Game machine

JP2025099658A5Pending Publication Date: 2026-08-26UNIVERSAL ENTERTAINMENT CORP
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Patent Information

Application Number
JP2023216493
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-22
Publication Date
2026-08-26

AI Technical Summary

Technical Problem

Conventional gaming machines, such as pachinko machines, lack a significant production effect due to planar lighting effects, leading to a sense of incongruity between display units and lens units.

Method used

A gaming machine with a display unit capable of three-dimensional information display and a lens unit with a non-planar shape matching the display unit, featuring multiple reflection units to change light direction and reduce brightness imbalances, along with a light source unit guiding light through the lens unit thickness.

Benefits of technology

The solution enhances the visual appeal and clarity of the gaming machine, reducing incongruity and making the display easier to view, thereby achieving a remarkable production effect.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of bringing about a remarkable presentation effect.SOLUTION: The game machine includes: a display portion formed by a drum-type variable display device 7D having drums 7L, 7C, and 7R that can perform displays regarding games; and a lens portion 701 disposed in front of the display portion and having a light guide plate that allows light entrance of the light from luminous elements to be mounted on an upper light emitting substrate and a lower light emitting substrate. The lens portion 701 is disposed with a shape formed by a cylindrical curved surface and the like along the surface shape of the display portion. Any feeling such as discomfort in three-dimensional expression is to be eliminated by means of the curved surface display portion formed by the drum-type variable display device 7D and the curved surface lens portion 701.SELECTED DRAWING: Figure 280
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko machine, for example.

Background Art

[0002] Conventionally, as described in Patent Document 1, there is known a gaming machine that combines a display unit using a liquid crystal display device capable of displaying a game-related display and a lens unit that reflects light incident from an edge light source within a transparent plate thickness forward by a reflection unit on the back surface.

[0003] In this way, by turning off the edge light source that causes light to enter the lens unit, the image displayed on the liquid crystal display device behind can be visually recognized from the front, and by turning on the same light source, a latent image by the reflection unit can be displayed so as to overlap or replace the image on the liquid crystal display device behind.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, what is described in Patent Document 1 only exhibits a planar lighting effect.

[0006] Therefore, it does not reach the point of exhibiting a remarkable production effect in combination with a gaming machine.

[0007] An object of the present invention is to provide a gaming machine capable of exhibiting a remarkable production effect.

Means for Solving the Problems

[0008] The present invention provides a gaming machine having the following features.

[0009] A display unit capable of displaying information related to a game, and a lens unit capable of receiving light on the front side of the display unit. The lens unit is arranged to have a shape along the surface shape of the display unit. This is the gist of the invention.

[0010] Thus, when the display unit is three-dimensional and non-planar, the lens unit is arranged to have a non-planar shape along the surface shape of the display unit.

[0011] Therefore, it is possible to reduce the sense of incongruity in the appearance of the display unit and the lens unit.

[0012] The lens unit includes a reflection unit that changes the traveling direction of light. The reflection unit includes a first reflection unit and a second reflection unit. The first reflection unit and the second reflection unit reflect light so as to irradiate light in a predetermined direction. This is the gist of the invention.

[0013] Thus, by providing a plurality of reflection units, the visual stimulus of light from the lens unit can be changed depending on the location.

[0014] In addition, a plurality of reflection units can eliminate a locally hard-to-see part and make the whole easier to see.

[0015] The first reflection unit is arranged in a part closer to the central part of the lens unit. The second reflection unit is arranged in a part closer to the end part of the lens unit than the first reflection unit. The angle at which the forward irradiation light from the lens unit inclines with respect to the normal line of the lens unit is made larger in the part corresponding to the second reflection unit than in the part corresponding to the first reflection unit. This is the gist of the invention.

[0016] Thereby, when viewed from the front of the lens unit, it is possible to reduce the imbalance in brightness etc. between the part closer to the central part of the lens unit and the end part, and make the whole easier to see.

[0017] Near the end of the lens unit, it is clamped by a clamping portion arranged on the front and back across a clamping opening corresponding to the thickness of the lens unit. A light source unit for making light enter within the plate thickness of the lens unit from the end of the lens unit through the clamping opening is arranged at the end of the lens unit. It is characterized by this.

[0018] Thus, even if the thickness of the lens unit is thin, the light from the light source unit can be well guided into the lens unit from the end within the plate thickness.

Effect of the Invention

[0019] According to the present invention, a gaming machine capable of achieving a remarkable effect can be provided.

Brief Description of the Drawings

[0020]

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Mode for Carrying Out the Invention

[0021] As an example of a gaming machine according to an embodiment of the present invention, a first pachinko gaming machine, a second pachinko gaming machine, and a third pachinko gaming machine will be described as examples.

[0022] In this specification, unless otherwise specified, the front side of the pachinko gaming machine is defined as the front direction, the back side of the pachinko gaming machine is defined as the back direction, the left side when the pachinko gaming machine is viewed from the front is defined as the left direction, the right side when the pachinko gaming machine is viewed from the front is defined as the right direction, the upper side of the pachinko gaming machine is defined as the upper direction, the lower side of the pachinko gaming machine is defined as the lower direction, the clockwise direction when the pachinko gaming machine is viewed from the front is defined as the right rotation direction, and the counterclockwise direction opposite thereto is defined as the left rotation direction.

[0023] Both the first pachinko gaming machine and the second pachinko gaming machine are so-called type 1 pachinko gaming machines called digital pachinko. Among these, the first pachinko gaming machine is a pachinko gaming machine in which only one of the first special symbol and the second special symbol is variably displayed without the two being variably displayed in parallel. In contrast, the second pachinko gaming machine is a pachinko gaming machine in which the first special symbol and the second special symbol can be variably displayed in parallel.

[0024] In addition, the third pachinko machine is a pachinko machine called a one-two hybrid machine that combines a so-called type-1 machine called a digital pachinko and a type-2 machine called a blade machine. The third pachinko machine described in this specification also has a first special symbol and a second special symbol. In this specification, an example will be given in which only one of the first special symbol and the second special symbol is variably displayed without the two being variably displayed in parallel. However, it is not the intention to exclude a pachinko machine of the one-two hybrid type in which the first special symbol and the second special symbol can be variably displayed in parallel.

[0025] In this specification, when simply referred to as a "special symbol", it means both the first special symbol and the second special symbol unless otherwise specified.

[0026] In addition, the "variable display" as used in this specification is a concept that includes both, for example, a "fluctuating display" in which symbols are displayed while fluctuating and a "stopped display" in which symbols are displayed while stopped. The operation from the start of the fluctuating display until the stopped display is referred to as one "variable display". When the symbols in the fluctuating display are stopped (hereinafter also referred to as "derived"), the result of the winning determination process for the special symbol (hereinafter also referred to as "special symbol lottery") and the result of the winning determination process for the normal symbol (hereinafter also referred to as "normal symbol lottery") described later are determined. Although there are cases where the symbols appear to be stopped, the symbols may be displayed in a state where the results of the winning determination process for the special symbol and the winning determination process for the normal symbol are not determined (for example, a temporarily stopped state). Such a state is included in the above-mentioned fluctuating display. Even when the symbols are, for example, temporarily stopped, at this point, the results of the winning determination process for the special symbol and the winning determination process for the normal symbol are not determined, so the symbols can be fluctuated again.

[0027] In addition, in this specification, when explaining the first pachinko machine, the second pachinko machine, and the third pachinko machine, the case where the number of special symbols is two (the first special symbol and the second special symbol) will be taken as an example for explanation. However, for the first pachinko machine and the third pachinko machine, the number of special symbols may be one.

[0028] [1. First Pachinko Machine] First, the first pachinko machine will be explained.

[0029] As pachinko machines in which only one of the first special symbol and the second special symbol is variably displayed without the two being variably displayed in parallel, when the variable display of the first special symbol and the variable display of the second special symbol are on hold, for example, a pachinko machine in which the start condition of the second special symbol is established prior to that of the first special symbol (hereinafter referred to as the "priority variation machine"), and a pachinko machine in which the start conditions are established in the order of winning including the first start port and the second start port (hereinafter referred to as the "sequential variation machine").

[0030] In the priority variation machine, the start condition of the first special symbol is established when all of a certain set of requirements are met, such as neither the first special symbol nor the second special symbol being in variable display, not being in a jackpot game state, etc., the variable display of the second special symbol not being on hold, and the variable display of the first special symbol being on hold. Also, in the priority variation machine, the start condition of the second special symbol is established when all of a certain set of requirements are met, such as neither the first special symbol nor the second special symbol being in variable display, not being in a jackpot game state, etc., and the variable display of the second special symbol being on hold.

[0031] In addition, in the sequential variation device, the start condition of the first special symbol is established when at least all of the following conditions are satisfied: neither the first special symbol nor the second special symbol is in variable display, it is not in a big win gaming state or the like, the variable display of the first special symbol is on hold, and the earliest hold is the hold of the variable display of the first special symbol. Further, in the sequential variation device, the start condition of the second special symbol is established when at least all of the following conditions are satisfied: neither the first special symbol nor the second special symbol is in variable display, it is not in a big win gaming state or the like, the variable display of the second special symbol is on hold, and the earliest hold is the hold of the variable display of the second special symbol.

[0032] Hereinafter, the priority variation device will be described as an example.

[0033] [1-1. Appearance configuration] FIG. 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed obliquely upward from the front right. FIG. 2 is an example of an exploded perspective view of the first pachinko gaming machine when viewed obliquely upward from the front right. FIG. 3 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed obliquely upward from the rear right.

[0034] [1-1-1. Basic configuration] As shown in FIGS. 1 to 3, the first pachinko gaming machine includes an outer frame 2, a base door 3, a glass door 4, a dish unit 5, a launching device 6, a display device 7 (see FIG. 2), a payout unit 8 (see FIGS. 2 and 3), a board unit 9 (see FIGS. 2 and 3), and a game board unit 10 (see FIG. 2), etc. Further, an LED unit 160 (see FIG. 2) is provided at the lower right of the game board unit 10. Here, the outer frame 2, the base door 3, the glass door 4, the dish unit 5, the launching device 6, the display device 7, the payout unit 8, and the board unit 9 will be briefly described, and the details of the game board unit 10 and the LED unit 160 will be described later. The above parentheses indicate the reference drawings for the configurations not shown in FIG. 1.

[0035] (Outer frame) The outer frame 2 is a frame body having a substantially rectangular shape in front view and has an opening 21 penetrating in the front-rear direction. This outer frame 2 is fixedly attached to the island equipment in the game arcade. For example, a hinge (not shown) is provided on the front side of the left end portion of the outer frame 2, and a base door 3 is pivotally supported by this hinge. By doing so, it is possible to pivot the base door 3 forward with respect to the outer frame 2 about the hinge.

[0036] Note that the outer frame 2 needs to have high strength in order to support a large number of members such as a payout unit 8, a board unit 9, a display device 7, a game board unit 10, a glass door 4, and a dish unit 5, which will be described later, via the base door 3. On the other hand, for the purpose of enhancing the production effect, for example, an increase in size of the display device 7 (see FIG. 2) and the game board unit 10 is required. Therefore, by configuring the outer frame 2 with, for example, a thin metal plate, it is possible to increase the size of the display device 7 and the game board unit 10 while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, it is also possible to achieve weight reduction.

[0037] (Base Door) On the back side of the base door 3, for example, a payout unit 8 and a board unit 9 are attached, and these are supported.

[0038] The game board unit 10 is fitted on the front side of the base door 3. Also, on the front side of, for example, the left end portion of the base door 3, hinges (not shown) are provided at the upper end portion, the middle portion below the substantially central portion in the vertical direction, and the lower end portion, respectively. The glass door 4 is pivotally supported by the hinges at the upper end portion and the middle portion, and the dish unit 5 is pivotally supported by the hinges at the middle portion and the lower end portion, respectively. By doing so, it is possible to pivot the glass door 4 and the dish unit 5 forward integrally or individually with respect to the base door 3 about the hinges.

[0039] On the surface side of the base door 3, for example, on the lower right side, a launcher 6 is fixedly attached. For example, on the upper left and right sides respectively, speakers 32 (see FIG. 2) are fixedly attached. From these speakers 32, for example, voice effects such as characters displayed on the display device 7, music, sound effects, voice announcements, error notifications, and other performance sounds are output.

[0040] Furthermore, on the side of the base door 3 opposite to the hinge (i.e., the right end), a locking device (not shown) is provided. This locking device has the function of locking the base door 3 to the outer frame 2 or locking the glass door 4 to the base door 3.

[0041] (Glass door) The glass door 4 is a frame-shaped member with an opening 41 formed therein. A protective glass 43 (see FIG. 2) having permeability is attached to the opening 41 from the rear side. When the glass door 4 is closed with respect to the base door 3, the game area 105 (see FIG. 4 described later) formed in the game board unit 10 and the protective glass 43 face each other. In this way, the game area 105 can be visually recognized from the front when the glass door 4 is closed with respect to the base door 3, and the game balls flowing down in the game area 105 can be prevented from popping out forward.

[0042] Note that the protective glass 43 may be formed by attaching a plurality of (for example, two) glasses with a gap therebetween, or may be a unitized structure in which a plurality of glasses are unitized with a gap therebetween. Furthermore, in the case of a unitized structure, a light guide plate may be provided between the glasses, for example. The above-mentioned protective glass 43 is not limited to being made of glass, and may be made of, for example, transparent resin.

[0043] Also, at the lower part of the glass door 4, an operation unit 66 that can be operated by a player, for example, to receive a game information providing service (for example, "Uni Memo (registered trademark)") is provided. This operation unit 66 can also function as an operation unit that can be operated by the manager of the game hall or the like on the hall menu screen.

[0044] Also, at the upper part of the glass door 4, a speaker cover 45 arranged in front of the above-described speaker 32 is provided. Further, a number of LED groups 46 used for light emission effects and the like are arranged at the peripheral edge of the opening 41 of the glass door 4, and an LED cover is provided in front of these LED groups 46. The reference numeral 46 shown in FIGS. 1 and 2 is strictly speaking an LED cover, but for the sake of convenience, it will be described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing light notification and light emission effects in various variations, but it is not limited to LEDs as long as such light emission effects and the like can be executed, and for example, liquid crystals or lamps may be used.

[0045] (Dish unit) The dish unit 5 is a unitized combination of an upper dish 51 and a lower dish 52. The dish unit 5 is arranged at the front lower part of the base door 3 and below the glass door 4. As described above, the dish unit 5 is configured to be rotatable with respect to the base door 3 to be opened and closed so that a store employee or the like of the game hall can eliminate ball jams, for example, when a ball jam occurs. Note that the dish unit 5 does not necessarily need to be provided with the upper dish 51 and the lower dish 52 respectively, and may be configured as an integral dish.

[0046] The upper tray 51 is provided to be able to store game balls, and the game balls stored in the upper tray 51 are launched from the launcher 6 toward the game area 105 (see FIG. 4 described later). The upper tray 51 is provided with a payout port 53, an effect button 54, and the like. The game balls lent out or paid out as prize balls are paid out from the payout port 53 to the upper tray 51. The effect button 54 is what is called a so-called "CHANCE button", a "push button", or the like. The effect button 54 may have a predetermined effect function in addition to the operation function operated by the player. As the predetermined effect function, for example, a function that vibrates or protrudes upward based on the result of the winning determination process of the special symbol corresponds. Also, it may also serve as the function of the operation unit 66 described above.

[0047] The lower tray 52 is mainly for storing the game balls that overflow from the upper tray 51. The lower tray 52 is provided with a payout port 55 that communicates with the upper tray 51, and the game balls that overflow from the upper tray 51 are paid out from the payout port 55 to the lower tray 52.

[0048] An opening (not shown) that can be opened and closed by the operation of the player is formed on the bottom surface of the lower tray 52. When the opening formed on the bottom surface of the lower tray 52 is opened, the game balls stored in the lower tray 52 can be transferred to the ball box placed below the lower tray 52. In addition, when a so-called per-machine counting system is provided for each machine, not only is a ball box not required, but the game balls counted by the per-machine counting system can be stored, and the stored game balls can be used for the game again.

[0049] (Launcher) The launcher 6 is for launching the game balls stored in the upper tray 51 toward the game area 105 (see FIG. 4 described later). The launcher 6 is located at the front lower right of the base door 3 and is arranged at the lower right of the tray unit 5. The launcher 6 includes a panel body 61, a drive device (not shown), and a launch handle 62.

[0050] The panel body 61 is provided such that in a state where the dish unit 5 is closed with respect to the base door 3, the dish unit 5 and the launcher 6 fixedly attached to the base door 3 appear as one body externally.

[0051] The launch handle 62 is configured to be rotatable clockwise or counterclockwise and is disposed on the front surface side of the panel body 61. The above-described drive device is disposed on the back surface side of the panel body 61 and is constituted by, for example, a launch solenoid (not shown). When the launch handle 62 is operated by a player, a game ball is launched by the operation of the drive device. Note that when operating the launch handle 62, the greater the clockwise rotation amount (operation amount), the stronger the launch intensity of the game ball.

[0052] The game ball launched from the launcher 6 disposed in the lower right of the dish unit 5 rolls in an arc along the guide rail 110 (see FIG. 4 described later) via a launch rail (not shown) and is launched into the game area 105 (see FIG. 4 described later). Note that the arrangement position of the launcher 6 is not limited to the lower right of the dish unit 5 and may be the lower left of the dish unit 5. In this case, the above-described launch rail becomes unnecessary, the area below the glass door 4 can be effectively utilized, and the versatility can be enhanced.

[0053] (Display device) The display device 7 (see Fig. 2) has a display area for displaying various effect images related to the game, and is attached so that the above display area faces the opening of the game panel 100. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, a display device composed of electroluminescence, etc., or may be a device that projects an image using a projection device such as a projector. In the display area of the display device 7, for example, an effect identification symbol (for example, a decorative symbol) is variably displayed to display the result of the winning determination process of the special symbol, an effect image corresponding to the result of the winning determination process of the special symbol, an effect image during the jackpot game state, a demo effect image, an effect image indicating the holding status of the variable display of the special symbol, etc. are displayed. In this embodiment, the display device 7 is attached to the game board unit 10, but if the display area of the display device 7 is arranged so as to face the opening of the game panel 100, the display device 7 may be attached to the base door 3.

[0054] In this embodiment, one display device 7 is provided to display the above various effect images, but a plurality (for example, two) of display devices may be provided and the effect images may be displayed using these plurality of display devices.

[0055] (Payout Unit) The payout unit 8 (see Figs. 2 and 3) is arranged on the back side of the base door 3 and is composed of a ball passage 81, a payout device 82, etc. Game balls are supplied to the ball passage 81 from a storage tank 80 (see Figs. 2 and 3). Note that game balls are supplied to the storage tank 80 from island facilities (not shown). When the payout condition is satisfied, the payout device 82 pays out a predetermined number of game balls out of the game balls supplied from the storage tank 80 to the ball passage 81 to, for example, the upper tray 51. Also, a power switch 95 is provided on the back side of the payout unit 8 as shown in Fig. 3.

[0056] (Board Unit) The board unit 9 (see Figs. 2 and 3) is arranged on the back side of the base door 3. Various control boards and the like are provided on the board unit 9.

[0057] Specifically, as shown in FIG. 3, a main control board 91 on which a main control circuit 200 (see FIG. 6 described later) is mounted, a sub-control board 92 on which a sub-control circuit 300 (see FIG. 6 described later) is mounted, a payout / firing control board 93 on which a payout / firing control circuit 400 (see FIG. 6 described later) for controlling the payout and firing of game balls is mounted, and a power supply board on which a power supply circuit 450 (see FIG. 6 described later) for supplying power is mounted, etc. are provided on a board unit 9.

[0058] In FIG. 3, for the sake of convenience, the main control board 91, the sub-control board 92, the payout / firing control board 93, and the power supply board 94 are shown with reference numerals, but all of these boards are housed in a board case.

[0059] Also, in this embodiment, the sub-control board 92 is configured as a one-board substrate (a substrate on which one control LSI or a plurality of LSIs are provided on one substrate). However, it is not limited to this. For example, all or part of the display control circuit 304, the audio control circuit 305, the LED control circuit 306, and the accessory control circuit 307 (all of which are shown in FIG. 6 described later), etc. may be on separate substrates, and the sub-control board 92 may be configured with a plurality of boards.

[0060] [1-1-2. Pachinko Game Board Unit] FIG. 4 is an example of a front view showing the appearance of a game board unit 10 provided in a first pachinko machine. A game area 105 where the fired game balls can roll down is formed on the front side surface of the game board unit 10.

[0061] As shown in FIG. 4, the game board unit 10 mainly includes a game panel 100 in which a game area 105 where the launched game balls can roll down is formed, a guide rail 110, a center accessory 115 disposed at a substantially central portion of the game area 105, a first start port 120, a general winning port 122, a passing gate unit 125, a special electric accessory unit 130, a second start port 140, a normal electric accessory unit 145, an LED unit 160, an out port 178, and a back unit (not shown) disposed behind the game board unit 10. As described above, the LED unit 160 will be described later.

[0062] (Game Panel) An opening (not referenced) is formed in the game panel 100 at a position facing the display area of the display device 7. Further, a guide rail 110 is provided on the front surface of the game panel 100, and game nails (not referenced) and the like are implanted. The game balls launched from the launching device 6 (refer to FIGS. 1 and 2) jump out from the guide rail 110 toward the game area 105, collide with the game nails and the like, and flow downward toward the lower part of the game area 105 while changing the traveling direction.

[0063] Further, a back unit (not shown) provided with a decorative body for enhancing the production effect is disposed behind the game panel 100. The game panel 100 is made of a transparent resin so that the decorative body provided in the back unit can be visually recognized in a front view. In this case, the entire game panel 100 may be composed of a transparent member, or for example, only the part where the decorative body provided in the back unit can be visually recognized in a front view may be composed of a transparent member. Further, the game panel 100 may be composed of a member having no transparent part (for example, wood), and a transparent member may be provided in part to enhance the production effect.

[0064] In this embodiment, the game panel 100 is made of a transparent resin so that the back unit can be visually recognized in a front view, but the entire game panel 100 may be transparent, or only a part thereof may be transparent.

[0065] (Guide Rail) The guide rail 110 is composed of an arc-shaped outer rail and an inner rail (both without reference numerals). The game area 105 is demarcated (defined) by the guide rail 110. The outer rail and the inner rail have the function of guiding the game balls launched from the launcher 6 (see FIG. 6 described later) to the upper part of the game area 105.

