the command (predetermined in step S121) executed immediately before the power failure and before branching to the timer interrupt process (described later). Also, a transmission information storage area is provided in the RAM 308 mounted on the basic circuit 302 in the main control unit 300 shown in FIG. 5. In this step S111, a power recovery command is set in the transmission information storage area. This power restoration command is a command indicating that the state has been restored to when the power was turned off, and is sent to the first sub-control unit 400 in step S233 of the timer interrupt processing of the main control unit 300, which will be described later.

[0107] <Main control unit timer interrupt processing> Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 8. Note that Fig. 8 is a flow chart showing the flow of the main control unit timer interrupt process.

[0108] The main control unit 300 shown in FIG. 5 includes a timer circuit 312 that generates a timer interrupt signal at a predetermined period (approximately once every 4 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.

[0109] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values ​​of each register of the CPU 304 in a stack area.

[0110] In step S203, the WDT 314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) so that the count value of the WDT 314 does not exceed the initial setting value (32.8 ms in this embodiment) and a WDT interrupt does not occur (so that a processing abnormality is not detected).

[0111] In step S205, an input port status update process is performed. In this input port status update process, the detection signals of various sensors 320 shown in FIG. 5, including various ball detection sensors, are input via the input port of I / O 310 to monitor the presence or absence of detection signals, and the presence or absence of detection signals is stored in a signal status storage area partitioned for each of the various sensors 320 in RAM 308. Taking the detection signals of the ball detection sensors as an example, information on the presence or absence of detection signals of each ball detection sensor detected in the timer interrupt process two times before last (approximately 4 ms ago) is read from the previous detection signal storage area partitioned for each ball detection sensor in RAM 308, and this information is stored in the previous detection signal storage area partitioned for each ball detection sensor in RAM 308, and information on the presence or absence of detection signals of each ball detection sensor detected in the previous timer interrupt process (approximately 2 ms ago) is read from the current detection signal storage area partitioned for each ball detection sensor in RAM 308, and this information is stored in the above-mentioned previous detection signal storage area. In addition, the detection signals of each ball detection sensor detected this time are stored in the currently detected signal storage area mentioned above.

[0112] In step S205, the information on the presence or absence of detection signals from each ball detection sensor stored in each of the storage areas of the detection signal storage area before last, the previous detection signal storage area, and the current detection signal storage area is compared, and it is determined whether the information on the presence or absence of detection signals from each ball detection sensor for the past three times matches the winning determination pattern information. While one game ball passes one ball detection sensor, this main control unit timer interruption process, which is repeatedly started at a very short interval of about 4 ms, is started several times. Therefore, each time the main control unit timer interruption process is started, the above-mentioned step S205 checks the detection signal indicating that the same game ball has passed the same ball detection sensor. As a result, the detection signal indicating that the same game ball has passed the same ball detection sensor is stored in each of the detection signal storage area before last, the previous detection signal storage area, and the current detection signal storage area. In other words, when the game ball starts to pass the ball detection sensor, there is no detection signal before last, there is a detection signal from the previous time, and there is a detection signal from the current time. In this embodiment, taking into consideration erroneous detection and noise of the ball detection sensor, if a detection signal is stored twice in succession after no detection signal, it is determined that a win has occurred. The ROM 306 of the main control unit 300 shown in FIG. 5 stores winning determination pattern information (in this embodiment, information indicating that there is no detection signal two times before last, there is a detection signal last time, and there is a detection signal this time). In this step S205, if the information on the presence or absence of detection signals for the past three times in each ball detection sensor matches the predetermined winning determination pattern information (in this embodiment, information indicating that there is no detection signal two times before last, there is a detection signal last time, and there is a detection signal this time), it is determined that there has been a ball entering the general winning hole 226, the variable winning hole 234, 235, the first special starting hole 231, and the second special starting hole 232, or that there has been a ball entering the general starting hole 228. In other words, it is determined that there has been a win in these winning holes 234, 235, 226 or these starting holes 231, 232, 228.For example, when the information on the presence or absence of the detection signal for the past three times in the first start hole sensor that detects the entry into the first special symbol start hole 231 matches the above-mentioned winning judgment pattern information, it is judged that the first special symbol start hole 231 has been won, that is, that a game medium passing through a predetermined area has been detected, and the subsequent processing associated with the entry into the first special symbol start hole 231 is performed, but when the information on the presence or absence of the detection signal for the past three times does not match the above-mentioned winning judgment pattern information, the subsequent processing associated with the entry into the first special symbol start hole 231 is not performed and the processing branches to the subsequent processing. In addition, the ROM 306 of the main control unit 300 stores winning judgment clear pattern information (in this embodiment, information indicating that there is a detection signal before last, there is no detection signal last time, and there is no detection signal this time). After it is determined that a win has occurred, it is not determined that a win has occurred until the information on the presence or absence of detection signals for the past three times in each ball detection sensor matches the winning determination clear pattern information, and if it matches the winning determination clear pattern information, from the next time onwards it is determined whether it matches the above winning determination pattern information.

[0113] In steps S207 and S209, a basic random number initial value update process and a basic random number update process are performed. In these basic random number initial value update process and basic random number update process, the value of the random number counter for generating the initial value performed in step S121 is updated, and then the random number counter for generating the special random number value used in the main control unit 300 is updated. For example, if the range of values ​​that can be taken as the special random number value is 0 to 99, a value is obtained from the random number counter memory area for generating the special random number value provided in the RAM 308, 1 is added to the obtained value, and then stored in the original random number counter memory area. At this time, if the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter memory area. Also, if it is determined that the random number counter has gone around once as a result of adding 1 to the obtained value, the value of the random number counter for generating the initial value corresponding to the random number counter is obtained and set in the memory area of ​​the random number counter. For example, if a value is obtained from a random number counter for generating special random number values ​​that fluctuates within the numerical range of 0 to 99, and the result of adding 1 to the obtained value is equal to the previously set initial value stored in a predetermined initial value memory area provided in RAM 308 (for example, 7), a value is obtained as an initial value from the random number counter for generating initial value corresponding to the random number counter for generating special random number values, and set in the random number counter for generating special random number values, and the currently set initial value is stored in the above-mentioned initial value memory area to determine that the random number counter for generating special random number values ​​has completed the next cycle.

[0114] In step S211, a random number update process is performed, in which a random number counter for generating random numbers for performance used by the main control unit 300 is updated.

[0115] In step S213, a timer update process is performed. In this timer update process, various timers are updated, including a normal symbol display symbol update timer for timing the time for varying and stopping the symbol display on the normal symbol display device 210, a special symbol display symbol update timer for timing the time for varying and stopping the symbol display on the first special symbol display device 212 and the second special symbol display device 214, and timers for timing a predetermined winning performance time, a predetermined opening time, a predetermined closing time, a predetermined ending performance period, etc.

[0116] In step S215, a winning hole counter update process is performed. In this winning hole counter update process, when a winning hole 234, 235, 226 or a starting hole 228, 231, 232 wins, the value of the winning ball number storage area provided for each winning hole or each starting hole in the RAM 308 is read, 1 is added, and the value is set to the original winning ball number storage area.

[0117] In step S217, a winning reception process is performed. In the winning reception process, if a predetermined condition is satisfied, multiple types of start information are acquired. The multiple types of start information acquired here are stored as one set of start information in an empty area according to the winning order (reservation order) of the start information storage unit provided in RAM308.

[0118] In step S219, which is executed following step S217, a payout request number transmission process is performed. The output schedule information and payout request information output to the payout control unit 600 shown in Fig. 5 are configured in one byte, with strobe information in bit 7 (when on, indicates that data is being set), power-on information in bit 6 (when on, indicates that this is the first command transmission after power-on), current processing type (0 to 3) for encryption in bits 4 to 5, and the payout request number after encryption processing in bits 0 to 3.

[0119] In step S221, a normal map state update process is performed. This normal map state update process is one of a number of processes corresponding to the state of the normal map. For example, in the normal map state update process in the middle of the normal map variation display (the value of the normal map display pattern update timer described above is 1 or more), a light-on / light-off drive control is performed to repeatedly light and turn off the 7-segment LED that constitutes the normal pattern display device 210. By performing this control, the normal pattern display device 210 performs a normal map variation display (normal map variation play).

[0120] In addition, in the normal pattern status update process at the timing when the normal pattern change display time has elapsed (the timing when the value of the normal pattern display pattern update timer has changed from 1 to 0), if the winning flag is on, the 7-segment LED constituting the normal pattern display device 210 is controlled to turn on and off so that the winning pattern is displayed, and if the winning flag is off, the 7-segment LED constituting the normal pattern display device 210 is controlled to turn on and off so that the losing pattern is displayed. In addition, the RAM 308 of the main control unit 300 has a setting area for performing various settings not only in the normal pattern status update process but also in various processes. Here, the above-mentioned on and off drive control is performed, and a setting is made in the setting area to indicate that the normal pattern is being stopped. By performing this control, the normal pattern display device 210 performs a confirmed display of either the winning pattern (normal pattern A shown in FIG. 6(d)) or the losing pattern (normal pattern B shown in FIG. 6(d)). Furthermore, to maintain the display for a predetermined stop display period (for example, 500 ms), information indicating the stop period is set in the memory area of ​​the timer for managing the normal symbol stop time provided in the RAM 308. With this setting, the determined symbol is displayed in a stopped state for a predetermined period, and the result of the normal symbol variable game is notified to the player.

[0121] Also, if the result of the normal map variable game is a win, the normal map win flag is turned on as described later. When this normal map win flag is on, in the normal map state update process at the timing when the predetermined stop display period ends (the timing when the value of the normal map stop time management timer changes from 1 to 0), the setting area of ​​RAM 308 is set to normal map operation, and a signal to advance the shutter member 2311 forward is output to the solenoid (332) for opening and closing the shutter member 2311 of the first special map start port 231 for a predetermined opening period (for example, 5000 ms), and information indicating the opening period is set in the memory area of ​​the blade opening time management timer provided in RAM 308.

[0122] In addition, in the normal state update process which starts when a predetermined open period ends (when the value of the blade open time management timer changes from 1 to 0), a signal to move the shutter member 2311 backward is output to the solenoid (332) for driving the opening and closing of the shutter member 2311 for a predetermined closed period (for example, 500 ms), and information indicating the closed period is set in the memory area of ​​the blade closed time management timer provided in the RAM 308.

[0123] In addition, in the normal map status update process that starts when the specified closure period ends (when the value of the timer for managing the wing closure time changes from 1 to 0), the normal map is set to not in operation in the setting area of ​​RAM 308. Furthermore, if the result of the normal map variable game is a miss, as described below, the normal map miss flag is turned on. If this normal map miss flag is on, the normal map status update process at the time when the specified stop display period described above ends (when the value of the timer for managing the normal map stop time changes from 1 to 0) also sets the normal map to not in operation in the setting area of ​​RAM 308. In the normal map status update process when the normal map is not in operation, nothing is done and the process moves to the next step S223.

[0124] In step S223, a lottery process related to the normal map is performed. In this lottery process, when the normal map variable play and the first special map start port 231 are not open / closed (the normal map state is not in operation) and the number of reserved normal map variable plays is 1 or more, a random number lottery from the random number generating circuit 318 shown in FIG. 5 is used to determine whether the result of the normal map variable play is a win or a loss, and if it is a win, the win flag provided in the RAM 308 is set to ON. If it is a loss, the win flag is set to OFF. Regardless of the result of the win determination, the value of a predetermined random number counter is obtained as a normal map timer random number value, and one time for displaying the normal map on the normal map display device 210 is selected from among multiple variable times based on the obtained normal map timer random number value, and this variable display time is stored in the normal map variable time storage area provided in the RAM 308 as the normal map variable display time. The number of reserved normal variable games is stored in a normal reserved number storage area provided in RAM 308, and every time a win is judged, the number of reserved normal variable games is subtracted by 1 and the result is stored again in this normal reserved number storage area. Also, the random number value used for the win judgment is erased.

[0125] Next, a read-ahead process (step S224) is executed. In the read-ahead process, the main control unit 300 reads the increased start information in each of the normal and special drawings 2, pre-determines the stop patterns and the variable time before the win / loss determination process, and stores the pre-determination result (read-ahead result) in the read-ahead result storage unit in the RAM 308. In this embodiment, the special drawing 1 is not reserved, so no read-ahead is performed, but the special drawing 1 may be reserved and read-ahead.

[0126] Next, the special drawing state update process is performed for each of the special drawing 1 and the special drawing 2. First, the special drawing state update process (special drawing 2 state update process) is performed for the special drawing 2 (step S225). In this special drawing 2 state update process, one of the following multiple processes is performed depending on the state of the special drawing 2.

[0127] For example, in the special chart 2 state update process during the special chart 2 variable display (the value of the special chart 2 display pattern update timer described above is 1 or more), on / off drive control is performed to repeatedly turn on and off the 7-segment LED that constitutes the special chart 2 display device 214. By performing this control, the special chart 2 display device 214 performs the variable display of special chart 2 (special chart 2 variable play). In addition, the command setting transmission process (step S233) additionally stores predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the above-mentioned transmission information storage area, and then ends the process.

[0128] In addition, flags such as a 10R big win flag, a 10R small win flag, a 2R small win flag, a miss flag, and a time-saving flag are prepared in the RAM 308 of the main control unit 300. These flags are set to on or off based on the determined stop pattern in the special chart 2 related lottery process described later. In the special chart 2 state update process, which starts when the special chart 2 variable display time has elapsed (when the value of the special chart 2 display pattern update timer changes from 1 to 0), for example, in the case of a 10R time-saving big win flag, special charts B to D shown in FIG. 6(b) are displayed, in the case of a 10R time-saving small win flag (when the game ball passes through the specific area 234v, a 10-round big win is generated), special charts e and f shown in FIG. 6(b) are displayed, in the case of a 2R time-saving small win flag (when the game ball passes through the specific area 234v, a 2-round big win is generated), special chart g shown in FIG. 6(b) is displayed, in the case of a time-saving flag, special chart E is displayed, and in the case of a miss flag, special chart i is displayed, and a setting is made in the setting area of ​​the RAM 308 to indicate that the special chart 2 is being displayed. By performing this control, the special chart 2 display device 214 confirms and displays one of the following patterns: a jackpot pattern (special chart B to special chart D), a small jackpot (a 10R jackpot resulting from passing through the specific area 234v) pattern (special chart e, special chart f), a small jackpot (a 2R jackpot resulting from passing through the specific area 234v) pattern (special chart g), a time-saving pattern (special chart E), or a miss pattern (special chart i).

[0129] Furthermore, in order to maintain the display for a predetermined stop display period (for example, 500 ms), information indicating the stop period is set in the memory area of ​​the timer for managing the special chart 2 stop time provided in the RAM 308. With this setting, the fixedly displayed special chart 2 is stopped and displayed for a predetermined period, and the result of the special chart 2 variable game is notified to the player. Also, if the number of time-saving times stored in the time-saving times memory section provided in the RAM 308 is 1 or more, 1 is subtracted from the number of time-saving times, and if the subtraction result becomes 0 from 1, the time-saving flag is turned off. Furthermore, the time-saving flag is also turned off during a jackpot game (special game state).

[0130] In addition, predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and special pattern 2 identification information indicating that the pattern that stops the varying display is special pattern 2 is additionally stored in RAM 308 as information to be included in the command data described later, and then the processing is terminated.

[0131] Also, if the result of the special chart 2 variable game is a small win, the small win flag is turned on. When the small win flag is on, in the special chart 2 state update process at the timing when the predetermined stop display period ends (the timing when the value of the special chart 2 stop time management timer changes from 1 to 0), the special chart 2 operation is set in the setting area of ​​the RAM 308, and information indicating the winning performance period is set in the storage area of ​​the special chart 2 waiting time management timer provided in the RAM 308 in order to wait for a predetermined winning performance period (for example, 3 seconds), that is, a period during which an image notifying the player that a big win will start by the decorative pattern display device 208 is displayed. Also, predetermined transmission information indicating that the winning performance setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0132] In addition, in the special drawing 2 state update process that starts at the timing when the predetermined winning performance period ends (the timing when the value of the special drawing 2 waiting time management timer becomes 0 from 1), a signal to keep the first variable winning port 234 open is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the door member 2341 for a predetermined opening period (for example, 10 seconds, or until the number of game balls that have won the first variable winning port 234 reaches a predetermined number (for example, 10 balls)), and information indicating the opening period is set in the memory area of ​​the timer for managing the opening and closing mechanism provided in the RAM 308. In addition, predetermined transmission information indicating that the jackpot generating device is to be operated during the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0133] In addition, in the special chart 2 state update process that starts at the timing when the predetermined open period ends (the timing when the value of the timer for managing the opening and closing mechanism opening time changes from 1 to 0), a signal is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the door member 2341 to keep the first variable winning port 234 in a closed state. At this time, if the game ball passes through the specific area 234v, the jackpot flag is turned on. If the jackpot flag is on, in the special chart 2 state update process at the timing when the predetermined jackpot transition display period ends (the timing when the value of the timer for managing the special chart 2 jackpot transition changes from 1 to 0), in order to wait for a predetermined jackpot occurrence presentation period (for example, 3 seconds), that is, a period during which an image is displayed to notify the player that the game ball has passed through the specific area 234v and has become a jackpot, information indicating the jackpot transition presentation period is set in the memory area of ​​the timer for managing the special chart 2 waiting time provided in the RAM 308. In addition, the command setting transmission process (step S233) additionally stores predetermined transmission information indicating that the big win transition performance setting transmission process is to be executed in the above-mentioned transmission information storage area. On the other hand, if the game ball does not pass through the specific area 234v, the small win flag is turned off without turning on the big win flag, and the special chart 2 non-operation is set in the setting area of ​​the RAM 308. In the special chart 2 state update process when the special chart 2 is not operating, nothing is done and the process proceeds to the next step S227.

