Game machine
Patent Information
- Application Number
- JP2025081904
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-15
- Publication Date
- 2025-11-05
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack enhancements to improve game amusement.
Incorporation of a movable body with a holding portion and biasing means that allows the movable body to move between positions, absorb impacts, and change postures, along with operations that enhance player interaction.
Enhances game interest and amusement by providing dynamic movements and interactions.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine, for example.
Background Art
[0002] Conventionally, gaming machines such as pachinko machines have been known. For example, it is as described in Patent Document 1.
[0003] Patent Document 1 discloses a gaming machine including a movable effect device that performs a predetermined movable effect by performing a rotating operation.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In such a gaming machine, it is desired to further improve the amusement of the game.
[0006] The present invention has been made in view of the above-described problems, and an object thereof is to provide a gaming machine capable of improving the amusement of the game.
Means for Solving the Problems
[0007] The problems to be solved by the present invention are as described above. Next, means for solving this problem will be described.
[0008] The gaming machine according to the present invention includes a movable body movable between a first position and a second position, a holding portion that restricts the movement of the movable body at the second position, and absorbs an impact received by the holding portion when the movable body moves from the first position to the second position, and biasing means capable of biasing the movable body in the direction of the first position when moving from the second position to the first position. The movable body has a face portion provided facing the player and can execute a first operation and a second operation. The holding portion is provided in the back direction of the face portion. The first operation enables a movement that does not change the posture of the movable body, and the second operation enables a movement in which the posture of the movable body continuously changes.
Effect of the Invention
[0009] According to the present invention, the interest of the game can be improved.
Brief Description of the Drawings
[0010]
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Mode for Carrying Out the Invention
[0011] As an example of a gaming machine according to an embodiment of the present invention, a first pachinko gaming machine, a second pachinko gaming machine, and a third pachinko gaming machine will be described as examples.
[0012] In this specification, unless otherwise specified, the front side of the pachinko gaming machine is defined as the front direction, the rear side of the pachinko gaming machine is defined as the rear direction, the left side when the pachinko gaming machine is viewed from the front is defined as the left direction, the right side when the pachinko gaming machine is viewed from the front is defined as the right direction, the upper side of the pachinko gaming machine is defined as the upward direction, the lower side of the pachinko gaming machine is defined as the downward direction, the clockwise direction when the pachinko gaming machine is viewed from the front is defined as the rightward rotation direction, and the counterclockwise direction opposite thereto is defined as the leftward rotation direction.
[0013] The first pachinko machine and the second pachinko machine are both so-called type-1 pachinko machines called "digital pachinko". Among these, the first pachinko machine is a pachinko machine in which only one of the first special symbol and the second special symbol is variably displayed without the two being variably displayed in parallel. In contrast, the second pachinko machine is a pachinko machine in which the first special symbol and the second special symbol can be variably displayed in parallel.
[0014] Also, the third pachinko machine is a pachinko machine called a 1-type and 2-type hybrid machine that combines a so-called type-1 gaming machine called "digital pachinko" and a type-2 gaming machine called "blade machine". The third pachinko machine described in this specification also has a first special symbol and a second special symbol. In this specification, an example will be described in which only one of the first special symbol and the second special symbol is variably displayed without the two being variably displayed in parallel. However, it is not intended to exclude pachinko machines of the 1-type and 2-type hybrid machines in which the first special symbol and the second special symbol can be variably displayed in parallel.
[0015] In this specification, when simply referred to as "special symbol", unless otherwise specified, it means both the first special symbol and the second special symbol.
[0016] In addition, the "variable display" as referred to in this specification is a concept that includes, for example, both a "fluctuating display" in which symbols fluctuate and are displayed, and a "stopped display" in which symbols stop and are displayed. The operation from the start of the fluctuating display until the stopped display is called one "variable display". When the symbol being fluctuated stops being displayed (hereinafter also referred to as "derived"), the result of the winning determination process for special symbols (hereinafter also referred to as "special symbol lottery") and the result of the winning determination process for normal symbols (hereinafter also referred to as "normal symbol lottery") described later are determined. Note that although the symbol may appear to be stopped, there may be a case where the symbol is displayed in a mode where the result of the winning determination process for special symbols or the result of the winning determination process for normal symbols is not determined (for example, a temporarily stopped mode). Such a mode is included in the above-mentioned fluctuating display. Note that even if the symbol is temporarily stopped, for example, at this time, since the result of the winning determination process for special symbols and the result of the winning determination process for normal symbols are not determined, the symbol can be fluctuated again.
[0017] In addition, in this specification, when explaining the first pachinko machine, the second pachinko machine, and the third pachinko machine, the case where the number of special symbols is two (the first special symbol, the second special symbol) will be taken as an example for explanation. However, for the first pachinko machine and the third pachinko machine, the number of special symbols may be one.
[0018] [1. First Pachinko Machine] First, the first pachinko machine will be explained.
[0019] As a pachinko machine in which the first special symbol and the second special symbol are not variably displayed in parallel and only one of them is variably displayed, when the variable display of the first special symbol and the variable display of the second special symbol are on hold, for example, a pachinko machine in which the start condition of the second special symbol is established prior to the start condition of the first special symbol (hereinafter referred to as "priority fluctuation machine"), and a pachinko machine in which the start conditions are established in the order of winning including the first start port and the second start port (hereinafter referred to as "sequential fluctuation machine").
[0020] In the priority variation mechanism, the starting condition of the first special symbol is established when all of a certain set of requirements are met, such as neither the first special symbol nor the second special symbol being in a variable display state, not being in a big win gaming state, etc., the variable display of the second special symbol not being on hold, and the variable display of the first special symbol being on hold. Also, in the priority variation mechanism, the starting condition of the second special symbol is established when all of a certain set of requirements are met, such as neither the first special symbol nor the second special symbol being in a variable display state, not being in a big win gaming state, etc., and the variable display of the second special symbol being on hold.
[0021] Also, in the sequential variation mechanism, the starting condition of the first special symbol is established when at least all of the following are met: neither the first special symbol nor the second special symbol is in a variable display state, not being in a big win gaming state, etc., the variable display of the first special symbol being on hold, and the earliest hold being the hold of the variable display of the first special symbol. Also, in the sequential variation mechanism, the starting condition of the second special symbol is established when at least all of the following are met: neither the first special symbol nor the second special symbol is in a variable display state, not being in a big win gaming state, etc., the variable display of the second special symbol being on hold, and the earliest hold being the hold of the variable display of the second special symbol.
[0022] Hereinafter, the priority variation mechanism will be described as an example.
[0023] [1-1. Appearance Configuration] FIG. 1 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from the front, diagonally upward to the right. FIG. 2 is an example of an exploded perspective view showing the appearance of the first pachinko gaming machine when viewed from the front, diagonally upward to the right. FIG. 3 is an example of a perspective view showing the appearance of the first pachinko gaming machine when viewed from the rear, diagonally upward to the right.
[0024] [1-1-1. Basic Configuration] As shown in FIGS. 1 to 3, the first pachinko gaming machine includes an outer frame 2, a base door 3, a glass door 4, a dish unit 5, a launching device 6, a display device 7 (see FIG. 2), a payout unit 8 (see FIGS. 2 and 3), a board unit 9 (see FIGS. 2 and 3), and a game board unit 10 (see FIG. 2), etc. Further, an LED unit 160 (see FIG. 2) is provided at the lower right portion of the game board unit 10. Here, the outer frame 2, the base door 3, the glass door 4, the dish unit 5, the launching device 6, the display device 7, the payout unit 8, and the board unit 9 will be briefly described, and the details of the game board unit 10 and the LED unit 160 will be described later. Note that the above parentheses indicate the reference drawings for the configurations not shown in FIG. 1.
[0025] (Outer frame) The outer frame 2 is a frame body having a substantially rectangular shape in front view and has an opening 21 penetrating in the front-rear direction. This outer frame 2 is fixedly attached to the island equipment in the pachinko parlor. For example, a hinge (not shown) is provided on the front side of the left end portion of the outer frame 2, and the base door 3 is pivotally supported by this hinge. By doing so, it is possible to rotate the base door 3 forward with respect to the outer frame 2 about the hinge.
[0026] Note that the outer frame 2 needs to have high strength in order to support a number of members such as the payout unit 8, the board unit 9, the display device 7, the game board unit 10, the glass door 4, and the dish unit 5, which will be described later, via the base door 3. On the other hand, for the purpose of enhancing the production effect, for example, the display device 7 (see FIG. 2) and the game board unit 10 are required to be enlarged. Therefore, by forming the outer frame 2 of, for example, a thin metal plate, it is possible to increase the size of the display device 7 and the game board unit 10 while maintaining high strength. In particular, if the outer frame 2 is made of aluminum, it is also possible to achieve weight reduction.
[0027] (Base door) The base door 3 has, for example, the payout unit 8 and the board unit 9 etc. attached to the back surface side and supports them.
[0028] The game board unit 10 is fitted onto the front surface side of the base door 3. Further, hinges (not shown) are provided at the front side of, for example, the left end portion of the base door 3, at each of the upper end portion, the middle portion below the approximate center in the vertical direction, and the lower end portion. The glass door 4 is pivotally supported by the hinges at the upper end portion and the middle portion, and the dish unit 5 is pivotally supported by the hinges at the middle portion and the lower end portion, respectively. By doing so, it is possible to pivot the glass door 4 and the dish unit 5 forward integrally or individually with respect to the base door 3 about the hinges.
[0029] Further, a launching device 6 is fixedly attached to, for example, the lower right side on the front surface side of the base door 3, and speakers 32 (see FIG. 2) are fixedly attached to, for example, the left and right sides on the upper side, respectively. From this speaker 32, for example, sound effects such as voice performances of characters and the like displayed on the display device 7, music, sound effects, voice announcements, error notifications, and the like are output.
[0030] Furthermore, a locking device (not shown) is provided on the side of the base door 3 opposite to the hinges (that is, the right end portion). This locking device has a function of locking the base door 3 with respect to the outer frame 2 or locking the glass door 4 with respect to the base door 3.
[0031] (Glass Door) The glass door 4 is a frame-shaped member in which an opening 41 is formed. A protective glass 43 (see FIG. 2) having permeability is attached to the opening 41 from the rear surface side. When the glass door 4 is closed with respect to the base door 3, the game area 105 (see FIG. 4 described later) formed in the game board unit 10 and the protective glass 43 face each other. In this way, the game area 105 can be visually recognized from the front in a state where the glass door 4 is closed with respect to the base door 3, and the game balls flowing down in the game area 105 can be prevented from jumping forward.
[0032] Note that the protective glass 43 may be configured by attaching a plurality of (e.g., two) glass sheets with a gap therebetween, or may be a unitized structure of a plurality of glass sheets having a gap therebetween. Further, in the case of a unitized structure, a light guide plate or the like may be provided between the glass sheets. The protective glass 43 is not limited to being made of glass, and may be made of, for example, a transparent resin.
[0033] In addition, an operation unit 66 that can be operated by a player, for example, to receive a gaming information providing service (e.g., "Unime memo (registered trademark)") is provided at the lower part of the glass door 4. This operation unit 66 can also function as an operation unit that can be operated by a casino manager or the like on the hall menu screen.
[0034] Also, a speaker cover 45 is provided above the glass door 4 in front of the speaker 32 described above. Further, a number of LED groups 46 used for light emission effects or the like are arranged at the peripheral edge of the opening 41 of the glass door 4, and an LED cover is provided in front of these LED groups 46. The reference numeral 46 shown in FIGS. 1 and 2 is strictly an LED cover, but for convenience, it will be described as the LED group 46. The LED group 46 is, for example, a light-emitting means for performing light notification and light emission effects in various variations. However, as long as such light emission effects can be executed, it is not limited to LEDs, and may be, for example, liquid crystals or lamps.
[0035] (Dish unit) The dish unit 5 is a unitized structure of an upper dish 51 and a lower dish 52. The dish unit 5 is disposed at the front lower part of the base door 3 and below the glass door 4. As described above, the dish unit 5 is configured to be rotatable with respect to the base door 3 to be opened and closed so that a casino staff or the like can eliminate a ball jam when it occurs, for example. Note that the dish unit 5 does not necessarily have to be provided with the upper dish 51 and the lower dish 52 respectively, and may be configured as a single dish.
[0036] The upper tray 51 is provided to be able to store game balls, and the game balls stored in the upper tray 51 are launched from the launching device 6 toward the game area 105 (see FIG. 4 described later). The upper tray 51 is provided with a payout port 53, an effect button 54, and the like. The game balls lent out or paid out as prize balls are paid out from the payout port 53 to the upper tray 51. The effect button 54 is what is called a so-called "CHANCE button", a "push button", or the like. The effect button 54 may have a predetermined effect function in addition to the operation function operated by the player. As the predetermined effect function, for example, a function of vibrating or protruding upward based on the result of the winning determination process of the special symbol corresponds. Also, it may also serve as the function of the operation unit 66 described above.
[0037] The lower tray 52 is mainly for storing the game balls that overflow from the upper tray 51. The lower tray 52 is provided with a payout port 55 communicating with the upper tray 51, and the game balls that overflow from the upper tray 51 are paid out from the payout port 55 to the lower tray 52.
[0038] An opening (not shown) that can be opened and closed by the operation of the player is formed on the bottom surface of the lower tray 52. When the opening formed on the bottom surface of the lower tray 52 is opened, the game balls stored in the lower tray 52 can be transferred to the ball box placed below the lower tray 52. In addition, when a so-called per-unit counting system is provided for each unit, not only is a ball box not required, but the game balls counted by the per-unit counting system can also be stored and the stored game balls can be used for the game again.
[0039] (Launching Device) The launching device 6 is for launching the game balls stored in the upper tray 51 toward the game area 105 (see FIG. 4 described later). The launching device 6 is located at the front lower right of the base door 3 and is arranged at the lower right of the tray unit 5. The launching device 6 includes a panel body 61, a driving device (not shown), and a launching handle 62.
[0040] The panel body 61 is provided such that in a state where the dish unit 5 is closed with respect to the base door 3, the dish unit 5 and the launching device 6 fixedly attached to the base door 3 appear as one body externally.
[0041] The launching handle 62 is configured to be rotatable clockwise or counterclockwise and is disposed on the front surface side of the panel body 61. The above-described driving device is disposed on the back surface side of the panel body 61 and is constituted by, for example, a launching solenoid (not shown). When the launching handle 62 is operated by a player, a game ball is launched by the operation of the driving device. Note that when operating the launching handle 62, the greater the clockwise rotation amount (operation amount), the stronger the launching intensity of the game ball.
[0042] The game ball launched from the launching device 6 disposed at the lower right of the dish unit 5 rolls in an arc along the guide rail 110 (see FIG. 4 described later) via a launching rail (not shown) and is launched into the game area 105 (see FIG. 4 described later). Note that the arrangement position of the launching device 6 is not limited to the lower right of the dish unit 5 and may be at the lower left of the dish unit 5. In this case, the above-described launching rail becomes unnecessary, the area below the glass door 4 can be effectively utilized, and the versatility can be enhanced.
[0043] (Display device) The display device 7 (see FIG. 2) has a display area for displaying various effect images related to the game, and is attached so that the above display area faces the opening of the game panel 100. The display device 7 may be, for example, a liquid crystal display device, a 7-segment display device, a dot matrix display device, a display device composed of electroluminescence, or the like, or may be a device that projects an image using a projection device such as a projector. In the display area of the display device 7, for example, an effect identification symbol (for example, a decorative symbol) is variably displayed to display the result of the winning determination process of the special symbol, an effect image according to the result of the winning determination process of the special symbol, an effect image during the big win game state, a demo effect image, an effect image indicating the hold status of the variable display of the special symbol, etc. are displayed. In this embodiment, the display device 7 is attached to the game board unit 10, but if the display area of the display device 7 is arranged so as to face the opening of the game panel 100, the display device 7 may be attached to the base door 3.
[0044] Note that in this embodiment, one display device 7 is provided to display the above various effect images, but a plurality (for example, two) of display devices may be provided and the effect images may be displayed using these plurality of display devices.
[0045] (Payout Unit) The payout unit 8 (see FIGS. 2 and 3) is arranged on the back side of the base door 3 and is composed of a ball passage 81, a payout device 82, etc. Game balls are supplied to the ball passage 81 from a storage tank 80 (see FIGS. 2 and 3). Note that game balls are supplied to the storage tank 80 from island facilities (not shown). When the payout condition is satisfied, the payout device 82 pays out a predetermined number of game balls among the game balls supplied from the storage tank 80 to the ball passage 81 to, for example, the upper tray 51. Also, a power switch 95 is provided on the back side of the payout unit 8 as shown in FIG. 3.
[0046] (Substrate Unit) The substrate unit 9 (see FIGS. 2 and 3) is arranged on the back side of the base door 3. Various control boards and the like are provided on the substrate unit 9.
[0047] Specifically, as shown in FIG. 3, a main control board 91 on which a main control circuit 200 (see FIG. 6 described later) is mounted, a sub-control board 92 on which a sub-control circuit 300 (see FIG. 6 described later) is mounted, a payout / firing control board 93 on which a payout / firing control circuit 400 (see FIG. 6 described later) for controlling the payout and firing of game balls is mounted, and a power supply board on which a power supply circuit 450 (see FIG. 6 described later) for supplying power is mounted, etc. are provided on the board unit 9.
[0048] In FIG. 3, for the sake of convenience, the main control board 91, the sub-control board 92, the payout / firing control board 93, and the power supply board 94 are shown with reference numerals, but all of these boards are housed in a board case.
[0049] Also, in this embodiment, the sub-control board 92 is configured as a one-board substrate (a substrate on which one control LSI or a plurality of LSIs are provided on one substrate). However, it is not limited to this. For example, all or part of the display control circuit 304, the audio control circuit 305, the LED control circuit 306, and the accessory control circuit 307 (all of which are shown in FIG. 6 described later), etc. may be on separate substrates, and the sub-control board 92 may be composed of a plurality of substrates.
[0050] [1-1-2. Pachinko Game Board Unit] FIG. 4 is an example of a front view showing the appearance of the game board unit 10 provided in the first pachinko game machine. A game area 105 is formed on the front side surface of the game board unit 10 through which the fired game balls can roll down.
[0051] As shown in FIG. 4, the game board unit 10 mainly includes a game panel 100 in which a game area 105 where a launched game ball can roll down is formed, a guide rail 110, a center accessory 115 disposed at a substantially central portion of the game area 105, a first start port 120, a general winning port 122, a passing gate unit 125, a special electric accessory unit 130, a second start port 140, a normal electric accessory unit 145, an LED unit 160, an out port 178, and a back unit (not shown) disposed behind the game board unit 10. As described above, the LED unit 160 will be described later.
[0052] (Game Panel) An opening (not referenced) is formed in the game panel 100 at a position facing the display area of the display device 7. Further, a guide rail 110 is provided on the front surface of the game panel 100, and game nails (not referenced) and the like are implanted. The game ball launched from the launching device 6 (see FIGS. 1 and 2) jumps out from the guide rail 110 toward the game area 105, collides with game nails and the like, and flows downward toward the lower part of the game area 105 while changing its traveling direction.
[0053] Further, a back unit (not shown) provided with a decorative body for enhancing the production effect is disposed behind the game panel 100. The game panel 100 is made of a transparent resin so that the decorative body provided in the back unit can be visually recognized in a front view. In this case, the entire game panel 100 may be made of a transparent member, or for example, only the part where the decorative body provided in the back unit can be visually recognized in a front view may be made of a transparent member. Also, the game panel 100 may be made of a member having no transparent part (for example, wood), and a transparent member may be provided partially to enhance the production effect.
[0054] In this embodiment, the game panel 100 is made of a transparent resin so that the back unit can be visually recognized in a front view, but the entire game panel 100 may be transparent, or only a part thereof may be transparent.
[0055] (Guide Rail) The guide rail 110 is composed of an arc-shaped outer rail and an inner rail (both without reference numerals). The game area 105 is demarcated (defined) by the guide rail 110. The outer rail and the inner rail have the function of guiding the game ball launched from the launcher 6 (see FIG. 6 described later) to the upper part of the game area 105.
[0056] (Center device) The center device 115 is configured to be fitted into the opening (without reference numeral) of the game panel 100, and is provided with an arc-shaped center rail 116 above. The game ball launched toward the game area 105 is distributed left and right by the center rail 116.
[0057] In this first pachinko game machine, among the game area 105, the area on the left side of the center device 115 is referred to as the left area 106, and the area on the right side of the center device 115 is referred to as the right area 107. The definitions of the left area and the right area are the same for the second pachinko game machine and the third pachinko game machine described later.
[0058] The game ball launched toward the game area 105 by the launcher 6 flows down through the left area 106 or the right area 107. The game ball flowing down through the left area 106 or the right area 107 flows downward while changing its traveling direction due to collision with the game pins or the like implanted in the game panel 100. When the operation amount of the launch handle 62 (see FIGS. 1 and 2) is small, the launched game ball flows down through the left area 106. On the other hand, when the operation amount of the launch handle 62 (see FIG. 1) is large, the launched game ball flows down through the right area 107.
[0059] In this specification, as the operation mode (way of hitting) of the launch handle 62, the way of hitting the game ball so that it flows down through the left area 106 is referred to as "left hitting", and the way of hitting the game ball so that it flows down through the right area 107 is referred to as "right hitting". In this way, the player can distribute the game balls toward the left area 106 or the right area 107.
[0060] In addition, the center accessory 115 is formed with a warp inlet 117 at the outer peripheral edge on the left side, through which the game balls flowing down in the left area 106 can enter. The game balls that enter the warp inlet 117 are configured to be guided to a stage 118 formed in the center accessory 115. The stage 118 is formed such that the game balls can roll in the left - right direction in front of the lower side of the display area of the display device 7. Note that the stage 118 may be formed in multiple stages, such as an upper - stage side stage and a lower - stage side stage, for example.
[0061] A chance inlet 119 through which game balls can enter is formed at the rear side approximately at the center in the left - right direction of the stage 118. The game balls that enter the chance inlet 119 are configured to be discharged directly above the first starting port 120. Therefore, the game balls that enter the chance inlet 119 have a higher probability of winning (passing through) the first starting port 120 compared to the game balls that did not enter the warp inlet 117 or the game balls that entered the warp inlet 117 but did not enter the chance inlet 119.