[0066] (Center accessory) The center accessory 115 is configured to be fitted into the opening (without reference numeral) of the game panel 100, and is provided with an arc-shaped center rail 116 above. The game balls launched toward the game area 105 are distributed left and right by the center rail 116.

[0067] In this first pachinko game machine, among the game area 105, the area to the left of the center accessory 115 is referred to as the left area 106, and the area to the right of the center accessory 115 is referred to as the right area 107. The definitions of the left area and the right area are the same for the second pachinko game machine and the third pachinko game machine described later.

[0068] The game balls launched toward the game area 105 by the launcher 6 flow down through the left area 106 or the right area 107. The game balls flowing down through the left area 106 or the right area 107 flow downward while changing their traveling directions due to collisions with the game pins or the like implanted in the game panel 100. When the operation amount of the launch handle 62 (see FIGS. 1 and 2) is small, the launched game balls flow down through the left area 106. On the other hand, when the operation amount of the launch handle 62 (see FIG. 1) is large, the launched game balls flow down through the right area 107.

[0069] In this specification, as the operation mode (way of hitting) of the launch handle 62, the way of hitting the game balls so that they flow down through the left area 106 is referred to as "left hitting", and the way of hitting the game balls so that they flow down through the right area 107 is referred to as "right hitting". In this way, the player can distribute the game balls toward the left area 106 or the right area 107.

[0070] In addition, the center accessory 115 is formed with a warp entrance 117 at the outer peripheral edge on the left side, through which the game balls flowing down in the left region 106 can enter. The game balls that enter the warp entrance 117 are configured to be guided to a stage 118 formed in the center accessory 115. The stage 118 is formed such that the game balls can roll in the left - right direction in front of the lower side of the display area of the display device 7. Note that the stage 118 may be formed in multiple stages, such as an upper - stage side stage and a lower - stage side stage, for example.

[0071] A chance entrance 119 through which game balls can enter is formed at the rear side approximately at the center in the left - right direction of the stage 118. The game balls that enter the chance entrance 119 are configured to be released directly above the first start port 120. Therefore, the game balls that enter the chance entrance 119 have a higher probability of winning (passing through) the first start port 120 compared to the game balls that did not enter the warp entrance 117 or the game balls that entered the warp entrance 117 but did not enter the chance entrance 119.

[0072] (First start port) The first start port 120 is arranged below the display area of the display device 7 and is arranged such that the game balls hit from the left can win (it is difficult or impossible for the game balls hit from the right to win). When a game ball wins the first start port 120, it is detected by a first start port switch 121 (see FIG. 6 described later). Note that it may be possible for the game balls hit from the right to win the first start port 120. Also, instead of or in addition to the above - mentioned first start port 120, a first start port may be provided such that the game balls hit from the right can win (it is difficult or impossible for the game balls hit from the left to win).

[0073] When the first start port switch 121 (see FIG. 6 described later) detects the winning (passing) of a game ball into the first start port 120, various data related to the first special symbol (for example, jackpot determination random number value for the first special symbol, symbol random number value for the first special symbol, reach determination random number value for the first special symbol, and various random number values such as the effect selection random number value for the first special symbol, etc.) are extracted, and the extracted various data are stored up to a predetermined number (for example, a maximum of 4). When the start condition of the first special symbol (also referred to as the "variation start condition of the first special symbol" in this specification) is satisfied, the stored various data are used for the winning determination process of the first special symbol. When a game ball wins in the first start port 120, for example, 3 prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball into the first start port 120 is not limited to this.

[0074] In this specification, the winning of a game ball into the first start port 120 is referred to as the start winning of the first special symbol, and various data related to the first special symbol (for example, jackpot determination random number value for the first special symbol, symbol random number value for the first special symbol, reach determination random number value for the first special symbol, and various random number values such as the effect selection random number value for the first special symbol, etc.) are referred to as the start information of the first special symbol. Also, storing the start information of the first special symbol until the start condition is satisfied is referred to as reservation. The same applies to the second special symbol.

[0075] (General winning port) A plurality of general winning ports 122 are arranged in the lower left of the display area of the display device 7, and are arranged such that a game ball hit to the left can win (it is difficult or impossible for a game ball hit to the right to win). When a game ball wins in any of the plurality of general winning ports 122, it is detected by the general winning port switch 123 (see FIG. 6 described later).

[0076] When the general winning port switch 123 (see FIG. 6 described later) detects the winning (passing) of a game ball into the general winning port 122, for example, 4 prize balls are paid out, but the number of prize balls paid out based on the winning of a game ball into the general winning port 122 is not limited to 4.

[0077] Also, in this embodiment, the general winning opening 122 is arranged such that it is difficult or impossible for a right - hit game ball to win, but it is not necessarily limited to this. Instead of or in addition to the above - mentioned general winning opening 122, a general winning opening through which a right - hit game ball can win may be provided.

[0078] (Pass - through gate unit) The pass - through gate unit 125 is arranged in the right - hand area 107 and is a unit body integrating a pass - through gate 126 configured such that a right - hit game ball can pass through it and a pass - through gate switch 127 (see FIG. 6 described later) for detecting the passage of the game ball through the pass - through gate 126.

[0079] When the passage of the game ball through the pass - through gate 126 is detected by the pass - through gate switch 127, various data related to the normal symbol (for example, random number values for determining a win in the normal symbol, etc.) are extracted, and the extracted various data are stored up to a predetermined number (for example, a maximum of 4). The stored various data are used for the win - determination process of the normal symbol. Note that even if the passage of the game ball through the pass - through gate 126 is detected by the pass - through gate switch 127, no prize balls are paid out. Also, the pass - through gate unit 125 may be arranged in the left - hand area 106 instead of or in addition to the right - hand area 107.

[0080] In this specification, the passage of the game ball through the pass - through gate 126 is called a start - through, and various data related to the normal symbol (for example, random number values for determining a win in the normal symbol, etc.) extracted by the passage of the game ball through the pass - through gate 126 are called start - information of the normal symbol. Also, storing the start - information of the normal symbol until the start condition is satisfied is called reservation.

[0081] (Special electric accessory unit) The special electric accessory unit 130 is a unit body integrating a big winning opening 131, a count switch 132 (see FIG. 6 described later) for detecting the winning (passing through) of the game ball into the big winning opening 131, and a special electric accessory 133. The special electric accessory unit 130 is arranged below the pass - through gate unit 125 in the right - hand area 107.

[0082] The large winning opening 131 is arranged such that a game ball hit from the right can win (it is difficult or impossible for a game ball hit from the left to win). However, it is not limited to this. Instead of or in addition to the above large winning opening 131, a large winning opening through which a game ball hit from the left can win may be arranged, or a large winning opening through which a game ball can win may be arranged above the center accessory 115.

[0083] Also, the large winning opening 131 is a winning opening that is opened so that a predetermined number (for example, 10) of game balls can win (pass through) when the game is controlled to a jackpot game state, which is a game state advantageous to the player. When the entry of a game ball into the large winning opening 131 is detected by a count switch 132 (see FIG. 6 described later), for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the large winning opening 131 is not limited to 10.

[0084] The special electric accessory 133 includes a special electric shutter 134 that can move forward and backward in the front-rear direction, and a special electric solenoid 135 (see FIG. 6 described later) that operates the special electric shutter 134. The special electric accessory 133, that is, the special electric shutter 134, is configured to be able to transition between an open state in which it is possible or easy for a game ball to win (pass through) the large winning opening 131 and a closed state in which it is impossible or difficult for a game ball to win (pass through) the large winning opening 131. In the jackpot game state, the state transition from the closed state to the open state is performed over a predetermined number of rounds. That is, the jackpot game state is a game state that enables a large number of game balls to be paid out as prize balls by performing a round game in which the large winning opening 131 transitions from the closed state to the open state over a predetermined period for a plurality of rounds.

[0085] (Second start opening) The second starting port 140 is arranged in the left area 106 (more specifically, diagonally below and to the left of the first starting port 120). However, the second starting port 140 is configured such that it is difficult or impossible for a left-hit game ball to win, for example, due to game nails or the like, and the right-hit game ball is guided to the vicinity of the second starting port 140 so that it can win. However, it is not essential to configure the second starting port 140 in this way, and it may be provided in the right area 107, for example. Also, the second starting port 140 may be configured such that a left-hit game ball can win.

[0086] When the entry (passage) of a game ball into the second starting port 140 is detected by a second starting port switch 141 (see FIG. 6 described later), various data related to the second special symbol (for example, a jackpot determination random value for the second special symbol, a symbol random value for the second special symbol, a reach determination random value for the second special symbol, and various random values such as an effect selection random value for the second special symbol, etc.) are extracted, and the various extracted data are stored up to a predetermined number (for example, a maximum of 4). The various stored data are used for the winning determination process of the second special symbol when the starting condition of the second special symbol (also referred to as the "variation start condition of the second special symbol" in this specification) is satisfied. When a game ball wins in the second starting port 140, for example, 3 prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the second starting port 140 is not limited to this.

[0087] (Normal electric accessory unit) The normal electric accessory unit 145 is arranged in the left area 106 (more specifically, diagonally below and to the left of the first starting port 120), and is a unit body that integrates a winning port where a predetermined number of game balls are paid out as prize balls when a game ball wins (passes through), a switch that detects the entry of a game ball into this winning port, and a normal electric accessory 146. In this embodiment, the above-mentioned winning port is the second starting port 140, and the above-mentioned switch is the second starting port switch 141.

[0088] The ordinary electric accessory 146 includes a general-purpose electric movable member 147 made of, for example, a blade member called a so-called electric chew, and a general-purpose electric solenoid 148 (see FIG. 6 described later) that operates the general-purpose electric movable member 147. The ordinary electric accessory 146, that is, the general-purpose electric movable member 147, is configured to be capable of state transition between an open state in which a game ball can enter (pass through) the second starting port 140 or is easy to enter, and a closed state in which it is impossible or difficult for a game ball to enter the second starting port 140. Note that the general-purpose electric movable member 147 includes a blade type, a door type, a protruding plate type, and the like.

[0089] (Outlet) The outlet 178 is for discharging game balls that have not won in any of the various winning ports (for example, the first starting port 120, the second starting port 140, the big winning port 131, the general winning port 122, etc.) among those launched toward the game area 105 outside the machine. This outlet 178 is provided on the most downstream side of the game area 105 so that it can discharge both left-shot and right-shot game balls outside the machine. However, in addition to the above-mentioned outlet 178, an outlet may be provided at a position that is not the most downstream side, for example, between a plurality of general winning ports 122, so as to discharge game balls flowing down in the game area 105 outside the machine.

[0090] (Rear unit) The rear unit (not shown) decorates the game board unit 10 and is provided on the rear side of the transparent game panel 100. This rear unit includes an effect accessory group 58 such as a movable accessory controlled by the sub-control circuit 300 (see FIG. 6 described later). The effect accessory group 58 is arranged, for example, around the display area of the display device 7. At least one or more accessories or effect accessory constituent members constituting the accessories among these effect accessory groups 58 function as effect accessories that can operate based on the result of the winning determination process of the special symbol.

[0091] [1-1-3. LED unit] The LED unit 160 is located at the lower right of the game board unit 10 and is arranged outside the game area 105 (see FIG. 4 for example). The LED unit 160 is a unit body that integrates various display parts.

[0092] FIG. 5 is an example of a front view showing the LED unit 160 provided in the first pachinko gaming machine.

[0093] As shown in FIG. 5, the LED unit 160 includes a normal symbol display section 161, a normal symbol hold display section 162, a first special symbol display section 163, a second special symbol display section 164, a first special symbol hold display section 165, a second special symbol hold display section 166, a confirmation variable notification display section 167, and a time reduction notification display section 168.

[0094] (Normal symbol display section) The normal symbol display section 161 displays the result of the winning determination process for the normal symbol and includes normal symbol display LEDs 161a and 161b. When the condition for starting the variable display of the normal symbol (hereinafter referred to as the "starting condition of the normal symbol") is satisfied, the variable display of the normal symbol in which the normal symbol display LEDs 161a and 161b alternately light and go out is started. When a predetermined time has elapsed since the start of the variable display of the normal symbol, the variable display of the normal symbol stops, and the result of the winning determination process for the normal symbol is derived.

[0095] When the result of the winning determination process for the normal symbol is a normal symbol win, the lighting and extinguishing combination of the normal symbol display LEDs 161a and 161b becomes a specific stop display mode. For example, when the result of the winning determination process for the normal symbol is a normal symbol win, the normal symbol display LED 161a lights up and the normal symbol display LED 161b goes out. On the other hand, when the result of the winning determination process for the normal symbol is a loss, for example, the normal symbol display LED 161a goes out and the normal symbol display LED 161b lights up. However, the stop display mode of the normal symbol display LEDs 161a and 161b indicating the result of the winning determination process for the normal symbol is not limited to this. When the normal symbol stops being displayed in a specific stop display mode, it is determined to operate the normal electric accessory 146, and the general-purpose movable member 147 is driven to open and close in a predetermined pattern, facilitating the winning (passage) of the game ball into the second start port 140.

[0096] (Normal symbol hold display section) The holding display section 162 for the normal symbol displays the number of variable displays of the normal symbol that are being held (hereinafter referred to as the "holding number of the normal symbol") when the start information of the normal symbol, i.e., the variable display, is being held, and includes holding display LEDs 162a and 162b for the normal symbol. The above-mentioned "the variable display of the normal symbol is being held" refers to the state from when the passage of the game ball through the passage gate 126 is detected and various data related to the normal symbol (for example, the random number value for determining a win of the normal symbol, etc.) are extracted until the start condition of the normal symbol is satisfied. Note that the start condition of the normal symbol is satisfied when at least all of the conditions that the normal symbol is not in variable display and the variable display of the normal symbol is being held are met.

[0097] The holding display section 162 for the normal symbol displays the holding number of the variable display of the normal symbol by the combination of lighting and extinguishing of the holding display LEDs 162a and 162b for the normal symbol. For example, when the holding number of the normal symbol is 1, the holding display LED 162a for the normal symbol lights up and the holding display LED 162b for the normal symbol goes out. Also, when the holding number of the normal symbol is 2, both of the holding display LEDs 162a and 162b for the normal symbol light up. Also, when the holding number of the normal symbol is 3, the holding display LED 162a for the normal symbol blinks and the holding display LED 162b for the normal symbol lights up. Further, when the holding number of the normal symbol is 4, both of the holding display LEDs 162a and 162b for the normal symbol blink. However, the display modes of the holding display LEDs 162a and 162b for the normal symbol indicating the holding number of the normal symbol are not limited to this.

[0098] (Special symbol display section) The special symbol display section displays the result of the winning determination process of the special symbol, and includes a first special symbol display section 163 and a second special symbol display section 164. The first special symbol display section 163 includes, for example, a first special symbol display LED group composed of eight LEDs 163a to 163h. Similarly, the second special symbol display section 164 also includes a second special symbol display LED group composed of eight LEDs 164a to 164h.

[0099] When the conditions for starting the variable display of the first special symbol (hereinafter referred to as the "starting conditions for the first special symbol") are satisfied, the variable display of the first special symbol is started, in which all or part of the eight LEDs 163a to 163h constituting the first special symbol display unit 163 repeatedly turn on and off alternately or mutually. When a predetermined time has elapsed since the start of the variable display of the first special symbol, the variable display of the first special symbol stops, and the result of the winning determination process for the first special symbol is derived.

[0100] If the result of the winning determination process for the first special symbol is a big win, the combination of turning on and off of the eight LEDs 163a to 163h constituting the first special symbol display unit 163 becomes a specific stop display mode. When the first special symbol display unit 163 stops displaying in the specific stop display mode, the transition to the big win gaming state is determined.

[0101] When the conditions for starting the variable display of the second special symbol (hereinafter referred to as the "starting conditions for the second special symbol") are satisfied, the variable display of the second special symbol is started, in which all or part of the eight LEDs 164a to 164h constituting the second special symbol display unit 164 repeatedly turn on and off alternately or mutually. When a predetermined time has elapsed since the start of the variable display of the second special symbol, the variable display of the second special symbol stops, and the result of the winning determination process for the second special symbol is derived.

[0102] If the result of the winning determination process for the second special symbol is a big win, the combination of turning on and off of the eight LEDs 164a to 164h constituting the second special symbol display unit 164 becomes a specific stop display mode. When the second special symbol display unit 164 stops displaying in the specific stop display mode, the transition to the big win gaming state is determined.

[0103] (Reserved display unit for special symbols) The reserved display unit for special symbols displays the number of variable displays of the reserved special symbol (hereinafter referred to as the "reservation number of special symbols") when the start information of the special symbol, that is, the variable display, is reserved, and includes a first reserved display unit 165 for special symbols and a second reserved display unit 166 for special symbols.

[0104] The first special symbol hold display unit 165 displays the number of holds of the first special symbol when the variable display of the first special symbol is on hold, and includes first special symbol hold display LEDs 165a and 165b. "The variable display of the first special symbol is on hold" refers to the state from when a winning (passing) of a game ball into the first start port 120 is detected and the start information of the first special symbol is extracted until the start condition of the first special symbol is satisfied.

[0105] The first special symbol hold display unit 165 displays the number of holds of the variable display of the first special symbol by the combination of lighting and extinguishing of the first special symbol hold display LEDs 165a and 165b. For example, when the number of holds of the first special symbol is 1, the first special symbol hold display LED 165a lights up and the first special symbol hold display LED 165b goes out. Also, when the number of holds of the first special symbol is 2, both of the first special symbol hold display LEDs 165a and 165b light up. Also, when the number of holds of the first special symbol is 3, the first special symbol hold display LED 165a blinks and the first special symbol hold display LED 165b lights up. Further, when the number of holds of the first special symbol is 4, both of the first special symbol hold display LEDs 165a and 165b blink. However, the display modes of the first special symbol hold display LEDs 165a and 165b indicating the number of holds of the first special symbol are not limited to this.

[0106] The second special symbol hold display unit 166 displays the number of holds of the second special symbol when the variable display of the second special symbol is on hold, and includes second special symbol hold display LEDs 166a and 166b. "The variable display of the second special symbol is on hold" refers to the state from when a winning (passing) of a game ball into the second start port 140 is detected and the start information of the second special symbol is extracted until the start condition of the second special symbol is satisfied.

[0107] The second special symbol hold display unit 166 displays the number of holds of the variable display of the second special symbol by the combination of lighting and extinguishing of the second special symbol hold display LEDs 166a and 166b. For example, when the number of holds of the second special symbol is 1, the second special symbol hold display LED 166a lights up and the second special symbol hold display LED 166b goes out. Also, when the number of holds of the second special symbol is 2, both of the second special symbol hold display LEDs 166a and 166b light up. When the number of holds of the second special symbol is 3, the second special symbol hold display LED 166a blinks and the second special symbol hold display LED 166b lights up. Further, when the number of holds of the second special symbol is 4, both of the second special symbol hold display LEDs 166a and 166b blink. However, the display modes of the second special symbol hold display LEDs 166a and 166b indicating the number of holds of the second special symbol are not limited to this.

[0108] (Probability variation notification display unit) The probability variation notification display unit 167 can be lit during the execution of the probability variation control described later, and is composed of, for example, an LED or a lamp.

[0109] The probability variation notification display unit 167 may be lit during the execution of the probability variation control. However, for example, by not lighting it so that it cannot be grasped visually that the probability variation control is being executed, the execution of the probability variation control may be concealed.

[0110] However, when the power is cut off during the execution of the probability variation control, the data indicating that the probability variation control is being executed does not disappear due to the function of the backup capacitor 207 described later. Therefore, when the power is cut off during the execution of the probability variation control and then the power is turned on, the probability variation notification display unit 167 lights up in a manner that allows it to be visually grasped that the probability variation control is in progress.

[0111] Note that even if it was concealed whether the probability variation control was being executed before the power was cut off, when the power is turned on, the probability variation notification display unit 167 is configured to light up so that it can be grasped that the probability variation control is being executed.

[0112] (Time-saving notification display unit) The time-saving notification display unit 168 can be lit during the execution of time-saving control described later, and is composed of, for example, an LED, a lamp, or the like.

[0113] In this embodiment, the time-saving notification display unit 168 has, for example, a first time-saving notification display unit 168a and a second time-saving notification display unit 168b, but the number of time-saving notification display units 168 is not limited to this.

[0114] Also, although details will be described later, the time-saving game state includes an A time-saving game state, a B time-saving game state, and a C time-saving game state. And, for example, it is configured such that the combination of lighting or extinguishing of the first time-saving notification display unit 168a and the second time-saving notification display unit 168b can be used to grasp which time-saving game state it is.

[0115] The time-saving notification display unit 168 may light the first time-saving notification display unit 168a or / and the second time-saving notification display unit 168b according to the time-saving control being executed. However, for example, by lighting or extinguishing in a manner where it is impossible to grasp externally whether the time-saving control is being executed or the type of time-saving control being executed (for example, all extinguished, all lit, a state not related to the time-saving control being executed), the fact that the time-saving control is being executed and the type of time-saving control being executed may be concealed so that it cannot be grasped externally. In particular, although it may be possible to grasp externally whether the time-saving control is being executed or not, it may be difficult to grasp externally which time-saving control is being executed. Therefore, by concealing the type of time-saving control being executed, it is possible to enhance the interest.

[0116] However, when the power is cut off during the execution of the time shortening control, not only the data indicating that the time shortening control is being executed but also the data indicating the type of the time shortening control being executed do not disappear due to the function of the backup capacitor 207 described later. Therefore, when the power is cut off during the execution of the time shortening control and then the power is turned on, the time shortening notification display unit 168 lights up or turns off in a manner that allows the fact that the time shortening control is in progress and the type of the time shortening control being executed to be grasped visually.

[0117] Note that even if, before the power is cut off, the fact that the time shortening control is in progress and the type of the time shortening control being executed are concealed so as not to be visually grasped, when the power is turned on, the time shortening notification display unit 168 is configured to light up or / and turn off in a manner that allows the fact that the time shortening control is in progress and the type of the time shortening control being executed to be grasped visually.

[0118] [1-2. Electrical Configuration] Next, with reference to FIG. 6, the control circuit of the first pachinko gaming machine will be described. FIG. 6 is an example of a block diagram showing the control circuit of the first pachinko gaming machine.