[0134] In the special chart 2 state update process that starts at the timing when a predetermined jackpot transition performance period ends (the timing when the value of the special chart 2 waiting time management timer changes from 1 to 0), a signal is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the shutter member 2351 of the second variable winning port 235 to withdraw and hold it in an open state for a predetermined opening period (for example, 29 seconds, or until a predetermined number of game balls (for example, 10 balls) are detected in the second variable winning port 235), and information indicating the opening period is set in the memory area of ​​the door opening time management timer provided in the RAM 308. In addition, predetermined transmission information indicating that the large winning port opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0135] In addition, in the special chart 2 state update process that starts at the timing when the predetermined open period ends (the timing when the value of the door open time management timer changes from 1 to 0), a signal is output to the solenoid (part of the various solenoids 332) for driving the opening and closing of the shutter member 2351 of the second variable winning opening 235 for the predetermined closing period (for example, 1.5 seconds) to advance the shutter member 2351 and hold it in a closed state, and information indicating the closing period is set in the memory area of ​​the door close time management timer provided in the RAM 308. In addition, predetermined transmission information indicating that the large winning opening close setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0136] In addition, in the special symbol 2 state update process that starts at the timing when the opening / closing control of the shutter member 2351 is repeated a predetermined number of times (in this example, 10 rounds or 2 rounds excluding the first time) and ends, information indicating the effect waiting period is set in the storage area of ​​the effect waiting time management timer provided in the RAM 308 in order to set the device to wait for a predetermined end effect period (for example, 10 seconds), that is, the period during which an image notifying the player that the jackpot by the decorative symbol display device 208 is ending is displayed. Also, if the time-saving flag is set on, the time-saving number of times (for example, special symbol 1: 1 time, special symbol 2: 1 time) is set in the time-saving number of times storage section provided in the RAM 308 at the same time as the end of this jackpot game, and the time-saving flag provided in the RAM 308 is turned on. Note that if the time-saving flag is set off, the time-saving number of times is not set in the time-saving number of times storage section, and the time-saving flag is not turned on.

[0137] The time-saving flag here means that the time from the end of a jackpot in a special chart variable game to the start of the next jackpot is shortened, so that the pachinko machine is in a state advantageous to the player. When the time-saving flag is set to on, the opening time of the shutter member 2351 of the special chart 1 starting port 231 in one operation tends to be longer (electric chute opening extension).

[0138] Also, as mentioned above, the time-saving flag is set to off during a jackpot game (special game state). Therefore, the non-electric support state is maintained during a jackpot game. This is to solve the problem that if the electric support state is in place during a jackpot game, many game balls enter the special chart 1 starting port 231 before a predetermined number of game balls enter the second variable winning port 235 during the jackpot game, and the number of game balls that can be acquired during the jackpot increases, which increases the risk of gambling.

[0139] Furthermore, predetermined transmission information indicating that the end performance setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0140] In addition, in the special chart 2 status update process, which starts when the specified end performance period ends (when the value of the timer for managing the performance waiting time changes from 1 to 0), special chart 2 is set to inactive in the setting area of ​​RAM 308.

[0141] Furthermore, if the result of the special chart 2 variable game is a loss, the loss flag is turned on. When this loss flag is on, the special chart 2 state update process at the timing when the above-mentioned predetermined stop display period ends (the timing when the value of the special chart 2 stop time management timer changes from 1 to 0) also sets the special chart 2 non-operation in the setting area of ​​RAM308. In the special chart 2 state update process when the special chart 2 is not operating, nothing is done and the process proceeds to the next step S227.

[0142] Next, a special drawing state update process (special drawing 1 state update process) for the special drawing 1 is performed (step S227). In this special drawing 1 state update process, one of the following multiple processes is performed depending on the state of the special drawing 1.

[0143] For example, in the special chart 1 state update process during the special chart 1 variable display (the value of the special chart 1 display pattern update timer is 1 or more), the 7-segment LED constituting the special chart 1 display device 212 is controlled to be turned on and off repeatedly. By performing this control, the special chart 1 display device 212 performs the variable display of the special chart 1 (special chart 1 variable play). In addition, the command setting transmission process (step S233) additionally stores predetermined transmission information indicating that the rotation start setting transmission process is to be executed in the above-mentioned transmission information storage area, and then the process is terminated.

[0144] In addition, flags such as a 10R big win flag, a 10R small win flag, a miss flag, and a time-saving flag are prepared in the RAM 308 of the main control unit 300. These flags are set to on or off based on the determined stop pattern in the special chart 1 related lottery process described later. In the special chart 1 status update process which starts when the special chart 1 variable display time has elapsed (when the value of the special chart 1 display pattern update timer changes from 1 to 0), for example, when the 10R big win flag is on and the time-saving flag is also on, the special chart A shown in FIG. 6(a) is displayed; when the 10R small win flag is on and the time-saving flag is also on, the special chart a to special chart c shown in FIG. 6(a) is displayed; when the 10R small win flag is on and the time-saving flag is off, the special chart d shown in FIG. 6(a) is displayed; and when the miss flag is on, the special chart h is displayed. A setting is made in the setting area of ​​RAM 308 to indicate that the special chart 1 is being stopped. By performing this control, the special chart 1 display device 212 displays one of the following confirmed patterns: a 10R big win pattern (special chart A), a 10R small win pattern with time reduction (special chart a to special chart c), a 10R small win pattern without time reduction (special chart d), or a miss pattern (special chart h).

[0145] Furthermore, in order to maintain the display for a predetermined stop display period (for example, 500 ms), information indicating the stop period is set in the memory area of ​​the timer for managing the special chart 1 stop time provided in the RAM 308. With this setting, the fixedly displayed special chart 2 is stopped and displayed for a predetermined period, and the result of the special chart 1 variable game is notified to the player. Also, if the number of time-saving times stored in the time-saving times memory section provided in the RAM 308 is 1 or more, 1 is subtracted from the number of time-saving times, and if the subtraction result becomes 0 from 1, the time-saving flag is turned off unless the special chart probability is fluctuating. Furthermore, the time-saving flag is also turned off during a jackpot game (special game state).

[0146] In addition, predetermined transmission information indicating that the rotation stop setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area, and special pattern 2 identification information indicating that the pattern that stops the varying display is special pattern 1 is additionally stored in RAM 308 as information to be included in the command data described later, and then the processing is terminated.

[0147] Also, if the result of the special chart 1 variable game is a jackpot, the jackpot flag is turned on. When the jackpot flag is on, in the special chart 1 state update process at the timing when the predetermined stop display period ends (the timing when the value of the special chart 1 stop time management timer changes from 1 to 0), the special chart 1 is set to be in operation in the setting area of ​​the RAM 308, and information indicating the winning performance period is set in the storage area of ​​the special chart 2 waiting time management timer provided in the RAM 308 in order to wait for a predetermined winning performance period (for example, 3 seconds), that is, a period during which an image notifying the player that a jackpot will start by the decorative pattern display device 208 is displayed. Also, predetermined transmission information indicating that the winning performance setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0148] In addition, in the special drawing 1 state update process that starts at the timing when the predetermined winning performance period ends (the timing when the value of the special drawing 1 waiting time management timer changes from 1 to 0), a signal is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the slide member 2351 of the second variable winning opening 235 for a predetermined opening period (for example, 29 seconds, or until the entry of a predetermined number of game balls (for example, 10 balls) into the second variable winning opening 235 is detected), to keep the slide member 2351 in an open state, and information indicating the opening period is set in the memory area of ​​the door opening time management timer provided in the RAM 308. In addition, predetermined transmission information indicating that the large winning opening opening setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0149] In addition, in the special chart 1 state update process that starts at the timing when the predetermined open period ends (the timing when the value of the door open time management timer changes from 1 to 0), a signal is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the slide member 2351 of the second variable winning opening 235 to keep the slide member 2351 in a closed state for a predetermined closed period (for example, 1.5 seconds), and information indicating the closed period is set in the memory area of ​​the door close time management timer provided in the RAM 308. In addition, predetermined transmission information indicating that the large winning opening close setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0150] In addition, in the special symbol 1 state update process that starts at the timing when the opening / closing control of the second variable winning port 235 is repeated a predetermined number of times (10 rounds or 2 rounds in this example embodiment) and ends, in order to set the device to wait for a predetermined end performance period (for example, 10 seconds), that is, the period during which an image informing the player that the jackpot by the decorative symbol display device 208 is ending is displayed, information indicating the performance waiting period is set in the storage area of ​​the performance waiting time management timer provided in the RAM 308. Also, if the time-saving flag is set to on, the time-saving number of times (for example, special symbol 1: 5 times, special symbol 2: 2 times) is set in the time-saving number of times storage section provided in the RAM 308 at the same time as the end of this jackpot game, and the time-saving flag provided in the RAM 308 is turned on. Note that if the time-saving flag is set to off, the time-saving number of times is not set in the time-saving number of times storage section, and the time-saving flag is not turned on.

[0151] Furthermore, predetermined transmission information indicating that the end performance setting transmission process is to be executed in the command setting transmission process (step S233) is additionally stored in the above-mentioned transmission information storage area.

[0152] In addition, in the special chart 1 status update process, which starts when the specified end performance period ends (when the value of the performance waiting time management timer changes from 1 to 0), special chart 1 is set to inactive in the setting area of ​​RAM 308.

[0153] Furthermore, if the result of the special chart 1 variable game is a loss, the loss flag is turned on. When this loss flag is on, the special chart 1 state update process at the timing when the above-mentioned predetermined stop display period ends (the timing when the value of the special chart 1 stop time management timer changes from 1 to 0) also sets the special chart 2 non-operation in the setting area of ​​RAM 308. In the special chart 1 state update process when the special chart 1 is not operating, nothing is done and the process proceeds to the next step S229.

[0154] When the special chart state update process in step S225 and step S227 is completed, this time, the special chart related lottery process is performed for each of the special charts 1 and 2. Here, too, the special chart related lottery process (special chart 2 related lottery process) for the special chart 2 is performed first (step S229), and then the special chart related lottery process (special chart 1 related lottery process) for the special chart 1 is performed (step S231). The special chart 2 related lottery process is executed using the first special chart 2 winning random number value and the special chart 2 random number value in the special chart 2 random number value storage area, with the start condition being that the variable play of the special charts 1 and 2 is not being performed, the states of the special charts 1 and 2 are both inactive, and the number of reserved special chart 2 variable plays is 1 or more. The special chart 1 related lottery process is executed using the most recent special chart 1 winning random number value and special chart 1 random number value in the special chart 1 random number value memory area, with the starting conditions being that no variable play of special chart 1 and special chart 2 is being performed, both the states of special chart 1 and special chart 2 are inactive, and the number of reserved special chart 1 variable plays is 1 or more.

[0155] As for these special chart-related lottery processes, the main control unit 300 performs the special chart 2-related lottery process before the special chart 1-related lottery process, so that when the start conditions for the special chart 2 variable game and the start conditions for the special chart 1 variable game are met at the same time, the special chart 2 variable game will be variable first, and then the special chart 1 variable game will be variable. In addition, the notification of the result of the special chart variable game win / loss judgment by the decorative pattern display device 208 is performed by the first sub-control unit 400, and the lottery result of the lottery based on the winning of the special chart 2 start port 232 is not notified, but the lottery result of the lottery based on the winning of the special chart 1 start port 231 is not notified. In this way, in this embodiment, if a lottery is held based on winning at the special chart 2 starting port 232 while the special chart 1 variable game is being played, the special chart 2 variable game is started while the special chart 1 variable game is being played, and if a lottery is held based on winning at the special chart 1 starting port 231 while the special chart 2 variable game is being played, the special chart 1 variable game is started while the special chart 2 variable game is being played.

[0156] In the case of the special chart 2 related lottery processing in step S229, the main control unit 300 acquires the special chart 2 start information (a set of the special chart 2 winning random number and the special chart 2 random number) from the earliest (oldest stored) reserved position in the special chart 2 random number storage area, and determines whether it is a big win, a small win, a time-saving state, or a miss (win / lose judgment) using the win / lose judgment table stored in the ROM 306 based on the special chart 2 winning random number in the acquired special chart 2 start information. In addition, in the win / lose judgment of the special chart 1, it determines whether it is a big win, a small win, a time-saving state, or a miss. Next, the main control unit 300 determines the pattern (stop pattern) to be displayed after the variable display of the special chart 2 using the special chart determination table stored in the ROM 306 based on the special chart 2 random number in the acquired special chart 2 start information and the determined win / lose judgment result. Next, the main control unit 300 determines the variable display time (timer number) of special chart 2 using various tables stored in ROM 306, for example, based on the determined win / lose judgment result, the stopped pattern, the number of special chart 2 reserved at the time of the win / lose judgment, the acquired random number value for determining the special chart variable time, etc.

[0157] After retrieving the earliest special drawing 2 start information from the special drawing 2 random number value storage area, the main control unit 300 erases the earliest special drawing 2 start information from the special drawing 2 random number value storage area and subtracts the special drawing 2 reserved number in the special drawing 2 reserved number storage area by 1. At this time, the special drawing 2 start information retrieved from the special drawing 2 random number value storage area may be stored in a temporary area provided in the RAM 308, and the above-mentioned decision may be made based on the special drawing 2 start information stored in this temporary area.

[0158] After the special drawing 2-related lottery process (step S229) as described above, the special drawing 1-related lottery process (step S231) is performed in the same manner. Note that the order of the special drawing 1-related lottery process and the special drawing 2-related lottery process may be reversed.

[0159] In the above description, the special chart state update process and the special chart related lottery process are performed independently for special chart 1 and special chart 2, so that multiple special charts are changed simultaneously. In this case, when multiple special charts are changed simultaneously, the decorative pattern display device 208 may be provided with multiple areas for displaying the lottery results of each special chart, or multiple decorative pattern display devices may be provided for displaying the lottery results of each special chart, and each lottery result may be displayed separately, or one display may be configured to display the lottery results of multiple special charts. In addition, when changes regarding multiple special charts are being made simultaneously, the lottery result of the special chart that stopped changing earlier may affect the lottery result of the special chart that stops changing later. In addition, it is not limited to this, and depending on the state of one special chart, the lottery process or the change game regarding the reservation of the other special chart may not be performed.

[0160] In step S233, which is the next step after step S231, a command setting transmission process is performed. In this command setting transmission process, various commands are transmitted to the first sub-control unit 400. The output schedule information transmitted to the first sub-control unit 400 is composed of, for example, 16 bits, with bit 15 being strobe information (indicating that data is set when on), bits 11 to 14 being command types (in this example, information that can identify the type of command, such as a basic command, a pattern variation start command, a pattern variation stop command, a winning performance start command, an end performance start command, a jackpot round number designation command, a power recovery command, a RAM clear command, a look-ahead result information command, and a setting command), and bits 0 to 10 being command data (predetermined information corresponding to the command type).

[0161] Specifically, the strobe information is set to be turned on or off by the command transmission process described above. In addition, if the command type is a pattern change start (rotation start) command, the command data includes information indicating various jackpot flags, small jackpot flags, miss flags, and timer numbers selected in the special pattern related lottery process, and if the command type is a pattern change stop (rotation stop) command, the command data includes the values ​​of various jackpot flags, small jackpot flags, and miss flags, and if the command type is a jackpot round number designation command, the command data includes the number of jackpot rounds. If the command type indicates a basic command, the command data includes device information, whether or not there is a win in the special pattern 1 start port 230, whether or not there is a win in the special pattern 2 start port 232, whether or not there is a win in the variable win port 234, and so on. In the case of a look-ahead result information command, the command data includes information such as the types of special pattern 1 and special pattern 2, the look-ahead number stored in the look-ahead number storage area, and the stop pattern stored in the look-ahead result storage unit. In the case of a setting command, the command data includes setting information and so on.

