Game machine

The gaming machine improves performance by introducing controlled state transitions based on special display results, enhancing player engagement and excitement through varied gameplay states.

JP2025108208APending Publication Date: 2025-07-23SANSEI R&D KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2024001974
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-10
Publication Date
2025-07-23

AI Technical Summary

Technical Problem

Existing pachinko gaming machines lack enhancements to further improve gaming performance beyond conventional jackpot determinations and preview effects.

Method used

The gaming machine introduces various short-time states, including a normal state, specific state, and special state, with transitions based on special display results, allowing for enhanced gaming experiences through controlled state shifts and increased player engagement.

Benefits of technology

This approach significantly enhances gaming performance by providing varied and engaging gameplay dynamics, increasing player excitement and anticipation.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025108208000001_ABST
    Figure 2025108208000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of improving game property.SOLUTION: A game state includes a pseudo particular state being a pseudo particular state. A particular state shifts to a specific state at a first ratio and the pseudo particular state shifts to the specific state at a second ratio lower than the first ratio. When the particular state or the pseudo particular state does not shift to the specific state, shift to a normal state is executed. In the normal state, derivation of a first special display result causes shift to the specific state, and derivation of a second special display result causes shift to the normal state. In the specific state, derivation of a third special display result causes shift to the specific state, and derivation of a fourth special display result causes shift to the particular state, and derivation of a fifth special display result causes shift to the pseudo particular state.SELECTED DRAWING: Figure 78
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventionally, in a pachinko gaming machine, a jackpot determination is made to determine whether it is a jackpot on the condition that a gaming ball enters a start port (a ball entry port). When the jackpot determination is made, a variable display of a special symbol that notifies the result of the jackpot determination is performed. When a stop display indicating that the result of the jackpot determination is a jackpot is derived from the variable display of the special symbol, a jackpot game advantageous to the player is executed (see Patent Document 1).

[0003] And in the gaming machine according to Patent Document 1, a preview effect is executed to suggest that there is a possibility that a jackpot game is executed during the variable display of the special symbol, or a time-short state is set in which a gaming ball is more likely to enter the start port than in the normal gaming state after the jackpot game is executed, so as to enhance the player's sense of expectation.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, it has been desired to further improve the gaming performance of the gaming machine.

[0006] Therefore, the present invention has been made in view of such problems, and an object thereof is to provide a gaming machine capable of further improving the gaming performance.

Means for Solving the Problems

[0007] In order to solve the above problems, the gaming machine of the present invention is a gaming machine capable of controlling the gaming state to a normal state (third short-time state), a specific state (sixth short-time state) more advantageous than the normal state, and a special state (non-short-time state) that can be shifted from the specific state. The gaming state includes a pseudo-special state (first short-time state) that is a pseudo of the special state (non-short-time state). From the special state (non-short-time state), it is possible to shift to the specific state at a first rate (50%). From the pseudo-special state (first short-time state), it is possible to shift to the specific state at a second rate (30%) lower than the first rate. When not shifting from the special state (non-short-time state) and the pseudo-special state (first short-time state) to the specific state, it is possible to shift to the normal state (third short-time state). In the normal state, it is possible to shift to the specific state (sixth short-time state) based on the derivation of a first special display result (special drawing 1_ big hit symbols A, B), and it is possible to shift to the normal state (third short-time state) based on the derivation of a second special display result (special drawing 1_ big hit symbols C, D). In the specific state (sixth short-time state), it is possible to shift to the specific state (sixth short-time state) based on the derivation of a third special display result (special drawing 2_ small hit symbol a), it is possible to shift to the special state (non-short-time state) based on the derivation of a fourth special display result (special drawing 2_ small hit symbol b), and it is possible to shift to the pseudo-special state (first short-time state) based on the derivation of a fifth special display result (special drawing 2_ small hit symbol c).

Effect of the Invention

[0008] According to the present invention, it is possible to provide a gaming machine capable of further improving the gaming performance.

Brief Description of the Drawings

[0009]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23A

Figure 23B

Figure 24

Figure 25

Figure 26

Figure 27

Figure 28

Figure 29

Figure 30

Figure 31

Figure 32

Figure 33

Figure 34

Figure 35

Figure 36

Figure 37

Figure 38

Figure 39

Figure 40

Figure 41

Figure 42

Figure 43

Figure 44

Figure 45

Figure 46

Figure 47

Figure 48

Figure 49

Figure 50

Figure 51

Figure 52

Figure 53

Figure 54

Figure 55

Figure 56

Figure 57

Figure 58

Figure 59

Figure 60

Figure 61

Figure 62

Figure 63

Figure 64

Figure 65

Figure 66

Figure 67

Figure 68

Figure 69

Figure 70

Figure 71

Figure 72

Figure 73

Figure 74

Figure 75

Figure 76

Figure 77

Figure 78

Figure 79

Figure 80

Figure 81

Figure 82

Figure 83

Figure 84

Figure 85

MODE FOR CARRYING OUT THE INVENTION

[0010] Hereinafter, in the embodiments of the present disclosure, as a gaming machine, a pachinko gaming machine 1 in which the game medium used for the game is a game ball and the game can be played by firing the game ball toward the game board surface will be exemplified and described. However, detailed descriptions more than necessary, for example, detailed descriptions related to technical matters already well known to those skilled in the art and duplicate descriptions for substantially the same configurations may be omitted. Also, terms commonly used by those skilled in the art may be used without omitting the definition explanations thereof. Note that the drawings described and referred to below are provided for those skilled in the art to understand the present disclosure and are not for limiting the scope of the claims of the present disclosure.

[0011] <First Embodiment> [Outline of the basic game progress of the pachinko gaming machine 1] In the pachinko gaming machine 1 exemplified below, based on the fact that the game balls enclosed in the machine are fired so as to be able to flow down toward the game board surface (game area 3 where pins are implanted) in response to a predetermined operation (rotation operation of the handle 60a) performed by the player, it is possible to repeatedly perform a process of "firing → flowing down → collecting → pumping up → polishing → standby → firing", and it is provided with a ball circulation mechanism that enables the player to play the game without touching the game balls.

[0012] Note that, in the execution of the game related to the pachinko gaming machine 1 described below, the ball circulation mechanism is not necessarily essential, and it may be applied to a non-enclosed pachinko machine that allows the collection and supply of game balls and the payout of prize balls with the support of a predetermined island facility provided in a game parlor or the like.

[0013] And when the fired game ball enters a predetermined ball entrance provided on the game board surface (progress of the game), the implementation conditions (acquisition of determination information) of a predetermined lottery are satisfied.

[0014] Based on a predetermined trigger (the start timing of the lottery determination based on the First-In-First-Out method) resulting from meeting the implementation conditions of this predetermined lottery, the variable display of the identification symbol (a special symbol related to the ball entry into the start port or a normal symbol related to the ball entry into gate 28) will be started on the game machine display device (the symbol display / segment display unit).

[0015] After a predetermined variable time has elapsed since the start of the variable display of the identification symbol, the game progress for deriving the game result (notification of success or failure) is enabled by stopping and displaying the identification symbol so as to be in a predetermined type of stop display mode corresponding to the result of the predetermined lottery.

[0016] Also, during the variable display of the identification symbol, the variable display of one or more effect symbols is enabled by the effect display device (liquid crystal) for the game machine, and an effect notification (video display by a predetermined pattern) related to the game progress (during variable display) is made along a predetermined effect scenario (effect variation pattern) considering the result of the predetermined lottery, so that a prior suggestion (advance notice) regarding the winning expectancy can be notified to the player before the result of the predetermined lottery is derived (before the stop display of the identification symbol), and it has a game property that can enhance the player's expectancy regarding the game benefits (bonus balls, special status, useful information) that can be obtained thereafter.

[0017] And when a winning result (special display result, stop display of the identification symbol for winning) is derived such that the type of the stop display mode of the identification symbol can shift to a special game (big win or small win) that is more advantageous to the player than the normal game, it is possible to operate a predetermined movable part (opening / closing device) provided corresponding to a predetermined specific ball entry port (winning port or big winning port) that is in a state of being difficult to enter the ball (closed) during normal games on the game board surface to make it in a state of being easy to enter the ball (open), and it has a game property that enables the player to obtain a predetermined game benefit based on entering a game ball into the specific ball entry port.

[0018] Regarding the execution conditions (start) of a predetermined movable part, it may be caused by the notification of the winning result, or it may be caused by the entry of a game ball into a specific ball - entry area defined in advance after the notification of the winning result (satisfying a predetermined operating requirement).

[0019] [Structure of the gaming machine] The pachinko gaming machine 1 of the present embodiment (hereinafter referred to as the present pachinko gaming machine 1) will be described with reference to the drawings. In the following description, the left - right direction of each part of the present pachinko gaming machine 1 is described in accordance with the left - right direction for a player facing the present pachinko gaming machine 1. Also, the front direction of each part of the present pachinko gaming machine 1 is described as the direction approaching the player facing the present pachinko gaming machine 1, and the rear direction of each part of the present pachinko gaming machine 1 is described as the direction away from the player facing the present pachinko gaming machine 1.

[0020] As shown in FIG. 1, the present pachinko gaming machine 1 of the embodiment includes a gaming machine frame 50. The gaming machine frame 50 includes an outer frame 50a, an inner frame 50b, and a front door 51 (front frame). The outer frame 50a is a vertically rectangular frame body that forms the outer - shell part of the present pachinko gaming machine 1. The inner frame 50b is arranged inside the outer frame 50a and is a vertically rectangular frame body for attaching the game board 2. The front door 51 is arranged on the front - side of the outer frame 50a and the inner frame 50b and is a vertically rectangular one for protecting the game board 2. The front door 51 is the part facing the player and is decorated in various ways.

[0021] The gaming machine frame 50 is configured to include a hinge part 1a on the left - end side. Due to this hinge part 1a, the front door 51 is rotatable with respect to the outer frame 50a and the inner frame 50b respectively, and the inner frame 50b is rotatable with respect to the outer frame 50a and the front door 51 respectively.

[0022] An opening is formed in the center of the front door 51, and a transparent glass plate 51a is attached to the opening so that the player can visually recognize the game area 3 (see FIG. 7) described later. In the present embodiment, the transparent plate 51a is a glass plate, but it may be a transparent synthetic resin plate. That is, the transparent plate 51a only needs to be able to visually recognize the game area 3 from the front.

[0023] In addition, the front door 51 is provided with a handle 60a for launching the game ball toward the game area 3 with a launch intensity corresponding to the rotation angle.

[0024] A storage device 25 (see FIG. 3) described later is provided at the lower part of the inner frame 50b. A predetermined number of game balls are stored in the storage device 25. After the stored game balls are launched toward the game area 3, they flow down the game area 3 and return to the storage device 25 again. In this way, the game balls stored in the storage device 25 are enclosed inside the pachinko machine 1 and circulate without being discharged to the outside of the pachinko machine 1.

[0025] That is, the pachinko machine 1 is a machine (so-called "enclosed pachinko machine") in which the game balls enclosed inside can circulate and enter the game area 3 again after flowing down the game area 3. Therefore, unlike a machine (so-called "non-enclosed pachinko machine") in which the game balls stored inside are discharged to the outside after flowing down the game area 3, mechanisms (such as a prize ball payout device, a prize ball motor, an upper tray, and a lower tray) for paying out game balls to the player are not required.

[0026] As a result, the lower part of the pachinko machine 1 can be configured more compactly than a conventional non-enclosed pachinko machine. In the pachinko machine 1, since an upper tray or a lower tray for storing game balls is not provided on the front door 51, the player cannot touch the game balls.

[0027] At the lower part of the front door 51, there are provided an effect button (input unit) 63 and a select button 64 (refer to the plan view within the dashed line in FIG. 1) that can be operated by the player during effects executed as the game progresses. The select button (cross key) 64 is composed of an upward button, a downward button, a leftward button, and a rightward button. The effect button 63 incorporates an internal light emitter (not shown) and a vibration device 63b inside. The front door 51 is also provided with a decorative frame lamp 66 and a speaker 67 that outputs sound.

[0028] In this pachinko gaming machine 1, a ball-holding indicator 61 is provided at the center of the lower part of the front door 51. The ball-holding indicator 61 displays the number of game balls that can be launched by the player's operation of the handle 60a at the current time as the number of balls in hand. The ball-holding indicator 61 is composed of six 7-segment indicators arranged horizontally so that six-digit numbers can be displayed.

[0029] In FIG. 1, "2500" is shown on the ball-holding indicator 61, meaning that the number of balls in hand of the player is 2500. The display control of the ball-holding indicator 61 is executed by the payout control microcomputer 171.

[0030] In this pachinko gaming machine 1, when the internal light emitter emits light, the effect button 63 emits light. Also, when the vibration device 63b vibrates, the effect button 63 vibrates. There are multiple types of light emission modes of the internal light emitter. Specifically, the light emission modes of the internal light emitter include a white light emission mode in which the internal light emitter emits white light, a yellow light emission mode in which the internal light emitter emits yellow light, a red light emission mode in which the internal light emitter emits red light, and so on.

[0031] In this embodiment, during the variation of the special symbol or at the trigger time of a predetermined effect during a predetermined winning state, or at the trigger time of selecting and executing any one of a plurality of effects, the input of the effect button 63 is enabled, and at this time, the internal light emitter may assume a light emission mode of a predetermined color and / or the vibration device 63b may assume a vibration mode of a predetermined pattern.

[0032] At this time, by inputting (such as a single press, a long press, or rapid-fire) the effect button 63, it is possible to activate a predetermined effect or select and determine any one of a plurality of effects.

[0033] On the game board 2, a game area 3 through which game balls launched by operating the handle 60a flow down is formed surrounded by a rail member 4. The game board 2 is also provided with a decorative board lamp 5 (see FIG. 6). A plurality of game nails (not shown) for guiding the game balls are protruding in the game area 3.

[0034] The handle 60a shown in FIG. 1 is configured such that air (air) blown from a blower device (pump actuator) 60b built into the handle 60a during the game (during the variable display of special symbols) can be discharged from a discharge hole 60c.

[0035] Specifically, the blower device 60b is configured as a pump actuator capable of continuously generating instantaneous wind. However, the present invention is not limited to the configuration of the pump actuator, and other blower devices (for example, a fan such as a blower fan) that can arbitrarily generate wind may be used instead of the pump actuator.

[0036] In addition, in the present embodiment, a drive control configuration is adopted in which the pump actuator is driven to generate wind in conjunction with the variable display of the effect symbols performed on the display screen 7a of the image display device 7 or the effect display by a predetermined symbol (such as the operation instruction image 63c). However, the pump actuator (including other blower devices) may be configured to be driven and controlled in accordance with other timings in the game process of the pachinko game machine 1.

[0037] Therefore, a blowing effect based on the discharge of the wind generated by the blower device 60b (body sensation information perceptible by touch) can be imparted to a player who holds and rotates the lever portion 60e (turns on the touch switch 114 (see FIG. 5)) near the palm of the player who holds the handle 60a near the front side of the pachinko game machine 1.

[0038] Also, in the vicinity of the front side of the pachinko gaming machine 1 (around the ball-holding display 61), a vibration effect based on the vibration generated from the vibration device 63b (body sensation information perceivable by touch) can be imparted to a player who presses the effect button 63 (turns on the effect button detection switch 63a (see FIG. 6) / performs a predetermined input process).

[0039] Note that the position where the blower device 60b or the vibration device 63b is provided may be appropriately set as long as it is on the front side of the pachinko gaming machine 1 and can impart body sensation information (wind / vibration) perceivable by touch to a player sitting in front of the pachinko gaming machine 1.

[0040] In this case, for example, a vibration device 63b may be provided inside the handle 60a, and the vibration generated from the vibration device 63b (body sensation information perceivable by touch) may be transmitted to the vicinity of the front side of the pachinko gaming machine 1 (around the palm where the player grips the handle 60a). Also, a blower device 60b may be provided inside the speaker 67, and the air may be sent out from the discharge hole provided on the front side of the speaker 67 to the vicinity of the front side of the pachinko gaming machine 1 (around the face of the player who visually recognizes the image display device 7).

[0041] Also, as shown in FIG. 1, an image display device 7 which is a liquid crystal display device is provided near the center of the game area 3. On the display screen (display unit, display) 7a of the image display device 7, there is an effect symbol display area for performing a variable display of an effect symbol 8 (8L, 8C, 8R, also referred to as a decorative symbol) synchronized with the variable display (variable display) of a first special symbol (hereinafter, also referred to as special figure 1) and a second special symbol (hereinafter, also referred to as special figure 2) which will be described later.

[0042] The effect symbol display area is composed of, for example, three display areas of "left", "center", and "right". The left effect symbol 8L is displayed in the left display area, the center effect symbol 8C is displayed in the center display area, and the right effect symbol 8R is displayed in the right display area. Each of the effect symbols is composed of a plurality of symbols representing numbers from, for example, "1" to "9".

[0043] The image display device 7 clearly displays the results of the variable displays of Special Figure 1 and Special Figure 2 (i.e., the results of the jackpot lottery) that are displayed on the Special Figure 1 display 41a and Special Figure 2 display 41b (see FIG. 4) described later, according to the combinations of the left, middle, and right effect symbols.

[0044] For example, when winning the jackpot, the effect symbols are stopped and displayed as a triple, such as "777 (special display result)". Also, when it is a losing result for a miss, the effect symbols are stopped and displayed as a scattered combination, such as "263" (losing combination). Further, when winning a small win, the effect symbols are stopped and displayed with a pre-determined small win outcome (special display result, which can be arbitrarily set and can be a triple or a scattered combination).

[0045] This makes it easy for the player to grasp the progress of the game. That is, generally, the player grasps the result of the jackpot lottery not by the Special Figure 1 display 41a or Special Figure 2 display 41b, but by the image display device 7. Note that the positions of the display areas of the effect symbols 8L, 8C, 8R do not have to be fixed.

[0046] Also, as a mode of the variable display of the effect symbols, for example, there is a mode of scrolling in the vertical direction. Also, it is arbitrarily changeable which combination of effect symbols is stopped and displayed according to each lottery result, and it may be configured to stop and display the effect symbols with a special outcome including a predetermined special symbol when winning the jackpot or winning a small win.

[0047] In addition to the effect symbol variable effect (also referred to as "decoration symbol variable effect" or simply "variable effect") using the above-described effect symbols, the image display device 7 displays on the display screen 7a a jackpot effect that is carried out in parallel with the jackpot game, a demo effect for waiting customers, and the like. Note that in the effect symbol variable effect, in addition to effect symbols such as numbers, effect images other than the effect symbols, such as background images and character images, are also displayed.

[0048] In addition, the pachinko gaming machine 1 has a function that allows a player to arbitrarily change and set the trigger for outputting predetermined game notifications regarding effects during the variation of special symbols or in a predetermined winning state, or the occurrence frequency of a reach effect (preview), etc., by operating an effect button detection switch 63a and a select button detection switch 64a (see FIG. 6).

[0049] Specifically, when a demo effect for customer waiting is being displayed, a menu image can be displayed on the image display device 7, and based on displaying the menu image, it is configured to enable change settings to an effect according to the player's preference.

[0050] Regarding the change settings to an effect according to the player's preference, the player can use the select button 64 to change the effect mode of the effect during the variation of the special symbol, or change settings regarding the occurrence frequency (including not generating the effect) of an effect (such as a reach effect or a prediction effect), or change settings regarding the occurrence frequency (including not generating the effect) of a blowing effect generated based on the blower device 60b or a vibration effect generated based on the vibration device 63b, or so-called change settings regarding the auto button function (a function that enables the execution of a button effect as if the button has been pressed without actually pressing the button).

[0051] In addition, on the display screen 7a of the image display device 7, one or a plurality (in this embodiment, a maximum of four) of hold icons 9 can be displayed according to the number of holds (storage of determination information that can be stored in the special symbol 1 hold storage unit 85a or the special symbol 2 hold storage unit 85b in the hold storage unit 85 described later), and a hold icon display area 7a1 is provided for moving each hold icon 9 in a predetermined direction (in this embodiment, the left direction).

[0052] Furthermore, on the display screen 7a of the image display device 7, adjacent to the left side of the hold icon display area 7a1, there is provided a hold icon display area 7a2 that can display the hold icon 9D based on the final movement (left shift / display disappearance) of a predetermined (the leftmost one) hold icon 9 displayed in the hold icon display area 7a1.

[0053] Also, the pedestal icon 9E can be displayed in the hold icon display area 7a2. The pedestal icon 9E can be displayed as a tray-like notification (suggestion of the display position of the hold icon 9D) indicating the destination of movement corresponding to the disappearance of the display of a predetermined hold icon 9 that will finally be shifted to the left from the hold icon display area 7a1.

[0054] The hold icon 9 that can be displayed in the hold icon display area 7a1 can be displayed in the hold icon display area 7a1 based on the opportunity of a special figure winning (a ball entering the start port described later) that allows the determination information (random numbers per special figure, etc.) to be stored in the special figure hold memory unit 85a (or the special figure 2 hold memory unit 85b). Also, the hold icon 9 can be displayed in a number corresponding to the number of memories stored based on each special figure winning (corresponding to 1 memory, 2 memories, 3 memories, and 4 memories respectively in this embodiment).

[0055] Also, the hold icon 9 can be made to have a display mode (so-called hold change) corresponding to a predetermined reliability (preliminary determination before the pass / fail determination, so-called prediction determination) determined in advance for the display color and / or display form indicated according to each displayed hold icon 9. In this embodiment, as shown in FIG. 1, based on the predetermined reliability, it is possible to change from the white (low reliability) hold icon 9A for normal times to the green (medium reliability) hold icon 9B or the red (high reliability) hold icon 9C.

[0056] Also, the hold icon 9 of Special Figure 1 corresponding to the hold of Special Figure 1 (the memory of the Special Figure 1 hold memory unit 85a), or the hold icon 9 of Special Figure 2 corresponding to the hold of Special Figure 2 (the memory of the Special Figure 2 hold memory unit 85b) is made to be a distinguishable display. Thereby, when one or a plurality of hold icons 9 are displayed in the hold icon display area 7a1, the number of holds of Special Figure 1 (or Special Figure 2) displayed by the Special Figure 1 hold display 43a (or the Special Figure 2 hold display 43b) described later can be easily shown to the player.

[0057] Furthermore, one or a plurality of hold icons 9 that can be displayed in the hold icon display area 7a1 read out one piece of determination information stored in memory corresponding to the special figure hold from the hold memory unit 85 and make a determination as to whether it is a success or failure related to a lottery (special figure lottery described later), and each time the result of the determination is notified, a moving display that shifts one by one to the left is enabled.

[0058] And at the time of the final (final left shift) movement, the hold icon 9D corresponding to a predetermined (the leftmost one) hold icon 9 (display color / display form) that is the target of reading the memory (determination information) related to the special figure hold that was the oldest hold standby is made to be displayable as a result of shifting to the left toward the hold icon display area 7a2.

[0059] The hold icon 9D can be continuously displayed until a predetermined timing related to the variable display of the special figure executed based on the left shift movement of the final hold icon 9 to the hold icon display area 7a2, or until a predetermined timing related to the end of the variable display of the special figure, and when it becomes the predetermined timing, the display of the hold icon 9D from the hold icon display area 7a2, or the display disappearance of the hold icon 9D and the pedestal icon 9E is made possible.

[0060] Therefore, the held icon 9D is made to clearly show the player that the next held icon 9D will be displayable by disappearing at a predetermined timing until the variable display of the special drawing (judgment of the lottery of the special symbol) based on the special drawing 1 hold (special drawing 2 hold) stops and ends.

[0061] Also, the held icon 9D provides a suggestive notification regarding the reliability of winning or losing (granting of a special prize) based on the display mode (display color / display form) shown until a predetermined timing as a prior notice corresponding to the variable display of the special drawing (before notification of the judgment of winning or losing) corresponding to zero stored items (judgment of whether or not when the storage area for reading becomes empty) based on the clearing of the storage in the special drawing 1 held storage unit 85a (or the special drawing 2 held storage unit 85b) (judgment information read out for judgment from the held storage unit 85).

[0062] Note that the display mode of the held icon 9D displayed in the held icon display area 7a2 may be made equivalent to that of the held icon 9 that will ultimately be shifted to the left (disappear from the held icon display area 7a1), or may be made to have a different reliability (an increase in reliability in this embodiment) from the held icon 9 that will ultimately be shifted to the left.

[0063] Near the center of the game area 3 and around the image display device 7, the center decorative body 10 is arranged so as to cover a part of the image display device 7 (display area 7a). Below the center decorative body 10, a stage portion 11 is formed that can guide a game ball rolling on the upper surface to the first starting port 20 described later. Also, on the left part of the center decorative body 10, a warp portion 12 is provided that allows a game ball to flow in from an entrance and flow out to the stage portion 11 from an exit. Further, on the upper part of the center decorative body 10, a decorative member 13 representing characters, figures, etc. is arranged.

[0064] Below the image display device 7 in the gaming area 3, a fixed prize device 19 having a first starting port 20 with a constant ease of entry of game balls is provided. The winning of a game ball at the first starting port 20 triggers the lottery of the first special symbol (Special Figure 1) (big win lottery, that is, the acquisition of a random number etc. (judgment information) per special figure related to the lottery information).

[0065] Also, above the upper right of the first starting port 20, a normal variable prize device (ball entry assistance means / so-called electric tulip, normal electric accessory, hereinafter referred to as electric tulip) 22 having a second starting port 21 is provided. The winning of a game ball at the second starting port 21 triggers the lottery of the second special symbol (Special Figure 2) (big win lottery, that is, the acquisition of a random number etc. (judgment information) per special figure related to the lottery information).

[0066] The electric tulip 22 includes a slide-type movable member (ball entry port opening / closing member, movable part) 23 based on a plate material that can move back and forth, and opens and closes the second starting port 21 by the operation of the movable member 23. The movable member 23 is driven by an electric tulip solenoid 24 (see Fig. 5).

[0067] The second starting port 21 can capture a game ball only when the movable member 23 is open (that is, when the movable member 23 protrudes forward from the game board in the open state), and the captured game ball can enter through being guided through the movable member 23. That is, when the movable member 23 is closed (that is, when the movable member 23 is in the closed state and submerged behind the game board), it is impossible to capture a game ball, so it is impossible to enter.

[0068] Note that it may also be configured as an electric tulip (well-known) composed of a movable member in the form of a flap that opens and closes in the left-right direction along the game board.

[0069] Also, below the first starting port 20 in the gaming area 3, a first big winning port device 31 having a first big winning port 30 is provided.

[0070] The first major winning device 31 includes an opening / closing member 32 that takes an open state and a closed state, and opens and closes the first major winning opening 30 by the operation of the opening / closing member 32. The opening / closing member 32 is driven by a first major winning opening solenoid 33 (see FIG. 5). The first major winning opening 30 allows the capture of game balls only when the door-shaped opening / closing member 32 is open (i.e., in the open state), and the captured game balls can be guided through the opening / closing member 32 to the opening, enabling them to enter the opening.

[0071] Also, to the right of the first major winning opening 30 in the game area 3, a second major winning device 36 having a second major winning opening 35 is provided. The second major winning device 36 includes an opening / closing member 37 that takes an open state and a closed state, and opens and closes the second major winning opening 35 by the operation of the opening / closing member 37.

[0072] The opening / closing member 37 is of a slide type in which a plate material moves forward and backward, and is driven by a second major winning opening solenoid 38 (see FIG. 5). The second major winning opening 35 allows the game balls to fall from the opening only when the slide type opening / closing member 37 is open (i.e., in the open state and immersed behind the game board surface), and the game balls can enter when they fall. When the slide type opening / closing member 37 is closed (i.e., in the closed state and protruding forward from the game board surface), the game balls cannot fall, so it is impossible for them to enter.