[0119] As shown in FIG. 6, the first pachinko gaming machine mainly includes a main control circuit 200 that controls processes such as those executed when the power is turned on and processes related to gaming operations, a sub-control circuit 300 that controls effects according to the progress of the game, a payout / firing control circuit 400, and a power supply circuit 450.

[0120] [1-2-1. Main Control Circuit] The main control circuit 200 controls processes such as those executed when the power is turned on and processes related to gaming operations. It includes a main CPU 201, a main ROM 202 (read-only memory), a main RAM 203 (read / write memory), an initial reset circuit 204, a backup capacitor 207, etc., and is housed in a main board case (not shown).

[0121] The main CPU 201 is connected to a main ROM 202, a main RAM 203, an initial reset circuit 204, etc. The main CPU 201 incorporates a WDT (watchdog timer) for monitoring operations and functions for preventing fraud, etc.

[0122] The main ROM 202 stores a program for controlling the operation of the first pachinko gaming machine by the main CPU 201, various tables, etc. The main CPU 201 has a function of executing various processes according to the program stored in the main ROM 202.

[0123] The main RAM 203 is provided with a storage area for storing various data necessary for the progress of the game. This main RAM 203 functions as a temporary storage area of the main CPU 201 and stores values of various flags and variables. In this embodiment, a RAM is used as the temporary storage area of the main CPU 201, but it is not limited to this, and any readable and writable storage medium may be used.

[0124] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary.

[0125] The backup capacitor 207 has a function of temporarily supplying power so that the data stored in the main RAM 203 does not disappear during a power failure or the like.

[0126] Furthermore, the main control circuit 200 also includes an I / O port 205 that is communicably connected to various devices, etc., and a command output port 206 that is connected to be able to output various commands to the sub-control circuit 300.

[0127] In addition, various devices are connected to the main control circuit 200. For example, the main control circuit 200 is connected to the above-described normal symbol display unit 161, normal symbol hold display unit 162, first special symbol display unit 163, second special symbol display unit 164, first special symbol hold display unit 165, second special symbol hold display unit 166, probability variable notification display unit 167, time shortening notification display unit 168, general solenoid 148, special solenoid 135, and the like. In addition to these, a performance display monitor 170, an error notification monitor 172, and the like are also connected to the main control circuit 200. The main control circuit 200 can control the operations of these devices by transmitting signals via the I / O port 205.

[0128] Performance display data and set values described later are displayed on the performance display monitor 170 under the control of the main CPU 201. The performance display data is, for example, data indicating the ratio of game balls paid out in a game state other than the big win game state for a predetermined number (e.g., 60,000) of game ball launches, and is also called a base value.

[0129] An error code is displayed on the error notification monitor 172. In addition to the error code, the error notification monitor 172 can also display, for example, a setting change in progress code indicating that a setting change process is in progress and a setting confirmation in progress code indicating that a setting confirmation process is in progress, in the case of a pachinko game machine with a setting function described later. Note that as the setting change in progress code, a symbol that is not normally displayed as the display of a special symbol (for example, a setting change symbol indicating that a setting change is in progress) may be displayed.

[0130] In addition, a first start port switch 121, a second start port switch 141, a passing gate switch 127, a count switch 132, a general winning port switch 123, and the like are also connected to the main control circuit 200. When these switches are detected, a detection signal is output to the main control circuit 200 via the I / O port 205.

[0131] Further, the main control circuit 200 is connected to a calling device (not shown) having functions such as calling a croupier and displaying the number of jackpot times, an external terminal board 184 used when transmitting data to a hall computer 186 that manages pachinko gaming machines throughout the hall, a setting key 174 that is operated when changing or checking setting values for a pachinko gaming machine with a setting function described later, a backup clear switch 176 that can clear backup data stored in the main RAM 203 according to the operation of the casino manager, and the like. In this embodiment, the backup clear switch 176 also serves as a switch for changing the setting values described later, but is not limited thereto, and a setting switch for changing the setting values may be provided.

[0132] Also, the setting key 174 and the backup clear switch 176 are preferably housed in a predetermined case so that a third party other than the casino manager (e.g., a player) cannot easily touch them. The "predetermined case" includes not only those configured such that the setting key 174 and the backup clear switch 176 cannot be contacted without opening the case, but also those in which notches are provided only at the corresponding positions of the setting key 174 and the backup clear switch 176 of the case, and when the casino manager rotates the pachinko gaming machine from the island equipment using a key managed by the casino manager to expose the back surface, the casino manager can contact the setting key 174 or / and the backup clear switch 176.

[0133] In this embodiment, the setting key 174 and the backup clear switch 176 are connected to the main control circuit 200, but are not limited thereto. For example, they may be configured to be connected to a payout / firing control circuit 400 or a power supply circuit 450. Also in this case, it is preferable to prevent a third party other than the casino manager from easily contacting the setting key 174 and the backup clear switch 176.

[0134] [1-2-2. Sub-control circuit] The sub-control circuit 300 includes a sub-CPU 301, a program ROM 302, a work RAM 303, a display control circuit 304, an audio control circuit 305, an LED control circuit 306, a device control circuit 307, a command input port 308, and the like. The sub-control circuit 300 executes an effect according to the progress of the game in response to a command from the main control circuit 200. Although not shown in FIG. 6, an effect button 54 (see FIG. 1) that can be operated by the player is also connected to the sub-control circuit 300.

[0135] The program ROM 302 stores a program for controlling the game effect of the first pachinko machine by the sub-CPU 301, various tables, and the like. The sub-CPU 301 has a function of executing various processes according to the program stored in the program ROM 302. In particular, the sub-CPU 301 performs control related to the game effect according to various commands transmitted from the main control circuit 200.

[0136] The work RAM 303 has a function of storing values of various flags and variables as a temporary storage area of the sub-CPU 301.

[0137] The display control circuit 304 is a circuit for performing display control on the display device 7. The display control circuit 304 includes an image data processor (hereinafter referred to as VDP), an image data ROM in which data for generating various image data is stored, a frame buffer for temporarily storing image data, a D / A converter for converting image data into an image signal, and the like.

[0138] The display control circuit 304 temporarily stores image data for display on the display device 7 in the frame buffer in response to an image display command from the sub-CPU 301. The image data for display on the display device 7 includes various image data related to the game, such as decorative symbol image data showing decorative symbols, background image data, and effect image data.

[0139] Then, the display control circuit 304 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies the converted image signal to the display device 7 at a predetermined timing. When the image signal is supplied to the display device 7, an image related to the image signal is displayed on the display device 7. In this way, the display control circuit 304 can perform control to display an image related to the game on the display device 7.

[0140] The audio control circuit 305 is a circuit for controlling the audio generated from the speaker 32. The audio control circuit 305 includes a sound source IC for controlling audio, an audio data ROM for storing various types of audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.

[0141] The sound source IC controls the audio output from the speaker 32. The sound source IC selects one piece of audio data from a plurality of pieces of audio data stored in the audio data ROM in response to an audio generation command from the sub-CPU 301. Further, the sound source IC reads out the selected audio data from the audio data ROM, converts the audio data into a predetermined audio signal, and supplies the converted audio signal to the AMP. The AMP amplifies signals such as audio and sound effects output from the speaker 32.

[0142] The LED control circuit 306 is a circuit for controlling an LED group 46 including decorative LEDs and the like. The LED control circuit 306 includes a drive circuit for supplying an LED control signal, a decorative data ROM in which a plurality of types of LED decoration patterns are stored, and the like.

[0143] The accessory control circuit 307 is a circuit for controlling the operation of each accessory (for example, one or more accessories among the effect accessory group 58). The accessory control circuit 307 includes a drive circuit for supplying a drive signal to each accessory, a lighting circuit for supplying a lighting control signal, an accessory data ROM in which an operation pattern and a lighting pattern are stored, and the like.

[0144] Also, the accessory control circuit 307 selects one operation pattern from a plurality of operation patterns stored in the accessory data ROM in response to an accessory operation command from the sub-CPU 301. Then, the selected operation pattern is read out from the accessory data ROM, and the mechanical operation of each accessory is controlled by supplying a drive signal corresponding to the read operation pattern. Further, the lighting circuit selects one lighting pattern from a plurality of lighting patterns stored in the accessory data ROM based on a lighting command from the sub-CPU 301. Then, the selected lighting pattern is read out from the accessory data ROM, and the lighting operation of each accessory is controlled by supplying a lighting control signal corresponding to the read lighting pattern.

[0145] The command input port 308 is connected to the command output port 206 and receives various commands transmitted from the main control circuit 200.

[0146] [1-2-3. Payout / Launch Control Circuit] The payout / launch control circuit 400 controls the payout of prize balls and loan balls. Connected to this payout / launch control circuit 400 are a payout device 82 capable of paying out game balls, a launch device 6 capable of launching game balls, a card unit 180 capable of executing control related to ball lending, and the like.

[0147] When the payout / launch control circuit 400 receives a prize ball control command transmitted from the main control circuit 200, it transmits a predetermined signal to the payout device 82 and controls the payout device 82 to pay out game balls.

[0148] A ball lending operation panel 182 is connected to the card unit 180. The ball lending operation panel 182 is provided with a ball lending button for receiving lent balls and a lending return button (both not shown in the figure) for receiving the return of a ball lending card in which cash data is stored. For example, when a ball lending operation is performed by a player, a lent ball control signal corresponding to the ball lending operation is transmitted to the card unit 180. The payout / firing control circuit 400 performs control to cause the payout device 82 to pay out game balls based on the lent ball control signal transmitted from the card unit 180. Note that the operation panel 182 is often provided on the pachinko game machine side, but it may also be provided on the card unit 180 side.

[0149] In addition, the payout / firing control circuit 400 supplies power to a firing solenoid (not shown) according to the rotation angle (rotation amount) based on the fact that the firing handle 62 is rotated in the clockwise direction, and performs control to fire game balls.

[0150] [1-2-4. Power Supply Circuit] The power supply circuit 450 is a power circuit created to supply the necessary power voltage for the game to the main control circuit 200, the sub-control circuit 300, the payout / firing control circuit 400, and the like.

[0151] A power switch 95 and the like are connected to the power supply circuit 450. The power switch 95 is turned on when supplying power necessary for the pachinko game machine (more specifically, the main control circuit 200, the sub-control circuit 300, the payout / firing control circuit 400, and the like).

[0152] [1-3. Game Flow] Next, with reference to FIGS. 7 and 8, an example of the game flow will be described. FIG. 7 shows an example of the game flow. FIG. 8 shows an example of a game state transition diagram showing the transition of the game state. Note that the game flow shown in FIG. 7 is a flow that can be grasped from the appearance, not a control flow.

[0153] As shown in FIG. 7, in a pachinko game, a game ball is launched by a user operation such as that of a player, and when the game ball wins a prize at various winning openings (for example, the first start opening 120, etc.), a payout control process for the game ball is performed. The pachinko game includes a special symbol game using special symbols and a normal symbol game using normal symbols. The special symbol game is, for example, a game in which a winning determination process for special symbols is executed based on the winning of a game ball at the start openings 120 and 140, and it is determined whether to shift to a big win game state or not. Also, the normal symbol game is, for example, a game in which a winning determination process for normal symbols is executed based on the passage of a game ball through the passage gate 126, and it is determined whether to activate the normal electric accessory 146 to open the winning opening (the second start opening 140 in this embodiment) or not. In this specification, although the "special symbol game" may sometimes be referred to as a "game", the "game" is a term used in a broad concept, and for example, a normal symbol game or an in-game performance game using an operation unit such as the performance button 54 (see FIG. 1, for example) is also included in the "game".

[0154] Also, in this specification, from the start of the variable display of the special symbols until the end of this variable display and the result of the winning determination process for the special symbols is confirmed and displayed (derived) (more specifically, until the special symbol confirmation time has elapsed) is regarded as one special symbol game. However, after the result of the winning determination process for the special symbols is derived, if it is controlled to be in a big win game state, from that time until the end of the big win game state is regarded as one special symbol game. In the first pachinko gaming machine, a small win is not included in the result of the winning determination process for the special symbols, but in a pachinko gaming machine in which a small win is included in the result of the winning determination process for the special symbols, after the result of the winning determination process for the special symbols is derived, if it is controlled to be in a small win game state, from that time until the end of the small win game state is regarded as one special symbol game.

[0155] When a stop display mode indicating a big win is derived in the special symbol game to the first special symbol display unit 163 or the second special symbol display unit 164, it is controlled to the big win game state. In the big win game state, a round game is executed in which the big winning opening 131 is opened for a predetermined time (for example, a maximum of 30,000 msec) by the operation of the special electric accessory 133, and the possibility of winning the big winning opening 131 is relatively increased.

[0156] Also, when a stop display mode indicating a normal symbol win is derived in the normal symbol game to the normal symbol display unit 161, the winning opening (for example, the second starting opening 140 in this embodiment) is opened by the operation of the normal electric accessory 146, and for example, the possibility of winning the second starting opening 140 is relatively increased.

[0157] Note that the games executable in the pachinko game are not limited to the special symbol game and the normal symbol game, and new games different from these may be executable.

[0158] Hereinafter, an outline of the game flows of the special symbol game and the normal symbol game will be described.

[0159] [1-3-1. Special Symbol Game] As shown in FIG. 7, the special symbol game mainly includes a special symbol start winning process performed when a winning (passing) occurs in the first starting opening 120 or the second starting opening 140, and a special symbol control process performed based on the establishment of the start condition of the special symbol, and the like.

[0160] When a game ball wins in the first starting opening 120 or the second starting opening 140, a special symbol start winning process is performed. In this special symbol start winning process, various data related to the special symbol (for example, various random values such as a big win determination random value, a symbol random value, a reach determination random value, and an effect selection random value) are respectively extracted (acquired) from various counters for the special symbol (for example, a big win determination counter, a symbol determination counter, etc.). Each of the extracted random values is reserved as start information. This special symbol start winning process is also performed during the execution of the special symbol control process.

[0161] In addition, in the special symbol control process, it is determined whether the start condition of the special symbol is satisfied. When the start condition of the special symbol is satisfied, a hit determination process for the special symbol is performed, in which it is determined whether it is a "big win" by referring to the random number value for big win determination extracted from the big win determination counter of the special symbol. Thereafter, a stop symbol determination process for determining the stop symbol is performed. In the stop symbol determination process, the random number value for symbol determination extracted from the symbol determination counter of the special symbol and the result of the hit determination process for the special symbol are referred to, and the special symbol to be stopped and displayed is determined.

[0162] In this embodiment, when the probability variation flag is on, probability variation control is executed. In the above-mentioned hit determination process for the special symbol, when the probability variation flag is off, it is determined to be a "big win" with a relatively low probability, and when the probability variation flag is on, it is determined to be a "big win" with a relatively high probability. Hereinafter, in this specification, the probability of being determined to be a "big win" is referred to as the "big win probability".

[0163] The probability variation flag is one of the management flags stored in the main RAM 203 and is a flag for managing whether to execute probability variation control. When the probability variation flag is on, the game progresses in a game state where probability variation control is executed (for example, in the high probability short game state in this embodiment). On the other hand, when the probability variation flag is off, the game progresses in a game state where probability variation control is not executed (for example, the normal game state or the low probability short game state).

[0164] Next, a variation pattern determination process for the special symbol is performed. In this process, a random number value is extracted from the variation pattern determination counter, and with reference to the random number value, the result of the above-mentioned hit determination process for the special symbol, and the above-mentioned special symbol to be stopped and displayed, the variation pattern (variable display pattern) of the special symbol is determined. Then, based on the result of the variation pattern determination process for the special symbol, a variable display control process for the special symbol is performed.

[0165] When the variation pattern of the special symbol is determined, next, the effect pattern determination process for determining the effect pattern is performed. Then, based on the result of the effect pattern determination process, effect control processes such as display effects such as decorative symbols and character effects displayed in the display area of the display device 7, and sound effects such as voices and sound effects output from the speaker 32 are performed. Note that the effect control process is performed by the sub CPU 301.

[0166] Then, when the variable display control process and the effect control process of the special symbol are completed and it is a big win, the big win game control process is performed. The big win game control process is a process executed in the big win game state. When the big win game state ends, the special symbol game ends, and the game state transition control process to the non-big win game state where it is not a big win is performed. In this case, the game state transitions according to the type of big win. For example, in the case of a big win type in which both the probability variation flag and the time shortening flag are set to on, after the end of the big win game state, it transitions to the high probability time shortening game state.

[0167] On the other hand, when it is not a big win, that is, when it is a loss, the special symbol game ends. In the first pachinko game machine, the result of the winning determination process of the special symbol does not include a small win, but in a pachinko game machine in which the result of the winning determination process of the special symbol includes a small win, when winning a small win, the small win game control process is performed. Also, although not shown in FIG. 7, in the case of a time shortening win described later, it transitions to the time shortening game state.

[0168] Then, each of the above-described special symbol control processes is repeated each time the start condition of the special symbol is satisfied.

[0169] Note that when a game ball wins a prize at the start ports 120 and 140 during the special symbol control process, the special symbol start prize process is executed. Also, the start information of the special symbol (for example, various data such as various random values such as a big win determination random value, a symbol random value of the special symbol, a reach determination random value, and an effect selection random value) extracted at the time of winning a prize at the start ports 120 and 140 is held until the start condition of the special symbol is satisfied.

[0170] Also, in the first pachinko gaming machine, up to a maximum of eight pieces of starting information for special symbols can be held in total, with four pieces of starting information for the first special symbol and four pieces of starting information for the second special symbol. However, the number of pieces of starting information for special symbols that can be held is not limited to this. For example, it may be possible to hold more pieces of starting information for the first special symbol than for the second special symbol, or vice versa.

[0171] Also, although not shown in FIG. 7, between when a special symbol starts winning and when the starting condition for the special symbol is satisfied, a preliminary determination (for example, refer to S396 in FIG. 52 described later) is made to determine the win / loss (the presence or absence of winning a "big win") and the variation pattern based on the starting information extracted when a game ball wins (passes through) the starting ports 120 and 140, prior to the winning determination process for the special symbol. A preliminary effect function may be provided to perform a predetermined effect based on the result of this preliminary determination. Note that the above preliminary determination may be performed before the starting information extracted by the winning of a game ball at the starting ports 120 and 140 is held, or after it is held.

[0172] [1-3-2. Normal Symbol Game] As shown in FIG. 7, the normal symbol game mainly includes a normal symbol start passing process that is performed when a game ball passes through the passing gate 126, and a normal symbol control process that is performed based on the establishment of the starting condition for the normal symbol, and the like.

[0173] When a game ball passes through the passing gate 126, the normal symbol start passing process is executed. In this normal symbol start passing process, starting information for the normal symbol (for example, a random value for winning determination of the normal symbol, etc.) is extracted (acquired) from the counter for winning determination of the normal symbol, and the extracted starting information is held.

[0174] Also, in the normal symbol control process, the main CPU 201 determines whether the start condition of the normal symbol is satisfied. When starting the variable display of the normal symbol, the main CPU 201 refers to the random number value for determining a win of the normal symbol extracted from the win determination counter for the normal symbol, executes the win determination process of the normal symbol to determine whether it is a "win of the normal symbol", and then executes the variable pattern determination process. In this process, the result of the win determination process of the normal symbol is referred to, and the variable pattern of the normal symbol is determined.

[0175] Next, the main CPU 201 refers to the result of the win determination process of the normal symbol and the determined variable pattern of the normal symbol, and executes a variable display control process for controlling the variable display of the normal symbol and an effect control process for performing a predetermined effect. Note that the effect control process may not be executed.

[0176] Then, when the variable display control process and the effect control process of the normal symbol are completed, the main CPU 201 determines whether a normal winning symbol indicating "win of the normal symbol" has been derived to the normal symbol display unit 161 (see FIGS. 5 and 6). When it is determined that a stop display mode indicating a normal win has been derived, the main CPU 201 executes a game control process for a win of the normal symbol. In this game control process for a win of the normal symbol, the normal electric accessory 146 (see FIG. 4) operates, and the game ball can enter (pass through) the winning opening (for example, in this embodiment, for example, the second start opening 140 (see FIG. 4)) in an open state that is possible or easy. On the other hand, when it is determined that a stop display mode indicating a normal win has not been derived, the main CPU 201 does not execute the game control process for a win of the normal symbol and ends the normal symbol control process.

[0177] In addition, in a gaming state where time-saving control is not executed (for example, a normal gaming state), the probability of deriving a stop display mode indicating a normal win may be set to 0. The time-saving control corresponds to control in which at least one of a special figure shortening control for shortening the variable display time of a special symbol and an electric support control for increasing the frequency of operating the normal electric accessory 146 to open a winning port (for example, the second start port 140 (see FIG. 4) in this embodiment) to an open state is performed, as compared to when the time-saving control is not executed. This time-saving control may be control that performs both the special figure shortening control and the electric support control, or may be control that performs only one of the special figure shortening control and the electric support control.

[0178] The electric support control is control for improving at least one of the winning probability of "normal symbol win", the variable display time of the normal symbol, and the opening pattern (number of openings, opening time, wait time) of the normal electric accessory 146 in terms of time-saving performance. The time-saving performance is the performance of changing the ease of winning of a game ball into a winning port (for example, the second start port 140 (see FIG. 4) in this embodiment), and refers to the winning probability of "normal symbol win", the variable display time of the normal symbol, and / or the opening pattern (number of openings, opening time, wait time, etc.) of the normal electric accessory 146. Further, improving the time-saving performance means, for example, making it easier for a game ball to win into a winning port (for example, the second start port 140 (see FIG. 4) in this embodiment). That is, when the electric support control is executed, as compared to the case where the electric support control is not executed, the winning probability of "normal symbol win" is increased, the variable display time of the normal symbol is shortened, and / or the winning is facilitated by the normal electric accessory 146 (the number of openings is increased, the opening time is extended, the wait time is shortened, etc.).

[0179] And each time the start condition of the normal symbol is satisfied, the various processes of the above-described normal symbol control process are repeated.

[0180] Incidentally, when a game ball passes through the passage gate 126 during the normal symbol control process, the normal symbol start passage process is executed. Also, the start information of the normal symbol (for example, the random number value for determining a win in the normal symbol, etc.) extracted when the game ball passes through the passage gate 126 is held until the start condition of the normal symbol is satisfied.

[0181] Incidentally, the start of the variable display of the normal symbol is performed in the order in which it is held. When the start condition of the normal symbol is satisfied, the variable display for the start information that was held first among the held start information of the normal symbol is executed.