[0162] In addition, in the above-mentioned rotation start setting transmission process, the command data is set with information indicating the values ​​of various jackpot flags, small jackpot flags, and loss flags stored in RAM 308, the timer number selected in the special chart 1 related lottery process and the special chart 2 related lottery process, the number of reserved special chart 1 variable games or special chart 2 variable games, etc. In the above-mentioned rotation stop setting transmission process, the command data is set with information indicating the values ​​of various jackpot flags, small jackpot flags, and loss flags stored in RAM 308.

[0163] In the above-mentioned winning performance setting transmission process, the command data is set with information indicating the performance control information to be output to the decorative pattern display device 208, various lamps 418, and speaker 120 during the winning performance period, the number of reserved special chart 1 variable games or special chart 2 variable games, etc., stored in the RAM 308. In the above-mentioned end performance setting transmission process, the command data is set with information indicating the performance control information to be output to the decorative pattern display device 208, various lamps 418, and speaker 120 during the performance standby period, the number of reserved special chart 1 variable games or special chart 2 variable games, etc., stored in the RAM 308. In the above-mentioned big prize opening setting transmission process, the command data is set with information indicating the number of big win rounds stored in the RAM 308, the number of reserved special chart 1 variable games or special chart 2 variable games, etc. In the process of transmitting the setting for closing the big prize opening described above, information indicating the number of big prize rounds stored in RAM 308, the number of reserved special chart 1 variable games or special chart 2 variable games, etc. is set in the command data.

[0164] In addition, in this step S233, a general command special drawing reservation increase process is also performed. In this general command special drawing reservation increase process, the special drawing identification information (information indicating special drawing 1 or special drawing 2) and advance notice information (pre-advance notice information, false advance notice information, or no advance notice information) stored in the transmission information storage area of ​​the RAM 308 are set in the command data.

[0165] In the first sub-control unit 400, the command type contained in the received output schedule information makes it possible to determine presentation control in response to changes in game control in the main control unit 300, and it becomes possible to determine the content of presentation control based on the command data information contained in the output schedule information.

[0166] In step S235 following step S233, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 350, which is separate from the pachinko machine 100, via the information output circuit 336.

[0167] In step S237, the next step after step S235, a device monitoring process is performed. In this device monitoring process, the signal states of the various sensors stored in the signal state storage area in step S205 are read out to monitor the presence or absence of a predetermined error, for example, the presence or absence of a front frame door open error or the presence or absence of a lower tray full error. When a front frame door open error or a lower tray full error is detected, device information indicating the presence or absence of a front frame door open error or the presence or absence of a lower tray full error is set in the transmission information to be transmitted to the first sub-control unit 400. In addition, the display data to be output to the normal display device 210, the special display device 212, the special display device 214, the various status display units 328, etc., is set to the output port of the I / O 310 by driving various solenoids 332 to control the opening and closing of the special drawing 1 start port 231 and the variable winning port 234, 235, and via the drive circuits 324, 326, 330. In addition, the output schedule information set in the dispensing request quantity transmission process (step S219) is output to the dispensing control unit 600 via the output port of the I / O 310.

[0168] In step S239, which is the next step after step S237, it is monitored whether the low voltage signal is ON or not. If the low voltage signal is ON (if a power interruption is detected), the process proceeds to step S243, and if the low voltage signal is OFF (if a power interruption is not detected), the process proceeds to step S241. In step S241, a timer interruption end process is performed. In this timer interruption end process, the values ​​of each register temporarily saved in step S201 are set to the original registers, interrupt permission is set, and the like is performed, and then the process returns to the main process of the main control unit shown in FIG. 7. Meanwhile, in step S243, specific variables and stack pointers for returning to the state at the time of power interruption when power is restored are saved as recovery data in a predetermined area of ​​RAM 308, power interruption process such as initialization of input / output ports is performed, and then the HALT state is entered.

[0169] Next, the winning / losing determination table used in the special drawing 2 related lottery process (step S229) and the special drawing 1 related lottery process (step S231) in the main control unit timer interrupt processing shown in Figure 8 will be explained with reference to Figures 9 and 10.

[0170] The special drawing hit / miss judgment table shown in Fig. 9(a) is a table to be referred to when making a hit / miss judgment of the special drawing 1 and the special drawing 2. This table is also stored in the ROM 306 of the main control unit 300.

[0171] In the judgment of the winning or losing of the jackpot lottery of the special chart 1 and the special chart 2, if a number between 0 and 204 is extracted from the random number range of 0 to 65535, that is, a jackpot is selected with a probability of about 1 / 319.688. In addition, in the judgment of the winning or losing of the jackpot lottery of the special chart 1, if a number between 205 and 65535 is extracted, that is, a small jackpot is selected with a probability of 1 / 1.003. In addition, in the judgment of the winning or losing of the jackpot lottery of the special chart 2, if a number between 205 and 655 is extracted, that is, a small jackpot is selected with a probability of 1 / 145.313. Furthermore, in the special chart 2, if a number between 656 and 65535 is extracted in the judgment of the winning or losing of the jackpot lottery of the special chart 2, provided that the time-saving state is a, a time-saving pattern is selected with a probability of 1 / 1.010. That is, in the special chart 1, a big win is selected with a probability of about 1 / 319.688, and if a big win is not selected, a small win is selected, and there are no misses in the special chart 1. In the special chart 2, a big win is selected with a probability of about 1 / 319.688, and a small win is selected with a probability of 1 / 145.313, and in the a time-saving state, if neither a big win nor a small win is selected, the time-saving pattern is always selected, and there are no misses. On the other hand, in a game state other than the a time-saving state, if neither a big win nor a small win is selected, it is configured to be a miss. It is also possible to provide misses in the special chart 1, but even in that case, it is desirable to make it so that a small win is the most likely to be won.

[0172] In this embodiment, when a small win occurs, the first variable winning port 234 is opened, and when it passes through the specific area 234v, it becomes a big win, so the special chart 1 may be said to be a pattern change display that becomes a big win when the pattern change display is performed. Also, in the special chart 2, if neither a big win nor a small win is selected in the a time-saving state, the time-saving pattern stops and the state transitions to the c time-saving state, so it may be said to be a pattern change display that becomes a big win when the pattern change display is performed or that transitions to a time-saving game state. Note that in the special chart 2, if neither a big win nor a small win is selected in a game state other than the a time-saving state, it becomes a miss.

[0173] The special symbol determination table for winning the big win or the sudden time-saving winning in the non-time-saving game state shown in Fig. 9(b) is a table that is referenced when determining the symbol when the big win or the time-saving symbol is selected as a result of the hit / miss determination of the special symbols 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0174] As a result of the jackpot lottery of special chart 1, if a jackpot is selected, special chart A is selected with a 100% probability. In other words, it is always a 10R jackpot, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected. Here, the a2 time-saving game state is a more advantageous state than the non-time-saving game state, the a1 time-saving game state described later, and the c time-saving game state. Specifically, in the a2 time-saving game state, if the hit is determined in the hit lottery of the normal chart or if the normal power operation gate 228g is passed, the advancement time of the shutter member 2311 is longer than in the non-time-saving game state and the a1 time-saving game state. In other words, it can be said that it is a game state in which it is easy to win the special chart 1 starting port 231. In addition, in the a2 time-saving game state, the variation time of the pattern change display of the special pattern 1 is shorter than that of the pattern change display of the special pattern 2 or the normal pattern change display. In other words, the a2 time-saving game state may be said to be a game state in which the next jackpot is likely to occur in an extremely short time. In addition, the type of variation time of the pattern change display of the special pattern 1 in the a2 time-saving game state may be one type, or multiple types may be prepared. For example, if multiple types are prepared, whichever variation time is selected, it should be shorter than the variation time of the pattern change display of the special pattern 2 or the normal pattern change display in the a2 time-saving game state. In addition, the number of time-saving times in the rightmost column of the special pattern judgment table for winning a jackpot or sudden time-saving game indicates the end condition of the time-saving game state. Specifically, in the case of special pattern A, the game ends when the fifth variation display of the special pattern 1 in the a2 time-saving game state starts, or when the second variation display of the special pattern 2 starts. In addition, the conditions for terminating the time-saving game state are not limited to the two types of the number of times Special Chart 1 is played and the number of times Special Chart 2 is played; in addition to these two, the combined number of times Special Chart 1 and Special Chart 2 may be set, or the number of times Regular Charts may be added, or these may be combined as appropriate.

[0175] In addition, if a jackpot is selected as a result of the jackpot lottery for special chart 2, special chart B will be selected with a probability of 50 / 100, special chart C with a probability of 30 / 100, and special chart D with a probability of 20 / 100. In other words, if a jackpot is selected on special chart 2 in a non-time-saving play state, it will be a 10R jackpot regardless of which design is selected, and after the jackpot play ends, the game will transition to a non-time-saving play state.

[0176] The special symbol determination table for winning the big win / sudden time-saving winning used in the time-saving game state shown in Fig. 9(c) is a table that is referenced when determining the symbol when the big win or time-saving symbol is selected as a result of the hit / miss determination of the special symbols 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0177] As a result of the jackpot lottery for special chart 1, if a jackpot is selected, special chart A is selected with a 100% probability. That is, a 10R jackpot is always selected, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected. Also, as a result of the jackpot lottery for special chart 2, if a jackpot is selected, special chart B is selected with a 50 / 100 probability, special chart C is selected with a 30 / 100 probability, and special chart D is selected with a 20 / 100 probability. In this embodiment, a 10R jackpot is selected with a 80 / 100 probability, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected, and a 10R jackpot is selected with a 20 / 100 probability, and after the jackpot game ends, a jackpot that transitions to the a1 time-saving game state is selected. Here, the a1 time-saving game state is a more advantageous state than the non-time-saving game state, but a less advantageous state than the a2 time-saving game state. Specifically, in the a1 time-saving game state, if the winning lottery for the normal map is a winning lottery or if the normal power operation gate 228g is passed, the advancement time of the shutter member 2311 is longer than in the non-time-saving game state. Note that, as will be described later in detail, if the winning lottery for the normal map is a winning lottery, it is easy to win the special map 1 start port 231, but if the normal power operation gate 228g is passed, it is a game state in which it is difficult to win the special map 1 start port 231.

[0178] In the case of special chart D, the end condition of the a1 time-saving game state is until the first pattern change display of special chart 1 starts or the first pattern change display of special chart 2 starts, so after the end of the jackpot game, the reservation of special chart 2 occurs during the jackpot game, so the reservation of special chart 2 is usually consumed and the pattern change display of special chart 2 starts, so the a1 time-saving game state ends immediately and the game moves to a non-time-saving game state. However, since the pattern change display of special chart 2 is executed in the a time-saving game state, the lottery result in the a time-saving game state is adopted for the hit / miss judgment of special chart 2. Furthermore, if the time-saving pattern that can be won only in the a time-saving game state is selected as a result of the lottery for special chart 2, special chart E is selected. If the time-saving pattern is selected, the game will move to the c time-saving game state from the pattern change display next to the pattern change display after the pattern change display is executed. Here, the c time-saving game state is a more advantageous state than the non-time-saving game state, but a less advantageous state than the a2 time-saving game state. Specifically, in the c time-saving game state, if the winning lottery for the normal map is a winning lottery, the advancement time of the shutter member 2311 becomes longer than in the non-time-saving game state. Note that, as will be described later in detail, if the winning lottery for the normal map is a winning lottery, it is easy to win the special map 1 start port 231, but if the normal power operation gate 228g is passed, it is a game state in which it is difficult to win the special map 1 start port 231.

[0179] The special symbol determination table for winning the big win or the sudden time-saving winning in the time-saving game state c shown in Fig. 9(d) is a table that is referred to when determining the symbol when the big win or the time-saving symbol is selected as a result of the hit / miss determination of the special symbols 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0180] As a result of the jackpot lottery for special chart 1, if a jackpot is selected, special chart A is selected with a 100% probability. That is, a 10R jackpot is always selected, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected. Also, as a result of the jackpot lottery for special chart 2, if a jackpot is selected, special chart B is selected with a 50 / 100 probability, special chart C is selected with a 30 / 100 probability, and special chart D is selected with a 20 / 100 probability. In this embodiment, a 10R jackpot is selected with a 80 / 100 probability, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected, and a 10R jackpot is selected with a 20 / 100 probability, and after the jackpot game ends, a jackpot that transitions to the a1 time-saving game state is selected. In this embodiment, the time-saving game state A or the time-saving game state C ends when the number of times the pattern changes in special chart 1 has started a set number of times or when the number of times the pattern changes in special chart 2 has started a set number of times, but the time-saving game state may also end when the total number of times the patterns in special chart 1 and special chart 2 have started to change reaches a set number.

[0181] The special symbol determination table for small wins used in the non-time-saving game state shown in Fig. 10(a) is a table that is referenced when determining the symbol when a small win is selected as a result of the hit / miss determination of special symbols 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0182] As a result of the special chart 1 big win lottery, if a small win is selected, special chart a is selected with a probability of 20 / 100, special chart b is selected with a probability of 20 / 100, special chart c is selected with a probability of 11 / 100, and special chart d is selected with a probability of 49 / 100. When special chart a to special chart c are selected, a 10R big win is generated on the condition that the game ball passes through the specific area 234v, and after the big win game ends, a small win that transitions to the a2 time-saving game state is selected. Also, when special chart d is selected, a 10R big win is generated on the condition that the game ball passes through the specific area 234v, and after the big win game ends, a small win that transitions to the non-time-saving game state is selected.

[0183] In addition, if a small jackpot is selected as a result of the jackpot lottery for special chart 2, special chart e is selected with a probability of 35 / 100, special chart f is selected with a probability of 35 / 100, and special chart g is selected with a probability of 30 / 100. In other words, if a small jackpot is selected on special chart 2 in a non-time-saving game state, and special chart e and special chart f are selected, it will be a 10R jackpot regardless of which pattern is selected, and after the jackpot game ends, the game will move to a non-time-saving game state, and if special chart g is selected, it will be a 2R jackpot, and after the jackpot game ends, the game will move to a non-time-saving game state.

[0184] The special symbol determination table for small wins used in the time-saving game state shown in Fig. 10(b) is a table that is referenced when determining the symbol when a small win is selected as a result of the hit / miss determination of special symbols 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0185] As a result of the special chart 1 big win lottery, if a small win is selected, special chart a is selected with a probability of 20 / 100, special chart b is selected with a probability of 20 / 100, special chart c is selected with a probability of 11 / 100, and special chart d is selected with a probability of 49 / 100. If special chart a to special chart c are selected, a 10R big win will occur on the condition that the game ball passes through the specific area 234v, and after the big win game ends, a small win that transitions to the a2 time-saving game state will be selected. However, if special chart a is selected, the a time-saving game state will continue until the start of the fifth variable display of special chart 1 or the start of the second variable display of special chart 2, but if special chart b and special chart c are selected, the a2 time-saving game state will end and transition to the non-time-saving game state (normal game state) will occur when the first pattern variable display of special chart 1 or the first pattern variable display of special chart 2 begins. In addition, when special chart d is selected, a 10R jackpot will be awarded on the condition that the game ball passes through specific area 234v, and after the jackpot play ends, a small jackpot will be selected which will transition to the a1 time-saving play state.

[0186] In addition, if a small jackpot is selected as a result of the jackpot lottery for special chart 2, special chart e is selected with a probability of 35 / 100, special chart f is selected with a probability of 35 / 100, and special chart g is selected with a probability of 30 / 100. In other words, if a small jackpot is selected on special chart 2 in the a1 time-saving play state, and special chart e and special chart f are selected, it will be a 10R jackpot regardless of which pattern is selected, and after the jackpot play ends, it will transition to the a1 time-saving play state, and if special chart g is selected, it will be a 2R jackpot, and after the jackpot play ends, it will transition to the a1 time-saving play state.

[0187] In addition, when the special chart b or c is selected, the a2 time-saving game state will be entered after the end of the jackpot game, but since the end condition of this a2 time-saving game state is until the first pattern change display of the special chart 1 starts or the first pattern change display of the special chart 2 starts, it is practically difficult to win at the special chart 1 start port 231. Specifically, after the end of the jackpot game, the special chart 2 is reserved during the jackpot game, so the reserved special chart 2 is usually consumed and the pattern change display of the special chart 2 starts, so the a1 time-saving game state ends immediately and the game moves to a non-time-saving game state. However, since the pattern change display of the special chart 2 is executed in the a time-saving game state, the lottery result in the a time-saving game state will be adopted for the hit / fail judgment of the special chart 2. Furthermore, if the time-saving pattern is selected as a result of the jackpot lottery of the special chart 2, the special chart E is selected. When a time-saving symbol is selected, the game state transitions to time-saving game state c from the next symbol change display after the symbol change display is executed.