[0062] (First starting port) The first starting port 120 is disposed below the display area of the display device 7 and is arranged such that the game balls hit from the left can win (it is difficult or impossible for the game balls hit from the right to win). When a game ball wins the first starting port 120, it is detected by a first starting port switch 121 (see FIG. 6 described later). Note that it may be possible for the game balls hit from the right to win the first starting port 120. Also, instead of or in addition to the above - mentioned first starting port 120, a first starting port may be provided such that the game balls hit from the right can win (it is difficult or impossible for the game balls hit from the left to win).
[0063] When the first start port switch 121 (see FIG. 6 described later) detects the winning (passing) of a game ball into the first start port 120, various data related to the first special symbol (for example, various random values such as the jackpot determination random value of the first special symbol, the symbol random value of the first special symbol, the reach determination random value of the first special symbol, and the effect selection random value of the first special symbol, etc.) are extracted, and the various extracted data are stored up to a predetermined number (for example, a maximum of 4). When the start condition of the first special symbol (also referred to as the "variation start condition of the first special symbol" in this specification) is satisfied, the stored various data are used for the winning determination process of the first special symbol. When a game ball wins in the first start port 120, for example, 3 prize balls are paid out. However, the number of prize balls paid out based on the winning of a game ball into the first start port 120 is not limited to this.
[0064] In this specification, the winning of a game ball into the first start port 120 is referred to as the start winning of the first special symbol, and various data related to the first special symbol (for example, various random values such as the jackpot determination random value of the first special symbol, the symbol random value of the first special symbol, the reach determination random value of the first special symbol, and the effect selection random value of the first special symbol, etc.) are referred to as the start information of the first special symbol. Also, storing the start information of the first special symbol until the start condition is satisfied is referred to as reservation. The same applies to the second special symbol.
[0065] (General winning port) A plurality of general winning ports 122 are arranged in the lower left of the display area of the display device 7, and are arranged such that a game ball hit to the left can win (it is difficult or impossible for a game ball hit to the right to win). When a game ball wins in any of the plurality of general winning ports 122, it is detected by the general winning port switch 123 (see FIG. 6 described later).
[0066] When the general winning port switch 123 (see FIG. 6 described later) detects the winning (passing) of a game ball into the general winning port 122, for example, 4 prize balls are paid out, but the number of prize balls paid out based on the winning of a game ball into the general winning port 122 is not limited to 4.
[0067] In addition, in this embodiment, the general winning opening 122 is arranged such that it is difficult or impossible for a right-handed game ball to win, but it is not necessarily limited to this. Instead of or in addition to the above general winning opening 122, a general winning opening through which a right-handed game ball can win may be provided.
[0068] (Passage Gate Unit) The passage gate unit 125 is arranged in the right area 107 and is a unit body integrating a passage gate 126 configured such that a right-handed game ball can pass through it and a passage gate switch 127 (see FIG. 6 described later) for detecting the passage of the game ball through the passage gate 126.
[0069] When the passage of the game ball through the passage gate 126 is detected by the passage gate switch 127, various data related to the normal symbol (for example, a random number value for determining a win in the normal symbol, etc.) are extracted, and the extracted various data are stored up to a predetermined number (for example, a maximum of 4). The stored various data are used for the win determination process of the normal symbol. Note that even if the passage of the game ball through the passage gate 126 is detected by the passage gate switch 127, no prize balls are paid out. In addition, the passage gate unit 125 may be arranged in the left area 106 instead of or in addition to the right area 107.
[0070] In this specification, the passage of the game ball through the passage gate 126 is referred to as a start passage, and various data related to the normal symbol (for example, a random number value for determining a win in the normal symbol, etc.) extracted by the passage of the game ball through the passage gate 126 are referred to as start information of the normal symbol. Also, storing the start information of the normal symbol until the start condition is satisfied is referred to as holding.
[0071] (Special Electric Device Unit) The special electric device unit 130 is a unit body integrating a big winning opening 131, a count switch 132 (see FIG. 6 described later) for detecting the winning (passing) of the game ball through the big winning opening 131, and a special electric device 133. The special electric device unit 130 is arranged below the passage gate unit 125 in the right area 107.
[0072] The large winning opening 131 is arranged such that a game ball hit from the right can win (it is difficult or impossible for a game ball hit from the left to win). However, it is not limited to this. Instead of or in addition to the above large winning opening 131, a large winning opening through which a game ball hit from the left can win may be arranged, or a large winning opening through which a game ball can win may be arranged above the center accessory 115.
[0073] Also, the large winning opening 131 is a winning opening that is opened so that a predetermined number (for example, 10) of game balls can win (pass through) when the game is controlled to a jackpot game state, which is a game state advantageous to the player. When the entry of a game ball into the large winning opening 131 is detected by a count switch 132 (see FIG. 6 described later), for example, 10 prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the large winning opening 131 is not limited to 10.
[0074] The special electric accessory 133 includes a special electric shutter 134 that can advance and retreat in the front-rear direction, and a special electric solenoid 135 (see FIG. 6 described later) that operates the special electric shutter 134. The special electric accessory 133, that is, the special electric shutter 134, is configured to be able to shift between an open state in which it is possible or easy for a game ball to win (pass through) the large winning opening 131 and a closed state in which it is impossible or difficult for a game ball to win (pass through) the large winning opening 131. In the jackpot game state, the state shift from the closed state to the open state is performed over a predetermined number of rounds. That is, the jackpot game state is a game state that enables a large number of game balls to be paid out as prize balls by performing a round game in which the large winning opening 131 shifts from the closed state to the open state over a predetermined period for a plurality of rounds.
[0075] (Second start opening) The second start port 140 is arranged in the left area 106 (more specifically, below and to the left of the first start port 120). However, the second start port 140 is configured such that it is difficult or impossible for a left-hit game ball to win, for example, due to game nails or the like, and the right-hit game ball is guided to the vicinity of the second start port 140 so that it can win. However, it is not essential to configure the second start port 140 in this way, and it may be provided in the right area 107, for example. Also, the second start port 140 may be configured such that a left-hit game ball can win.
[0076] When the entry (passage) of a game ball into the second start port 140 is detected by the second start port switch 141 (see FIG. 6 described later), various data related to the second special symbol (for example, various random values such as the jackpot determination random value for the second special symbol, the symbol random value for the second special symbol, the reach determination random value for the second special symbol, and the effect selection random value for the second special symbol) are extracted, and the various extracted data are stored up to a predetermined number (for example, a maximum of 4). When the start condition of the second special symbol (also referred to as the "variation start condition of the second special symbol" in this specification) is satisfied, the various stored data are used for the winning determination process of the second special symbol. When a game ball wins in the second start port 140, for example, 3 prize balls are paid out. However, the number of prize balls paid out based on the entry of a game ball into the second start port 140 is not limited to this.
[0077] (Normal electric accessory unit) The normal electric accessory unit 145 is arranged in the left area 106 (more specifically, below and to the left of the first start port 120), and is a unit body integrating a winning port where a predetermined number of game balls are paid out as prize balls when a game ball wins (passes through), a switch for detecting the entry of a game ball into this winning port, and a normal electric accessory 146. In this embodiment, the above-mentioned winning port is the second start port 140, and the above-mentioned switch is the second start port switch 141.
[0078] The ordinary electric device 146 includes a movable member 147 for ordinary electricity, which is made of, for example, a blade member called a so-called electric chew, and a solenoid 148 for ordinary electricity (see FIG. 6 described later) that operates the movable member 147 for ordinary electricity. The ordinary electric device 146, that is, the movable member 147 for ordinary electricity, is configured to be able to transition between an open state in which it is possible or easy for a game ball to win (pass through) the second start port 140 and a closed state in which it is impossible or difficult for a game ball to win the second start port 140. Note that the movable member 147 for ordinary electricity includes a blade type, a door type, a protruding plate type, and the like.
[0079] (Outlet) The outlet 178 is for discharging game balls that have not won any of the various winning ports (for example, the first start port 120, the second start port 140, the big winning port 131, the general winning port 122, etc.) among those launched toward the game area 105 outside the machine. This outlet 178 is provided on the most downstream side of the game area 105 so that it can discharge both left-launched and right-launched game balls outside the machine. However, in addition to the above-mentioned outlet 178, an outlet may be provided at a position that is not the most downstream side, for example, between a plurality of general winning ports 122, so as to discharge game balls flowing down in the game area 105 outside the machine.
[0080] (Rear unit) The rear unit (not shown) decorates the game board unit 10 and is provided on the rear side of the transparent game panel 100. This rear unit includes an effect device group 58 such as a movable device controlled by the sub-control circuit 300 (see FIG. 6 described later). The effect device group 58 is arranged, for example, around the display area of the display device 7. At least one or more devices or effect device constituent members constituting the devices among these effect device groups 58 function as effect devices that can operate based on the result of the winning determination process of the special symbol.
[0081] [1-1-3. LED Unit] The LED unit 160 is located at the lower right of the game board unit 10 and is arranged outside the game area 105 (see FIG. 4 for example). The LED unit 160 is a unit body that integrates various display parts.
[0082] FIG. 5 is an example of a front view showing an LED unit 160 provided in the first pachinko gaming machine.
[0083] As shown in FIG. 5, the LED unit 160 includes a normal symbol display unit 161, a normal symbol hold display unit 162, a first special symbol display unit 163, a second special symbol display unit 164, a first special symbol hold display unit 165, a second special symbol hold display unit 166, a probability variation notification display unit 167, and a time shortening notification display unit 168.
[0084] (Normal symbol display unit) The normal symbol display unit 161 displays the result of the winning determination process of the normal symbol, and includes normal symbol display LEDs 161a and 161b. When the condition for starting the variable display of the normal symbol (hereinafter referred to as the "starting condition of the normal symbol") is satisfied, the variable display of the normal symbol in which the normal symbol display LEDs 161a and 161b alternately light and go out is started. When a predetermined time has elapsed since the start of the variable display of the normal symbol, the variable display of the normal symbol stops, and the result of the winning determination process of the normal symbol is derived.
[0085] When the result of the winning determination process of the normal symbol is a normal symbol win, the lighting and extinguishing combination of the normal symbol display LEDs 161a and 161b becomes a specific stop display mode. For example, when the result of the winning determination process of the normal symbol is a normal symbol win, the normal symbol display LED 161a lights up and the normal symbol display LED 161b goes out. On the other hand, when the result of the winning determination process of the normal symbol is a loss, for example, the normal symbol display LED 161a goes out and the normal symbol display LED 161b lights up. However, the stop display mode of the normal symbol display LEDs 161a and 161b indicating the result of the winning determination process of the normal symbol is not limited to this. When the normal symbol stops displaying in a specific stop display mode, it is determined to operate the normal electric accessory 146, and the general-purpose movable member 147 is driven to open and close in a predetermined pattern, facilitating the winning (passing) of the game ball into the second start port 140.
[0086] (Normal symbol hold display unit) The hold display section 162 for the normal symbol displays the number of variable displays of the normal symbol that are on hold (hereinafter referred to as the "number of holds of the normal symbol") when the start information of the normal symbol, i.e., the variable display, is on hold, and includes hold display LEDs 162a and 162b for the normal symbol. The above-mentioned "the variable display of the normal symbol is on hold" refers to the state from when the passage of the game ball through the passage gate 126 is detected and various data related to the normal symbol (for example, the random number value for determining a win of the normal symbol, etc.) are extracted until the start condition of the normal symbol is satisfied. Note that the start condition of the normal symbol is satisfied when at least all of the following conditions are met: the normal symbol is not in variable display, and the variable display of the normal symbol is on hold.
[0087] The hold display section 162 for the normal symbol displays the number of holds of the variable display of the normal symbol by the combination of lighting and extinguishing of the hold display LEDs 162a and 162b for the normal symbol. For example, when the number of holds of the normal symbol is 1, the hold display LED 162a for the normal symbol lights up and the hold display LED 162b for the normal symbol goes out. Also, when the number of holds of the normal symbol is 2, both of the hold display LEDs 162a and 162b for the normal symbol light up. Also, when the number of holds of the normal symbol is 3, the hold display LED 162a for the normal symbol blinks and the hold display LED 162b for the normal symbol lights up. Further, when the number of holds of the normal symbol is 4, both of the hold display LEDs 162a and 162b for the normal symbol blink. However, the display modes of the hold display LEDs 162a and 162b for the normal symbol indicating the number of holds of the normal symbol are not limited to this.
[0088] (Special symbol display section) The special symbol display section displays the result of the winning determination process of the special symbol, and includes a first special symbol display section 163 and a second special symbol display section 164. The first special symbol display section 163 includes, for example, a first special symbol display LED group composed of eight LEDs 163a to 163h. Similarly, the second special symbol display section 164 also includes a second special symbol display LED group composed of eight LEDs 164a to 164h.
[0089] When the conditions for starting the variable display of the first special symbol (hereinafter referred to as the "starting conditions of the first special symbol") are satisfied, the variable display of the first special symbol is started, in which all or part of the eight LEDs 163a to 163h constituting the first special symbol display unit 163 repeatedly turn on and off alternately or mutually. When a predetermined time has elapsed since the start of the variable display of the first special symbol, the variable display of the first special symbol stops, and the result of the winning determination process of the first special symbol is derived.
[0090] When the result of the winning determination process of the first special symbol is a big win, the combination of the lighting and extinguishing of the eight LEDs 163a to 163h constituting the first special symbol display unit 163 becomes a specific stop display mode. When the first special symbol display unit 163 stops displaying in the specific stop display mode, the transition to the big win gaming state is determined.
[0091] When the conditions for starting the variable display of the second special symbol (hereinafter referred to as the "starting conditions of the second special symbol") are satisfied, the variable display of the second special symbol is started, in which all or part of the eight LEDs 164a to 164h constituting the second special symbol display unit 164 repeatedly turn on and off alternately or mutually. When a predetermined time has elapsed since the start of the variable display of the second special symbol, the variable display of the second special symbol stops, and the result of the winning determination process of the second special symbol is derived.
[0092] When the result of the winning determination process of the second special symbol is a big win, the combination of the lighting and extinguishing of the eight LEDs 164a to 164h constituting the second special symbol display unit 164 becomes a specific stop display mode. When the second special symbol display unit 164 stops displaying in the specific stop display mode, the transition to the big win gaming state is determined.
[0093] (Reserved display unit for special symbols) The reserved display unit for special symbols displays the number of variable displays of the reserved special symbol (hereinafter referred to as the "reservation number of special symbols") when the start information of the special symbol, that is, the variable display, is reserved, and includes a first reserved display unit 165 for special symbols and a second reserved display unit 166 for special symbols.
[0094] The first special symbol hold display unit 165 displays the number of holds of the first special symbol when the variable display of the first special symbol is on hold, and includes first special symbol hold display LEDs 165a and 165b. "The variable display of the first special symbol is on hold" refers to the state from when a winning (passing) of a game ball into the first start port 120 is detected and the start information of the first special symbol is extracted until the start condition of the first special symbol is satisfied.
[0095] The first special symbol hold display unit 165 displays the number of holds of the variable display of the first special symbol by the combination of lighting and extinguishing of the first special symbol hold display LEDs 165a and 165b. For example, when the number of holds of the first special symbol is 1, the first special symbol hold display LED 165a lights up and the first special symbol hold display LED 165b goes out. When the number of holds of the first special symbol is 2, both of the first special symbol hold display LEDs 165a and 165b light up. When the number of holds of the first special symbol is 3, the first special symbol hold display LED 165a blinks and the first special symbol hold display LED 165b lights up. Furthermore, when the number of holds of the first special symbol is 4, both of the first special symbol hold display LEDs 165a and 165b blink. However, the display modes of the first special symbol hold display LEDs 165a and 165b indicating the number of holds of the first special symbol are not limited to this.
[0096] The second special symbol hold display unit 166 displays the number of holds of the second special symbol when the variable display of the second special symbol is on hold, and includes second special symbol hold display LEDs 166a and 166b. "The variable display of the second special symbol is on hold" refers to the state from when a winning (passing) of a game ball into the second start port 140 is detected and the start information of the second special symbol is extracted until the start condition of the second special symbol is satisfied.
[0097] The second special symbol reservation display unit 166 displays the number of reservations for the variable display of the second special symbol by the combination of lighting and extinguishing of the second special symbol reservation display LEDs 166a and 166b. For example, when the number of reservations for the second special symbol is 1, the second special symbol reservation display LED 166a lights up and the second special symbol reservation display LED 166b goes out. Also, when the number of reservations for the second special symbol is 2, both of the second special symbol reservation display LEDs 166a and 166b light up. When the number of reservations for the second special symbol is 3, the second special symbol reservation display LED 166a blinks and the second special symbol reservation display LED 166b lights up. Furthermore, when the number of reservations for the second special symbol is 4, both of the second special symbol reservation display LEDs 166a and 166b blink. However, the display modes of the second special symbol reservation display LEDs 166a and 166b indicating the number of reservations for the second special symbol are not limited to this.
[0098] (Probability change notification display unit) The probability change notification display unit 167 can be lit during the execution of the probability change control described later and is composed of, for example, an LED or a lamp.
[0099] The probability change notification display unit 167 may be lit during the execution of the probability change control. However, for example, by not lighting it so that it cannot be visually grasped that the probability change control is being executed, the execution of the probability change control may be kept secret.
[0100] However, when the power is cut off during the execution of the probability change control, the data indicating that the probability change control is being executed does not disappear due to the function of the backup capacitor 207 described later. Therefore, when the power is cut off during the execution of the probability change control and then the power is turned on, the probability change notification display unit 167 lights up in a manner that allows it to be visually grasped that the probability change control is in progress.
[0101] Note that even if it was kept secret whether the probability change control was being executed before the power was cut off, when the power is turned on, the probability change notification display unit 167 is configured to light up so that it can be grasped that the probability change control is being executed.
[0102] (Time-saving notification display unit) The time-saving notification display unit 168 can be lit during the execution of the time-saving control described later, and is composed of, for example, an LED, a lamp, or the like.
[0103] In this embodiment, the time-saving notification display unit 168 has, for example, a first time-saving notification display unit 168a and a second time-saving notification display unit 168b, but the number of the time-saving notification display units 168 is not limited to this.
[0104] Also, although details will be described later, the time-saving game state includes an A time-saving game state, a B time-saving game state, and a C time-saving game state. And, for example, it is configured to be able to grasp which time-saving game state it is by the combination of lighting or extinguishing of the first time-saving notification display unit 168a and the second time-saving notification display unit 168b.
[0105] The time-saving notification display unit 168 may light the first time-saving notification display unit 168a or / and the second time-saving notification display unit 168b according to the time-saving control being executed. However, for example, by lighting or extinguishing in a mode where it is impossible to grasp whether the time-saving control is being executed or not or the type of the time-saving control being executed from the appearance (for example, all extinguished, all lit, a mode not related to the time-saving control being executed), the fact that the time-saving control is being executed and the type of the time-saving control being executed may be concealed so that it cannot be grasped from the appearance. In particular, although there is a possibility of grasping from the appearance whether the time-saving control is being executed or not, since it may be difficult to grasp from the appearance which time-saving control is being executed, it is possible to enhance the interest by concealing the type of the time-saving control being executed.
[0106] However, when the power is cut off during the execution of the time shortening control, not only the data indicating that the time shortening control is being executed but also the data indicating the type of the time shortening control being executed do not disappear due to the function of the backup capacitor 207 described later. Therefore, when the power is cut off during the execution of the time shortening control and then the power is turned on, the time shortening notification display unit 168 lights up or turns off in a manner that allows the fact that the time shortening control is in progress and the type of the time shortening control being executed to be grasped visually.
[0107] Note that even if the fact that the time shortening control is in progress and the type of the time shortening control being executed were hidden so as not to be visually grasped before the power was cut off, when the power is turned on, the time shortening notification display unit 168 is configured to light up and / or turn off in a manner that allows the fact that the time shortening control is in progress and the type of the time shortening control being executed to be grasped visually.
[0108] [1-2. Electrical Configuration] Next, with reference to FIG. 6, the control circuit of the first pachinko game machine will be described. FIG. 6 is an example of a block diagram showing the control circuit of the first pachinko game machine.
[0109] As shown in FIG. 6, the first pachinko game machine mainly includes a main control circuit 200 that controls processes such as those executed when the power is turned on and processes related to game operations, a sub-control circuit 300 that controls effects according to the progress of the game, a payout / firing control circuit 400, and a power supply circuit 450.
[0110] [1-2-1. Main Control Circuit] The main control circuit 200 controls processes such as those executed when the power is turned on and processes related to game operations, and includes a main CPU 201, a main ROM 202 (read-only memory), a main RAM 203 (read-write memory), an initial reset circuit 204, a backup capacitor 207, etc., and is housed in a main board case (not shown).
[0111] The main CPU 201 is connected to a main ROM 202, a main RAM 203, an initial reset circuit 204, etc. The main CPU 201 incorporates a WDT (watchdog timer) for monitoring operations and functions for preventing fraud, etc.
[0112] The main ROM 202 stores a program for controlling the operation of the first pachinko gaming machine by the main CPU 201, various tables, etc. The main CPU 201 has a function of executing various processes according to the program stored in the main ROM 202.
[0113] The main RAM 203 is provided with a storage area for storing various data necessary for the progress of the game. This main RAM 203 functions as a temporary storage area of the main CPU 201 and stores values of various flags and variables. In this embodiment, a RAM is used as the temporary storage area of the main CPU 201, but it is not limited to this, and any readable and writable storage medium may be used.
[0114] The initial reset circuit 204 monitors the main CPU 201 and outputs a reset signal as necessary.
[0115] The backup capacitor 207 has a function of temporarily supplying power so that the data stored in the main RAM 203 does not disappear during a power failure, etc.
[0116] Furthermore, the main control circuit 200 also includes an I / O port 205 that is communicably connected to various devices, etc., and a command output port 206 that is connected to be able to output various commands to the sub-control circuit 300.
[0117] In addition, various devices are connected to the main control circuit 200. For example, the main control circuit 200 is connected to the above-described normal symbol display unit 161, normal symbol hold display unit 162, first special symbol display unit 163, second special symbol display unit 164, first special symbol hold display unit 165, second special symbol hold display unit 166, probability variable notification display unit 167, time shortening notification display unit 168, general solenoid 148, special solenoid 135, and the like. In addition to these, a performance display monitor 170, an error notification monitor 172, and the like are also connected to the main control circuit 200. The main control circuit 200 can control the operations of these devices by transmitting signals via the I / O port 205.