[0182] Incidentally, as the extraction method of various random number values (for example, the random number value for determining a big win in the first special symbol, the symbol random number value of the first special symbol, the reach determination random number value of the first special symbol, the random number value for determining a big win in the second special symbol, the symbol random number value of the second special symbol, the reach determination random number value of the second special symbol, and the random number value for determining a win in the normal symbol, etc.), a software random number method of generating a random number value within a predetermined range (width) by executing a program by the main CPU 201 may be used, or a hardware random number method of extracting a random number value from a counter in a random number generator in which the random number is updated at a predetermined cycle may be used.

[0183] [1-3-3. Game State Transition] As shown in FIG. 8, the game state can be roughly classified into a non-big win game state and a big win game state. In the non-big win game state, as described above, the special symbol game is executed. When a big win is derived as a result of the winning determination process of the special symbol, the state transitions from the non-big win game state to the big win game state. In the big win game state, as described above, the round game is executed, and the variable display of the special symbol is not executed. However, the variable display of the normal symbol is enabled even in the big win game state. Note that the description of the small win game state is omitted.

[0184] The non-big win game state can be roughly classified into a low probability state in which the winning probability of a big win in the winning determination process of the special symbol is relatively low and a high probability game state in which the winning probability of a big win in the winning determination process of the special symbol is relatively high.

[0185] The high-probability gaming state includes a high-probability time-limited gaming state (high-probability high base) in which time-limited control is executed. Although it is not included in the high-probability gaming state of the first pachinko gaming machine, as shown in FIG. 8, a high-probability non-time-limited gaming state (high-probability low base state) in which time-limited control is not executed may be included in the high-probability gaming state.

[0186] The low-probability state includes a normal gaming state (low-probability low base) in which time-limited control is not executed and a time-limited gaming state (low-probability high base) in which time-limited control is executed.

[0187] Furthermore, the time-limited gaming state includes an A time-limited gaming state, a B time-limited gaming state, and a C time-limited gaming state.

[0188] The A time-limited gaming state is a time-limited gaming state that can be shifted to after the end of a specific jackpot gaming state. When a specified number of special symbol games are executed or the game shifts to the jackpot gaming state, the A time-limited gaming state ends. When the A time-limited gaming state ends due to the execution of a specified number of special symbol games, in principle, it shifts to the normal gaming state.

[0189] The B time-limited gaming state is, for example, a time-limited gaming state that can be shifted to when the jackpot gaming state ends and the variable display of special symbols in a non-high-probability gaming state (i.e., a gaming state in which the probability change flag is off) starts, or when the variable display count of special symbols (e.g., ceiling counter) reaches the ceiling value (e.g., 1000 times) starting from, for example, the RAM clear described later. When a specified number of special symbol games are executed or the game shifts to the jackpot gaming state, the B time-limited gaming state ends. When the B time-limited gaming state ends due to the execution of a specified number of special symbol games, in principle, it shifts to the normal gaming state.

[0190] The C short-time game state is a short-time game state that can be shifted to when the result of the winning determination process of the special symbol in the low-probability state is "short-time win" and a display mode of short-time win is derived. When a specified number of special symbol games determined by winning the "short-time win" are executed or the game shifts to the big win game state, the C short-time game state ends. When the C short-time game state ends due to the execution of the above-specified number of special symbol games, in principle, it shifts to the normal game state. Note that, for example, when a plurality of short-time game states overlap, even if the above-specified number of special symbol games are executed, instead of shifting to the normal game state, the C short-time game state continues.

[0191] In this specification, regardless of whether a plurality of short-time game states are executed one after another, when the transition condition to the short-time game state is satisfied in the short-time game state or the transition conditions to a plurality of short-time game states are simultaneously satisfied, it is said that the short-time game states "overlap". And when a plurality of short-time game states overlap, under the control of the main CPU 201, internally, operating any of the overlapping plurality of short-time game states, that is, operating the overlapping plurality of short-time game states internally in parallel is called "executing in parallel". However, even if the main CPU 201 internally executes a plurality of short-time game states in parallel, the actual short-time control executed corresponds only to the short-time control for one of the short-time game states. That is, even when a plurality of short-time game states are executed in parallel, the player perceives that they are controlled by one of the plurality of short-time game states.

[0192] Next, the transition of the game state will be described.

[0193] Even when controlled in the normal game state, the short-time game state (A short-time game state, B short-time game state, C short-time game state), and the high-probability game state (for example, the high-probability short-time game state), if the result of the winning determination process of the special symbol is a big win, the game shifts to the big win game state.

[0194] When the jackpot gaming state ends, depending on the game specifications, it can transition to any of the normal gaming state, the time-saving gaming state, and the high-probability gaming state (e.g., the high-probability time-saving gaming state). However, the time-saving gaming state that can be transitioned to when the jackpot gaming state ends is limited to the Type-A time-saving gaming state.

[0195] When controlled in the high-probability gaming state, except for some pachinko gaming machines such as the so-called ST machines and loop machines, it does not transition from the high-probability gaming state to the time-saving gaming state or the normal gaming state. Similarly, it does not transition from the time-saving gaming state or the normal gaming state to the high-probability gaming state unless it goes through the jackpot gaming state.

[0196] When controlled in the normal gaming state, it can transition to the Type-B time-saving gaming state or the Type-C time-saving gaming state, but it cannot transition to the Type-A time-saving gaming state unless it goes through the jackpot gaming state. However, since it transitions to the normal gaming state when a specified number of special symbol games are executed in the Type-A time-saving gaming state, it is possible to transition from the Type-A time-saving gaming state to the normal gaming state. Note that regardless of whether it is controlled in the Type-B time-saving gaming state or the Type-C time-saving gaming state, it is possible to transition from the Type-B time-saving gaming state or the Type-C time-saving gaming state to the normal gaming state because it transitions to the normal gaming state when a specified number of special symbol games are executed.

[0197] Next, the transition between the time-saving gaming states will be described.

[0198] When controlled in the Type-A time-saving gaming state, the number of available time-saving times in the Type-A time-saving gaming state is set to be less than the ceiling value, which is the transition condition to the Type-B time-saving gaming state. Therefore, it does not transition from the Type-A time-saving gaming state to the Type-B time-saving gaming state. Also, since the Type-A time-saving gaming state is controlled via the jackpot gaming state, it does not transition from the Type-B time-saving gaming state to the Type-A time-saving gaming state. On the other hand, when the result of the winning determination process for the special symbol in the Type-A time-saving gaming state is "time-saving win", the transition condition to the Type-C time-saving gaming state is satisfied. Therefore, the Type-A time-saving gaming state and the Type-C time-saving gaming state can overlap. However, as described above, since the Type-A time-saving gaming state is controlled via the jackpot gaming state, it does not transition from the Type-C time-saving gaming state to the Type-A time-saving gaming state.

[0199] When it is controlled to be in the B short-time game state, if the result of the winning determination process of the special symbol is "short-time win", the transition condition to the C short-time game state is satisfied, and the B short-time game state and the C short-time game state can overlap. Also, when the ceiling counter reaches the ceiling value in the C short-time game state, the C short-time game state and the B short-time game state can overlap.

[0200] When it is controlled to be in the C short-time game state, if the result of the winning determination process of the special symbol is "short-time win", the transition condition to the C short-time game state is satisfied, and the C short-time game state and the C short-time game state can overlap.

[0201] Note that the details regarding the overlap of the short-time game states will be described later.

[0202] [1-4. Basic Specifications] Next, with reference to FIGS. 9 to 19, the basic specifications of the first pachinko game machine will be described.

[0203] In the first pachinko game machine, a normal game state in which neither probability variation control nor short-time control is executed, a high-probability short-time game state in which both probability variation control and short-time control are executed, and a low-probability short-time game state in which probability variation control is not executed but short-time control is executed are prepared, and the main CPU 201 can advance the game in any of these game states. However, the game state advanced under the control of the main CPU 201 is not limited to this.

[0204] In this embodiment, left shooting is the regular game mode in the normal game state, and right shooting is the regular game mode in the high-probability short-time game state and the low-probability short-time game state. The sub CPU 301 executes control to display the shooting method that is the regular game mode, for example, in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode) for the player.

[0205] [1-4-1. Probability of Jackpot for Each Set Value] FIG. 9 is an example of a table showing the probability of jackpot (approximate) for each set value in the first pachinko gaming machine. As shown in FIG. 9, in the first pachinko gaming machine, using the above-described setting key 174, backup clear switch 176 (both shown in FIG. 6), etc., it is possible to set to any one of a plurality of set values such as setting 1 to setting 6. In the case of such a pachinko gaming machine with a setting function, the probability of jackpot varies depending on the set value, and the main CPU 201 executes a winning determination process for the special symbol based on the set set value.

[0206] Specifically, the probability of jackpot in a gaming state where the probability variation control flag for not executing the probability variation control is off (in this embodiment, for example, the normal gaming state and the short probability gaming state with low probability) is, regardless of whether the winning determination process for the first special symbol or the winning determination process for the second special symbol is executed, for example, about 1 / 319 for setting 1, about 1 / 314 for setting 2, about 1 / 309 for setting 3, about 1 / 304 for setting 4, about 1 / 299 for setting 5, and about 1 / 294 for setting 6. Also, the probability of jackpot in a gaming state where the probability variation control flag for executing the probability variation control is on (in this embodiment, for example, the short probability gaming state with high probability) is, about 1 / 77 for setting 1, about 1 / 76 for setting 2, about 1 / 75 for setting 3, about 1 / 74 for setting 4, about 1 / 73 for setting 5, and about 1 / 72 for setting 6.

[0207] Note that the short-time winning probability is a common probability for all set values, different from the jackpot probability. For example, the short-time winning probability when the winning determination process for the first special symbol is executed is 1 / 160, and the short-time winning probability when the winning determination process for the second special symbol is executed is 1 / 240. The short-time winning probability may be made different between the case where the winning determination process for the first special symbol is executed and the case where the winning determination process for the second special symbol is executed, or may be the same.

[0208] However, even if the probability per time reduction is the same for all setting values, the time reduction continuation rate (for example, the number of times of time reduction to be set) may be made different according to the setting values. For example, when the result of the winning determination process of the special symbol is "winning with time reduction", for example, in the case of setting 1, 50 times may be set as the number of times of time reduction, and in the case of setting 6, 100 times may be set as the number of times of time reduction.

[0209] Note that although the small win is not included in the lottery target in the first pachinko machine, it may be included in the lottery target. When the small win is included in the lottery target, it is preferable that the small win probability is the same for all setting values. Further, when the small win is included in the lottery target, it may be possible to win the small win only when the winning determination process of one of the first special symbol and the second special symbol (for example, the second special symbol) is performed. In this case, in the winning determination process of the other special symbol (for example, the first special symbol), in addition to the mode in which the determination of whether or not the small win is won is not performed, the mode in which the determination of whether or not the small win is won is performed with the small win probability set to 0 may also be adopted.

[0210] As described above, the probability of winning with time reduction and the probability of winning a small win when the small win is included in the lottery target are the same for all setting values, but it is not limited to this, and they may be different probabilities according to the setting values.

[0211] Also, in this embodiment, the jackpot probabilities are different for all setting values, but it is not limited to this. For example, the jackpot probabilities may be the same for a plurality of setting values, such as a common jackpot probability for setting 1 and setting 2, a common jackpot probability for setting 3 and setting 4, and a common jackpot probability for setting 5 and setting 6.

[0212] Also, in this embodiment, although the jackpot probability varies according to the set value, if the degree of advantage for the player varies according to the set value, the target that varies according to the set value is not necessarily limited to the jackpot probability. For example, in the case of a pachinko gaming machine in which when a game ball wins a prize in a specific winning opening, it is controlled to a jackpot gaming state, the winning probability for the specific winning opening may be varied according to the set value. Note that it is not essential to use a pachinko gaming machine with a setting function.

[0213] [1-4-2. Special symbol hit determination table] FIG. 10 shows an example of a special symbol hit determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. Note that the special symbol hit determination table shown in FIG. 10 shows an example of the case of setting 1 shown in FIG. 9.

[0214] The special symbol hit determination table is a table referred to in the special symbol hit determination process, that is, a table referred to when determining "time shortening hit", "jackpot" or "miss" by lottery based on the jackpot determination random number value extracted when a game ball wins a prize in the start openings 120 and 140. In this embodiment, the lottery targets are "time shortening hit", "jackpot" and "miss", and other lottery targets (for example, small hit) are not included. However, when a game ball wins a prize in the first start opening 120 or / and the second start opening 140, it may be determined as other lottery targets.

[0215] The jackpot determination random number value is, as described above, a random number value used in the special symbol hit determination process. In this embodiment, the jackpot determination random number value is extracted from 0 to 65535 (65536 types). However, the range of the generated random number value is not limited to the above.

[0216] In this embodiment, the main CPU 201 determines "short-time win", "big win", or "loss" based on the extracted big win determination random number value in the winning determination process of the first special symbol. In the winning determination table of the first special symbol, for each value (0 or 1) of the probability variable flag, the relationship between the range (width) of the big win determination random number value determined as "short-time win" and the corresponding short-time win determination value data, the relationship between the range (width) of the big win determination random number value determined as "big win" and the corresponding big win determination value data, and the relationship between the range (width) of the big win determination random number value determined as "loss" and the corresponding loss determination value data are defined.

[0217] In addition, in this specification, when the value of the probability variable flag is "0", the probability variable flag is off, and when the value of the probability variable flag is "1", the probability variable flag is on.

[0218] Also, in the winning determination process of the second special symbol, the main CPU 201 determines "short-time win", "big win", or "loss" based on the extracted big win determination random number value in the same way as in the winning determination process of the first special symbol. In the winning determination table of the second special symbol, for each value (0 or 1) of the probability variable flag, the relationship between the range (width) of the big win determination random number value determined as "short-time win" and the corresponding short-time win determination value data, the relationship between the range (width) of the big win determination random number value determined as "big win" and the corresponding big win determination value data, and the relationship between the range (width) of the big win determination random number value determined as "loss" and the corresponding loss determination value data are defined.

[0219] In this embodiment, for example, when the probability variation flag is off during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 0 to 408, the main CPU 201 determines it as "short time win" and determines the win / loss determination value data as "short time win determination value data". Also, when the probability variation flag is off during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 409 to 613, the main CPU 201 determines it as "big win" and determines the win / loss determination value data as "big win determination value data". Further, when the extracted random number value for big win determination is any value from 614 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

[0220] Also, for example, when the probability variation flag is on during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 0 to 408, the main CPU 201 determines it as "short time win" and determines the determination value data as "short time win determination value data". Also, when the probability variation flag is on during the winning determination process of the first special symbol and the extracted random number value for big win determination is any value from 409 to 1259, the main CPU 201 determines it as "big win" and determines the determination value data as "big win determination value data". Further, when the extracted random number value for big win determination is any value from 1260 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

[0221] Similarly, for example, when the probability variation flag is off during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 0 to 272, the main CPU 201 determines it as "short time win" and determines the determination value data as "short time win determination value data". Also, when the probability variation flag is off during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 273 to 477, the main CPU 201 determines it as "big win" and determines the determination value data as "big win determination value data". Further, when the probability variation flag is off during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 478 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

[0222] Also, for example, when the probability variation flag is on during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 0 to 272, the main CPU 201 determines it as "short time win" and determines the determination value data as "short time win determination value data". Also, when the probability variation flag is on during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 273 to 1123, the main CPU 201 determines it as "big win" and determines the determination value data as "big win determination value data". Further, when the probability variation flag is on during the winning determination process of the second special symbol and the extracted random number value for big win determination is any value from 1124 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".

[0223] Thus, in this embodiment, for example, among the jackpot determination random values generated in the range of 0 to 65535, a predetermined width from 0 (for example, 0 to 408 in the case of the winning determination process of the first special symbol) is assigned to other determination value data (for example, short-time winning determination value data) excluding the jackpot determination value data and the losing determination value data. Also, from a predetermined value to the end (for example, 614 to 65535 when the probability variation flag is off during the winning determination process of the first special symbol) is assigned to the losing determination value data. Furthermore, the jackpot determination value data and the losing determination value data are assigned adjacently. By doing so, for example, when the probability variation flag changes from off to on (or from on to off), the width of the losing determination value data can be decreased (or increased) by the same amount as the width of the jackpot determination value data is increased (or decreased), and it becomes possible to change the jackpot probability without changing the width of other determination value data (for example, short-time winning determination value data).

[0224] Also, in this embodiment, by making the winning probability of "short-time win" when the winning determination process of the first special symbol is performed different from the winning probability of "short-time win" when the winning determination process of the second special symbol is performed, variations are given to the game to suppress a decrease in interest.

[0225] In particular, as shown in FIG. 10, by making the winning probability of "short-time win" when the winning determination process of the first special symbol is performed higher than the winning probability of "short-time win" when the winning determination process of the second special symbol is performed, it becomes possible to suppress a decrease in interest in the normal game state that tends to become a monotonous game.

[0226] However, the winning probability of "short-time win" when the winning determination process of the second special symbol is performed may be made higher than the winning probability of "short-time win" when the winning determination process of the first special symbol is performed. In this case, for example, by making it possible to execute the short-time game state repeatedly when winning "short-time win" in the short-time game state, when winning "short-time win" near the end of the short-time game state, the short-time game state will be substantially extended, and it becomes possible to suppress a decrease in interest.

[0227] Incidentally, as shown in FIG. 10, in this embodiment, it is possible to win the "short-time per win" regardless of whether the probability-variable flag is on or off. However, when the probability-variable flag is off (normal game state, short-time game state), the main CPU 201 controls to the short-time game state if the result of the winning determination process is "short-time win", but when the probability-variable flag is on, even if the result of the winning determination process is "short-time win", it is not controlled to the short-time game state.

[0228] [1-4-3. Special Symbol Judgment Table] FIG. 11 is an example of a special symbol judgment table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko game machine.

[0229] The special symbol judgment table is a table referred to when selecting a "selection symbol command" and a "symbol specification command" for determining a stop symbol based on the symbol random number value of the special symbol extracted when a game ball wins in the start ports 120 and 140 and the above-described judgment value data. The "selection symbol command" is a command for designating a winning symbol determined according to the type of big win when the result of the winning determination process of the special symbol is a big win, and the "symbol specification command" is a command for designating the symbol displayed when the variable display of the special symbol stops. The symbol random number value of the special symbol is extracted, for example, from among 0 to 99 (100 types).

[0230] According to the special symbol determination table shown in FIG. 11, when short-time hit determination value data is obtained as a result of the hit determination process for the first special symbol, the main CPU 201 selects, for example, a selection symbol command and a symbol specification command as follows. That is, when the symbol random number value of the first special symbol is, for example, 0 to 69, the main CPU 201 selects "z0" as the selection symbol command and "zA1" as the symbol specification command. Also, when the symbol random number value of the first special symbol is any one of, for example, 70 to 96, the main CPU 201 selects "z1" as the selection symbol command and "zA1" as the symbol specification command. Further, when the symbol random number value of the first special symbol is any one of, for example, 97 to 99, the main CPU 201 selects "z2" as the selection symbol command and "zA2" as the symbol specification command.

[0231] Also, when jackpot determination value data is obtained as a result of the hit determination process for the first special symbol, for example, the selection symbol command and the symbol specification command are selected as follows. That is, when the symbol random number value of the first special symbol is any one of 0 to 9, the main CPU 201 selects "z3" as the selection symbol command and "zA3" as the symbol specification command. Also, when the symbol random number value of the first special symbol is any one of 10 to 59, the main CPU 201 selects "z4" as the selection symbol command and "zA4" as the symbol specification command. Furthermore, when the symbol random number value of the first special symbol is any one of 60 to 99, the main CPU 201 selects "z5" as the selection symbol command and "zA4" as the symbol specification command.

[0232] Also, when loss determination value data is obtained as a result of the hit determination process for the first special symbol, regardless of whether the symbol random number value of the first special symbol is any one of 0 to 99, the main CPU 201 selects "z6" as the selection symbol command and "zA5" as the symbol specification command.

[0233] Also, when short-time winning determination value data is obtained as a result of the winning determination process for the second special symbol, for example, the selection symbol command and the symbol specification command are selected as follows. That is, when the symbol random number value of the second special symbol is, for example, 0 to 96, the main CPU 201 selects "z7" as the selection symbol command and "zA6" as the symbol specification command. Also, when the symbol random number value of the second special symbol is any one of 97 to 99, for example, the main CPU 201 selects "z8" as the selection symbol command and "zA7" as the symbol specification command.

[0234] Also, when jackpot determination value data is obtained as a result of the winning determination process for the second special symbol, for example, the selection symbol command and the symbol specification command are selected as follows. That is, when the symbol random number value of the second special symbol is any one of 0 to 59, the main CPU 201 selects "z9" as the selection symbol command and "zA8" as the symbol specification command. Also, when the symbol random number value of the second special symbol is any one of 60 to 99, the main CPU 201 selects "z10" as the selection symbol command and "zA9" as the symbol specification command.

[0235] Also, when losing determination value data is obtained as a result of the winning determination process for the second special symbol, regardless of whether the symbol random number value of the second special symbol is any one of 0 to 99, the main CPU 201 selects "z11" as the selection symbol command and "zA10" as the symbol specification command.

[0236] Note that in this embodiment, based on the extracted jackpot determination random number value with reference to the winning determination table for the special symbol (see FIG. 10), the winning / losing determination value data is determined, and then, with reference to the special symbol determination table (see FIG. 11), the selection symbol command and the symbol specification command are determined based on the symbol random number value of the special symbol. However, it is not limited to this. For example, based on the extracted jackpot determination random number value and the symbol random number value of the special symbol, the winning / losing of the special symbol, the selection symbol command, and the symbol specification command may be determined together.

[0237] [1-4-4. Special Symbol Stop Mode Determination Table] FIG. 12(A) is an example of a special symbol stop mode determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The special symbol stop mode determination table is referred to when determining the stop mode of the special symbol derived to the first special symbol display unit 163 or the second special symbol display unit 164 (see FIG. 5) when the variable display of the special symbol stops, according to the selection symbol command.