[0188] Here, the reason why the state after the end of the jackpot game when the special charts b and c are selected is the a2 time-saving game state, not the a1 time-saving game state, and the end condition is until the first pattern change display of the special chart 1 starts or the first pattern change display of the special chart 2 starts, is to change the rate of transition to the c time-saving game state without changing the state after the end of the jackpot game when the special charts b and c are selected (a1 time-saving game state). By doing so, when a small jackpot is won on the special chart 1 in a non-time-saving game state, the state is set to a state where it is easy to win the special chart 1 start port 231 at a rate of 51%, that is, a state where the next jackpot is easy to occur immediately, and when a small jackpot is won on the special chart 1 in a time-saving game state, the state is set to a state where it is easy to win the special chart 1 start port 231 at a rate of 20%, and by changing the end condition without changing the game state to be transitioned to, the rate of the state where the next jackpot is easy to occur immediately can be controlled, making it easier to design the ball-out performance.

[0189] The special symbol determination table for small win win used in the time-saving game state c shown in Fig. 10(c) is a table that is referred to when determining the symbol when a small win is selected as a result of the hit / miss determination of special symbols 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0190] As a result of the special chart 1 big win lottery, if a small win is selected, special chart a is selected with a probability of 20 / 100, special chart b is selected with a probability of 20 / 100, special chart c is selected with a probability of 11 / 100, and special chart d is selected with a probability of 49 / 100. When special chart a to special chart c are selected, a 10R big win is generated on the condition that the game ball passes through the specific area 234v, and after the big win game ends, a small win that transitions to the a2 time-saving game state is selected, and when special chart d is selected, a 10R big win is generated on the condition that the game ball passes through the specific area 234v, and after the big win game ends, a small win that transitions to the a1 time-saving game state is selected.

[0191] In addition, if a small jackpot is selected as a result of the jackpot lottery for special chart 2, special chart e is selected with a probability of 35 / 100, special chart f is selected with a probability of 35 / 100, and special chart g is selected with a probability of 30 / 100. In other words, if a small jackpot is selected on special chart 2 in the c time-saving play state, and special chart e and special chart f are selected, it will be a 10R jackpot regardless of which pattern is selected, and after the jackpot play ends, it will transition to the a1 time-saving play state, and if special chart g is selected, it will be a 2R jackpot, and after the jackpot play ends, it will transition to the a1 time-saving play state.

[0192] In the pachinko machine 100 of this embodiment, there are two factors that activate the normal electric role (electric chute) having the shutter member 2311 that changes the possibility (difficulty) of winning into the special chart 1 start port (variable) 231. One is when a game ball enters the normal chart start port 228, which can be won by hitting it from the left, and wins in the normal chart lottery (determining whether the normal chart is a hit or not), the normal electric role operates after the normal chart pattern change display. The other is when a game ball passes through the normal electric operation gate 228g, which can be passed by hitting it from the right, the normal chart lottery is not held, and the normal electric role operates without going through the normal chart pattern change display.

[0193] Figure 11 is a timing chart showing the flow of operations of a normal electric device. In this figure, time passes from left to right.

[0194] 11(a) is a timing chart showing the flow of operation of the normal electric device when a game ball enters the normal pattern start hole 228. In this case, the normal pattern display device 210 displays the normal pattern variation, so hereinafter, it may be referred to as the normal pattern trigger.

[0195] The upper part of Fig. 11(a) shows a timing chart showing the variation and stop of the normal pattern on the normal pattern display device 210. The lower part of Fig. 11(a) shows a timing chart showing the opening and closing of the shutter member 2311 of the normal electric role in which the special pattern 1 starting hole (variable) 231 is provided inside. Note that the opening refers to the state in which the shutter member 2311 advances, and the closing refers to the state in which the shutter member 2311 retreats.

[0196] When a game ball is hit from the left and enters the normal ball starting hole 228, if there are three or fewer balls reserved, a normal ball lottery (to determine whether the normal ball is a winning ball or not) is held.

[0197] FIG. 12(a) is a diagram showing a winning / losing determination table for a regular drawing.

[0198] This winning / losing judgment table is referenced in the general lottery process (step S223) in the main control unit timer interrupt process, and is stored in the ROM 306 of the main control unit 300. The tables shown in up to FIG. 13 are also referenced in the general lottery process (step S223), and are stored in the ROM 306 of the main control unit 300.

[0199] In the case of judging whether the normal lottery is a winning or losing game, if a number between 0 and 204 is extracted from the random number range of 0 to 65535, the winning probability is about 1 / 319.688. This is the same in any game state. The winning probability may be changed depending on the game state. In this embodiment, when a winning game is selected, the shutter member 2311 of the special lottery starting hole 231 operates for a predetermined time, and the game ball is easily allowed to enter the special lottery starting hole 231.

[0200] In addition, when a game ball is hit from the left and enters the normal map starting hole 228, the normal map display device 210 starts to display the normal map. As shown in FIG. 11(a), the change time is the time from when the normal map display device 210 starts to display the normal map until it stops.

[0201] Figure 12(b) is a diagram showing a table for determining the fluctuation pattern of the normal map used in the non-time-saving game state, and Figure 12(c) is a diagram showing a table for determining the fluctuation pattern of the normal map used in the time-saving game state.

[0202] In the non-time-saving game state, the decorative pattern display device 208 displays the decorative pattern of the normal map in response to the display of the normal map in the normal map display device 210, and a reach effect may be performed. There are three types of reach effects: normal reach effect, super (SP) reach effect, and special super (SPSP) reach effect.

[0203] If the normal map is a hit, it will be determined to be one of the patterns 06 to 08. In either case, a reach effect will be performed. The normal map's time of change is 40000ms for pattern 06, where a normal reach effect is performed, 80000ms for pattern 07, where a SP reach effect is performed, and 100000ms for pattern 08, where a SPSP reach effect is performed.

[0204] In the case of a miss in the normal map hit / miss judgment, one of the fluctuation patterns 01 to 05 is determined. First, a judgment is made as to whether or not to perform a reach performance, and a reach performance is performed with a 10% probability. The fluctuation time of the normal map is 14000ms in fluctuation pattern 03 where a normal reach performance is performed, 40000ms in fluctuation pattern 04 where a SP reach performance is performed, and 80000ms in fluctuation pattern 05 where a SPSP reach performance is performed, which is shorter than the fluctuation time of the same type of reach performance in the case of a hit. On the other hand, in the case of a miss and a reach performance is not performed, the fluctuation pattern is determined according to the number of reserved balls in the normal map. If the number of reserved balls is small (0 or 1), the fluctuation pattern 01 is determined, and the fluctuation time is relatively long at 8000ms, and if the number of reserved balls is large (2 or 3), the fluctuation pattern 02 is determined, and the fluctuation time is relatively short at 4000ms.

[0205] In the time-saving game state, if the normal map is a hit, the variation pattern 10 is selected, and if the normal map is a miss, the variation pattern 11 is selected. Whether it is variation pattern 10 or variation pattern 11, the time-saving game state shortens the variation time to 200 ms. In the time-saving game state, right-handed play is recommended in the first place, and left-handed play, which can win the normal map starting hole 228, is not recommended, and the variation display of the normal map in the time-saving game state is an irregular variation display.

[0206] As shown in Fig. 11(a), when the display of the change of the normal map on the normal map display device 210 ends, the confirmation stop of the normal map is displayed for the confirmation stop time. If the normal map is a hit or miss, the confirmation stop of normal map A is stopped, and if the normal map is a miss, the confirmation stop of normal map B is stopped.

[0207] FIG. 12(d) is a diagram showing a table for determining a confirmed stop time of a general map.

[0208] The fixed stop time for the normal drawing is determined regardless of the game state and regardless of whether the normal drawing is a hit or not. In other words, a uniform 500ms is secured.

[0209] As shown in Figure 11(a), when the fixed stop time has elapsed, it becomes the normal electric role start time (OP time). This win start time is the time (standby time) until the normal electric role (electric chute) starts operating.

[0210] If the main control unit 300 determines that the regular drawing is a winning combination, it determines the winning start time and the opening time, closing time, and winning end time (described below) in the regular drawing-related lottery process (step S223) in the main control unit timer interrupt process.

[0211] Figure 13 (a-1) is a diagram showing a judgment table of the start time of a win (OP time) triggered by a normal pattern in a non-time-saving game state, and the same figure (a-2) is a diagram showing a judgment table of the start time of a win (OP time) triggered by a normal pattern in a time-saving game state.

[0212] After the normal symbol A is confirmed and stopped on the normal symbol display device 210, if the game is in a non-time-saving game state, the winning start time of 24800 ms will start. In a non-time-saving game state, a left hit is performed, and during this winning start time, the decorative symbol display device 208 displays a display instructing a "right hit" to aim at the normal electric role (electric chute), and the game ball is shot into the right side area using this winning start time. Also, a display indicating that the electric chute will open is also displayed.

[0213] On the other hand, after the normal map A is confirmed and stopped on the normal map display device 210, if the time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state) is in effect, the winning start time of only 20 ms will start. Here too, the time-saving function makes the time shorter than that in the non-time-saving game state.

[0214] As shown in FIG. 11(a), when the winning start time has passed, the normal electric device (electric chute) starts to operate. That is, the shutter member 2311, which had been in a retreated position until then, starts to advance and enters an advanced state. The shutter member 2311 maintains its advanced state until the end of the opening time. When the shutter member 2311 is in an advanced state, it becomes easier to win at the special chart 1 starting hole 231. The opening time here is the time from when the shutter member 2311 starts to advance until it stops maintaining its advanced state. The opening time may be the time from when the shutter member 2311 starts to advance until it completely retreats.

[0215] Figure 13(b-1) is a diagram showing the opening time determination table for normal pattern triggers in a non-time-saving game state, Figure 13(b-2) is a diagram showing the opening time determination table for normal pattern triggers in the a1 time-saving game state and the c time-saving game state, and Figure 13(b-3) is a diagram showing the opening time determination table for normal pattern triggers in the a2 time-saving game state.

[0216] In any game state, the shutter member 2311 opens (operates) once, but may repeat the action of advancing and retreating multiple times.

[0217] In non-time-saving play mode, the opening time will be the normal opening time of 5000 ms.

[0218] In the a1 time-saving game state and the c time-saving game state, the opening time is 5000 ms, which is the same as the normal opening time. It may be longer than the normal opening time (for example, 5500 ms). Also, although the c time-saving game state and the a1 time-saving game state have the same opening time, the a1 time-saving game state may be longer than the c time-saving game state, or vice versa.

[0219] In the a2 time-saving game state, the opening time is the extended opening time of 5800 ms. The time it takes for the shutter member 2311 to move from the retreated state to the advanced state is the same in any game state, and in the extended opening time, the time for which the advanced state is maintained is 800 ms longer than the normal opening time due to the time-saving function.

[0220] As shown in FIG. 11(a), once the opening time of a normal electric device (electric chute) has elapsed, it is time to close. This closing time is the time during which the closed state is maintained after the opening time has ended. If a game ball enters the special drawing 1 starting hole 231 provided inside the normal electric device during the closing time, the winning is treated as valid. Although the shutter member 2311 is not in the advanced state, the detection of the winning ball by the ball detection sensor is treated as valid during the closing time, taking into consideration the time lag until the ball detection sensor of the special drawing 1 starting hole 231 detects the game ball, and the detection delay due to the game ball getting caught.

[0221] FIG. 13(c) is a diagram showing a closing time determination table for normal symbol triggers.

[0222] The closing time is the same in all game states and is 56 ms.

[0223] As shown in FIG. 11(a), when the closing time of the normal electric role (electric chute) has elapsed, it is the winning end time. This winning end time is the time after the normal electric role (electric chute) has finished operating. In other words, it is the time after the shutter member 2311 has retracted, and when this winning end time has elapsed, the variable display of the normal chart can start. The detection of the winning ball by the ball detection sensor provided in the special chart 1 starting hole 231 was treated as valid during the closing time, but is treated as invalid during the winning end time to prevent fraud.

[0224] Figure 13 (d-1) is a diagram showing a winning end time determination table for normal pattern triggers in a non-time-saving game state, and the same figure (d-2) is a diagram showing a winning end time determination table for normal pattern triggers in a time-saving game state.

[0225] The winning end time is 4500 ms in the non-time-saving game state, whereas it is 500 ms in the time-saving game state. Again, the time-saving function makes the time shorter in the time-saving game state than in the non-time-saving game state.

[0226] 11(b) is a timing chart showing the flow of the operation of the normal electric device when the game ball passes through the normal electric operation gate 228g. Hereinafter, this case may be referred to as the normal electric operation gate trigger.

[0227] The upper part of Fig. 11(b) shows a timing chart showing the state of the detection signal output from the ball detection sensor provided in the normal electric operation gate 228g. The lower part of Fig. 11(b) shows a timing chart showing the opening and closing of the shutter member 2311 of the normal electric role, just like the lower part of Fig. 11(a).

[0228] When the ball detection sensor detects a game ball passing through the normal power operation gate 228g, an ON level detection signal is output to the main control unit 300. When the main control unit 300 receives this detection signal, it determines the start time in the normal game state update process (step S221) in the main control unit timer interrupt process.

[0229] FIG. 14(a) is a diagram showing a determination table of the start time (OP time) of the normal power operation gate trigger.

[0230] The start time (OP time) of the normal power operation gate trigger is the time (standby time) from when an ON level detection signal is output from the ball detection sensor of the normal power operation gate 228g to when the normal electric role (electric chute) starts operating.

[0231] The opening time here is common to all game states and is 500 ms. That is, as shown in FIG. 13(a-1) and FIG. 13(a-2), the winning start time (OP time) of the normal pattern trigger is different in the non-time-saving game state and the time-saving game state, but the time length of the normal power operation gate trigger is the same in the non-time-saving game state and the time-saving game state. The normal power operation gate 228g can be passed by hitting it to the right, and since hitting to the right is recommended in the time-saving game state, the player can continue hitting to the right. Note that, since hitting to the left is recommended in the non-time-saving game state, the passing of the game ball through the normal power operation gate 228g in the non-time-saving game state is irregular.

[0232] As shown in FIG. 11(b), when the start time has passed, the normal electric role (electric chute) starts to operate. In other words, the opening time here is the same as the opening time of the normal electric role triggered by the normal symbol, and is the time from when the shutter member 2311 starts to advance until it stops maintaining the advanced state. When the opening time has passed, it becomes the closing time. This closing time is also the same as the closing time of the normal electric role triggered by the normal symbol, and is the time from when the shutter member 2311 advances to when it retreats. Even during the closing time here, the detection of the winning ball by the ball detection sensor provided in the special symbol 1 starting hole 231 is treated as valid.

[0233] FIG. 14(b) is a diagram showing an operation time determination table for the normal power operation gate trigger in various game states.

[0234] In any game state, the shutter member 2311 opens (actuates) once, but may repeat the advance and retreat operation multiple times.

[0235] When the start time has elapsed, the main control unit 300 determines the opening time according to the game state in the normal game state update process (step S221) in the main control unit timer interrupt process. In the non-time-saving game state, the opening time is 44 ms, and in the a1 time-saving game state and the c time-saving game state, the opening time is also 44 ms. That is, there is no difference in the opening time between the non-time-saving game state, the a1 time-saving game state, and the c time-saving game state. On the other hand, in the a2 time-saving game state, the opening time is 5800 ms, which is the extended opening time. As a result, in the non-time-saving game state, the a1 time-saving game state, and the c time-saving game state, it is difficult to make the game ball enter the special game state 1 start hole 231 even if the game ball passes through the normal power operation gate 228g, but in the a2 time-saving game state, it can be said that it is easy to make the game ball enter the special game state 1 start hole 231 when the game ball passes through the normal power operation gate 228g.

[0236] As explained above, in the normal power gate trigger, the opening time is the same between the non-time-saving game state, the a1 time-saving game state, and the c time-saving game state, and the start time (OP time) is also the same, but in the normal pattern trigger, first, the normal pattern fluctuation time is shorter in the time-saving game state than in the non-time-saving game state (Fig. 12(c)), the winning opening time (OP time) is also shorter in the time-saving game state than in the non-time-saving game state (Fig. 13(a-2)), and further, the winning end time is shorter in the time-saving game state than in the non-time-saving game state (Fig. 13(d-2)). Therefore, it can be said that the requirements for the time-saving game state are met. In particular, in the normal state (non-time-saving game state) at the start of play, the time-saving game state is acquired by the normal pattern trigger, so it is important that the requirements for the time-saving game state are met by the normal pattern trigger.

[0237] In the pachinko machine 100 of this embodiment, since the a1 time-saving game state and the c time-saving game state are states in which it is not desired for the game ball to enter the special chart 1 starting hole 231, it is necessary to set the shutter member 2311 of the normal electric device (electric chute) to an operating mode that makes it as difficult as possible to enter the special chart 1 starting hole 231, and by setting it to the same operating mode as in the non-time-saving game state, it is possible to make it the most difficult to enter the special chart 1 starting hole 231, thereby ensuring game playability and preventing capture (fraudulent play). In addition, the data on the opening time and start time (OP time) can be made common between the non-time-saving game state, the a1 time-saving game state, and the c time-saving game state, and the data capacity can also be reduced.