[0073] More specifically, as shown in FIG. 2, inside the second major winning device 36, a specific area (V area) 39 and a non-specific area 70 through which the game balls passing through the second major winning opening 35 can pass are formed. In the second major winning device 36, a second major winning opening sensor 35a for detecting the winning of game balls into the second major winning opening 35 is arranged upstream of the specific area 39 and the non-specific area 70.

[0074] In addition, in the specific area 39, a specific area sensor 39a for detecting the passage of a game ball into the specific area 39 is arranged. In the non-specific area 70, a non-specific area sensor 70a for detecting the passage of a game ball into the non-specific area 70 is arranged. Further, the second major winning device 36 includes a distribution member 71 that distributes the game balls that have passed through the second major winning opening 35 to either the specific area 39 or the non-specific area 70, and a distribution member solenoid 73 that drives the distribution member 71.

[0075] Note that when the distribution member solenoid 73 is energized, the distribution member 71 takes the first state (passage allowable state) of distributing the game balls to the specific area 39, and when the distribution member solenoid 73 is not energized, the distribution member 71 takes the second state (passage blocking state) of distributing the game balls to the non-specific area 70.

[0076] As shown in FIG. 2, when the distribution member solenoid 73 is energized, the distribution member 71 is in a passage allowable state that allows the passage of game balls into the specific area 39. When the distribution member 71 is in the passage allowable state, the game balls that have won at the second major winning opening 35 pass through the second major winning opening sensor 35a and then pass through the specific area 39. This route of the game balls is referred to as the first route.

[0077] Also, as shown by the broken line portion (the distribution member 71 located on the left side) indicated by the double-headed arrow (bidirectional arrow) in FIG. 2, when the distribution member solenoid 73 is not energized, the distribution member 71 is in a passage blocking state that prevents the passage of game balls into the specific area 39. When the distribution member 71 is in the passage blocking state, the game balls that have won at the second major winning opening 35 pass through the second major winning opening sensor 35a and then roll on the distribution member 71 and pass through the non-specific area 70. This route of the game balls is referred to as the second route.

[0078] In the pachinko gaming machine 1, the passage of a game ball into the specific area 39 triggers the execution of a jackpot game, which will be described later. That is, in this embodiment, a jackpot lottery is also conducted based on whether or not a game ball passes into the specific area 39.

[0079] The jackpot won by the lottery of the above-mentioned special figure 1 or the lottery of special figure 2 is called a first-type jackpot, and the jackpot won by the passage of the game ball through the specific area 39 (so-called V-win) is called a second-type jackpot.

[0080] Also, the jackpot game executed when winning the first-type jackpot is called a first-type jackpot game, and the jackpot game executed when winning the second-type jackpot is called a second-type jackpot game. Also, the first-type jackpot is also called a direct hit jackpot. Note that in this way, the pachinko gaming machine 1 is a so-called one-two hybrid machine. In the following, in some cases, the general term for the game related to the first-type jackpot and the game related to the second-type jackpot is called "winning game".

[0081] As shown in FIG. 1, above the second start port 21 in the game area 3, a gate 28 through which the game ball can pass is provided. The passage of the game ball through the gate 28 serves as an opportunity to execute a general symbol lottery (that is, to obtain a general symbol-related random number (judgment information) related to the lottery information) for determining whether to open the electric chew 22 (condition established).

[0082] Furthermore, a general winning port 27 is provided in the lower left part of the game area 3. Also, at the bottom of the game area 3, an out port 6 for discharging the game balls that have been launched into the game area 3 but have not won in any of the winning ports is provided.

[0083] In the game area 3 where various ball entry ports (such as start ports) are arranged in this way, there are a left game area 3A on the left side from the center in the left-right direction and a right game area 3B on the right side.

[0084] In the game area 3 where various ball entry ports (such as start ports) are arranged in this way, there are a left game area (first game area) 3A on the left side from the center in the left-right direction and a right game area 3B on the right side. The shooting method of shooting the game ball so that the game ball flows down in the left game area 3A is called left shooting. On the other hand, the shooting method of shooting the game ball so that the game ball flows down in the right game area 3B is called right shooting.

[0085] In this pachinko gaming machine 1, the flow path through which the gaming balls flow when playing with left strikes is referred to as the first flow path R1, and the flow path through which the gaming balls flow when playing with right strikes is referred to as the second flow path R2.

[0086] On the first flow path R1, a first starting port 20, a first big winning device 31, and an out port 6 are provided. The player aims to win at the first starting port 20 by hitting the gaming balls so that they flow down the first flow path R1.

[0087] On the other hand, on the second flow path R2, a gate 28, an electric chute 22, a second big winning device 36, the first big winning device 31, and an out port 6 are provided. The player aims to pass through the gate 28, win at the second starting port 21 related to the electric chute 22, the first big winning port 30, or the second big winning port 35 by hitting the gaming balls so that they flow down the second flow path R2.

[0088] In this pachinko gaming machine 1, one discharge path (not shown) is provided on the back side of the gaming area 3. This discharge path communicates with any of the general winning port 27, the first starting port 20, the electric chute 22 (the second starting port 21), the first big winning port 30, the second big winning port 35, and the out port 6. Therefore, the gaming balls that enter the general winning port 27, the first starting port 20, the electric chute 22 (the second starting port 21), the first big winning port 30, the second big winning port 35, or the out port 6 will surely pass through the discharge path on the back side of the gaming area 3.

[0089] A discharge port sensor 15a (see Fig. 5) capable of detecting the gaming balls is provided in the discharge path, and the gaming balls that have passed through the discharge path will go towards a storage device 25 described later. In this way, the gaming balls launched towards the gaming area 3 will be detected by the discharge port sensor 15a after entering any of the general winning port 27, the first starting port 20, the electric chute 22 (the second starting port 21), the first big winning port 30, the second big winning port 35, and the out port 6 and then passing through the discharge path. After that, the gaming balls that have passed through the discharge path will be stored in the storage device 25.

[0090] In addition, in the present embodiment, the gate 28, the electric tube 22, and the second major winning device 36 are unitized and are detachable from the game board 2 as one structure. Further, the fixed winning device 19 and the first major winning device 31 are unitized and are detachable from the game board 2 as one structure.

[0091] Also, as shown in FIGS. 1, 4, and 5, display devices 40 for displaying predetermined identification symbols (identification information) capable of starting variation corresponding to each of the ball entry ports (starting port, gate 28) are arranged at the lower right portion of the game board 2.

[0092] The display devices 40 include a special figure 1 display 41a for variably displaying the first special symbol (special figure 1), a special figure 2 display 41b for variably displaying the second special symbol (special figure 2), and a normal symbol display 42 for variably displaying the normal symbol (normal figure).

[0093] Also, the display devices 40 include a special figure 1 hold display 43a for displaying the stored number of the operation hold (hereinafter also referred to as the special figure 1 hold) of the special figure 1 display 41a, a special figure 2 hold display 43b for displaying the stored number of the operation hold (hereinafter also referred to as the special figure 2 hold) of the special figure 2 display 41b, and a normal figure hold display 42a for displaying the stored number of the operation hold (hereinafter also referred to as the normal figure hold) of the normal figure display 42.

[0094] The variable display of the special figure 1 is triggered by the winning of a game ball into the first starting port 20. The variable display of the special figure 2 is triggered by the winning of a game ball into the second starting port 21. In the following description, the special figure 1 and the special figure 2 may be collectively referred to as the special symbol (special figure). Also, the special figure 1 display 41a and the special figure 2 display 41b may be collectively referred to as the special figure display 41.

[0095] In the special symbol display 41, after variably displaying (fluctuating display) a special symbol (special symbol 1 or special symbol 2) and then stopping the display (ending the fluctuating display), the determination result of the lottery (special symbol lottery, big win lottery, determination information regarding winning or losing, random number for special symbols) based on winning in the first start opening 20 or the second start opening 21 is notified (confirmed display) until the elapse of a predetermined time.

[0096] The special symbol to be stopped and displayed (display of the mode of the stopped symbol, display of the mode of the special symbol derived as a result of variable display) is one special symbol selected from among a plurality of types of special symbols (special symbol 1 or special symbol 2) by a special symbol lottery (hereinafter also referred to as a special symbol lottery).

[0097] When the stopped symbol is a special symbol (big win symbol) in a predetermined big win stop mode ((the first) special display result is derived), a big win game is performed in which the first big win opening 30 is opened in an opening pattern of the big win opening according to the type of the stopped big win symbol (that is, the type of the winning big win).

[0098] Also, when the stopped symbol is a special symbol (small win symbol) in a predetermined small win stop mode ((the second) special display result is derived), a small win game is performed in which the second big win opening 35 is opened in an opening pattern of the big win opening according to the type of the stopped small win symbol (that is, the type of the winning small win).

[0099] The opening patterns of the big win openings (the first big win opening 30 and the second big win opening 35) in the big win game and the small win game will be described later.

[0100] As a specific example, the special symbol display 4141 (41a, 41b) is composed of 8 LEDs arranged side by side, and displays a special symbol according to the result of the big win lottery by its lighting mode.

[0101] For example, when winning a jackpot (one of the multiple types of jackpots described later), a jackpot symbol (a special symbol for notifying a jackpot) is displayed in which the LEDs at the 1st, 2nd, 5th, and 6th positions from the left light up, such as "○○●●○○●●" (○: lit, ●: extinguished). Also, when winning a minor prize (one of the multiple types of minor prizes described later), a minor prize symbol (a special symbol for notifying a minor prize) is displayed in which the LEDs at the 5th and 6th positions from the left light up, such as "●●●●○○●●".

[0102] Also, when it is a loss (one of the losses of the multiple types of special symbols described later), a special loss symbol (a special symbol for notifying a loss) is displayed in which only the LED at the far right lights up, such as "●●●●●●●○".

[0103] Also, before the special symbol stops being displayed, the special symbol is variably displayed (variable display) for a predetermined variable time. The mode of the variable display is, for example, a mode in which each LED lights up so that light repeatedly flows from left to right. Note that the mode of the variable display can be appropriately changed, such as all the LEDs flashing simultaneously if they are not in the stop display (lit display in a specific mode).

[0104] In this pachinko gaming machine 1, when a game ball enters the first start port 20 or the second start port 21 (sensor detection), the values of various random numbers (judgment information) related to the special figure lottery information (special figure winning random numbers, etc.) obtained as a special figure winning (hereinafter also referred to as a start winning) resulting from the ball entry are temporarily stored in the special figure 1 hold memory section 85a or the special figure 2 hold memory section 85b (see FIG. 5) until the judgment process related to the corresponding special figure lottery is completed (so-called the variation of the symbol is executed and the main judgment of each random number (each judgment information) is executed).

[0105] Specifically, when there is a ball entry (sensor detection) into the first start port 20, the values of various random numbers (judgment information) related to the special figure 1 lottery information (special figure 1 winning random numbers, etc.) obtained based on the special figure 1 winning (start winning) resulting from the ball entry are stored in the special figure 1 hold (judgment information to be held) as the special figure 1 hold memory section 85a (see FIG. 4).

[0106] Also, when there is a ball entry (sensor detection) into the second start port 21, various random number values (determination information) related to the special drawing 2 lottery information (such as random numbers per special drawing 2) obtained based on the special drawing 2 winning (start winning) resulting from the ball entry are stored in the special drawing 2 hold memory unit 85b (see FIG. 4) as special drawing 2 hold (hold determination information).

[0107] There are upper limits to the number of special drawing 1 holds that can be stored in the special drawing 1 hold memory unit 85a and the number of special drawing 2 holds that can be stored in the special drawing 2 hold memory unit 85b. The upper limit value (upper limit storage number, upper limit hold number) in this embodiment is "4".

[0108] The special drawing 1 hold stored in the special drawing 1 hold memory unit 85a is cleared when the variable display of the special symbol (judgment of the special symbol lottery) based on the special drawing 1 hold becomes possible (when the start condition (start of lottery judgment) is satisfied). The clearing of the special drawing 1 hold means judging the special drawing lottery information (determination information) such as random numbers per special drawing corresponding to the special drawing 1 hold and executing the variable display of the special symbol indicating the judgment result (winning mode or losing mode).

[0109] Therefore, in this pachinko gaming machine 1, when the variable display of the special symbol based on the winning of the game ball into the first start port 20 cannot be performed immediately after the winning, that is, when there is a winning in the first start port 20 during the execution of the variable display of the special symbol or during the execution of the big win game, the right to conduct the big win lottery for the winning (judgment of the special drawing lottery information (determination information) related to the special drawing-related random numbers) can be reserved until it reaches the predetermined upper limit value.

[0110] And the number of such special drawing 1 holds is displayed on the special drawing 1 hold indicator 43a. Specifically, the special drawing 1 hold indicator 43a is composed of 4 LEDs. The special drawing 1 hold indicator 43a displays the number of special drawing 1 holds by lighting the LEDs corresponding to the number of special drawing 1 holds.

[0111] In addition, the special symbol 2 reservation stored in the special symbol 2 reservation memory unit 85b is consumed when the variable display of the special symbol based on the special symbol 2 reservation (determination of the lottery for the special symbol) becomes possible (when the start condition (start of lottery determination) is satisfied). The consumption of the special symbol 2 reservation means determining the special symbol lottery information (determination information) such as the special symbol winning random number corresponding to the special symbol 2 reservation, and executing the variable display of the special symbol to show the determination result (winning state or losing state).

[0112] Therefore, in this pachinko game machine 1, if the variable display of the special pattern based on the entry of a game ball into the second starting port 21 cannot be performed immediately after the entry, that is, if a prize is awarded into the second starting port 21 while the variable display of the special pattern is being executed or while a jackpot game is being executed, the right to the jackpot lottery for that entry (determination of the special pattern lottery information (determination information) related to the special pattern related random number) can be reserved until it reaches a predetermined upper limit value.

[0113] The number of such reserved special drawings 2 is displayed on the reserved special drawing 2 display 43b. Specifically, the reserved special drawing 2 display 43b is composed of four LEDs. The reserved special drawing 2 display 43b displays the number of reserved special drawings 2 by lighting up the LEDs as many as the number of reserved special drawings 2.

[0114] In addition, if a prize is won at the second starting port 21 during the execution of the variable display of the special drawing 2, the value of various random numbers (judgment information) based on the prize may not be acquired. In other words, the special drawing 2 may not be reserved beyond the upper limit value "1".

[0115] The variable display of the normal map is triggered by the passage of the gaming ball through the gate 28. The normal map display 42 displays the normal map variably (variably) and then stops (display ends), thereby announcing (confirming) the result of the lottery (normal map lottery, judgment information regarding the success or failure of the normal map lottery, random number information for the normal map) based on the passage of the gaming ball through the gate 28 until a predetermined time has elapsed.

[0116] The general pattern (the aspect display of the general pattern derived as the stop result after variable display) to be stopped and displayed is one general pattern selected from among a plurality of types of general patterns based on general pattern lottery. When the stopped and displayed general pattern is a predetermined type of general pattern (the general pattern displayed in a winning stop mode / ordinary winning symbol), auxiliary gaming (so-called, easy winning) in which displacement control for opening the second start port 21 is performed based on the opening pattern of the electric chute 22 according to the current gaming state becomes executable.

[0117] Incidentally, hereinafter, with regard to auxiliary gaming that can be executed based on an opening pattern of the electric chute 22 that is more advantageous than the non-time-reduced gaming state (the opening pattern of the electric chute 22 during non-time reduction), it may also be referred to as "electric support (electric chute support)".

[0118] As a specific example, the general pattern display 42 is composed of a total of four LEDs with two LEDs arranged in the upper and lower stages (see FIG. 4), and displays a general pattern according to the result of the general pattern lottery by its lighting mode.

[0119] For example, when the lottery result is a general pattern win (ordinary symbol for notifying a win), an ordinary win symbol in which all LEDs except the right-side LED in the lower stage are lit, such as "○○" in the upper stage and "○●" in the lower stage (○: lit, ●: extinguished), is displayed. When the lottery result is a general pattern loss, an ordinary loss symbol (ordinary symbol for notifying a loss) in which all LEDs except the right-side LED in the lower stage are extinguished, such as "●●" in the upper stage and "●○" in the lower stage, is displayed. Incidentally, as one of the ordinary loss symbols, a mode in which all LEDs are extinguished may be used.

[0120] Before the general pattern is stopped and displayed, variable display (variable display) of the general pattern is performed over a predetermined variable time, and the mode of the variable display is, for example, a mode in which each LED repeatedly lights and extinguishes one by one in a predetermined order. Incidentally, the mode of the variable display can be appropriately changed, such as all LEDs flashing simultaneously if each LED is not in a stopped display (lit display in a specific mode).

[0121] In addition, when there is a passage (sensor detection) of a game ball to the gate 28 in the pachinko gaming machine 1, values (judgment information) of various random numbers such as the random number per common pattern obtained as a common pattern winning due to the passage, etc. (common pattern related random numbers), are stored as common pattern reservation (judgment information related to the common pattern) in the common pattern reservation storage unit 85c in the RAM 84, and this common pattern reservation is made to be a temporary storage until the judgment process based on the common pattern lottery is completed (so-called the variation of the said symbol is executed, the main judgment of each random number (each judgment information) is executed).

[0122] And in this embodiment, when the variable display of the common pattern based on the passage of the game ball to the gate 28 cannot be performed immediately after the passage, that is, when there is a passage to the gate 28 during the execution of the variable display of the common pattern, or when there is a passage to the gate 28 during the release process of the electric chute 22, the right of judgment of the common pattern lottery for the passage (judgment of the judgment information (common pattern lottery information) based on the common pattern related random numbers) can be reserved and stored until the upper limit value. Specifically, the upper limit value (upper limit storage number, upper limit reservation number) is set to "4".

[0123] The common pattern reservation stored in the common pattern reservation storage unit 85c can be digested when the variable display of the common pattern (judgment of the lottery of the normal symbol) becomes possible based on the digestion of other stored common pattern reservations (when the start condition (start of the lottery judgment) is satisfied). Here, the digestion of the common pattern reservation means the time when the judgment of the judgment information (common pattern lottery information) based on the common pattern related random numbers (random number per common pattern, etc.) corresponding to the common pattern reservation is made, and the variable display of the common pattern indicating the judgment result (winning mode or losing mode) is executed.

[0124] And the number of such common pattern reservations is displayed on the common pattern reservation display 42a. Specifically, the common pattern reservation display 42a is composed of 4 LEDs. The common pattern reservation display 42a displays the number of common pattern reservations by lighting the LEDs by the number of common pattern reservations.

[0125] In addition, when the variable display of the normal pattern based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, when there is a passage through the gate 28 during the execution of the variable display of the normal pattern or during the opening process of the electric chute 22, it may be configured not to acquire the normal pattern-related random number based on the passage. That is, when the suspension of operation of the normal pattern display device 42 (normal pattern suspension) exceeds the upper limit value "1", it may be configured not to store it.

[0126] [Configuration of the storage device 25] Next, based on FIG. 3, the configuration of the storage device 25 will be described, and the case where the game balls stored in the storage device 25 are launched toward the game area 3 will be described. The storage device 25 stores the game balls that have finished flowing down the game area 3 at the lower part of the inner frame 50b, and launches the stored game balls toward the game area 3 based on the rotation operation of the handle 60a.

[0127] As shown in FIG. 3(A), the storage device 25 includes a storage unit 25a that can store a predetermined number of game balls, and a hitting hammer 25b that can launch (strike, eject) the game balls stored in the storage unit 25a one by one with a launch intensity corresponding to the rotation angle of the handle 60a.

[0128] The game balls launched by the hitting hammer 25b pass through a launch path HR that extends upward from the storage unit 25a and head toward the game area 3. The launch path HR communicates with the storage unit 25a of the storage device 25 at the lower end and communicates with the game area 3 at the upper end.

[0129] As shown in FIG. 1, the upper end of the inner rail 62 forms the boundary between the upper end of the launch path HR and the game area 3, and a first backflow prevention member 4a is provided at the upper end of the inner rail 62. The first backflow prevention member 4a allows the entry of game balls from the launch path HR into the game area 3 while preventing the entry (backflow) of game balls from the game area 3 into the launch path HR, and is rotatably assembled to the upper end of the inner rail 62 with the lower end as a fulcrum.

[0130] Specifically, when the game ball moves from the launch path HR toward the game area 3, the first backflow prevention member 4a rotates to the right from the state shown in FIG. 1, thereby allowing the game ball to enter the game area 3. On the other hand, when the game ball moves from the game area 3 toward the launch path HR, the first backflow prevention member 4a cannot rotate to the left from the state shown in FIG. 1, thereby preventing the game ball from entering (flowing back) into the launch path HR.

[0131] As shown in FIG. 3(A) here, a return flow path MR (passage flow path) that branches downward and extends is provided in the launch path HR. The upper end of the return flow path MR communicates with the launch path HR, and the lower end of the return flow path MR communicates with the storage portion 25a of the storage device 25. A second backflow prevention member 26 is provided at a portion where the upper end of the return flow path MR and the launch path HR merge.

[0132] Here, the side of the storage device 25 with the second backflow prevention member 26 as the boundary in the launch path HR is referred to as the "upstream side HR1 of the launch path HR", and the upper side (the upper end side of the inner rail 62) with the second backflow prevention member 26 as the boundary in the launch path HR is referred to as the "downstream side HR2 of the launch path HR".

[0133] The second backflow prevention member 26 allows the game ball to enter from the upstream side HR1 to the downstream side HR2 of the launch path HR, while preventing the game ball from entering (flowing back) from the downstream side HR2 to the upstream side HR1 of the launch path HR. Further, when the game ball flows downward through the downstream side HR2 of the launch path HR, the second backflow prevention member 26 prevents the game ball from entering the upstream side HR1 of the launch path HR and guides the game ball to the return flow path MR.

[0134] As shown in FIG. 3(A), the second backflow prevention member 26 is rotatably assembled to the lower wall portion of the launch path HR with the lower end as a fulcrum. Further, the second backflow prevention member 26 is maintained in a posture extending in the vertical direction (the state shown in FIG. 3(A)) by the biasing force of a biasing member (not shown).

[0135] Therefore, when the game balls stored in the storage unit 25a are launched by the hitting mallet 25b, as shown in FIG. 3(B), they are launched upward toward the launch path HR. At this time, after passing through the upstream side HR1 of the launch path HR, the game balls rotate leftward as shown in FIG. 3(B) from the posture extending in the vertical direction of the second backflow prevention member 26. As a result, the game balls can enter the downstream side HR2 of the launch path HR. Thereafter, while maintaining the launched momentum, the game balls enter the game area 3 from the upper end of the launch path HR.

[0136] Note that after rotating leftward as shown in FIG. 3(B), the second backflow prevention member 26 immediately returns to the posture extending in the vertical direction (the state shown in FIG. 3(A)) by the biasing force of a biasing member (not shown).

[0137] On the other hand, in an irregular situation, although the game balls enter from the upstream side HR1 to the downstream side HR2 of the launch path HR, the game balls may not be able to enter the game area 3 because the momentum of the game balls at the time of launch is weak. In this case, the game balls flow downward on the downstream side HR2 of the launch path HR and try to enter the upstream side HR1 of the launch path HR.

[0138] However, as shown in FIG. 3(C), the second backflow prevention member 26 cannot rotate rightward from the posture extending in the vertical direction, and the game balls cannot enter the upstream side HR1 of the launch path HR. Therefore, the game balls are guided by the second backflow prevention member 26 toward the return flow path MR and return to the storage unit 25a through the return flow path MR.

[0139] In this way, the game balls (so-called "far balls") that have been launched from the storage device 25 but cannot enter the game area 3 can always return to the storage device 25 by passing through the return flow path MR.

[0140] Next, the increase and decrease of the number of held balls (the number of game balls that can be used by the player at the current time) displayed on the ball-holding display 61 (see FIG. 1) will be described.

[0141] As shown in FIG. 3(A), a launched ball detection sensor 16a is disposed at the upper end of the upstream side HR1 of the launch path HR. The launched ball detection sensor 16a detects a game ball passing through the upper end of the upstream side HR1 of the launch path HR.

[0142] Therefore, every time a game ball is launched from the storage device 25, the game ball is detected by the launched ball detection sensor 16a. In this case, the number of held balls displayed on the held ball display 61 (point data related to the electronic profit information stored in the payout RAM 174 described later) decreases by one ball (point data for 1P) each time a game ball is launched.

[0143] By the way, as described above, a foul ball may occur because the momentum of the game ball at the time of launch is weak. In this case, since the foul ball has not entered the game area 3, it is not involved in the game. However, even if it is a foul ball, since the game ball is detected by the launched ball detection sensor 16a, the number of held balls has decreased by only "1". For this reason, there is a possibility that the foul ball may disadvantage the player.

[0144] Therefore, in the present embodiment, as shown in FIG. 3(A), a return ball detection sensor 17a is disposed in the return flow path MR. The return ball detection sensor 17a (detection means) detects a game ball (return ball, foul ball) passing through the return flow path MR. Therefore, when a foul ball occurs, as described above, the foul ball will surely pass through the return flow path MR, so it is possible to detect the foul ball by the return ball detection sensor 17a.

[0145] When the game ball is detected by the return ball detection sensor 17a, the number of held balls is increased by "1". In this way, when a foul ball occurs, after the number of held balls is decreased by "1", the number of held balls is increased by "1" (point data for 1P), so that it is possible not to disadvantage the player.

[0146] The return ball detection sensor 17a is composed of a photosensor, but the configuration of the sensor can be appropriately changed as long as it can detect the game balls passing through the return flow path MR.

[0147] In this embodiment, the game balls that enter the general winning opening 27 are detected by the general winning opening sensor 27a (see FIG. 5). In this case, assuming that the player has obtained a prize ball, the number of balls in hand increases by "5" (point data of 5P).

[0148] The game balls that enter the first start opening 20 are detected by the first start opening sensor 20a (see FIG. 5). In this case, assuming that the player has obtained a prize ball, the number of balls in hand increases by "3" (point data of 3P). The game balls that enter the second start opening 21 are detected by the second start opening sensor 21a (see FIG. 5). In this case, assuming that the player has obtained a prize ball, the number of balls in hand increases by "2" (point data of 2P).

[0149] The game balls that enter the first large winning opening 30 or the second large winning opening 35 are detected by the first large winning opening sensor 30a or the second large winning opening sensor 35a (see FIG. 5). In this case, assuming that the player has obtained a prize ball, the number of balls in hand increases by "15" (point data of 15P).

[0150] Note that the increase in the number of balls in hand (point data corresponding to the value in lieu of prize balls) based on the entry of game balls into each of the above-mentioned winning openings (general winning opening 27, first start opening 20, second start opening 21, first large winning opening 30, second large winning opening 35) is merely an example and can be appropriately changed.

[0151] [Electrical Configuration of the Gaming Machine] Next, based on FIGS. 5 and 6, the electrical configuration of this pachinko gaming machine 1 will be described.

[0152] As shown in FIG. 5, the pachinko gaming machine 1 can perform game progress (the entry of a game ball into the ball entry port) based on game progress that can be performed by consuming electronic benefit information (subtracting point data) instead of a game ball (game medium) that enables a game, and can perform game control related to granting game benefits such as jackpot lottery and transition to an advantageous game state as a game control means that functions as a main control board (game control board) 80. It includes a payout control board 170 that functions as a payout control means capable of generation control related to the granting of electronic benefit information (addition of point data) instead of the payout of a game ball (game benefit, prize ball, ball payout) that enables a game, an IF (interface) board 88b for connecting the pachinko gaming machine 1 and the card unit 135, a power supply board 150, and the like.