[0238] As shown in FIG. 12(A), the stop mode of the special symbol derived to the first special symbol display unit 163 or the second special symbol display unit 164 (see FIG. 5) is composed of, for example, a 1-byte control signal in the region of 0 to 7. Each region of 0 to 7 of the first special symbol corresponds one-to-one to any one of the eight LEDs 163a to 163h (see FIG. 5) constituting the first special symbol display unit 163. For example, region 0 of the first special symbol corresponds to 163a, region 1 of the first special symbol corresponds to 163b, region 2 of the first special symbol corresponds to 163c, region 3 of the first special symbol corresponds to 163d, region 4 of the first special symbol corresponds to 163e, region 5 of the first special symbol corresponds to 163f, region 6 of the first special symbol corresponds to 163g, and region 7 of the first special symbol corresponds to 163h.

[0239] Similarly, each region of 0 to 7 of the second special symbol corresponds one-to-one to any one of the eight LEDs 164a to 164h (see FIG. 5) constituting the second special symbol display unit 164. For example, region 0 of the second special symbol corresponds to 164a, region 1 of the second special symbol corresponds to 164b, region 2 of the second special symbol corresponds to 164c, region 3 of the second special symbol corresponds to 164d, region 4 of the second special symbol corresponds to 164e, region 5 of the second special symbol corresponds to 164f, region 6 of the second special symbol corresponds to 164g, and region 7 of the second special symbol corresponds to 164h.

[0240] In this embodiment, when the result of the winning determination process for the special symbol is "time-saving win", the display mode of the LEDs (time-saving win display mode) derived to the special symbol display units 163 and 164 is determined as follows. For example, when the selected symbol command is "z0", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. When the selected symbol command is "z1", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol, the LED 163b corresponding to the area 1 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. When the selected symbol command is "z2", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol, the LED 163c corresponding to the area 2 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. Also, when the selected symbol command is "z7", the main CPU 201 turns on the LED 164a corresponding to the area 0 of the second special symbol, the LED 164b corresponding to the area 1 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selected symbol command is "z8", the main CPU 201 turns on the LED 164a corresponding to the area 0 of the second special symbol, the LED 164c corresponding to the area 2 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off.

[0241] Also, when the result of the winning determination process for the special symbol is "big win", the display mode (big win display mode) of the LEDs derived to the special symbol display units 163 and 164 is determined as follows. For example, when the selected symbol command is "z3", the main CPU 201 turns on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163e corresponding to the area 4 of the first special symbol, and the LED 163g corresponding to the area 6 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. When the selected symbol command is "z4", the main CPU 201 turns on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163f corresponding to the area 5 of the first special symbol, and the LED 163g corresponding to the area 6 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. When the selected symbol command is "z5", the main CPU 201 turns on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163e corresponding to the area 4 of the first special symbol, the LED 163f corresponding to the area 5 of the first special symbol, and the LED 163g corresponding to the area 6 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. When the selected symbol command is "z9", the main CPU 201 turns on the LED 164d corresponding to the area 3 of the second special symbol, the LED 164e corresponding to the area 4 of the second special symbol, and the LED 164g corresponding to the area 6 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and turns off the other LEDs, and determines to stop displaying the second special symbol display unit 164. When the selected symbol command is "z10", the main CPU 201 turns on the LED 164d corresponding to the area 3 of the second special symbol and the LED 164f corresponding to the area 5 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and turns off the other LEDs, and determines to stop displaying the second special symbol display unit 164.

[0242] Also, when the result of the winning determination process for the special symbol is "loss", the display mode of the LEDs derived to the special symbol display units 163 and 164 (the loss display mode) is determined as follows. For example, when the selected symbol command is "z6", the main CPU 201 determines to stop displaying the first special symbol display unit 163 in a mode where only the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163 is lit and the other LEDs are turned off. When the selected symbol command is "z11", the main CPU 201 determines to stop displaying the second special symbol display unit 164 in a mode where only the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164 is lit and the other LEDs are turned off.

[0243] When the main CPU 201 determines the stop mode of the special symbol based on the result of the winning determination process for the special symbol, the main CPU 201 outputs a control signal corresponding to the determined mode to each LED constituting the first special symbol display unit 163 or the second special symbol display unit 164, and controls the stop mode of the special symbol derived to the first special symbol display unit 163 or the second special symbol display unit 164.

[0244] In FIG. 12(A), for the sake of convenience, the display modes of the LEDs derived to the first special symbol display unit 163 and the display modes of the LEDs derived to the second special symbol display unit 164 are shown in the same table. However, it is preferable that the control signals be transmitted separately for the first special symbol display unit 163 and the second special symbol display unit 164.

[0245] FIG. 12(B) is an example of a decorative symbol stop mode determination table stored in the program ROM of the sub-control circuit 300 provided in the first pachinko gaming machine. The decorative symbol stop mode determination table is referred to when determining the stop mode (symbol combination) of the decorative symbol derived when the variable display of the decorative symbol displayed on the display device 7 stops, according to the symbol designation command. Note that the "Remarks" column shown in FIG. 12(B) is shown for convenience to make it easier to understand.

[0246] Note that since only one of the first special symbol and the second special symbol can be variably displayed on the first pachinko gaming machine, the sub-CPU 1301 controls the display device 7 to perform a display effect for the special symbol that is variably displayed among the first special symbol and the second special symbol. In this case, it is preferable that the sub-CPU 301 performs the display effect in a manner that can grasp whether the variably displayed special symbol is the first special symbol or the second special symbol.

[0247] In this embodiment, the decorative symbols displayed on the display device 7 are such that the left symbol is composed of, for example, 9 symbols from 1 to 9, the middle symbol is composed of, for example, 10 symbols from 1 to 9 and the time-saving symbol, and the right symbol is composed of, for example, 9 symbols from 1 to 9. The time-saving symbol is a symbol that is stopped and displayed when the game state transitions to the time-saving game state, for example, when the result of the special symbol lottery is a time-saving win. By stopping and displaying the middle symbol as the time-saving symbol, the player can grasp that they have won a time-saving win. Also, in this embodiment, odd symbols are defined as symbols that are more advantageous to the player compared to even symbols, but it is not limited to this.

[0248] Note that although the result of the special symbol lottery does not include a minor win in the first pachinko gaming machine, if the result of the special symbol lottery includes a minor win, for example, the symbols constituting the middle symbol may include a minor win symbol (a symbol that is stopped and displayed when the result of the special symbol lottery is a minor win). In this case, when the result of the special symbol lottery is a minor win, the sub-CPU 301 stops and displays the middle symbol as the minor win symbol, so that the player can grasp that they have won a minor win.

[0249] As shown in FIG. 12(B), when the symbol designation command is "zA1" or "zA6" (when the result of the special symbol lottery is a "time-saving win"), the sub-CPU 301 stops the left symbol and the right symbol as even symbols and stops the middle symbol as the time-saving symbol as the stop mode of the decorative symbols.

[0250] When the symbol designation command is "zA2" or "zA7" (when the result of the special symbol lottery is "time-saving per hit"), the sub-CPU 301 stops, for example, the left and right symbols as odd symbols and the middle symbol as a time-saving symbol as the stop mode of the decoration symbols. When the symbol designation command is "zA2" or "zA7" (when the selected symbol command is "z2" or "z8"), as can be seen by referring to FIG. 13 described later, the number of time-saving occurrences set is larger compared to the case where the symbol designation command is "zA1" or "zA6" (when the selected symbol command is "z0", "z1" or "z7"), and the degree of advantage for the player is high.

[0251] When the symbol designation command is "zA3" or "zA8" (when the result of the special symbol lottery is "big win"), the sub-CPU 301 stops, for example, the left, right, and middle symbols as a matching pattern of odd symbols (triple) as the stop mode of the decoration symbols.

[0252] When the symbol designation command is "zA4" or "zA9" (when the result of the special symbol lottery is "big win"), the sub-CPU 301 stops, for example, the left, right, and middle symbols as a matching pattern of even symbols (triple) as the stop mode of the decoration symbols. Note that the symbol designation command "zA4" has two cases: when the probability change flag is set to on after the end of the big win gaming state (when the selected symbol command is "z4") and when the probability change flag is not set to on (when the selected symbol command is "z5") as can be seen by referring to FIG. 13 described later. Therefore, in this embodiment, regardless of whether the selected symbol command is "z4" or "z5", the sub-CPU 301 controls the decoration symbols to stop as a matching pattern of even symbols (triple), and in the big win gaming state, it is preferable to perform a promotion effect indicating that it is a probability change per hit (when the probability change flag is set to on).

[0253] Also, as can be seen by referring to FIG. 13 described later, when the symbol specification command is "zA4" or "zA9", the expected value of the probability that the probability variation flag is set to on after the end of the big win gaming state is smaller than when the symbol specification command is "zA3" or "zA8", as can be seen by referring to FIG. 13 described later. In this regard, when the symbol specification command is "zA3" or "zA8", the degree of advantage for the player is higher than when the symbol specification command is "zA4" or "zA9".

[0254] When the symbol specification command is "zA5" or "zA10" (when the result of the special symbol lottery is "loss"), the sub CPU 301 stops the decorative symbol in a scattered pattern. The scattered pattern corresponds to, for example, a stop mode in which at least one of the left symbol, the right symbol, and the middle symbol is different from the other symbols.

[0255] In FIG. 12(B), the stop mode of the decorative symbol according to the symbol specification command (for example, when the symbol specification command is "zA1", the left symbol is "2", the middle symbol is "time shortening", and the right symbol is "4") is illustrated, but the stop mode shown in the column of the stop mode of the decorative symbol in FIG. 12(B) is merely an illustration and is not limited thereto.

[0256] [1-4-5. Big win type determination table] FIG. 13 is an example of a big win type determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The big win type determination table is referred to when determining the mode of the big win gaming state (more specifically, for example, the number of rounds) and / or the mode of the subsequent gaming state according to the selection symbol command determined corresponding to the symbol random number value of the special symbol. The mode of the subsequent gaming state indicates the mode of the gaming state after the end of the big win gaming state. However, when the result of the special symbol win determination process is a time shortening win, the machine is controlled to the C time shortening gaming state without being controlled to the big win gaming state, so the mode of the subsequent gaming state indicates the mode of the C time shortening gaming state.

[0257] In this embodiment, when the result of the winning determination process for the special symbol is "time-saving win", the mode of the C time-saving game state is determined as follows. For example, when the selected symbol command is "z0", the main CPU 201 determines to set only the time-saving flag on among the probability-variable flag and the time-saving flag, and determines to set the number of time-saving times to 10. When the selected symbol commands are "z1" and "z7", the main CPU 201 determines to set only the time-saving flag on among the probability-variable flag and the time-saving flag, and determines to set the number of time-saving times to 50. When the selected symbol commands are "z2" and "z8", the main CPU 201 determines to set only the time-saving flag on among the probability-variable flag and the time-saving flag, and determines to set the number of time-saving times to 100. When the result of the winning determination process for the special symbol is "time-saving win", after the main CPU 201 derives the above-described display mode for time-saving win to the first special symbol display unit 163 or the second special symbol display unit 164, without controlling to the big win game state, it sets the time-saving flag on and sets the determined number of time-saving times, making it possible to control to the C time-saving game state. Note that, since the result of the winning determination process for the special symbol is "time-saving win", it is not controlled to the big win game state, so the mode of the big win game state is not determined. In this embodiment, when the result of the winning determination process for the special symbol is "time-saving win", regardless of the game state when this winning determination process for the special symbol is performed, the set number of time-saving times is the same. However, it is not limited to this, and the set number of time-saving times may be made different according to the game state when the winning determination process for the special symbol is performed.

[0258] As described above, in this embodiment, when the result of the winning determination process for the special symbol is "time-saving win", the number of time-saving times to be set is made different according to the selected symbol command determined based on the symbol random number value of the special symbol. By doing so, when the result of the winning determination process for the special symbol is "time-saving win", it becomes possible to give variations to the subsequent game progress situation, and it becomes possible to suppress the decline in interest.

[0259] Incidentally, as described above, when the probability variation flag is on, the main CPU 201 does not control the game state to the short-time game state even if the result of the winning determination process is "short-time win". For example, even if the probability variation flag is on (high probability game state), as shown in FIG. 10, the main CPU 201 conducts a lottery for "short-time win", and when the result of the winning determination process is "short-time win", although it derives the display mode of "short-time win" indicating that the player has won the "short-time win" to the special symbol display units 163 and 164, it may continue the high probability game state without controlling it to the C short-time game state.

[0260] Also, when the probability variation flag is on, the main CPU 201 may conduct a lottery for "short-time win" and, even if the result of the winning determination process is "short-time win", may forcibly derive a losing display mode to the special symbol display units 163 and 164.

[0261] Furthermore, when the probability variation flag is on, the short-time win determination value data may not be assigned to the jackpot determination random value, that is, a winning determination process that does not include "short-time win" in the lottery result (the result of the winning determination process of the special symbol) may be conducted. In this case, the short-time win determination value data is assigned to the jackpot determination random value when the probability variation flag is off, and the short-time win determination value data is not assigned when the probability variation flag is on. Therefore, the width of the random value that was assigned to the short-time win determination value data when the probability variation flag was off is assigned to the losing determination value data, the jackpot determination value data, or both the losing determination value data and the jackpot determination value data instead of the short-time win determination value data.

[0262] Note that in this embodiment, when the probability variation flag is on, it is configured not to shift to the C short-time game state, but it is not limited to this. For example, in a pachinko game machine that can be controlled to a high probability non-short-time game state where the short-time flag is off even if the probability variation flag is on, when the result of the winning determination process is "short-time win", it may be configured to shift to the high probability short-time game state.

[0263] When the result of the winning determination process for the special symbol is "big win", the mode of the winning game state and the mode of the subsequent game state are determined as follows.

[0264] For example, when the selected symbol command is "z3" and "z9", the main CPU 201 determines the number of rounds to be 10 rounds as the mode of the big win game state. Also, as the mode of the subsequent game state, it is determined to set both the probability variation flag and the time shortening flag to on, and to set both the probability variation count and the time shortening count to 10,000 times. In these cases, after the main CPU 201 derives the above-described big win display mode to the special symbol display units 163 and 164, it controls to the big win game state, and after the end of this big win game state, it can be controlled to the high probability time shortening game state.

[0265] Also, when the selected symbol command is "z4", the main CPU 201 determines the number of rounds to be 4 rounds as the mode of the big win game state. Also, as the mode of the subsequent game state, it is determined to set both the probability variation flag and the time shortening flag to on, and to set both the probability variation count and the time shortening count to 10,000 times. In this case, after the main CPU 201 derives the above-described big win display mode to the first special symbol display unit 163, it controls to the big win game state, and after the end of this big win game state, it can be controlled to the high probability time shortening game state.

[0266] Also, when the selected symbol command is "z5", the main CPU 201 determines the number of rounds to be 4 rounds as the mode of the big win game state. Also, as the mode of the subsequent game state, it is determined to set only the time shortening flag among the probability variation flag and the time shortening flag to on. Also, it is determined to set the time shortening count to be set, for example, to 200 times. In this case, after the main CPU 201 derives the above-described big win display mode to the first special symbol display unit 163, it controls to the big win game state, and after the end of this big win game state, it can be controlled to the time shortening game state. Here, the time shortening game state controlled is the A time shortening game state.

[0267] Also, when the selected symbol command is "z10", the main CPU 201 determines that the number of rounds is 10 rounds as the mode of the jackpot game state. Also, as the mode of the subsequent game state, it is determined to set only the time-shortening flag on among the probability-variable flag and the time-shortening flag. Also, it is determined to set the number of times of time shortening to be set, for example, to 300 times. In this case, after the main CPU 201 derives the above-described jackpot display mode to the second special symbol display unit 164, it controls to the jackpot game state, and after the end of this jackpot game state, it can be controlled to the time-shortening game state. The time-shortening game state controlled here is also the A time-shortening game state.

[0268] Note that it is preferable that the time-shortening performance in the high-probability time-shortening game state is the same as the time-shortening performance in the A time-shortening game state, but it may be different from the time-shortening performance in the A time-shortening.

[0269] Also, for example, when the result of the winning determination process of the special symbol is "miss" (for example, when the selected symbol command is "z6" and "z11"), the main CPU 201 does not set either the mode of the jackpot game state or the mode of the subsequent game state. That is, when the result of the winning determination process of the special symbol is a miss, the main CPU 201 continues to control the game state as it is without shifting the game state.

[0270] Note that when the result of the winning determination process of the special symbol is "miss" (for example, when the selected symbol command is "z6" and "z11"), as described above, neither the mode of the jackpot game state nor the mode of the subsequent game state is set. Therefore, originally, it is not necessary to illustrate it in the winning type determination table of FIG. 13. However, in this embodiment, for the sake of convenience, it is illustrated in FIG. 13 in order to clarify that neither the mode of the jackpot game state nor the mode of the subsequent game state is determined when the result of the winning determination process of the special symbol is "miss".

[0271] As described above, in this embodiment, the main CPU 201 refers to the jackpot determination table for the special symbol in FIG. 10, and determines the win / loss determination value data based on the jackpot determination random number value extracted when a game ball wins the first start port 120 or the second start port 140 (performs a win / loss determination), and determines the win / loss ("time reduction win", "jackpot", or "loss"). Then, the main CPU 201 refers to the special symbol determination table in FIG. 11, and determines a selection symbol command based on the symbol random number value of the special symbol extracted when a game ball wins the first start port 120 or the second start port 140 and the above win / loss determination value data, and determines the type of display mode (type of time reduction win or type of jackpot) derived to the special symbol display units 163 and 164. Note that the above win / loss determination and determination of the selection symbol command are performed at the start of the variable display of the special symbol, but it is not intended to exclude the case where they are performed between the start of the variable display of the special symbol and the confirmation display.

[0272] Also, as shown in FIG. 13, in this embodiment, the number of time reduction times in the A time reduction game state controlled after the end of the jackpot game state is, for example, 200 times (when the selection symbol command is "z5") or 300 times (when the selection symbol command is "z10"). On the other hand, the number of time reduction times in the C time reduction game state controlled when the result of the jackpot determination process of the special symbol is "time reduction win" is, for example, 10 times (when the selection symbol command is "z0"), 50 times (when the selection symbol command is "z1", "z7"), or 100 times (when the selection symbol command is "z2", "z8"). That is, the expected value of the number of time reduction times in the A time reduction game state is higher than the expected value of the number of time reduction times in the C time reduction game state. In this way, by making the A time reduction game state more advantageous for the player compared to the C time reduction game state, the positioning of the "jackpot" can be increased.

[0273] Incidentally, instead of the expected value of the number of time shortening times in the A time shortening game state being higher than the expected value of the number of time shortening times in the C time shortening game state, for example, as shown in FIG. 14, the expected value of the number of time shortening times in the C time shortening game state may be made higher than the expected value of the number of time shortening times in the A time shortening game state. FIG. 14 is a modified example of the winning type determination table shown in FIG. 13. In this FIG. 14, the number of time shortening times in the A time shortening game state is, for example, 50 times (when the selected symbol command is "z5", "z10"). On the other hand, the number of time shortening times in the C time shortening game state is, for example, 50 times (when the selected symbol command is "z0"), 100 times (when the selected symbol command is "z1", "z7") or 200 times (when the selected symbol command is "z2", "z8"). In this way, by making the C time shortening game state more advantageous for the player compared to the A time shortening game state, the positioning of "per time shortening" can be increased. For example, even if a state where a "big win" is not won continues for a long time, when a "per time shortening" win is achieved, it is controlled to the relatively advantageous C time shortening game state, so it is possible to suppress a decrease in interest.

[0274] Incidentally, in this specification, similar to the case of the probability variation flag, when the value of the time shortening flag is "0", it is the time shortening flag off, and when the value of the time shortening flag is "1", it is the time shortening flag on.

[0275] The time shortening flag is one of the management flags stored in the main RAM 203 similar to the probability variation flag, and is a flag for managing whether to execute time shortening control.

[0276] Also, the number of time shortening times is the variable display number of special symbols that can continuously execute time shortening control. That is, for example, when the number of time shortening times is determined to be "50", if 50 variable displays of special symbols are performed without winning a big win in this time shortening game state, this time shortening game state ends and shifts to a non-time shortening game state (for example, a normal game state).

[0277] Note that the "10,000" of the number of probability variation times and the number of time shortening times shown in FIG. 13 etc. means that the probability variation control can be continuously executed until it is determined to be a jackpot (i.e., the next jackpot) after the end of the jackpot gaming state.

[0278] [1-4-6. Variation Pattern Table of Special Symbols] FIG. 15 is an example of a variation pattern table of special symbols of the first pachinko gaming machine. The "Remarks" column in FIG. 15 is shown for convenience to make it easier to understand. The time shortening win-based reaches A, B, and C shown in the "Remarks" column of FIG. 15 are reach effects indicating that the result of the winning determination process of the special symbols may be a time shortening win (there is no possibility of a jackpot). Similarly, the jackpot-based reaches A, B, and C are reach effects indicating that the result of the winning determination process of the special symbols may be a jackpot (there is no possibility of a time shortening win). Further, the common reaches A, B, C, D, and E are reach effects indicating that the result of the winning determination process of the special symbols may be either a time shortening win or a jackpot. Note that FIG. 15 is a variation pattern table of special symbols when the probability variation flag is off, and illustration of the variation pattern table of special symbols when the probability variation flag is on is omitted.

[0279] The main CPU 201 determines the variation pattern of the first special symbol when based on the winning of a game ball into the first start port 120, and determines the variation pattern of the second special symbol when based on the winning of a game ball into the second start port 140. The variation pattern table of the special symbols in FIG. 15 is a table referred to when executing the special symbol variation pattern determination process of S96 in FIG. 28 described later.

[0280] As shown in FIG. 15, the variation pattern of the special symbol is determined based on the type of the special symbol, the result of the winning determination process of the special symbol (win or loss), the value of the time shortening flag (0 or 1), the reach determination random number value, and / or the production selection random number value, etc., but is not limited thereto, and may be determined based on other values etc. instead of or in addition to any of the above.

[0281] The reach determination random value is extracted, for example, from among 0 to 249 (250 types), and the effect selection random value is extracted, for example, from among 0 to 99 (100 types). However, the range of the generated random values is not limited to the above.

[0282] When the main CPU 201 extracts the effect selection random value based on the winning of the game ball into the first start port 120 and the extracted effect selection random value is a specific random value, the main CPU 201 sets a pre-reading flag. When the sub CPU 301 that has received the special symbol variation pattern command transmitted from the main CPU 201 has the pre-reading flag set, the sub CPU 301 performs a pre-reading effect.