[0118] Performance display data, setting values described later, and the like are displayed on the performance display monitor 170 under the control of the main CPU 201. The performance display data is, for example, data indicating the ratio of game balls paid out in a game state other than the big win game state for the launch of a predetermined number (e.g., 60,000) of game balls, and is also called a base value.
[0119] An error code is displayed on the error notification monitor 172. In addition to the error code, the error notification monitor 172 can also display, for example, a setting change in progress code indicating that a setting change process is in progress and a setting confirmation in progress code indicating that a setting confirmation process is in progress, in the case of a pachinko game machine with a setting function described later. Note that as the setting change in progress code, a symbol that is not normally displayed as the display of the special symbol (for example, a setting change symbol indicating that a setting change is in progress) may be displayed.
[0120] In addition, a first start port switch 121, a second start port switch 141, a passing gate switch 127, a count switch 132, a general winning port switch 123, and the like are also connected to the main control circuit 200. When these switches are detected, a detection signal is output to the main control circuit 200 via the I / O port 205.
[0121] Furthermore, the main control circuit 200 is connected to a calling device (not shown) having functions such as calling a croupier and displaying the number of jackpot occurrences, an external terminal board 184 used when transmitting data to a hall computer 186 that manages pachinko gaming machines throughout the hall, a setting key 174 that is operated when changing or checking setting values in the case of a pachinko gaming machine with a setting function described later, a backup clear switch 176 that can clear backup data stored in the main RAM 203 according to the operation of the casino manager, and the like. In this embodiment, the backup clear switch 176 also serves as a switch for changing the setting values described later, but is not limited thereto, and a setting switch for changing the setting values may be provided.
[0122] Also, the setting key 174 and the backup clear switch 176 are preferably housed in a predetermined case so that third parties other than the casino manager (e.g., players) cannot easily touch them. The "predetermined case" includes not only those configured such that the setting key 174 and the backup clear switch 176 cannot be contacted without opening the case, but also those in which notches are provided only at the corresponding positions of the setting key 174 and the backup clear switch 176 of the case, and when the casino manager rotates the pachinko gaming machine from the island equipment using a key managed by the casino manager to expose the back, the casino manager can contact the setting key 174 or / and the backup clear switch 176.
[0123] In this embodiment, the setting key 174 and the backup clear switch 176 are connected to the main control circuit 200, but are not limited thereto. For example, they may be configured to be connected to a payout / firing control circuit 400 or a power supply circuit 450. Also in this case, it is preferable to prevent third parties other than the casino manager from easily contacting the setting key 174 and the backup clear switch 176.
[0124] [1-2-2. Sub-control circuit] The sub-control circuit 300 includes a sub-CPU 301, a program ROM 302, a work RAM 303, a display control circuit 304, an audio control circuit 305, an LED control circuit 306, a device control circuit 307, a command input port 308, etc. The sub-control circuit 300 executes an effect according to the progress of the game in response to a command from the main control circuit 200. Although not shown in FIG. 6, an effect button 54 (see FIG. 1) operable by the player is also connected to the sub-control circuit 300.
[0125] The program ROM 302 stores a program for controlling the game effect of the first pachinko machine by the sub-CPU 301, various tables, etc. The sub-CPU 301 has a function of executing various processes according to the program stored in the program ROM 302. In particular, the sub-CPU 301 performs control related to the game effect according to various commands transmitted from the main control circuit 200.
[0126] The work RAM 303 has a function of storing values of various flags and variables as a temporary storage area of the sub-CPU 301.
[0127] The display control circuit 304 is a circuit for performing display control in the display device 7. The display control circuit 304 includes an image data processor (hereinafter referred to as VDP), an image data ROM in which data for generating various image data is stored, a frame buffer for temporarily storing image data, a D / A converter for converting image data into an image signal, etc.
[0128] The display control circuit 304 temporarily stores, in the frame buffer, image data to be displayed on the display device 7 in response to an image display command from the sub-CPU 301. Note that the image data to be displayed on the display device 7 includes various image data related to the game, such as decoration symbol image data showing decoration symbols, background image data, and effect image data.
[0129] Then, the display control circuit 304 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal and supplies the converted image signal to the display device 7 at a predetermined timing. When the image signal is supplied to the display device 7, an image related to the image signal is displayed on the display device 7. In this way, the display control circuit 304 can perform control to display an image related to the game on the display device 7.
[0130] The audio control circuit 305 is a circuit for performing control related to the audio generated from the speaker 32. The audio control circuit 305 includes a sound source IC for performing control related to the audio, an audio data ROM for storing various types of audio data, an amplifier (hereinafter referred to as AMP) for amplifying the audio signal, and the like.
[0131] The sound source IC controls the audio output from the speaker 32. The sound source IC selects one piece of audio data from a plurality of pieces of audio data stored in the audio data ROM in response to an audio generation command from the sub-CPU 301. Further, the sound source IC reads the selected audio data from the audio data ROM, converts the audio data into a predetermined audio signal, and supplies the converted audio signal to the AMP. The AMP amplifies signals such as the audio and sound effects output from the speaker 32.
[0132] The LED control circuit 306 is a circuit for controlling an LED group 46 including decorative LEDs and the like. The LED control circuit 306 includes a drive circuit for supplying an LED control signal, a decorative data ROM in which a plurality of types of LED decoration patterns are stored, and the like.
[0133] The accessory control circuit 307 is a circuit for controlling the operation of each accessory (for example, one or more accessories among the effect accessory group 58). The accessory control circuit 307 includes a drive circuit for supplying a drive signal to each accessory, a lighting circuit for supplying a lighting control signal, an accessory data ROM in which an operation pattern and a lighting pattern are stored, and the like.
[0134] Also, the accessory control circuit 307 selects one operation pattern from a plurality of operation patterns stored in the accessory data ROM in response to an accessory operation command from the sub CPU 301. Then, the selected operation pattern is read out from the accessory data ROM, and by supplying a drive signal corresponding to the read operation pattern, the mechanical operation of each accessory is controlled. Further, the lighting circuit selects one lighting pattern from a plurality of lighting patterns stored in the accessory data ROM based on a lighting command from the sub CPU 301. Then, the selected lighting pattern is read out from the accessory data ROM, and by supplying a lighting control signal corresponding to the read lighting pattern, the lighting operation of each accessory is controlled.
[0135] The command input port 308 is connected to the command output port 206 and receives various commands transmitted from the main control circuit 200.
[0136] [1-2-3. Payout / Launch Control Circuit] The payout / launch control circuit 400 controls the payout of prize balls and loan balls. Connected to this payout / launch control circuit 400 are a payout device 82 capable of paying out game balls, a launch device 6 capable of launching game balls, a card unit 180 capable of executing control related to ball lending, and the like.
[0137] When the payout / launch control circuit 400 receives a prize ball control command transmitted from the main control circuit 200, it transmits a predetermined signal to the payout device 82 and controls the payout device 82 to pay out game balls.
[0138] A ball lending operation panel 182 is connected to the card unit 180. The ball lending operation panel 182 is provided with a ball lending button for receiving balls on loan and a lending return button (both not shown in the figure) for receiving the return of a ball lending card in which cash data is stored. For example, when a ball lending operation is performed by a player, a ball lending control signal corresponding to the ball lending operation is transmitted to the card unit 180. The payout / firing control circuit 400 performs control to cause the payout device 82 to pay out game balls based on the ball lending control signal transmitted from the card unit 180. Note that the operation panel 182 is often provided on the pachinko game machine side, but it may also be provided on the card unit 180 side.
[0139] In addition, the payout / firing control circuit 400 supplies power to a firing solenoid (not shown) according to the rotation angle (rotation amount) based on the fact that the firing handle 62 is rotated in the clockwise direction, and performs control to fire game balls.
[0140] [1-2-4. Power Supply Circuit] The power supply circuit 450 is a power circuit created to supply the necessary power voltage for games to the main control circuit 200, the sub-control circuit 300, the payout / firing control circuit 400, and the like.
[0141] A power switch 95 and the like are connected to the power supply circuit 450. The power switch 95 is turned on when supplying power necessary for the pachinko game machine (more specifically, the main control circuit 200, the sub-control circuit 300, the payout / firing control circuit 400, etc.).
[0142] [1-3. Game Flow] Next, with reference to FIGS. 7 and 8, an example of the game flow will be described. FIG. 7 shows an example of the game flow. FIG. 8 shows an example of a game state transition diagram showing the transition of game states. Note that the game flow shown in FIG. 7 is a flow that can be grasped from the appearance, not a control flow.
[0143] As shown in FIG. 7, in a pachinko game, a game ball is launched by a user operation such as that of a player, and when the game ball wins a prize at various winning holes (for example, the first start hole 120, etc.), a payout control process for the game ball is performed. The pachinko game includes a special symbol game using special symbols and a normal symbol game using normal symbols. The special symbol game is, for example, a game in which a winning determination process for special symbols is executed based on the winning of a game ball at the start holes 120 and 140, and it is determined whether to shift to a big win game state or the like. Also, the normal symbol game is, for example, a game in which a winning determination process for normal symbols is executed based on the passage of a game ball through the passing gate 126, and it is determined whether to operate the normal electric accessory 146 to open the winning hole (the second start hole 140 in this embodiment) or the like. In this specification, the "special symbol game" may sometimes be referred to as a "game", but "game" is a term used in a broad concept, and for example, a normal symbol game or an in-game performance game using an operation unit such as the performance button 54 (see FIG. 1, for example) is also included in the "game".
[0144] Also, in this specification, from the start of the variable display of the special symbols until the end of this variable display and the result of the winning determination process for the special symbols is determined and displayed (derived) (more specifically, until the special symbol determination time has elapsed) is regarded as one special symbol game. However, after the result of the winning determination process for the special symbols is derived, if it is controlled to be in a big win game state, from that point until the end of the big win game state is regarded as one special symbol game. In the first pachinko gaming machine, a small win is not included in the result of the winning determination process for the special symbols, but in a pachinko gaming machine in which a small win is included in the result of the winning determination process for the special symbols, when it is controlled to be in a small win game state after the result of the winning determination process for the special symbols is derived, from that point until the end of the small win game state is regarded as one special symbol game.
[0145] When a stop display mode indicating a big win is derived to the first special symbol display unit 163 or the second special symbol display unit 164 in the special symbol game, it is controlled to the big win game state. In the big win game state, a round game is executed in which the big winning opening 131 is opened for a predetermined time (for example, a maximum of 30,000 msec) by the operation of the special electric accessory 133, and the winning possibility for the big winning opening 131 is relatively increased.
[0146] Also, when a stop display mode indicating a normal symbol win is derived to the normal symbol display unit 161 in the normal symbol game, the winning opening (for example, the second start opening 140 in this embodiment) is opened by the operation of the normal electric accessory 146, and the winning possibility for the second start opening 140 is relatively increased.
[0147] Note that the games executable in the pachinko game are not limited to the special symbol game and the normal symbol game, and new games different from these may be executable.
[0148] Hereinafter, an outline of the game flows of the special symbol game and the normal symbol game will be described.
[0149] [1-3-1. Special Symbol Game] As shown in FIG. 7, the special symbol game mainly includes a special symbol start winning process performed when a winning (passing) occurs in the first start opening 120 or the second start opening 140, and a special symbol control process performed based on the establishment of the start condition of the special symbol.
[0150] When a game ball wins in the first start opening 120 or the second start opening 140, a special symbol start winning process is performed. In this special symbol start winning process, various data related to the special symbol (for example, various random values such as a big win determination random value, a symbol determination random value, a reach determination random value, and an effect selection random value) are respectively extracted (acquired) from various counters for the special symbol (for example, a big win determination counter, a symbol determination counter, etc.). Each of the extracted random values is reserved as start information. This special symbol start winning process is performed even during the execution of the special symbol control process.
[0151] Also, in the special symbol control process, it is determined whether or not the start condition of the special symbol is satisfied. When the start condition of the special symbol is satisfied, a winning determination process for the special symbol is performed, in which it is determined whether or not it is a "big win" by referring to the random number value for winning determination extracted from the counter for winning determination of the special symbol. Thereafter, a stop symbol determination process for determining the stop symbol is performed. In the stop symbol determination process, the random number value for symbol determination extracted from the symbol determination counter of the special symbol and the result of the winning determination process of the special symbol are referred to, and the special symbol to be stopped and displayed is determined.
[0152] In this embodiment, when the probability variation flag is on, probability variation control is executed. In the above-described winning determination process for the special symbol, when the probability variation flag is off, it is determined to be a "big win" with a relatively low probability, and when the probability variation flag is on, it is determined to be a "big win" with a relatively high probability. Hereinafter, in this specification, the probability of being determined to be a "big win" is referred to as the "big win probability".
[0153] The probability variation flag is one of the management flags stored in the main RAM 203 and is a flag for managing whether or not to execute probability variation control. When the probability variation flag is on, the game progresses in a game state where probability variation control is executed (for example, in the high probability short game state in this embodiment). On the other hand, when the probability variation flag is off, the game progresses in a game state where probability variation control is not executed (for example, in the normal game state or the low probability short game state).
[0154] Next, a variation pattern determination process for the special symbol is performed. In this process, a random number value is extracted from the counter for variation pattern determination, and with reference to the random number value, the result of the above-described winning determination process for the special symbol, and the above-described special symbol to be stopped and displayed, the variation pattern (variable display pattern) of the special symbol is determined. Then, based on the result of the variation pattern determination process for the special symbol, a variable display control process for the special symbol is performed.
[0155] When the variation pattern of the special symbol is determined, next, the effect pattern determination process for determining the effect pattern is performed. Then, based on the result of the effect pattern determination process, effect control processes such as display effects such as decorative symbols and character effects displayed in the display area of the display device 7, and sound effects such as sounds and sound effects output from the speaker 32 are performed. Note that the effect control process is performed by the sub-CPU 301.
[0156] Then, when the variable display control process and the effect control process of the special symbol are completed and it is a big win, the big win game control process is performed. The big win game control process is a process executed in the big win game state. When the big win game state ends, the special symbol game ends, and the game state transition control process to the non-big win game state where it is not a big win is performed. In this case, the game state transitions according to the type of big win. For example, in the case of a big win type in which both the probability variation flag and the time shortening flag are set to on, after the end of the big win game state, it transitions to the high probability time shortening game state.
[0157] On the other hand, when it is not a big win, that is, when it is a loss, the special symbol game ends. In the first pachinko game machine, the result of the winning determination process of the special symbol does not include a small win, but in a pachinko game machine in which the result of the winning determination process of the special symbol includes a small win, when winning a small win, the small win game control process is performed. Also, although not shown in FIG. 7, in the case of a time shortening win described later, it transitions to the time shortening game state.
[0158] And each time the start condition of the special symbol is satisfied, the various processes of the special symbol control process described above are repeated.
[0159] Note that when a game ball wins in the start ports 120 and 140 during the special symbol control process, the special symbol start winning process is executed. Also, the start information of the special symbol extracted when a game ball wins in the start ports 120 and 140 (for example, various data such as various random values such as a big win determination random value, a symbol random value of the special symbol, a reach determination random value, and an effect selection random value) is held until the start condition of the special symbol is satisfied.
[0160] In addition, in the first pachinko game machine, up to a maximum of eight pieces of starting information for special symbols can be held in total, consisting of four pieces of starting information for the first special symbol and four pieces of starting information for the second special symbol. However, the number of pieces of starting information for special symbols that can be held is not limited to this. For example, it may be possible to hold more pieces of starting information for the first special symbol than for the second special symbol, or vice versa.
[0161] Although not shown in FIG. 7, a preliminary determination (for example, refer to S396 in FIG. 52 described later) may be performed to determine the winning or losing (the presence or absence of winning a "big win") and the variation pattern prior to the winning determination process of the special symbol based on the starting information extracted when a game ball wins (passes through) the starting ports 120 and 140 between the time when the special symbol starts winning and the time when the starting condition of the special symbol is satisfied. A preliminary effect function may be provided to perform a predetermined effect based on the result of this preliminary determination. Note that the above preliminary determination may be performed before the starting information extracted by the winning of the game ball into the starting ports 120 and 140 is held, or after it is held.
[0162] [1-3-2. Normal Symbol Game] As shown in FIG. 7, the normal symbol game mainly includes a normal symbol start passing process that is performed when a game ball passes through the passing gate 126, and a normal symbol control process that is performed based on the establishment of the starting condition of the normal symbol, and the like.
[0163] When a game ball passes through the passing gate 126, the normal symbol start passing process is executed. In this normal symbol start passing process, starting information for the normal symbol (for example, a random value for winning determination of the normal symbol, etc.) is extracted (acquired) from the counter for winning determination of the normal symbol, and the extracted starting information is held.
[0164] Also, in the normal symbol control process, the main CPU 201 determines whether the start condition of the normal symbol is satisfied. When starting the variable display of the normal symbol, the main CPU 201 refers to the random number value for determining a win of the normal symbol extracted from the win determination counter for the normal symbol, executes the win determination process of the normal symbol to determine whether it is a "win of the normal symbol", and then executes the variable pattern determination process. In this process, the result of the win determination process of the normal symbol is referred to, and the variable pattern of the normal symbol is determined.
[0165] Next, the main CPU 201 refers to the result of the win determination process of the normal symbol and the determined variable pattern of the normal symbol, and executes a variable display control process for controlling the variable display of the normal symbol and an effect control process for performing a predetermined effect. Note that the effect control process may not be executed.
[0166] Then, when the variable display control process and the effect control process of the normal symbol are completed, the main CPU 201 determines whether a normal winning symbol indicating "win of the normal symbol" has been derived on the normal symbol display unit 161 (see FIGS. 5 and 6). When it is determined that a stop display mode indicating a normal win has been derived, the main CPU 201 executes a game control process for a win of the normal symbol. In this game control process for a win of the normal symbol, the normal electric accessory 146 (see FIG. 4) operates, and a release state is established in which it is possible or easy for a game ball to enter (pass through) a winning port (for example, in this embodiment, for example, the second start port 140 (see FIG. 4)). On the other hand, when it is determined that a stop display mode indicating a normal win has not been derived, the main CPU 201 does not execute the game control process for a win of the normal symbol and ends the normal symbol control process.
[0167] In addition, in a gaming state where time-saving control is not executed (for example, a normal gaming state), the probability of deriving a stop display mode indicating a normal win may be set to 0. The time-saving control corresponds to control in which at least one of special figure shortening control for shortening the variable display time of special symbols and electric support control for increasing the frequency of operating the normal electric accessory 146 to open a winning port (for example, the second start port 140 (see FIG. 4) in this embodiment) to an open state is performed, compared to when the time-saving control is not executed. This time-saving control may be control that performs both special figure shortening control and electric support control, or may be control that performs only one of special figure shortening control and electric support control.
[0168] The electric support control is control that improves at least one of the winning probability of "normal symbol win", the variable display time of the normal symbol, and the opening pattern (number of openings, opening time, wait time) of the normal electric accessory 146. The time-saving performance is the performance of changing the ease of winning of game balls into the winning port (for example, the second start port 140 (see FIG. 4) in this embodiment), and refers to the winning probability of "normal symbol win", the variable display time of the normal symbol, and / or the opening pattern (number of openings, opening time, wait time, etc.) of the normal electric accessory 146. Further, improving the time-saving performance means, for example, making it easier for game balls to win into the winning port (for example, the second start port 140 (see FIG. 4) in this embodiment). That is, when the electric support control is executed, compared to the case where the electric support control is not executed, the winning probability of "normal symbol win" is increased, the variable display time of the normal symbol is shortened, and / or the winning is facilitated by the normal electric accessory 146 (the number of openings is increased, the opening time is extended, the wait time is shortened, etc.).
[0169] And each time the start condition of the normal symbol is satisfied, the various processes of the above-described normal symbol control process are repeated.
[0170] In addition, when a game ball passes through the passing gate 126 during the normal symbol control process, the normal symbol start passing process is executed. Also, the start information of the normal symbol (for example, the random number value for determining a win of the normal symbol, etc.) extracted when the game ball passes through the passing gate 126 is held until the start condition of the normal symbol is satisfied.
[0171] Note that the start of the variable display of the normal symbol is performed in the order in which it is held. When the start condition of the normal symbol is satisfied, the variable display for the start information that was held first among the held start information of the normal symbol is executed.
[0172] Note that as the extraction method of various random number values (for example, the random number value for determining a big win of the first special symbol, the symbol random number value of the first special symbol, the reach determination random number value of the first special symbol, the random number value for determining a big win of the second special symbol, the symbol random number value of the second special symbol, the reach determination random number value of the second special symbol, and the random number value for determining a win of the normal symbol, etc.), a soft random number method that generates a random number value within a predetermined range (width) by executing a program by the main CPU 201 may be used, or a hard random number method that extracts a random number value from a counter in a random number generator in which the random number is updated at a predetermined cycle may be used.
[0173] [1-3-3. Game State Transition] As shown in FIG. 8, the game state can be broadly classified into a non-big win game state and a big win game state. In the non-big win game state, as described above, the special symbol game is executed. When a big win is derived as a result of the winning determination process of the special symbol, the state transitions from the non-big win game state to the big win game state. In the big win game state, as described above, the round game is executed, and the variable display of the special symbol is not executed. However, regarding the variable display of the normal symbol, it is made executable even in the big win game state. Note that the description of the small win game state is omitted.
[0174] The non-big win game state can be broadly classified into a low probability state in which the winning probability of a big win in the winning determination process of the special symbol is relatively low, and a high probability game state in which the winning probability of a big win in the winning determination process of the special symbol is relatively high.
[0175] The high-probability gaming state includes a high-probability time-limited gaming state (high-probability high base) in which time-limited control is executed. Although it is not included in the high-probability gaming state of the first pachinko gaming machine, as shown in FIG. 8, there may be a case where a high-probability non-time-limited gaming state (high-probability low base state) in which time-limited control is not executed is included in the high-probability gaming state.
[0176] The low-probability state includes a normal gaming state (low-probability low base) in which time-limited control is not executed and a time-limited gaming state (low-probability high base) in which time-limited control is executed.