[0238] Also, in the non-time-saving game state, the winning start time (OP time) at the normal symbol trigger may be 10 seconds, and the starting time (OP time) at the normal power gate trigger may be 20 seconds, and in the time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the winning start time (OP time) at the normal symbol trigger may be 5 seconds, and the starting time (OP time) at the normal power gate trigger may be 15 seconds. In this case, when comparing the winning start time (10 seconds) at the normal symbol trigger in the non-time-saving game state with the starting time (15 seconds) at the normal power gate trigger in the time-saving game state, the time-saving game state is longer, but when comparing the starting time (20 seconds) at the normal power gate trigger in the non-time-saving game state with the starting time (15 seconds) at the normal power gate trigger in the time-saving game state, the time-saving game state is shorter, and the time-saving requirements are guaranteed. Here, an example of the start time (OP time) is given, but the same applies to the opening time. In other words, in a non-time-saving game state, the opening time for the normal pattern trigger is 10 seconds, and the opening time for the normal power gate trigger is 20 seconds, and in a time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the opening time for the normal pattern trigger is 5 seconds, and the opening time for the normal power gate trigger is 25 seconds. In addition, in the non-time-saving game state, the winning start time (OP time) in the normal pattern trigger is 20 seconds, and the start time (OP time) in the normal power gate trigger is 10 seconds, and in the time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the winning start time (OP time) in the normal pattern trigger is 15 seconds, and the start time (OP time) in the normal power gate trigger is 5 seconds, so that even if the normal pattern trigger is longer than the normal power gate trigger, the time-saving requirements are guaranteed in the same way as described above. Note that the number of seconds exemplified here is just an example, and for example, if the OP time is shorter in the time-saving game state than in the non-time-saving game state for the same trigger, it may be shorter in the non-time-saving game state than in the time-saving game state for different triggers, or it may be the same in the time-saving game state and the non-time-saving game state.In addition, in terms of the opening time, if the time-shortened game state is longer than the non-time-shortened game state at the same trigger, the non-time-shortened game state may be longer than the time-shortened game state at a different trigger, or the time-shortened game state and the non-time-shortened game state may be the same.

[0239] In the above description, "An operating gate through which the game ball can pass [for example, a normal electric operating gate 228g], A first ball entry means [e.g., starting hole 231 in FIG. 1]; Ordinary electric devices [such as electric chucks], A control means (e.g., a main control unit 300) A gaming machine equipped with The control means is capable of controlling a gaming state, The normal electric device is operable when the game ball passes through the operating gate, The first ball entry means is a means for allowing a ball to enter the ball when the normal electric device is activated (for example, when the shutter member 2311 is advanced). The game states include a non-time-saving game state, a first time-saving game state [for example, the a1 time-saving game state and / or the c time-saving game state], and a second time-saving game state [for example, the a2 time-saving game state] in which a game ball is more likely to enter the first ball entry means than in the first time-saving game state, When the normal electric device is operated based on the game ball passing through the operation gate, the control means determines a first time value [for example, 44 ms in the non-time-reduction game state shown in FIG. 14(b)] as the operation time [for example, the opening time shown in FIG. 11(b)] when the game state when determining the operation time is the non-time-reduction game state, When the normal electric device is operated based on the game ball passing through the operation gate, the control means determines a second time value [for example, 44 ms in the a1 time-shortened game state and the c time-shortened game state as shown in FIG. 14(b)] as the operation time when the game state when determining the operation time is the first time-shortened game state, When the normal electric device is operated based on the game ball passing through the operation gate, the control means determines a third time value [for example, 5800 ms in the a2 time-saving game state shown in FIG. 14(b)] as the operation time when the game state when determining the operation time is the second time-saving game state, the third time value is a longer time value than the first time value, the third time value is a longer time value than the second time value; the first time value and the second time value are the same time value. A gaming machine characterized by the above. He explained:

[0240] In this gaming machine, in the first time-saving gaming state, it is not desired to allow the gaming ball to enter the first ball entry means, and it is necessary to set the normal electric device to an operating mode that makes it as difficult as possible for the ball to enter the first ball entry means, and by setting the operating mode to be the same as that in the non-time-saving gaming state, it is possible to make it as difficult as possible for the ball to enter the first ball entry means, thereby ensuring game playability and preventing cheating (fraudulent play). In addition, the data on the operating time can be made common between the non-time-saving gaming state and the first time-saving gaming state, and the data volume can also be reduced.

[0241] Also, "When the normal electric device is activated based on the game ball passing through the activation gate in the non-time-saving game state, the control means determines a fourth time value [for example, 500 ms in the non-time-saving game state shown in FIG. 14(a)] as the time until the normal electric device starts to operate [for example, the start time shown in FIG. 11(b)], When the normal electric device is activated based on the game ball passing through the activation gate in the first time-saving game state, the control means determines a fifth time value [for example, 500 ms in the a1 time-saving game state shown in FIG. 14(a)] as the time until the normal electric device starts to operate, the fourth time value and the fifth time value are the same time value; A gaming machine characterized by the above. He explained:

[0242] Also, "A second ball entry means [e.g., a starting hole 228] is provided, The control means may start a variable display of a normal symbol when a gaming ball enters the second ball entry means, The normal electric device is operable when a winning symbol is displayed in a stopped state in the variable display of the normal symbol. When the winning symbol is stopped and the normal electric device is activated in the non-time-reduction game state, the control means determines a sixth time value [for example, 24,800 ms shown in FIG. 13(a-1)] as the time until the normal electric device starts to operate [for example, the winning start time shown in FIG. 11(a)], When the winning symbol is stopped and the normal electric device is activated in the first time-saving game state, the control means determines a seventh time value [for example, 20 ms shown in FIG. 13(a-2)] as the time until the normal electric device starts to operate, the seventh time value is a shorter time value than the sixth time value; The normal electric device is operable without executing the variable display of the normal symbol when the game ball passes through the operation gate. A gaming machine characterized by the above. He explained:

[0243] Also, "The second ball entry means is provided in the first game area (e.g., the left-hand hitting area), The operating gate is provided in a second play area (e.g., a right-hand play area), The first game area is a game area in which it is recommended to let the game ball flow down in the non-time-saving game state, The second game area is a game area in which it is recommended to let the game ball flow down in the first time-saving game state [for example, the a1 time-saving game state], The second game area is a game area in which it is recommended to let the game ball flow down in the second time-saving game state [for example, the a2 time-saving game state], The second game area is a game area in which the first ball entry means [e.g., the special figure 1 starting hole 231], the third ball entry means [e.g., the special figure 2 starting hole 232], and a variable ball entry means [e.g., the attacker unit 23] having a specific area [e.g., the specific area 234v] are provided, The control means is capable of starting a big win game when a game ball passes through the specific area during a small win game, The control means may start a variable display of a first special symbol [for example, special symbol 1] when a game ball enters the first ball entry means, The control means may start a variable display of a second special symbol [for example, special symbol 2] when a game ball enters the third ball entry means, After a jackpot based on the variable display of the first special symbol [for example, a jackpot or a jackpot via a small jackpot], the game may enter the second time-saving game state [for example, the a2 time-saving game state (a time-saving game state where it is easy to score: 1G consecutive loop)] or the first time-saving game state [for example, the a1 time-saving game state (a time-saving game state where it is difficult to score)]. In the variable display of the first special pattern, the probability of a small win is higher than a miss [for example, the miss shown in FIG. 9(a) includes 0%], A gaming machine characterized by the above. He explained:

[0244] This gaming machine allows consecutive jackpots (1G consecutive) in a short period of time, and also provides new gameplay by allowing the 1G consecutive jackpots to be looped.

[0245] Figure 15 is a timing chart that explains the timing for determining the opening time of the normal electric feature (electric chute) triggered by the normal electric gate. In this timing chart, time also passes from left to right in the figure.

[0246] At the top of FIG. 15, a timing chart showing the state of the detection signal output from the ball detection sensor provided in the normal power operation gate 228g is shown. Below that, a timing chart showing the state of the detection signal output from the ball detection sensor provided in the special figure 2 start port 232 located immediately below the normal power operation gate 228g is shown. Further below that, a timing chart showing the operation and non-operation of the normal electric role is shown. That is, the operation of the normal electric role corresponds to the state of the open time, and the non-operation of the normal electric role corresponds to the state other than the open time. Below the timing chart of the normal electric role, a timing chart showing the fluctuation and stop of the special figure 2 in the second special figure display device 214 is shown. At the bottom, the game state is shown.

[0247] As described above, when the ball detection sensor detects a game ball passing through the normal power operation gate 228g, an ON level detection signal is output to the main control unit 300, and when the main control unit 300 receives this detection signal, it determines the start time (OP time) according to the current game state in the normal game state update process (step S221) in the main control unit timer interrupt process. That is, it determines the start time (OP time) according to the game state after the game ball passes through the normal power operation gate 228g, more specifically, the game state when the game ball passes through the normal power operation gate 228g. As shown in FIG. 14(a), in this embodiment, the start time (OP time) is 500 ms regardless of the game state.

[0248] Since the special chart 2 start port 232 is located immediately below the normal power operation gate 228g, the game ball that passes through the normal power operation gate 228g immediately enters the special chart 2 start port 232, is detected by the ball detection sensor provided in the special chart 2 start port 232, and the variable display of the special chart 2 begins. In other words, the special chart 2 start port 232 is provided at a position where the game ball can enter before the normal power operation gate 228g passes and the normal power operation device begins to operate. As described above, in the a time-saving game state (a1 time-saving game state or a2 time-saving game state after hitting special charts b and c in the time-saving game state) in which it is difficult to win, the time-saving game state ends when the variable display of the special chart 2 begins, and the game state transitions to a non-time-saving game state. Therefore, as shown in FIG. 15, even if the game state at the start of the start time is a time-saving game state, the game state at the end of the start time may be a non-time-saving game state. Therefore, in this embodiment, the game state when the opening time of the normal electric device is determined is not the game state at the timing referenced when the start time is determined, but the game state after the opening time has elapsed, more specifically, the game state when the normal electric device starts to operate. Therefore, in the case of FIG. 15, the opening time is determined to be 44 ms (see FIG. 14(b)), which is the opening time according to the non-time-saving game state. By doing so, the opening time according to the current situation can be guaranteed, and the winning rate of the first special chart start port 231 can be properly controlled.

[0249] In the above description, "An operating gate through which the game ball can pass [for example, a normal electric operating gate 228g], Ordinary electric devices [such as electric chucks], A control means (e.g., a main control unit 300) A gaming machine equipped with The normal electric device operates for a second period [for example, the opening time shown in FIG. 12] after a first period [for example, the start time (OP time) shown in FIG. 12] has elapsed when a game ball passes through the operating gate, The control means determines the length of the first period by referring to the game state when the game ball passes through the operating gate (for example, the game state after receiving the detection signal output from the ball detection sensor of the normal power operating gate 228g: time-saving game state a) among a plurality of game states (for example, by using a judgment table shown in FIG. 14(a)), The control means determines the length of the second period by referring to the game state when the normal electric device starts to operate (for example, the game state immediately before the operation of the normal electric device: time-saving game state) among the multiple game states (for example, by using a judgment table shown in FIG. 14(b)). A gaming machine characterized by the above. He explained:

[0250] According to this gaming machine, the rate at which the balls enter the normal electric device can be controlled, thereby ensuring the game's playability.

[0251] Also, "The first ball entry means [e.g., starting hole 231 in Special Drawing 1], A third ball entry means [e.g., the starting hole 232 in FIG. 2]; Equipped with The first ball entry means is a means for allowing a ball to be entered when the normal electric device is activated, The control means may start a variable display of a second special symbol [for example, special symbol 2] when a game ball enters the third ball entry means, The multiple types of game states include a non-time-saving game state and a second time-saving game state [for example, a2 time-saving game state], The second time-saving game state is a time-saving game state that may end when the first variable display of a special symbol [e.g., a special symbol] starts after the second time-saving game state is set [e.g., when a jackpot is hit with special symbol D shown in FIG. 9(c)], or when the variable display of a special symbol starts a certain number of times [e.g., five or two times] after the second time-saving game state is set [e.g., when a jackpot is hit with special symbol B or special symbol C shown in FIG. 9(c)]. When the game state when the normal electric device starts to operate is the non-time-saving game state, the control means determines the length of the second period to be shorter than when the game state when the normal electric device starts to operate is the second time-saving game state [for example, FIG. 14(b)], The actuation gate is provided upstream of the third ball entry means (e.g., immediately above the third ball entry means). A gaming machine characterized by the above. He also explained:

[0252] With this gaming machine, even in the same second time-saving game state, by changing the ending conditions, it is possible to create a state in which the ball can be scored into the first ball scoring means, and a state in which the second time-saving game state ends without the ball being scored into the first ball scoring means, thereby controlling the rate of balls scoring into the first ball scoring means.

[0253] In addition, the third ball entry means may be provided at a position where the game ball can enter the game after it has passed through the operating gate and before the normal electric device has finished operating.

[0254] Fig. 16 is a timing chart for explaining a scheme for securing the fixed stop time of the normal symbol shown in Fig. 12(d). In this timing chart, time also passes from left to right in the figure.

[0255] FIG. 16(a) is a diagram explaining the problem in a pachinko machine that does not have the above-mentioned device, and FIG. 16(b) below it is a diagram explaining how the above-mentioned problem is solved by the above-mentioned device. At the top of both figures, a timing chart showing the fluctuation and stop of the normal pattern in the normal pattern display device 210 is shown, and below that, a timing chart showing the state of the detection signal output from the ball detection sensor provided in the normal electric operation gate 228g is shown. Furthermore, at the bottom of both figures, a timing chart showing the operation and stop of the normal electric role (electric chute) is shown. In other words, the operation of the normal electric role corresponds to the state during the opening time, and the stop of the normal electric role corresponds to the state other than the opening time.

[0256] The normal map display device 210 is capable of starting the display of the pattern variation of the normal map when the normal electric role (electric chute) finishes its operation. As described later, if a game ball passes through the normal electric operation gate 228g during the display of the pattern variation of the normal map, the display of the pattern variation of the normal map is interrupted, but if a game ball passes through the normal electric operation gate 228g during the fixed stop of the normal map, the fixed stop is continued. However, if a normal map is reserved, as shown in FIG. 16(a), the fixed stop of the normal map ends and the display of the pattern variation of the normal map starts when the opening time of the normal electric role has elapsed, even before the fixed stop time (500 ms) has elapsed. For this reason, there are cases where the player is distracted by the operation of the normal electric role (electric chute) and misses the fixed display of the normal map, which is a problem. Or, conversely, there are cases where the player is distracted by the fixed display of the normal map and misses the operation of the normal electric role, which is also a problem.

[0257] Therefore, in the pachinko machine 100 of this embodiment, the time length from when the detection signal is output from the ball detection sensor provided in the normal power operation gate 228g until the opening time of the normal power electric device ends, that is, the time length L from when the player passes through the normal power operation gate 228g until the operation of the normal power electric device ends, is set to a time length longer than the fixed stop time of the normal power (500 ms). This time length L is the total time length of the start time (500 ms) of the normal power operation gate triggered normal electric device + the shortest opening time (44 ms) of the normal power operation gate triggered normal electric device. By doing so, the timing when the operation of the normal electric device ends is the timing after the fixed stop of the normal power map ends, so that the player is less likely to miss the fixed display of the normal power map or the operation of the normal electric device. Furthermore, if the time length from when a detection signal is output from the ball detection sensor provided in the normal power operation gate 228g to when the opening time of the normal map electric device begins, that is, the time length OP from when the game ball passes through the normal power operation gate 228g to when the operation of the normal map electric device begins, is set to be longer than the normal map confirmation stop time, there will be no overlap between the period when the normal map confirmation display is performed and the period when the normal electric device is in operation, and the two can be clearly seen separately.

[0258] In the above explanation, the fixed stop time of the normal map is < the start time + opening time of the normal electric feature triggered by the normal gate operation, but it may be the fixed stop time of the normal map ≦ the start time + opening time of the normal electric feature triggered by the normal gate operation, or the fixed stop time of the normal map ≦ the start time + opening time + closing time of the normal electric feature triggered by the normal gate operation, or the fixed stop time of the normal map ≦ the start time of the normal electric feature triggered by the normal gate operation, or the fixed stop time of the normal map ≦ the opening time. Or it may be the fixed stop time of the normal map ≦ the closing time.