[0283] In this embodiment, the main CPU 201 sets the pre-reading flag when the time shortening flag is off, and does not set the pre-reading flag when the time shortening flag is on or the probability variation flag is on.

[0284] Also, in this embodiment, the main CPU 201 determines whether to perform the pre-reading effect, but it is not limited to this, and the sub CPU 301 may be configured to make the determination.

[0285] Note that the main CPU 201 may be configured to set the pre-reading flag (so that the pre-reading effect is performed) even when the time shortening flag is on or the probability variation flag is on. Also, when determining the variation pattern of the second special symbol, the pre-reading flag may be set (so that the pre-reading effect is performed).

[0286] When the time shortening flag is on, the expected value of the number of variations per unit time of the determined special symbol variation pattern is smaller than when the time shortening flag is off. That is, the variation time of the special symbol when the time shortening flag is on is likely to be shorter than the variation time of the special symbol when the time shortening flag is off.

[0287] The determined variation pattern information is transmitted from the main CPU 201 to the command input port 308 of the sub CPU 301 via the command output port 206. Based on the variation pattern information transmitted from the main CPU 201, the sub CPU 301 controls the display effects displayed in the display area of the display device 7 and the sound effects output from the speaker 32.

[0288] Although not shown in FIG. 15, for each set value, for example, the range of the random number value for effect selection may be changed so that the variation patterns (variable display times) of the special symbols to be determined are different.

[0289] Also, in this embodiment, for example, when the result of the winning determination process is a loss, the variation pattern of the special symbol is determined according to whether the short-time flag is on or off regardless of the type of short time, but it is not limited to this. For example, the expected value of the variable display times of the special symbol per unit time may be made different according to the type of short time. For example, the expected value of the variable display times of the special symbol per unit time may be made different in the A short-time game state, the B short-time game state, and the C short-time game state.

[0290] [1-4-7. Short-time game state] As described above, in this embodiment, as the short-time game states, an A short-time game state, a B short-time game state, and a C short-time game state are prepared. These short-time game states will be described below.

[0291] The A short-time game state is a short-time game state controlled after the end of the big win game state when the result of the winning determination process of the special symbol is "big win" and the selected symbol command is, for example, "z5" or "z10". That is, in this embodiment, the transition condition to the A short-time game state is to win a big win (a big win with the selected symbol command being "z5" or "z10"). However, even if the transition condition to the A short-time game state is satisfied, it does not necessarily transition to the A short-time game state. If a condition that prevents the transition to the A short-time game state is satisfied (for example, when the backup is cleared), it will not transition to the A short-time game state.

[0292] In addition, the end conditions of the short-time game state A are as follows: when the result of the winning determination process of the special symbol is "big win" and the big win game state based on the "big win" is started, and when the variable display of the special symbols (the first special symbol and the second special symbol) for the short-time number of times determined corresponding to the selection symbol command (hereinafter referred to as the "prescribed number of times of short-time A") is executed (refer to the column of "short-time number of times" in FIG. 13), and it is a case where any of these conditions is satisfied.

[0293] The short-time game state B is, for example, a short-time game state that is controlled when the ceiling counter is updated (incremented by 1) starting from when the big win game state ends and the variable display of the special symbol in the non-high-probability game state (in this embodiment, for example, the normal game state and the low-probability short-time game state) is started. That is, the transition condition to the short-time game state B is that the ceiling counter reaches the ceiling value. The transition to the short-time game state B may be when the variable display of the special symbol (hereinafter referred to as the "final ceiling variation") when the ceiling counter reaches the ceiling value is started, or when the final ceiling variation ends, or when the variable display of the next special symbol after the final ceiling variation is started. That is, the transition timing to the short-time game state B may be any time from when the final ceiling variation is started until the variable display of the next special symbol is started. Also, when the result of the winning determination process of the special symbol in the final ceiling variation is "loss", although a loss display mode is derived for the special symbol display units 163 and 164, the game will transition to the short-time game state B. In this case, the sub-CPU 301 may perform control to display on the display device 7 a display effect (for example, stopping the decorative symbol with a special symbol, performing a special effect by a character, or an effect in which both are performed) indicating to the player that the transition condition to the short-time game state B has been satisfied (for example, in this embodiment, that the ceiling counter has reached the ceiling value). Note that even if the transition condition to the short-time game state B is satisfied, it does not necessarily transition to the short-time game state B. If a condition that prevents the transition to the short-time game state B is satisfied (for example, when the result of the winning determination process of the special symbol in the final ceiling variation is a big win, etc.), it will not transition to the short-time game state B.

[0294] The ceiling counter is not updated when the probability variable flag is on, and is always counted regardless of whether the time shortening flag is on or off when the probability variable flag is off. When the ceiling counter reaches the ceiling value, it is controlled to the B time shortening game state unless the result of the winning determination process of the special symbol is "big win". In a pachinko gaming machine whose winning determination process result of the special symbol includes a small win, when the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "small win", the B time shortening game state may be started when the display mode of the small win is derived to the special symbol display units 163 and 164, or the B time shortening game state may be started after the end of the small win game state. That is, when the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "small win", only the display mode of the small win is displayed on the special symbol display units 163 and 164, and the display effect indicating to the player that the ceiling counter has reached the ceiling value as described above is not displayed. In the case of a pachinko gaming machine with a setting function, the ceiling value may be made different according to the setting value. Further, when the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "big win", it is controlled to the big win game state without being controlled to the B time shortening game state.

[0295] Note that the ceiling counter is reset when a predetermined condition is satisfied, such as when the power is turned on, when it is controlled to the big win game state, when the clear process (backup clear process) of the work area (volatile area) in the RAM 203 is performed, when a switch different from the backup clear switch 176 (for example, the setting key 174 or a dedicated switch) is operated, or when the high probability of the normal symbol winning probability ends in a gaming machine in which the normal symbol winning probability can be changed. And when the update of the ceiling counter is permitted, the ceiling counter is updated each time the variable display of the special symbol is executed. For example, when the probability variable flag is on, the update of the ceiling counter is not permitted.

[0296] After clearing the ceiling counter, the main CPU 201 starts counting the ceiling counter from the next variable display of the special symbol. Note that the ceiling value may be set by the main CPU 201 each time the ceiling counter is cleared, or it may be predetermined as something specific to the pachinko gaming machine instead of being set each time.

[0297] When the ceiling counter is cleared due to being controlled to the big win gaming state, after the end of the big win gaming state, if the probability variation flag is not on, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol. Also, after the end of the big win gaming state, if the probability variation flag is on, the ceiling counter is not updated even if the variable display of the special symbol is performed. However, for example, in the case of an ST machine or a specification that performs a probability variation fall lottery, the ceiling counter is updated at the start or end of the first variable display of the special symbol after the probability variation flag is turned off. Note that in the case of a specification that performs a probability variation fall lottery, since the probability variation flag is changed from on to off at the start of the variable display of the special symbol, if the ceiling counter is updated at the end of the variable display of the special symbol, the ceiling counter may be updated if the probability variation flag is off at the end of the variable display of the special symbol.

[0298] In addition, in the case of a pachinko gaming machine with a specification in which the main CPU 201 performs a probability variation fall lottery, when the sub CPU 301 receives a command transmitted from the main CPU 201, it is preferable not to perform an effect suggesting winning the probability variation fall lottery or an effect suggesting a transition from a high probability gaming state to a low probability gaming state. By doing so, it becomes difficult for the player to grasp the start point of counting by the ceiling counter, that is, the timing of transition to the B short gaming state, based on the display effect etc. displayed on the display device 7, and it becomes possible to provide an interesting game property. When it is difficult to grasp the timing of transition to the B short gaming state, for example, by displaying a countdown effect suggesting the timing of transition to the B short gaming state or a fake countdown effect on the display device 7 under the control of the sub CPU 301, it becomes possible to further enhance the interest.

[0299] Also, when the clear process (backup clear process) of the work area (volatile area) in the RAM 203 is performed, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol after the clear process of the work area in the RAM 203.

[0300] Furthermore, when a switch different from the backup clear switch 176 (for example, the setting key 174 or a dedicated switch) is operated, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol after the operation of the above-mentioned different switch.

[0301] Also, the end condition of the short B game state is when the result of the winning determination process of the special symbol is "big win" and the big win game state based on the "big win" is started, and when the variable display of the special symbol (the first special symbol and the second special symbol) for a predetermined number of times (hereinafter referred to as the "short B specified number of times") is executed. Among them, it is the case where any one of the conditions is satisfied. One of the end conditions of the short B game state, "when the variable display of the special symbol for the short B specified number of times is executed", may be when the variable display of the special symbol for the short B specified number of times (hereinafter referred to as the "final short B variation") is started, or when the final short B variation ends. That is, the end timing of the short B game state may be any time from when the final short B variation is started until the variable display of the special symbol related to this final short B variation ends.

[0302] The C-time-short game state is a time-short game state that is controlled when the result of the winning determination process of the special symbol is "time-short win". That is, the transition condition to the C-time-short game state is to win a time-short win (when the selected symbol command is "z0" to "z2", "z7" or "z8" for the time-short win), and the display mode of the time-short win is derived (confirmed display) on the special symbol display units 163 and 164. Even if the transition condition to the C-time-short game state is satisfied, it does not necessarily transition to the C-time-short game state. If a condition that prevents the transition to the C-time-short game state is satisfied (for example, in a specification where the B-time-short game state and the C-time-short game state cannot be executed simultaneously (details will be described later), and the result of the winning determination process of the special symbol in the B-time-short game state is "time-short win", etc.), it will not transition to the C-time-short game state. Even if a condition that prevents the transition to the C-time-short game state is satisfied despite the transition condition to the C-time-short game state being satisfied, the main CPU 201 executes control to derive the display mode of the time-short win on the special symbol display units 163 and 164 without transitioning to the C-time-short game state.

[0303] Also, the end condition of the C-time-short game state is when the result of the winning determination process of the special symbol is "big win" and the big win game state based on the "big win" is started, and when the variable display of the special symbols (the first special symbol and the second special symbol) for the time-short number of times (hereinafter referred to as the "C-time-short specified number of times") determined corresponding to the selected symbol command is executed (refer to the "time-short number of times" column in FIG. 13). The C-time-short specified number of times, which is one of the end conditions of the C-time-short game state, may be when the variable display of the special symbol for the time-short number of times determined corresponding to the selected symbol command (hereinafter referred to as the "C-time-short final variation") is started, or when the C-time-short final variation ends. That is, the end timing of the C-time-short game state may be any time from when the C-time-short final variation is started until the variable display of the special symbol for this C-time-short final variation ends.

[0304] Note that the time-saving performance may be made different among the A time-saving game state, the B time-saving game state, and the C time-saving game state. Also, among the A time-saving game state, the B time-saving game state, and the C time-saving game state, the time-saving performance of two of the time-saving game states may be made the same, and the time-saving performance of these two time-saving game states may be made different from the time-saving performance of the other one time-saving game state. Furthermore, the time-saving performance of the A time-saving game state, the time-saving performance of the B time-saving game state, and the time-saving performance of the C time-saving game state may be made the same.

[0305] In addition to the above, the end conditions for the A time-saving game state, the end conditions for the B time-saving game state, and the end conditions for the C time-saving game state may include, for example, that the variable display count of the second special symbol has reached the specified count, that the normal electric accessory 146 has been opened a specified number of times, that a specific opening mode has been selected as the opening mode of the normal electric accessory 146, etc. Also, in a pachinko gaming machine in which the result of the winning determination process for the special symbol includes a small win, that the small win count has reached the specified count may be included in the above end conditions. Furthermore, a time-saving fall lottery may be conducted, and that the time-saving fall lottery has been won may be included in the above end conditions.

[0306] [1-4-8. Winning Determination Table for Normal Symbol] FIG. 16 is an example of a winning determination table for a normal symbol stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.

[0307] The winning determination table for the normal symbol is a table referred to in the winning determination process for the normal symbol, that is, a table referred to when determining "winning on the normal symbol" or "losing" by lottery based on the game state and the random number value for winning determination of the normal symbol extracted when the game ball passes through the passing gate 126 (see FIG. 4) (that is, when executing the normal symbol game determination process of S295 in FIG. 43 described later).

[0308] As described above, the random number value for determining a winning combination of the normal symbol is a random number value used in the winning combination determination process of the normal symbol. In this embodiment, the main CPU 201 extracts the random number value for determining a winning combination of the normal symbol from among 0 to 99 (100 types). However, the range of the generated random number value is not limited to the above.

[0309] In this embodiment, in the winning combination determination process of the normal symbol, the main CPU 201 determines "winning combination of the normal symbol" or "losing" based on the extracted random number value for determining a winning combination of the normal symbol. In the winning combination determination table for the normal symbol, for each type of time-saving, the relationship between the range (width) of the random number value for determining a winning combination of the normal symbol determined as "winning combination of the normal symbol" and the corresponding winning combination determination value data, and the relationship between the range (width) of the random number value for determining a winning combination of the normal symbol determined as "losing" and the corresponding losing determination value data are defined.

[0310] In this embodiment, in a non-time-saving game state (for example, a normal game state), if the extracted random number value for determining a winning combination of the normal symbol is any one of 0 to 79, the main CPU 201 determines it as "winning combination of the normal symbol" and determines the winning / losing determination value data as "winning combination determination value data". Also, in a non-time-saving game state, if the extracted random number value for determining a winning combination of the normal symbol is any one of 80 to 99, the main CPU 201 determines it as "losing" and determines the determination value data as "losing determination value data".

[0311] Also, in an A-time-saving game state, if the extracted random number value for determining a winning combination of the normal symbol is any one of 0 to 98, the main CPU 201 determines it as "winning combination of the normal symbol" and determines the winning / losing determination value data as "winning combination determination value data". Also, in an A-time-saving game state, if the extracted random number value for determining a winning combination of the normal symbol is 99, the main CPU 201 determines it as "losing" and determines the determination value data as "losing determination value data".

[0312] Also, in the B short-time game state, when the random number value for determining a win in the normal symbol extraction by the main CPU 201 is any value from 0 to 79, it determines that it is a "win in the normal symbol", and determines the win / loss determination value data as "win determination value data for the normal symbol". Also, in the B short-time game state, when the random number value for determining a win in the normal symbol extraction by the main CPU 201 is any value from 80 to 99, it determines that it is a "loss", and determines the determination value data as "loss determination value data".

[0313] Also, in the C short-time game state, when the random number value for determining a win in the normal symbol extraction by the main CPU 201 is any value from 0 to 79, it determines that it is a "win in the normal symbol", and determines the win / loss determination value data as "win determination value data for the normal symbol". Also, in the C short-time game state, when the random number value for determining a win in the normal symbol extraction by the main CPU 201 is any value from 80 to 99, it determines that it is a "loss", and determines the determination value data as "loss determination value data".

[0314] Thus, in this embodiment, among the non-short-time game state, the A short-time game state, the B short-time game state, and the C short-time game state, the winning probability of a win in the normal symbol in the A short-time game state (the selection rate (approximate value) shown in FIG. 16) is the highest.

[0315] Also, the winning probability of a win in the normal symbol in the B short-time game state (the selection rate (approximate value) shown in FIG. 16) is the same as the winning probability of a win in the normal symbol in the non-short-time game state. Similarly, the winning probability of a win in the normal symbol in the C short-time game state (the selection rate (approximate value) shown in FIG. 16) is also the same as the winning probability of a win in the normal symbol in the non-short-time game state. Therefore, even if the game state transitions among the non-short-time game state, the B short-time game state, and the C short-time game state, the winning probability of the normal symbol will not be changed.

[0316] Note that the winning probability of a win in the normal symbol may be made the same among the non-short-time game state, the A short-time game state, the B short-time game state, and the C short-time game state. In this case, without changing the winning probability of a win in the normal symbol, it is only necessary to make the ratio of the types of normal symbols described later different for each state, so that the control process can be simplified.

[0317] [1-4-9. Normal Symbol Judgment Table] FIG. 17 is an example of a normal symbol judgment table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.

[0318] The normal symbol judgment table is a table referred to when selecting a "normal symbol winning selection symbol command" for determining the stop symbol of the normal symbol based on the type of time shortening, the above-mentioned winning / losing judgment value data, and the symbol random number value of the normal symbol extracted when the game ball passes through the passing gate 126 (see FIG. 4). The "normal symbol winning selection symbol command" is a command for designating the winning symbol of the normal symbol determined according to the type of normal symbol winning when the result of the winning judgment process of the normal symbol is a normal symbol win. The symbol random number value of the normal symbol is extracted, for example, from 0 to 99 (100 types).

[0319] According to the normal symbol judgment table shown in FIG. 17, when the normal symbol winning judgment value data is obtained as a result of the normal symbol winning judgment process, for example, the normal symbol winning selection symbol command is selected as follows.

[0320] For example, in a non-time shortening game state, when the normal symbol winning judgment value data is obtained as a result of the normal symbol winning judgment process, regardless of whether the symbol random number value of the normal symbol is any value from 0 to 99, the main CPU 201 selects "fz0" as the normal symbol winning selection symbol command.

[0321] Also, in the A time shortening game state, when the normal symbol winning judgment value data is obtained as a result of the normal symbol winning judgment process, if the symbol random number value of the normal symbol is any value from 0 to 29, the main CPU 201 selects "fz1" as the normal symbol winning selection symbol command, if the symbol random number value of the normal symbol is any value from 30 to 69, the main CPU 201 selects "fz2" as the normal symbol winning selection symbol command, and if the symbol random number value of the normal symbol is any value from 70 to 99, the main CPU 201 selects "fz3" as the normal symbol winning selection symbol command.

[0322] Also, in the short B game state, when main CPU 201 obtains normal symbol winning determination value data as a result of the normal symbol winning determination process, if the symbol random number value of the normal symbol is any one of 0 to 29, main CPU 201 selects "fz4" as the selected symbol command at the time of normal symbol winning, if the symbol random number value of the normal symbol is any one of 30 to 69, main CPU 201 selects "fz5" as the selected symbol command at the time of normal symbol winning, and if the symbol random number value of the normal symbol is any one of 70 to 99, main CPU 201 selects "fz6" as the selected symbol command at the time of normal symbol winning.

[0323] Also, in the short C game state, when main CPU 201 obtains normal symbol winning determination value data as a result of the normal symbol winning determination process, if the symbol random number value of the normal symbol is any one of 0 to 29, main CPU 201 selects "fz7" as the selected symbol command at the time of normal symbol winning, if the symbol random number value of the normal symbol is any one of 30 to 69, main CPU 201 selects "fz8" as the selected symbol command at the time of normal symbol winning, and if the symbol random number value of the normal symbol is any one of 70 to 99, main CPU 201 selects "fz9" as the selected symbol command at the time of normal symbol winning.

[0324] In this embodiment, main CPU 201 first refers to the normal symbol winning determination table (see FIG. 16), determines the winning / losing determination value data based on the extracted random number value for normal symbol winning determination, and then refers to the normal symbol determination table (see FIG. 17) to determine the selected symbol command at the time of normal symbol winning based on the symbol random number value of the normal symbol. However, it is not limited to this. For example, based on the extracted random number value for normal symbol winning determination and the symbol random number value of the normal symbol, the winning / losing of the normal symbol and the selected symbol command at the time of normal symbol winning may be determined together.

[0325] [1-4-10. Normal Symbol Winning Type Determination Table] FIG. 18 is an example of a normal symbol per type determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The normal symbol per type determination table is referred to when determining the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), according to the normal symbol per time selection symbol command determined corresponding to the symbol random number value of the normal symbol (that is, when executing the opening pattern setting process of the normal electric accessory 146 executed in the variable display start process of the normal symbol in S293 of FIG. 43 described later).

[0326] In this embodiment, when the result of the winning determination process of the normal symbol is "winning of the normal symbol", the type per normal symbol is determined as follows. For example, when the normal symbol per time selection symbol command is "fz0", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), as the first opening time of 1000 msec, no wait time, and no second opening. That is, it is determined as an opening pattern in which the normal electric accessory 146 is opened only once for 1000 msec.

[0327] Also, when the normal symbol per time selection symbol command is "fz1", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), as the first opening time of 2000 msec, a wait time of 200 msec, and the second opening time of 2000 msec.

[0328] Also, when the normal symbol per time selection symbol command is "fz2", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), as the first opening time of 2500 msec, a wait time of 200 msec, and the second opening time of 2500 msec.

[0329] Also, when the normal symbol per time selection symbol command is "fz3", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), as the first opening time of 3000 msec, a wait time of 200 msec, and the second opening time of 3000 msec.

[0330] Also, when the per-ordinary-symbol current-selection symbol command is "fz4" or "fz7", the main CPU 201 determines the release pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be a first release time of 2500 msec, no wait time, and no second release.

[0331] Also, when the per-ordinary-symbol current-selection symbol command is "fz5" or "fz8", the main CPU 201 determines the release pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be a first release time of 2000 msec, a wait time of 600 msec, and a second release time of 2000 msec.

[0332] Also, when the per-ordinary-symbol current-selection symbol command is "fz6" or "fz9", the main CPU 201 determines the release pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be a first release time of 2500 msec, a wait time of 600 msec, and a second release time of 2500 msec.

[0333] Thus, in this embodiment, even if the result of the winning determination process for the normal symbol in the non-time-reduced game state is "normal symbol win", the release pattern of the normal electric accessory 146 (see FIG. 4) is the least advantageous mode among the release patterns of the normal electric accessory 146 in the non-time-reduced game state, the A-time-reduced game state, the B-time-reduced game state, and the C-time-reduced game state.

[0334] Note that the degree of advantage of the release pattern of the normal electric accessory 146 is the degree of ease of winning of the game balls into the second start port 140 when the normal electric accessory 146 is released.

[0335] When the result of the winning determination process for the normal symbol in the A-time-reduced game state is "normal symbol win", the release pattern of the normal electric accessory 146 (see FIG. 4) is the most advantageous mode among the release patterns of the normal electric accessory 146 in the non-time-reduced game state, the A-time-reduced game state, the B-time-reduced game state, and the C-time-reduced game state.

[0336] In addition, the opening pattern of the normal electric accessory 146 (see FIG. 4) when the result of the winning determination process of the normal symbol in the B short-time game state is "winning of the normal symbol" is the same as the opening pattern of the normal electric accessory 146 when the result of the winning determination process of the normal symbol in the C short-time game state is "winning of the normal symbol" in terms of the degree of advantage, but it is not limited to this.