[0177] Furthermore, the time-limited gaming state includes an A time-limited gaming state, a B time-limited gaming state, and a C time-limited gaming state.
[0178] The A time-limited gaming state is a time-limited gaming state that can be shifted to after the end of a specific jackpot gaming state. When a specified number of special symbol games are executed or a jackpot gaming state is shifted to, the A time-limited gaming state ends. When the A time-limited gaming state ends due to the execution of a specified number of special symbol games, in principle, it shifts to the normal gaming state.
[0179] The B time-limited gaming state is, for example, a time-limited gaming state that can be shifted to when the jackpot gaming state ends and the variable display of special symbols in a non-high-probability gaming state (that is, a gaming state in which the probability change flag is off) starts, or when the variable display count of special symbols (for example, the ceiling counter) starting from the RAM clear described later reaches the ceiling value (for example, 1000 times). When a specified number of special symbol games are executed or a jackpot gaming state is shifted to, the B time-limited gaming state ends. When the B time-limited gaming state ends due to the execution of a specified number of special symbol games, in principle, it shifts to the normal gaming state.
[0180] The C time-saving game state is a time-saving game state that can be shifted when the result of the winning determination process of the special symbol performed in the low probability state is "time-saving win" and a display mode of time-saving win is derived. When a specified number of special symbol games determined by winning "time-saving win" are executed or the game shifts to the big win game state, the C time-saving game state ends. When the C time-saving game state ends by executing the specified number of special symbol games, in principle, it shifts to the normal game state. Note that, for example, when a plurality of time-saving game states overlap, even if the specified number of special symbol games are executed, instead of shifting to the normal game state, the C time-saving game state continues.
[0181] In this specification, regardless of whether a plurality of time-saving game states are executed one after another, when the transition condition to the time-saving game state is satisfied in the time-saving game state or the transition conditions to a plurality of time-saving game states are simultaneously satisfied, the time-saving game state is said to "overlap". And when a plurality of time-saving game states overlap, under the control of the main CPU 201, internally, operating any of the overlapping plurality of time-saving game states, that is, operating the overlapping plurality of time-saving game states in parallel internally is called "executing one after another". However, even if the main CPU 201 internally executes a plurality of time-saving game states one after another, the actually executed time-saving control corresponds only to the time-saving control of any one of the time-saving game states. That is, even when a plurality of time-saving game states are executed one after another, the player perceives that they are controlled by any one of the plurality of time-saving game states.
[0182] Next, the transition of the game state will be described.
[0183] Even when controlled in the normal game state, the time-saving game state (A time-saving game state, B time-saving game state, C time-saving game state), and the high probability game state (for example, the high probability time-saving game state), if the result of the winning determination process of the special symbol is a big win, the game shifts to the big win game state.
[0184] When the jackpot game state ends, depending on the game specifications, it can transition to any of the normal game state, the time-saving game state, and the high-probability game state (e.g., the high-probability time-saving game state). However, the time-saving game state that can be transitioned to when the jackpot game state ends is limited to the Type-A time-saving game state.
[0185] When controlled in the high-probability game state, except for some pachinko machines such as so-called ST machines and loop machines, it does not transition from the high-probability game state to the time-saving game state or the normal game state. Similarly, it does not transition from the time-saving game state or the normal game state to the high-probability game state unless it passes through the jackpot game state.
[0186] When controlled in the normal game state, it is possible to transition to the Type-B time-saving game state or the Type-C time-saving game state, but it cannot transition to the Type-A time-saving game state unless it passes through the jackpot game state. However, since it transitions to the normal game state when a specified number of special symbol games are executed in the Type-A time-saving game state, it is possible to transition from the Type-A time-saving game state to the normal game state. Also, regardless of whether it is controlled in the Type-B time-saving game state or the Type-C time-saving game state, it transitions to the normal game state when a specified number of special symbol games are executed, so it is also possible to transition from the Type-B time-saving game state or the Type-C time-saving game state to the normal game state.
[0187] Next, the transition between the time-saving game states will be described.
[0188] When controlled in the Type-A time-saving game state, the number of time-saving times that can be executed in the Type-A time-saving game state is set to be less than the ceiling value, which is the transition condition to the Type-B time-saving game state. Therefore, it does not transition from the Type-A time-saving game state to the Type-B time-saving game state. Also, since the Type-A time-saving game state is controlled via the jackpot game state, it does not transition from the Type-B time-saving game state to the Type-A time-saving game state. On the other hand, when the result of the winning determination process of the special symbol in the Type-A time-saving game state is "time-saving win", the transition condition to the Type-C time-saving game state is satisfied. Therefore, the Type-A time-saving game state and the Type-C time-saving game state can overlap. However, as described above, since the Type-A time-saving game state is controlled via the jackpot game state, it does not transition from the Type-C time-saving game state to the Type-A time-saving game state.
[0189] When it is controlled to be in the B short-time game state, if the result of the winning determination process of the special symbol is "short-time win", the transition condition to the C short-time game state is satisfied, and the B short-time game state and the C short-time game state can overlap. Also, when the ceiling counter reaches the ceiling value in the C short-time game state, the C short-time game state and the B short-time game state can overlap.
[0190] When it is controlled to be in the C short-time game state, if the result of the winning determination process of the special symbol is "short-time win", the transition condition to the C short-time game state is satisfied, and the C short-time game state and the C short-time game state can overlap.
[0191] Note that the details regarding the overlap of the short-time game states will be described later.
[0192] [1-4. Basic Specifications] Next, with reference to FIGS. 9 to 19, the basic specifications of the first pachinko game machine will be described.
[0193] In the first pachinko game machine, a normal game state in which neither probability variation control nor short-time control is executed, a high-probability short-time game state in which both probability variation control and short-time control are executed, and a low-probability short-time game state in which probability variation control is not executed but short-time control is executed are prepared, and the main CPU 201 can advance the game in any of these game states. However, the game states advanced under the control of the main CPU 20 are not limited to this.
[0194] In this embodiment, left shooting is the regular game mode in the normal game state, and right shooting is the regular game mode in the high-probability short-time game state and the low-probability short-time game state. The sub CPU 301 executes control to display the shooting method that is the regular game mode, for example, in the display area of the display device 7. Note that the "regular game mode" corresponds to the game mode that is least disadvantageous (advantageous to the player) among a plurality of game modes (for example, the shooting mode) for the player.
[0195] [1-4-1. Probability of a big win for each set value] FIG. 9 is an example of a table showing the probability of a big win (approximate) for each set value in the first pachinko gaming machine. As shown in FIG. 9, in the first pachinko gaming machine, using the above-described setting key 174, backup clear switch 176 (both shown in FIG. 6), etc., it is possible to set to any one of a plurality of set values such as setting 1 to setting 6. In the case of such a pachinko gaming machine with a setting function, the probability of a big win varies depending on the set value, and the main CPU 201 executes a winning determination process for the special symbol based on the set set value.
[0196] Specifically, the probability of a big win in a gaming state where the probability variation control flag is off and the probability variation control is not executed (in this embodiment, for example, the normal gaming state and the short probability state) is, regardless of whether the winning determination process for the first special symbol or the winning determination process for the second special symbol is executed, for example, about 1 / 319 for setting 1, about 1 / 314 for setting 2, about 1 / 309 for setting 3, about 1 / 304 for setting 4, about 1 / 299 for setting 5, and about 1 / 294 for setting 6. Also, the probability of a big win in a gaming state where the probability variation control flag is on and the probability variation control is executed (in this embodiment, for example, the high probability short gaming state) is about 1 / 77 for setting 1, about 1 / 76 for setting 2, about 1 / 75 for setting 3, about 1 / 74 for setting 4, about 1 / 73 for setting 5, and about 1 / 72 for setting 6.
[0197] Note that the short-time win probability is a common probability for all set values, different from the big win probability. For example, the short-time win probability when the winning determination process for the first special symbol is executed is 1 / 160, and the short-time win probability when the winning determination process for the second special symbol is executed is 1 / 240. The short-time win probability may be made different between the case where the winning determination process for the first special symbol is executed and the case where the winning determination process for the second special symbol is executed, or may be the same.
[0198] However, even if the probability per time shortening is the same for all setting values, the time shortening continuation rate (for example, the number of times of time shortening to be set) may be made different according to the setting values. For example, when the result of the winning determination process of the special symbol is "winning with time shortening", for example, in the case of setting 1, 50 times may be set as the number of times of time shortening, and in the case of setting 6, 100 times may be set as the number of times of time shortening.
[0199] Note that in the first pachinko gaming machine, the small win is not included in the lottery target, but it may be included in the lottery target. When the small win is included in the lottery target, the small win probability may be the same for all setting values. Further, when the small win is included in the lottery target, it may be possible to win the small win only when the winning determination process of one of the first special symbol and the second special symbol (for example, the second special symbol) is performed. In this case, in the winning determination process of the other special symbol (for example, the first special symbol), in addition to the mode in which the determination of whether or not the small win is won is not performed, the mode in which the determination of whether or not the small win is won is performed with the small win probability set to 0 may also be adopted.
[0200] The above-mentioned probability of winning with time shortening and the small win probability when the small win is included in the lottery target are the same for all setting values as described above, but are not limited thereto, and may be different probabilities according to the setting values.
[0201] Also, in this embodiment, the jackpot probabilities are different for all setting values, but are not limited thereto. For example, the jackpot probabilities may be the same for a plurality of setting values, such as the same jackpot probability for setting 1 and setting 2, the same jackpot probability for setting 3 and setting 4, and the same jackpot probability for setting 5 and setting 6.
[0202] Also, in this embodiment, although the jackpot probability varies according to the set value, if the degree of advantage for the player varies according to the set value, the object that varies according to the set value is not necessarily limited to the jackpot probability. For example, in the case of a pachinko gaming machine in which when a game ball wins a prize in a specific winning opening, it is controlled to a jackpot gaming state, the winning probability for the specific winning opening may be varied according to the set value. Note that it is not essential to make the pachinko gaming machine a pachinko gaming machine with a setting function.
[0203] [1-4-2. Special symbol winning determination table] FIG. 10 is an example of a special symbol winning determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. Note that the special symbol winning determination table shown in FIG. 10 shows the case of setting 1 shown in FIG. 9 as an example.
[0204] The special symbol winning determination table is a table referred to in the special symbol winning determination process, that is, a table referred to when determining "time shortening win", "jackpot" or "loss" by lottery based on the jackpot determination random number value extracted when a game ball wins a prize in the start openings 120 and 140. Note that in this embodiment, the lottery targets are "time shortening win", "jackpot" and "loss", and other lottery targets (for example, small win) are not included, but when a game ball wins a prize in the first start opening 120 or / and the second start opening 140, it may be determined as other lottery targets.
[0205] The jackpot determination random number value is, as described above, a random number value used in the special symbol winning determination process. In this embodiment, the jackpot determination random number value is extracted from 0 to 65535 (65536 types). However, the range of the generated random number value is not limited to the above.
[0206] In this embodiment, the main CPU 201 determines "short-time win", "big win", or "loss" based on the extracted big win determination random number value in the winning determination process of the first special symbol. In the winning determination table of the first special symbol, for each value (0 or 1) of the probability variation flag, the relationship between the range (width) of the big win determination random number value determined as "short-time win" and the corresponding short-time win determination value data, the relationship between the range (width) of the big win determination random number value determined as "big win" and the corresponding big win determination value data, and the relationship between the range (width) of the big win determination random number value determined as "loss" and the corresponding loss determination value data are defined.
[0207] Note that in this specification, when the value of the probability variation flag is "0", the probability variation flag is off, and when the value of the probability variation flag is "1", the probability variation flag is on.
[0208] Also, in the winning determination process of the second special symbol, the main CPU 201 determines "short-time win", "big win", or "loss" based on the extracted big win determination random number value in the same manner as in the winning determination process of the first special symbol. In the winning determination table of the second special symbol, for each value (0 or 1) of the probability variation flag, the relationship between the range (width) of the big win determination random number value determined as "short-time win" and the corresponding short-time win determination value data, the relationship between the range (width) of the big win determination random number value determined as "big win" and the corresponding big win determination value data, and the relationship between the range (width) of the big win determination random number value determined as "loss" and the corresponding loss determination value data are defined.
[0209] In this embodiment, for example, when the probability variation flag is off during the winning determination process of the first special symbol and the extracted random number value for jackpot determination is any value from 0 to 408, the main CPU 201 determines that it is a "short-time win" and determines the win / loss determination value data as "short-time win determination value data". Also, when the probability variation flag is off during the winning determination process of the first special symbol and the extracted random number value for jackpot determination is any value from 409 to 613, the main CPU 201 determines that it is a "jackpot" and determines the win / loss determination value data as "jackpot determination value data". Further, when the extracted random number value for jackpot determination is any value from 614 to 65535, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data".
[0210] Also, for example, when the probability variation flag is on during the winning determination process of the first special symbol and the extracted random number value for jackpot determination is any value from 0 to 408, the main CPU 201 determines that it is a "short-time win" and determines the determination value data as "short-time win determination value data". Also, when the probability variation flag is on during the winning determination process of the first special symbol and the extracted random number value for jackpot determination is any value from 409 to 1259, the main CPU 201 determines that it is a "jackpot" and determines the determination value data as "jackpot determination value data". Further, when the extracted random number value for jackpot determination is any value from 1260 to 65535, the main CPU 201 determines that it is a "loss" and determines the determination value data as "loss determination value data".
[0211] Similarly, for example, when the probability variation flag is off during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 0 to 272, the main CPU 201 determines it as "short-time win" and determines the determination value data as "short-time win determination value data". Also, when the probability variation flag is off during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 273 to 477, the main CPU 201 determines it as "jackpot" and determines the determination value data as "jackpot determination value data". Furthermore, when the probability variation flag is off during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 478 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".
[0212] Also, for example, when the probability variation flag is on during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 0 to 272, the main CPU 201 determines it as "short-time win" and determines the determination value data as "short-time win determination value data". Also, when the probability variation flag is on during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 273 to 1123, the main CPU 201 determines it as "jackpot" and determines the determination value data as "jackpot determination value data". Furthermore, when the probability variation flag is on during the winning determination process of the second special symbol and the extracted random number value for jackpot determination is any value from 1124 to 65535, the main CPU 201 determines it as "loss" and determines the determination value data as "loss determination value data".
[0213] Thus, in this embodiment, for example, among the random numbers for jackpot determination that occur in the range of 0 to 65535, a predetermined width from 0 (for example, 0 to 408 in the case of the winning determination process of the first special symbol) is assigned to other determination value data (for example, short-time winning determination value data) excluding the jackpot determination value data and the losing determination value data. Also, from a predetermined value to the end (for example, 614 to 65535 when the probability variation flag is off during the winning determination process of the first special symbol) is assigned to the losing determination value data. Furthermore, the jackpot determination value data and the losing determination value data are assigned adjacently. By doing so, for example, when the probability variation flag changes from off to on (or from on to off), the width of the losing determination value data can be decreased (or increased) by the amount by which the width of the jackpot determination value data is increased (or decreased), and it becomes possible to change the jackpot probability without changing the width of other determination value data (for example, short-time winning determination value data).
[0214] Also, in this embodiment, by making the winning probability of "short-time win" when the winning determination process of the first special symbol is performed different from the winning probability of "short-time win" when the winning determination process of the second special symbol is performed, the game is given variations to suppress a decrease in interest.
[0215] In particular, as shown in FIG. 10, by making the winning probability of "short-time win" when the winning determination process of the first special symbol is performed higher than the winning probability of "short-time win" when the winning determination process of the second special symbol is performed, it becomes possible to suppress a decrease in interest in the normal game state that tends to be a monotonous game.
[0216] However, the winning probability of "short-time win" when the winning determination process of the second special symbol is performed may be made higher than the winning probability of "short-time win" when the winning determination process of the first special symbol is performed. In this case, for example, by making it possible to execute the short-time game state repeatedly when winning "short-time win" in the short-time game state, when winning "short-time win" near the end of the short-time game state, the short-time game state will be substantially extended, and it becomes possible to suppress a decrease in interest.
[0217] Incidentally, as shown in FIG. 10, in this embodiment, regardless of whether the probability variation flag is on or off, it is possible to win the "time-saving win". However, when the probability variation flag is off (normal game state, time-saving game state), the main CPU 201 controls to the time-saving game state if the result of the winning determination process is "time-saving win". However, when the probability variation flag is on, even if the result of the winning determination process is "time-saving win", it does not control to the time-saving game state.
[0218] [1-4-3. Special Symbol Determination Table] FIG. 11 is an example of a special symbol determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.
[0219] The special symbol determination table is a table referred to when selecting the "selected symbol command" and the "symbol designation command" that determine the stop symbol based on the symbol random number value of the special symbol extracted when a game ball wins in the start ports 120 and 140 and the above-described determination value data. The "selected symbol command" is a command for designating the winning symbol determined according to the type of big win when the result of the winning determination process of the special symbol is a big win, and the "symbol designation command" is a command for designating the symbol displayed when the variable display of the special symbol stops. The symbol random number value of the special symbol is extracted from, for example, 0 to 99 (100 types).
[0220] According to the special symbol determination table shown in FIG. 11, when short-time win determination value data is obtained as a result of the winning determination process of the first special symbol, the main CPU 201 selects, for example, a selection symbol command and a symbol designation command as follows. That is, when the symbol random number value of the first special symbol is, for example, 0 to 69, the main CPU 201 selects "z0" as the selection symbol command and "zA1" as the symbol designation command. Also, when the symbol random number value of the first special symbol is any one of 70 to 96, for example, the main CPU 201 selects "z1" as the selection symbol command and "zA1" as the symbol designation command. Further, when the symbol random number value of the first special symbol is any one of 97 to 99, for example, the main CPU 201 selects "z2" as the selection symbol command and "zA2" as the symbol designation command.
[0221] Also, when jackpot determination value data is obtained as a result of the winning determination process of the first special symbol, for example, the selection symbol command and the symbol designation command are selected as follows. That is, when the symbol random number value of the first special symbol is any one of 0 to 9, the main CPU 201 selects "z3" as the selection symbol command and "zA3" as the symbol designation command. Also, when the symbol random number value of the first special symbol is any one of 10 to 59, the main CPU 201 selects "z4" as the selection symbol command and "zA4" as the symbol designation command. Further, when the symbol random number value of the first special symbol is any one of 60 to 99, the main CPU 201 selects "z5" as the selection symbol command and "zA4" as the symbol designation command.
[0222] Also, when loss determination value data is obtained as a result of the winning determination process of the first special symbol, regardless of whether the symbol random number value of the first special symbol is 0 to 99, the main CPU 201 selects "z6" as the selection symbol command and "zA5" as the symbol designation command.
[0223] Also, when short-time winning determination value data is obtained as a result of the winning determination process for the second special symbol, for example, the selection symbol command and the symbol specification command are selected as follows. That is, when the symbol random number value of the second special symbol is, for example, 0 to 96, the main CPU 201 selects "z7" as the selection symbol command and "zA6" as the symbol specification command. Also, when the symbol random number value of the second special symbol is any one of 97 to 99, for example, the main CPU 201 selects "z8" as the selection symbol command and "zA7" as the symbol specification command.
[0224] Also, when jackpot determination value data is obtained as a result of the winning determination process for the second special symbol, for example, the selection symbol command and the symbol specification command are selected as follows. That is, when the symbol random number value of the second special symbol is any one of 0 to 59, the main CPU 201 selects "z9" as the selection symbol command and "zA8" as the symbol specification command. Also, when the symbol random number value of the second special symbol is any one of 60 to 99, the main CPU 201 selects "z10" as the selection symbol command and "zA9" as the symbol specification command.
[0225] Also, when losing determination value data is obtained as a result of the winning determination process for the second special symbol, regardless of whether the symbol random number value of the second special symbol is 0 to 99, the main CPU 201 selects "z11" as the selection symbol command and "zA10" as the symbol specification command.
[0226] Note that in this embodiment, the winning / losing determination value data is determined based on the extracted jackpot determination random number value with reference to the winning determination table for special symbols (see FIG. 10), and then the selection symbol command and the symbol specification command are determined based on the symbol random number value of the special symbol with reference to the special symbol determination table (see FIG. 11). However, it is not limited to this. For example, the winning / losing of the special symbol, the selection symbol command, and the symbol specification command may be determined together based on the extracted jackpot determination random number value and the symbol random number value of the special symbol.
[0227] [1-4-4. Special Symbol Stop Mode Determination Table] FIG. 12(A) is an example of a special symbol stop mode determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The special symbol stop mode determination table is referred to when determining the stop mode of the special symbol derived to the first special symbol display unit 163 or the second special symbol display unit 164 (see FIG. 5) when the variable display of the special symbol stops, according to the selection symbol command.
[0228] As shown in FIG. 12(A), the stop mode of the special symbol derived to the first special symbol display unit 163 or the second special symbol display unit 164 (see FIG. 5) is composed of a 1-byte control signal configured in a region of, for example, 0 to 7. Each region of 0 to 7 of the first special symbol corresponds one-to-one to any one of the eight LEDs 163a to 163h (see FIG. 5) constituting the first special symbol display unit 163. For example, region 0 of the first special symbol corresponds to 163a, region 1 of the first special symbol corresponds to 163b, region 2 of the first special symbol corresponds to 163c, region 3 of the first special symbol corresponds to 163d, region 4 of the first special symbol corresponds to 163e, region 5 of the first special symbol corresponds to 163f, region 6 of the first special symbol corresponds to 163g, and region 7 of the first special symbol corresponds to 163h.
[0229] Similarly, each region of 0 to 7 of the second special symbol corresponds one-to-one to any one of the eight LEDs 164a to 164h (see FIG. 5) constituting the second special symbol display unit 164. For example, region 0 of the second special symbol corresponds to 164a, region 1 of the second special symbol corresponds to 164b, region 2 of the second special symbol corresponds to 164c, region 3 of the second special symbol corresponds to 164d, region 4 of the second special symbol corresponds to 164e, region 5 of the second special symbol corresponds to 164f, region 6 of the second special symbol corresponds to 164g, and region 7 of the second special symbol corresponds to 164h.