[0153] Also, as shown in FIG. 6, the pachinko gaming machine 1 includes a sub-control board (production control board) 90 that functions as a production control means for performing production control related to game productions that can be executed in accordance with the game control of the main control board 80, an image control board 100 that functions as an image control means capable of various image controls, a lamp control board 107 that functions as a lamp control means capable of lighting control of various lamps and LEDs, an audio control board 106 that functions as an audio control means capable of various audio controls, a drive control board 60d that functions as a drive control means capable of drive control of various drive units, a power supply board 150, and the like.

[0154] The power supply board 150 supplies power to the main control board 80, the sub-control board 90, and the payout control board 170. Then, through these boards to which power is supplied, power is supplied as necessary to other control boards and other devices (predetermined devices such as production means).

[0155] As shown in FIG. 5, the main control board 80 and the payout control board 170 in the present embodiment are configured to include a main control unit 89. This main control unit 89 enables control related to the circulation control of enclosed game balls (launch, lifting, polishing, control of each device) and storage processing of electronic benefit information.

[0156] The main control board 80 in the main control unit 89 is a board for controlling pachinko games. It is equipped with a game control microcomputer 81 (CPU 82, ROM 83, RAM 84), circuits necessary for communication with other boards, circuits necessary for input from electronic components such as predetermined sensors, circuits necessary for output to electronic components such as predetermined solenoids, and an I / O port section 87 such as a connector.

[0157] Then, the main control board 80 transmits a signal related to a prize ball command or the like that instructs the addition of electronic profit information (for example, 3 points) corresponding to the value replacing the prize ball (points related to ball payout) according to the detection of a predetermined sensor provided at each winning port to the payout control board 170. When the detection of the predetermined sensor is caused by the first start port 20 or the second start port 21, it performs a special figure lottery that extracts a random number for a winning determination, and includes control of transmitting a command signal for instructing the execution of an effect such as a variation pattern (reach, notice) of the symbols for notifying the result of the lottery to the sub-control board 90, enabling predetermined control.

[0158] Also, the payout control board 170 in the main control unit 89 is a board equipped with a payout control microcomputer 171 (payout CPU 172, payout ROM 173, payout RAM 174), circuits necessary for communication with other boards, circuits necessary for input from predetermined electronic components, circuits necessary for output to predetermined electronic components, a payout I / O port 175 such as a connector, and a release switch 176.

[0159] Then, based on signals from the game control microcomputer 81 (prize ball command, detection signal by the launch ball detection sensor 16a, detection signal by the return ball detection sensor 17a or the magnet detection sensor 18a, etc.) and signals from the card unit 135 connected to the pachinko game machine 1, the payout control microcomputer 171 in the payout control board 170 enables predetermined control including storage update control for making it possible to store or clear the storage of electronic profit information in the payout RAM 174, and display update control for the number related to the number of held balls (electronic profit information stored in the payout RAM 174) that can be displayed on the held ball display 61.

[0160] In addition, the payout control microcomputer 171 on the payout control board 170 can also control the external output of command signals related to various game information such as the occurrence of a big win and a start winning prize transmitted from the main control board 80, and error information generated when various abnormalities occur in this pachinko game machine 1 to the adjacent (externally installed) card unit 135.

[0161] Regarding the various game information and error information to be externally output, they are output to the in-store management control device (external equipment device, hall computer) 88c and the out-of-store security center server (external equipment device) via the card unit 135 so that error information management can be enabled.

[0162] As shown in FIG. 5, the communication between the payout control board 170 and the card unit 135 (output of signals related to various game information and error information) is performed via the IF board (second control device) 88b. This IF board 88b is arranged to be connectable between the payout control board 170 and the card unit 135 in the main control unit 89, and is a board equipped with electronic components such as photocouplers and connectors necessary to safely relay signals from both sides.

[0163] The main control board 80 and the payout control board 170 are respectively housed and installed in different board housing boxes (not shown) on the back side of this pachinko game machine 1. This board housing box is made of transparent resin and has a sealing structure (so-called caulking structure) that cannot be opened unless a part is destroyed. And once opened, the trace remains, so that unauthorized opening can be detected.

[0164] In the case of the IF board 88b, it is installed in such a way that it is only covered by a transparent cover (not shown) without a sealing structure on the back side of the pachinko gaming machine 1. However, similar to the main control board 80 and the payout control board 170, the IF board 88b may also be housed in a board housing box having a sealing structure (so-called caulking structure) that cannot be opened unless a part of it is damaged.

[0165] As shown in FIG. 6, the sub-control board 90 and the image control board 100 in the present embodiment are configured to be included as the sub-control unit 99. This sub-control unit 99 enables predetermined control including execution control related to various effects realized using predetermined effect means (such as the image display device 7, the panel lamp 5, the frame lamp 66, the speaker 67, the panel movable body 15, the blower 60b, the vibration device 63b, etc.).

[0166] The sub-control board 90 in the sub-control unit 99 is a board that controls effect components, and is a board on which an effect control microcomputer 91 (CPU 92, ROM 93, RAM 94), a circuit necessary for communication with other boards, a circuit necessary for input from predetermined electronic components, a circuit necessary for output to predetermined electronic components, and an I / O port unit 97 such as a connector are mounted. Based on the command signal transmitted from the main control board 80, it performs execution control of the image display device 7 and each effect component (movable gimmick, decorative LED, speaker), and enables execution of various effect notifications and abnormality notifications.

[0167] Also, as shown in FIG. 5 or FIG. 6, the power supply board 150 is provided with a backup power supply circuit 151. The backup power supply circuit 151 supplies power to the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90, which will be described later, when power is not supplied (power is turned on) to the pachinko gaming machine 1. Therefore, the information stored in the RAM 84 of the main control board 80 and the RAM 94 of the sub-control board 90 is retained even when the power of the pachinko gaming machine 1 is cut off.

[0168] In addition, a power switch 155 is connected to the power supply board 150. By operating the power switch 155 to turn it ON / OFF, the power supply can be switched between on and off. Note that a backup power supply circuit for the RAM 84 of the main control board 80 may be provided on the main control board 80, or a backup power supply circuit for the RAM 94 of the sub-control board 90 may be provided on the sub-control board 90.

[0169] Also, the power supply board 150 is provided with a RAM clear switch 152 for clearing the information stored in the RAM 84 of the game control microcomputer 81, which will be described later, by the CPU 82.

[0170] Note that the RAM clear switch 152 is provided on the power supply board 150 arranged on the back side of the pachinko game machine 1. Therefore, only employees of the game parlor who can open the game machine frame 50 can operate the RAM clear switch 152. That is, the RAM clear switch 152 can be said to be an operation means that cannot be substantially operated by the player.

[0171] The RAM clear switch 152 is a tact switch. When the RAM clear switch 152 is pressed, a detection signal indicating that the RAM clear switch 152 is ON is input to the game control microcomputer 81. The state in which the RAM clear switch 152 is pressed is referred to as the ON state of the RAM clear switch 152, and the state in which the RAM clear switch 152 is not pressed is referred to as the OFF state of the RAM clear switch 152.

[0172] As shown in FIG. 5, specifically, the main control board 80 is mounted with a game control microcomputer 81 for controlling the progress of the game of the pachinko game machine 1 according to a program. The game control microcomputer 81 includes a ROM 83 that stores programs and the like for controlling the progress of the game, a RAM 84 used as a work memory, a CPU 82 that executes the programs stored in the ROM 83, and an I / O port section (input / output circuit) 87 for inputting and outputting data and signals.

[0173] In the RAM 84 shown in FIG. 5, the above-mentioned Patent Drawing 1 retention memory section 85a, Patent Drawing 2 retention memory section 85b, and General Drawing retention memory section 85c are provided as the retention memory section 85. Note that the ROM 83 may be external.

[0174] Also, as shown in FIG. 5, various sensors and solenoids are connected to the main control board 80 via the relay board 88a. Therefore, signals are input to the main control board 80 from each sensor, and signals are output from the main control board 80 to each solenoid.

[0175] Specific sensors include the first start port sensor 20a, the second start port sensor 21a, the gate sensor 28a, the first large winning port sensor 30a, the second large winning port sensor 35a, the specific area sensor 39a, the non-specific area sensor 70a, and the general winning port sensor 27a, the discharge port sensor 15a, the launched ball detection sensor 16a, and the returned ball detection sensor 17a, the magnet detection sensor 18a, and the radio wave detection sensor 18b are connected.

[0176] Note that sensors such as the first start port sensor 20a are configured as devices equipped with detection coils, and utilize the fact that the impedance (electrical resistance) changes when a game ball passes through the detection coil. Based on this utilization, the state of the output transistor is changed to enable detection of the passing game ball, and the signal generated by this ball detection is output to the main control board 80 via the relay board 88a.

[0177] The first start port sensor 20a is provided within the first start port 20 and detects a game ball that has won a prize in the first start port 20. The second start port sensor 21a is provided within the second start port 21 and detects a game ball that has won a prize in the second start port 21. The gate sensor 28a is provided within the gate 28 and detects a game ball that has passed through the gate 28. The first big winning port sensor 30a is provided within the first big winning port 30 and detects a game ball that has won a prize in the first big winning port 30. The second big winning port sensor 35a is provided within the second big winning port 35 and detects a game ball that has won a prize in the second big winning port 35. The specific area sensor 39a is provided in the specific area 39 within the second big winning port 35 and detects a game ball that has passed through the specific area 39. The non-specific area sensor 70a is provided in the non-specific area 70 within the second big winning port 35 and detects a game ball that has passed through the non-specific area 70. The general winning port sensors 27a are respectively provided within the general winning ports 27 and detect game balls that have won a prize in the general winning ports 27.

[0178] The discharge port sensor 15a is provided on the back side of the game area 3 and within a discharge path (not shown), and detects a game ball passing through the discharge path. By means of this discharge port sensor 15a, all game balls flowing down the game area 3 will be detected.

[0179] Note that the number of out balls means the number of all game balls that have flowed down the game area 3, and is the number of game balls detected by the discharge port sensor 15a. Therefore, the number of out balls is the same as the number of all game balls that have entered the game area 3, excluding the number of foul balls from the number of game balls launched towards the game area 3.

[0180] The launched ball detection sensor 16a is provided on the upstream side of the launch path HR (see Fig. 3), and detects the game balls passing through the upstream side of the launch path HR. By this launched ball detection sensor 16a, all the game balls launched from the storage device 25 toward the game area 3 will be detected (see Fig. 3(B)). The returned ball detection sensor 17a is provided in the return flow path MR (see Fig. 3(A)), and detects the game balls passing through the return flow path MR. By this returned ball detection sensor 17a, the game balls that have become foul balls among the game balls launched toward the game area 3 will be detected (see Fig. 3(C)).

[0181] In the present embodiment, using the information on the number of in-balls related to the detection of the game balls launched toward the game area 3 by the launched ball detection sensor 16a and the information on the number of out-balls related to the detection of the game balls by the discharge port sensor 15a, the number of balls launched toward the game board surface or the number of balls discharged outside the game board surface (so-called out-ball number) after the launch, and the number of prize balls given based on the entry of the game balls into a predetermined entry port are counted, and a predetermined value (game base) related to the achievements of the player's game can be calculated based on the counting result, and the predetermined value can be displayed on a management display device (so-called performance display monitor, not shown) for the gaming machine, so that the game base can be confirmed and managed.

[0182] Also, in the present embodiment, when the difference ball number (so-called MY), which can be calculated from the negative profit based on the number of balls launched until the result of a predetermined lottery becomes a predetermined winning and the positive profit based on the number of prize balls obtained according to the entry of the game balls into a predetermined entry port after the winning, reaches a specified number, a game specification (so-called complete function) that makes it difficult or impossible to continue the game progress is provided, making it possible to suppress the excitement of the player's gambling mentality.

[0183] Further, in the present embodiment, before the complete function is activated in a state where the base, which is the ratio of the number of prize balls to the number of launched balls (prize ball payout rate), is high (for example, a right hit in the middle), a change in the mode of the launch instruction notification (right hit) (for example, a strong right hit instruction, a weak right hit instruction) is enabled, and based on the launch of the game ball according to the instruction of the mode change, a "game end control process" is implemented that reduces the base from the design value in a high base such as a big win, time shortening, or certain probability variation. Details of the game end control process will be described later.

[0184] The magnet detection sensor 18a (abnormal detection means) is provided on the game board 2 (back side or game board surface) and the game machine frame 50, respectively (see FIG. 7). Note that it may be provided at one or a plurality of appropriate locations as appropriate. For example, a central magnetic sensor unit (not shown) installed above the first start port 20 when viewing the game board 2 from the front, a left magnetic sensor unit (not shown) installed above the general winning port 27, and a right magnetic sensor unit (not shown) installed above the second big winning port 35, and the magnet detection sensor 18a may be provided individually.

[0185] Thereby, when an act of illegally entering a game ball into various winning ports such as the first start port 20 (so-called illegal got) is performed by bringing a strong magnet close to the transparent plate 51a covering the front surface of the game area 3 and attracting the game ball to the magnet through the transparent plate 51a, the magnet detection sensor 18a detects an abnormal magnetic field in which the magnetic field acting on the magnet detection sensor 18a changes as a got act (so-called magnet got), and the detected information (magnet detection information) can be output to the main control board 80 via the relay board 88a.

[0186] The radio wave detection sensor 18b (abnormal detection means) is provided on the game board 2 (back side or game board surface) and the game machine frame 50, respectively (see FIG. 7) to detect this illegal radio wave when an act of generating a radio wave of a predetermined frequency or a predetermined frequency band with a strong electric field intensity (hereinafter also referred to as illegal radio wave) that can cause the first start port sensor 20a or the like to be misdetected (malfunction), or a radio wave suspected of being the same, is performed (so-called radio wave got).

[0187] Accordingly, when the radio wave detection sensor 18b receives (detects) a strong unauthorized radio wave from a position away from the game board 2, it can output the information (radio wave detection information) to the main control board 80 via the relay board 88a. Note that the radio wave detection sensor 18b may be provided at one or a plurality of appropriate locations as appropriate. Further, when a plurality of radio wave detection sensors 18b are provided at separate locations, they may be configured to have different detectable frequencies or frequency bands respectively.

[0188] Also, solenoids such as the electromagnet solenoid 24, the first big winning opening solenoid 33, the second big winning opening solenoid 38, and the distribution member solenoid 73 are connected. The electromagnet solenoid 24 drives the movable member 23 of the electromagnet 22. The first big winning opening solenoid 33 drives the opening and closing member 32 of the first big winning device 31. The second big winning opening solenoid 38 drives the opening and closing member 37 of the second big winning device 36. The distribution member solenoid 73 drives the distribution member 71 of the second big winning device 36.

[0189] Furthermore, a special figure 1 display 41a, a special figure 2 display 41b, a normal figure display 42, a special figure 1 hold display 43a, a special figure 2 hold display 43b, and a normal figure hold display 42a are connected to the main control board 80. That is, the display control of these displays 40 is performed by the game control microcomputer 81.

[0190] Unlike a non-enclosed pachinko machine that does not have a ball circulation mechanism, this pachinko gaming machine 1 does not drive the prize ball motor of the prize ball payout device to pay out prize balls or pay out loan balls. Instead, as shown in FIG. 5, the payout control board 170 is equipped with a payout control microcomputer 171 that can execute display control of the number of balls in hand according to a program.

[0191] As for the details of this payout control microcomputer (payout control means) 171, there are a payout ROM 173 that stores a program for controlling the display of the number of balls in hand, etc., a payout RAM 174 used as a work memory, a payout CPU 172 that executes the program stored in the payout ROM 173, and the payout ROM 173 may be external.

[0192] In addition, a payout I / O port (input / output circuit) 175 and a release switch 176 for inputting and outputting data and signals may be included.

[0193] From here, when the launch ball detection sensor 16a detects one game ball launched toward the game area 3, the game control microcomputer 81 is made to generate a command (for example, a command for instructing a subtraction for 1P) for instructing subtraction of electronic profit information according to a predetermined loan ball value (subtraction point) in place of the loan ball, the command is acquired by the payout control microcomputer 171, and control of the storage process for clearing (subtracting) the storage of the electronic profit information from the payout RAM 174 so as to perform subtraction according to the command is enabled.

[0194] Also, when detection by sensors provided at each winning port is performed by the launched game ball, the game control microcomputer 81 is made to generate a command (for example, a command for instructing an addition of 3P when a ball enters the first start port 20 or the second start port 21 / a command for instructing an addition of 15P when a ball enters the first big winning port 30 or the second big winning port 35) for instructing addition of electronic profit information according to a predetermined prize ball value (addition point) in place of the prize ball, the command is acquired by the payout control microcomputer 171, and control of the storage process for storing (adding) new electronic profit information in the payout RAM 174 so as to perform addition according to the command is enabled.

[0195] More specifically, the payout control board 170 is capable of performing control for a predetermined subtraction process of clearing electronic profit information (subtraction point data) corresponding to the detection signal (loan ball value) from the storage in the payout RAM 174 based on acquisition of a detection signal for detecting the launch of a game ball by the launch ball detection sensor 16a (which may be a sensor for detecting that a game ball has been sent to the launch position).

[0196] Also, the payout control board 170 performs a predetermined addition process of storing electronic profit information (addition point data) corresponding to the detection signal (bonus ball value) in the payout RAM 174 based on acquisition of a detection signal by sensors provided at each winning port, and is capable of performing control for a predetermined addition process of storing electronic profit information (addition point data) corresponding to the detection signal in the payout RAM 174 based on acquisition of a detection signal by the return ball detection sensor 17a that detects a foul ball that has been launched but has returned without reaching the game area 3.

[0197] Also, the payout control board 170 performs a predetermined addition process of storing electronic profit information (plus point data related to loan balls) corresponding to the command in the payout RAM 174 based on reception of a command (credit) signal indicating that an operation (loan instruction) of the unit-side loan button 135e in the card unit 135 has been performed, and is capable of performing control for a predetermined subtraction process of clearing electronic profit information (minus point data related to settlement) corresponding to the detection signal from the storage in the payout RAM 174 based on acquisition of a detection signal by a sensor (not shown) that detects an operation (settlement instruction) of the count button 61b.

[0198] Furthermore, the payout control board 170 is capable of performing control that enables an instruction to update the number of held balls (numerical display) indicated by the held ball indicator 61 in accordance with a change (update) in the storage state of the electronic profit information in the payout RAM 174, and is also capable of performing control to output signals related to various game information such as the occurrence of a big win or a start win transmitted from the main control board 80 and various error information to the card unit 135.

[0199] In addition, the payout control board 170 shown in FIG. 5 is connected to the launcher 112 via the launch control circuit 111. The launcher 112 includes a handle 60a (see FIG. 1).

[0200] When the player operates the handle 60a (see FIG. 1) of the launcher 112, the touch switch 114 detects contact with the handle 60a, and the launch volume 115 detects the amount of rotation of the handle 60a. Then, the launch motor 113 is driven so that the game ball is launched with a strength corresponding to the magnitude of the detection signal of the launch volume 115, and the game ball is launched toward the launch path HR by the hitting hammer 25b (see FIG. 3(B)). In this pachinko machine 1, a game ball is launched about once every 0.6 seconds.

[0201] When the player operates the handle 60a (see FIG. 1) of the launcher 112, the touch switch 114 detects that the player has touched the handle 60a (hereinafter also referred to as human detection), and the launch volume 115 detects the amount of rotation of the handle 60a (lever portion 60e).

[0202] Then, on the condition that the touch switch 114 is performing human detection, the launch motor 113 is driven so that the game ball is launched with a strength corresponding to the magnitude of the detection signal of the launch volume 115. In this pachinko machine 1, a game ball is launched about once every 0.6 seconds (about 100 times per minute).

[0203] In addition, the main control board 80 transmits various commands to the sub-control board 90. Note that a detection signal (command) regarding the fact that the touch switch 114 is performing human detection can also be transmitted. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (for example, a circuit using a diode), not shown, as a communication direction restricting means is interposed between the main control board 80 and the sub-control board 90.

[0204] As shown in FIG. 6, as for the details of the sub-control board 90, an effect control microcomputer 91 for controlling the effects of the pachinko game machine 1 according to a program is mounted. The effect control microcomputer 91 includes a ROM 93 that stores a program for controlling effects based on the progress of the game (judgment of lottery information (judgment information) caused by the ball entering the ball entrance), a RAM 94 used as a work memory, a CPU 92 that executes the program stored in the ROM 93, and an I / O port section (input / output circuit) 97 for inputting and outputting data and signals. Note that the ROM 93 may be external.

[0205] Also, as shown in FIG. 6, an image control board 100, an audio control board 106, a lamp control board 107, and a drive control board 60d are connected to the sub-control board 90.

[0206] The effect control microcomputer 91 (effect control means 91A) of the sub-control board 90 causes the CPU 102 (image control microcomputer) of the image control board 100 to perform display control of the image display device 7 based on the command received from the main control board 80.

[0207] The ROM 103 of the image control board 100 stores still image data and moving image data to be displayed on the image display device 7, specifically, image data such as characters, items, figures, characters, numbers, and symbols (including effect symbols), background images, etc., an expected value suggestion image corresponding to an expected value (game information regarding the degree of expectation) that can be calculated based on the effect implementation design, a time shortening number suggestion image corresponding to the number of time shortening times, a menu image, a custom setting image, a game notification image related to the time shortening state, an operation instruction image, and the like.

[0208] The RAM 104 of the image control board 100 is a memory for developing image data. The CPU 102 of the image control board 100 develops the image data read from the ROM 103 in the RAM 104 based on a command from the effect control microcomputer 91. Then, display control is executed based on the read and developed image data.

[0209] Also, the effect control microcomputer 91 outputs voices, music, sound effects, etc. from the speaker 67 via the voice control board 106 based on the commands received from the main control board 80. The acoustic data such as voices output from the speaker 67 is stored in the ROM 93 of the sub-control board 90.

[0210] Note that a CPU may be mounted on the voice control board 106. In that case, the CPU may execute voice control. Further, in this case, a ROM may be mounted on the voice control board 106, and the acoustic data may be stored in the ROM. Also, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute voice control. Further, in this case, the acoustic data may be stored in the ROM 103 of the image control board 100.

[0211] Also, the effect control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on the commands received from the main control board 80. Specifically, the effect control microcomputer 91 creates light emission data (data that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, also referred to as lamp data), which determines the lighting / extinguishing and light emission color, etc., and controls the light emission of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission data. Note that the data stored in the ROM 93 of the sub-control board 90 is used to create the light emission data.

[0212] Furthermore, the effect control microcomputer 91 operates the panel movable body 15 connected to the lamp control board 107 via the relay board 108 based on the commands received from the main control board 80. The panel movable body 15 is not shown in FIG. 1, but is a so-called gimmick (a driving device for a movable part) provided in the center decoration 10.

[0213] Specifically, the effect control microcomputer 91 creates operation pattern data (also referred to as drive data) that determines the operation mode of the panel movable body 15, and controls the operation of the panel movable body 15 according to the operation pattern data. The data stored in the ROM 93 of the sub-control board 90 is used to create the operation pattern data.

[0214] Note that a CPU or a motor driver may be mounted on the lamp control board 107 or the relay board 108. In that case, the CPU may execute lighting control of the lamp, or the CPU or the motor driver may execute operation control of the board movable body 15. Further, a ROM may be mounted on the lamp control board 107 or the relay board 108, and data related to a light emission pattern or an operation pattern may be stored in the ROM.

[0215] Furthermore, the effect control microcomputer 91 operates a blower 60b connected via the drive control board 60d based on a command received from the main control board 80. Note that the blower 60b is provided in the handle 60a and can blow air toward the player from the discharge hole 60c.

[0216] Specifically, the effect control microcomputer 91 creates blower pattern data (also referred to as blower data) that determines the blowing timing, blowing force, and blowing mode of the blower 60b, and controls the operation of the blower 60b according to the blower pattern data. Data stored in the ROM 93 of the sub-control board 90 is used to create the blower pattern data. Note that a CPU, a ROM, etc. may be mounted on the above-described drive control board 60d. In that case, the CPU may execute operation control of the blower 60b. Further, data related to the blower pattern may be stored in the ROM.

[0217] Furthermore, the effect control microcomputer 91 operates a vibration device 63b connected via the drive control board 60d based on a command received from the main control board 80. Note that the vibration device 63b is provided in the effect button 63, and can notify the player by vibrating the effect button 63 with the vibration device 63b.

[0218] Specifically, the effect control microcomputer 91 creates vibration pattern data (also referred to as vibration data) that determines the vibration timing, vibration force, and vibration mode of the vibration device 63b, and controls the operation of the vibration device 63b according to the vibration pattern data. The data stored in the ROM 93 of the sub-control board 90 is used to create the vibration pattern data. Note that a CPU, ROM, etc. may be mounted on the above-described drive control board 60d. In that case, the CPU may execute the operation control of the vibration device 63b. Further, data related to the vibration pattern may be stored in the ROM.

[0219] In addition, an effect button detection switch 63a and a select button detection switch 64a are connected to the sub-control board 90. The effect button detection switch 63a detects that the effect button 63 (see FIG. 1) has been pressed.

[0220] When the effect button 63 that has been activated based on a predetermined effect control is pressed, a detection signal is output from the effect button detection switch 63a to the sub-control board 90. Note that when the effect button 63 is long-pressed or double-tapped (continuously pressed multiple times), the effect button detection switch 63a can output a detection signal to that effect to the sub-control board 90.

[0221] The select button detection switch 64a detects that the cursor keys (up, down, center, left, right) of the select button 64 (see FIG. 1) have been pressed. When the cursor key of the select button 64 that has been activated based on a predetermined effect control is pressed, a detection signal is output from the select button detection switch 64a to the sub-control board 90.

[0222] In addition, in the present embodiment, when the center of the cursor key of the select button 64 is pressed while the demo effect for waiting for customers is being displayed, the menu image can be displayed on the image display device 7, and when the menu image is being displayed, the upper, lower, left, or right part other than the center of the cursor key of the select button 64 is pressed, and a custom setting image is displayed that enables changing the setting to an effect according to the player's preference.

[0223] Note that FIGS. 5 and 6 are functional block diagrams for explaining the electrical configuration of the pachinko gaming machine 1, and not only the boards shown in FIGS. 5 and 6 are provided. Excluding the main control board 80, any plurality of the boards shown in FIGS. 5 and 6 may be configured as one board, or one board shown in FIGS. 5 and 6 may be configured as a plurality of boards.

[0224] [Outline of the basic way to play the pachinko gaming machine 1] Next, an outline explanation of the way to play the pachinko gaming machine 1 (an example of an enclosed pachinko machine) will be given, in which the gaming balls enclosed in the machine can be launched toward the gaming area 3, and after the gaming balls launched into the gaming area 3 flow down, they are circulated and can be launched into the gaming area 3 again.

[0225] First, as a preparation for starting the game, the player inserts a bill into the bill insertion slot 135b provided on the card unit 135 side shown in FIG. 7. As a result, it is exchanged for electronic profit information (point data) corresponding to the value according to the amount of the inserted bill, and the exchange amount (prepaid information) 135h corresponding to the electronic profit information related to this exchange is displayed on the unit side display 135d.

[0226] Regarding the electronic profit information in the present embodiment, it is determined as point data corresponding to the value (credit) related to the loan balls equal to the number of gaming balls that can be launched toward the gaming area 3, and it is made into settlement information (digitized tokens).

[0227] After that, when the player operates the unit-side lending button 135e (such as pressing it once or holding it down), a lending information signal can be generated to subtract the electronic profit information corresponding to the lending balls of a predetermined amount (for example, 500 yen) from the exchange amount displayed on the unit-side display 135d. The electronic profit information corresponding to this lending information signal is output from the card unit 135 side to the pachinko gaming machine 1 side (for example, the transfer of point data corresponding to 500 yen is performed).