[0337] [1-4-11. Variable Pattern Table of Normal Symbols] FIG. 19 shows an example of the variable pattern table of the normal symbols of the first pachinko game machine. The variable pattern table of the normal symbols is referred to when determining the variable pattern of the normal symbols (that is, when executing the variable pattern determination process of the normal symbols that is executed in the variable display start process of the normal symbols in S293 of FIG. 43 described later). The main CPU 201 refers to the variable pattern table of the normal symbols and determines the variable pattern of the normal symbols based on the game state and the random number value for normal symbol effect selection extracted when the game ball passes through the passing gate 126 (see FIG. 4). The random number value for normal symbol effect selection is extracted, for example, from among 0 to 99 (100 types). However, the range of the generated random number values is not limited to the above.

[0338] As shown in FIG. 19, in the non-short-time game state, regardless of whether the random number value for normal symbol effect selection is any of 0 to 99, the variable display time of the normal symbols is determined to be, for example, 300000 msec. The variable display time of the normal symbols in the non-short-time game state is the longest among the non-short-time game state, the A short-time game state, the B short-time game state, and the C short-time game state.

[0339] In addition, in the A short-time game state, when the random number value for normal symbol effect selection is any of 0 to 89, the variable display time of the normal symbols is determined to be, for example, 500 msec, and when the random number value for normal symbol effect selection is any of 90 to 99, the variable display time of the normal symbols is determined to be, for example, 800 msec.

[0340] Also, in the short-time B game state, when the random value for selecting the normal symbol display is any value from 0 to 39, the variable display time of the normal symbol is determined to be, for example, 500 msec. When the random value for selecting the normal symbol display is any value from 40 to 79, the variable display time of the normal symbol is determined to be, for example, 1000 msec. When the random value for selecting the normal symbol display is any value from 80 to 99, the variable display time of the normal symbol is determined to be, for example, 1500 msec.

[0341] Also, in the short-time C game state, when the random value for selecting the normal symbol display is any value from 0 to 39, the variable display time of the normal symbol is determined to be, for example, 500 msec. When the random value for selecting the normal symbol display is any value from 40 to 79, the variable display time of the normal symbol is determined to be, for example, 1000 msec. When the random value for selecting the normal symbol display is any value from 80 to 99, the variable display time of the normal symbol is determined to be, for example, 1500 msec.

[0342] In this way, among the variable display times of the normal symbol per variable display in the non-short-time game state, short-time A game state, short-time B game state, and short-time C game state, the expected value of the variable display time of the normal symbol in the short-time A game state is the shortest. Therefore, in the short-time A game state, among the non-short-time game state, short-time A game state, short-time B game state, and short-time C game state, the time until the normal electric accessory 146 is released is the shortest.

[0343] Also, the expected value of the variable display time of the normal symbol in the short-time B game state is the same as the expected value of the variable display time of the normal symbol in the short-time C game state, but it is not limited to this.

[0344] [1-5. Details of processing related to the short-time game state] [1-5-1. Number of short-time occurrences set per short-time] In the above description, when the result of the winning determination process of the special symbol is "time-saving win", regardless of the game state at the time when the winning determination process of the special symbol is performed, the number of time-saving times set is the same. However, not limited to this, the number of time-saving times set when the result of the winning determination process of the special symbol is "time-saving win" may be determined according to the game state at the time when the winning determination process of the special symbol is performed.

[0345] Also, even in a high-probability game state where the probability-variable flag is set to on, the result of the winning determination process of the special symbol may include "time-saving win". In this case, although the main CPU derives a display mode of time-saving win for the special symbol display unit, it does not execute control to shift to the time-saving game state and continues to control the high-probability game state. By the way, for example, like a pachinko game machine called a so-called ST machine, when variable display of a special symbol is executed over a specified number of times, there is a known game machine that turns off the probability-variable flag from on. In such an ST machine, when the result of the winning determination process of the special symbol performed in the final game as the high-probability game state is "time-saving win", when the process of deriving the display mode of time-saving win is later than the process of turning off the probability-variable flag, the main CPU may control to the C time-saving game state after deriving the display mode of time-saving win.

[0346] [1-5-2. Duplication of Time-Saving Game States] When multiple time-saving game states are provided, the time-saving game states may overlap. For example, in the A time-saving game state, when the result of the winning determination process of the special symbol is "time-saving win", the A time-saving game state and the C time-saving game state will overlap. Also, for example, when the ceiling counter reaches the ceiling value in the C time-saving game state, the C time-saving game state and the B time-saving game state will overlap. When the time-saving game states overlap in this way, the time-saving game states may be executed in an overlapping manner, or the time-saving game states may not be overlapped (that is, "time-saving win" is ignored). Note that the A time-saving specified number of times, which is the end condition of the A time-saving game state, is defined to be smaller than the ceiling value, which is the transition condition to the B time-saving game state, so that the A time-saving game state and the B time-saving game state do not overlap.

[0347] When the short-time game states overlap, the modes of executing the short-time game states with overlapping and without overlapping will be described below.

[0348] [1-5-2-1. Mode of executing short-time game states with overlapping] As a mode of executing short-time game states with overlapping when the short-time game states overlap, there are a mode of executing with the C short-time game state overlapped when winning per short time in any one of the A short-time game state, the B short-time game state, and the C short-time game state, and a mode of executing with the B short-time game state overlapped when the ceiling counter reaches the ceiling value in the C short-time game state.

[0349] [1-5-2-1-1. Mode of executing with the C short-time game state overlapped in one short-time game state] When winning "per short time" in any one of the A short-time game state, the B short-time game state, and the C short-time game state, the main CPU 201 derives the display mode per short time for the special symbol display units 163 and 164. In this case, the main CPU 201 adopts, as the short-time count, the larger number of variable display times of the special symbols that can be executed before the end condition of the short-time game state is satisfied while maintaining the short-time performance of one short-time game state.

[0350] For example, when winning the "Short Time Win" during the A Short Time Game State and the remaining number of short time opportunities in the A Short Time Game State is more than the number of short time opportunities executable based on this "Short Time Win", the main CPU 201 controls the game state to be a short time game state until the remaining number of short time opportunities in the A Short Time Game State is exhausted while maintaining the short time performance of the A Short Time Game State, unless a "Big Win" is derived. To explain with specific numbers, for example, when the remaining number of short time opportunities in the A Short Time Game State is 200 times and winning the "Short Time Win", and the number of short time opportunities executable based on this "Short Time Win" is 50 times, although the display mode of the short time win is derived on the special symbol display units 163 and 164, the number of short time opportunities from here is 200 times unless a "Big Win" is derived while maintaining the short time performance of the A Short Time Game State. Therefore, even if winning the "Short Time Win" in any one of the short time game states among the A Short Time Game State, the B Short Time Game State, and the C Short Time Game State, in terms of appearance regarding the number of short time opportunities and the short time performance, it is the same as the case where the A Short Time Game State continues without winning the "Short Time Win".

[0351] On the other hand, for example, when winning the "Short Time Win" during the A Short Time Game State and the number of short time opportunities executable based on this "Short Time Win" is more than the remaining number of short time opportunities in the A Short Time Game State, the main CPU 201 controls the game state to be a short time game state until the number of short time opportunities set based on the "Short Time Win" is exhausted while maintaining the short time performance of the A Short Time Game State, unless a "Big Win" is derived. To explain with specific numbers, for example, when the remaining number of short time opportunities in the A Short Time Game State is 20 times and winning the "Short Time Win", and the number of short time opportunities executable based on this "Short Time Win" is 50 times, the number of short time opportunities from here is 50 times unless a "Big Win" is derived while maintaining the short time performance of the A Short Time Game State. That is, even if the variable display of the special symbol is executed for 20 times, which is the remaining number of short time opportunities in the A Short Time Game State, then, while maintaining the short time performance of the A Short Time Game State, the variable display of the special symbol is further executed for 30 times, which is the difference between the two.

[0352] [1-5-2-1-2. Mode of executing the B Short Time Game State overlaid on the C Short Time Game State] When the ceiling counter reaches the ceiling value in the short-time C game state, the main CPU 201 executes control according to the display mode derived in the special symbol display units 163 and 164 in the final ceiling variation (that is, the result of the winning determination process for the special symbols).

[0353] In the first pachinko game machine, the result of the winning determination process for the special symbols does not include a minor win. However, the following explanation includes the case where a minor win is included in the result of the winning determination process for the special symbols.

[0354] First, the case where the result of the winning determination process for the special symbols is "minor win" or "loss" in the final ceiling variation will be explained.

[0355] When the ceiling counter reaches the ceiling value in the short-time C game state and the remaining number of short-time C game state times is greater than the specified number of short-time B game state times, the main CPU 201 controls the game to be in the short-time game state until the remaining number of short-time C game state times is consumed while maintaining the short-time performance of the short-time C game state, unless a "big win" is derived. To explain with specific numbers, for example, when the remaining number of short-time C game state times is 300 times and the ceiling counter reaches the ceiling value, and the specified number of short-time B game state times is 200 times, the number of short-time times from here is 300 times unless a "big win" is derived while maintaining the short-time performance of the short-time C game state. Therefore, even if the ceiling counter reaches the ceiling value in the short-time C game state, in terms of appearance regarding the number of short-time times and short-time performance, it is the same as the case where the short-time C game state continues without the ceiling counter reaching the ceiling value.

[0356] On the one hand, when the ceiling counter reaches the ceiling value in the C-time-saving game state and the specified number of B-time-saving times is greater than the remaining number of time-saving times in the C-time-saving game state, the main CPU 201 controls the game state to be a time-saving game state until the specified number of B-time-saving times is exhausted while maintaining the time-saving performance of the C-time-saving game state, unless a "big win" is derived. To explain with specific numbers, for example, when the remaining number of time-saving times in the C-time-saving game state is 20 and the ceiling counter reaches the ceiling value, and the number of time-saving times executable as the B-time-saving game state is 300, the number of time-saving times from here is 300 unless a "big win" is derived while maintaining the time-saving performance of the C-time-saving game state. That is, even if the variable display of the special symbol is executed for 20 times, which is the remaining number of time-saving times in the C-time-saving game state, then, while maintaining the time-saving performance of the C-time-saving game state, the variable display of the special symbol is further executed for 280 times, which is the difference between the two.

[0357] When the variable display of the special symbol ends in the final ceiling fluctuation, the main CPU 201 derives a display mode corresponding to the result of the winning determination process of the special symbol for the special symbol display units 163 and 164. That is, when the result of the winning determination process of the special symbol is "small win", a small win display mode is derived, and when the result of the winning determination process of the special symbol is "loss", a loss display mode is derived. When the small win display mode is derived, the game state is controlled to be a small win game state, but the main CPU 201 maintains the time-saving flag on even during the small win game state.

[0358] Next, in the final ceiling fluctuation, the case where the result of the winning determination process of the special symbol is "time-saving win", that is, the case where the transition conditions to the B-time-saving game state and the C-time-saving game state are satisfied in the final ceiling fluctuation will be described. In this case, the main CPU 201 can execute different controls depending on whether the control of the B-time-saving game state is started before the result of the winning determination process of the special symbol is derived to the special symbol display units 163 and 164 or after the result of the winning determination process of the special symbol is derived to the special symbol display units 163 and 164.

[0359] First, when control of the B time-shortened game state is started before the result of the special symbol hit determination process is output to the special symbol display units 163, 164, the game state is already controlled to the B time-shortened game state at the time when the display mode of the time-shortened hit is output to the special symbol display units 163, 164. Therefore, while maintaining the time-shortened performance of the B time-shortened game state, the main CPU 201 controls the game state to the time-shortened game state until the larger of the B time-shortened prescribed number of times and the C time-shortened game state number of times is consumed, unless a "big hit" is output.

[0360] Next, when the control of the time-saving game state B is started after the result of the hit determination process of the special symbol is output to the special symbol display unit 163, 164, the display mode of the time-saving hit is not yet controlled to the time-saving game state B at the time when it is output to the special symbol display unit 163, 164. Therefore, while maintaining the time-saving performance of the time-saving game state C, the main CPU 201 controls the time-saving game state until the larger of the time-saving number of times of the time-saving game state B and the time-saving number of times of the time-saving game state C is consumed, unless the end condition of the time-saving game state (for example, the derivation of the display mode of the big hit, the derivation of the display mode of the small hit or the specific small hit, etc.) is established. In this case, it is preferable that the time-saving game state is terminated when the end condition of the time-saving game state in which the time-saving performance is maintained or executed is established.

[0361] In addition, when the transition condition to the time-saving game state B and the transition condition to the time-saving game state C are satisfied in the final change of the ceiling, the sub-CPU301 may perform a special display effect different from the time-saving transition display effect B performed when only the transition condition to the time-saving game state B is satisfied and the time-saving transition display effect C performed when only the transition condition to the time-saving game state C is satisfied. Alternatively, for example, when the time-saving performance of the time-saving game state B is maintained, the time-saving transition display effect B is performed, and when the time-saving performance of the time-saving game state C is maintained, the time-saving transition display effect C is performed, and so on. In this case, either the time-saving transition display effect B or the time-saving transition display effect C may be performed with priority.

[0362] In addition, when the ceiling counter reaches the ceiling value in the short-time C game state and the result of the winning determination process of the special symbol in the final ceiling variation is "big win", the main CPU 201 ends the short-time C game state and controls it to the big win game state without controlling the short-time B game state.

[0363] [1-5-2-1-3. Short-time performance when multiple short-time game states are executed in succession] As described above, the mode of executing the short-time C game state on top of one short-time game state and the mode of executing the short-time B game state on top of the short-time C game state have been described.

[0364] When it is a specification in which multiple short-time game states can be executed in succession like this, the short-time performance of the previously executed short-time game state is maintained. In a pachinko game machine with such a specification, the short-time performances of the multiple short-time game states that can be executed in succession may be different from each other, but it is preferable to make the short-time performances of the multiple short-time game states that can be executed in succession the same.

[0365] For example, when it is a specification in which the short-time C game state can be executed on top of one short-time game state, it is preferable to make the short-time performance of one short-time game state the same as the short-time performance of the short-time C game state. Also, when it is a specification in which the short-time B game state can be executed on top of the short-time C game state, it is preferable to make the short-time performance of the short-time C game state the same as the short-time performance of the short-time B game state.

[0366] In addition, in a pachinko game machine with a specification in which multiple short-time game states can be executed in succession, for the short-time game state that can be executed later on top of the previously executed short-time game state, for example, it may be configured to have the same one short-time performance as the previously executed short-time game state and another short-time performance different from this one short-time performance. And when executing a short-time game state on top of the previously executed short-time game state, one short-time performance may be activated, and when not executing a short-time game state in succession like when activating a short-time game state in the normal game state, another short-time performance may be activated.

[0367] For example, in the case of a pachinko gaming machine with a specification that allows the B short-game state to be executed on top of the C short-game state, two short-game performances are provided for the B short-game state: the same single short-game performance as that of the C short-game state and another short-game performance different from this single short-game performance. Then, when, for example, the ceiling counter reaches the ceiling value in the C short-game state, one short-game performance may be activated, and when the ceiling counter reaches the ceiling value in the normal game state that is not any short-game state, the other short-game performance may be activated.

[0368] [1-5-3. Mode of not executing short-game states in overlay] As a mode of not executing short-game states in overlay, there are a mode of performing a winning determination process so that "winning per short game" is not included in the lottery target in the short-game state, and a mode of performing a winning determination process so that "winning per short game" is included in the lottery target in the short-game state and not executing the short-game states in overlay even if the short-game states overlap (hereinafter referred to as the "latter mode"). As the latter mode, there are two modes: a mode of ignoring winning per short game even if winning per short game is won in any one of the A short-game state, B short-game state, and C short-game state and not executing the C short-game state in overlay, and a mode of ignoring the situation where the ceiling counter reaches the ceiling value in the C short-game state and not executing the B short-game state in overlay. The above two modes considered as the latter mode will be described below.

[0369] [1-5-3-1. Mode of not executing the C short-game state in overlay on one short-game state] When winning "Short Time Win" in any one of the short-time game states of the A short-time game state, the B short-time game state, and the C short-time game state, as described above, the main CPU 201 derives the display mode for "Short Time Win" on the special symbol display units 163 and 164. However, unless it is the variable display of the last special symbol in one short-time game state (hereinafter referred to as "short-time final variation"), the main CPU 201 does not control to the C short-time game state based on "Short Time Win", and controls to one short-time game state until the remaining number of short-time plays in one short-time game state is exhausted. In this case, being controlled to one short-time game state (excluding short-time final variation) is a condition that prevents the transition to the C short-time game state.

[0370] On the other hand, when winning "Short Time Win" in the short-time final variation in one short-time game state, the main CPU 201 can execute different controls depending on whether the one short-time game state ends before the display mode for "Short Time Win" is derived on the special symbol display units 163 and 164, and whether the one short-time game state ends when the display mode for "Short Time Win" is derived on the special symbol display units 163 and 164.

[0371] First, when the one short-time game state ends before the display mode for "Short Time Win" is derived on the special symbol display units 163 and 164, the main CPU 201 starts the control of the C short-time game state after deriving the display mode for "Short Time Win".

[0372] Next, when the one short-time game state ends when the display mode for "Short Time Win" is derived on the special symbol display units 163 and 164, that is, when the derivation of the display mode for "Short Time Win" and the end of the one short-time game state are performed within the same interrupt process, the main CPU 201 may or may not start the control of the C short-time game state according to the processing of the program. Specifically, when the process of deriving (definitely displaying) the display mode for "Short Time Win" is performed before the end process of the one short-time game state, the main CPU 201 ends the one short-time game state without controlling to the C short-time game state. In this case, performing the process of deriving the display mode for "Short Time Win" before the end process of the one short-time game state is a condition that prevents the transition to the C short-time game state.

[0373] On the other hand, when the process of deriving (definitely displaying) the display mode per time shortening is performed after the end process of one time shortening game state, the main CPU 201 ends one time shortening game state and controls to the C time shortening game state. In this case, the main CPU 201 does not maintain the time shortening performance of one time shortening game state, but sets it to the time shortening performance of the C time shortening game state. That is, when the display mode per time shortening is derived, if the end process of one time shortening game state is unprocessed, the main CPU 201 ends one time shortening game state without controlling to the C time shortening game state, and if the end process of one time shortening game state has already been performed, it controls to the C time shortening game state.

[0374] [1-5-3-2. Mode of not executing the B time shortening game state on top of the C time shortening game state] When the ceiling counter reaches the ceiling value in the C time shortening game state, the main CPU 201 executes control according to the display mode (that is, the result of the winning determination process of the special symbol) derived in the special symbol display units 163 and 164 in the final ceiling variation.

[0375] First, the case where the result of the winning determination process of the special symbol in the final ceiling variation is "time shortening win", "small win" or "loss" will be described.

[0376] When the result of the winning determination process of the special symbol in the final ceiling variation in the C time shortening game state is "time shortening win", "small win" or "loss", the main CPU 201 controls to the C time shortening game state until the remaining number of time shortening times in the C time shortening game state is exhausted.

[0377] However, when the remaining number of short-time games in the C short-time game state is 0 at the final ceiling variation, the main CPU 201 may or may not start controlling the B short-time game state according to the program processing. Specifically, when the end process of the C short-time game state is performed before the start process of the B short-time game state, the main CPU 201 ends the C short-time game state and controls to the B short-time game state. On the other hand, when the end process of the C short-time game state is performed after the start process of the B short-time game state, the main CPU 201 ends the C short-time game state without controlling to the B short-time game state. That is, when the main CPU 201 tries to start the B short-time game state, if the end process of the C short-time game state is not processed, it ends the C short-time game state without controlling to the B short-time game state, and if the end process of the C short-time game state has already been performed, it controls to the B short-time game state. In this case, performing the end process of the C short-time game state after the start process of the B short-time game state becomes a condition that hinders the transition to the B short-time game state.

[0378] In addition, when the result of the winning determination process of the special symbol is "big win" at the final ceiling variation, the main CPU 201 ends the C short-time game state and starts controlling the big win game state.

[0379] [1-6. Main control process] Next, the contents of various processes (various modules) executed by the main CPU 201 of the main control circuit 200 will be described. [1-6-1. Main control main process] First, referring to FIGS. 20 to 23, the main process (main control main process) executed by the main CPU 201 will be described. FIGS. 20 to 23 are flowcharts showing an example of the main control main process in the first pachinko game machine.

[0380] The main CPU 201 first determines whether the power-off signal is at the High level (S11). Although not shown, it goes without saying that the main CPU 201 performs settings such as the stack pointer setting and the address setting of the interrupt vector table prior to S11.

[0381] When it is determined in S11 that the power-off signal is not at the high level (when S11 determines NO), the main CPU 201 repeats the determination process of S11.

[0382] On the other hand, when it is determined in S11 that the power-off signal is at the high level (when S11 determines YES), the main CPU 201 transfers the process to S12.

[0383] In S12, the main CPU 201 performs flag management processing for the setting key 174 and the backup clear switch 176 (S12). In this process, the on / off state of the backup clear switch 176 and the on / off state of the setting key 174 are backed up. That is, the on / off states of the setting key 174 and the backup clear switch 176 are stored in the startup control flag area in the main RAM 203. Also, in this process, the game permission flag is set to off. After executing the process of S12, the main CPU 201 transfers the process to S13.

[0384] In S13, the main CPU 201 performs a wait process. In this process, the sub-control circuit 300 waits for startup. The startup wait time (wait period) in this case is, for example, 12000.07 msec. After executing the process of S13, the main CPU 201 transfers the process to S14.

[0385] During the startup wait on the sub-control circuit 300 side, the main CPU 201 may perform, for example, check processing of an interrupt request signal, output processing of the WDT when an interrupt request signal occurs, output processing of various sensor initialization signals at a predetermined timing, etc.

[0386] In S14, the main CPU 201 determines whether the previous power-off before startup was a normal power-off. In this process, based on the value stored in the power-off detection flag area in the main RAM 203, it is determined whether it was a normal power-off or an abnormal power-off.

[0387] When it is determined in S14 that the normal power-off is not achieved (when S14 is NO), the main CPU 201 transfers the process to S18.

[0388] On the other hand, when it is determined in S14 that the normal power-off is achieved (when S14 is YES), the main CPU 201 calculates the checksum value of the work area stored in the main RAM 203 (S15), and then performs the collation process of the checksum value of the work area (S16). After executing the process of S16, the main CPU 201 transfers the process to S17.

[0389] In S17, the main CPU 201 determines whether the collation result is abnormal.

[0390] When it is determined in S17 that the collation result is not abnormal, that is, normal (when S17 is NO), the main CPU 201 transfers the process to S22. The processes after S22 will be described later.

[0391] On the other hand, when it is determined in S17 that the collation result is abnormal, that is, not normal (when S17 is YES), the main CPU 201 transfers the process to S18.

[0392] In S18, the main CPU 201 determines whether at least one of the setting key 174 and the backup clear switch 176 is off. That is, when both the setting key 174 and the backup clear switch 176 are on, the determination is NO, and when both the setting key 174 and the backup clear switch 176 are off, as well as when either one of the setting key 174 and the backup clear switch 176 is off, the determination is YES.

[0393] When it is determined in S18 that at least one of the setting key 174 and the backup clear switch 176 is not off, that is, both are on (when S18 is NO), the main CPU 201 transfers the process to S21. The process of S21 will be described later.

[0394] On the other hand, when it is determined that at least one of the setting key 174 and the backup clear switch 176 is off in S18 (when S18 is a YES determination), the main CPU 201 transfers the process to S19.

[0395] In S19, the main CPU 201 sets the security signal of the external terminal to on. After executing the process of S19, the main CPU 201 transfers the process to S20.

[0396] In S20, the main CPU 201 performs error display processing on the performance display monitor 170 (see FIG. 6). This process sets error display data in the output port of the I / O port 205 to which a signal is output to the performance display monitor 170. As a result, a predetermined LED in the performance display monitor 170 lights up, and an error display is performed. After executing the process of S20, the main CPU 201 enters an infinite loop.

[0397] In this way, when the previous power failure was not a normal power failure, or when the collation result of the checksum value of the work area stored in the main RAM 203 is not normal, the execution of the game in the first pachinko machine is not possible until both the setting key 174 and the backup clear switch 176 are determined to be on.

[0398] Next, the process of S21 will be described. In S21, the main CPU 201 stores a value indicating that a setting change has occurred in the startup control flag area in the main RAM 203. This process is a process performed at the time of abnormal startup, and is configured to store again a value indicating that a setting change has occurred. After executing the process of S21, the main CPU 201 transfers the process to S22.

[0399] In S22, the main CPU 201 performs a clear process on the XINT detection flag area and the power failure detection flag area in the main RAM 203. After executing the process of S22, the main CPU 201 transfers the process to S23.

[0400] In S23, the main CPU 201 performs startup state determination processing. In this processing, based on the value of the startup control flag stored in the startup control flag area in the main RAM 203, the current startup state (power-off recovery / setting change / setting confirmation / RAM clear) is determined. After executing the processing of S23, the main CPU 201 transfers the processing to S24.

[0401] In S24, the main CPU 201 performs RAM setting processing at startup. In this processing, a clear process (for example, construction and address setting of the work area) of the work area (volatile area) in the main RAM 203 that manages flags and the like is performed. Note that this processing is common to both power-off recovery and initialization, and the backup area is not cleared. After executing the processing of S24, the main CPU 201 transfers the processing to S25.

[0402] In S25, the main CPU 201 performs initial setting processing at startup. In this processing, initial setting processing according to the current startup state (power-off recovery / setting change / setting confirmation / RAM clear) is performed. Note that the details of the initial setting processing at startup will be described later with reference to FIG. 24. After executing the processing of S25, the main CPU 201 transfers the processing to S26.

[0403] In S26, the main CPU 201 performs interrupt prohibition processing. After executing the processing of S26, the main CPU 201 transfers the processing to S27.

[0404] In S27, the main CPU 201 performs power-off processing. After executing the processing of S27, the main CPU 201 transfers the processing to S28. Note that the details of the power-off processing will be described later with reference to FIG. 25.

[0405] In S28, the main CPU 201 performs an update process for the initial value random number. In this process, the update process for the initial value random number of various random number counters (for example, the random number counter for determining the big win of the special symbol, etc.) is performed. After executing the process of S28, the main CPU 201 transfers the process to S29.

[0406] In S29, the main CPU 201 determines whether it is in a game permission state. This determination process is performed based on the value of the game permission flag.

[0407] If it is determined in S29 that it is not in the game permission state (when S29 is a NO determination), the main CPU 201 transfers the process to S30.

[0408] On the other hand, if it is determined in S29 that it is in the game permission state (when S29 is a YES determination), the main CPU 201 transfers the process to S31.

[0409] In S30, the main CPU 201 performs an interrupt permission process. After executing the process of S30, the main CPU 201 returns the process to S26 and performs the processes after S26.

[0410] In S31, the main CPU 201 performs a register save process. After executing the process of S31, the main CPU 201 transfers the process to S32.

[0411] In S32, the main CPU 201 performs a performance display monitor aggregation calculation process. In this process, the calculation and update of various base values are performed. Also, this process is performed using an area (outside the area) different from the work area in the main RAM 203. After executing the process of S32, the main CPU 201 transfers the process to S33.

[0412] In S33, the main CPU 201 performs a restoration process for the register saved in S31. After executing the process of S33, the main CPU 201 transfers the process to S34.

[0413] In S34, the main CPU 201 performs an interrupt permission process. After executing the process of S34, the main CPU 201 transfers the process to S35.

[0414] In S35, the main CPU 201 determines whether the system cycle time has elapsed. The system cycle time is, for example, 6 msec which is three times the interrupt cycle (e.g., 2 msec).

[0415] If it is determined in S35 that the system cycle time has not elapsed (when S35 is NO determination), the main CPU 201 returns the process to the process of S26 and performs the processes after S26.

[0416] On the other hand, if it is determined in S35 that the system cycle time has elapsed (when S35 is YES determination), the main CPU 201 transfers the process to S36.

[0417] In S36, the main CPU 201 performs the process of subtracting 1 three times from the value of the interrupt counter stored in the interrupt counter area of the main RAM 203. By this process, the value of the interrupt counter that manages the interrupt prohibited section in the main control main process is reset. After executing the process of S36, the main CPU 201 transfers the process to S37.

[0418] In this embodiment, in the main control main process, before executing various processes related to game control (for example, the processes of S37 to S44) described later, an interrupt prohibited section of, for example, 6 msec (the process section of S26 to S35) is provided. Therefore, in this embodiment, various processes related to game control described later are executed, for example, every 6 msec (every system cycle). In this embodiment, an example in which the interrupt prohibited section is three times the interrupt cycle has been described, but it is not limited to this.

[0419] In S37, the main CPU 201 performs an update process of the system timer. The system timer is a timer that manages the system cycle (for example, 6 msec). The value of the system timer is stored in the system cycle management timer area within the work area of the main RAM 203. After executing the process of S37, the main CPU 201 transfers the process to S38.

[0420] In S38, the main CPU 201 performs main control command transmission / reception processing. In this process, mainly, command transmission / reception processing for payout control is performed. After executing the process of S38, the main CPU 201 transfers the process to S39.

[0421] In S39, the main CPU 201 performs special symbol control processing. In this process, processing related to the special symbol game is performed. Details of this special symbol control processing will be described later with reference to FIG. 26. After executing the process of S39, the main CPU 201 transfers the process to S40.

[0422] In S40, the main CPU 201 performs normal symbol control processing. In this process, processing related to the normal symbol game is performed. Details of this normal symbol control processing will be described later with reference to FIG. 43. After executing the process of S40, the main CPU 201 transfers the process to S41.

[0423] In S41, the main CPU 201 performs game operation display unit control processing. In this process, setting processing of display data output to each display unit (for example, the first special symbol display unit 163, the second special symbol display unit 164, etc.) of the LED unit 160 is performed. After executing the process of S41, the main CPU 201 transfers the process to S42.

[0424] In S42, the main CPU 201 performs game information data generation processing. In this processing, control processing of the external terminal board pulse signal, setting processing of output data, generation processing of the test firing test signal, etc. are performed. Note that the generation processing of the test firing test signal is performed using an area (outside the area) different from the work area in the main RAM 203. After executing the processing of S42, the main CPU 201 transfers the processing to S43.

[0425] In S43, the main CPU 201 performs port output processing. In this processing, setting (transfer) of output data to the command output port 206 (see FIG. 6) is performed. After executing the processing of S43, the main CPU 201 transfers the processing to S44.

[0426] In S44, the main CPU 201 performs state monitoring processing. In this processing, firing position determination processing, game abnormality detection determination processing, payout abnormality detection determination processing, etc. are performed. In the firing position determination processing, if there is a change in the firing position (for example, right firing or left firing), a firing position command is reserved for transmission. In the game abnormality detection determination processing, if there is an abnormality, a game abnormality detection command is reserved for transmission. In the payout abnormality detection determination processing, if there is an abnormality, a payout abnormality detection command is reserved for transmission. After executing the processing of S44, the main CPU 201 returns the processing to S26 and performs the processing after S26.

[0427] [1-6-2. Initial setting processing at startup] Next, with reference to FIG. 24, the initial setting processing at startup performed in S25 during the main control main processing (see FIGS. 20 to 23) will be described. FIG. 24 is a flowchart showing an example of the initial setting processing at startup in the first pachinko game machine.

[0428] The main CPU 201 first performs processing to load the startup control flag (S51). After executing the processing of S51, the main CPU 201 transfers the processing to S52.

[0429] In S52, the main CPU 201 determines whether the value of the startup control flag is a value indicating power failure recovery.

[0430] When it is determined in S52 that the value of the startup control flag does not indicate power failure recovery (when S52 is NO), the main CPU 201 transfers the process to S54.

[0431] On the other hand, when it is determined in S52 that the value of the startup control flag indicates power failure recovery (when S52 is YES), the main CPU 201 transfers the process to S53.

[0432] In S53, the main CPU 201 performs the second normal game pre - processing. Details of this second normal game pre - processing will be described later with reference to FIG. 50. When the second normal game pre - processing is performed, the game permission flag is set to ON, and the game permission state is established. After executing the process of S53, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIGS. 20 - 23).

[0433] In S54, the main CPU 201 determines whether the value of the startup control flag indicates setting change or setting confirmation.

[0434] When it is determined in S54 that the value of the startup state flag does not indicate setting change or setting confirmation, that is, it indicates RAM clear (when S54 is NO), the main CPU 201 transfers the process to S56.

[0435] On the other hand, when it is determined in S54 that the value of the startup state flag indicates setting change or setting confirmation (when S54 is YES), the main CPU 201 transfers the process to S55.

[0436] In S55, the main CPU 201 performs the transmission reservation process for the setting operation command. Note that the setting operation command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the production control command transmission process (see S336 in FIG. 46 described later) during the next system timer interrupt process. After executing the process of S55, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIGS. 20 to 23).

[0437] In S56, the main CPU 201 performs the first normal game pre-processing. For the details of this first normal game pre-processing, refer to FIG. 49 and it will be described later. When the first normal game pre-processing is performed, the game permission flag is set to on, and the game permission state is entered. After executing the process of S56, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIGS. 20 to 23).

[0438] [1-6-3. Power-off process] Next, referring to FIG. 25, the power-off process performed in S27 during the main control main process (see FIGS. 20 to 23) will be described. FIG. 25 is a flowchart showing an example of the power-off process in the first pachinko game machine.

[0439] The main CPU 201 first determines whether the XINT detection flag is on (S61).

[0440] If it is determined in S61 that the XINT detection flag is not on (when S61 is a NO determination), the main CPU 201 ends the power-off process and returns the process to the main control main process (see FIGS. 20 to 23).

[0441] On the other hand, if it is determined in S61 that the XINT detection flag is on (when S61 is a YES determination), the main CPU 201 transfers the process to S62.

[0442] In S62, the main CPU 201 performs the calculation process for the checksum value. After executing the process of S62, the main CPU 201 transfers the process to S63.

[0443] In S63, the main CPU 201 stores the checksum value and the power-off detection flag value in corresponding predetermined storage areas in the main RAM 203, respectively. In this case, they are stored in the backup area of the main RAM 203. After executing the process of S63, the main CPU 201 transfers the process to S64.

[0444] In S64, the main CPU 201 clears the XINT detection flag. Then, after executing the process of S64, the main CPU 201 performs a RAM access prohibition value setting process (S65). After executing the process of S65, the main CPU 201 transfers the process to S66.

[0445] In S66, the main CPU 201 repeats the CPU reset wait process until power-off.

[0446] [1-6-4. Special Symbol Control Process] Next, with reference to FIG. 26, the special symbol control process performed in S39 during the main control main process (see FIGS. 20 to 23) will be described. FIG. 26 is a flowchart showing an example of the special symbol control process in the first pachinko game machine.

[0447] As shown in FIG. 26, first, in S71, the main CPU 201 loads the control state number of the special symbol. The control state number of the special symbol is a number indicating the state (status) of the control process related to the variable display of the special symbol (special symbol game). After executing the process of S71, the main CPU 201 transfers the process to S72.

[0448] Although not shown, when executing the special symbol control process, the main CPU 201 performs an address setting process of setting the addresses of the work area of the special symbol in the main RAM 203 and the like to a predetermined register prior to the process of S71.

[0449] Also, although not shown, when executing the special symbol control process, the main CPU 201 also performs a process of checking the number of hold symbols of the first special symbol and the number of hold symbols of the second special symbol. Then, when both the number of hold symbols of the first special symbol and the number of hold symbols of the second special symbol are "0" for a certain period of time or more, the main CPU 201 performs a reserved transmission process of the demo display command. Note that the demo display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (see S322 in FIG. 45 described later) during the next system timer interrupt process. When the sub-control circuit 300 receives the demo display command, the sub-CPU 301 performs a demo display effect.

[0450] In S72, the main CPU 201 determines whether the control state number of the special symbol loaded in S71 is 0, that is, whether it is in the variable display waiting state of the special symbol.

[0451] If it is determined in S72 that the control number of the special symbol is not 0 (if S72 is NO determination), the main CPU 201 transfers the process to S75.

[0452] On the other hand, if it is determined in S72 that the control number of the special symbol is 0 (if S72 is YES determination), the main CPU 201 transfers the process to S73.

[0453] In S73, the main CPU 201 determines whether the second special symbol is a variable display start, that is, whether the start information of the second special symbol is held.

[0454] If it is determined in S73 that the second special symbol is not a variable display start, that is, the start information of the second special symbol is not held (if S73 is NO determination), the main CPU 201 transfers the process to S74.

[0455] In S74, the main CPU 201 determines whether the first special symbol is a variable display start, that is, whether the start information of the first special symbol is held.

[0456] When it is determined in S74 that the first special symbol has not started variable display, that is, the start information of the first special symbol is not held (when S74 is NO), the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see FIGS. 20 to 23).

[0457] On the other hand, when it is determined in S74 that the first special symbol has started variable display, that is, the start information of the first special symbol is held (when S74 is YES), the main CPU 201 moves the process to S75.

[0458] When returning to S73 and it is determined that the second special symbol has started variable display, that is, the start information of the second special symbol is held (when S73 is YES), the main CPU 201 moves the process to S75.

[0459] In S75, the main CPU 201 performs a special symbol management process. Details of this special symbol management process will be described later with reference to FIG. 27. After executing the process of S75, the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see FIGS. 20 to 23).

[0460] Note that the main CPU 201 preferably sets an interrupt prohibition section and performs the above-described special symbol control process (S71 to S75) within the interrupt prohibition section.

[0461] As described above, in this embodiment, as the first pachinko gaming machine, when the start information of the second special symbol is held, a priority variable machine in which the special symbol management process (S75) is executed with a higher priority than the first special symbol has been described. However, the present invention is not limited to this. For example, when the start information of the first special symbol is held, it may be a priority variable machine in which the special symbol management process (S75) is executed with a higher priority than the second special symbol, or it may be a sequential variable machine in which the special symbol management process is executed in the order of winning the first start port 120 or the second start port 140.

[0462] [1-6-5. Special Symbol Management Process] Next, with reference to FIG. 27, the special symbol management process executed by the main CPU 201 in S75 during the special symbol control process (see FIG. 26) will be described. FIG. 27 is a flowchart showing an example of the special symbol management process in the first pachinko gaming machine.

[0463] When the control state number is "0" (when S72 determines YES), in the special symbol management process, if S73 determines YES, the second special symbol is the processing target, and if S74 determines YES, the first special symbol is the processing target. Also, when the control state number is not "0" (when S72 determines NO), in the special symbol management process, the special symbol being executed is the processing target.

[0464] Also, the numerical values ("0" to "5") described in parentheses to the right of each process shown in FIG. 27 are the control state numbers of the special symbols. The main CPU 201 advances the special symbol game by executing each process corresponding to the control state number.

[0465] The main CPU 201 first determines whether the waiting time of the special symbol is 0 (S81).

[0466] If it is determined in S81 that the waiting time of the special symbol is not 0 (when S81 determines NO), the main CPU 201 ends the special symbol management process and returns the process to the special symbol control process (see FIG. 26).

[0467] On the other hand, if it is determined in S81 that the waiting time of the special symbol is 0 (when S81 determines YES), the main CPU 201 moves the process to S82.

[0468] In S82, the main CPU 201 loads the control state number of the special symbol. After executing the process of S82, the main CPU 201 moves the process to S83. Note that the main CPU 201 performs the processes after S83 based on the control state number read in the process of S82.

[0469] In S83, the main CPU 201 performs special symbol variable display start processing. The processing of this S83 is the processing performed when the control state number of the special symbol is "0". The details of this special symbol variable display start processing will be described later with reference to FIG. 28. If the control state number of the special symbol is not "0", the main CPU 201 transfers the processing to S84.

[0470] In S84, the main CPU 201 performs special symbol variable display end processing. The processing of this S84 is the processing performed when the control state number of the special symbol is "1". The details of this special symbol variable display end processing will be described later with reference to FIG. 29. If the control state number of the special symbol is not "1", the main CPU 201 transfers the processing to S85.

[0471] In S85, the main CPU 201 performs special symbol game determination processing. The processing of this S85 is the processing performed when the control state number of the special symbol is "2". The details of this special symbol game determination processing will be described later with reference to FIG. 30. If the control state number of the special symbol is not "2", the main CPU 201 transfers the processing to S86.

[0472] In S86, the main CPU 201 performs big winning opening preparation processing. The processing of this S86 is the processing performed when the control state number of the special symbol is "3". The details of this big winning opening preparation processing will be described later with reference to FIG. 40. If the control state number of the special symbol is not "3", the main CPU 201 transfers the processing to S87.

[0473] In S87, the main CPU 201 performs big winning opening control processing. The processing of this S87 is the processing performed when the control state number of the special symbol is "4". The details of this big winning opening control processing will be described later with reference to FIG. 41. If the control state number of the special symbol is not "4", the main CPU 201 transfers the processing to S88.

[0474] In S88, the main CPU 201 performs jackpot end processing. The processing in this S88 is the processing performed when the control state number of the special symbol is "5". The details of this jackpot end processing will be described later with reference to FIG. 42.

[0475] After the main CPU 201 finishes the processing from S83 to S88, it ends the special symbol management processing and returns the processing to the special symbol control processing (see FIG. 26).

[0476] [1-6-6. Special Symbol Variable Display Start Processing] Next, with reference to FIG. 28, the special symbol variable display start processing executed by the main CPU 201 in S83 during the special symbol management processing (see FIG. 27) will be described. FIG. 28 is a flowchart showing an example of the special symbol variable display start processing in the first pachinko gaming machine.

[0477] As shown in FIG. 28, first, the main CPU 201 determines whether the control state number of the special symbol is "0" (S91).

[0478] If it is determined in S91 that the control state number of the special symbol is not "0" (when S91 is NO determination), the main CPU 201 ends the special symbol variable display start processing and returns the processing to the special symbol management processing (see FIG. 27).

[0479] On the other hand, if it is determined in S91 that the control state number of the special symbol is "0" (when S91 is YES determination), the main CPU 201 moves the processing to S92.

[0480] In S92, the main CPU 201 performs a shift process on the start information of the special symbol. After the main CPU 201 executes the processing in S92, it moves the processing to S93.

[0481] In S93, the main CPU 201 performs the winning determination process for the special symbol. In this process, with reference to the winning determination table for the special symbol (see FIG. 10), the winning determination of the special symbol is made using the random number value for the big win determination of the special symbol. Also, when the result of the winning determination process for the special symbol is a short time win, the main CPU 201 sets the short time win flag to on, and when the result of the winning determination process for the special symbol is a big win, the main CPU 201 sets the big win flag to on. In the first pachinko gaming machine, the result of the winning determination process for the special symbol does not include a small win, but in the case of a pachinko gaming machine where the result of the winning determination process for the special symbol includes a small win, when the result of the winning determination process for the special symbol is a small win, the small win flag is set to on. After executing the process of S93, the main CPU 201 transfers the process to S94. Note that the short time win flag is turned off when shifting to the C short time gaming state, and the big win flag is turned off at the start of the big win gaming state. In the case of a pachinko gaming machine where the result of the winning determination process for the special symbol includes a small win, the small win flag is turned off at the start of the small win gaming state.

[0482] In the winning determination process for the special symbol (see S93), first, a determination process as to whether it is a big win is performed. If it is determined that it is not a big win in this process, a determination process as to whether it is a short time win is performed. If it is determined that it is not a short time win in this process, it is determined as a loss.

[0483] In S94, the main CPU 201 performs the special symbol determination process. This process is a process of determining or deciding the stop symbol of the special symbol corresponding to the result of the winning determination process for the special symbol (for example, short time win, big win, or loss) in S93. In this process, with reference to the special symbol determination table (see FIG. 11), using the symbol random number value of the special symbol, the above-ment...

Claims

[Claim 1] A ball channel unit in which game balls can roll, The ball flow channel unit comprises a storage passage, a ball moving section, and a ball feeding section. The storage passage is capable of guiding the game balls to the ball movement section. The ball moving unit has a moving means capable of moving the game ball from a first position to a second position. The ball feeding section has a launch waiting path capable of storing game balls that have rolled from the ball moving section, The ball moving unit comprises a rotary motor, a spiral unit for moving the game ball as the moving means, and a plurality of gears for transmitting power from the rotary motor. The aforementioned rotary motor transmits power to the gear with its output shaft facing downwards, and is provided adjacent to the spiral section. The gear is connected to the lower end of the rotating shaft of the spiral section. A gaming machine characterized by the following features.