[0230] In this embodiment, when the result of the winning determination process for the special symbol is "time-saving win", the display mode of the LEDs (time-saving win display mode) derived to the special symbol display units 163 and 164 is determined as follows. For example, when the selected symbol command is "z0", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. When the selected symbol command is "z1", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol, the LED 163b corresponding to the area 1 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. When the selected symbol command is "z2", the main CPU 201 turns on the LED 163a corresponding to the area 0 of the first special symbol, the LED 163c corresponding to the area 2 of the first special symbol, and the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and determines to stop displaying the first special symbol display unit 163 in such a manner that the other LEDs are turned off. Also, when the selected symbol command is "z7", the main CPU 201 turns on the LED 164a corresponding to the area 0 of the second special symbol, the LED 164b corresponding to the area 1 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off. When the selected symbol command is "z8", the main CPU 201 turns on the LED 164a corresponding to the area 0 of the second special symbol, the LED 164c corresponding to the area 2 of the second special symbol, and the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and determines to stop displaying the second special symbol display unit 164 in such a manner that the other LEDs are turned off.
[0231] Also, when the result of the special symbol winning determination process is "big win", the display mode (big win display mode) of the LEDs derived to the special symbol display units 163 and 164 is determined as follows. For example, when the selected symbol command is "z3", the main CPU 201 turns on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163e corresponding to the area 4 of the first special symbol, and the LED 163g corresponding to the area 6 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. When the selected symbol command is "z4", the main CPU 201 turns on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163f corresponding to the area 5 of the first special symbol, and the LED 163g corresponding to the area 6 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. When the selected symbol command is "z5", the main CPU 201 turns on the LED 163d corresponding to the area 3 of the first special symbol, the LED 163e corresponding to the area 4 of the first special symbol, the LED 163f corresponding to the area 5 of the first special symbol, and the LED 163g corresponding to the area 6 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. When the selected symbol command is "z9", the main CPU 201 turns on the LED 164d corresponding to the area 3 of the second special symbol, the LED 164e corresponding to the area 4 of the second special symbol, and the LED 164g corresponding to the area 6 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and turns off the other LEDs, and determines to stop displaying the second special symbol display unit 164. When the selected symbol command is "z10", the main CPU 201 turns on the LED 164d corresponding to the area 3 of the second special symbol and the LED 164f corresponding to the area 5 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and turns off the other LEDs, and determines to stop displaying the second special symbol display unit 164.
[0232] Also, when the result of the winning determination process for the special symbol is "loss", the display mode of the LEDs (loss display mode) derived to the special symbol display units 163 and 164 is determined as follows. For example, when the selected symbol command is "z6", the main CPU 201 turns on only the LED 163h corresponding to the area 7 of the first special symbol among the eight LEDs constituting the first special symbol display unit 163, and turns off the other LEDs, and determines to stop displaying the first special symbol display unit 163. When the selected symbol command is "z11", the main CPU 201 turns on only the LED 164h corresponding to the area 7 of the second special symbol among the eight LEDs constituting the second special symbol display unit 164, and turns off the other LEDs, and determines to stop displaying the second special symbol display unit 164.
[0233] Based on the result of the winning determination process for the special symbol, when the main CPU 201 determines the stop mode of the special symbol, it outputs a control signal corresponding to the determined mode to each LED constituting the first special symbol display unit 163 or the second special symbol display unit 164, and controls the stop mode of the special symbol derived to the first special symbol display unit 163 or the second special symbol display unit 164.
[0234] In addition, in FIG. 12(A), for the sake of convenience, the display modes of the LEDs derived to the first special symbol display unit 163 and the display modes of the LEDs derived to the second special symbol display unit 164 are shown in the same table. However, it is preferable that the control signals are transmitted separately between the first special symbol display unit 163 and the second special symbol display unit 164.
[0235] FIG. 12(B) is an example of a decorative symbol stop mode determination table stored in the program ROM of the sub-control circuit 300 provided in the first pachinko game machine. The decorative symbol stop mode determination table is referred to when determining the stop mode (symbol combination) of the decorative symbol derived when the variable display of the decorative symbol displayed on the display device 7 stops, according to the symbol designation command. The column of "Remarks" shown in FIG. 12(B) is shown for convenience to make it easier to understand.
[0236] Note that since only one of the first special symbol and the second special symbol can be variably displayed on the first pachinko gaming machine, the sub-CPU 1301 controls the display device 7 to perform a display effect for the special symbol that is variably displayed among the first special symbol and the second special symbol. In this case, it is preferable that the sub-CPU 301 performs the display effect in a manner that can grasp whether the variably displayed special symbol is the first special symbol or the second special symbol.
[0237] In this embodiment, the decorative symbols displayed on the display device 7 are such that the left symbol is composed of, for example, 9 symbols from 1 to 9, the middle symbol is composed of, for example, 10 symbols from 1 to 9 and the time-saving symbol, and the right symbol is composed of, for example, 9 symbols from 1 to 9. The time-saving symbol is a symbol that is stopped and displayed when the game state transitions to a time-saving game state, for example, when the result of the special symbol lottery is a time-saving win. By stopping and displaying the middle symbol as the time-saving symbol, the player can grasp that they have won a time-saving win. Also, in this embodiment, odd symbols are defined as symbols that are more advantageous to the player than even symbols, but it is not limited to this.
[0238] Note that in the first pachinko gaming machine, the result of the special symbol lottery does not include a minor win. However, when the result of the special symbol lottery includes a minor win, for example, the symbols constituting the middle symbol may include a minor win symbol (a symbol that is stopped and displayed when the result of the special symbol lottery is a minor win). In this case, when the result of the special symbol lottery is a minor win, the sub-CPU 301 stops and displays the middle symbol as the minor win symbol, so that the player can grasp that they have won a minor win.
[0239] As shown in FIG. 12(B), when the symbol designation command is "zA1" or "zA6" (when the result of the special symbol lottery is a "time-saving win"), the sub-CPU 301 stops the left symbol and the right symbol as even symbols and stops the middle symbol as the time-saving symbol, for example, as the stop mode of the decorative symbols.
[0240] When the symbol designation command is "zA2" or "zA7" (when the result of the special symbol lottery is "time saving"), the sub-CPU 301 stops, for example, the left and right symbols as odd symbols and the middle symbol as a time-saving symbol as the stop mode of the decorative symbols. When the symbol designation command is "zA2" or "zA7" (when the selected symbol command is "z2" or "z8"), as can be seen by referring to FIG. 13 described later, compared with the case where the symbol designation command is "zA1" or "zA6" (when the selected symbol command is "z0", "z1" or "z7"), the number of time-saving times set is larger and the degree of advantage for the player is higher.
[0241] When the symbol designation command is "zA3" or "zA8" (when the result of the special symbol lottery is "big win"), the sub-CPU 301 stops, for example, the left, right and middle symbols as aligned odd symbols (triple) as the stop mode of the decorative symbols.
[0242] When the symbol designation command is "zA4" or "zA9" (when the result of the special symbol lottery is "big win"), the sub-CPU 301 stops, for example, the left, right and middle symbols as aligned even symbols (triple) as the stop mode of the decorative symbols. Note that the symbol designation command "zA4" has two cases: when the probability variable flag is set to on after the end of the big win gaming state (when the selected symbol command is "z4") and when the probability variable flag is not set to on (when the selected symbol command is "z5"), as can be seen by referring to FIG. 13 described later. Therefore, in this embodiment, regardless of whether the selected symbol command is "z4" or "z5", the sub-CPU 301 controls the decorative symbols to stop as aligned even symbols (triple), and it is preferable to perform a promotion effect indicating that it is a probability variable win (when the probability variable flag is set to on) in the big win gaming state.
[0243] Also, as can be understood by referring to FIG. 13 described later, when the symbol designation command is "zA4" or "zA9", the expected value that the probability variable flag is set to on after the end of the big win gaming state is smaller compared to the case where the symbol designation command is "zA3" or "zA8". In this regard, when the symbol designation command is "zA3" or "zA8", the degree of advantage for the player is higher compared to the case where the symbol designation command is "zA4" or "zA9".
[0244] In addition, when the symbol designation command is "zA5" or "zA10" (when the result of the special symbol lottery is "a loss"), the sub CPU 301 stops the decorative symbol in a scattered state. The scattered state corresponds to, for example, a stop mode in which at least one of the left symbol, the right symbol, and the middle symbol is different from the other symbols.
[0245] FIG. 12(B) illustrates the stop mode of the decorative symbol according to the symbol designation command (for example, when the symbol designation command is "zA1", the left symbol is "2", the middle symbol is "time shortening", and the right symbol is "4"). However, the stop mode shown in the column of the stop mode of the decorative symbol in FIG. 12(B) is merely an example and is not limited thereto.
[0246] [1-4-5. Big Win Type Determination Table] FIG. 13 is an example of a big win type determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The big win type determination table is referred to when determining the mode of the big win gaming state (more specifically, for example, the number of rounds) and / or the mode of the subsequent gaming state according to the selection symbol command determined corresponding to the symbol random value of the special symbol. The mode of the subsequent gaming state indicates the mode of the gaming state after the end of the big win gaming state. However, when the result of the special symbol winning determination process is a time shortening win, since it is controlled to the C time shortening gaming state without being controlled to the big win gaming state, the mode of the subsequent gaming state indicates the mode of the C time shortening gaming state.
[0247] In this embodiment, when the result of the winning determination process for the special symbol is "time-saving win", the mode of the C time-saving game state is determined as follows. For example, when the selected symbol command is "z0", the main CPU 201 determines to set only the time-saving flag on among the probability-variable flag and the time-saving flag, and determines to set the number of time-saving times to 10 times. When the selected symbol command is "z1" or "z7", the main CPU 201 determines to set only the time-saving flag on among the probability-variable flag and the time-saving flag, and determines to set the number of time-saving times to 50 times. When the selected symbol command is "z2" or "z8", the main CPU 201 determines to set only the time-saving flag on among the probability-variable flag and the time-saving flag, and determines to set the number of time-saving times to 100 times. When the result of the winning determination process for the special symbol is "time-saving win", after the main CPU 201 derives the above-described display mode for time-saving win to the first special symbol display unit 163 or the second special symbol display unit 164, without controlling to the big win game state, the main CPU 201 sets the time-saving flag on and sets the determined number of time-saving times, making it possible to control to the C time-saving game state. Note that, since the result of the winning determination process for the special symbol is "time-saving win", the game state is not controlled to the big win game state, so the mode of the big win game state is not determined. In this embodiment, when the result of the winning determination process for the special symbol is "time-saving win", regardless of the game state when this winning determination process for the special symbol is performed, the set number of time-saving times is the same. However, it is not limited to this, and the set number of time-saving times may be made different according to the game state when the winning determination process for the special symbol is performed.
[0248] As described above, in this embodiment, when the result of the winning determination process for the special symbol is "time-saving win", the set number of time-saving times is made different according to the selected symbol command determined based on the symbol random number value of the special symbol. By doing so, when the result of the winning determination process for the special symbol is "time-saving win", it becomes possible to give variations to the subsequent progress of the game, and it becomes possible to suppress the decline in interest.
[0249] Incidentally, as described above, when the probability variation flag is on, the main CPU 201 does not control the game state to time-saving even if the result of the winning determination process is "time-saving win". For example, even if the probability variation flag is on (high probability game state), as shown in FIG. 10, the main CPU 201 conducts a lottery for "time-saving win", and when the result of the winning determination process is "time-saving win", although it derives the display mode of time-saving win indicating winning in "time-saving win" to the special symbol display units 163 and 164, it may continue the high probability game state without controlling to the C time-saving game state.
[0250] Also, the main CPU 201 may conduct a lottery for "time-saving win" when the probability variation flag is on, and even if the result of the winning determination process is "time-saving win", it may forcibly derive the losing display mode to the special symbol display units 163 and 164.
[0251] Furthermore, when the probability variation flag is on, the time-saving win determination value data may not be assigned to the big win determination random value, that is, a winning determination process that does not include "time-saving win" in the lottery result (the result of the winning determination process of the special symbol) may be conducted. In this case, the time-saving win determination value data is assigned to the big win determination random value when the probability variation flag is off, and the time-saving win determination value data is not assigned when the probability variation flag is on. Therefore, the width of the random value that was assigned to the time-saving win determination value data when the probability variation flag is off is assigned to the losing determination value data, the big win determination value data, or both the losing determination value data and the big win determination value data instead of the time-saving win determination value data.
[0252] Note that in this embodiment, when the probability variation flag is on, it is configured not to shift to the C time-saving game state, but it is not limited to this. For example, in a pachinko game machine that can be controlled to a high probability non-time-saving game state where the time-saving flag is off even if the probability variation flag is on, when the result of the winning determination process is "time-saving win", it may shift to the high probability time-saving game state.
[0253] When the result of the special symbol winning determination process is "big win", the mode of the winning game state and the mode of the subsequent game state are determined as follows.
[0254] For example, when the selected symbol command is "z3" or "z9", the main CPU 201 determines that the number of rounds is 10 rounds as the mode of the big win game state. Also, as the mode of the subsequent game state, it is determined to set both the probability variation flag and the time shortening flag to on, and to set both the probability variation count and the time shortening count to 10,000 times. In these cases, after the main CPU 201 derives the above-described big win display mode to the special symbol display units 163 and 164, it controls to the big win game state, and after the end of this big win game state, it can be controlled to the high probability time shortening game state.
[0255] Also, when the selected symbol command is "z4", the main CPU 201 determines that the number of rounds is 4 rounds as the mode of the big win game state. Also, as the mode of the subsequent game state, it is determined to set both the probability variation flag and the time shortening flag to on, and to set both the probability variation count and the time shortening count to 10,000 times. In this case, after the main CPU 201 derives the above-described big win display mode to the first special symbol display unit 163, it controls to the big win game state, and after the end of this big win game state, it can be controlled to the high probability time shortening game state.
[0256] Also, when the selected symbol command is "z5", the main CPU 201 determines that the number of rounds is 4 rounds as the mode of the big win game state. Also, as the mode of the subsequent game state, it is determined to set only the time shortening flag among the probability variation flag and the time shortening flag to on. Also, it is determined to set the time shortening count to be set, for example, to 200 times. In this case, after the main CPU 201 derives the above-described big win display mode to the first special symbol display unit 163, it controls to the big win game state, and after the end of this big win game state, it can be controlled to the time shortening game state. Here, the time shortening game state controlled is the A time shortening game state.
[0257] Also, when the selected symbol command is "z10", the main CPU 201 determines that the number of rounds is 10 rounds as the mode of the jackpot game state. Also, as the mode of the subsequent game state, it is determined to set only the time shortening flag on among the probability variation flag and the time shortening flag. Also, it is determined to set the number of times of time shortening to be set, for example, to 300 times. In this case, after the main CPU 201 derives the above-described jackpot display mode to the second special symbol display unit 164, it controls to the jackpot game state, and after the end of this jackpot game state, it can be controlled to the time shortening game state. The time shortening game state controlled here is also the A time shortening game state.
[0258] Note that it is preferable that the time shortening performance in the high probability time shortening game state is the same as the time shortening performance in the A time shortening game state, but it may be different from the time shortening performance in the A time shortening.
[0259] Also, for example, when the result of the winning determination process of the special symbol is "loss" (for example, when the selected symbol command is "z6" and "z11"), the main CPU 201 does not set either the mode of the jackpot game state or the mode of the subsequent game state. That is, when the result of the winning determination process of the special symbol is a loss, the main CPU 201 continues to control the game state as it is without shifting the game state.
[0260] Note that when the result of the winning determination process of the special symbol is "loss" (for example, when the selected symbol command is "z6" and "z11"), as described above, neither the mode of the jackpot game state nor the mode of the subsequent game state is set. Therefore, originally, it is not necessary to illustrate it in the winning type determination table of FIG. 13. However, in this embodiment, for the sake of convenience, it is illustrated in FIG. 13 in order to clarify that when the result of the winning determination process of the special symbol is "loss", neither the mode of the jackpot game state nor the mode of the subsequent game state is determined.
[0261] As described above, in this embodiment, the main CPU 201 refers to the jackpot determination table of the special symbol in FIG. 10, and determines the win / loss determination value data (performs win / loss determination) based on the jackpot determination random number value extracted when a game ball wins the first start port 120 or the second start port 140, and determines the win / loss ("time reduction win", "jackpot", or "loss"). Then, the main CPU 201 refers to the special symbol determination table of FIG. 11, and determines the selection symbol command based on the symbol random number value of the special symbol extracted when a game ball wins the first start port 120 or the second start port 140 and the above win / loss determination value data, and determines the type of the display mode (the type of time reduction win or the type of jackpot) derived to the special symbol display units 163 and 164. Note that the above win / loss determination and the determination of the selection symbol command are performed at the start of the variable display of the special symbol, but it is not intended to exclude the case where they are performed between the start of the variable display of the special symbol and the confirmation display.
[0262] Also, as shown in FIG. 13, in this embodiment, the number of time reduction times in the A time reduction game state controlled after the end of the jackpot game state is, for example, 200 times (when the selection symbol command is "z5"), or 300 times (when the selection symbol command is "z10"). On the other hand, the number of time reduction times in the C time reduction game state controlled when the result of the jackpot determination process of the special symbol is "time reduction win" is, for example, 10 times (when the selection symbol command is "z0"), 50 times (when the selection symbol command is "z1", "z7"), or 100 times (when the selection symbol command is "z2", "z8"). That is, the expected value of the number of time reduction times in the A time reduction game state is higher than the expected value of the number of time reduction times in the C time reduction game state. In this way, by making the A time reduction game state more advantageous for the player compared to the C time reduction game state, the positioning of the "jackpot" can be increased. For example, it is possible to suppress a decrease in interest that may occur due to being disadvantaged compared to the case of not winning the "jackpot" (winning the "time reduction win") even though winning the "jackpot".
[0263] Note that, instead of the expected value of the number of time shortening times in the A time shortening game state being higher than the expected value of the number of time shortening times in the C time shortening game state, for example, as shown in FIG. 14, the expected value of the number of time shortening times in the C time shortening game state may be made higher than the expected value of the number of time shortening times in the A time shortening game state. FIG. 14 is a modified example of the winning type determination table shown in FIG. 13. In this FIG. 14, the number of time shortening times in the A time shortening game state is, for example, 50 times (when the selected symbol command is "z5", "z10"). On the other hand, the number of time shortening times in the C time shortening game state is, for example, 50 times (when the selected symbol command is "z0"), 100 times (when the selected symbol command is "z1", "z7") or 200 times (when the selected symbol command is "z2", "z8"). In this way, by making the C time shortening game state more advantageous for the player compared to the A time shortening game state, the positioning of "per time shortening" can be increased. For example, even if a state where the player does not win a "big win" continues for a long time, when the player wins a "time shortening win", the player will be controlled to the relatively advantageous C time shortening game state, so it is possible to suppress the decline in interest.
[0264] Note that in this specification, similar to the case of the probability variation flag, when the value of the time shortening flag is "0", it is the time shortening flag off, and when the value of the time shortening flag is "1", it is the time shortening flag on.
[0265] The time shortening flag is one of the management flags stored in the main RAM 203, similar to the probability variation flag, and is a flag for managing whether to execute time shortening control.
[0266] Also, the number of time shortening times is the variable display number of special symbols that can continuously execute time shortening control. That is, for example, when the number of time shortening times is determined to be "50", if 50 variable displays of special symbols are performed without winning a big win in this time shortening game state, this time shortening game state ends and a non-time shortening game state (for example, a normal game state) is shifted to.
[0267] Note that the "10,000" of the number of probability variation times and the number of time shortening times shown in FIG. 13 etc. means that the probability variation control can be continuously executed until it is determined to be a jackpot (i.e., the next jackpot) after the end of the jackpot gaming state.
[0268] [1-4-6. Variation Pattern Table of Special Symbols] FIG. 15 is an example of a variation pattern table of special symbols of the first pachinko gaming machine. The "Remarks" column in FIG. 15 is shown for convenience to make it easier to understand. The time shortening win-based reaches A, B, and C shown in the "Remarks" column of FIG. 15 are reach effects indicating that the result of the winning determination process of the special symbol may be a time shortening win (there is no possibility of a jackpot). Similarly, the jackpot-based reaches A, B, and C are reach effects indicating that the result of the winning determination process of the special symbol may be a jackpot (there is no possibility of a time shortening win). Furthermore, the common reaches A, B, C, D, and E are reach effects indicating that the result of the winning determination process of the special symbol may be either a time shortening win or a jackpot. Note that FIG. 15 is a variation pattern table of special symbols when the probability variation flag is off, and illustration of the variation pattern table of special symbols when the probability variation flag is on is omitted.
[0269] The main CPU 201 determines the variation pattern of the first special symbol when based on the winning of a game ball in the first start port 120, and determines the variation pattern of the second special symbol when based on the winning of a game ball in the second start port 140. The variation pattern table of special symbols in FIG. 15 is a table referred to when executing the special symbol variation pattern determination process of S96 in FIG. X28 described later.
[0270] As shown in FIG. 15, the variation pattern of the special symbol is determined based on the type of the special symbol, the result of the winning determination process of the special symbol (win or loss), the value of the time shortening flag (0 or 1), the reach determination random number value, and / or the production selection random number value, etc., but is not limited thereto, and may be determined based on other values etc. instead of or in addition to any of the above.
[0271] The random value for reach determination is extracted, for example, from among 0 to 249 (250 types), and the random value for effect selection is extracted, for example, from among 0 to 99 (100 types). However, the range of the generated random values is not limited to the above.
[0272] When the random value for effect selection extracted based on the winning of the game ball into the first start port 120 is a specific random value, the main CPU 201 sets a pre-reading flag. When the sub CPU 301 that has received the variable pattern command of the special symbol transmitted from the main CPU 201 detects that the pre-reading flag is set, it performs a pre-reading effect.
[0273] In this embodiment, the main CPU 201 sets the pre-reading flag when the time shortening flag is off, and does not set the pre-reading flag when the time shortening flag is on or the probability variation flag is on.
[0274] Also, in this embodiment, the main CPU 201 determines whether to perform the pre-reading effect, but it is not limited to this, and the sub CPU 301 may be configured to make the determination.
[0275] Note that the main CPU 201 may be configured to set the pre-reading flag (so that the pre-reading effect is performed) even when the time shortening flag is on or the probability variation flag is on. Also, when determining the variable pattern of the second special symbol, the pre-reading flag may be set (so that the pre-reading effect is performed).