[0259] In the above description, "An operating gate through which the game ball can pass [for example, a normal electric operating gate 228g], Ordinary electric devices [such as electric chucks], A second ball entry means (e.g., a normal ball entry hole 228); A control means (e.g., a main control unit 300) A gaming machine equipped with The control means may start a variable display of a normal symbol when a gaming ball enters the second ball entry means, The normal electric device is operable when the game ball passes through the operating gate, The variable display of the normal symbol is a variable display that can be started when the operation of the normal electric role is completed, The normal electric device has a time length from when the game ball passes through the operating gate to when it ends its operation [for example, the time length from when a detection signal is output from the ball detection sensor provided in the normal electric operating gate 228g to when the opening time of the normal electric device ends] (hereinafter referred to as the "first time length") that is longer than the time length from when the variable display of the normal pattern ends to when the stop display is performed [for example, the fixed stop time of the normal pattern (500 ms)] (hereinafter referred to as the "second time length"). A gaming machine characterized by the above. He explained:

[0260] According to this gaming machine, by making the first time length longer than the second time length, it is possible to confirm both the operation of the normal electric role and the stop display of the normal symbol. If the first time length is shorter than the second time length, there is a risk that the player will be distracted by the operation of the normal electric role and miss the stop display of the normal symbol, or conversely, there is a risk that the player will be distracted by the stop display of the normal symbol and miss the operation of the normal electric role.

[0261] Also, "The control means is capable of controlling a gaming state, The gaming state includes a non-time-saving gaming state and a time-saving gaming state, The normal electric device has a first time length [for example, start time (500 ms) + opening time] longer than the second time length [for example, the fixed stop time of the normal figure (500 ms)] whether in the non-time-saving game state or the time-saving game state [for example, the start time = the fixed stop time of the normal figure regardless of the game state, so it is always longer by the opening time], A gaming machine characterized by the above. He also explained:

[0262] Also, "The normal electric device does not start operating even if the game ball passes through the operating gate while the variable display of the normal symbol is finished and the stop display of the winning symbol is being performed [for example, while the winning symbol is being confirmed and stopped] [for example, the normal symbol winning is invalid when the normal symbol is confirmed and stopped as shown in Figure 14 (c)]. The normal electric device starts to operate when the game ball passes through the operation gate while the variable display of the normal symbol is finished and the stop display of the losing symbol is being performed [for example, during the confirmation stop of the losing symbol] [for example, the normal symbol miss is valid when the normal symbol is confirmed as shown in FIG. 14(c)], A gaming machine characterized by the above. He also explained:

[0263] Also, as shown in FIG. 14(b), the closing time of the shutter member 2311 of the normal symbol electric device at the normal symbol operation gate trigger is 56 ms, which is the same in all game states as the closing time at the normal symbol trigger. In other words, the closing time is the same in the non-time-saving game state, the a1 time-saving game state, and the c time-saving game state. In this way, since the closing time is not a time that changes depending on the game state, the closing time may also be determined when the opening time is determined. However, the main control unit 300 may determine the closing time in the normal symbol state update process (step S221) in the main control unit timer interrupt process when the opening time has elapsed.

[0264] In the operation of the normal electric device (electric chute) triggered by the normal electric gate in Figure 11 (b), unlike the operation of the normal electric device triggered by the normal pattern, no winning end time is set, but a winning end time of 500 ms that is common to all game states may be set.

[0265] In addition, when it comes to the operating time of a normal electric role-playing device (electric chute), it may be the opening time only, or it may be the opening time plus both the OP time and the closing time, such as the winning start time or starting time, or it may be the time plus only one of the two times. Or it may be the OP time + opening time + closing time + winning end time, or it may be the opening time + closing time + winning end time. In other words, it is sufficient as long as it includes at least the opening time.

[0266] Next, with reference to FIG. 14(c), the handling of the gaming ball when it passes through the normal power operation gate 228g will be described.

[0267] FIG. 14(c) is a diagram showing how the gaming ball is handled when it passes through the normal power operation gate 228g.

[0268] The processing states of the normal power operation gate 228g include the standby state of the normal power operation gate 228g (the state before passing through the normal power operation gate 228g), normal power OP (the open time state in Figure 11(b)), the normal power electric device in operation (the open time state in Figure 11(b)), and the end of operation of the normal power electric device (the closed time state in Figure 11(b)).

[0269] In addition, in the explanation here, the relationship with the normal pattern processing state based on winning the normal pattern start port 228 will be explained. The normal pattern processing state includes a normal pattern waiting state (the state before winning the normal pattern start port 228), a normal pattern changing state (the changing time state in FIG. 11(a)), a normal pattern fixed stop state (the fixed stop time state in FIG. 11(a)), a normal power OP (the winning start time state in FIG. 11(a)), a normal pattern electric device in operation (the opening time state in FIG. 11(a)), a normal pattern electric device operation end (the closing time state in FIG. 11(a)), and a normal power ED (the winning end time state in FIG. 11(a)). In addition, in FIG. 14(a), the lottery results of the normal pattern executed by entering the normal pattern start port 228 are summarized in a winning case and a losing case.

[0270] When the normal power operation gate 228g is in a standby state and a game ball passes through the normal power operation gate 228g in a normal pattern standby state or a normal pattern changing state, the passage is treated as valid.

[0271] When the normal power operation gate 228g is in a standby state and a game ball passes through the normal power operation gate 228g in a state where a winning normal pattern is displayed, the passing is treated as invalid. In other words, the winning of the normal lottery is prioritized. On the other hand, when a game ball passes through the normal power operation gate 228g in a state where a losing normal pattern is displayed, the passing is treated as valid.

[0272] In the normal electric OP, normal electric device in operation, normal electric device operation end, and normal ED, the normal pattern is a winning symbol, so the ball that passed through the normal electric operation gate 228g is treated as invalid. In other words, the operation of the electric chute due to a winning normal lottery currently being held takes priority. Note that there are no cases of losing in the normal electric OP, normal electric device in operation, normal electric device operation end, and normal ED, so they are marked with a diagonal line.

[0273] In addition, when the processing state of the normal power operation gate 228g is normal power OP, normal electric role in operation, or normal electric role operation finished, regardless of the processing state of the normal pattern, the passage of the game ball that passed through the normal power operation gate 228g is treated as invalid. In other words, when the electric chute is in operation based on the passage of the normal power operation gate 228g, the next passage of the normal power operation gate 228g is treated as invalid.

[0274] Next, with reference to Figure 14(d), we will explain how to handle Special Drawings 1 and 2 when Special Drawings 1 and 2 are changing simultaneously.

[0275] Figure 14(d) is a diagram showing the handling of special drawings 1 and 2 when special drawings 1 and 2 are changing simultaneously.

[0276] The diagonal lines in Figure 14(d) represent combinations that are impossible in the first place. As mentioned above, there are no misses on Special Chart 1. Also, if Special Chart 2 enters Special Chart 1 during a jackpot fluctuation, the jackpot will not be selected on Special Chart 1 and it will be a miss, and if Special Chart 1 enters Special Chart 2 during a jackpot fluctuation, the jackpot will not be selected on Special Chart 2 and it will be a miss. Therefore, it is impossible for Special Chart 1 and Special Chart 2 to be jackpots at the same time. Also, the horizontal bar display indicates that special control is not being executed.

[0277] As shown in FIG. 14(d), if the special chart 1 is stopped with a big win or a small win while both the special chart 1 and the special chart 2 are being displayed, the display result of the special chart 2 during the display is discarded and the special chart 2 is stopped with a losing pattern. Also, for example, if the special chart 1 wins during the big win of the special chart 2, the big win is not selected on the special chart 1 and it becomes a loss, so the losing pattern is stopped and displayed on the special chart 1, and the display of the special chart 2 of the big win is performed as usual. As will be described later, when the big win pattern is stopped and displayed on the special chart 2, the display of the losing special chart 1 is interrupted. Then, after the big win game ends, the display of the losing special chart 1 is resumed, and the display of the special chart 2 may start with the display of the losing special chart 1 resumed. In this case, when the losing pattern is stopped and displayed on the special chart 1, the display of the special chart 2 is performed as usual.

[0278] On the other hand, if special chart 2 stops displaying due to a big hit or small hit while both special chart 1 and special chart 2 are displayed, special chart 1 is interrupted during the variable display, and the variable display is resumed when the big hit game or small hit game ends. Note that the time-saving pattern selected only for special chart 2 in the c time-saving game state is not interrupted.

[0279] Next, with reference to Figure 14 (e), we will explain how to handle the case where a gaming ball passes through the normal power operation gate 228g while the normal map is being displayed in a changing state.

[0280] FIG. 14(e) is a diagram showing how to handle the case where a game ball passes through the normal power operation gate 228g while the normal map is being displayed in a changing state.

[0281] As shown in Figure 14 (e), if a game ball enters the normal map start port 228 and passes through the normal power operating gate 228g while the normal map is being displayed, the normal map being displayed is interrupted regardless of the display result, and the display of the normal map changes when the opening and closing operation of the electric chute shutter member 2311 based on the passing of the game ball through the normal power operating gate 228g is completed, and the display of the normal map changes resumes.

[0282] Next, the processing of the first sub-control unit 400 will be described. Fig. 17(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. First, in step S301 of Fig. 17(a), various initial settings are performed. When the power is turned on, the initialization processing is first performed in step S301. In this initialization processing, the initial settings of the input / output ports, the initialization processing of the memory area in the RAM 408, etc. are performed.

[0283] In step S303, which is the next step after step S301, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S305. In step S305, 0 is substituted for the timer variable.

[0284] In step S307, which follows step S305, command processing is performed. The CPU 404 of the first sub-control unit 400 determines whether or not a command has been received from the main control unit 300.

[0285] In step S309, which follows step S307, a performance control process is performed. For example, if there is a new command in step S307, the performance data corresponding to this command is read from ROM 406, and if the performance data needs to be updated, the performance data is updated.

[0286] In step S311, which is the next step after step S309, a chance button control process is performed. In the chance button control process, the operation of the effect button 136 or the operation key unit 190 is detected, and the effect data updated in step S309 is changed to effect data corresponding to the operation of the effect button 136 or the operation key unit 190 according to the detection result.

[0287] In step S313, which follows step S311, a sound control process is performed. In the sound control process, if there is a command to the sound source IC 416 in the performance data read out in step S309, this command is output to the sound source IC 416.

[0288] In step S315, which is the next step after step S313, a lamp control process is performed. In the lamp control process, if there is a command for the various lamps 442, 452 in the performance data read in step S309, this command is output to the game board lamp drive circuit 440 and the game frame lamp drive circuit 450.

[0289] In step S317, which is the next step after step S315, a movable body control process is performed. For example, if the performance data read out in step S309 includes a command for the first performance movable unit 7 at the top shown in FIG. 3 or the second performance movable unit 8 hidden at the rear side, this command is output to the drive circuit 422.

[0290] In step S319, which is the next step after step S317, information transmission processing is performed. In the information transmission processing, if the performance data read in step S309 contains a control command to be transmitted to the second sub-control unit 500, settings are made to output this control command. Then, the process returns to step S303.

[0291] Figure 17(b) is a flowchart of the first sub-control unit command reception interrupt processing (strobe interrupt processing) executed by the CPU 404 of the first sub-control unit 400. This command reception interrupt processing is executed when the first sub-control unit 400 detects a strobe signal from the main control unit 300. In step S331 of the command reception interrupt processing, the command received from the main control unit 300 is stored as an unprocessed command in a command memory area provided in the RAM 408.

[0292] Figure 17(c) is a flowchart of the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and executes the timer interrupt processing at the predetermined period in response to this timer interrupt. In step S341 of the first sub-control unit timer interrupt processing, 1 is added to the value of the timer variable storage area of ​​RAM 408 described in step S303 of the first sub-control unit main processing, and the value is stored in the original timer variable storage area. Therefore, in step S303, the timer variable value is determined to be 10 or greater every 20 ms (2 ms x 10).

[0293] In step S343, the next step after step S341, the control command set in the information transmission process (step S319) of the first sub-control unit main processing is transmitted to the second sub-control unit 500, and other processes such as updating random number values ​​for performance are performed.

[0294] Next, the processing of the second sub-control unit 500 will be described. Fig. 18(a) is a flowchart of the main processing executed by a CPU (not shown) of the second sub-control unit 500. First, in step S401 of Fig. 18(a), various initial settings are performed. When the power is turned on, the initialization processing is first performed in step S401. In this initialization processing, the initial settings of the input / output ports and the initialization processing of the memory area in the RAM (not shown) are performed.

[0295] In step S403, which is the next step after step S401, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S405. In step S405, 0 is substituted for the timer variable.

[0296] In step S407, which follows step S405, command processing is performed. The CPU of the second sub-control unit 500 determines whether or not a command has been received from the first sub-control unit 400.

[0297] In step S409, which is the next step after step S407, a performance control process is performed. For example, if there is a new command in step S407, the performance data corresponding to this command (performance data by the decorative pattern display device 208) is read from a ROM (not shown), and if the performance data needs to be updated, the performance data is updated.

[0298] In step S411, which is the next step after step S409, image control processing is performed. In the image control processing, if the performance data read in step S409 includes a command to the VDP 516, this command is output to the VDP 516 (details will be described later). Then, the process returns to step S403.

[0299] Figure 18(b) is a flowchart of the command reception interrupt processing executed by the CPU of the second sub-control unit 500. This command reception interrupt processing is processing executed when the second sub-control unit 500 detects a strobe signal from the first sub-control unit 400. In step S431 of the command reception interrupt processing, the command received from the first sub-control unit 400 is stored as an unprocessed command in a command memory area provided in the RAM.

[0300] FIG. 18(c) is a flowchart of the timer interrupt processing executed by the CPU of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and executes the timer interrupt processing at the predetermined period in response to this timer interrupt. In step S441 of the timer interrupt processing, 1 is added to the value of the timer variable storage area of ​​the RAM described in step S403 of the second sub-control unit main processing, and the result is stored in the original timer variable storage area. Therefore, in step S403, the value of the timer variable is determined to be 10 or more every 20 ms (2 ms x 10). In the next step S443 after step S441, other processing such as updating the random number value for performance is performed.

[0301] FIG. 18(d) is a flowchart of the image control process in step S411 of the second sub-controller main process. In step S451, an instruction is given to transfer image data (movie data and texture data, which will be described later). Here, the CPU 504 first swaps the designation of the drawing area of ​​the frame buffer 1 and frame buffer 2 of the VRAM 518. As a result, one frame of image stored in the frame buffer not designated as the drawing area is displayed on the decorative pattern display device 208. Next, the CPU 504 sets the ROM coordinates (the transfer source address of the ROM 506), the VRAM coordinates (the transfer destination address of the VRAM 518), and the like in the attribute register of the VDP 516 based on the position information table, and then sets a command to instruct the start of transfer of image data from the ROM 506 to the VRAM 518. The VDP 516 transfers the image data from the ROM 506 to the VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.

[0302] In step S453, the next step after step S451, it is determined whether or not a transfer end interrupt signal has been input from VDP 516. If a transfer end interrupt signal has been input (step S453: Yes), the process proceeds to step S455; if not (step S453: No), the process waits for the transfer end interrupt signal to be input.

[0303] In step S455, parameters are set based on the rendering scenario configuration table and attribute data, etc. Here, CPU 504 instructs VDP 516 on information about image data constituting the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement coordinates), etc.) in order to form a display image in frame buffer 1 or 2 of VRAM 518 based on the image data transferred to VRAM 518 in step S451. VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.

[0304] In step S457, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.

[0305] In step S459, the next step after step S457, it is determined whether or not a generation end interrupt signal has been input from VDP 516 based on the end of image drawing.If a generation end interrupt signal has been input (step S459: Yes), proceed to step S461; if not (step S459: No), wait for the generation end interrupt signal to be input.

[0306] In step S461, a scene display counter, which is set in a predetermined area of ​​the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.

[0307] Next, the flow of the game according to this embodiment will be described with reference to Fig. 19. Note that, here, the flow of the normal game is described, and irregular flows may not be described.

[0308] The first game state is (1) the normal game state, i.e., the non-time-saving state. In this game state, left-handed play is recommended, and the gameplay is centered on the display of the normal map by the entry of the game ball into the normal map start hole 228.

[0309] Then, when the result of the normal map change display shows a win (normal map A), (A) (2) a normal map win game is executed, and the shutter member 2311 of the special map 1 starting port 231 advances for a predetermined time as described above.

[0310] In a normal winning game, when a game ball enters the special winning starting hole 231 (B), the variable display of the special winning hole 1 starts, and a winning or small winning pattern is displayed. Here, when a small winning pattern is displayed, the first variable winning hole 234 opens, and the game ball can enter, and when the game ball that entered the first variable winning hole 234 passes through the specific area 234v (3), a winning is obtained, and the winning game starts. On the other hand, when a winning pattern is displayed, a winning is obtained without the first variable winning hole 234 being opened, and the winning game starts.