[0228] Then, when the lending information signal is output (data transfer related to electronic profit information) to the pachinko gaming machine 1 side, the electronic profit information corresponding to the lending information signal is subtracted from the exchange amount displayed on the unit-side display 135d, and is stored (added) in a predetermined storage unit (hereinafter, as an example, the payout RAM 174 mounted on the payout control board 170) in the main control unit 89 (see FIG. 5) configured to include at least the main control board 80 and the payout control board 170 provided on the back side of the machine body.

[0229] Furthermore, when a numerical value corresponding to the electronic profit information (for example, point data corresponding to 500 yen) stored in the payout RAM 174 is displayed so as to increase on the ball-holding display 61, the preparation for starting the game that enables the launch of the game balls enclosed inside the pachinko gaming machine 1 is completed. That is, based on the operation of the handle 60a, the launch motor 113 of the launch device 112 can be driven, and about 50 to 100 game balls enclosed in the machine can be launched one by one toward the game area 3.

[0230] For example, when the electronic profit information corresponding to the loan balls of "500 yen" is subtracted from the exchanged amount displayed on the unit-side display 135d and output (data transfer) to the payout RAM 174, based on the conversion that sets one game ball corresponding to a value of 4 yen as 1 point (hereinafter also abbreviated as "P"), the electronic profit information related to 125P (= 500 yen ÷ 4 yen of point data) can be stored in the payout RAM 174, and the numerical value related to 125P is displayed so as to increase on the held ball display 61, and it is made possible to launch 125 game balls enclosed in the machine.

[0231] Next, each time a game ball enclosed in the machine can be launched toward the game area 3 based on the operation of the handle 60a, the electronic profit information corresponding to 1P is successively subtracted (cleared) from the storage in the payout RAM 174.

[0232] Then, based on the game ball flowing down in the game area 3 entering the first start port 20 or the second start port 21 (meeting the winning condition), the special figure lottery can be performed, and it is possible to generate electronic profit information in place of the payout (ball output) of the winning balls (game benefits) based on the said ball entry (starting winning), and the electronic profit information generated at this time can be stored in the payout RAM 174.

[0233] Note that the electronic profit information generated in place of the payout of the winning balls and the electronic profit information corresponding to the loan balls exchanged based on the insertion of banknotes can be stored in the payout RAM 174 as point data of common value.

[0234] The result of the special symbol lottery is made notifiable by the symbol display mode when the effect symbol 8 that is variably displayed on the image display device 7 stops. When the lottery result is a winning notification related to a big win, either the first major winning opening 30 or the second major winning opening 35 is made to be in an open state that allows game balls to be easily entered from the closed state, and by causing a large number of game balls to enter the first major winning opening 30 or the second major winning opening 35 that is in the open state (satisfying the winning conditions), it becomes possible to generate electronic profit information in place of the payout (ball payout) of prize balls (a large amount of game benefits) based on the entry (major win), and the electronic profit information generated at this time can be stored in the payout RAM 174.

[0235] Therefore, for the electronic profit information stored in the payout RAM 174, a storage process of performing a predetermined subtraction is carried out each time a game ball is launched one by one into the game area 3, but each time it becomes possible to generate electronic profit information corresponding to the prize ball value (game benefit) based on the entry of a game ball into each winning opening provided in the game area 3, a storage process of performing a predetermined addition is carried out.

[0236] Also, the held ball display 61 on the pachinko gaming machine 1 side receives a signal (command) from the main control unit 89 for performing a status display of the update status regarding the electronic profit information that is to be stored in the payout RAM 174, and based on this, a notification indicating a numerical value (hereinafter also referred to as the number of held balls) corresponding to the acquired profit (the electronic profit information stored in the payout RAM 174, the remaining balance of the point data) is carried out.

[0237] Next, when the player wants to end the game, a state transition for ending the game is performed by operating (pressing once or holding down, etc.) the count button 61b arranged to the immediate right of the held ball display 61. Specifically, based on the operation of the count button 61b, a part or all of the electronic profit information stored in the payout RAM 174 is output to the card unit 135 side (transfer of point data), and the electronic profit information output at this time can be recorded on the IC card 135i, which is a record medium that can be inserted and removed and is set inside the card unit 135.

[0238] When all the outputs (transfer of point data) of the electronic benefit information stored in the payout RAM 174 are completed by operating the count button 61b, the numerical value displayed on the ball-holding indicator 61 is set to "0", and the unit-side display 135d displays a confirmed numerical value corresponding to the electronic benefit information (point data) that can be recorded on the IC card 135i.

[0239] Thereafter, when the player operates (presses) the unit-side return button 135f, the IC card 135i in which the electronic benefit information stored in the payout RAM 174 is output and recorded is sent out (returned / settled) from the card insertion slot 135c provided on the card unit 135 side.

[0240] Next, when it is desired to start the game again using the sent IC card 135i, insert the IC card 135i into the card insertion slot 135c and set it inside the card unit 135, and by operating (pressing) the unit-side replay button 135g, it becomes possible to output the electronic benefit information recorded on the IC card 135i to the pachinko gaming machine 1 side (transfer of point data), and the preparation for starting the game again is completed.

[0241] Even when subtraction is performed to consume all the electronic benefit information stored in the payout RAM 174 based on game execution (launch of game balls), if the recording of the electronic benefit information remains on the IC card 135i set inside the card unit 135, the IC card 135i is sent out from the card insertion slot 135c based on the operation of the unit-side return button 135f.

[0242] Also, in the above-described embodiment, electronic profit information is stored (added) in the payout RAM 174 mounted on the payout control board 170. However, the present invention is not limited to this, and the electronic profit information may be stored in the payout ROM 173, or may be stored in either the ROM 83 or the RAM 84 (predetermined storage device) mounted on the main control board 80.

[0243] [Regarding the game state in the pachinko game machine of the first embodiment] Here, the game state in the pachinko game machine 1 of the present embodiment will be described. The pachinko game machine 1 of the present embodiment controls the game state in a non-time-limited state, a slightly time-limited state, and a normal time-limited state, where the settings regarding the ease of ball entry into the second start port 21 are different from those in the non-time-limited state. When the power of the pachinko game machine 1 is turned on for the first time after factory shipment (when the power switch 155 is turned on), the game state is the non-time-limited state. Thereafter, when the RAM clear switch 152 is not pressed at the time of power-on (that is, when the RAM clear operation is not performed), the information in the RAM 84 is not cleared, so the game state when the power is turned off (when the power switch 155 is turned off) becomes the game state after power-on. On the other hand, when the RAM clear switch 152 is pressed at the time of power-on (that is, when the RAM clear operation is performed), the information in the RAM 84 is cleared (initialized), so the game state after power-on is set to the non-time-limited state (special state). Note that when setting to the non-time-limited state, or when transitioning from the normal time-limited state described later to the non-time-limited state, the game state status is set to "0" by the game control microcomputer 81. Also, when setting to the non-time-limited state by initializing the RAM 84, the non-time-limited flag is set to "0", and when transitioning from the normal time-limited state to the non-time-limited state, the non-time-limited flag is set to "1".

[0244] When a game ball enters the first start port 20 in the non-time-short state, the lottery in the special figure 1 in the special drawing is conducted, and according to the lottery result of the special figure 1, the game state other than the non-time-short state is shifted. Specifically, when the lottery result of the special figure 1 in the non-time-short state is a big win (when it is any one of the big win symbols A to C in the special figure 1), according to the fact that the big win symbol has stopped displaying, the big win game state is shifted. Note that the lottery of the special figure 1 in the non-time-short state is only conducted once, and since the big win winning probability is 1 / 348.6, it is extremely rare to win a big win in the lottery of the special figure 1 in the non-time-short state.

[0245] Also, when the lottery result of the special figure 1 in the non-time-short state is a loss and the type of the losing symbol is "special figure 1 - losing symbol A", according to the fact that the losing symbol A has stopped displaying, it shifts to the C time-short state described later. Note that when the type of the losing symbol in the non-time-short state is "special figure 1 - losing symbol A", it is also said to win "A in C time-short hit". The selection ratio of the losing symbol A (in other words, the ratio of shifting from the non-time-short state to the normal time-short state) is 20% when losing. When shifting to the C time-short state, the game is advanced by hitting the ball to the right, and aiming for a small win winning based on the lottery of the special figure 2 according to winning in the second start port 21 related to the electric chute 22. In the present embodiment, in the small win game when winning a small win in the lottery of the special figure 2, it is always possible to pass the game ball through the specific area 39. In the present embodiment, in the small win game when winning a small win in the lottery of the special figure 2, it is always possible to pass the game ball through the specific area 39. Therefore, when controlled to the C time-short state, it is possible to execute a big win game based on the lottery of the special figure 2.

[0246] On the other hand, when the result of the lottery in Special Figure 1 in the non-time-reduced state is a loss and the type of the losing symbol is "Special Figure 1 - Losing Symbol B", upon the stop display of Losing Symbol B, a transition is made to a very short-time-reduced state, which will be described later. Incidentally, when the type of the losing symbol in the non-time-reduced state is "Special Figure 1 - Losing Symbol B", it is also said to be a win in "B per C Time Reduction". The selection ratio of Losing Symbol B (in other words, the ratio of transitioning from the non-time-reduced state to the very short-time-reduced state) is 80% at the time of a loss. When transitioning to the very short-time-reduced state, the game progresses with a left hit, aiming for a jackpot win based on the lottery of Special Figure 1 in response to a winning in the first start port 11. Therefore, for the player, the very short-time-reduced state is a game state that is more disadvantageous than the C time reduction state.

[0247] The time-reduced state is a game state with a setting where it is easier for game balls to win in the electric chute 22 compared to the non-time-reduced state. There are two types of time-reduced states: the normal time-reduced state and the very short-time-reduced state. The normal time-reduced state is a time-reduced state that transitions after the end of a jackpot game based on any one of "Special Figure 1 - Jackpot Symbols A to C", which will be described later, after the end of a jackpot game based on any one of "Special Figure 2 - Small Jackpot Symbols a to e", or in response to the stop display of "Special Figure 1 - Losing Symbol A". And in this normal time-reduced state, a total of eight normal time-reduced states, namely the first time reduction state, the second time reduction state, the third time reduction state, the fourth time reduction state, the fifth time reduction state, the sixth time reduction state, the A time reduction state, and the C time reduction state, are provided.

[0248] The first to fifth time reduction states (the first to the most advantageous states) are normal time-reduced states with 80 time reduction counts set. Since the small jackpot winning probability is 1 / 69, it is easy to win a small jackpot in the lottery of Special Figure 2 in the first to fifth time reduction states. Also, in the first to fifth time reduction states, if a small jackpot is not won until the time reduction count reaches 80 (80 variable displays are executed), a transition is made to the non-time-reduced state.

[0249] In addition, the sixth short-time state (specific state) is a normal short-time state in which the number of short-time occurrences is set to 100 times. Therefore, it is easier to win a small prize in the sixth short-time state than in the first to fifth short-time states. If a small prize is not won before the number of short-time occurrences reaches 100 times in the sixth short-time state, the non-short-time state is entered.

[0250] In addition, the A short-time state is a normal short-time state in which the number of short-time occurrences is set to 10,000 times. Therefore, it is almost certain to win a small prize in the A short-time state. If a small prize is not won before the number of short-time occurrences reaches 10,000 times in the A short-time state, the non-short-time state is entered.

[0251] In addition, the C short-time state is a normal short-time state in which the number of short-time occurrences is set to 100 times. Therefore, it is easier to win a small prize in the C short-time state than in the first to fifth short-time states. If a small prize is not won before the number of short-time occurrences reaches 100 times in the C short-time state, the non-short-time state is entered.

[0252] Note that the non-short-time state is also referred to as the "special state (special game state)" or "C time", the first to fifth short-time states are also referred to as the "advantageous state (advantageous game state)" or "lower rush", and the sixth short-time state, C short-time state, and A short-time state are also referred to as the "specific state (specific game state)" or "upper rush". The details of these short-time states will be described later.

[0253] In the normal short-time state (specific state), the base, which is the ratio of the number of prize balls to the number of launched balls, is higher than in the non-short-time state or the very short-time state. Therefore, the normal short-time state is also referred to as the "high-base state". In the high-base state, it is possible to aim for a big win without significantly reducing the number of game balls in hand. Note that the high-base state is a state in which so-called electric support control (control that supports winning at the second start port 21 by the electric tune 22) is being executed. Therefore, the high-base state is also referred to as the electric support control state.

[0254] In the short-time state (normal gaming state), various parameters related to the ease of winning in the electric chute 22 (such as the winning probability of the normal symbol lottery, the variation time and stop time of the normal symbol, the opening pattern of the electric chute 22, etc.) are set to make it easier to win in the electric chute 22 than in the non-short-time state. However, since the variation time of the normal symbol is long and the opening of the electric chute 22 in the auxiliary game is short, even if the game is played by hitting the right side, it is almost impossible to win in the electric chute 22. Therefore, the player progresses the game by hitting the left side and aims for a jackpot win based on the special symbol lottery according to the winning in the first start port 11. Thus, since the short-time state is disadvantageous for the player compared to the normal short-time state and is a low-base state, the short-time state is called the "normal state (normal gaming state)".

[0255] [Regarding the special symbol related random number and the normal symbol related random number] Next, the special symbol related random number and the normal symbol related random number used by this pachinko gaming machine 1 will be described with reference to FIG. 8.

[0256] This pachinko gaming machine 1 acquires a special symbol related random number (judgment information related to the special symbol), which is special symbol lottery information, based on the winning in the first start port 20 or the second start port 21. As shown in FIG. 8(A), the special symbol related random numbers include a special symbol hit random number, a special symbol type random number, a reach random number, and a special symbol variation pattern random number (hereinafter also referred to as a special symbol variation PT random number).

[0257] The special symbol hit random number is used for the winning or losing judgment of the jackpot, the winning or losing judgment of the small hit, and the winning or losing judgment of the C short-time hit (miss A, B), and is also used as the miss judgment in cases other than the jackpot, small hit, and C short-time hit. The special symbol hit random number takes values in the range of 0 to 65535.

[0258] The special symbol type random number is used for the type judgment of the jackpot symbol, the type judgment of the small hit symbol, and the type judgment of the short-time symbol (the symbol corresponding to the C short-time hit). The special symbol type random number takes values in the range of 0 to 199.

[0259] A reach random number is a random number that determines whether to generate a reach in a variable effect that indicates the result when the result of a win / loss determination is a loss. Here, a reach means, for example, a state where among a plurality of effect symbols, the effect symbol being variably displayed remains one (or there may be two, three, etc.), and depending on which symbol the variably displayed effect symbol stops and is displayed as, it becomes a combination of effect symbols indicating a big win (for example, a state of "7↓7").

[0260] Note that the effect symbol that is stopped and displayed in the reach state may be displayed so as to slightly shake within the display screen 7a, or may be displayed so as to repeatedly expand and contract as a predetermined temporary stop display mode. The reach random number takes a value in the range of 0 to 255.

[0261] A special figure variation pattern random number is a random number for determining a variation pattern including the variation time related to the variable display of a special figure. The special figure variation pattern random number takes a value in the range of 0 to 99.

[0262] Also, based on the passage of a game ball through the gate 28, the pachinko gaming machine 1 acquires a general figure related random number (judgment information related to the general figure) that becomes general figure lottery information. As shown in FIG. 8(B), the general figure related random number includes a general figure win random number, a general figure type random number, and a general figure variation pattern random number (hereinafter, also referred to as a general figure variation PT random number).

[0263] The general figure win random number is used for a win / loss determination for the general figure to determine whether to release the electric chute 22. The general figure win random number takes a value in the range of 0 to 65535.

[0264] The general figure type random number is used for a type determination of the general figure to determine the release pattern for releasing the electric chute 22. The general figure type random number takes a value in the range of 0 to 199.

[0265] The general figure variation pattern random number is a random number for determining a variation pattern including the variation time related to the variable display of the general figure. The general figure variation pattern random number takes a value in the range of 0 to 99.

[0266] [Regarding the Random Number Judgment Table per Special Figure] Based on the winning of the first start port 20 (special figure 1 winning) or the winning of the second start port 21 (special figure 2 winning), the pachinko gaming machine 1 determines whether it is a big win or not, and whether it is a small win or not by judging (lottery) the random number per special figure according to the "Random Number Judgment Table per Special Figure" shown in FIG. 9(A).

[0267] In this embodiment, it is set as a judgment table in which a small win is not judged based on the entry of a game ball into the first start port 20 (winning of special figure 1). However, it is not limited to this, and a judgment table that can judge a small win based on the entry of a game ball into the first start port 20 may be used. Also, in this embodiment, it is set as a judgment table in which a big win is not judged based on the entry of a game ball into the second start port 21 (winning of special figure 2). However, it is not limited to this, and a judgment table that can judge a big win based on the entry of a game ball into the second start port 21 may be used.

[0268] [Regarding the Big Win Symbol Type Judgment Table] When the pachinko gaming machine 1 determines that it is a big win, it determines the type of the big win symbol by judging the special figure type random number according to the "Big Win Symbol Type Judgment Table" shown in FIG. 9(B).

[0269] When winning a big win in the judgment related to the winning of the first start port 20 (lottery of special figure 1), it is determined as "Special Figure 1_Big Win Symbol A (10R (round) big win)" at a rate of 1%. Also, it is determined as "Special Figure 1_Big Win Symbol B (10R big win)" at a rate of 24%. Also, it is determined as "Special Figure 1_Big Win Symbol C (4R big win)" at a rate of 75%. Note that on the special figure 1 display 41a, a "big win symbol" indicating the LED display mode (blinking pattern) corresponding to each of "Special Figure 1_Big Win Symbols A to C" will be stopped and displayed.

[0270] [Regarding the Small Win Symbol Type Judgment Table] When the pachinko gaming machine 1 determines a small win, it determines the type of the small win symbol by determining the special figure type random number according to the "Small Win Symbol Type Determination Table" shown in Fig. 9(C).

[0271] When winning a small win in the determination related to the winning of the second start port 21 (the lottery of special figure 2), it is determined as "Special Figure 2 - Small Win Symbol a" at a rate of 20%. Also, when winning a small win in the determination related to the winning of the second start port 21 (the lottery of special figure 2), it is determined as "Special Figure 2 - Small Win Symbol b" at a rate of 20%. Also, when winning a small win in the determination related to the winning of the second start port 21 (the lottery of special figure 2), it is determined as "Special Figure 2 - Small Win Symbol c" at a rate of 20%. Also, when winning a small win in the determination related to the winning of the second start port 21 (the lottery of special figure 2), it is determined as "Special Figure 2 - Small Win Symbol d" at a rate of 20%. Also, when winning a small win in the determination related to the winning of the second start port 21 (the lottery of special figure 2), it is determined as "Special Figure 2 - Small Win Symbol e" at a rate of 20%. In addition, on the special figure 2 display 41b, the "Small Win Symbol" indicating the LED display mode (blinking pattern) corresponding to each of "Special Figure 2 - Small Win Symbols a to e" will be stopped and displayed.

[0272] As will be described later, when winning a small win in the first to sixth time - shortening states, the time - shortening state to transition to after the big win game based on the small win is determined according to the type of any of "Special Figure 2 - Small Win Symbols a to e". On the other hand, when winning a small win in the C time - shortening state, regardless of the type of any of "Special Figure 2 - Small Win Symbols a to e", the time - shortening state to transition to after the big win game based on the small win is determined as the A time - shortening state. Also, when winning a small win in the A time - shortening state, regardless of the type of any of "Special Figure 2 - Big Win Symbols A to E", the time - shortening state to transition to after the big win game based on the small win is determined as the sixth time - shortening state.

[0273] Note that the types (numbers) of the big win symbols of special figure 1, the types (numbers) of the small win symbols of special figure 2, and the determination ratios (allocation rates) of each big win symbol and small win symbol are appropriately determined according to the specifications of each pachinko gaming machine 1.

[0274] In addition, in this embodiment, when it comes to the determination related to winning at the first start port 20 (the lottery in the special figure 1), since it is designed such that the derivation of the determination of winning a small hit is not performed, there is no determination process regarding the determination of the small hit symbol. Note that by making the types of small hit symbols different when winning a small hit, the setting mode regarding the opening pattern of the big winning port related to the execution content of the two types of big winning games after the small hit game (1 round) may be made different. Also, by making the types of small hit symbols different, the setting mode regarding the game state (time reduction state, number of time reduction times) after the two types of big winning games may be made different.

[0275] [Regarding the losing symbol type determination table] When this pachinko gaming machine 1 determines a loss, it determines the type of the losing symbol by determining the special figure type random number according to the "losing symbol type determination table" shown in FIG. 9(D).

[0276] When it is determined to be a loss by the lottery of the special figure 1, it is determined as "Special figure 1 - Losing symbol A" at a rate of 20% and as "Special figure 1 - Losing symbol B" at a rate of 80%. Note that on the special figure 1 display 41a, a "losing symbol" indicating the LED display mode (flashing pattern) corresponding to "Special figure 1 - Losing symbol A" or "Special figure 1 - Losing symbol B" will be stopped and displayed. When it is determined as "Special figure 1 - Losing symbol A" in the non - time - reduction state, it is determined as A for every C time reduction, and when it is determined as "Special figure 1 - Losing symbol B", it is determined as B for every C time reduction. In a game state other than the non - time - reduction state, when it is determined as "Special figure 1 - Losing symbol A" or "Special figure 1 - Losing symbol B", it is simply determined as a loss. Also, when it is determined to be a loss by the lottery of the special figure 2, it is determined as "Special figure 2 - Losing symbol" at a rate of 100%.

[0277] [Regarding the reach determination table] When the determination result of a losing outcome is derived, the reach random number is determined according to the "reach determination table" shown in FIG. 9(E), and it is determined whether or not to set the effect symbols 8L, 8C, and 8R to the reach display mode in the variable effect.

[0278] In this embodiment, the probability of the reach display mode is made different depending on whether it is in the normal short state, the non-short state, or the slightly short state.

[0279] [Regarding the short state transition destination determination table] As described above, when winning by the symbols that transition to the short state in the lottery of Special Figure 1 and the lottery of Special Figure 2 in this embodiment (Special Figure 1 - jackpot symbols A to C, C short jackpot A or B, Special Figure 2 - small jackpot symbols a to e), by determining according to the "short state transition destination determination table" shown in FIG. 10, the short state to transition to after the end of the jackpot game (or after winning C short jackpot A or B) is determined.

[0280] The short states determined here are a total of 9 types: the first short state, the second short state, the third short state, the fourth short state, the fifth short state, the sixth short state, the A short state, the C short state, and the slightly short state. As described above, in the first to fifth short states, the number of short times is 80 times, in the sixth short state and the C short state, the number of short times is 100 times. Also, in the A short state and the slightly short state pictures, the number of short times is 10,000 times.

[0281] In the first short state, when it is determined that the type of the small jackpot symbol is "Special Figure 2 - small jackpot symbol a", it is determined to transition to the sixth short state after the end of the jackpot game. On the other hand, in the first short state, when it is determined that the type of the small jackpot symbol is any one of "Special Figure 2 - small jackpot symbols b to e", it is determined to transition to the second short state after the end of the jackpot game. Therefore, in the first short state, the ratio of transitioning to the sixth short state after the end of the jackpot game is 20%.

[0282] In the second short state, when it is determined that the type of the minor winning symbol is "Special Figure 2 - Minor Winning Symbol a" or "Special Figure 2 - Minor Winning Symbol b", it is decided to shift to the sixth short state after the end of the big winning game. On the other hand, in the second short state, when it is determined that the type of the minor winning symbol is any one of "Special Figure 2 - Minor Winning Symbols c to e", it is decided to shift to the third short state after the end of the big winning game. Therefore, in the second short state, the ratio of shifting to the sixth short state after the end of the big winning game is 40%.

[0283] In the third short state, when it is determined that the type of the minor winning symbol is any one of "Special Figure 2 - Minor Winning Symbols a to c", it is decided to shift to the sixth short state after the end of the big winning game. On the other hand, in the third short state, when it is determined that the type of the minor winning symbol is "Special Figure - Minor Winning Symbol d" or "Special Figure 2 - Minor Winning Symbol e", it is decided to shift to the fourth short state after the end of the big winning game. Therefore, in the third short state, the ratio of shifting to the sixth short state after the end of the big winning game is 60%.

[0284] In the fourth short state, when it is determined that the type of the minor winning symbol is any one of "Special Figure 2 - Minor Winning Symbols a to d", it is decided to shift to the sixth short state after the end of the big winning game. On the other hand, in the fourth short state, when it is determined that the type of the minor winning symbol is "Special Figure 2 - Minor Winning Symbol e", it is decided to shift to the fifth short state after the end of the big winning game. Therefore, in the fourth short state, the ratio of shifting to the sixth short state after the end of the big winning game is 80%.

[0285] In the fifth short state, when it is determined that the type of the minor winning symbol is any one of "Special Figure 2 - Minor Winning Symbols a to e", it is decided to shift to the sixth short state after the end of the big winning game. Therefore, in the fifth short state, the ratio of shifting to the sixth short state after the end of the big winning game is 100%.

[0286] When it is determined that the type of the small winning symbol is any one of "Special Figure 2 - Small winning symbols a to e" in the 6th short state, it is decided to shift to the 6th short state after the end of the big winning game. Therefore, in the 6th short state, the ratio of shifting to the 6th short state after the end of the big winning game is 100%.

[0287] Therefore, in the 1st to 6th short states, the 6th short state with 100 short time counts set is the most advantageous short state for the player. Also, the ratio of shifting to the 6th short state in the 1st to 5th short states with 80 short time counts set is set to increase in the order of the 1st short state (20%) < the 2nd short state (40%) < the 3rd short state (60%) < the 4th short state (80%) < the 5th short state (100%). Therefore, in the 1st to 5th short states, the most disadvantageous short state for the player is the 1st short state, and the most advantageous short state is the 5th short state.

[0288] Also, in the A short state, when it is determined that the type of the special symbol is any one of "Special Figure 2 - Small winning symbols a to e", it is decided to shift to the 6th short state after the end of the big winning game.

[0289] Also, in the C short state, when it is determined that the type of the special symbol is any one of "Special Figure 2 - Small winning symbols a to e", it is decided to shift to the A short state after the end of the big winning game (the transition ratio to the 6th short state = 0%).

[0290] Also, in the non-time-shortening state, when it is determined that the type of the special symbol is "Special Figure 1 - Jackpot Symbol A", it is decided to shift to the A time-shortening state after the end of the jackpot game. When it is determined that the type of the special symbol is "Special Figure 1 - Jackpot Symbol B", it is decided to shift to the 6th time-shortening state after the end of the jackpot game. When it is determined that the type of the special symbol is "Special Figure 1 - Jackpot Symbol C", it is decided to shift to the 1st time-shortening state after the end of the jackpot game (the transition rate of the 6th time-shortening state = 24%). In the non-time-shortening state, when it is determined that the type of the special symbol is "Special Figure 1 - Losing Symbol A (A for C time-shortening per win)", it is decided to shift to the C time-shortening state. When it is determined that the type of the special symbol is "Special Figure 1 - Losing Symbol B (B for C time-shortening per win)", it is decided to shift to the micro time-shortening state.

[0291] Note that in this embodiment, the destination of the transition of the game state after the end of the jackpot game based on a minor win is determined according to the type of the selected minor win symbol. However, it is not limited to this, and the destination of the transition of the game state after the end of the jackpot game may be determined according to the passage of the game ball to the specific area 39 based on the winning of a minor win (for example, a lottery using a random number for transition destination determination, etc.).