[0276] When the time shortening flag is on, the expected value of the number of variations per unit time of the variable pattern of the special symbol determined is smaller than when the time shortening flag is off. That is, the variable time of the special symbol when the time shortening flag is on is likely to be shorter than the variable time of the special symbol when the time shortening flag is off.
[0277] The determined variation pattern information is transmitted from the main CPU 201 to the command input port 308 of the sub CPU 301 via the command output port 206. Based on the variation pattern information transmitted from the main CPU 201, the sub CPU 301 controls the display effects displayed in the display area of the display device 7 and the sound effects output from the speaker 32.
[0278] Although not shown in FIG. 15, for each set value, for example, the range of the random number value for effect selection may be changed so that the variation patterns (variable display times) of the special symbols to be determined are different.
[0279] Also, in this embodiment, for example, when the result of the winning determination process is a loss, the variation pattern of the special symbol is determined according to whether the time reduction flag is on or off regardless of the type of time reduction, but it is not limited to this. For example, the expected value of the variable display times of the special symbol per unit time may be made different according to the type of time reduction. For example, the expected value of the variable display times of the special symbol per unit time may be made different among the A time reduction game state, the B time reduction game state, and the C time reduction game state.
[0280] [1-4-7. Time Reduction Game State] As described above, in this embodiment, as the time reduction game state, an A time reduction game state, a B time reduction game state, and a C time reduction game state are prepared. These time reduction game states will be described below.
[0281] The A time reduction game state is a time reduction game state controlled after the end of the big win game state when the result of the winning determination process of the special symbol is "big win" and the selected symbol command is, for example, "z5" or "z10". That is, in this embodiment, the transition condition to the A time reduction game state is to win a big win (a big win with the selected symbol command being "z5" or "z10"). However, even if the transition condition to the A time reduction game state is satisfied, it does not necessarily transition to the A time reduction game state. If a condition that prevents the transition to the A time reduction game state is satisfied (for example, when the backup is cleared), it will not transition to the A time reduction game state.
[0282] In addition, the end conditions of the short-game state A are as follows: when the result of the winning determination process of the special symbol is "big win" and the big-win game state based on the "big win" is started, and when the variable display of the special symbol (the first special symbol and the second special symbol) for the short-time number determined corresponding to the selection symbol command (hereinafter referred to as the "prescribed short-time number A") is executed (refer to the column of "short-time number" in FIG. 13). The end condition is satisfied when any of these conditions is met.
[0283] The short-game state B is, for example, a short-game state controlled when the ceiling counter is updated (incremented by 1) starting from when the big-win game state ends and the variable display of the special symbol in the non-high-probability game state (in this embodiment, for example, the normal game state and the low-probability short-game state) is started. That is, the transition condition to the short-game state B is that the ceiling counter reaches the ceiling value. The transition to the short-game state B may be when the variable display of the special symbol (hereinafter referred to as the "final ceiling variation") when the ceiling counter reaches the ceiling value is started, or when the final ceiling variation ends, or when the variable display of the next special symbol after the final ceiling variation is started. That is, the transition timing to the short-game state B may be any time from when the final ceiling variation is started until the variable display of the next special symbol is started. Also, when the result of the winning determination process of the special symbol in the final ceiling variation is "loss", although a loss display mode is derived for the special symbol display units 163 and 164, the game will transition to the short-game state B. In this case, the sub-CPU 301 may perform control to display on the display device 7 a display effect (for example, stopping the decorative symbol with a special symbol, performing a special effect by a character, or an effect in which both are performed) indicating to the player that the transition condition to the short-game state B has been satisfied (for example, in this embodiment, that the ceiling counter has reached the ceiling value). Note that even if the transition condition to the short-game state B is satisfied, it does not necessarily transition to the short-game state B. If a condition that prevents the transition to the short-game state B is satisfied (for example, when the result of the winning determination process of the special symbol in the final ceiling variation is a big win, etc.), the transition to the short-game state B is not allowed.
[0284] The ceiling counter is not updated when the probability variable flag is on, and is always counted regardless of whether the time shortening flag is on or off when the probability variable flag is off. When the ceiling counter reaches the ceiling value, it is controlled to the B time shortening game state unless the result of the winning determination process of the special symbol is "big win". In a pachinko gaming machine where the result of the winning determination process of the special symbol includes a small win, when the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "small win", the B time shortening game state may be started when the display mode of the small win is derived to the special symbol display units 163 and 164, or the B time shortening game state may be started after the end of the small win game state. That is, when the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "small win", only the display mode of the small win is displayed on the special symbol display units 163 and 164, and the display effect indicating to the player that the ceiling counter has reached the ceiling value as described above is not displayed. In the case of a pachinko gaming machine with a setting function, the ceiling value may be made different according to the setting value. When the result of the winning determination process of the special symbol when the ceiling counter reaches the ceiling value is "big win", it is controlled to the big win game state without being controlled to the B time shortening game state.
[0285] Note that the ceiling counter is reset when a predetermined condition is satisfied, such as when the power is turned on, when it is controlled to the big win game state, when the clear process (backup clear process) of the work area (volatile area) in the RAM 203 is performed, when a switch different from the backup clear switch 176 (for example, the setting key 174 or a dedicated switch) is operated, or when the high probability of the normal symbol winning probability ends in a gaming machine in which the normal symbol winning probability can be changed. When the update of the ceiling counter is permitted, the ceiling counter is updated each time the variable display of the special symbol is executed. For example, when the probability variable flag is on, the update of the ceiling counter is not permitted.
[0286] After clearing the ceiling counter, the main CPU 201 starts counting the ceiling counter from the next variable display of the special symbol. Note that the ceiling value may be set by the main CPU 201 each time the ceiling counter is cleared, or it may be predetermined as something specific to the pachinko machine instead of being set each time.
[0287] When the ceiling counter is cleared due to being controlled to the big win game state, after the end of the big win game state, if the probability variable flag is not on, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol. Also, after the end of the big win game state, if the probability variable flag is on, the ceiling counter is not updated even if the variable display of the special symbol is performed. However, for example, in the case of an ST machine or a specification that performs a probability variable fall lottery, the ceiling counter is updated at the start or end of the first variable display of the special symbol after the probability variable flag is turned off. Note that in the case of a specification that performs a probability variable fall lottery, since the probability variable flag is changed from on to off at the start of the variable display of the special symbol, if the ceiling counter is updated at the end of the variable display of the special symbol, the ceiling counter may be updated if the probability variable flag is off at the end of the variable display of the special symbol.
[0288] Note that in the case of a pachinko machine with a specification in which the main CPU 201 performs a probability variable fall lottery, when the sub CPU 301 receives a command transmitted from the main CPU 201, it is preferable not to perform an effect suggesting winning the probability variable fall lottery or an effect suggesting a transition from a high probability game state to a low probability game state. By doing so, it becomes difficult for the player to grasp the start point of counting by the ceiling counter, that is, the timing of transition to the B short game state, based on the display effect etc. displayed on the display device 7, and it becomes possible to provide an interesting game property. When it is difficult to grasp the timing of transition to the B short game state, for example, by displaying a countdown effect suggesting the timing of transition to the B short game state or a fake countdown effect on the display device 7 under the control of the sub CPU 301, it becomes possible to further enhance the interest.
[0289] Also, when a clear process (backup clear process) of the work area (volatile area) in the RAM 203 is performed, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol after the clear process of the work area in the RAM 203.
[0290] Furthermore, when a switch different from the backup clear switch 176 (for example, the setting key 174 or a dedicated switch) is operated, the main CPU 201 updates (+1) the ceiling counter at the start or end of the first variable display of the special symbol after the operation of the different switch.
[0291] In addition, the end condition of the B-time short game state is when the result of the winning determination process of the special symbol is "big win" and the big win game state based on the "big win" is started, and when the variable display of the special symbol (first special symbol and second special symbol) for a predetermined number of times (hereinafter referred to as "B-time short specified number of times") is executed. Among them, it is the case where any one of the conditions is satisfied. One of the end conditions of the B-time short game state, "when the variable display of the special symbol for the B-time short specified number of times is executed", may be when the variable display of the special symbol for the B-time short specified number of times (hereinafter referred to as "B-time short final variation") is started, or when the B-time short final variation ends. That is, the end timing of the B-time short game state may be any time from when the B-time short final variation is started until the variable display of the special symbol related to this B-time short final variation ends.
[0292] The short-time game state C is a short-time game state controlled when the result of the winning determination process of the special symbol is "short-time win". That is, the transition condition to the short-time game state C is to win a short-time win (when the selected symbol command is "z0" to "z2", "z7" or "z8" for the short-time win), and the display mode of the short-time win is derived (confirmed display) on the special symbol display units 163 and 164. Even if the transition condition to the short-time game state C is satisfied, it does not necessarily transition to the short-time game state C. If a condition that prevents the transition to the short-time game state C is satisfied (for example, in a specification where the short-time game state B and the short-time game state C cannot be executed simultaneously (details will be described later), and the result of the winning determination process of the special symbol in the short-time game state B is "short-time win", etc.), it will not transition to the short-time game state C. Even when a condition that prevents the transition to the short-time game state C is satisfied despite the transition condition to the short-time game state C being satisfied, the main CPU 201 executes control to derive the display mode of the short-time win on the special symbol display units 163 and 164 without transitioning to the short-time game state C.
[0293] Also, the end condition of the short-time game state C is when the result of the winning determination process of the special symbol is "big win" and the big win game state based on the "big win" is started, and when the variable display of the special symbols (the first special symbol and the second special symbol) for the short-time number of times (hereinafter referred to as the "C short-time specified number of times") determined corresponding to the selected symbol command is executed (refer to the "short-time number of times" column in FIG. 13). Among them, it is the case where any one of the conditions is satisfied. The C short-time specified number of times, which is one of the end conditions of the short-time game state C, may be when the variable display of the special symbol for the short-time number of times determined corresponding to the selected symbol command (hereinafter referred to as the "C short-time final variation") is started, or when the C short-time final variation ends. That is, the end timing of the short-time game state C may be any time from when the C short-time final variation is started until the variable display of the special symbol for this C short-time final variation ends.
[0294] Note that the time-saving performance may be different among the A time-saving game state, the B time-saving game state, and the C time-saving game state. Also, among the A time-saving game state, the B time-saving game state, and the C time-saving game state, the time-saving performance of two of the time-saving game states may be the same, and the time-saving performance of these two time-saving game states may be different from the time-saving performance of the other one time-saving game state. Furthermore, the time-saving performance of the A time-saving game state, the time-saving performance of the B time-saving game state, and the time-saving performance of the C time-saving game state may be the same.
[0295] In addition to the above, the end conditions for the A time-saving game state, the end conditions for the B time-saving game state, and the end conditions for the C time-saving game state may include, for example, that the variable display count of the second special symbol has reached the specified count, that the normal electric accessory 146 has been opened a specified number of times, that a specific opening mode has been selected as the opening mode of the normal electric accessory 146, etc. Also, in a pachinko gaming machine in which the result of the winning determination process for the special symbol includes a minor win, that the minor win count has reached the specified count may be included in the above end conditions. Furthermore, a time-saving fall lottery may be conducted, and that the player has won the time-saving fall lottery may be included in the above end conditions.
[0296] [1-4-8. Winning Determination Table for Normal Symbol] FIG. 16 is an example of a winning determination table for normal symbols stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.
[0297] The winning determination table for normal symbols is a table referred to in the winning determination process for normal symbols, that is, a table referred to when determining "normal symbol win" or "loss" by lottery based on the game state and the random number value for winning determination of the normal symbol extracted when the game ball passes through the passing gate 126 (see FIG. 4) (that is, when executing the normal symbol game determination process of S295 in FIG. 43 described later).
[0298] The random number value for determining a winning combination of the normal symbol is, as described above, the random number value used for the winning combination determination process of the normal symbol. In this embodiment, the main CPU 201 extracts the random number value for determining a winning combination of the normal symbol from among 0 to 99 (100 types). However, the range of the generated random number value is not limited to the above.
[0299] In this embodiment, in the winning combination determination process of the normal symbol, the main CPU 201 determines "winning combination of the normal symbol" or "losing" based on the extracted random number value for determining a winning combination of the normal symbol. In the winning combination determination table for the normal symbol, for each type of time shortening, the relationship between the range (width) of the random number value for determining a winning combination of the normal symbol determined as "winning combination of the normal symbol" and the corresponding winning combination determination value data, and the relationship between the range (width) of the random number value for determining a winning combination of the normal symbol determined as "losing" and the corresponding losing determination value data are defined.
[0300] In this embodiment, in a non-time shortening game state (for example, a normal game state), if the extracted random number value for determining a winning combination of the normal symbol is any one of 0 to 79, the main CPU 201 determines it as "winning combination of the normal symbol" and determines the win / loss determination value data as "winning combination determination value data". Also, in a non-time shortening game state, if the extracted random number value for determining a winning combination of the normal symbol is any one of 80 to 99, the main CPU 201 determines it as "losing" and determines the determination value data as "losing determination value data".
[0301] Also, in an A time shortening game state, if the extracted random number value for determining a winning combination of the normal symbol is any one of 0 to 98, the main CPU 201 determines it as "winning combination of the normal symbol" and determines the win / loss determination value data as "winning combination determination value data". Also, in an A time shortening game state, if the extracted random number value for determining a winning combination of the normal symbol is 99, the main CPU 201 determines it as "losing" and determines the determination value data as "losing determination value data".
[0302] Also, in the B short-time game state, when the random number value for determining a win for the normal symbol extracted by the main CPU 201 is any value from 0 to 79, it is determined as "win for normal symbol", and the win / loss determination value data is determined as "win determination value data for normal symbol". Also, in the B short-time game state, when the random number value for determining a win for the normal symbol extracted by the main CPU 201 is any value from 80 to 99, it is determined as "loss", and the determination value data is determined as "loss determination value data".
[0303] Also, in the C short-time game state, when the random number value for determining a win for the normal symbol extracted by the main CPU 201 is any value from 0 to 79, it is determined as "win for normal symbol", and the win / loss determination value data is determined as "win determination value data for normal symbol". Also, in the C short-time game state, when the random number value for determining a win for the normal symbol extracted by the main CPU 201 is any value from 80 to 99, it is determined as "loss", and the determination value data is determined as "loss determination value data".
[0304] Thus, in this embodiment, among the non-short-time game state, the A short-time game state, the B short-time game state, and the C short-time game state, the winning probability of winning for the normal symbol in the A short-time game state (the selection rate (approximate value) shown in FIG. 16) is the highest.
[0305] Also, the winning probability of winning for the normal symbol in the B short-time game state (the selection rate (approximate value) shown in FIG. 16) is the same as the winning probability of winning for the normal symbol in the non-short-time game state. Similarly, the winning probability of winning for the normal symbol in the C short-time game state (the selection rate (approximate value) shown in FIG. 16) is also the same as the winning probability of winning for the normal symbol in the non-short-time game state. Therefore, even if the game state transitions among the non-short-time game state, the B short-time game state, and the C short-time game state, the winning probability of the normal symbol will not be changed.
[0306] Note that the winning probability of winning for the normal symbol may be the same in the non-short-time game state, the A short-time game state, the B short-time game state, and the C short-time game state. In this case, without changing the winning probability of winning for the normal symbol, it is only necessary to make the ratio of the types of normal symbols described later different for each state, so that the control process can be simplified.
[0307] [1-4-9. Normal Symbol Judgment Table] FIG. 17 is an example of a normal symbol judgment table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine.
[0308] The normal symbol judgment table is a table referred to when selecting a "normal symbol winning selection symbol command" for determining the stop symbol of the normal symbol based on the type of time shortening, the above-mentioned winning / losing judgment value data, and the symbol random number value of the normal symbol extracted when the game ball passes through the passing gate 126 (see FIG. 4). The "normal symbol winning selection symbol command" is a command for designating the winning symbol of the normal symbol determined according to the type of normal symbol win when the result of the winning judgment process of the normal symbol is a normal symbol win. The symbol random number value of the normal symbol is extracted, for example, from among 0 to 99 (100 types).
[0309] According to the normal symbol judgment table shown in FIG. 17, when the normal symbol winning judgment value data is obtained as a result of the winning judgment process of the normal symbol, for example, the normal symbol winning selection symbol command is selected as follows.
[0310] For example, in a non-time shortening game state, when the normal symbol winning judgment value data is obtained as a result of the winning judgment process of the normal symbol, regardless of whether the symbol random number value of the normal symbol is any value from 0 to 99, the main CPU 201 selects "fz0" as the normal symbol winning selection symbol command.
[0311] Also, in the A time shortening game state, when the normal symbol winning judgment value data is obtained as a result of the winning judgment process of the normal symbol, if the symbol random number value of the normal symbol is any value from 0 to 29, the main CPU 201 selects "fz1" as the normal symbol winning selection symbol command, if the symbol random number value of the normal symbol is any value from 30 to 69, the main CPU 201 selects "fz2" as the normal symbol winning selection symbol command, and if the symbol random number value of the normal symbol is any value from 70 to 99, the main CPU 201 selects "fz3" as the normal symbol winning selection symbol command.
[0312] Also, in the short B game state, when main CPU 201 obtains normal symbol winning determination value data as a result of the normal symbol winning determination process, if the symbol random number value of the normal symbol is any one of 0 to 29, main CPU 201 selects "fz4" as the selected symbol command at the time of normal symbol win, if the symbol random number value of the normal symbol is any one of 30 to 69, main CPU 201 selects "fz5" as the selected symbol command at the time of normal symbol win, and if the symbol random number value of the normal symbol is any one of 70 to 99, main CPU 201 selects "fz6" as the selected symbol command at the time of normal symbol win.
[0313] Also, in the short C game state, when main CPU 201 obtains normal symbol winning determination value data as a result of the normal symbol winning determination process, if the symbol random number value of the normal symbol is any one of 0 to 29, main CPU 201 selects "fz7" as the selected symbol command at the time of normal symbol win, if the symbol random number value of the normal symbol is any one of 30 to 69, main CPU 201 selects "fz8" as the selected symbol command at the time of normal symbol win, and if the symbol random number value of the normal symbol is any one of 70 to 99, main CPU 201 selects "fz9" as the selected symbol command at the time of normal symbol win.
[0314] Note that in this embodiment, main CPU 201 first refers to the normal symbol winning determination table (see FIG. 16), determines the winning / losing determination value data based on the extracted random number value for normal symbol winning determination, and then refers to the normal symbol determination table (see FIG. 17) to determine the selected symbol command at the time of normal symbol win based on the symbol random number value of the normal symbol. However, it is not limited to this. For example, based on the extracted random number value for normal symbol winning determination and the symbol random number value of the normal symbol, the winning / losing of the normal symbol and the selected symbol command at the time of normal symbol win may be determined together.
[0315] [1-4-10. Normal Symbol Winning Type Determination Table] FIG. 18 is an example of a normal symbol per type determination table stored in the main ROM 202 of the main control circuit 200 provided in the first pachinko gaming machine. The normal symbol per type determination table is referred to when determining the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), according to the normal symbol per time selection symbol command determined corresponding to the symbol random value of the normal symbol (that is, when executing the opening pattern setting process of the normal electric accessory 146 executed during the variable display start process of the normal symbol in S293 of FIG. 43 described later).
[0316] In this embodiment, when the result of the winning determination process of the normal symbol is "winning of the normal symbol", the type per normal symbol is determined as follows. For example, when the normal symbol per time selection symbol command is "fz0", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be the first opening time of 1000 msec, no wait time, and no second opening. That is, it is determined to be an opening pattern in which the normal electric accessory 146 is opened only once for 1000 msec.
[0317] Also, when the normal symbol per time selection symbol command is "fz1", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be the first opening time of 2000 msec, a wait time of 200 msec, and the second opening time of 2000 msec.
[0318] Also, when the normal symbol per time selection symbol command is "fz2", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be the first opening time of 2500 msec, a wait time of 200 msec, and the second opening time of 2500 msec.
[0319] Also, when the normal symbol per time selection symbol command is "fz3", the main CPU 201 determines the opening pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be the first opening time of 3000 msec, a wait time of 200 msec, and the second opening time of 3000 msec.
[0320] Also, when the normal symbol winning selection symbol command is "fz4" or "fz7", the main CPU 201 determines the release pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be a first release time of 2500 msec, no wait time, and no second release.
[0321] Also, when the normal symbol winning selection symbol command is "fz5" or "fz8", the main CPU 201 determines the release pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be a first release time of 2000 msec, a wait time of 600 msec, and a second release time of 2000 msec.
[0322] Also, when the normal symbol winning selection symbol command is "fz6" or "fz9", the main CPU 201 determines the release pattern, which is the operating mode of the normal electric accessory 146 (see FIG. 4), to be a first release time of 2500 msec, a wait time of 600 msec, and a second release time of 2500 msec.
[0323] Thus, in this embodiment, even if the result of the winning determination process of the normal symbol in the non-time-saving game state is "normal symbol winning", the release pattern of the normal electric accessory 146 (see FIG. 4) is the least advantageous mode among the release patterns of the normal electric accessory 146 in the non-time-saving game state, the A-time-saving game state, the B-time-saving game state, and the C-time-saving game state.
[0324] Note that the degree of advantage of the release pattern of the normal electric accessory 146 is the degree of ease of winning of the game balls into the second start port 140 when the normal electric accessory 146 is released.
[0325] When the result of the winning determination process of the normal symbol in the A-time-saving game state is "normal symbol winning", the release pattern of the normal electric accessory 146 (see FIG. 4) is the most advantageous mode among the release patterns of the normal electric accessory 146 in the non-time-saving game state, the A-time-saving game state, the B-time-saving game state, and the C-time-saving game state.
[0326] In addition, the opening pattern of the normal electric accessory 146 (see FIG. 4) when the result of the winning determination process of the normal symbol in the B short-time game state is "winning on the normal symbol" is the same as the opening pattern of the normal electric accessory 146 when the result of the winning determination process of the normal symbol in the C short-time game state is "winning on the normal symbol" in terms of the degree of advantage, but it is not limited to this.