[0311] When the first big win game ends, the game moves to one of two routes depending on the pattern on the special chart 1. Specifically, if "special chart d" is displayed on the special chart 1 and a small win occurs, and if the small win leads to a big win, the game will not move to the time-saving game state (C) after the big win game related to the big win ends, but will move to the normal game state (1). If the big win occurs due to other patterns, the game will move to the a2 time-saving game state (4) above, which makes it easier to win the special chart 1 starting hole 231, after the big win game related to the big win ends, and the game ball immediately passes through the normal power operation gate 228g, making it possible to win the special chart 1 starting hole 231 without going through a pattern change. In the a2 time-saving game state, the change time of the special chart 1 is the shortest change time among the multiple types of change times (i.e., a change time shorter than that of the special chart 2 (for example, 0.2 seconds)), so the change display result of the special chart 1 is displayed in priority to the special chart 2 (E), and (5) a big win or a small win occurs in a short time. As a result, two big win games may be played seamlessly. In the a2 time-saving game state, there may be multiple change times of the special chart 1, or there may be only one, but in either case, it is sufficient that the change time is shorter than any of the change times of the multiple special charts 2. Also, it is sufficient that the change time is shorter than any of the change times of the multiple normal charts. Also, if there are multiple change times of the special chart 1, the average of the change times of the multiple special charts 1 may be shorter than the average of the change times of the multiple special charts 2 (normal charts).

[0312] When the second or subsequent jackpot play ends, the game moves to one of two routes depending on the pattern on the special chart 1. In this case, the special chart judgment table for jackpot / sudden time-saving win in the a time-saving play state or the special chart judgment table for small win in the a time-saving play state shown in Figures 9(c) and 10(b) is referenced. Specifically, if "Special Chart A" is displayed on the special chart 1 and a jackpot is reached, or "Special Chart a" is displayed and a small win is reached, and the jackpot is reached via the small win, when the jackpot play ends (F), (6) the game moves to the a2 time-saving play state, and continues until the pattern change display on the special chart 1 starts five times or the pattern change display on the special chart 2 starts twice. In this case, the game enters a time-saving game state in which it is easy for the game ball to land on Special Chart 1, so the result of the variable display of Special Chart 1 is displayed in priority to Special Chart 2 (G), and (5) a big win or small win occurs again in a short period of time (1G consecutive).

[0313] On the other hand, if "Special Chart b" or "Special Chart c" is displayed on the special chart 1 and a small win occurs, and then a big win occurs via the small win, when the big win game ends (H), (7) the state transitions to the a2 time-saving game state, and continues until the pattern change display of the special chart 1 starts once or the pattern change display of the special chart 2 starts once. In most cases, since the special chart 2 is reserved during the big win, when the first pattern change display of the special chart 2 starts, the a2 time-saving game state ends (I) and the state transitions to the normal game state (8). However, since the pattern change display of the special chart 2 being executed is drawn in the a time-saving game state, in most cases, the time-saving pattern will be selected, as shown in Figure 9(a). Therefore, when the pattern change display of the special chart 2 results in the time-saving pattern (special chart E) being displayed (J), the state transitions to the RUSH state, which is the time-saving game state (9)c. In addition, if "Special Chart d" is displayed on Special Chart 1, which results in a small win, and then a big win via the small win, when the big win game ends (H), (7) the state transitions to the a1 time-saving game state, which continues until the pattern change display of Special Chart 1 starts once or the pattern change display of Special Chart 2 starts once. In other words, the same operation as the a2 time-saving game state that is transitioned to after the end of the big win game transitioned to due to the display of "Special Chart b" or "Special Chart c" is performed.

[0314] In the c time-saving game state (RUSH state), the gameplay is centered on the display of the pattern change of the special chart 2. The c time-saving game state continues until the display of the pattern change of the special chart 1 starts once or the display of the pattern change of the special chart 2 starts 144 times. Therefore, in the c time-saving game state, the special chart judgment table for the big win / sudden time-saving winning in the c time-saving game state shown in FIG. 9(d) and FIG. 10(c) or the special chart judgment table for the small win in the c time-saving game state is referenced until the display of the pattern change of the special chart 2 starts 144 times. Specifically, when "Special chart B" or "Special chart C" is displayed on the special chart 2 and a big win is obtained (N), a 10R big win game is executed (3), and when the big win game ends (D), (4) the state transitions to the a2 time-saving game state, and continues until the display of the pattern change of the special chart 1 starts five times or the display of the pattern change of the special chart 2 starts twice.

[0315] On the other hand, if "Special D" is displayed on the special chart 2 and a jackpot is reached, or if "Special e", "Special f", or "Special g" is displayed and a small jackpot is reached, and a 10R or 2R jackpot is reached via the small jackpot (K), (10) when the jackpot game ends (L), (7) the a1 time-saving game state is entered, which continues until the pattern change display of the special chart 1 starts once or the pattern change display of the special chart 2 starts once (I), and then (8) the normal game state is entered. As mentioned above, in this normal game state, the pattern change display of the special chart 2, which is the trigger for the end of the a1 time-saving game state, is usually executed, and the special chart E is selected as a result of the jackpot lottery for the special chart 2 (except when a jackpot is reached), so the game immediately enters the c time-saving game state (J). In addition, when the 144th pattern change display by the special chart 2 ends during the c time-saving game state, the c time-saving game state ends (M) and transitions to the normal game state (1).

[0316] In the flow of play according to this embodiment described above, in the normal play state, the play is centered on the variable display of the normal symbol, in the c time-saving play state (RUSH state), the play is centered on the variable display of the special 2, and when the normal symbol is hit in the normal play state or when the time-saving number of times (special symbol 1) is set to 5 times in the a2 time-saving play state, the play is centered on the variable display of the special symbol 1 when the normal symbol is hit in the normal play state or when the normal power operating gate 228g is passed (1G consecutive), that is, when the shutter member 2311 is opened in a manner that allows a prize to be won in the special symbol 1 starting port 231.

[0317] Next, a specific example of the effects executed in the pachinko machine 100 according to this embodiment will be described.

[0318] FIG. 20 is a diagram showing, in stages, an example of a presentation centered on the decorative symbol display device 208 of the pachinko machine of this embodiment.

[0319] Figure 20 shows a decorative pattern display device 208, a normal pattern display device 210, a first special pattern display device 212, a second special pattern display device 214, a normal pattern hold lamp 216, and a special pattern 2 hold lamp 220.

[0320] The decorative pattern display device 208 shown in FIG. 20(a) displays a combination of decorative patterns of "Decoration 4-Decoration 1-Decoration 7" in a stopped state. Note that the background here is not displayed, but a default background image, which will be described later, is displayed. In the following description, when the background is not displayed, the default background image is displayed unless otherwise specified. Note that various background images different from the default background image (for example, a background image according to the mode, etc.) may be displayed.

[0321] The decorative pattern display device 208 has a fourth pattern display area 284 in the upper right corner. The fourth pattern display area 284 is an area for notifying whether the pattern is changing (or the pattern is stopped), and from the top, it is a pattern changing notification area for the normal pattern, a pattern changing notification area for the special pattern 1, and a pattern changing notification area for the special pattern 2. When the pattern of the normal pattern is stopped, a circle mark or a cross mark is displayed lit, but when the pattern of the normal pattern is changing, a "-" mark is displayed flashing. When the pattern of the special pattern 1 is stopped, a circle mark or a cross mark is displayed lit, but when the pattern of the special pattern 1 is changing, a "-" mark is displayed flashing. When the pattern of the special pattern 2 is stopped, a circle mark, a cross mark, or a triangle mark is displayed lit, but when the pattern of the special pattern 2 is changing, a "-" mark is displayed flashing. In this way, the fourth symbol not only has a different display position, but also a different display mode (here, shape), so that the player can distinguish it at a glance. Note that a pre-reading notice may be performed by changing the display mode, lighting mode, or blinking mode of the fourth symbol.

[0322] In addition, the decorative pattern display device 208 has a variable icon display area 280 at the bottom center of the performance display area 208d.

[0323] Furthermore, the control state (game state) shown in Fig. 20 is a non-time-saving game state. In the decorative pattern display device 208 in this non-time-saving game state, a reserved icon display area 281 for normal symbols is provided to the left of the variable icon display area 280. In addition, in the decorative pattern display device 208 in the non-time-saving game state, the reserved icon display area for special symbols 1 and 2 is omitted, but the reserved icon display area for special symbols 1 and 2 may be provided.

[0324] In the reserved icon display area 281 of the normal map, reserved icons representing reserved normal maps are displayed. The number of reserved normal maps is represented by the number of reserved normal map icons in addition to the number of lit normal map reserved lamps 216, and the number of reserved special map 2 is represented by the number of lit special map 2 reserved lamps 220. It may also be represented by the number of reserved special map 2 icons. That is, the reserved icons correspond to the start information stored in the RAM 308 of the main control unit 300. Hereinafter, the reserved icon corresponding to the oldest start information (oldest winning) may be referred to as the first reserved icon, and the reserved icon corresponding to the second oldest start information may be referred to as the second reserved icon... In the reserved icon display area 281 of the normal map, the reserved icons are displayed side by side, and the reserved icon on the right side is the reserved icon with the oldest winning. In this embodiment, since the special map 1 is not reserved, the reserved icon is not displayed, but it may be displayed.

[0325] In FIG. 20(a), two reserved icons h11 and h12 of the ordinary map are displayed in the reserved icon display area 281 of the ordinary map, and both of these reserved icons h11 and h12 of the ordinary map are displayed in the default display mode (circular, patternless, and white display mode). In other words, the default reserved icon of the ordinary map is a round reserved icon. In addition, in FIG. 20(a), in order to make it easier to understand that four reserved icons are displayed in the reserved icon display area 281 of the ordinary map, the reserved icons that are not actually displayed are also shown with dotted lines.

[0326] On the other hand, no reserved icons are displayed in the reserved icon display area of ​​the special chart 2. This is because, as described above, the control state (game state) shown in FIG. 20 is a non-time-saving game state, and therefore, winning the special chart 2 starting hole 232 is not recommended.

[0327] In the pachinko machine 100 of this embodiment, the reserved icon display area that is more likely to win is displayed for the normal figure and the special figure 2 according to the control state (game state). That is, when the control state is a non-time-saving game state, the reserved icon display area 281 for the normal figure is displayed in the performance display area 208d as shown in FIG. 20(a), and when the control state is a time-saving game state, the reserved icon display area 282 for the special figure 2 may be displayed on the contrary.

[0328] Although not shown here, the default display mode of the hold icon in the regular drawing and the default display mode of the hold icon in the special drawing 2 may be the same or may be different display modes.

[0329] In this embodiment, the display of the pattern change of the normal or special pattern begins in the following order: change starts on the special pattern display device or normal pattern display device → the fourth pattern starts flashing or goes out → the animation of the pending icon starts moving or is erased → the decorative pattern starts changing, but this order may be reversed.

[0330] In Figure 20 (b), the display of the regular pattern starts to change, the pattern change starts on the regular pattern display device 210, and the fourth pattern goes off, but no change has yet occurred in the reserved icon or decorative pattern.

[0331] In FIG. 20(c), the animation of the movement of the reserved icons h11 and h12 of the normal map has started. In this animation, the reserved icon (reserved icon targeted for this pattern change) that was in the display position of the first reserved icon h11 starts moving toward the variable icon display area 280, and the reserved icon that was in the display position of the second reserved icon h12 starts moving toward the display position of the first reserved icon h11 of the normal map. At this stage, the display of the decorative pattern change has not started.

[0332] In FIG. 20(d), the moving animation continues, and in FIG. 20(e), the reserved icon that was the first reserved icon h11 before the change started reaches the changing icon display area 280 and is displayed as the changing icon h0, and the reserved icon that was the second reserved icon h12 before the change started reaches the display position of the first reserved icon h11 and is displayed as the first reserved icon h11, but even at this stage, the display of the decorative pattern change has not yet started. Note that, at the time when the pattern change in the general display device 210 starts, the reserved icon that was the first reserved icon h11 may be seen as the changing icon h0, and the reserved icon that was the second reserved icon h12 may be seen as the first reserved icon h11.

[0333] Then, the display of the decorative patterns begins to change as shown in FIG. 20(f).

[0334] In the decorative pattern display device 208 where the display of the change of the decorative pattern has started, as shown in FIG. 20(g), an operation promotion notification image 136P is displayed to encourage the player to press the effect button 136 within the valid period. In this operation promotion notification image 136P, an image 136P1 of the effect button 136 and a remaining time display bar 136P2 showing the remaining time of the valid period are displayed to the right of the main character image. Although the display of the change of the decorative pattern is hidden by the operation promotion notification image 136P, the player can recognize that the special pattern is changing by the fourth pattern 284, etc. In addition, the display position of the decorative pattern may be moved to a position that does not overlap with the operation promotion notification image 136P so that the decorative pattern is not hidden.

[0335] In the remaining time display bar 136P2 shown in Fig. 20(h), the valid period is decreasing, and in Fig. 20(i), the player is pressing the effect button 136. When the effect button 136 is pressed within the valid period, a reach state entry notice image 2071 is displayed on the decorative pattern display device 208 instead of the operation prompt notification image 136P, as shown in Fig. 20(j). In the reach state entry notice image 2071, the words "It's your chance!!" are displayed to the right of the main character's character image.

[0336] In Fig. 20(k), the reach state entry notice image 2071 disappears, the variable display of the decorative symbols becomes visible, and then the reach state is entered as shown in Fig. 20(l). Note that even if the reach state entry notice image 207 is displayed, there are cases where the reach state is not entered, but it may be set to always be entered.

[0337] As described above, the appearance of the operation prompting notification image 136P corresponds to a performance that serves as a notice regarding the currently ongoing variable symbol display.

[0338] In FIG. 20(m), the background image is switched from the default background image to non-display, and the variable icon display area 280 and the reserved icon display area 281 of the normal image are disappeared. The fourth pattern display area 284 is displayed. Also, the variable display of the decorative pattern that was previously performed in the left pattern display area 208a, the middle pattern display area 208b, and the right pattern display area 208c respectively is moved to the lower right corner and displayed in a reduced size, and in FIG. 20(n), it has developed into a special reach (swordsman reach). The decorative pattern display device 208 shown in FIG. 20(n) displays a large image of the enemy swordsman, and the decorative pattern display device 208 shown in the following FIG. 20(o) displays an animation of a duel scene between the hero and the enemy swordsman.

[0339] It should be noted that the reach state entry notice image 2071 does not only indicate an entry into a reach state, but may also indicate development into an SP reach.

[0340] FIG. 21 is a diagram showing a continuation of the example of the rendering shown in FIG. 20 in stages.

[0341] In FIG. 21(p), which follows FIG. 20(o), the animation of the duel scene continues, and this animation continues until FIG. 21(s). In FIG. 21(s), the lord, the protagonist, defeats the enemy swordsman, and in FIG. 21(t), everything except the fourth symbol display area 284 is temporarily hidden. Instead of hiding, a different background image may be displayed. Alternatively, in this scene, a setting suggestion may be displayed. Eventually, as shown in FIG. 21(u), the swing fluctuation of the combination of the decorative symbols of "Decoration 7-Decoration 7-Decoration 7" is displayed. The background here may be hidden, or may be a different background image from the previous one. Also, the display of the variable icon display area 280 and the reserved icon display area 281 of the normal symbol remains off, and only the fourth symbol display area 284 is displayed.

[0342] In the decorative pattern display device 208 shown in FIG. 21(v), the combination of decorative patterns of the jackpot "decoration 7-decoration 7-decoration 7" is displayed in a stopped state. Also, the fourth pattern (circular pattern) of the normal pattern shown in FIG. 21(v) is lit. In this FIG. 21(v), the background is hidden, but in reality, a background image different from the default is displayed. Eventually, in FIG. 21(w), the word "jackpot" is displayed together with a background image (omitted here) celebrating the jackpot as a jackpot game start performance. In addition, in the jackpot game start performance shown in FIG. 21(w), a display including a setting suggestion may be displayed. In this case, a display including a setting suggestion may be displayed only when a jackpot that satisfies some condition (for example, only when the first jackpot after power-on occurs, only when 5 or more consecutive jackpots occur, only when the jackpot with the largest number of balls out of multiple jackpots with different balls out (for example, 10R jackpot, etc.) is generated).

[0343] FIG. 22 is a diagram showing, in stages, an example of a presentation in another case following FIG. 21(q).

[0344] In FIG. 22(a), the animation of the duel scene that started in FIG. 20(o) continues, and this animation continues until FIG. 22(b). In FIG. 22(b), the lord, the protagonist, is defeated by the enemy swordsman, and in FIG. 22(c), as in FIG. 21(t), everything except the fourth symbol display area 284 is hidden. In this scene, a setting suggestion may be displayed. In this way, for example, while the player is disappointed because the SP reach has failed, it may be possible to make the player feel a sense of expectation regarding the setting. Eventually, in FIG. 22(d), the fluctuation of the combination of the decorative symbols of "decoration 7-decoration 6-decoration 7" begins. Here, the display of the variable icon display area 280 and the reserved icon display area 281 of the normal symbol is restored, and the variable icon h0 and the first reserved icon h11 of the normal symbol are displayed.

[0345] In the decorative pattern display device 208 shown in FIG. 22(e), the fourth pattern (circular pattern) of the regular pattern is lit, and the combination of "Decoration 7-Decoration 6-Decoration 7" is displayed as a missing decorative pattern. Next, during the period when the regular pattern is displayed as finalized, an animation for erasing the variable icon h0 is executed in the variable icon display area 280. In FIG. 22(f), the animation for erasing the variable icon h0 starts, and the animation for erasing continues in FIG. 22(g), and in FIG. 22(h), the variable icon h0 has completely disappeared. Note that the animation for erasing the variable icon h0 may be executed before the regular pattern is displayed as finalized.

[0346] Fig. 23 is a diagram showing a step-by-step example of another performance example centered on the decorative symbol display device 208 of the pachinko machine 100 of this embodiment. In Fig. 23, the normal symbol display device 210, the first special symbol display device 212, the second special symbol display device 214, the normal symbol reservation lamp 216, and the special symbol 2 reservation lamp 220 are omitted.

[0347] In the decorative pattern display device 208 shown in Fig. 23(a), the decorative pattern is displayed in a variable manner. In the state shown in Fig. 23(a), the normal pattern is displayed in a variable manner, and both the special pattern 1 and the special pattern 2 are displayed in a stopped state. In the fourth pattern display area 284 in the upper right corner of the decorative pattern display device 208, the fourth pattern of the normal pattern is displayed in a flashing manner, and the fourth patterns of the special patterns 1 and 2 are displayed in a lit state, to indicate this.

[0348] Furthermore, since the control state (game state) shown in FIG. 23 is a non-time-saving game state, a regular reserved icon display area 281 is provided to the left of the variable icon display area 280.

[0349] In the reserved icon display area 281 of the ordinary map, reserved icons representing reserved ordinary maps are displayed. The number of reserved ordinary maps is represented by the number of reserved ordinary maps in addition to the number of lit ordinary map reserved lamps 216, and the number of reserved special map 2 is represented by the number of lit special map 2 reserved lamps 220. It may also be represented by the number of reserved special map 2 icons. That is, the reserved icons correspond to the start information stored in the RAM 308 of the main control unit 300. Hereinafter, the reserved icon corresponding to the oldest start information (oldest winning) may be referred to as the first reserved icon, and the reserved icon corresponding to the second oldest start information may be referred to as the second reserved icon... In the reserved icon display area 281 of the ordinary map, reserved icons are displayed side by side, and the reserved icon on the right side is the reserved icon with the oldest winning. In FIG. 23(a), since the reserved ordinary map is 0, the reserved ordinary map icon is not displayed in the reserved icon display area 281 of the ordinary map.

[0350] After that, at the timing shown in FIG. 23(b), the combination of the big win decorative symbols "decoration 4-decoration 4-decoration 4" is displayed on the decorative symbol display device 208, and the display result of the normal win is confirmed. At this time, the variable icon h0 is also erased. Also, in the fourth symbol display area 284, a circle symbol indicating a normal win is displayed.

[0351] When a normal winning game starts, the shutter member 2311 of the special winning hole 231 advances, making it easier to win the special winning hole 231. At this time, in the decorative pattern display device 208 shown in FIG. 23(c), a right-hit display U4 that encourages right-hitting is displayed in the center of the display screen, promoting winning in the special winning hole 231. In addition, a right-hit display is also displayed on the left side of the fourth pattern display area 284. At this time, a performance regarding the number of winning balls that can be expected to be won in this jackpot (for example, a suggestion of a 1500-shot jackpot, a suggestion of a 3000-shot jackpot, or a performance that incites the player to know whether it is a 1500-shot jackpot or a 3000-shot jackpot) may be performed. Also, at the timing shown in Figure 23 (c), the game ball enters the special chart 1 starting hole 231, the display of the changing pattern of special chart 1 begins, and in the decorative pattern display device 208, the display area of ​​special chart 1 in the fourth pattern display area 284 begins to flash the pattern "-", notifying the player that the changing display of special chart 1 is taking place.

[0352] After that, when a predetermined variation time (for example, 0.2 seconds) of the special symbol 1 has elapsed, the special symbol 1 is stopped and displayed. In the decorative symbol display device 208 shown in FIG. 23(d), since the display result of the special symbol 1 is a small win, a triangular symbol is stopped and displayed in the display area of ​​the special symbol 1 in the fourth symbol display area 284, and a small win is notified. When a small win is obtained, the first variable winning hole 234 is opened, and when the game ball enters this first variable winning hole 234 and passes through the specific area 234v, a big win is obtained, and a big win game is started. Note that FIG. 23(e) shows a state in which the game ball passes through the specific area 234v in a small win game and a big win is obtained. When a jackpot is hit, the decorative pattern display device 208 shown in FIG. 23(e) displays a background (jackpot background) indicating that a jackpot is being hit on the display screen, and displays the number of winning balls since the first jackpot in the upper left corner of the display screen, and further displays the number of winning balls expected to be won in the current jackpot and the number of winning balls since the first jackpot in the lower center of the display screen. At the timing shown in FIG. 23(e), one game ball has won in the first variable winning hole 234, so 15 winning balls are paid out, and the decorative pattern display device 208 displays "+15" in the upper center, indicating the number of winning balls related to the winning, and displays "15" added to the number of winning balls. After that, when the winning of 10 game balls is detected in the first variable winning hole 234, the first variable winning hole 234 is closed. Next, the shutter member 2351 of the second variable winning opening 235 is withdrawn, the second variable winning opening 235 is opened, and a round of play begins. In this case, the game in which the first variable winning opening 234 is opened is counted as the first round, so the game in which the second variable winning opening 235 is opened for the first time is the second round of play.

[0353] FIG. 23(f) shows the state where the first big win game has ended. At this time, the decorative pattern display device 208 displays the number of winning balls as "TOTAL 01500pt" since the number of winning balls from the first time is 1500, and also displays "1500 / 3000" at the bottom center. In addition, in the center of the display screen, "Be careful not to get addicted. Please stop if you forget to take the card" is displayed to warn against getting addicted and forgetting to take the prepaid card. Note that this warning display is displayed every time a big win game ends, but it may be displayed only at the end of the big win game related to the first big win.

[0354] Thereafter, when the game transitions to the a2 time-saving game state, the decorative pattern display device 208 shown in FIG. 23(g) displays “Please hit to the right” to instruct the player to continue hitting to the right, indicating that the game has transitioned to the time-saving game state.

[0355] After that, as shown in FIG. 23(h), when the game ball passes through the normal power operation gate 228g and enters the special chart 2 starting hole 232, the variable display of the special chart 2 starts, while the shutter member 2311 of the special chart 1 starting hole 231 advances due to the passage of the normal power operation gate 228g, making it easier to enter the special chart 1 starting hole 231. That is, in this embodiment, the shutter member 2311 is configured to be operated by triggering either the normal chart hit or the game ball passing through the normal power operation gate 228g. In addition, in the a2 time-saving game state, as described above, the operation time of the shutter member 2311 becomes longer (for example, 5800 ms), making it easier to enter the special chart 1 starting hole 231, and making it easier to start the variable display of the special chart 1. In addition, the display of the number of winning balls continues. In this embodiment, only the number of prize balls acquired by winning the first variable winning port 234 and the second variable winning port 235 is displayed in the winning prize ball number display, but the number of prize balls acquired by winning the other winning ports (for example, the general winning port and the starting port) may also be added to the winning prize ball number display. In addition, in this embodiment, since it is configured so that the time from the end of the first big win to the start of the second big win is short, the big win background is also displayed continuously. In other words, the ending performance and the opening performance are not executed.

[0356] After that, at the timing shown in FIG. 23(i), a game ball enters the special chart 1 start port 231, and the display of the special chart 1 is started. In this embodiment, since the simultaneous change machine is capable of simultaneous change of the special chart 1 and the special chart 2, the display of the special chart 1 starts without waiting for the change of the special chart 2 to stop. In addition, in the decorative pattern display device 208 shown in FIG. 23(i), the number of reserved special charts 2 is four, and the fourth pattern display area 284 notifies that the number of reserved special charts 2 is four. In this embodiment, since the configuration is such that the display of the special chart 1 is not reserved, even if multiple game balls enter the special chart 1 start port 231, only the prize balls are paid out, and the display of the pattern change is not reserved.

[0357] After that, as shown in Fig. 23(j), when the special figure 1 is stopped and a small winning pattern (for example, "special figure b") is displayed, the first variable winning port 234 opens, and when the game ball enters the opened first variable winning port 234 and passes through the specific area 234v, the second big win game starts in the same manner as the first big win. In this embodiment, when the special figure 1 is stopped and displayed, the special figure 2 being displayed in a variable manner is discarded and a losing pattern is displayed.

[0358] FIG. 23(k) shows the state where the second jackpot game has ended. The second jackpot occurred due to the special chart 1 stopping at "special chart b" in the a2 time-saving game state, so after the jackpot game ends, the game moves to the a2 time-saving game state. However, when the first pattern change display of special chart 1 or the first pattern change display of special chart 2 starts, this a2 time-saving game state ends and the game moves to a non-time-saving game state. Therefore, after the jackpot game ends, the reserved special chart 2 is consumed and the change display of special chart 2 starts, so the game essentially moves to a non-time-saving game state, and it becomes difficult for the game ball to enter the special chart 1 starting hole 231. However, the first pattern change display of special chart 2 that is consumed after the end of this jackpot game is drawn using the judgment table in the a2 time-saving game state (see Figures 9(c) and 10(b)), so the change time is relatively short (for example, 5 seconds) and in most cases the time-saving pattern is displayed stationary, resulting in a transition to the c time-saving game state. Therefore, on the decorative pattern display device 208 shown in Figure 23(k), the words "Entering Ox / X RUSH!!" are displayed, indicating a transition to the c time-saving game state, suggesting a transition to the c time-saving game state.

[0359] At the timing shown in Figure 23(l), the reserved number of special chart 2 is consumed and the first pattern change display has started. At this time, the word "Ready" is displayed to increase the player's anticipation of moving to the time-saving game state c. At this time, the game state is in the non-time-saving game state, but the pattern change display of special chart 2 shown in Figure 23(l) started in the time-saving game state a, so the right-hit display continues.

[0360] After that, as shown in FIG. 23(m), when the pattern variation display of the special pattern 2 ends and the time-saving pattern ("special pattern E") stops, a star is displayed in the fourth pattern display area 284 to indicate that the time-saving pattern has stopped. At this time, the word "GO" is displayed in the center of the display screen, notifying that the game has moved to the time-saving game state c. As described above, in the time-saving game state c, the operating time of the shutter member 2311 of the special pattern 1 starting hole 231 is extremely short (for example, 45 ms), making it difficult to win the special pattern 1, but since the variation time with which the variation display time of the special pattern 2 is short is likely to be selected, it may be possible to play the game while suppressing the decrease in the number of balls held.

[0361] FIG. 23(n) shows the state in which the time-saving c game state has started and the symbol variation display of the special symbol 2 has started. When the time-saving c game state is entered, the decorative symbol display device 208 displays a "RUSH TIME display" in the upper center of the display screen, which is a display that notifies the execution time of the time-saving c game state, and the number of symbol variations remaining until the end of the time-saving c game state is displayed in the lower left of the display screen. The decorative symbol display device 208 shown in FIG. 23(n) notifies that 0.18 seconds have passed since the time-saving c game state (RUSH state) started, and that the number of symbol variation displays until the end of the time-saving c game state is 143.

[0362] In addition, when the c time-saving game state starts, decorative patterns of the left pattern, center pattern, and right pattern are displayed, and a mini pattern is also displayed in the upper left corner of the display screen.

[0363] Furthermore, in the decorative pattern display device 208, a variable icon display area 280 is displayed in the lower center of the performance display area 208d, and a special chart 2 reserved icon display area 282 is displayed to the right of that. In the special chart 2 reserved icon display area 282, reserved icons representing reserved special chart 2 are displayed. The number of reserved special charts 2 is represented by the number of times the special chart 2 reserved lamps 220 are lit, as well as the number of reserved icons for special chart 2. In the special chart 2 reserved icon display area 282, reserved icons are displayed side by side, and the more left the reserved icon is, the older the winning reserved icon is.

[0364] In FIG. 23(n), the four reserved icons h21, h22, h23, and h24 of the special chart are displayed in the reserved icon display area 282 of the special chart 2, and these four reserved icons h21, h22, h23, and h24 of the special chart 2 are all displayed in the default display mode (circular, patternless, and white display mode). In other words, the default reserved icon of the special chart 2 is a round reserved icon.

[0365] After that, at the timing shown in FIG. 23(o), the special symbol 2 stops with a losing symbol ("special symbol i"), and the decorative symbol display device 208 displays the decorative symbol combination of "decoration 4-decoration 1-decoration 7" to notify that the display result is a losing symbol. The variable icon h0 is also erased. The fourth symbol display area 284 also displays the special symbol 2 with a cross mark indicating that the display result is a losing symbol. At this time, the "RUSH TIME" display displays "00:01:98", indicating that 1.98 seconds have passed since the start of the c time-saving game state. This "RUSH TIME" display displays the time since the start of the c time-saving game state, but in a standby state where the symbol variation display is not being performed, the progress of time may be interrupted. It may also be displayed from the start of the first big win game.

[0366] In the decorative pattern display device 208 shown in FIG. 23(p), a state is displayed in which one reserved of the special pattern 2 is consumed and the pattern change display of the special pattern 2 has started. At this time, the reserved icons h21, h22, h23, and h24 of the special pattern 2 are each displayed by moving animation, and the reserved icon at the display position of the first reserved icon h21 moves ...

Claims

1. A main control means capable of counting an increase in the number of reserved balls based on the ball entering the first starting hole; A sub-control means for receiving an increase signal transmitted from the main control means when the reserved number increases; A performance means controlled by the sub-control means; A gaming machine equipped with The directing means is a means capable of displaying a hold icon in a first display area, The sub-control means is a means for displaying a hold icon in the first display area when the increase signal is normally received, the presentation means is a means for displaying a third reserved icon and also a fourth reserved icon in the first display area in a case where, while two reserved icons are being displayed, one game ball enters the first starting hole but the sub-control means fails to properly receive an increase signal corresponding to the reserved number being three, and then, one game ball enters the first starting hole and the sub-control means properly receives an increase signal corresponding to the reserved number being four (hereinafter referred to as the "first case"); The presentation means may display the reserved icon in a certain suggestive manner suggesting a possibility that the player may be in an advantageous state when displaying the reserved icon in a first presentation mode, In the first case in the first performance mode, the hold icon representing the hold represented by the third hold icon is not displayed in the certain suggestive manner at least from the start of display until the end of display as a hold icon, and is displayed in a certain manner; moreover, A first operating means capable of operating the launching of game balls; a detection means for detecting a contact by a player with the first operating means; A second starting port different from the first starting port; A first symbol display means that may start a variable display of a first symbol when a ball enters the first starting hole; A second symbol display means may start a variable display of a second symbol when a ball enters the second starting hole; Equipped with The presentation means is at least a means capable of executing a demo presentation in a first gaming state, The performance means is a means capable of executing a first variable display according to the variable display of the first pattern, The performance means is a means capable of executing a second variable display according to the variable display of the second pattern, the effecting means is means for ending the demo effect when a first condition is satisfied during execution of the demo effect, the effecting means is means for terminating the demo effect even if the second condition is satisfied without the first condition being satisfied during execution of the demo effect, the effecting means is means for not ending the demo effect when a third condition is satisfied without the first condition being satisfied during execution of the demo effect, When the first condition is satisfied during execution of the demo effect, a certain effect is executed; When the second condition is satisfied without the first condition being satisfied during execution of the demo effect, the certain effect is not executed; When the second condition is satisfied without the first condition being satisfied during the execution of the demo performance, the first variable display is executed; When the first condition is not satisfied and the third condition is satisfied during execution of the demo effect, the certain effect is not executed; When the third condition is satisfied without the first condition being satisfied during the execution of the demo performance, the second variable display is executed; the first game state is a state in which it is recommended to cause the ball to enter the first starting hole and a state in which it is not recommended to cause the ball to enter the second starting hole; the first condition is a condition that is satisfied in response to the detection means detecting a touch of the first operating means, The second condition is a condition that is satisfied in response to the ball entering the first starting hole, The third condition is a condition that is established in response to the ball entering the second starting hole. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, The certain suggestion mode is a mode in which a number indicating a reliability suggesting a possibility that the player will be in an advantageous state is displayed on the hold icon. A gaming machine characterized by:

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