[0292] [Regarding the types of jackpot, minor win, and loss] Next, regarding the types of jackpot, minor win, and loss, it will be described with reference to FIG. 11. As described above, the results of the special symbol lottery (the lottery of Special Figure 1 or the lottery of Special Figure 2) include "jackpot", "minor win", and "loss". The lottery result of Special Figure 1 is stopped and displayed on the Special Figure 1 display 41a, and the lottery result of Special Figure 2 is stopped and displayed on the Special Figure 2 display 41b. As shown in FIG. 11(A), the types of jackpot symbols include "Special Figure 1 - Jackpot Symbol A", "Special Figure 1 - Jackpot Symbol B", and "Special Figure 1 - Jackpot Symbol C". Also, the types of minor win symbols include "Special Figure 2 - Minor Win Symbol a", "Special Figure 2 - Minor Win Symbol b", "Special Figure 2 - Minor Win Symbol c", "Special Figure 2 - Minor Win Symbol d", and "Special Figure 2 - Minor Win Symbol e".

[0293] When winning a jackpot in the special symbol lottery, a "jackpot game" is executed to open the first big winning port 30 in an opening pattern corresponding to the type of the jackpot symbol that has stopped and is displayed. When winning a minor jackpot, a "minor jackpot game" is executed to open the second big winning port 35 in an opening pattern corresponding to the type of the minor jackpot symbol that has stopped and is displayed. Then, when a game ball enters the specific area 39 in the second big winning port 35 during the execution of the minor jackpot game, a "jackpot game" is executed to open the first big winning port 30 in an opening pattern corresponding to the type of the minor jackpot symbol for which the player has won. The jackpot game executed based on the result of the special symbol lottery being a jackpot win is referred to as a type-1 jackpot game, and the jackpot game executed based on the passage through the specific area 39 is referred to as a type-2 jackpot game.

[0294] In this embodiment, the jackpot game includes a plurality of rounds of round games (unit opening games), an opening (OP) before the start of the first round game, and an ending (ED) after the end of the last round game. Each round game starts at the end of the opening or the end of the previous round game and ends at the start of the next round game or the start of the ending. The closing time (interval time) of the big winning port between round games is included in the opening round game before the closing.

[0295] Also in this embodiment, the minor jackpot game includes a minor jackpot opening game that opens the second big winning port 35, a 7-second opening (pre-opening interval) before the start of the minor jackpot opening game, and an ending (post-closing interval) after the end of the minor jackpot opening game.

[0296] As a result of the special symbol lottery, when winning a jackpot (that is, when winning a type-1 jackpot), a jackpot game (type-1 jackpot game) that opens the first big winning port 30 is executed. In this embodiment, by the lottery of Special Figure 1, the player wins "Special Figure 1 - Jackpot Symbol A", "Special Figure 1 - Jackpot Symbol B", or "Special Figure 1 - Jackpot Symbol C".

[0297] "Special Figure 1 - Big Hit Symbol A" and "Special Figure 1 - Big Hit Symbol B" are big hits with 10 rounds, and the maximum opening time of the first big winning port 30 per round is 29.5 seconds. Also, "Special Figure 1 - Big Hit Symbol C" is a big hit with 4 rounds, and the maximum opening time of the first big winning port 30 per round is 29.5 seconds. In the big hit game based on the 10R big hit or 4R big hit, when a specified number (for example, 10) of game balls win in one round, or when the maximum opening time of 29.5 seconds is reached, one round ends (the first big winning port 30 is changed from the open state to the closed state).

[0298] When winning a big hit in the non-time-shortened state or slightly time-shortened state and the type of the special figure is "Special Figure 1 - Big Hit Symbol A", the type of the hit is the 10R big hit game A (10R hit game A). And after the end of the 10R big hit game A, the game state shifts to the A time-shortened state where the number of time-shortened times is set to 10,000 times. Note that when shifting to the A time-shortened state, the game control microcomputer 81 sets "7" in the game state status.

[0299] Also, when winning a big hit in the non-time-shortened state or slightly time-shortened state and the type of the special figure is "Special Figure 1 - Big Hit Symbol B", the type of the hit is the 10R big hit game B (10R hit game B). And after the end of the 10R big hit game B, the game state shifts to the 6th time-shortened state where the number of time-shortened times is set to 100 times. Note that when shifting to the 6th time-shortened state, the game control microcomputer 81 sets "6" in the game state status.

[0300] Also, when winning a big hit in the non-time-shortened state or slightly time-shortened state and the type of the special figure is "Special Figure 1 - Big Hit Symbol C", the type of the hit is the 4R big hit game (4R hit game). And after the end of the 10R big hit game B, the game state shifts to the 1st time-shortened state where the number of time-shortened times is set to 80 times. Note that when shifting to the 1st time-shortened state, the game control microcomputer 81 sets "1" in the game state status.

[0301] In addition, as a result of the special symbol lottery, when winning a small prize, a small prize game is executed in which the second largest winning opening 35 is opened once. In the present embodiment, there is a possibility of winning in the "Special Figure 2 - Small Prize Symbol a" by the lottery of Special Figure 2. When a game ball wins in the second largest winning opening 35 opened by the small prize game and the game ball passes through a specific area 39 in the second largest winning device 36 (also referred to as V winning or V passing), it is a jackpot win, and subsequently, a jackpot game (two types of jackpot games) in which the first largest winning opening 30 is opened is executed. Note that if the game ball does not pass through the specific area 39 in the small prize game, the jackpot game is not executed. For the small prize by the "Special Figure 2 - Small Prize Symbol a", if the player plays the game as usual, it is always possible for the game ball to pass through the specific area 39. Therefore, winning a small prize based on the lottery of Special Figure 2 substantially has the same meaning as winning a jackpot. Note that when this jackpot game (jackpot game triggered by passing through the specific area 39) is executed, the opening of the second largest winning opening 35 as a small prize game corresponds to the first round in the jackpot game.

[0302] In the small prize game when winning any of the "Special Figure 2 - Small Prize Symbols a to e", after a 0.008 - second opening, the game of the first round starts. In the first round, first, the second largest winning opening 35 is opened for 1.6 seconds once, and when 1.6 seconds have elapsed, the second largest winning opening 35 is closed for 6.0 seconds. If the game ball passes through the specific area 39 in the second largest winning device 36 during this 1.6 - second opening, it is a jackpot win. And when winning the jackpot, subsequently, the second largest winning opening 35 is opened for 0.5 seconds. This 0.5 - second opening of the second largest winning opening 35 is repeated up to 10 times at most. When a specified number (for example, 10) of game balls win during this period, the first round ends at that time (the first largest winning opening 30 is changed from the open state to the closed state). Therefore, the game of the first round when winning the jackpot by the small prize game is substantially equivalent to the first round in a one - type jackpot game. Note that if the jackpot is not won, after the 1.6 - second opening of the second largest winning opening 35, the first round ends, and the small prize game ends in response to the end of this first round.

[0303] In addition, in the jackpot game (two types of jackpot games) executed based on the passage of the game ball through the specific area 39, the first big winning opening 30 is opened with a maximum opening time of 29.5 seconds per round from the second round to the tenth round. In the jackpot game from the second round to the tenth round, when a specified number (for example, 10) of game balls win in one round, or when the maximum opening time of 29.5 seconds is reached, one round ends (the first big winning opening 30 is changed from the open state to the closed state).

[0304] When winning the jackpot by the small win game based on "Special Figure 2 - Small Win Symbol a" in the first short time state, the game state after the jackpot game shifts to the sixth short time state where the short time count is set to 100 times. When winning the jackpot by the small win game based on "Special Figure 2 - Small Win Symbols b to e", the game state after the jackpot game shifts to the second short time state where the short time count is set to 80 times. Note that when the game control microcomputer 81 shifts to the second short time state, it sets "2" in the game state status.

[0305] In addition, when winning the jackpot by the small win game based on any one of "Special Figure 2 - Small Win Symbols a, b" in the second short time state, the game state after the jackpot game shifts to the sixth short time state where the short time count is set to 100 times. When winning the jackpot by the small win game based on "Special Figure 2 - Small Win Symbols c to e", the game state after the jackpot game shifts to the third short time state where the short time count is set to 80 times. Note that when the game control microcomputer 81 shifts to the third short time state, it sets "3" in the game state status.

[0306] Also, when winning the jackpot through a small win game based on any one of "Special Figure 2 - Small Hit Symbols a to c" in the third time reduction state, the game state after the jackpot game transitions to the sixth time reduction state where the number of time reductions is set to 100 times. When winning the jackpot through a small win game based on any one of "Special Figure 2 - Small Hit Symbols d, e", the game state after the jackpot game transitions to the fourth time reduction state where the number of time reductions is set to 80 times. Note that when the game control microcomputer 81 transitions to the fourth time reduction state, it sets "4" in the game state status.

[0307] Also, when winning the jackpot through a small win game based on any one of "Special Figure 2 - Small Hit Symbols a to d" in the fourth time reduction state, the game state after the jackpot game transitions to the sixth time reduction state where the number of time reductions is set to 100 times. When winning the jackpot through a small win game based on "Special Figure 2 - Small Hit Symbol e", the game state after the jackpot game transitions to the fifth time reduction state where the number of time reductions is set to 80 times. Note that when the game control microcomputer 81 transitions to the fifth time reduction state, it sets "5" in the game state status.

[0308] Also, when winning the jackpot through a small win game based on any one of "Special Figure 2 - Small Hit Symbols a to e" in the fifth time reduction state, the game state after the jackpot game transitions to the sixth time reduction state where the number of time reductions is set to 100 times.

[0309] Also, when winning the jackpot through a small win game based on any one of "Special Figure 2 - Small Hit Symbols a to e" in the sixth time reduction state, the game state after the jackpot game transitions to the sixth time reduction state where the number of time reductions is set to 100 times.

[0310] Also, when winning the jackpot through a small win game based on any one of "Special Figure 2 - Small Hit Symbols a to e" in the A time reduction state, the game state after the jackpot game transitions to the sixth time reduction state where the number of time reductions is set to 100 times.

[0311] Also, when winning the jackpot through a small win game based on any one of "Special Figure 2 - Small Hit Symbols a to e" in the C Shortened State, the game state after the jackpot game transitions to the A Shortened State where the shortened time count is set to 10,000 times.

[0312] Also, as shown in FIG. 11(B), the types of losing symbols include "Special Figure 1 - Losing Symbol A", "Special Figure 1 - Losing Symbol B", and "Special Figure 2 - Losing Symbol". When the losing symbol is "Special Figure 1 - Losing Symbol A", the type of loss is determined as "Loss A", and when the losing symbol is "Special Figure 1 - Losing Symbol B", the type of loss is determined as "Loss B". "Loss A" is treated as "C Shortened Hit A" in the non - shortened state and transitions to the C Shortened State where the shortened time count is set to 100 times. Also, "Loss B" is treated as "C Shortened Hit B" in the non - shortened state and transitions to the Very Shortened State where the shortened time count is set to 10,000 times. That is, when the lottery result of Special Figure 1 is "Loss A" or "Loss B", the game control microcomputer 81 controls the game state after the stop display of the losing symbol to the shortened state. On the other hand, in game states other than the non - shortened state, "Loss A" and "Loss B" are simply treated as "Loss". Note that when the game control microcomputer 81 transitions to the C Shortened State, it sets "8" in the game state status, and when it transitions to the Very Shortened State, it sets "9" in the game state status.

[0313] Also, when the lottery result of Special Figure 2 is "Loss", the "Losing Symbol" is stopped and displayed on the Special Figure 2 display 41b. The losing symbol at this time is "Special Figure 2 - Losing Symbol", and it is simply treated as "Loss" in all game states.

[0314] Note that when the game state transitions (is set) to the non - shortened state, the game control microcomputer 81 sets "0" in the shortened time flag and "1" in the non - shortened flag. Also, when the game state transitions to the normal shortened state, it sets "1" in the shortened time flag.

[0315] [Regarding the Special Figure Variation Pattern Judgment Table] Next, an explanation will be given on the determination of the variation pattern (special symbol variation pattern) of the special symbol. The pachinko gaming machine 1 determines the special symbol variation pattern based on a special symbol variation pattern determination table corresponding to each gaming state. FIG. 12(A) is a special symbol variation pattern determination table used in the very short time state, FIG. 12(B) is a special symbol variation pattern determination table used in the normal short time state (the first to sixth short time states, the A short time state, or the C short time state), and FIG. 12(C) is a special symbol variation pattern determination table used in the non-short time state.

[0316] First, an explanation will be given on the special symbol variation pattern determination table in the very short time state using FIG. 12(A). In the very short time state, the game progresses with a left strike, and the lottery for special symbol 1 is conducted. Note that even if the lottery result for special symbol 1 losing symbol A or special symbol 1 losing symbol B occurs in the very short time state, the settings related to the gaming state are not changed, and it is simply regarded as a loss.

[0317] When the lottery for special symbol 1 is conducted in the very short time state, the variation pattern of special symbol 1 is selected according to the result of the jackpot determination, the result of the reach determination, etc. (variation patterns P1 to P8). Also, when the lottery for special symbol 2 is conducted based on winning in the electric chute 22 in the very short time state, variation patterns P9 and P10 with a variation time of 100 seconds are selected as the variation pattern of special symbol 2.

[0318] Next, an explanation will be given on the special symbol variation pattern determination table in the normal short time state using FIG. 12(B). In the normal short time state, the game progresses with a right strike, and the lottery for special symbol 2 is conducted.

[0319] When the lottery for special symbol 2 is conducted in the normal short time state, the variation pattern of special symbol 2 is selected according to the result of the jackpot determination, the result of the reach determination, etc. (variation patterns P13 to P20). Also, when the lottery for special symbol 1 is conducted in the normal short time state, variation patterns P11 and P12 are selected as the variation pattern of special symbol 1.

[0320] Next, the special figure variation pattern determination table in the non-time-shortened state will be described with reference to FIG. 12(C). In the non-time-shortened state, the game progresses with a left hit, and the lottery for special figure 1 is conducted. As described above, when the lottery result for special figure 1's losing symbol A occurs in the non-time-shortened state, it is determined as "A per C time-short hit", and when the lottery result for special figure 1's losing symbol B occurs, it is determined as "B per C time-short hit".

[0321] When the lottery for special figure 1 is conducted in the non-time-shortened state, the variation pattern of special figure 1 is selected according to the result of the big win determination, the result of the reach determination, etc. (variation patterns P2, P21 to P24).

[0322] As shown in FIGS. 12(A) and (B), the variation time of the special figure is set to be relatively shorter in the normal time-shortened state than in the micro time-shortened state. Therefore, in the normal time-shortened state, the operation of the variation time shortening function of the special figure display 41 becomes possible.

[0323] [Regarding the normal figure win determination table] In this pachinko machine 1, as shown in the "normal figure win determination table" of FIG. 13(A), when a normal figure lottery (a game ball passes through gate 28) is conducted regardless of the type of game state, it is set to be determined as a normal figure win with a very high probability (65535 / 65536). Note that the winning probability of the normal symbol lottery may be made different according to each game state.

[0324] In this embodiment, the opening pattern of the electric chute 22 when a normal figure win occurs in the non-time-shortened state and the micro time-shortened state is set to an opening mode (short opening) that makes it impossible to capture the game balls flowing down in the right game area 3B. Therefore, in these game states, based on allowing the game balls to pass through (normal figure winning and normal figure lottery) gate 28, it is made substantially impossible for the game balls to enter the second starting port 21 related to the electric chute 22.

[0325] On the other hand, in the normal short state (the first to sixth short states, the A short state, the C short state), when the general winning pattern is achieved, the opening pattern of the electric chute 22 is set to an easy opening mode (long opening) that captures the game balls flowing down in the right game area 3B. Therefore, in these game states, based on allowing the game balls to pass through the gate 28 (general winning and general lottery), it is possible to let the game balls enter the second starting port 21 related to the electric chute 22.

[0326] [Regarding the general winning type determination table] In addition, when this pachinko gaming machine 1 determines the general winning random number and the result is a general winning determination, the general winning type random number is determined according to the "General Winning Type Determination Table" shown in Fig. 13(B), thereby determining the type of the general winning pattern.

[0327] Specifically, it is determined as "General Winning Pattern A" at a rate of about 10%, and determined as "General Winning Pattern B" at a rate of about 90%. In addition, in the general winning display 42, when the general winning occurs, it will be stopped and displayed with an LED lighting pattern (identification information, blinking pattern) corresponding to each of "General Winning Pattern A or General Winning Pattern B".

[0328] [Regarding the general winning variation pattern determination table] In addition, this pachinko gaming machine 1 uses the "General Winning Variation Pattern Determination Table" shown in Fig. 13(C) to determine the general winning variation pattern (the variation time of the general winning pattern) based on the determination result of whether the general winning random number is correct and the general winning variation pattern random number when the general winning random number is determined.

[0329] The variation time of the general winning pattern in the non-short state and the slightly short state is 30 seconds. On the other hand, the variation time of the general winning pattern in the normal short state is set to be shorter than that in the non-short state and the slightly short state, such as 2.5 seconds, 2.0 seconds, or 1.5 seconds, enabling the operation of the variation time shortening function of the general winning display 42.

[0330] [Regarding the electric chute opening pattern determination table] This pachinko gaming machine 1 determines the opening pattern of the electric chute 22 according to the combination of the types of general diagrams (general diagram_A or general diagram_B) in each gaming state (non-time-limited state, slightly time-limited state, A time-limited state, C time-limited state, first to sixth time-limited states) using the "electric chute opening pattern determination table" shown in Fig. 13(D).

[0331] The opening pattern of the electric chute 22 in the non-time-limited state is the "short one-time opening" with an opening of 0.06 seconds, which makes it difficult to win the special figure 2 regardless of the type of general diagram (general diagram_A - B).

[0332] The opening pattern of the electric chute 22 in the slightly time-limited state is the "short two-time opening" with an opening of 0.06 seconds, which makes it difficult to win the special figure 2 regardless of the type of general diagram (general diagram_A - B).

[0333] The opening pattern of the electric chute 22 in the A time-limited state, C time-limited state, or first to sixth time-limited states is the "long two-time opening" with an opening of 2.5 seconds, which makes it easy to win the special figure 2 regardless of the type of general diagram (general diagram_A - B).

[0334] [Regarding the special figure winning command] This pachinko gaming machine 1 is capable of executing a so-called prediction performance. The prediction performance is an effect that suggests the winning expectancy for a start winning based on the start winning command specified based on the determination information (random number values such as special figure jackpot random numbers) obtained by the start winning, before the win / loss determination immediately before the start of the special figure variation (variation display of special symbols) based on that start winning.

[0335] In this embodiment, during the variation of the special figure (while the segments are blinking) by the special figure display 41a in the special figure 1 or the special figure display 41b in the special figure 2, determination information (random number values such as a random number for a special figure hit) obtained when a game ball enters the first start port 20 or the second start port 21 (a special figure winning) can be set as a pre-reading target. Then, by referring to the command information (hereinafter also referred to as pre-reading determination information) included in the special figure winning command generated based on the determination information related to this pre-reading target, before the special figure variation related to the determination information that has been waiting because it is during the special figure variation by the previous determination information is executed, a pre-determination (hereinafter also referred to as pre-reading determination) for this special figure variation is made possible.

[0336] And before the special figure variation (pre-reading target special figure variation) related to the determination information targeted for pre-reading determination is executed, during the execution of the special figure variation by the previous determination information, a pre-reading effect, which is a suggestion notification of the winning expectation degree for the pre-reading target special figure variation, can be executed.

[0337] As shown in FIG. 14, the start winning command generated in this embodiment includes information (upper command) indicating whether it is a start winning of the special figure 1 (winning at the first start port 20) or a start winning of the special figure 2 (winning at the second start port 21), and information (lower command) indicating the jackpot symbol type, small win symbol type, or losing symbol type as lottery result information.

[0338] As an example, when the special figure winning command is a special figure winning command regarding determination information indicating that it is a jackpot related to the special figure 1, the pre-reading determination information includes information indicating the type of the jackpot symbol (any one of the special figure 1 - jackpot symbols A to C).

[0339] Also, when the special figure winning command is a special figure winning command regarding determination information indicating that it is a small win related to the special figure 2, the pre-reading determination information includes information indicating the type of the small win symbol (any one of the special figure 2 - small win symbols a to e).

[0340] Also, when the special figure winning command is a special figure winning command regarding determination information indicating that it is a miss, acquisition of prediction determination information indicating the presence or absence of reach occurrence based on the miss and the type of reach can be performed.

[0341] Note that the prediction determination information to be included in the prediction determination information obtained from the special figure winning command may be appropriately changed. For example, it may be possible to enable acquisition (prediction determination) of prediction determination information regarding a detailed production mode (for example, presence or absence of button production) regarding the type of variation pattern from the special figure winning command.

[0342] [Regarding the flow of the game in the first embodiment] Here, the flow of the game in this embodiment will be described with reference to FIG. 15.

[0343] As described above, when the pachinko gaming machine 1 of this embodiment is cleared of RAM at power-on, the gaming state after power-on is set to the non-time-limited state. Also, when not cleared of RAM at power-on, the gaming state after power-on is set to the gaming state before power-off. Here, the description will proceed on the assumption that the gaming state after power-on is set to the non-time-limited state (special state).

[0344] When winning in the non-time-limited state (special state) on "Special Figure 1 - Big Hit Symbol A (Symbol A)", it shifts to the 10R big hit gaming state A (10R hit gaming A). Also, when winning in the non-time-limited state on "Special Figure 1 - Big Hit Symbol B (Symbol B)", it shifts to the 10R big hit gaming state B (10R hit gaming B). Also, when winning in the non-time-limited state on "Special Figure 1 - Big Hit Symbol C (Symbol C)", it shifts to the 4R big hit gaming state (4R hit gaming).

[0345] Also, when winning on "Special Figure 1 - Losing Symbol A (A per C - time - shortening)" in the non - time - shortening state (special state), it transitions to the C - time - shortening state. Also, when winning on "Special Figure 1 - Losing Symbol B (B per C - time - shortening)" in the non - time - shortening state, it transitions to the micro - time - shortening state (normal state). As described above, it wins on A per C - time - shortening at a rate of 20% and transitions to the C - time - shortening state, and wins on B per C - time - shortening at a rate of 80% and transitions to the micro - time - shortening state.

[0346] When transitioning to the C - time - shortening state (specific state), if winning on a jackpot based on winning on any one of "Special Figure 2 - Small - winning Symbols a - e" in this C - time - shortening state (hereinafter referred to as winning on a jackpot), it transitions to the 10R Jackpot Game State C (10R Jackpot Game C). On the other hand, if not winning on a jackpot in the C - time - shortening state, it transitions to the non - time - shortening state (normal state).

[0347] When transitioning to the 10R Jackpot Game State C (10R Jackpot Game C) based on winning on a jackpot in the C - time - shortening state, it transitions to the A - time - shortening state (specific state) after the end of the 10R Jackpot Game State C.

[0348] When winning on "Special Figure 1 - Jackpot Symbol A (Symbol A)" in the micro - time - shortening state (normal state), it transitions to the 10R Jackpot Game State A (10R Jackpot Game A). Also, when winning on "Special Figure 1 - Jackpot Symbol B (Symbol B)" in the micro - time - shortening state, it transitions to the 10R Jackpot Game State B (10R Jackpot Game B). Also, when winning on "Special Figure 1 - Jackpot Symbol C (Symbol C)" in the micro - time - shortening state, it transitions to the 4R Jackpot Game State (4R Jackpot Game).

[0349] When transitioning to the 10R Jackpot Game State A (10R Jackpot Game A), it transitions to the A - time - shortening state after the end of the 10R Jackpot Game State A. Also, when transitioning to the 10R Jackpot Game State B (10R Jackpot Game B), it transitions to the 6th - time - shortening state (specific state) after the end of the 10R Jackpot Game State B. Also, when transitioning to the 4R Jackpot Game State (4R Jackpot Game), it transitions to the 1st - time - shortening state (1st favorable state) after the end of the 4R Jackpot Game State.

[0350] When shifting to the A short-time state (specific state), if a jackpot win is determined based on any winning of "Special Figure 2 - Small Hit Symbols a to e" in this A short-time state, it shifts to the 10R Jackpot Game State C (10R Jackpot Game C). On the other hand, if no jackpot win occurs in the A short-time state, it shifts to the non-short-time state (normal state).

[0351] When shifting to the 10R Jackpot Game State C (10R Jackpot Game C) based on a jackpot win in the A short-time state (specific state), it shifts to the 6th short-time state (specific state) after the end of the 10R Jackpot Game State C.

[0352] When shifting to the 10R Jackpot Game State B (10R Jackpot Game B), it shifts to the 6th short-time state (specific state) after the end of the 10R Jackpot Game State B.

[0353] When shifting to the 4R Jackpot Game State (4R Jackpot Game), it shifts to the 1st short-time state (1st advantageous state) after the end of the 4R Jackpot Game State.

[0354] When shifting to the 1st short-time state (1st advantageous state), if a jackpot win is determined based on the winning of "Special Figure 2 - Small Hit Symbol a (Symbol a)" in this 1st short-time state, it shifts to the 10R Jackpot Game State C (10R Jackpot Game C). Subsequently, it shifts to the 6th short-time state (specific state) after the end of the 10R Jackpot Game State C. On the other hand, if a jackpot win is determined based on any winning of "Special Figure 2 - Small Hit Symbols b to e (Symbols b to e)" in the 1st short-time state, it shifts to the 10R Jackpot Game State C (10R Jackpot Game C). Subsequently, it shifts to the 2nd short-time state (2nd advantageous state) after the end of the 10R Jackpot Game State C. Note that if no jackpot win occurs in the 1st short-time state, it shifts to the non-short-time state.

[0355] When shifting to the second short state (the second advantageous state), if a jackpot is won based on the winning of any one of "Special Figure 2 - Small Hit Symbols a, b (Symbols a, b)" in this second short state, it shifts to the 10R Jackpot Gaming State C (10R Jackpot Game C). Subsequently, after the end of the 10R Jackpot Gaming State C, it shifts to the sixth short state (specific state). On the other hand, if a jackpot is won based on the winning of any one of "Special Figure 2 - Small Hit Symbols c - e (Symbols c - e)" in the second short state, it shifts to the 10R Jackpot Gaming State C (10R Jackpot Game C). Subsequently, after the end of the 10R Jackpot Gaming State C, it shifts to the third short state (the third advantageous state). If no jackpot is won in the second short state, it shifts to the non - short state (normal state).

[0356] When shifting to the third short state (the third advantageous state), if a jackpot is won based on the winning of any one of "Special Figure 2 - Small Hit Symbols a - c (Symbols a - c)" in this third short state, it shifts to the 10R Jackpot Gaming State C (10R Jackpot Game C). Subsequently, after the end of the 10R Jackpot Gaming State C, it shifts to the sixth short state (specific state). On the other hand, if a jackpot is won based on the winning of any one of "Special Figure 2 - Small Hit Symbols d, e (Symbols d, e)" in the third short state, it shifts to the 10R Jackpot Gaming State C (10R Jackpot Game C). Subsequently, after the end of the 10R Jackpot Gaming State C, it shifts to the fourth short state (the fourth advantageous state). If no jackpot is won in the third short state, it shifts to the non - short state (normal state).

[0357] When transitioning to the fourth short state (the fourth advantageous state), if a jackpot is won based on a win of any one of "Special Figure 2 - Small Hit Symbols a - d (Symbols a - d)" in this fourth short state, it transitions to the 10R Jackpot Game State C (10R Win Game C). Subsequently, after the end of the 10R Jackpot Game State C, it transitions to the sixth short state (specific state). On the other hand, if a jackpot is won on "Special Figure 2 - Small Hit Symbol e (Symbol e)" in the fourth short state, it transitions to the 10R Jackpot Game State C (10R Win Game C). Subsequently, after the end of the 10R Jackpot Game State C, it transitions to the fifth short state (the highest - level advantageous state). If no jackpot is won in the fourth short state, it transitions to the non - short state (normal state).

[0358] When transitioning to the fifth short state (the highest - level advantageous state), if a jackpot is won based on a win of any one of "Special Figure 2 - Small Hit Symbols a - e (Symbols a - e)" in this fifth short state, it transitions to the 10R Jackpot Game State C (10R Win Game C). Subsequently, after the end of the 10R Jackpot Game State C, it transitions to the sixth short state (specific state). If no jackpot is won in the fifth short state, it transitions to the non - short state (normal state).

[0359] When transitioning to the sixth short state (specific state), if a jackpot is won based on a win of any one of "Special Figure 2 - Small Hit Symbols a - e (Symbols a - e)" in this sixth short state, it transitions to the 10R Jackpot Game State C (10R Win Game C). Subsequently, after the end of the 10R Jackpot Game State C, it transitions to the sixth short state (specific state). If no jackpot is won in the sixth short state, it transitions to the non - short state (normal state).

[0360] Thus, in the pachinko gaming machine 1 of the first embodiment, among the first to sixth short-time states, the sixth short-time state (short-time count: 100 times) is set to be a higher short-time state than the first to fifth short-time states (short-time count: 80 times). And the rate of transition (promotion rate) to the sixth short-time state (specific state, upper rush) based on a jackpot win is set to 20% in the first short-time state (first advantageous state, lower rush), 40% in the second short-time state (second advantageous state, lower rush), 60% in the third short-time state (third advantageous state, lower rush), 80% in the fourth short-time state (fourth advantageous state, lower rush), 100% in the fifth short-time state (top advantageous state, lower rush), and 100% in the sixth short-time state (specific state).

[0361] Therefore, since the rate of transition to the sixth short-time state based on a jackpot win in the first short-time state is 20%, it is difficult for the player to transition from the first short-time state to the sixth short-time state. However, even if the transition from the first short-time state to the sixth short-time state cannot be made, the player will transition to the second short-time state. Thus, even if the transition from the first short-time state to the sixth short-time state cannot be made, by transitioning to the second short-time state, it is possible to give the player the impression of moving forward towards the sixth short-time state, so that it is possible to prevent the player's enthusiasm for the game from being greatly diminished.

[0362] Also, since the rate of transition to the sixth short-time state based on a jackpot win in the second short-time state is 40%, it is still difficult for the player to transition from the second short-time state to the sixth short-time state, but it is easier compared to the first short-time state. Also, even if the transition from the second short-time state to the sixth short-time state cannot be made, the player will transition to the third short-time state. Thus, even if the transition from the second short-time state to the sixth short-time state cannot be made, by transitioning to the third short-time state, it is possible to give the player the impression of moving forward towards the sixth short-time state, so that it is possible to prevent the player's enthusiasm for the game from being greatly diminished.

[0363] Also, since the probability of shifting to the sixth short-time state based on a jackpot win in the third short-time state is 60%, it is somewhat difficult (slightly easier) for the player to shift from the third short-time state to the sixth short-time state, but it is easier compared to the second short-time state. Also, even if the shift from the third short-time state to the sixth short-time state cannot be made, the game shifts to the fourth short-time state. Therefore, even if the shift from the third short-time state to the sixth short-time state cannot be made, by shifting to the fourth short-time state, it is possible to give the player the impression of moving forward towards the sixth short-time state, so that the player's enthusiasm for the game is not significantly diminished.

[0364] Also, since the probability of shifting to the sixth short-time state based on a jackpot win in the fourth short-time state is 80%, it is easier for the player to shift from the fourth short-time state to the sixth short-time state compared to the third short-time state. Also, even if the shift from the fourth short-time state to the sixth short-time state cannot be made, the game shifts to the fifth short-time state. Therefore, even if the shift from the third short-time state to the sixth short-time state cannot be made, by shifting to the fifth short-time state where a jackpot will surely result in a shift to the sixth short-time state, it is possible to give the player the impression of making great progress towards the sixth short-time state, so that the player's enthusiasm for the game is not significantly diminished.

[0365] Also, since the probability of shifting to the sixth short-time state based on a jackpot win in the fifth short-time state is 100%, in the game in this fifth short-time state, it is possible to greatly increase the player's expectation of shifting to the sixth short-time state.

[0366] Also, the probability of shifting to the sixth short-time state based on a jackpot win in the sixth short-time state is 100%. Therefore, in the pachinko gaming machine 1 of this embodiment, except for rare cases, shifting to the sixth short-time state at an early stage from the first to the fifth short-time states and having multiple consecutive jackpots (looping jackpots) in the sixth short-time state is an ideal development for the player.

[0367] As described above, in the pachinko gaming machine 1 of the present embodiment, it is possible to change the promotion rate to the upper rush (the sixth short-time state) in each of the first to fifth short-time states (lower rush). Further, even if it is not possible to shift to the upper rush by hitting a jackpot in the lower rush, the shift rate of the upper rush changes as 20% → 40% → 60% → 80% → 100%. Therefore, it is possible to surely shift to the upper rush by hitting a jackpot five times at worst. Thus, it is possible to expand the range of game playability (gaming property) during the rush.

[0368] [Operation of the game control microcomputer 81] Next, the operation of the game control microcomputer 81 will be described with reference to FIGS. 16 to 34. The game control microcomputer 81 is formed of a one-chip microcomputer and includes a ROM (Read Only Memory) 83 which is a game control ROM, a RAM (Random Access Memory) 84 which is a game control RAM, a CPU (Central Processing Unit) 82 which is a game control CPU, a random number circuit (0 to 65535 is set as a random number value for jackpot determination), and an I / O port section 87 which is a terminal of an interface used for input / output of information.

[0369] The ROM 83 stores a game program for the CPU 82 to perform game control processing, various data and various tables necessary for the game control processing, and the like.

[0370] The RAM 84 is used as a work memory when the CPU 82 performs game control processing. Further, a part (or all) of the game information stored in the RAM 84 (for example, the current game state, the current special figure 1 variation display information, the current special figure 2 variation display information, the current special figure 1 hold information, the current special figure 2 hold information, the current special figure 1 variation count, the current special figure 2 variation count, the current jackpot count, the current round number, control commands, etc.) is made into a backup RAM that can be held for a predetermined period even when the power supply to the pachinko gaming machine 1 is stopped.

[0371] The game control microcomputer 81 (CPU 82) can expand the game program stored in the ROM 83 based on the startup process performed when the power of the pachinko game machine 1 is turned on, enabling the execution of operation processes such as counters, timers, flags, statuses, buffers, etc. that appear in the following description of the operation of the game control microcomputer 81, thereby controlling the main game in the pachinko game machine 1.

[0372] [Main control main process] When the power of the pachinko game machine 1 is turned on, the game control microcomputer 81 provided on the main control board 80 reads and executes the program of the main control main process shown in FIG. 16 from the ROM 83. As shown in the figure, in the main control main process, first, initial settings of the CPU 82 etc. are performed (step S001).

[0373] In this initial setting, stack setting, constant setting, interrupt time setting, SIO setting, PIO setting, CTC (circuit for managing interrupt time) setting, and reset of predetermined information (various flags, statuses, counters, etc.) are performed. For example, the initial value of the jackpot flag is "0 (OFF)", the initial value of the non-time-limited flag is "0", the initial value of the game state status is "0 (non-time-limited state)", the initial value of the special operation status is "1", and the initial value of the time-limited counter is "0". Note that the initial setting (S001) is executed only once after the power is turned on and is not executed thereafter.

[0374] Also, the range to be initialized varies according to the presence or absence of the input of the RAM clear switch 152 at the time of power-on. That is, when there is no input of the RAM clear switch 152 at the time of power-on, an initial setting that can return to the game state implemented before the power-on is made, and when there is an input of the RAM clear switch 152 at the time of power-on, an initial setting that can return to a predetermined initial game state (non-time-limited state after initialization) is made. Here, a game state command including information such as various flags, various statuses, and various counters initialized here is set in the output buffer of the RAM 84.

[0375] Next, after the initial setting (S001), interrupts are prohibited (S002), and the normal symbol / special symbol main random number update process (S003) is executed. In this normal symbol / special symbol main random number update process (S003), update values (hereinafter also referred to as random number counter values) of each random number counter provided corresponding to random number types such as the special symbol hit random number and the normal symbol hit random number shown in FIG. 8 are generated. The random number counter value in the present embodiment is an update value that is incremented one by one at high speed from an initial value (for example, 0), and when the update value reaches the upper limit value, it returns to the initial value and is incremented one by one again, which is a periodic pseudo-random number. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like.

[0376] When the normal symbol / special symbol main random number update process (S003) ends, interrupts are permitted (S004). During interrupt permission, the main side timer interrupt process (S005) can be executed. The main side timer interrupt process (S005) is executed based on interrupt pulses that are repeatedly input to the CPU 82, for example, at a cycle of 4 ms (milliseconds). Then, after the main side timer interrupt process (S005) ends and before the main side timer interrupt process (S005) is started again, the update process of various counter values by the normal symbol / special symbol main random number update process (S003) is repeatedly executed. Note that when an interrupt pulse is input to the CPU 82 in the interrupt prohibited state, the main side timer interrupt process (S005) is not started immediately, but starts after waiting for interrupt permission (S004).

[0377] [Main Side Timer Interrupt Process] Next, the main side timer interrupt process (S005) will be described. As shown in FIG. 17, the game control microcomputer 81 first executes an output process (S101) in the main side timer interrupt process (S005).

[0378] In the output process (S101), commands and the like set in the output buffer provided in the RAM 84 of the main control board 80 are output to the sub-control board 90, the payout control board 170, and the like in each process described below.

[0379] Note that the game state command including various flags, various statuses, and information such as various counters set in the output buffer of the RAM 84 at the time of initial setting is output to the sub-control board 90 here. As a result, the sub-control board 90 is notified of the game state information after the initial setting. Then, the information on the current game state is shared with the sub-control board 90, and the sub-control board 90 controls the effect mode according to the current game state.

[0380] In step S1712, a game state command including the set game state status information (information indicating the current game state), counter (time limit counter value, current time limit counter value (remaining number of time limit times), and losing counter value) information is set in the output buffer of the RAM 84, and this process ends. By outputting this game state command, the sub-control board 90 is notified of the information on the current game state. Then, the information on the current game state is shared with the sub-control board 90, and the sub-control board 90 controls the effect mode according to the current game state.

[0381] Next to the output process (S101), in the input process (S102), mainly detection signals detected by various sensors (the first start port sensor 20a, the second start port sensor 21a, the first big winning port sensor 30a, the second big winning port sensor 35a, the general winning port sensor 27a, etc. (see FIG. 5)) attached to the pachinko gaming machine 1 are read, and are stored as prize ball information (profit data) corresponding to the number of prize balls according to the winning (profit) at each winning port in the output buffer of the RAM 84.

[0382] Note that the setting of the prize ball information according to the winning at each winning port may be changed as appropriate.

[0383] The ordinary symbol and special symbol main random number update process (S103) to be performed next is the same as the ordinary symbol and special symbol main random number update process (S003) performed in the main control main process of FIG. 16. That is, the update process of various random number counter values (including the random number counter value related to the ordinary symbol) shown in FIG. 8 is performed in both the execution period of the main side timer interrupt process (S005) and the other period (after the end of the main side timer interrupt process (S005) and until the next main side timer interrupt process (S005) starts).

[0384] Subsequently, the sensor detection process (S104), normal operation process (S105), special operation process (S106), vibration member control process (S107), specific area sensor detection process (S108), and game end control process (S109) described later, which follow the ordinary symbol and special symbol main random number update process (S103), are executed.

[0385] Thereafter, other processes (S110) are executed to end the main side timer interrupt process (S005). As the other processes (S110), the special symbol 1 hold display 43a is controlled to a display mode indicating the number based on the special symbol 1 hold ball number described later.

[0386] Then, until an interrupt pulse is input to the CPU 82 next, the processes of steps S002 to S004 of the main control main process are repeatedly executed (see FIG. 14). When an interrupt pulse is input (after about 4 ms), the main side timer interrupt process (S005) is executed again. In the output process (S101) of the main side timer interrupt process (S005) executed again, commands and the like set in the output buffer of the RAM 84 in the previous main side timer interrupt process (S005) are output.

[0387] [Sensor Detection Process] As shown in FIG. 18, in the sensor detection process (S104) related to the main side timer interrupt process (S005) of FIG. 17, the game control microcomputer 81 determines whether or not a game ball has passed through the gate 28, that is, whether or not a game ball has been detected by the gate sensor 28a (S201).

[0388] If a game ball has passed through gate 28 (S201: YES), gate passage processing (S202) described below is performed. On the other hand, if the game ball has not passed through gate 28 (S201: NO), the gate passage processing (S202) is skipped and the process proceeds to step S203.

[0389] In step S203, it is determined whether a game ball has won a prize in the second start port 21, that is, whether a game ball has been detected by the second start port sensor 21a (S203). If a game ball has not won a prize in the second start port 21 (S203: NO), the process proceeds to step S209. However, if a game ball has won a prize in the second start port 21 (S203: YES), it is determined whether the number of special figure 2 reserved balls (the number of special figure 2 reservations, specifically, the value of the counter that counts the number of special figure 2 reservations provided in the RAM 84) has reached "4" (S204). If the number of special figure 2 reserved balls has reached "4" (S204: YES), the process proceeds to step S209. However, if the number of special figure 2 reserved balls is less than "4" (S204: NO), "1" is added to the number of special figure 2 reserved balls (S205).

[0390] Subsequently, special figure 2 related random number acquisition processing (S206) is performed. In the special figure 2 related random number acquisition processing (S206), a group of random number values of the special figure relationship shown in FIG. 8(A) is acquired, and the acquired random number values are stored in the special figure 2 reserved storage unit 85b (FIG. 5).

[0391] Specifically, a special figure per random number counter value (an extraction value of any one within the numerical range of counter A), a special figure type random number counter value (an extraction value of any one within the numerical range of counter B), a reach random number counter value (an extraction value of any one within the numerical range of counter C), and a special figure variation pattern random number counter value (an extraction value of any one within the numerical range of counter D) are acquired, and the acquired random number values are stored in the storage area of the special figure 2 reserved storage unit 85b corresponding to the current number of special figure 2 reserved balls in the special figure 2 reserved storage unit 85b (FIG. 5).

[0392] Subsequently, a special drawing 2 winning command specifying process (S207) is performed. In the special drawing 2 winning command specifying process (S207), based on the random number value group stored in step S206, a special drawing 2 winning command is specified using the special drawing winning command specifying table shown in FIG. 14.

[0393] As shown in FIG. 14, the special drawing winning command (special drawing 2 winning command or special drawing 1 winning command) of the present embodiment has an information configuration consisting of two bytes in hexadecimal, and is composed of a combination of one byte of the upper command and one byte of the lower command.

[0394] Furthermore, in the special drawing winning command of the present embodiment, among the upper two digits of the upper command in hexadecimal, the upper digit value is information specifying the type of the command (that it is a special drawing winning command), and among the upper two digits of the upper command, the lower digit value is start port information specifying the type of the start port (winning at the first start port 20 or winning at the second start port 21).

[0395] Next, the lower command (two digits) in hexadecimal indicates the lottery result information. Note that the rules regarding the configuration of such a special drawing winning command are an example and may be arbitrarily changed.

[0396] Also, the classification of "big win random number" in the table shown in FIG. 14 corresponds to the classification in the special drawing win random number determination table (see FIG. 9(A)). Also, the classification of "special drawing type random number value" corresponds to the classification in the big win symbol type determination table (see FIG. 9(B)) or the small win symbol type determination table (see FIG. 9(C)).

[0397] For example, if the special drawing win random number value of special drawing 2 is any value between 64585 and 65535, it is specified as a small win. Further, depending on the special drawing type random number value being any value between 0 and 199, it is specified as "special drawing 2_small win symbol a". Thereby, the special drawing 2 winning command becomes "E2H01H".

[0398] Also, for example, if the random number value per special figure in Special Figure 2 is any one of 0 to 64584, it is specified as a loss, and further, depending on the fact that the special figure type random number value is any one of 0 to 199, it is specified as "Special Figure 2 - Losing Symbol". As a result, the special figure 2 winning command becomes "E2H02H".

[0399] Then, in step S208, the game control microcomputer 81 sets the special figure 2 winning command specified in step S207 in the output buffer of the RAM 84.

[0400] Subsequently, in the sensor detection process (S104), in step S209, it is determined whether a game ball has won in the first start port 20, that is, whether a game ball has been detected by the first start port sensor 20a.

[0401] If no game ball has won in the first start port 20 (S209: NO), the process ends. However, if a game ball has won in the first start port 20 (S209: YES), it is determined whether the special figure 1 reserved ball count (the number of special figure 1 reservations, specifically, the value of the counter that counts the number of special figure 1 reservations provided in the RAM 84) has reached "4" (S210). And if the special figure 1 reserved ball count has reached "4" (S210: YES), the process ends. However, if the special figure 1 reserved ball count is less than "4" (S210: NO), "1" is added to the special figure 1 reserved ball count (S211).

[0402] Subsequently, the special figure 1 related random number acquisition process (S212) is performed. In the special figure 1 related random number acquisition process (S212), similar to the special figure 2 related random number acquisition process (S206), the random number value group of the special figure relationship shown in FIG. 8(A) is acquired, and the acquired random number values are stored in the special figure 1 reserved storage unit 85a (FIG. 5).

[0403] Specifically, a random number counter value per special symbol (an extraction value of any one within the numerical range of counter A), a special symbol type random number counter value (an extraction value of any one within the numerical range of counter B), a reach random number counter value (an extraction value of any one within the numerical range of counter C), and a special symbol variation pattern random number counter value (an extraction value of any one within the numerical range of counter D) are obtained, and these obtained random numbers are stored in the storage area of the special symbol 1 hold memory unit 85a (Fig. 5) corresponding to the current number of special symbol 1 hold balls among the special symbol 1 hold memory units 85a.

[0404] Subsequently, a special symbol 1 winning command specifying process (S213) is performed. In the special symbol 1 winning command specifying process (S213), based on the group of random numbers stored in step S212, a special symbol 1 winning command is specified using the special symbol winning command specifying table shown in Fig. 14.

[0405] For example, if the random number value per special symbol of special symbol 1 is any one of 65347 to 65535, it is specified as a big win, and further, depending on the special symbol type random number value being any one of 0 to 1, the type of the special symbol is specified as "special symbol 1 - big win symbol A". Thus, the special symbol 1 winning command becomes "E1H01H".

[0406] For example, if the random number value per special symbol of special symbol 1 is any one of 0 to 65346, it is specified as a loss, and further, depending on the special symbol type random number value being any one of 0 to 39, the type of the special symbol is specified as "special symbol 1 - loss symbol A". Thus, the special symbol 1 winning command becomes "E1H04H".

[0407] Then, in step S214, the game control microcomputer 81 sets the special symbol 1 winning command specified in step S213 in the output buffer of the RAM 84 (S214) and ends the process.

[0408] [Gate Passing Process] As shown in FIG. 19, in the gate passing process (S202) related to the sensor detection process (S104), the gaming control microcomputer 81 determines (S221) whether or not the general pattern reserved ball count (the number of general pattern reservations, specifically, the value of the counter that counts the number of general pattern reservations provided in the RAM 84) has reached "4". When the general pattern reserved ball count has reached "4" (S221: YES), the process ends. However, when the general pattern reserved ball count is less than "4" (S221: NO), "1" is added to the general pattern reserved ball count (S222).

[0409] Subsequently, a general pattern related random number acquisition process (S223) is performed. In the general pattern related random number acquisition process (S223), a group of random number values shown in FIG. 8(B) is acquired, and the acquired random number values are stored in the general pattern reserved storage unit 85c (FIG. 5).

[0410] Specifically, a general pattern per random number counter value (any one extraction value within the numerical range of 0 to 65535), a general pattern per type random number counter value (any one extraction value within the numerical range of 0 to 199), and a general pattern variation pattern random number counter value (any one extraction value within the numerical range of 0 to 99) are acquired, and the acquired random number values are stored in the storage area of the general pattern reserved storage unit 85c corresponding to the current general pattern reserved ball count in the general pattern reserved storage unit 85c (FIG. 5).

[0411] Subsequently, a general pattern passing command specifying process (S224) is performed. In the general pattern passing command specifying process (S224), based on the group of random number values stored in step S223, a general pattern passing command is specified using a general pattern passing command specifying table (not shown).

[0412] Specifically, based on the "general pattern per determination table" shown in FIG. 13(A), if the general pattern per random number value is any one within 1 to 65535, it is determined as a general pattern per. Therefore, with reference to the general pattern passing command specifying table (not shown), it is specified that the value of the upper command in the general pattern passing command becomes E3H.

[0413] Also, the type of the normal symbol can be distinguished by the classification of the general pattern type random number based on the "general pattern per type determination table" shown in FIG. 13(B).

[0414] Specifically, if the general drawing type random value is any one of 0 to 19, it is determined as general drawing_A. Therefore, a specification is made that the value of the lower command in the general drawing pass command indicating this (that is, the general drawing win information which is the win determination per general drawing and for which the obtained determination information is scheduled to be the win determination per general drawing, and the type of the symbol per general drawing is "general drawing_A") is 01H.

[0415] Also, if the general drawing type random value is any one of 20 to 199, it is determined as general drawing_B. Therefore, a specification is made that the value of the lower command in the general drawing pass command indicating this is 02H.

[0416] Subsequently, the game control microcomputer 81 sets the general drawing pass command specified in step S224 in the output buffer of the RAM 84 (S225) and ends the process.

[0417] [Normal operation process] As shown in FIG. 20, the game control microcomputer 81 performs a normal operation process (S105) next to the sensor detection process (S104) related to the main side timer interrupt process (S005) of FIG. 17.

[0418] In the normal operation process (S105), it is determined whether the electric chew 22 is operating (S301). If the electric chew 22 is not operating (S301: NO), subsequently, it is determined whether the general drawing is in the stop display (from the start to the end of the general drawing stop time) (S302). If the general drawing is not in the stop display (S302: NO), subsequently, it is determined whether the general drawing is in the variable display (S303). If the general drawing is not in the variable display (S303: NO), subsequently, it is determined whether the general drawing hold ball number related to the presence or absence of storage of the general drawing related random number obtained in step S223 above is "0" (S304). If the general drawing hold ball number is "0" (S304: YES), since there is no storage of the general drawing related random number, this process ends.

[0419] In step S304, if the number of general pattern hold balls is not "0" (S304: NO), since there is a memory of the general pattern related random number, the winning determination process (S305) is performed. In the general pattern winning determination process (S305), a determination of whether or not it is a win is made based on the "general pattern winning determination table" shown in FIG. 13(A).

[0420] Then, a symbol determination process is performed to set the general pattern stop symbol data corresponding to the result of the general pattern winning determination process in a predetermined storage area of the RAM 84 (S306). That is, in the normal symbol determination process (S306), based on the "general pattern type determination table" shown in FIG. 13(B), if it is a "general pattern loss", data corresponding to the "normal loss symbol" is set, and if it is a "general pattern win", data corresponding to the "normal win symbol (general pattern_A~B)" is set.

[0421] Subsequently, a general pattern variation time determination process (S307) is performed. In the general pattern variation time determination process (S307), referring to the "general pattern variation pattern selection table" shown in FIG. 13(C), if the game state is a non-time shortening state or a slight time shortening state, any one of the general pattern variation pattern PH1 with a variation time of 30 seconds for a general pattern win, the general pattern variation pattern PH2 with a variation time of 30 seconds for a general pattern win, and the general pattern variation pattern PH3 with a variation time of 30 seconds for a general pattern loss is selected.

[0422] On the other hand, if the game state is an A time shortening state, a C time shortening state, or a first to sixth time shortening state, any one of the general pattern variation pattern PH4 with a variation time of 2.5 seconds for a general pattern win, the general pattern variation pattern PH5 with a variation time of 1.5 seconds for a general pattern win, and the general pattern variation pattern PH6 with a variation time of 2 seconds for a general pattern loss is selected.

[0423] Next, the number of general pattern hold balls is decremented by 1 (S308). As a result, the storage location (storage area) for reading the general pattern hold in the general pattern hold memory unit 85c becomes an empty state, and each storage location of the general pattern hold in the general pattern hold memory unit 85c is shifted by one to the side to be read from the current position (the memory area on the empty state side), and the memory area corresponding to the fourth hold in the general pattern hold memory unit 85c (the memory area farthest from the empty state side) is made into an empty state (S309).

[0424] In this way, the general drawings held in reserve are digested in the order in which they are reserved. After that, the game control microcomputer 81 starts the variable display of the general drawing according to the general drawing variable pattern selected in step S307 (S310). Along with this, in order to notify the sub-control board 90 of the start of the general drawing variation, a general drawing variation start command is set.

[0425] If the variable display of the general drawing is in progress in step S303 described above (S303: YES), then it is subsequently determined whether the variable time of the general drawing has elapsed (S311). If it has not elapsed (S311: NO), this process ends. On the other hand, if it has elapsed (S311: YES), the variable display of the general drawing is stopped with a display result (ordinary winning symbol or ordinary losing symbol) according to the determination result of the general drawing-related random number (S312).

[0426] Then, a general drawing variation stop command for notifying the sub-control board 90 of the stop of the general drawing variation is set (S313), and the stop time of the general drawing (500 ms in this embodiment, see Fig. 13(C)) is set (S314), and this process ends.

[0427] Also, if the stop display of the general drawing is in progress in step S302 described above (S302: YES), then it is subsequently determined whether the stop time of the general drawing set in step S314 has elapsed (S315). If it has not elapsed (S315: NO), this process ends. On the other hand, if it has elapsed (S315: YES), it is determined whether the general drawing stop symbol data of the ordinary winning symbol is set (S316). If it is not the data of the ordinary winning symbol (that is, if it is not a win (S316: NO)), this process ends. However, if it is the data of the ordinary winning symbol (that is, if it is a win (S316: YES)), the opening pattern of the electric chew 22 is set based on the "opening pattern determination table of the electric chew" shown in Fig. 13(D) (S317).

[0428] Specifically, in the non-time-shortening state, regardless of the types of General Drawings A to B, a single short release is set as the release pattern of the solenoid 22. In the slightly time-shortening state, regardless of the types of General Drawings A to B, a double short release is set as the release pattern of the solenoid 22. In the A time-shortening state, the C time-shortening state, or the first to sixth time-shortening states, regardless of the types of General Drawings A to B, a double long release is set as the release pattern of the solenoid 22.

[0429] Next, displacement control is performed to operate the solenoid 22 according to the solenoid release pattern set in step S317 (S318).

[0430] Also, if the solenoid 22 is operating in step S301 above (S301: YES), it is determined whether a specified number of game balls have won the second start port 21 based on the release of the solenoid 22 (S319). If a specified number of wins have occurred (S319: YES), the operation of the solenoid 22 is terminated without waiting for the elapse of the operation time of the solenoid 22 (S321).

[0431] Next, if a specified number of wins have not occurred (S319: NO), it is determined whether the operation time of the solenoid 22 has elapsed (S320). If the operation time of the solenoid 22 has not elapsed (S320: NO), this process is terminated. On the other hand, if the operation time of the solenoid 22 has elapsed (S320: YES), the operation of the solenoid 22 is terminated (S321).

[0432] [Special Operation Process] As shown in FIG. 21, the game control microcomputer 81 performs a special operation process (S106) after the normal operation process (S105) related to the main side timer interrupt process (S005) in FIG. 17.

[0433] In the special operation process (S106), the processing related to the special figure display 41 and the big winning device (the first big winning device 31 and the second big winning device 36) is divided into five stages, and "special operation status 1, 2, 3, 4, 5" is assigned to each of these stages.

[0434] When the "special operation status" is "1" (S901: YES), special symbol standby processing (S902) is performed. When the "special operation status" is "2" (NO in S901, S903: YES), special symbol variation processing (S904) is performed. When the "special operation status" is "3" (both NO in S901 and S903, S905: YES), special symbol determination processing (S906) is performed. When the "special operation status" is "4" (all NO in S901, S903, and S905, S907: YES), special electric accessory processing 1 as a big win game (S908) is performed. When the "special operation status" is "5" (all NO in S901, S903, S905, and S907), special electric accessory processing 2 as a small win game (S909) is performed. Note that the special operation status is "1" in the initial setting.

[0435] [Special symbol standby processing (special operation status 1 in FIG. 21)] As shown in FIG. 22, in the special symbol standby processing (S902), the game control microcomputer 81 determines whether or not the acquired random number value (the random number value before the hit determination acquired in the above step S206) is stored in the special symbol 2 hold memory unit 85b (FIG. 5) (S1001).

[0436] When the acquired random number value is not stored in the special symbol 2 hold memory unit 85b (FIG. 5) (S1001: YES), that is, when there is no storage of the random number counter value group acquired due to winning at the second start port 21, it is determined whether or not the number of held balls at the first start port 20 (that is, the special symbol 1 held ball number) is "0" (S1007).

[0437] And when the number of reserved balls in Special Figure 1 is also "0" (S1007: YES), that is, when there is no memory of the random number counter value group acquired due to winning the first start port 20, it is determined whether the display screen 7a of the image display device 7 has already been set as the standby screen (demo screen for waiting customers) (S1013). If so (S1013: YES), the process ends. If not (S1013: NO), standby screen setting processing (S1014) is performed. In the standby screen setting processing (S1014), after waiting for a predetermined standby time to elapse, a customer waiting standby command for displaying the standby screen is set.

[0438] In step S1001, when the acquired random number value is not stored in the special figure 2 reserved memory unit 85b (Fig. 5) (S1001: NO), special figure 2 jackpot determination processing (S1002) and special figure 2 variation pattern selection processing (S1003) are sequentially performed. After that, the game control microcomputer 81 subtracts 1 from the number of reserved balls in special figure 2, and clears the storage location (first storage area) for reading various counter values in the special figure 2 reserved memory unit 85b to make it in a free state (S1004).

[0439] Then, each of the five storage locations (memory area for reading + memory areas for reserved 1 to reserved 4) of various counter values in the special figure 2 reserved memory unit 85b is shifted one by one to the side to be read from the current position (first memory area side), and the fifth memory area (memory area farthest from the free state side) corresponding to the fourth reserved in the special figure 2 reserved memory unit 85b is made in a free state (S1005). In this way, the special figure 2 reservations are consumed in the order in which they are reserved.

[0440] Subsequently, the game control microcomputer 81 executes special figure 2 variation start processing (S1006). In the special figure 2 variation start processing (S1006), the special operation status is set to "2", and a variation start command is set in the output buffer of the RAM 84 to start the variation display of special figure 2.

[0441] Note that the variation start command (also referred to as the special figure 2 variation start command) set in the special figure 2 variation start process (S1006) includes information on the special figure stop symbol data (not shown) set in the special figure 2 big hit determination process (S1002) and information on the variation pattern (information including variation time information) set in the special figure 2 variation pattern selection process (S1003).

[0442] Also, when the acquired random number value is not stored in the special figure 2 hold memory unit 85b (Fig. 5) but the number of special figure 1 hold balls is not "0" (YES in S1001 and NO in S1007), the special figure 1 big hit determination process (S1008) and the special figure 1 variation pattern selection process (S1009) are sequentially performed.

[0443] After that, the game control microcomputer 81 subtracts 1 from the number of special figure 1 hold balls and clears the storage location (first storage area) for reading various counter values in the special figure 1 hold memory unit 85a to make it in an empty state (S1010).

[0444] Then, each of the five storage locations (each storage area) in the special figure 1 hold memory unit 85a where various counter values can be stored is shifted by one to the side to be read from the current position (the first storage area (empty state) side), and the fifth storage area (the storage area farthest from the empty state side) corresponding to the fourth hold in the special figure 1 hold memory unit 85a is made in an empty state (S1011). In this way, the special figure 1 holds are digested in the order in which they are held.

[0445] Subsequently, the game control microcomputer 81 executes the special figure 1 variation start process (S1012). In the special figure 1 variation start process (S1012), the special operation status is set to "2", and the variation start command is set in the output buffer of the RAM 84 to start the variation display of the special figure 1.

[0446] Note that the variation start command (also referred to as the special figure 1 variation start command) set in the special figure 1 variation start process (S1012) includes information on the special figure stop symbol data (not shown) set in the special figure 1 big win determination process (S1008) and information on the variation pattern (information including variation time information) set in the special figure 1 variation pattern selection process (S1009).

[0447] As described above, in this embodiment, the variation display of the special symbol based on the special figure 1 hold is performed only when the special figure per hit random number counter value is not stored in the special figure 2 hold memory unit 85b (when YES in S1001). That is, the process based on the special figure per hit random number counter value in the special figure 2 hold memory unit 85b is executed with priority over the digestion of the special figure 1 hold.

[0448] Note that the digestion of the special figure 1 hold may be executed during the process based on the special figure per hit random number counter value in the special figure 2 hold memory unit 85b.

[0449] And in this embodiment, when winning a small win in the lottery based on the special figure per hit random number counter value in the special figure 2 hold memory unit 85b, it becomes possible to pass through the specific area 39 during the subsequent small win game (when the second big winning device 36 is open).

[0450] [Special Figure 1 Big Win Determination Process] As shown in FIG. 23A, in the special figure 1 big win determination process (S1008), the game control microcomputer 81 reads, as a determination value, the special figure per hit random number counter value extracted upon the special figure 1 winning (start winning) and stored in the special figure 1 hold memory unit 85a (the first storage area corresponding to the reading of the special figure 1 hold) of the RAM 84 (S1101).

[0451] Next, the special figure per hit random number determination table (FIG. 9(A)) is set (S1102). Next, it is determined whether or not it is a big win based on the set determination table (S1103). That is, it is determined whether or not the special figure per hit random number counter value matches any value within the range of the big win determination value (determination information) corresponding to the type of the special symbol.

[0452] If the result of the big win determination (S1103) is "big win" (S1103: YES), the big win flag (information related to the determination result of the big win winning) is set to ON (S1104), and the special figure type random number counter value (extracted value related to counter B in FIG. 8(A)) extracted upon winning the special figure prize is read, and the big win figure type (type of big win) is determined based on the "big win figure type determination table" shown in FIG. 9(B) (S1105).

[0453] After determining the big win figure type (S1105), special figure stop figure data (not shown) that becomes any one of the identification information corresponding to the big win figure type is set (the big win figure is set) in the special figure type buffer provided in the RAM84 (S1106), and the process ends.

[0454] On the other hand, if the result of the big win determination (S1103) is "loss" (S1103: NO), it is determined whether the game state is a non-time-limited state (S1107).

[0455] When the game state is the normal time-limited state (S1107: NO), special figure stop figure data (not shown) that becomes any one of the identification information corresponding to the loss figure type is set (the loss figure is set) in the special figure type buffer provided in the RAM84 (S1108), and the process ends.

[0456] On the other hand, when the game state is a non-time-limited state (S1107: YES), if the result of the big win determination (S1103) is "loss" (S1103: NO), the special figure type random number counter value is read, and the loss figure type (type of loss) is determined based on the "loss figure type determination table" shown in FIG. 9(D) (S1109).

[0457] In step S1110, if the type of the losing symbol is "Special Figure 1 - Losing Symbol A", the A flag for short C winning per spin is turned ON, and if the type of the losing symbol is "Special Figure 1 - Losing Symbol B", the B flag for short C winning per spin is turned ON. Then, special figure stop symbol data (not shown), which is any one of the identification information corresponding to each short C winning per spin, is set in the special figure type buffer provided in the RAM 84 (set the short C winning per spin symbol) (S1111), and the process ends.

[0458] Note that in this embodiment, by not providing an opportunity to win a small prize in the lottery of Special Figure 1, the small prize winning probability in the lottery of Special Figure 2 is made higher than that of the lottery of Special Figure 1. However, it is not limited to this, and the small prize winning probability in the lottery of Special Figure 1 may be made higher than that of the lottery of Special Figure 2. Also, the lottery related to winning a small prize may be performed only in either the lottery of Special Figure 1 or the lottery of Special Figure 2. Further, a random number for determining whether it is a short C winning per spin may be provided separately from the random number per special figure to enable determination.

[0459] [Special Figure 2 Big Win Determination Process] As shown in FIG. 23B, in the special figure 1 big win determination process (S1008), the game control microcomputer 81 reads, as a determination value, the random number counter value per special figure stored in the special figure 1 hold memory section 85a (the first storage area corresponding to the reading of the special figure 1 hold) of the RAM 84, which is extracted on the occasion of a special figure 2 winning (start winning) (S1201).

[0460] Next, the random number determination table per special figure (FIG. 9(A)) is set (S1202). Next, it is determined whether it is a small win based on the set determination table (S1203). That is, it is determined whether the random number counter value per special figure matches any one of the values within the range of the small win determination value (determination information) corresponding to the type of the special symbol. Note that a random number for determining whether it is a small win may be provided separately from the random number per special figure.

[0461] If the result of the minor hit determination (S1203) is "minor hit" (S1203: YES), the minor hit flag (information related to the determination result of the minor hit winning) is set to ON (S1204), and the special drawing type random number counter value (the extraction value related to counter B in FIG. 8(A)) extracted upon winning the special drawing is read, and the minor hit symbol type (the type of minor hit) is determined based on the "minor hit symbol type determination table" shown in FIG. 9(C) (S1205).

[0462] After determining the minor hit symbol type (S1205), special drawing stop symbol data (not shown) that becomes any one of the identification information corresponding to the minor hit symbol type is set in the special drawing type buffer provided in the RAM84 (the minor hit symbol is set) (S1206), and the process ends.

[0463] On the other hand, if the result of the minor hit determination (S1203) is "miss" (S1203: NO), special drawing stop symbol data (not shown) that becomes any one of the identification information corresponding to the miss symbol type is set in the special drawing type buffer provided in the RAM84 (the miss symbol is set) (S1207), and the process ends.

[0464] [Special Drawing 2 Variation Pattern Selection Process (Special Drawing 1 Variation Pattern Selection Process)] The special drawing 2 variation pattern selection process (S1003) and the special drawing 1 variation pattern selection process (S1009) related to the special drawing standby process (S902) in FIG. 24 can be generally considered to have the same processing flow, so they will be described together based on FIG. 24.

[0465] As shown in FIG. 24, the game control microcomputer 81 determines whether the game state is a non-time-limited state (whether the game state status is "0") in the special drawing 2 variation pattern selection process (S1003) or the special drawing 1 variation pattern selection process (S1009) (S1301).

[0466] If it is not in the short-time state (S1301: YES), then it is subsequently determined whether it is a big win (big win flag is ON) (S1302). If it is a big win in step S1302 (S1302: YES), refer to the table for non-short-time big wins (the part corresponding to the big win in Fig. 12(C)) (abbreviated as TB in the figure), and select a variation pattern based on the special figure variation pattern random number counter value extracted upon winning the special figure prize (the extracted value related to counter D in Fig. 8) (S1303).

[0467] In this embodiment, as shown in Figs. 12(A) to (C), once the variation pattern is determined, the variation time is also determined. Also, the variation patterns are associated with the content of the variation effects. When the variation pattern is determined, a variation effect with content corresponding to the variation pattern is executed (refer to the reach type columns in Figs. 12(A) to (C)). As an example, in the variation effect of the content based on the variation pattern P1, a normal reach (hereinafter also referred to as N reach) is executed. In the variation effect of the content based on the variation pattern P2, a super reach (hereinafter also referred to as SP reach) is executed. In the variation effect of the content based on the variation pattern P13, a battle A reach is executed. In the variation effect of the content based on the variation pattern P21, a judge A is executed.

[0468] And the SP reach, battle A reach, or battle B reach in this embodiment is a reach with a longer variation time than the N reach, and is executed based on the allocation setting that makes the expected degree (winning expectation degree) for winning when the special figure lottery is conducted higher than that of the N reach. Note that it may be a progressive variation effect that leads to the execution of an SP reach or a battle reach following the execution of the N reach. Note that judge A and judge B are variation effects that can be executed only in the non-short-time state.

[0469] On the other hand, in step S1302, if it is not a jackpot (the jackpot flag is OFF) (S1302: NO), refer to the table for non-time-saving C-time-saving per win (the part corresponding to C-time-saving per win A or B in Fig. 12(C)), and select a variation pattern based on the special figure variation pattern random number counter value extracted upon winning a special figure prize (the extracted value related to counter D in Fig. 8) (S1304). Here, if it is C-time-saving per win A, refer to the table for non-time-saving C-time-saving per win A to select a variation pattern, and if it is C-time-saving per win B, refer to the table for non-time-saving C-time-saving per win B to select a variation pattern.

[0470] If it is not in the non-time-saving state in step S1301 (S1301: NO), determine whether the gaming state is in the very short-time-saving state (whether the gaming state status is "9") (S1305).

[0471] If it is in the very short-time-saving state (S1305: YES), then determine whether it is a jackpot (the jackpot flag is ON) (S1306). If it is a jackpot in step S1306 (S1306: YES), refer to the table for very short-time-saving jackpot (the part corresponding to the jackpot in Fig. 12(A)), and select a variation pattern based on the special figure variation pattern random number counter value extracted upon winning a special figure prize (the extracted value related to counter D in Fig. 8) (S1307).

[0472] On the other hand, in step S1306, if it is not a jackpot (the jackpot flag is OFF) (S1306: NO), determine whether it is a minor win (the minor win flag is ON) (S1308). If it is a minor win in step S1308 (S1306: YES), refer to the table for very short-time-saving minor win (the part corresponding to the minor win in Fig. 12(A)), and select a variation pattern based on the special figure variation pattern random number counter value extracted upon winning a special figure prize (the extracted value related to counter D in Fig. 8) (S1309).

[0473] On the other hand, in step S1308, if it is not a near miss (the near miss flag is OFF) (S1308: NO), it is determined whether it is a reach (S1310). If it is a reach in step S1310 (S1310: YES), since it is a case of a losing combination with a reach in a very short time, a table for losing combinations with a reach in a very short time (the part corresponding to the losing combination with a reach in FIG. 12(A)) is referred to, and a variation pattern is selected based on the special figure variation pattern random number counter value (S1311).

[0474] On the other hand, if it is not a reach in step S1310 (S1310: NO), a table for losing combinations without a reach in a very short time (the part corresponding to the losing combination without a reach in FIG. 12(A)) is referred to, and a variation pattern is selected based on the special figure variation pattern random number counter value (S1312).

[0475] If it is not in the very short time state in step S1305 (S1305: NO), it is determined that the game state is the normal short time state (the first to sixth short time states, A short time state, C short time state), and then it is determined whether it is a big win (the big win flag is ON) (S1313). If it is a big win in step S1313 (S1313: YES), a table for big wins in the normal short time (the part corresponding to the big win in FIG. 12(B)) is referred to, and a variation pattern is selected based on the special figure variation pattern random number counter value (the extraction value related to counter D in FIG. 8) extracted upon the special figure winning (S1314).

[0476] On the other hand, in step S1313, if it is not a big win (the big win flag is OFF) (S1313: NO), it is determined whether it is a near miss (the near miss flag is ON) (S1315). If it is a near miss in step S1315 (S1315: YES), a table for near misses in the normal short time (the part corresponding to the near miss in FIG. 12(B)) is referred to, and a variation pattern is selected based on the special figure variation pattern random number counter value (the extraction value related to counter D in FIG. 8) extracted upon the special figure winning (S1316).

[0477] On the other hand, in step S1315, if it is not a minor hit (the minor hit flag is OFF) (S1315: NO), it is determined whether it is a reach (S1317). If it is a reach in step S1317 (S1317: YES), since it will be a losing combination with a reach, a table for losing combinations with a reach during normal short time (the part corresponding to the losing combination with a reach in Fig. 12(B)) is referred to, and a variation pattern is selected based on the special drawing variation pattern random number counter value (S1318).

[0478] On the other hand, if it is not a reach in step S1317 (S1317: NO), a table for losing combinations without a reach during normal short time (the part corresponding to the losing combination without a reach in Fig. 12(B)) is referred to, and a variation pattern is selected based on the special drawing variation pattern random number counter value (S1319).

[0479] Finally, in step S1320, the variation pattern selected as described above is set (S1320), and this process is terminated.

[0480] Note that the information on the variation pattern set in step S1320 is associated with the variation start command used in the special drawing 2 variation start process (step S1006) or the special drawing 1 variation start process (step S1012) in the special symbol waiting process (S902).

[0481] Also, in the selection process of the variation pattern at the time of the final variation in the short time state during normal time, a battle A reach or a battle B reach may be selected. That is, at the time of the final variation in the short time state, a predetermined reach effect may be executed so as to show the result of success or failure by the special drawing lottery.

[0482] [During special symbol variation process (special operation status 2 in Fig. 21)] As shown in FIG. 25, during the special symbol variation process (S904), the game control microcomputer 81 determines (S1501) whether or not the variation time of the special symbol (the variation time determined according to the variation pattern selected in step S1003 or S1009, see FIG. 12) has elapsed. If the variation time of the special symbol has not elapsed (S1501: NO), this process is immediately terminated. Thereby, the variation display of the special symbol is continued.

[0483] On the other hand, if the variation time has elapsed (S1501: YES), a variation stop command is set (S1502), and the special operation status is set to "3" (S1503). Then, after performing other processes such as stopping the variation display of the special symbol with a symbol (any one of the jackpot symbol, small win symbol, time shortening symbol, special loss symbol) corresponding to the set special symbol stop symbol data (not shown), this process is terminated (S1504).

[0484] [Special Symbol Determination Process (Special Operation Status 3 in FIG. 21)] As shown in FIG. 26, during the special symbol determination process (S906), the game control microcomputer 81 determines (S1601) whether or not the stop time of the special symbol (FIG. 12) has elapsed. If it has not elapsed (S1601: NO), this process is immediately terminated. On the other hand, if the stop time has elapsed (S1601: YES), a game state management process is performed (S1602). The game state management process will be described in detail later.

[0485] Next, it is determined whether or not the jackpot flag is ON (there is storage of information related to the determination result of jackpot winning) (S1603). If the jackpot flag is ON (S1603: YES), the special operation status is set to "4" (S1604). Then, the game control microcomputer 81 determines whether or not the time shortening flag is ON (S1605), and if the time shortening flag is not ON (S1605: NO), the process proceeds to step S1607.

[0486] On the other hand, when the time-saving flag is ON (S1605: YES), the special figure type buffer provided in the RAM 84 is referred to, and the type of the time-saving state (the number of times of time-saving at the start of the time-saving state) set when the time-saving flag is turned ON is used as the timing related to the determination of the type of the jackpot symbol for the winning determination (at the start or end of the special figure variation when the operating conditions of the first prize game are satisfied). The time-saving flag is turned OFF (S1606), and the process proceeds to step S1607.

[0487] Note that the low base state in this embodiment means a low base state in which there is no electric support (electric chute support / winning support) because the electric chute 22 can be frequently opened, and it does not consider the base-up based on the operation of the big winning device.

[0488] After that, in order to start the jackpot game, a jackpot opening command (not shown) is set (S1607), and the opening of the jackpot game is started (S1608). Here, when the type of the special figure is "Special Figure 1 - Jackpot Symbol A", the "First Prize A Opening Command" is set as the opening command. When the type of the special figure is "Special Figure 1 - Jackpot Symbol B", the "First Prize B Opening Command" is set as the opening command. When the type of the special figure is "Special Figure 1 - Jackpot Symbol C", the "First Prize C Opening Command" is set as the opening command.

[0489] When the sub-control board 90 receives the "First Prize A Opening Command" or the "First Prize B Opening Command", it executes the 10R jackpot game performance. When it receives the "First Prize C Opening Command", it executes the 4R jackpot game performance.

[0490] Subsequent to step S1608, the game control microcomputer 81 sets the opening pattern of the big winning port according to the type of the winning big hit symbol (refer to FIG. 11 in detail) (S1609). At this time, the value of the big winning port opening counter that counts the number of times the big winning port is opened during the special game is set to a value according to the type of the winning big hit symbol. Note that the setting of the opening pattern of the big winning port (setting of data according to the opening pattern of the big winning port) may be performed for each round.

[0491] On the other hand, if the big hit flag is not ON in step S1603 (S1603: NO), it is subsequently determined whether the small hit flag is ON (there is storage of information on the determination result of small hit winning) (S1610). If the small hit flag is ON (S1610: YES), the special operation status is set to "5" (S1611).

[0492] Next, it is determined whether the time shortening flag is ON (S1612). If the time shortening flag is not ON (S1612: NO), the process proceeds to step S1614. However, if the time shortening flag is ON (S1612: YES), the special figure type buffer provided in the RAM 84 is referred to, and at the timing related to the determination of the combination of the type of the time shortening state (the number of times of time shortening at the start of execution) set when the time shortening flag was turned ON and the type of the small hit symbol determined to be a winning during the time shortening state (at the time of V winning when the operating conditions of the two types of big hit games are satisfied, or at the start of the two types of big hit games before V winning), the time shortening flag is turned OFF (S1613), and the process proceeds to step S1614.

[0493] Then, the game control microcomputer 81 sets a small hit opening command (not shown) (S1614) to start the small hit game, and starts the opening of the small hit game (S1615). Here, when the small hit in the sixth short state, the A short state, or the C short state is a small hit game, the "small hit A opening command" is set as the opening command. When it is a small hit game based on the small hit in any one of the first to fifth short states, the "small hit B opening command" is set as the opening command. When the sub-control board 90 receives the "small hit A opening command", it executes the small hit A game effect, and when it receives the "small hit B opening command", it executes the small hit B game effect.

[0494] Subsequent to step S1615, the game control microcomputer 81 sets the opening pattern of the big winning opening according to the type of the selected small hit symbol (see FIG. 11 in detail) (S1616). At this time, the value of the big winning opening counter is set to the value according to the type of the selected small hit symbol.

[0495] Thereafter, the game control microcomputer 81 turns on the distribution member operation flag (S1617) and ends this process. The distribution member operation flag is a flag indicating the period for operating the distribution member 71. That is, in this embodiment, the operation of the distribution member 71 is started together with the opening of the small hit game. The operation pattern of the distribution member 71 will be described in detail later.

[0496] If the small hit flag is not ON in step S1610 (S1610: NO), neither the big hit game nor the small hit game is started. Therefore, the special operation status is set to "1" (S1618), and this process is ended.

[0497] [Game state management process] As shown in FIG. 27, in the game state management process (S1602) related to the special symbol determination process (S906) of FIG. 26, the game control microcomputer 81 determines whether the time shortening flag is ON (S1701). If the time shortening flag is not ON and is in the OFF state (S1701: NO), the process proceeds to step S1705.

[0498] On the other hand, when the time shortening flag is ON (S1701: YES), the value of the time shortening counter that counts the number of special symbols (or it may be the variable display of the general symbol variation) executed during the time shortening state (any of the first to sixth time shortening flags, A time shortening state, C time shortening state, and micro time shortening state) is decremented by 1 (S1702), and it is determined whether the value of the time shortening counter is "0" (S1703).

[0499] If the value of the time shortening counter is not "0" (S1703: NO), the process proceeds to step S1712. If the value of the time shortening counter is "0" (S1703: YES), the time shortening flag is turned OFF (S1704), the game state status is updated to 0 (non - time shortening state) (S1705), and then the process proceeds to step S1706.

[0500] In step S1706, when it is the case of "per C - time shortening (either A or B per C - time shortening)" (S1706: YES), the game state status update process (S1707) is executed.

[0501] In the game state status update process (S1707), when it is a loss due to "Special Symbol 1 - Losing Symbol A" when the value of the game state status before update is "0", the value "8 (C - time shortening state)" is set to the value of the game state status. Thus, the game state is controlled to the C - time shortening state. On the other hand, when it is a loss due to "Special Symbol 1 - Losing Symbol B" when the value of the game state status before update is "0", the value "9 (micro time shortening state)" is set to the value of the game state status (see FIG. 11(B)). Thus, the game state is controlled to the micro time shortening state.

[0502] After executing the game state status update process (S1707), the time shortening flag is set to ON (S1708), the process proceeds to step S1709, the time shortening counter value corresponding to the game state status (see Fig. 11(B)) is set, and the process proceeds to step S1712.

[0503] In addition, each time shortening state in this embodiment ends when either a special figure variation corresponding to the respective time shortening state occurs (time shortening counter value = 0) or a winning condition for a small win is satisfied.

[0504] If it is not a time shortening win (S1706: NO), the process proceeds to step S1710. In step S1710, it is determined whether either the big win flag or the small win flag is ON. If it is ON (S1710: YES), the process proceeds to step S1712. On the other hand, if neither the big win flag nor the small win flag is ON and it is a losing case (S1710: NO), the process proceeds to step S1711.

[0505] In step S1711, the value of the losing counter that counts the number of losing variations (losing variation display of special symbols) is incremented by 1, and the process proceeds to step S1712.

[0506] Note that the value of the losing counter is cleared when it reaches 10,000 times or when a big win is established.

[0507] In step S1712, a game state command including the set game state status information (information indicating the current game state), counter (time shortening counter value, current time shortening counter value (remaining time shortening times), and losing counter value) information is set in the output buffer of the RAM 84, and this process ends. By outputting this game state command, the sub-control board 90 is notified of the information on the current game state. Then, the information on the current game state is shared with the sub-control board 90, and the sub-control board 90 controls the production mode according to the current game state.

[0508] [Special Electric Device Process 1 (Big Win Game)] Special Electric Device Process 1 (Special Operation Status 4 in FIG. 21) is a process for executing a type of big win game.

[0509] As shown in FIG. 28, in Special Electric Device Process 1 (S908), the game control microcomputer 81 determines whether the big win end flag is ON (S2001). The big win end flag is a flag indicating that all openings of the first big winning device 31 (unit opening game, round game) have ended in the selected big win game.

[0510] If the big win end flag is not ON (S2001: NO), it is determined whether the first big winning opening 30 is open (that is, whether the first big winning device 31 is open) (S2002). If it is not open (S2002: NO), it is determined whether the time to open the first big winning opening 30 has arrived, that is, whether the time for the opening of the big win has elapsed and it is time to start opening the first big winning opening 30, or whether the time for the interval between openings has elapsed and it is time to start the next opening (S2003).

[0511] If the determination result of step S2003 is NO, the process ends as it is. On the other hand, if the determination result of step S2003 is YES, the first big winning opening 30 is opened according to the set opening pattern of the winning opening (S2004).

[0512] If the first big winning opening 30 is open in step S2002 (S2002: YES), it is determined whether the number of winning times at the first big winning opening 30 in that unit opening game (1 round game) has reached the specified maximum number of winning times (10 in this embodiment) (S2005). If it has not reached the specified number of winning times (S2005: NO), it is determined whether the time to close the first big winning opening 30 has arrived (that is, whether a predetermined opening time (see FIG. 11) has elapsed since the first big winning opening 30 was opened) (S2006). And if the opening time of the first big winning opening 30 has not elapsed (S2006: NO), this process ends.

[0513] On the other hand, when the specified number of winning has been reached (S2005: YES) or when the opening time of the first major winning opening 30 has elapsed (S2006: YES), that is, when any of the two opening end conditions is satisfied, the first major winning opening 30 is closed (blocked) (S2007). Then, the value of the major winning opening opening counter is decremented by 1 (S2008), and it is determined whether the value of the major winning opening opening counter is "0" (S2009). If it is not "0" (S2009: NO), the process ends as it is to start the next opening.

[0514] On the other hand, if it is "0" (S2009: YES), a jackpot ending command (not shown) is set (S2010) in order to end the jackpot game, and the jackpot ending is started (S2011). Then, the jackpot end flag is set and the process ends (S2012).

[0515] Also, if the jackpot end flag is ON in step S2001 (S2001: YES), since the opening of the first major winning opening 30 in the jackpot game has all ended, it is determined whether the jackpot ending time has elapsed (S2013). If the ending time has not elapsed (S2013: NO), the process ends.

[0516] On the other hand, if the ending time has elapsed (S2013: YES), the jackpot end flag is turned OFF (S2014), and the jackpot flag is turned OFF (S2015). Then, after setting the special operation status to "1" (S2016), the game state setting process (S2017) described later is performed, and this process ends.

[0517] [Game State Setting Process] As shown in FIG. 29, in the game state setting process (S2017), first, a game state status update process (S2101) is executed.

[0518] In the game state status update process, when the value of the game state status before update is "0 (non-time shortening state)" or "9 (slight time shortening state)" and a big win occurs with "Special Figure 1 - Big Win Symbol A", after the big win, the value "7 (A time shortening state)" is set for the game state status value. As a result, the game state is controlled to the A time shortening state.

[0519] Also, when the value of the game state status before update is "0 (non-time shortening state)" or "9" and a big win occurs with "Special Figure 1 - Big Win Symbol B", after the big win, the value "6 (6th time shortening state)" is set for the game state status value. As a result, the game state is controlled to the 6th time shortening state.

[0520] Also, when the value of the game state status before update is "0 (non-time shortening state)" or "9" and a big win occurs with "Special Figure 1 - Big Win Symbol C", after the big win, the value "1 (1st time shortening state)" is set for the game state status value. As a result, the game state is controlled to the 1st time shortening state.

[0521] Also, when the value of the game state status before update is "1" and a big win occurs based on "Special Figure 2 - Small Win Symbol a", after the big win, the value "6" is set for the game state status value. As a result, the game state is controlled to the 6th time shortening state. On the other hand, when the value of the game state status before update is "1" and a big win occurs based on any one of "Special Figure 2 - Small Win Symbols b - e", after the big win, the value "2 (2nd time shortening state)" is set for the game state status value. As a result, the game state is controlled to the 2nd time shortening state.

[0522] When a jackpot is achieved based on any one of "Special Figure 2 - Small Hit Symbols a, b" when the value of the game state status before update is "2", after the jackpot, the value "6" is set for the game state status. As a result, the game state is controlled to the 6th short state. On the other hand, when a jackpot is achieved based on any one of "Special Figure 2 - Small Hit Symbols c~e" when the value of the game state status before update is "2", after the jackpot, the value "3 (3rd short state)" is set for the game state status. As a result, the game state is controlled to the 3rd short state.

[0523] When a jackpot is achieved based on any one of "Special Figure 2 - Small Hit Symbols a~c" when the value of the game state status before update is "3", after the jackpot, the value "6" is set for the game state status. As a result, the game state is controlled to the 6th short state. On the other hand, when a jackpot is achieved based on any one of "Special Figure 2 - Small Hit Symbols d, e" when the value of the game state status before update is "3", after the jackpot, the value "4 (4th short state)" is set for the game state status. As a result, the game state is controlled to the 4th short state.

[0524] When a jackpot is achieved based on any one of "Special Figure 2 - Small Hit Symbols a~d" when the value of the game state status before update is "4", after the jackpot, the value "6" is set for the game state status. As a result, the game state is controlled to the 6th short state. On the other hand, when a jackpot is achieved based on "Special Figure 2 - Small Hit Symbol e" when the value of the game state status before update is "4", after the jackpot, the value "5 (5th short state)" is set for the game state status. As a result, the game state is controlled to the 5th short state.

[0525] When a jackpot is achieved based on any one of "Special Figure 2 - Small Hit Symbols a~e" when the value of the game state status before update is any one of "5~7", after the jackpot, the value "6" is set for the game state status. As a result, the game state is controlled to the 6th short state.

[0526] Also, when a jackpot occurs based on any one of "Special Figure 2 - Small Hit Symbols a to e" when the value of the game state status before update is any one of "5 to 7", after the jackpot, the value "6" is set to the game state status value. As a result, the game state is controlled to the 6th short time state.

[0527] Also, when a jackpot occurs based on any one of "Special Figure 2 - Small Hit Symbols a to e" when the value of the game state status before update is "8 (C - short time state)", after the jackpot, the value "7" is set to the game state status value. As a result, the game state is controlled to the A - short time state (see Figure 11(A) above).

[0528] After executing the game state status update process (S2101), the short time flag is turned ON (S2102), and then the short time count corresponding to the game state status (see Figure 11(A)) is set to the short time counter (S2103), and the process proceeds to step S2104.

[0529] In step S2104, a game state command including the set game state status information (information indicating the current game state) and the short time count (counter) information is set to the output buffer of the RAM84, and this process ends. By outputting this game state command, the sub - control board 90 is notified of the information of the current game state. Then, the information of the current game state is shared with the sub - control board 90, and the sub - control board 90 controls the production mode according to the current game state.

[0530] [Special Electric Device Process 2 (Small Hit Game)] Special Electric Device Process 2 (Special Operation Status 5 in Figure 21) is a process for executing a small hit game that releases the second large winning device 36 having the specific area 39.

[0531] As shown in FIGS. 30 and 31, the game control microcomputer 81 determines whether the small hit end flag is ON in the special electric device process 2 (S909) (S2301). The small hit end flag is a flag indicating that the release of the second large winning device 36 has ended in the small hit game.

[0532] If the small hit end flag is not ON (S2301: NO), it is determined whether the second largest winning opening 35 is open (that is, whether the second largest winning device 36 is open) (S2302). If it is not open (S2302: NO), it is determined whether the time to open the second largest winning opening 35 has arrived, that is, whether the time of a predetermined pre-opening interval (small hit opening) has elapsed and the time to start opening the second largest winning opening 35 has arrived (S2303).

[0533] If the determination result of step S2303 is NO, the process ends as it is. On the other hand, if the determination result of step S2303 is YES, the second largest winning opening 35 is opened according to the opening pattern of the winning opening corresponding to the type of the winning small hit symbol (see FIG. 11) (S2304).

[0534] If the second largest winning opening 35 is open in step S2302 (S2302: YES), it is determined whether the number of winning times for the second largest winning opening 35 has reached the specified maximum number of winning times (10 in this embodiment) (S2305). If the specified number of winning times has not been reached (S2305: NO), it is determined whether the time to close the second largest winning opening 35 has arrived (whether the opening time of the winning opening in the first round shown in FIG. 11 (2 seconds opening + 1 second opening × 10 times) has elapsed) (S2306). And if the opening time of the second largest winning opening 35 has not elapsed (S2306: NO), this process ends.

[0535] On the contrary, when the specified number of winning times is reached (S2305: YES) or when the opening time of the second largest winning opening 35 has elapsed (S2306: YES), that is, when any of the two opening end conditions is satisfied, the second largest winning opening 35 is closed (blocked) (S2307). Then, the value of the winning opening open counter is decremented by 1 (S2308), the small hit end flag is set (S2309), and this process ends.

[0536] Also, if the small hit end flag is ON in step S2301 (S2301: YES), as shown in FIG. 31, it is determined whether or not a predetermined time (the time of the post-closure interval) has elapsed after the closure of the second big winning opening 35 in the small hit game (S2310). If the time of the post-closure interval has not elapsed (S2310: NO), the process ends. Note that the time of the post-closure interval in the small hit game will be described later. On the other hand, if the time of the post-closure interval has elapsed (S2310: YES), the small hit end flag is turned OFF (S2311), the small hit flag is turned OFF (S2312), and the process proceeds to step S2313.

[0537] In step S2313, it is determined whether or not the V flag is ON. The V flag is a flag indicating that a game ball has passed through the specific area 39 during the execution of the small hit game, and is a flag that is turned ON in step S2603 (see FIG. 34) described later.

[0538] If the V flag is ON (S2313: YES), in order to execute the two-type big hit game, the game control microcomputer 81 turns OFF the V flag (S2314), turns ON the big hit flag (S2315), sets the special operation status to "4" (S2316), and proceeds to step S2317. Then, a big hit opening command (not shown) is set (S2317), and the big hit opening is started (S2318). Thereby, the game shifts from the small hit game that opens the second big winning opening 35 for a short time to the two-type big hit game.

[0539] Here, in the case of a double jackpot game based on a minor win or a minor win that transitions to the sixth short state after the end of a major win in the sixth short state, the A short state, or the C short state, "Double Jackpot A Opening Command" is set as the opening command. In the case of a double jackpot game based on a minor win that does not transition to the sixth short state after the end of a major win, "Double Jackpot B Opening Command" is set as the opening command. When the sub-control board 90 receives the "Double Jackpot A Opening Command", it executes the double jackpot A game performance. When it receives the "Double Jackpot B Opening Command", it executes the double jackpot B game performance.

[0540] On the other hand, if the V flag is not ON in step S2313 (S2313: NO), since the double jackpot game is not executed, the value of the big winning opening counter is cleared to "0" (S2320), the special operation status is set to "1" (S2321), and this process ends.

[0541] [Vibrating member control process] The game control microcomputer 81 performs a vibrating member control process (S107) next after the special operation process (S106) related to the main side timer interrupt process (S005) in FIG. 17.

[0542] As shown in FIG. 32, in the vibrating member control process (S107), first, it is determined whether the vibrating member operation flag is ON (S2501). If the vibrating member operation flag is not ON (S2501: NO), this process ends. On the other hand, if the vibrating member operation flag is ON (S2501: YES), since the opening of the minor win game has started (see FIG. 26), a vibrating member operation process (S2502) is performed to operate the vibrating member 71 in a predetermined operation pattern, and a V valid period setting process (S2503) is performed.

[0543] In the vibration unit member operation process (S2502), a timer for measuring the operation time of the vibration unit member 71 is set. Based on the time measurement using this timer, when the opening timing of the vibration unit member 71 is reached, the solenoid 73 of the vibration unit member is turned on, and when the closing timing of the vibration unit member 71 is reached, the solenoid 73 of the vibration unit member is turned off. Thereby, the vibration unit member 71 will move with a certain operation from the start of the opening of the minor hit game.

[0544] Specifically, first, the vibration unit member 71 is controlled to be in a passage blocking state (the state shown by the broken line in FIG. 2) for 8 ms from the start of the opening of the minor hit game. This is called the pre-opening interval. Subsequently, it is controlled to be in a passage permitting state (see FIG. 2) for 4600 ms. This is called V opening. Next, it is controlled to be in a passage blocking state for 3000 ms. This is called the post-closing interval. Such a series of operations consisting of "pre-opening interval ⇒ V opening ⇒ post-closing interval" is the constant operation of the vibration unit member 71.

[0545] Also, in the V valid period setting process (S2503), a V valid period is set for the constant operation of the vibration unit member 71 as described above. The V valid period is the period during which when there is detection by the specific area sensor 39a, the detection is regarded as valid and the V flag is turned on. As shown in FIG. 33(d), the V valid period is until a predetermined time has elapsed from the start of the opening of the specific area 39 (the time when the vibration unit member 71 is controlled to be in a passage permitting state). The predetermined time is set to be longer than the opening time of the specific area 39 (the time when the vibration unit member 71 is controlled to be in a passage permitting state). This is in consideration of the time lag until the game ball that has passed through the arrangement position of the vibration unit member 71 reaches the specific area 39.

[0546] Specifically, in the V valid period setting process (S2503), a timer for measuring the V valid period is set. Based on the timekeeping using this timer, when the timing to enable the specific area 39 arrives, the V valid flag is turned ON, and when the timing to disable the specific area 39 arrives, the V valid flag is turned OFF. Note that in step S2602 of the specific area sensor detection process (S108) described later, it is determined whether the V valid period is in progress by determining whether this V valid flag is ON.

[0547] Subsequent to the V valid period setting process (S2503), the game control microcomputer 81 determines whether the operation of the vibration member 71 has ended (S2504). Specifically, based on the timer for measuring the operating time of the vibration member 71 set in step S2502, it is determined whether the total operating time (7600 ms (see FIG. 33(c))) has elapsed from the start to the end of the constant operation of the vibration member 71. And when the operation of the vibration member 71 has not ended (S2504: NO), this process ends as it is. On the other hand, when the operation of the vibration member 71 has ended (S2504: YES), after turning off the vibration member operation flag (S2505), this process ends.

[0548] Here, based on FIG. 33, the relationship between the constant operation of the vibration member 71 as described above and the opening pattern of the second large winning opening 35 (opening and closing member 37) in the small hit game will be described. In this embodiment, as the opening pattern of the second large winning opening 35 in the small hit game, there are two opening patterns shown in FIGS. 33(b) and (e). Note that FIG. 33(a) shows the timing of the variable display and stop display of the special symbol in order to clearly show the timing of the start of the small hit game.

[0549] The opening pattern shown in FIG. 33(b) is the opening pattern selected when winning a small hit in the lottery of Special Figure 2. That is, it is the opening pattern selected when winning "Special Figure 2_Small Hit Symbol b" (see FIG. 11). This opening pattern is a passing opening pattern that allows passage to the specific area 39.

[0550] More specifically, this passage opening pattern closes the second largest winning opening 35 for 8 ms and then opens the second largest winning opening 35 for 1600 ms, and then closes the second largest winning opening 35 for 6000 ms. In other words, the small win game executed with this opening pattern includes an opening where the second largest winning opening 35 is closed for 8 ms, a small win opening game where the second largest winning opening 35 is opened for 1600 ms, and a post-closure interval where the second largest winning opening 35 is closed for 6000 ms.

[0551] When the second largest winning opening 35 is opened with such an opening pattern, during the 1600 ms opening period of the second largest winning opening 35 and during the 6000 ms period after the second largest winning opening 35 is closed, when the vibration member 71 is in the V-open state, the vibration member 71 is in a passage-permitted state (see FIGS. 33(b) and (c)). Therefore, no matter at what winning timing the game ball wins the second largest winning opening 35, the game ball can pass through the specific area 39. In this embodiment, if the game balls are continuously fired to the right, each device such as the second largest winning device 36 is arranged so that the game balls will surely win the second largest winning opening 35 during the 1.6-second opening period. Also, the time required for the game ball that has passed through the second largest winning opening 35 to reach the arrangement position of the vibration member 71 is shorter than 3000 ms.

[0552] The opening pattern shown in FIG. 33(e) is the opening pattern selected when winning in the lottery of Special Figure 2 for "Special Figure 2 - Small Win Symbol a" (see FIG. 11). This opening pattern is a non-passage opening pattern where passage to the specific area 39 is substantially impossible.

[0553] More specifically, this non-winning opening pattern closes the second-largest winning opening 35 for 4568 ms and then opens the second-largest winning opening 35 for 1600 ms, and then closes the second-largest winning opening 35 for 1440 ms. In other words, the small winning game executed with this opening pattern includes an opening in which the second-largest winning opening 35 is closed for 4568 ms, a small winning opening game in which the second-largest winning opening 35 is opened for 1600 ms, and a post-closure interval in which the second-largest winning opening 35 is closed for 1440 ms.

[0554] When the second-largest winning opening 35 is opened with such an opening pattern, the V-opening of the distribution member 71 is almost completed during the opening (see FIGS. 33(e) and (c)). The period during which the V-opening of the distribution member 71 coincides with the opening of the second-largest winning opening 35 is only 40 ms immediately after the start of the opening of the second-largest winning opening 35. Therefore, even if a game ball enters at the start of the opening of the second-largest winning opening 35, by the time the game ball reaches the position of the distribution member 71, the distribution member 71 is controlled to be in a state of blocking passage. Thus, when this opening pattern is selected, the game ball does not pass through the specific area 39. That is, it is substantially impossible for the game ball to pass through the specific area 39.

[0555] As described above with reference to FIG. 33, in the present embodiment, the operation of the distribution member 71 is started with the start of the opening of the small winning game. And the small winning game is executed with any one of two opening patterns according to the type of small winning symbol. The time of the opening is different for each opening pattern. Therefore, in each opening pattern, the opening timing of the second-largest winning opening 35 with respect to the displacement timing of the distribution member 71 is different. Thus, it is possible to execute a small winning game in which the specific area 39 can be passed regardless of the winning timing for the second-largest winning opening 35 (the special 2V passing small winning in FIG. 33(b)) and a small winning game in which the specific area 39 cannot be passed no matter at what timing the second-largest winning opening 35 is won (the special 2V non-passing small winning in FIG. 33(e)).

[0556] In this embodiment, during the small hit game, the number of game balls that have entered the second large winning device 36 is counted based on the detection by the second large winning opening sensor 35a, and the number of game balls discharged outside the second large winning device 36 is counted based on the detection by the specific area sensor 39a or the non-specific area sensor 70a. That is, in this embodiment, the specific area sensor 39a and the non-specific area sensor 70a also function as the discharge port sensor 15a that counts the number of game balls discharged outside the second large winning device 36. And when the two count values do not match at the end of a certain operation of the distribution member 71, an error notification is given. After the second large winning opening 35 is closed, the operation of the distribution member 71 may be stopped when the two count values match. In this way, it becomes possible to smoothly start the variable display of the special symbol after the second large winning opening 35 is closed.

[0557] [Specific Area Sensor Detection Process] Returning to the description of the operation of the game control microcomputer 81. The game control microcomputer 81 next performs a specific area sensor detection process (S108) following the distribution member control process (S107) related to the main side timer interrupt process (S005) in FIG. 17.

[0558] As shown in FIG. 34, in the specific area sensor detection process (S108), first, it is determined whether there has been a detection of a game ball for turning on the specific area sensor 39a (S2601). If there is no detection (S2601: NO), the process ends, but if there is a detection (S2601: YES), it is determined whether it is during the V valid period (S2602). The V valid period is the period set in the V valid period setting process (S2503) in the distribution member control process (FIG. 32). Specifically, the V valid period is the period shown in FIG. 33(d).

[0559] If it is determined in step S2602 that it is within the V validity period (S2602: YES), the V flag is turned on (S2603), the V pass command is set (S2604), and the process proceeds to step S2605. On the other hand, if it is determined in step S2602 that it is not within the V validity period (S2602: NO), the specific area sensor detection process is terminated without performing the processes from step S2603 to step S2606. The V pass command is a command for causing the sub-control board 90 to notify the passage through V (passage through the specific area 39).

[0560] [Safety device (complete function)] Incidentally, in this pachinko machine 1 (including a non-enclosed pachinko machine and an enclosed pachinko machine), a safety device (complete function) is provided that suppresses the excitement of the player's gambling mentality by stopping the game when the number of balls discharged reaches a certain number.

[0561] Here, the complete function is a game specification in which when the difference (so-called, MY: the maximum number of difference balls in a day) calculated from the minus profit based on the number of balls launched until the result of a predetermined lottery becomes a predetermined winning during a predetermined game state (normal game) and the plus profit based on the number of prize balls obtained in response to the entry of game balls into a predetermined ball entry port after the winning reaches a specified number (for example, MY95,000 balls), the continuation of the game progress becomes impossible (game over).

[0562] The difference (hereinafter referred to as difference ball MY) is the maximum number of difference balls in a day (the maximum number of balls when in a state where a big win cannot be obtained even though a certain amount of time has passed since the previous big win), and can be grasped from the signals of out (operation count) and safe (payout count) (grasped at the time when the number of balls falling on the back side of the game board 2 and the number of balls replenished). When MY95,000 balls are reached within the same business day, the game is forcibly terminated, and at the timing when it is MY90000 balls or more, the image display device 7 is notified that the function operation regarding the difference ball MY is in progress.

[0563] Here, regarding the difference ball MY, supplementary explanations will be given using three examples of slump graphs. Figures 35(A), (B), and (C) show the slump graphs for a certain day. The slump graph indicates the history of the number of hits stored in a data counter installed on the gaming table. It is a line graph that represents the number of difference balls on the vertical axis and the number of balls entered on the horizontal axis, recording the flow of balls in time series.

[0564] In the slump graph shown in Figure 35(A), there are three peaks of difference balls at 70,000 balls, 80,000 balls, and 95,000 balls. However, not all of these are the difference ball MY. The maximum value (95,000 balls) of the three peaks of difference balls is the difference ball MY, and there is one per day.

[0565] Also, in the slump graph shown in Figure 35(B), at first glance, it seems that there are three peaks of difference balls, but there is actually only one peak of difference balls. There is a rule for counting the peak of difference balls. The peak of difference balls is determined only when all the acquired prize balls have been consumed (when there are no more prize balls). Therefore, according to the slump graph shown here, since the acquired prize balls have never been consumed, the peak of difference balls (difference ball MY 95,000 balls) is one.

[0566] Also, in the slump graph shown in Figure 35(C), the ball output is always negative on the user side. However, since there is no concept of negative for the difference ball MY, it does not become negative (difference ball MY 95,000).

[0567] The activation conditions of the safety device (complete function) are based on the number of difference balls MY. Therefore, when the number of difference balls MY reaches the specified number, the game is forcibly terminated (stopped) except during a big win. Depending on the timing of hitting a big win before the safety device (complete function) is activated, there is a specification that causes a difference of approximately one big win in the balls that the player can obtain. (In an extreme case, if a big win is won when there is 1 remaining and 1500 remaining until the specified number is reached, 1499 difference balls MY will be generated.)

[0568] Therefore, if the adjustment of the balls that the player can obtain before the activation of the safety device is possible, the player can obtain the maximum number of balls after the activation of the safety device, and the sense of expectation for obtaining balls can be increased without reducing the player's interest in the game.

[0569] For this reason, in this pachinko gaming machine 1, before the activation of the safety device in a state where the base, which is the ratio of the number of prize balls to the number of launched balls (prize ball payout rate), is high (for example, a right hit in the middle), a change in the mode of launch notification (for example, a strong right launch instruction or a weak right launch instruction described later) is made possible, and based on the launch of the game ball according to the instruction of the mode change, a "game end control process" for reducing the base below the design value in a high base such as a jackpot, time shortening, or certain probability variation is implemented.

[0570] Note that the complete function is released when the RAM clear operation is performed when the power of the pachinko gaming machine 1 is turned on again after the power is turned off.

[0571] Next, the game end control process will be described in detail using the flowchart shown in FIG. 36.

[0572] The game end control process is mainly controlled by the main control board 80 (game control microcomputer 81). The game control microcomputer 81 communicates (transmits and receives commands, status, and data through CPU - to - CPU communication) with the payout control board 170 (payout control microcomputer 171) and the sub - control board 90 (production control microcomputer 91), and will be described as being executed in this way.

[0573] In FIG. 36, in a predetermined game state with a high base (for example, a right hit), the main control board 80 (game control microcomputer 81) of the pachinko gaming machine 1 according to the first or second embodiment first determines whether it is in a jackpot state (S1091). The determination of whether it is in a jackpot state is executed by referring to a jackpot flag (information related to the determination result of jackpot winning) or a jackpot end flag that is allocated and stored in a partial area of the RAM 84 when a jackpot occurs or during a jackpot. Here, the jackpot end flag is a flag indicating that the opening of the first major winning device 31 or the second major winning device 36 (unit opening game, round game) in the selected jackpot game has all ended.

[0574] If the result of the jackpot state determination (S1091) is not in a jackpot state (S1091: NO), the game control microcomputer 81 then determines whether it is in a minor hit state (S1092). The determination of whether it is in a minor hit state is executed by referring to a minor hit flag (information related to the determination result of minor hit winning) or a minor hit end flag that is allocated and stored in the RAM 84 when a minor hit occurs. Here, the minor hit end flag is a flag indicating that the opening of the second major winning device 36 in the minor hit game has ended.

[0575] If the result of the jackpot state determination in step S1091 is in a jackpot state (S1091: YES), or if the result of the minor hit state determination in step S1092 is in a minor hit state (S1092: YES), the process proceeds to return and this process ends.

[0576] If the result of the jackpot determination during step S1091 is not a jackpot (S1091: NO), and the result of the minor win determination during step S1092 is not a minor win (S1092: NO), the game control microcomputer 81 executes a difference derivation process (S1093). The difference derivation process executed here is a process in which the game control microcomputer 81 communicates with the payout control board 170 (payout control microcomputer 171) to obtain management information (the number of balls counted for out (operation count or number of balls discharged from the game board) and safe (number of bonus balls or number of balls paid out)) generated by the payout control microcomputer 171, and calculates the difference (difference in the number of balls).

[0577] Next, the game control microcomputer 81 determines whether the difference ball MY has reached a specified value (95,000 balls) that triggers the activation of the safety device (S1094). Here, if it is determined that the value is less than the specified value (S1094: NO), the game control microcomputer 81 further determines whether the difference ball MY has reached a first reach value (90,000 balls), which is the trigger for the first launch notification (S1095). Here, if it is determined that the difference ball MY has reached the first reach value (S1095: YES), the game control microcomputer 81 communicates with the sub-control board 90 (effect control microcomputer 91) to start a first launch notification start process indicating a strong hit instruction related to the second game area 3B, and causes the effect control microcomputer 91 to execute a first launch notification indicating a strong hit instruction related to the second game area 3B as shown in FIG. 37(A) (S1096).

[0578] Specifically, the sub-control board 90 is connected to the image control board 100. The effect control microcomputer 91 on the sub-control board 90 can cause the CPU 102 of the image control board 100 to perform display control of the image display device 7 based on the command received from the game control microcomputer 81. The CPU 102 of the image control board 100 reads out image data from the ROM 103 based on the command from the effect control microcomputer 91, and develops (writes to the RAM 104) the image of the effect screen (first launch notification) shown in FIG. 37(A) on the RAM 104, so that the image display device 7 can display the effect screen (first launch notification) shown in FIG. 37(A). The effect screen (first launch notification) is, for example, an image for indicating a strong right hit, in which a logo including an arrow indicating a right hit instruction is large and is expressed in a prominent color such as red. Furthermore, by giving the logo movement, the player can be further prompted to make a strong right hit.

[0579] On the other hand, in the determination of step 1095, if it is determined tha...

Claims

1. A gaming machine capable of controlling a game state to a normal state, a specific state more advantageous than the normal state, and a special state that can be shifted from the specific state, wherein the game state includes a pseudo-special state that is a pseudo of the special state, it is possible to shift from the special state to the specific state at a first ratio, it is possible to shift from the pseudo-special state to the specific state at a second ratio lower than the first ratio, when not shifting from the special state and the pseudo-special state to the specific state, it is possible to shift to the normal state, in the normal state, it is possible to shift to the specific state based on the derivation of a first special display result, and it is possible to shift to the normal state based on the derivation of a second special display result, in the specific state, it is possible to shift to the specific state based on the derivation of a third special display result, it is possible to shift to the special state based on the derivation of a fourth special display result, and it is possible to shift to the pseudo-special state based on the derivation of a fifth special display result. The gaming machine is characterized by this.

2. The pseudo-special state includes a first pseudo-special state that is the second ratio, and a second pseudo-special state that is a third ratio lower than the second ratio, in the specific state, it is possible to shift to the first pseudo-special state based on the derivation of the fifth special display result, and it is possible to shift to the second pseudo-special state based on the derivation of the sixth special display result. The gaming machine according to Claim 1 is characterized by this.

Citation Information

Patent Citations

  • Pinball game machine

    JP2022135800A