[0327] [1-4-11. Variable Pattern Table of Normal Symbols] FIG. 19 is an example of a variable pattern table of normal symbols of the first pachinko game machine. The variable pattern table of normal symbols is referred to when determining the variable pattern of the normal symbol (that is, when executing the variable pattern determination process of the normal symbol executed in the variable display start process of the normal symbol in S293 of FIG. 43 described later). The main CPU 201 refers to the variable pattern table of normal symbols and determines the variable pattern of the normal symbol based on the game state and the random number value for normal symbol effect selection extracted when the game ball passes through the passing gate 126 (see FIG. 4). The random number value for normal symbol effect selection is extracted, for example, from among 0 to 99 (100 types). However, the range of the generated random number value is not limited to the above.
[0328] As shown in FIG. 19, in the non-short-time game state, regardless of the random number value for normal symbol effect selection being any value from 0 to 99, the variable display time of the normal symbol is determined to be, for example, 300000 msec. The variable display time of the normal symbol in the non-short-time game state is the longest among the non-short-time game state, the A short-time game state, the B short-time game state, and the C short-time game state.
[0329] In addition, in the A short-time game state, when the random number value for normal symbol effect selection is any value from 0 to 89, the variable display time of the normal symbol is determined to be, for example, 500 msec, and when the random number value for normal symbol effect selection is any value from 90 to 99, the variable display time of the normal symbol is determined to be, for example, 800 msec.
[0330] Also, in the B short-time game state, when the random value for selecting the normal symbol effect is any value from 0 to 39, the variable display time of the normal symbol is determined to be, for example, 500 msec. When the random value for selecting the normal symbol effect is any value from 40 to 79, the variable display time of the normal symbol is determined to be, for example, 1000 msec. When the random value for selecting the normal symbol effect is any value from 80 to 99, the variable display time of the normal symbol is determined to be, for example, 1500 msec.
[0331] Also, in the C short-time game state, when the random value for selecting the normal symbol effect is any value from 0 to 39, the variable display time of the normal symbol is determined to be, for example, 500 msec. When the random value for selecting the normal symbol effect is any value from 40 to 79, the variable display time of the normal symbol is determined to be, for example, 1000 msec. When the random value for selecting the normal symbol effect is any value from 80 to 99, the variable display time of the normal symbol is determined to be, for example, 1500 msec.
[0332] Thus, among the variable display times of the normal symbol per variable display in the non-short-time game state, A short-time game state, B short-time game state, and C short-time game state, the expected value of the variable display time of the normal symbol in the A short-time game state is the shortest. Therefore, in the A short-time game state, among the non-short-time game state, A short-time game state, B short-time game state, and C short-time game state, the time until the normal electric accessory 146 is released is the shortest.
[0333] Also, although the expected value of the variable display time of the normal symbol in the B short-time game state is the same as the expected value of the variable display time of the normal symbol in the C short-time game state, it is not limited to this.
[0334] [1-5. Details of processing related to the short-time game state] [1-5-1. Number of short-time occurrences set per short-time] In the above description, when the result of the winning determination process of the special symbol is "time shortening win", regardless of the gaming state at the time when the winning determination process of the special symbol is performed, the number of times of time shortening set is the same. However, not limited to this, the number of times of time shortening set when the result of the winning determination process of the special symbol is "time shortening win" may be determined according to the gaming state at the time when the winning determination process of the special symbol is performed.
[0335] Also, even in a high-probability gaming state where the probability variation flag is set to on, the result of the winning determination process of the special symbol may include "time shortening win". In this case, although the main CPU derives a display mode of time shortening win for the special symbol display unit, it does not execute control to shift to the time shortening gaming state and continues to control the high-probability gaming state. By the way, for example, like a pachinko gaming machine called a so-called ST machine, when variable display of the special symbol is executed over a specified number of times, there is a known gaming machine that turns off the probability variation flag from on. In such an ST machine, when the result of the winning determination process of the special symbol performed in the final game as the high-probability gaming state is "time shortening win", when the process of deriving the display mode of time shortening win is later than the process of turning off the probability variation flag, the main CPU may control to the C time shortening gaming state after deriving the display mode of time shortening win.
[0336] [1-5-2. Duplication of Time Shortening Gaming State] When multiple time shortening gaming states are provided, the time shortening gaming states may overlap. For example, in the A time shortening gaming state, when the result of the winning determination process of the special symbol is "time shortening win", the A time shortening gaming state and the C time shortening gaming state will overlap. Also, for example, when the ceiling counter reaches the ceiling value in the C time shortening gaming state, the C time shortening gaming state and the B time shortening gaming state will overlap. When the time shortening gaming states overlap in this way, the time shortening gaming states may be executed in an overlapping manner, or the time shortening gaming states may not be overlapped (that is, "time shortening win" is ignored). Note that the A time shortening specified number of times, which is the end condition of the A time shortening gaming state, is defined to be smaller than the ceiling value, which is the transition condition to the B time shortening gaming state, so that the A time shortening gaming state and the B time shortening gaming state do not overlap.
[0337] When the short-time game states overlap, the modes of executing the short-time game states in an overlapping manner and the mode of not overlapping the short-time game states will be described below.
[0338] [1-5-2-1. Mode of executing the short-time game states in an overlapping manner] As a mode of executing the short-time game states in an overlapping manner when the short-time game states overlap, there are a mode of executing the C short-time game state in an overlapping manner when winning per short time in any one of the A short-time game state, the B short-time game state, and the C short-time game state, and a mode of executing the B short-time game state in an overlapping manner when the ceiling counter reaches the ceiling value in the C short-time game state.
[0339] [1-5-2-1-1. Mode of executing the C short-time game state in an overlapping manner in one short-time game state] When winning "per short time" in any one of the A short-time game state, the B short-time game state, and the C short-time game state, the main CPU 201 derives a display mode per short time for the special symbol display units 163 and 164. In this case, while maintaining the short-time performance of one short-time game state, the main CPU 201 adopts, as the short-time count, the larger number of variable display times of the special symbols that can be executed before the end condition of the short-time game state is satisfied.
[0340] For example, when winning the "Short Time Win" in the A short game state and the remaining number of short time opportunities in the A short game state is more than the number of short time opportunities executable based on this "Short Time Win", the main CPU 201 controls the game state to be in the short time game state until the remaining number of short time opportunities in the A short game state is exhausted while maintaining the short time performance of the A short game state, unless a "big win" is derived. To explain with specific numbers, for example, when the remaining number of short time opportunities in the A short game state is 200 times and winning the "Short Time Win", and the number of short time opportunities executable based on this "Short Time Win" is 50 times, although the display mode of the short time win is derived on the special symbol display units 163 and 164, the number of short time opportunities from here is 200 times unless a "big win" is derived while maintaining the short time performance of the A short game state. Therefore, even if winning the "Short Time Win" in any one of the short time game states of the A short game state, the B short game state, and the C short game state, in terms of appearance regarding the number of short time opportunities and the short time performance, it is the same as the case where the A short game state continues without winning the "Short Time Win".
[0341] On the other hand, for example, when winning the "Short Time Win" in the A short game state and the number of short time opportunities executable based on this "Short Time Win" is more than the remaining number of short time opportunities in the A short game state, the main CPU 201 controls the game state to be in the short time game state until the number of short time opportunities set based on the "Short Time Win" is exhausted while maintaining the short time performance of the A short game state, unless a "big win" is derived. To explain with specific numbers, for example, when the remaining number of short time opportunities in the A short game state is 20 times and winning the "Short Time Win", and the number of short time opportunities executable based on this "Short Time Win" is 50 times, the number of short time opportunities from here is 50 times unless a "big win" is derived while maintaining the short time performance of the A short game state. That is, even if the variable display of the special symbol is executed for 20 times which is the remaining number of short time opportunities in the A short game state, then, while maintaining the short time performance of the A short game state, the variable display of the special symbol is further executed for 30 times which is the difference between the two.
[0342] [1 - 5 - 2 - 1 - 2. Mode of executing the B short game state overlaid on the C short game state] When the ceiling counter reaches the ceiling value in the short-time C game state, the main CPU 201 executes control according to the display mode derived in the special symbol display units 163 and 164 in the final ceiling variation (that is, the result of the winning determination process for the special symbols).
[0343] In the first pachinko machine, the result of the winning determination process for the special symbols does not include a small win. However, the following description includes the case where a small win is included in the result of the winning determination process for the special symbols.
[0344] First, the case where the result of the winning determination process for the special symbols is "small win" or "loss" in the final ceiling variation will be described.
[0345] When the ceiling counter reaches the ceiling value in the short-time C game state and the remaining number of short-time plays in the short-time C game state is greater than the specified number of short-time plays in the short-time B game state, the main CPU 201 controls the game to remain in the short-time game state until the remaining number of short-time plays in the short-time C game state is exhausted, while maintaining the short-time performance of the short-time C game state, unless a "big win" is derived. To explain with specific numbers, for example, when the remaining number of short-time plays in the short-time C game state is 300 times and the ceiling counter reaches the ceiling value, and the specified number of short-time plays in the short-time B game state is 200 times, the number of short-time plays from here is 300 times unless a "big win" is derived, while maintaining the short-time performance of the short-time C game state. Therefore, even if the ceiling counter reaches the ceiling value in the short-time C game state, in terms of appearance regarding the number of short-time plays and short-time performance, it is the same as the case where the short-time C game state continues without the ceiling counter reaching the ceiling value.
[0346] On the one hand, when the ceiling counter reaches the ceiling value in the C-time-saving game state and the specified number of B-time-saving times is greater than the remaining number of time-saving times in the C-time-saving game state, the main CPU 201 controls the game state to be a time-saving game state until the specified number of B-time-saving times is exhausted while maintaining the time-saving performance of the C-time-saving game state unless a "big win" is derived. To explain with specific numbers, for example, when the remaining number of time-saving times in the C-time-saving game state is 20 and the ceiling counter reaches the ceiling value, and the number of time-saving times executable as the B-time-saving game state is 300, the number of time-saving times from here is 300 unless a "big win" is derived while maintaining the time-saving performance of the C-time-saving game state. That is, even if the variable display of the special symbol is executed for 20 times, which is the remaining number of time-saving times in the C-time-saving game state, then, while maintaining the time-saving performance of the C-time-saving game state, the variable display of the special symbol is further executed for 280 times, which is the difference between the two.
[0347] In addition, when the variable display of the special symbol ends in the final ceiling fluctuation, the main CPU 201 derives a display mode corresponding to the result of the winning determination process of the special symbol for the special symbol display units 163 and 164. That is, when the result of the winning determination process of the special symbol is "small win", a small win display mode is derived, and when the result of the winning determination process of the special symbol is "loss", a loss display mode is derived. When the small win display mode is derived, it is controlled to be in the small win game state, but the main CPU 201 maintains the time-saving flag on even during the small win game state.
[0348] Next, in the final ceiling fluctuation, the case where the result of the winning determination process of the special symbol is "time-saving win", that is, the case where the transition conditions to the B-time-saving game state and the C-time-saving game state are satisfied in the final ceiling fluctuation will be described. In this case, the main CPU 201 can execute different controls depending on whether the control of the B-time-saving game state starts before the result of the winning determination process of the special symbol is derived to the special symbol display units 163 and 164 or after the result of the winning determination process of the special symbol is derived to the special symbol display units 163 and 164.
[0349] First, when control of the time-shortened B game state is started before the result of the special symbol hit determination process is output to the special symbol display units 163, 164, the game state is already controlled to the time-shortened B game state at the time when the display mode of the time-shortened hit is output to the special symbol display units 163, 164. Therefore, the main CPU 201 maintains the time-shortened B game state and controls the game state to the time-shortened B game state until the larger of the specified number of time-shortened B game states or the number of time-shortened C game states is exhausted, unless a "jackpot" is output.
[0350] Next, when control of the time-shortened game state B is started after the result of the special symbol hit determination process is output to the special symbol display units 163, 164, the time-shortened game state B has not yet been reached at the time when the display mode of the time-shortened win is output to the special symbol display units 163, 164. Therefore, while maintaining the time-shortened performance of the time-shortened game state C, the main CPU 201 controls the time-shortened game state until the greater of the specified number of time-shortened games B and the number of time-shortened games C is exhausted, unless an end condition for the time-shortened game state (for example, the derivation of the display mode of a big win, the derivation of the display mode of a small win or a specific small win) is met. In this case, it is preferable that the time-shortened game state be ended when an end condition for the time-shortened game state in which the time-shortened performance is maintained or executed is met.
[0351] In addition, when the transition condition to the time-shortened gaming state B and the transition condition to the time-shortened gaming state C are satisfied in the final fluctuation of the ceiling, the sub-CPU 301 may perform a special display effect different from the time-shortened transition display effect B performed when only the transition condition to the time-shortened gaming state B is satisfied and the time-shortened transition display effect C performed when only the transition condition to the time-shortened gaming state C is satisfied. Alternatively, for example, the sub-CPU 301 may perform a time-shortened transition display effect B when the time-shortened performance of the time-shortened gaming state B is maintained, and a time-shortened transition display effect C when the time-shortened performance of the time-shortened gaming state C is maintained, thereby giving priority to either the time-shortened transition display effect B or the time-shortened transition display effect C.
[0352] In addition, when the ceiling counter reaches the ceiling value in the short-time C game state and the result of the winning determination process of the special symbol in the final ceiling variation is "big win", the main CPU 201 ends the short-time C game state and controls it to the big win game state without controlling the short-time B game state.
[0353] [1-5-2-1-3. Short-time performance when multiple short-time game states are executed in succession] As described above, the mode of executing the short-time C game state on top of one short-time game state and the mode of executing the short-time B game state on top of the short-time C game state have been described.
[0354] When it is a specification in which multiple short-time game states can be executed in succession like this, the short-time performance of the previously executed short-time game state is maintained. In a pachinko machine with such a specification, the short-time performances of multiple short-time game states that can be executed in succession may be different from each other, but it is preferable to make the short-time performances of multiple short-time game states that can be executed in succession the same.
[0355] For example, when it is a specification in which the short-time C game state can be executed on top of one short-time game state, it is preferable to make the short-time performance of one short-time game state the same as the short-time performance of the short-time C game state. Also, when it is a specification in which the short-time B game state can be executed on top of the short-time C game state, it is preferable to make the short-time performance of the short-time C game state the same as the short-time performance of the short-time B game state.
[0356] Also, in a pachinko machine with a specification in which multiple short-time game states can be executed in succession, for the short-time game state that can be executed later on top of the previously executed short-time game state, for example, it may be configured to have the same one short-time performance as the previously executed short-time game state and another short-time performance different from this one short-time performance. And when executing a short-time game state on top of the previously executed short-time game state, one short-time performance may be activated, and when not executing a short-time game state in succession like when activating a short-time game state in the normal game state, another short-time performance may be activated.
[0357] For example, in the case of a pachinko gaming machine with a specification that allows the B short-game state to be executed on top of the C short-game state, two short-game performances, for example, the same single short-game performance as that of the C short-game state and another short-game performance different from this single short-game performance, are provided for the short-game performance of the B short-game state. Then, when the ceiling counter reaches the ceiling value in the C short-game state, for example, the single short-game performance may be activated, and when the ceiling counter reaches the ceiling value in the normal game state that is not any of the short-game states, for example, the other short-game performance may be activated.
[0358] [1-5-3. Mode of not executing short-game states in overlay] As a mode of not executing short-game states in overlay, there are a mode of performing a winning determination process so that "winning per short game" is not included in the lottery target in the short-game state, and a mode of performing a winning determination process so that "winning per short game" is included in the lottery target in the short-game state and not executing the short-game states in overlay even if the short-game states overlap (hereinafter referred to as "the latter mode"). As the latter mode, there are two modes: a mode of ignoring winning per short game even if winning per short game is won in any one of the A short-game state, the B short-game state, and the C short-game state and not executing the C short-game state in overlay, and a mode of ignoring the situation where the ceiling counter reaches the ceiling value in the C short-game state and not executing the B short-game state in overlay. The following describes the above two modes considered as the latter mode.
[0359] [1-5-3-1. Mode of not executing the C short-game state in overlay on one short-game state] When winning "Short Time per Play" in any one of the short-time game states of the A short-time game state, the B short-time game state, and the C short-time game state, as described above, the main CPU 201 derives the display mode for "Short Time per Play" on the special symbol display units 163 and 164. However, unless it is the variable display of the last special symbol in one short-time game state (hereinafter referred to as "short-time final variation"), the main CPU 201 does not control to the C short-time game state based on "Short Time per Play", and controls to one short-time game state until the remaining number of short-time plays in one short-time game state is exhausted. In this case, being controlled to one short-time game state (excluding short-time final variation) is a condition that prevents the transition to the C short-time game state.
[0360] On the other hand, when winning "Short Time per Play" in the short-time final variation in one short-time game state, the main CPU 201 can execute different controls depending on whether the one short-time game state ends before the display mode for "Short Time per Play" is derived on the special symbol display units 163 and 164, and whether the one short-time game state ends when the display mode for "Short Time per Play" is derived on the special symbol display units 163 and 164.
[0361] First, when the one short-time game state ends before the display mode for "Short Time per Play" is derived on the special symbol display units 163 and 164, the main CPU 201 starts controlling the C short-time game state after deriving the display mode for "Short Time per Play".
[0362] Next, when the one short-time game state ends when the display mode for "Short Time per Play" is derived on the special symbol display units 163 and 164, that is, when the derivation of the display mode for "Short Time per Play" and the end of the one short-time game state are performed within the same interrupt process, the main CPU 201 may or may not start controlling the C short-time game state depending on the program processing. Specifically, when the process of deriving (definitely displaying) the display mode for "Short Time per Play" is performed before the end process of the one short-time game state, the main CPU 201 ends the one short-time game state without controlling to the C short-time game state. In this case, performing the process of deriving the display mode for "Short Time per Play" before the end process of the one short-time game state is a condition that prevents the transition to the C short-time game state.
[0363] On the other hand, when the process of deriving (definitely displaying) the display mode per time shortening is performed after the end process of one time shortening game state, the main CPU 201 ends one time shortening game state and controls to the C time shortening game state. In this case, the main CPU 201 does not maintain the time shortening performance of one time shortening game state, but uses the time shortening performance of the C time shortening game state. That is, when the display mode per time shortening is derived, if the end process of one time shortening game state is not processed, the main CPU 201 ends one time shortening game state without controlling to the C time shortening game state, and if the end process of one time shortening game state has already been performed, it controls to the C time shortening game state.
[0364] [1-5-3-2. Mode of not executing the B time shortening game state superimposed on the C time shortening game state] When the ceiling counter reaches the ceiling value in the C time shortening game state, the main CPU 201 executes control according to the display mode derived in the special symbol display units 163 and 164 in the final ceiling variation (that is, the result of the winning determination process of the special symbol).
[0365] First, the case where the result of the winning determination process of the special symbol in the final ceiling variation is "time shortening win", "small win" or "loss" will be described.
[0366] When the result of the winning determination process of the special symbol in the final ceiling variation in the C time shortening game state is "time shortening win", "small win" or "loss", the main CPU 201 controls to the C time shortening game state until the remaining number of times of time shortening in the C time shortening game state is consumed.
[0367] However, when the remaining number of short-time games in the short-time game state C is 0 at the final ceiling variation, the main CPU 201 may or may not start controlling the short-time game state B depending on the program processing. Specifically, when the end process of the short-time game state C is performed before the start process of the short-time game state B, the main CPU 201 ends the short-time game state C and controls the short-time game state B. On the other hand, when the end process of the short-time game state C is performed after the start process of the short-time game state B, the main CPU 201 ends the short-time game state C without controlling the short-time game state B. That is, when attempting to start the short-time game state B, the main CPU 201 ends the short-time game state C without controlling the short-time game state B if the end process of the short-time game state C is not processed, and controls the short-time game state B if the end process of the short-time game state C has already been performed. In this case, performing the end process of the short-time game state C after the start process of the short-time game state B becomes a condition that hinders the transition to the short-time game state B.
[0368] In addition, when the result of the winning determination process of the special symbol is "big win" at the final ceiling variation, the main CPU 201 ends the short-time game state C and starts controlling the big win game state.
[0369] [1-6. Main control process] Next, the contents of various processes (various modules) executed by the main CPU 201 of the main control circuit 200 will be described. [1-6-1. Main control main process] First, with reference to FIGS. 20 to 23, the main process (main control main process) executed by the main CPU 201 will be described. FIGS. 20 to 23 are flowcharts showing an example of the main control main process in the first pachinko game machine.
[0370] The main CPU 201 first determines whether the power-off signal is at the High level (S11). Although not shown, it goes without saying that the main CPU 201 performs settings such as the stack pointer and the address of the interrupt vector table prior to S11.
[0371] When it is determined in S11 that the power-off signal is not at the high level (when S11 is determined as NO), the main CPU 201 repeats the determination process of S11.
[0372] On the other hand, when it is determined in S11 that the power-off signal is at the high level (when S11 is determined as YES), the main CPU 201 moves the process to S12.
[0373] In S12, the main CPU 201 performs flag management processing for the setting key 174 and the backup clear switch 176 (S12). In this process, the on / off state of the backup clear switch 176 and the on / off state of the setting key 174 are saved. That is, the on / off states of the setting key 174 and the backup clear switch 176 are stored in the startup control flag area in the main RAM 203. Also, in this process, the game permission flag is set to off. After executing the process of S12, the main CPU 201 moves the process to S13.
[0374] In S13, the main CPU 201 performs a wait process. In this process, the sub-control circuit 300 waits for startup. The startup wait time (wait period) in this case is, for example, 12000.07 msec. After executing the process of S13, the main CPU 201 moves the process to S14.
[0375] During the startup wait on the sub-control circuit 300 side, the main CPU 201 may perform, for example, check processing of interrupt request signals, output processing of the WDT when an interrupt request signal occurs, output processing of various sensor initialization signals at a predetermined timing, etc.
[0376] In S14, the main CPU 201 determines whether the previous power-off before startup was a normal power-off. In this process, based on the value stored in the power-off detection flag area in the main RAM 203, it is determined whether it was a normal power-off or an abnormal power-off.
[0377] When it is determined that the normal power-off was not performed in S14 (when S14 is NO), the main CPU 201 transfers the process to S18.
[0378] On the other hand, when it is determined that the normal power-off was performed in S14 (when S14 is YES), the main CPU 201 calculates the checksum value of the work area stored in the main RAM 203 (S15), and then performs a collation process of the checksum value of the work area (S16). After executing the process of S16, the main CPU 201 transfers the process to S17.
[0379] In S17, the main CPU 201 determines whether the collation result is abnormal.
[0380] When it is determined in S17 that the collation result is not abnormal, that is, normal (when S17 is NO), the main CPU 201 transfers the process to S22. Note that the processes after S22 will be described later.
[0381] On the other hand, when it is determined in S17 that the collation result is abnormal, that is, not normal (when S17 is YES), the main CPU 201 transfers the process to S18.
[0382] In S18, the main CPU 201 determines whether at least one of the setting key 174 and the backup clear switch 176 is off. That is, when both the setting key 174 and the backup clear switch 176 are on, it is a NO determination, and when both the setting key 174 and the backup clear switch 176 are off, as well as when either one of the setting key 174 and the backup clear switch 176 is off, it is a YES determination.
[0383] When it is determined in S18 that at least one of the setting key 174 and the backup clear switch 176 is not off, that is, both are on (when S18 is a NO determination), the main CPU 201 transfers the process to S21. The process of S21 will be described later.
[0384] On the other hand, when it is determined in S18 that at least one of the setting key 174 and the backup clear switch 176 is off (when S18 is a YES determination), the main CPU 201 transfers the process to S19.
[0385] In S19, the main CPU 201 sets the security signal of the external terminal to on. After executing the process of S19, the main CPU 201 transfers the process to S20.
[0386] In S20, the main CPU 201 performs error display processing on the performance display monitor 170 (see FIG. 6). This process sets error display data in the output port of the I / O port 205 to which a signal is output to the performance display monitor 170. As a result, a predetermined LED in the performance display monitor 170 lights up, and an error display is performed. After executing the process of S20, the main CPU 201 enters an infinite loop.
[0387] In this way, when the previous power failure was not a normal power failure, or when the collation result of the checksum value of the work area stored in the main RAM 203 is not normal, the execution of the game in the first pachinko game machine is not possible until it is determined that both the setting key 174 and the backup clear switch 176 are on.
[0388] Next, the process of S21 will be described. In S21, the main CPU 201 stores a value indicating that it is a setting change in the startup control flag area in the main RAM 203. This process is a process performed at the time of abnormal startup, and is such that a value indicating that it is a setting change is stored again. After executing the process of S21, the main CPU 201 transfers the process to S22.
[0389] In S22, the main CPU 201 clears the XINT detection flag area and the power-off detection flag area in the main RAM 203. After executing the process of S22, the main CPU 201 transfers the process to S23.
[0390] In S23, the main CPU 201 performs startup state determination processing. In this process, based on the value of the startup control flag stored in the startup control flag area in the main RAM 203, the current startup state (power-off recovery / setting change / setting confirmation / RAM clear) is determined. After executing the process of S23, the main CPU 201 transfers the process to S24.
[0391] In S24, the main CPU 201 performs RAM setting processing at startup. In this process, a clear process (for example, construction of a work area and address setting, etc.) of the work area (volatile area) in the main RAM 203 that manages flags and the like is performed. Note that this process is commonly performed both at power-off recovery and at initialization, and the backup area is not cleared. After executing the process of S24, the main CPU 201 transfers the process to S25.
[0392] In S25, the main CPU 201 performs initial setting processing at startup. In this process, initial setting processing corresponding to the current startup state (power-off recovery / setting change / setting confirmation / RAM clear) is performed. Note that the details of the initial setting processing at startup will be described later with reference to FIG. 24. After executing the process of S25, the main CPU 201 transfers the process to S26.
[0393] In S26, the main CPU 201 performs interrupt prohibition processing. After executing the process of S26, the main CPU 201 transfers the process to S27.
[0394] In S27, the main CPU 201 performs power-off processing. After executing the process of S27, the main CPU 201 transfers the process to S28. Note that the details of the power-off processing will be described later with reference to FIG. 25.
[0395] In S28, the main CPU 201 performs an update process for the initial value random number. In this process, the update process for the initial value random number of various random number counters (for example, the random number counter for determining the big win of the special symbol, etc.) is performed. After executing the process of S28, the main CPU 201 transfers the process to S29.
[0396] In S29, the main CPU 201 determines whether it is in a game permission state. This determination process is performed based on the value of the game permission flag.
[0397] If it is determined in S29 that it is not in the game permission state (when S29 is a NO determination), the main CPU 201 transfers the process to S30.
[0398] On the other hand, if it is determined in S29 that it is in the game permission state (when S29 is a YES determination), the main CPU 201 transfers the process to S31.
[0399] In S30, the main CPU 201 performs an interrupt permission process. After executing the process of S30, the main CPU 201 returns the process to S26 and performs the processes after S26.
[0400] In S31, the main CPU 201 performs a register save process. After executing the process of S31, the main CPU 201 transfers the process to S32.
[0401] In S32, the main CPU 201 performs a performance display monitor aggregation calculation process. In this process, the calculation and update of various base values are performed. Also, this process is performed using an area (outside the area) different from the work area in the main RAM 203. After executing the process of S32, the main CPU 201 transfers the process to S33.
[0402] In S33, the main CPU 201 performs a restoration process for the register saved in S31. After executing the process of S33, the main CPU 201 transfers the process to S34.
[0403] In S34, the main CPU 201 performs an interrupt permission process. After executing the process of S34, the main CPU 201 transfers the process to S35.
[0404] In S35, the main CPU 201 determines whether the system cycle time has elapsed. The system cycle time is, for example, 6 msec which is three times the interrupt cycle (for example, 2 msec).
[0405] If it is determined in S35 that the system cycle time has not elapsed (if S35 is a NO determination), the main CPU 201 returns the process to the process of S26 and performs the processes after S26.
[0406] On the other hand, if it is determined in S35 that the system cycle time has elapsed (if S35 is a YES determination), the main CPU 201 transfers the process to S36.
[0407] In S36, the main CPU 201 performs a process of subtracting 1 three times from the value of the interrupt counter stored in the interrupt counter area of the main RAM 203. By this process, the value of the interrupt counter that manages the interrupt prohibited section in the main control main process is reset. After executing the process of S36, the main CPU 201 transfers the process to S37.
[0408] Note that in this embodiment, within the main control main process, before executing various processes related to game control (for example, the processes of S37 to S44) described later, an interrupt prohibited section of, for example, 6 msec (the process section of S26 to S35) is provided. Therefore, in this embodiment, various processes related to game control described later are executed, for example, every 6 msec (every system cycle). Note that in this embodiment, an example in which the interrupt prohibited section is three times the interrupt cycle has been described, but it is not limited to this.
[0409] In S37, the main CPU 201 performs an update process of the system timer. The system timer is a timer that manages the system cycle (for example, 6 msec). The value of the system timer is stored in the system cycle management timer area within the work area of the main RAM 203. After executing the process of S37, the main CPU 201 transfers the process to S38.
[0410] In S38, the main CPU 201 performs main control command transmission / reception processing. In this process, mainly, command transmission / reception processing for payout control is performed. After executing the process of S38, the main CPU 201 transfers the process to S39.
[0411] In S39, the main CPU 201 performs special symbol control processing. In this process, processing related to the special symbol game is performed. Details of this special symbol control processing will be described later with reference to FIG. 26. After executing the process of S39, the main CPU 201 transfers the process to S40.
[0412] In S40, the main CPU 201 performs normal symbol control processing. In this process, processing related to the normal symbol game is performed. Details of this normal symbol control processing will be described later with reference to FIG. 43. After executing the process of S40, the main CPU 201 transfers the process to S41.
[0413] In S41, the main CPU 201 performs game operation display unit control processing. In this process, setting processing of display data output to each display unit (for example, the first special symbol display unit 163, the second special symbol display unit 164, etc.) of the LED unit 160 is performed. After executing the process of S41, the main CPU 201 transfers the process to S42.
[0414] In S42, the main CPU 201 performs game information data generation processing. In this processing, control processing of the external terminal board pulse signal, setting processing of output data, generation processing of the test firing signal, etc. are performed. Note that the generation processing of the test firing signal is performed using an area (outside the area) different from the work area in the main RAM 203. After executing the processing of S42, the main CPU 201 transfers the processing to S43.
[0415] In S43, the main CPU 201 performs port output processing. In this processing, setting (transfer) of output data to the command output port 206 (see FIG. 6) is performed. After executing the processing of S43, the main CPU 201 transfers the processing to S44.
[0416] In S44, the main CPU 201 performs state monitoring processing. In this processing, firing position determination processing, game abnormality detection determination processing, payout abnormality detection determination processing, etc. are performed. In the firing position determination processing, if there is a change in the firing position (for example, right firing or left firing), a firing position command is reserved for transmission. In the game abnormality detection determination processing, if there is an abnormality, a game abnormality detection command is reserved for transmission. In the payout abnormality detection determination processing, if there is an abnormality, a payout abnormality detection command is reserved for transmission. After executing the processing of S44, the main CPU 201 returns the processing to S26 and performs the processing after S26.
[0417] [1-6-2. Initial setting processing at startup] Next, with reference to FIG. 24, the initial setting processing at startup performed in S25 during the main control main processing (see FIGS. 20 to 23) will be described. FIG. 24 is a flowchart showing an example of the initial setting processing at startup in the first pachinko game machine.
[0418] The main CPU 201 first performs processing to load the startup control flag (S51). After executing the processing of S51, the main CPU 201 transfers the processing to S52.
[0419] In S52, the main CPU 201 determines whether the value of the startup control flag is a value indicating power-off restoration.
[0420] When it is determined in S52 that the value of the startup control flag does not indicate power failure recovery (when S52 is NO), the main CPU 201 transfers the process to S54.
[0421] On the other hand, when it is determined in S52 that the value of the startup control flag indicates power failure recovery (when S52 is YES), the main CPU 201 transfers the process to S53.
[0422] In S53, the main CPU 201 performs the second normal game pre-processing. Details of this second normal game pre-processing will be described later with reference to FIG. 50. When the second normal game pre-processing is performed, the game permission flag is set to ON, and the game is in a permitted state. After executing the process of S53, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIGS. 20 to 23).
[0423] In S54, the main CPU 201 determines whether the value of the startup control flag indicates setting change or setting confirmation.
[0424] When it is determined in S54 that the value of the startup status flag does not indicate setting change or setting confirmation, that is, indicates RAM clear (when S54 is NO), the main CPU 201 transfers the process to S56.
[0425] On the other hand, when it is determined in S54 that the value of the startup status flag indicates setting change or setting confirmation (when S54 is YES), the main CPU 201 transfers the process to S55.
[0426] In S55, the main CPU 201 performs the transmission reservation process for the setting operation command. Note that the setting operation command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the production control command transmission process (see S336 in FIG. 46 described later) during the next system timer interrupt process. After executing the process of S55, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIGS. 20 to 23).
[0427] In S56, the main CPU 201 performs the first normal game pre-processing. The details of this first normal game pre-processing will be described later with reference to FIG. 49. When the first normal game pre-processing is performed, the game permission flag is set to on, and the game permission state is entered. After executing the process of S56, the main CPU 201 ends the startup initial setting process and returns the process to the main control main process (see FIGS. 20 to 23).
[0428] [1-6-3. Power-off process] Next, with reference to FIG. 25, the power-off process performed in S27 during the main control main process (see FIGS. 20 to 23) will be described. FIG. 25 is a flowchart showing an example of the power-off process in the first pachinko game machine.
[0429] The main CPU 201 first determines whether the XINT detection flag is on (S61).
[0430] If it is determined in S61 that the XINT detection flag is not on (when S61 is a NO determination), the main CPU 201 ends the power-off process and returns the process to the main control main process (see FIGS. 20 to 23).
[0431] On the other hand, if it is determined in S61 that the XINT detection flag is on (when S61 is a YES determination), the main CPU 201 moves the process to S62.
[0432] In S62, the main CPU 201 performs the calculation process for the checksum value. After executing the process of S62, the main CPU 201 moves the process to S63.
[0433] In S63, the main CPU 201 stores the checksum value and the power-off detection flag value in corresponding predetermined storage areas in the main RAM 203, respectively. In this case, they are stored in the backup area of the main RAM 203. After executing the process of S63, the main CPU 201 transfers the process to S64.
[0434] In S64, the main CPU 201 performs a process of clearing the XINT detection flag. Then, after executing the process of S64, the main CPU 201 performs a process of setting the RAM access prohibition value (S65). After executing the process of S65, the main CPU 201 transfers the process to S66.
[0435] In S66, the main CPU 201 repeats the CPU reset waiting process until power-off.
[0436] [1-6-4. Special symbol control process] Next, with reference to FIG. 26, the special symbol control process performed in S39 during the main control main process (see FIGS. 20 to 23) will be described. FIG. 26 is a flowchart showing an example of the special symbol control process in the first pachinko game machine.
[0437] As shown in FIG. 26, first, in S71, the main CPU 201 loads the control state number of the special symbol. The control state number of the special symbol is a number indicating the state (status) of the control process related to the variable display of the special symbol (special symbol game). After executing the process of S71, the main CPU 201 transfers the process to S72.
[0438] Although not shown, when executing the special symbol control process, prior to the process of S71, the main CPU 201 performs an address setting process of setting the addresses of the working area of the special symbol in the main RAM 203 and the like in a predetermined register.
[0439] Also, although not shown in the figure, when executing the special symbol control process, the main CPU 201 also performs a process of checking the hold count of the first special symbol and the hold count of the second special symbol. Then, when both the hold count of the first special symbol and the hold count of the second special symbol are "0" for a certain period of time or more, the main CPU 201 performs a reserved transmission process for the demo display command. Note that the demo display command reserved for transmission in this process is transmitted to the sub-control circuit 300 in the effect control command transmission process (refer to S322 in FIG. 45 described later) during the next system timer interrupt process. When the sub-control circuit 300 receives the demo display command, the sub-CPU 301 performs a demo display effect.
[0440] In S72, the main CPU 201 determines whether the control state number of the special symbol loaded in S71 is 0, that is, whether it is in the variable display waiting state of the special symbol.
[0441] If it is determined in S72 that the control number of the special symbol is not 0 (if S72 is NO determination), the main CPU 201 transfers the process to S75.
[0442] On the other hand, if it is determined in S72 that the control number of the special symbol is 0 (if S72 is YES determination), the main CPU 201 transfers the process to S73.
[0443] In S73, the main CPU 201 determines whether the second special symbol is a variable display start, that is, whether the start information of the second special symbol is held.
[0444] If it is determined in S73 that the second special symbol is not a variable display start, that is, the start information of the second special symbol is not held (if S73 is NO determination), the main CPU 201 transfers the process to S74.
[0445] In S74, the main CPU 201 determines whether the first special symbol is a variable display start, that is, whether the start information of the first special symbol is held.
[0446] When it is determined in S74 that the first special symbol is not starting variable display, that is, the start information of the first special symbol is not held (when S74 is NO), the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see FIGS. 20 to 23).
[0447] On the other hand, when it is determined in S74 that the first special symbol is starting variable display, that is, the start information of the first special symbol is held (when S74 is YES), the main CPU 201 moves the process to S75.
[0448] When returning to S73 and it is determined that the second special symbol is starting variable display, that is, the start information of the second special symbol is held (when S73 is YES), the main CPU 201 moves the process to S75.
[0449] In S75, the main CPU 201 performs a special symbol management process. Details of this special symbol management process will be described later with reference to FIG. 27. After executing the process of S75, the main CPU 201 ends the special symbol control process and returns the process to the main control main process (see FIGS. 20 to 23).
[0450] Note that the main CPU 201 preferably sets an interrupt prohibition section and performs the above-described special symbol control process (S71 to S75) within the interrupt prohibition section.
[0451] As described above, in this embodiment, as the first pachinko gaming machine, when the start information of the second special symbol is held, a priority variable machine in which the special symbol management process (S75) is executed with a higher priority than the first special symbol has been described, but the present invention is not limited to this. For example, when the start information of the first special symbol is held, it may be a priority variable machine in which the special symbol management process (S75) is executed with a higher priority than the second special symbol, or it may be a sequential variable machine in which the special symbol management process is executed in the order of winning the first start port 120 or the second start port 140.
[0452] [1-6-5. Special Symbol Management Process] Next, referring to FIG. 27, the special symbol management process executed by the main CPU 201 in S75 during the special symbol control process (refer to FIG. 26) will be described. FIG. 27 is a flowchart showing an example of the special symbol management process in the first pachinko gaming machine.
[0453] When the control state number is "0" (when S72 determines YES), in the special symbol management process, if S73 determines YES, the second special symbol is the processing target, and if S74 determines YES, the first special symbol is the processing target. Also, when the control state number is not "0" (when S72 determines NO), in the special symbol management process, the special symbol being executed is the processing target.
[0454] Also, the numerical values ("0" to "5") described in parentheses to the right of each process shown in FIG. 27 are the control state numbers of the special symbols. The main CPU 201 advances the special symbol game by executing each process corresponding to the control state number.
[0455] The main CPU 201 first determines whether the waiting time of the special symbol is 0 (S81).
[0456] If it is determined in S81 that the waiting time of the special symbol is not 0 (when S81 determines NO), the main CPU 201 ends the special symbol management process and returns the process to the special symbol control process (refer to FIG. 26).
[0457] On the other hand, if it is determined in S81 that the waiting time of the special symbol is 0 (when S81 determines YES), the main CPU 201 moves the process to S82.
[0458] In S82, the main CPU 201 loads the control state number of the special symbol. After executing the process of S82, the main CPU 201 moves the process to S83. Note that the main CPU 201 performs the processes after S83 based on the control state number read in the process of S82.
[0459] In S83, the main CPU 201 performs special symbol variable display start processing. This processing in S83 is the processing performed when the control state number of the special symbol is "0". Details of this special symbol variable display start processing will be described later with reference to FIG. 28. When the control state number of the special symbol is not "0", the main CPU 201 transfers the processing to S84.
[0460] In S84, the main CPU 201 performs special symbol variable display end processing. This processing in S84 is the processing performed when the control state number of the special symbol is "1". Details of this special symbol variable display end processing will be described later with reference to FIG. 29. When the control state number of the special symbol is not "1", the main CPU 201 transfers the processing to S85.
[0461] In S85, the main CPU 201 performs special symbol game determination processing. This processing in S85 is the processing performed when the control state number of the special symbol is "2". Details of this special symbol game determination processing will be described later with reference to FIG. 30. When the control state number of the special symbol is not "2", the main CPU 201 transfers the processing to S86.
[0462] In S86, the main CPU 201 performs big winning opening preparation processing. This processing in S86 is the processing performed when the control state number of the special symbol is "3". Details of this big winning opening preparation processing will be described later with reference to FIG. 40. When the control state number of the special symbol is not "3", the main CPU 201 transfers the processing to S87.
[0463] In S87, the main CPU 201 performs big winning opening control processing. This processing in S87 is the processing performed when the control state number of the special symbol is "4". Details of this big winning opening control processing will be described later with reference to FIG. 41. When the control state number of the special symbol is not "4", the main CPU 201 transfers the processing to S88.
[0464] In S88, the main CPU 201 performs the jackpot end process. The process of S88 is a process that is performed when the control state number of the special symbol is "5". The details of this jackpot end process will be described later with reference to FIG. 42.
[0465] After the main CPU 201 finishes the processes of S83 to S88, it ends the special symbol management process and returns the process to the special symbol control process (see FIG. 26).
[0466] [1-6-6. Special Symbol Variable Display Start Process] Next, with reference to FIG. 28, the special symbol variable display start process executed by the main CPU 201 in S83 during the special symbol management process (see FIG. 27) will be described. FIG. 28 is a flowchart showing an example of the special symbol variable display start process in the first pachinko gaming machine.
[0467] As shown in FIG. 28, the main CPU 201 first determines whether the control state number of the special symbol is "0" (S91).
[0468] If it is determined in S91 that the control state number of the special symbol is not "0" (when S91 is a NO determination), the main CPU 201 ends the special symbol variable display start process and returns the process to the special symbol management process (see FIG. 27).
[0469] On the other hand, if it is determined in S91 that the control state number of the special symbol is "0" (when S91 is a YES determination), the main CPU 201 moves the process to S92.
[0470] In S92, the main CPU 201 performs the shift process of the start information of the special symbol. After the main CPU 201 executes the process of S92, it moves the process to S93.
[0471] In S93, the main CPU 201 performs a winning determination process for the special symbol. In this process, a winning determination table for the special symbol (see FIG. 10) is referred to, and a winning determination for the special symbol is made using a random value for jackpot determination of the special symbol. Also, when the result of the winning determination process for the special symbol is a short-time win, the main CPU 201 sets the short-time win flag to on, and when the result of the winning determination process for the special symbol is a jackpot, the main CPU 201 sets the jackpot flag to on. In the first pachinko machine, the result of the winning determination process for the special symbol does not include a minor win, but in a pachinko machine where the result of the winning determination process for the special symbol includes a minor win, when the result of the winning determination process for the special symbol is a minor win, the main CPU 201 sets the minor win flag to on. After executing the process of S93, the main CPU 201 transfers the process to S94. Note that the short-time win flag is turned off when shifting to the C short-time game state, and the jackpot flag is turned off at the start of the jackpot game state. In a pachinko machine where the result of the winning determination process for the special symbol includes a minor win, the minor win flag is turned off at the start of the minor win game state.
[0472] In the winning determination process for the special symbol (see S93), first, a determination process as to whether it is a jackpot is performed. When it is determined in this process that it is not a jackpot, a determination process as to whether it is a short-time win is performed. When it is determined in this process that it is not a short-time win, it is determined as a loss.
[0473] In S94, the main CPU 201 performs a special symbol determination process. This process is a process of determining or deciding the stop symbol of the special symbol corresponding to the result (for example, short-time win, jackpot, or loss) of the winning determination process for the special symbol (S93). In this process, a special symbol determination table (see FIG. 11) is referred to, and the above-mentioned "selection symbol command" and "symbol specification command" are determined using the symbol random value of the speci...
Claims
[Claim 1] A first movable body; A second movable body; and a biasing means, the first movable body is movable from a first position to a second position; the second movable body is capable of changing the state of the first movable body by performing a predetermined operation; the biasing means is capable of biasing the first movable body in a direction that prevents the first movable body from moving when the first movable body moves from the first position to the second position. A gaming machine characterized by: