Gaming machine

The gaming machine enhances player engagement by implementing a notification system that informs players about different game states, addressing the lack of state notification in existing machines and maintaining interest.

JP2026091968APending Publication Date: 2026-06-04SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2026-03-24
Publication Date
2026-06-04

AI Technical Summary

Technical Problem

The existing gaming machines, such as pachinko machines, lack means to notify players about the set gaming state, leading to a decrease in gaming interest.

Method used

The gaming machine is equipped with a notification means that allows setting multiple game states and provides visual and auditory notifications through display devices and lamps to inform players about the current game state, including first and second game states, and their respective advantages and disadvantages.

Benefits of technology

This solution helps to maintain player engagement by clearly informing players about the game state, thereby suppressing a decline in gaming interest.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026091968000001_ABST
    Figure 2026091968000001_ABST
Patent Text Reader

Abstract

Suppression of the decline in interest in gaming. [Solution] Pachinko game machine 1 has a first game state (non-time-saving state) and a first game state From among several game states, including the less favorable second game state (Shortened Time State B (Slightly Shortened Time State)), choose one It includes a setting means for setting the game state and a state notification lamp 46. In the first state, the status indicator lamp 46 is lit, and in the second game state, the status indicator lamp 46 represents the light-off state.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0004] , , , , , , , , , ,

[0003] , , , ,

[0005] , , ,

[0001] The present invention relates to a gaming machine represented by a pachinko machine.

Background Art

[0002] In a pachinko machine, which is one type of gaming machine, a jackpot determination is made on the condition that a game ball enters a start port. When the jackpot determination is made, a variable display of a special symbol that notifies the result of the jackpot determination is performed. When the result of the jackpot determination is derived as a jackpot in the variable display of the special symbol, a jackpot game advantageous to the player is executed. When the jackpot game is executed, the variable start port that can be opened and closed may enter a time-limited state in which game balls are more likely to enter than in the normal gaming state (non-time-limited state) (see Patent Document 1). When the jackpot determination is made, a variable display of a special symbol that notifies the result of the jackpot determination is performed. When the result of the jackpot determination is derived as a jackpot in the variable display of the special symbol, a jackpot game advantageous to the player is executed. When the result of the jackpot determination is derived as a jackpot in the variable display of the special symbol, a jackpot game advantageous to the player is executed. When the jackpot game is executed, the variable start port that can be opened and closed may enter a time-limited state in which game balls are more likely to enter than in the normal gaming state (non-time-limited state) (see Patent Document 1). (Non-time-limited state) (see Patent Document 1). .

[0003] And in the gaming machine according to Patent Document 1, after the jackpot game is executed, the variable start port that can be opened and closed may enter a time-limited state in which game balls are more likely to enter than in the normal gaming state (non-time-limited state). When the jackpot game is executed, the variable start port that can be opened and closed may enter a time-limited state in which game balls are more likely to enter than in the normal gaming state (non-time-limited state). .

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, the gaming machine described in Patent Document 1 has no means for notifying, for example, the set gaming state, so there is room for improvement to suppress a decrease in gaming interest. However, the gaming machine described in Patent Document 1 has no means for notifying, for example, the set gaming state, so there is room for improvement to suppress a decrease in gaming interest.

Means for Solving the Problems

[0006] The gaming machine according to the present invention is Multiple game states, including a first game state and a second game state that is less favorable than the first game state. A setting means that allows setting the game state from 1, Equipped with a notification means, In the first game state, the notification means enters the first state. In the second game state, the notification means is characterized by being in the second state. [Effects of the Invention]

[0007] According to the present invention, it is possible to suppress the decline in the enjoyment of playing games. [Brief explanation of the drawing]

[0008] [Figure 1] This is a front view of a gaming machine according to one embodiment of the present invention. [Figure 2] This is a schematic front view showing the second major prize-winning device and other features of the gaming machine. [Figure 3] This is an enlarged view of section A shown in Figure 1, illustrating the display devices installed in the gaming machine. [Figure 4] This block diagram shows the electrical configuration of the main control board side of the gaming machine. [Figure 5] This block diagram shows the electrical configuration of the sub-control board side of the gaming machine. [Figure 6] This table shows the various random numbers acquired by the microcontroller used for game control. [Figure 7] (A) This is the jackpot determination table. (B) This is the jackpot symbol type determination table. (C) This is the minor prize symbol type determination table. (D) This is the losing symbol type determination table. (E) This is the reach determination table. [Figure 8] This is a determination table for the types of winning symbols (both big and small) and a table that explains the types of big and small wins. [Figure 9]It is a losing symbol type determination table, which is a table explaining the types of losses. [Figure 10-1] (A) It is a normal symbol hit determination table. (B) It is a normal symbol variation pattern determination table. (C) It is a determination table for the release pattern of the electric chewing gum. [Figure 10-2] It is a table showing the hitting method for each gaming state, the mode of the status notification lamp, and the output mode of signals by the external terminal board, etc. [Figure 10-3] It is a timing chart showing the mode of the hitting method instruction lamp, the mode of the status notification lamp, and the change in the output mode of status signals 1 to 2 by the external terminal board according to the change in the gaming state. [Figure 10-4] It is a timing chart showing the mode of the hitting method instruction lamp, the mode of the status notification lamp, and the change in the output mode of status signals 1 to 2 by the external terminal board when a power failure occurs during the setting of the time shortening state B. [Figure 11] It is a special symbol variation pattern determination table for non-time shortening states. [Figure 12] (A) It is a special symbol variation pattern determination table for time shortening state A. (B) It is a special symbol variation pattern determination table for time shortening state B. [Figure 13] It is a specific table for the start winning command. [Figure 14] It is a flowchart of the main control main process. [Figure 15] It is a flowchart of the main side timer interrupt process. [Figure 16] It is a flowchart of the sensor detection process. [Figure 17] It is a flowchart of the gate passing process. [Figure 18] It is a flowchart of the normal operation process. [Figure 19] It is a flowchart of the special operation process. [Figure 20] It is a flowchart of the special symbol standby process. [Figure 21] It is a flowchart of the big hit determination process. [Figure 22]This is a flowchart of the variable pattern selection process. [Figure 23] This is a flowchart of the variable pattern selection process. [Figure 24] This is a flowchart of the processing during special symbol changes. [Figure 25] This is a flowchart for the process of determining special symbols. [Figure 26-1] This is a flowchart for managing the game state. [Figure 26-2] This is a flowchart for handling unexpected events. [Figure 26-3] This is a flowchart for ceiling treatment. [Figure 27] This is a flowchart for the special electric bonus mechanism processing 1 (jackpot game). [Figure 28] This is a flowchart for the game state setting process. [Figure 29] This is a flowchart for the special electric bonus mechanism processing 2 (minor win game). [Figure 30] This is a flowchart for the special electric bonus mechanism processing 2 (minor win game). [Figure 31] This is a flowchart of the distribution member control process. [Figure 32] This is a flowchart of the sensor detection process for a specific area. [Figure 33] This is a flowchart of the sub-control main processing. [Figure 34] This is a flowchart for handling a 1ms timer interrupt. [Figure 35] This is a flowchart for handling a 10ms timer interrupt. [Figure 36] This is a flowchart of the received command parsing process. [Figure 37] This is a timing chart showing the opening pattern of the second major prize entry point and the operation pattern of the distribution mechanism in a minor prize game. [Figure 38] This diagram illustrates the general flow of gameplay in a gaming machine according to an embodiment of this model. [Figure 39](A) This figure shows the display screen for the normal performance mode. (B) This figure shows the display screen for the RUSH performance mode. (C) This figure shows the display screen for the CHANCE performance mode. [Figure 40] This is an explanatory diagram showing a specific example of a normal variation in the variation animation. [Figure 41] This is an explanatory diagram showing a specific example of an N-reach (normal reach) in the variable animation. [Figure 42] This is an explanatory diagram showing a specific example of a special reach in the variable animation sequence. [Figure 43] This is an explanatory diagram showing a specific example of a battle reach based on the lottery in Special Feature 2. [Figure 44] This diagram illustrates how, in response to the transition from time-saving state A to time-saving state B, the right-hand shooting notification image RI is hidden and the left-hand shooting return image LI is displayed, the shooting method indicator lamp 45 is changed from the right-hand shooting notification mode (lit) to the left-hand shooting notification mode (off), and the status notification lamp 46 is changed from the second lit mode to the off mode. [Modes for carrying out the invention]

[0009] 1. Structure of a gaming machine A pachinko game machine, which is one embodiment of the present invention, will be described based on the drawings. Figure 1 shows As shown, the first form of the pachinko game machine 1 consists of a game machine frame 50 and a component attached within the game machine frame 50 It is equipped with a game board 2. The front frame 51 of the game machine frame 50 is shaped according to the rotation angle A handle 60 for launching the game ball with a certain launch force, and a ball supply tray for storing the game balls ( Upper tray 61, and a surplus ball receiving tray (lower tray) for storing game balls that cannot be accommodated in the ball supply tray 61. 62 is provided. Also, the front frame 51 is provided for when effects are performed as the game progresses. In addition, there are the performance button 63 and select button 64 that the player can operate (within the dashed line in Figure 1) (See plan view) is provided. The front frame 51 also has decorative frame lamps 66 and speakers. - A 67 is provided.

[0010] The game board 2 has a game area 3 through which game balls launched by operating the handle 60 flow down. It is formed by being surrounded by rail members 4. The game board 2 also has decorative board lamps 5 (Figure 5) (See reference) is provided. The game area 3 has multiple game pins (not shown) that guide the game balls. A protruding part is installed.

[0011] Furthermore, near the center of the game area 3, there is an image display device 7, which is a liquid crystal display device (a predetermined display means). A display screen 7a (display section) of the image display device 7 is provided. The pattern and the second special pattern's variable display (variable display) synchronized with the performance pattern (decorative pattern) 8L,8 There is a display area for the performance symbols that shows the variation of C,8R. The performance symbol display area is, for example, "left" It consists of three display areas: "center," "right," and "left." The left display area shows the left performance symbol 8L. The middle display area shows the middle performance symbol 8C, and the right display area shows the right performance symbol 8R. The symbols used in the animation are, for example, multiple symbols representing the numbers from "1" to "9". The image display device 7, based on the combination of the left, center, and right display patterns, will perform the first special effect described later. The first special display shown on the separate symbol display 41a and the second special symbol display 41b (see Figure 3) The results of the display of the alternate symbols and the second special symbol (i.e., the results of the jackpot lottery) are explained clearly. Display it cheaply.

[0012] For example, if you win the jackpot, the display will stop on a sequence of matching numbers such as "777". Also, if you win a minor prize, the animation symbols will be displayed using predetermined chance symbols such as "246". It will display a stop message. Also, if it is a miss (normally a miss), it will display a random number such as "263". The game then stops displaying the animation symbols. This makes it easier for players to understand the progress of the game. This means that the player will generally see the result of the jackpot lottery on the first special symbol display 41a or The second special pattern is not identified by the second special pattern display unit 41b, but rather by the image display device 7. Oh, the display areas for the 8L, 8C, and 8R symbols do not have to be fixed. Also, the 8L, 8C, and 8R symbols do not have to be fixed in position. One way the pattern changes is displayed is, for example, by scrolling vertically. Also, each draw The combination of symbols displayed during the animation can be arbitrarily changed depending on the selection result. Alternatively, when a minor win is achieved, the symbols may be displayed in a scattered pattern.

[0013] The image display device 7 displays a variation in the decorative pattern using the above-mentioned decorative pattern ("variation in the decorative pattern"). In addition to "special effects" or simply "variable effects," there are also jackpots that occur in parallel with the jackpot game. The display screen 7a shows the effects and demo effects for when customers are waiting. In addition to the visual effects such as numbers, other visual effects such as background images and character images are also included. It will be displayed.

[0014] Furthermore, the display screen 7a of the image display device 7 displays the number of special effects reserved according to the number of special effects reserved, as described later. The first performance hold display area shows the 9A hold, and the performance is displayed according to the number of memories of the second special symbol hold, which will be described later. There is a second performance hold display area that displays hold 9B. Depending on the display of the performance hold, the second The number of special feature reserves stored in the 1st special feature reserve indicator 43a and the 2nd special feature reserve indicator The number of reserved special symbols displayed in 43b (see Figure 3) is clearly shown to the player. This has become possible.

[0015] A center decorative element 10 is positioned near the center of the game area 3, in front of the image display device 7. The lower part of the center decorative body 10 has a first starting opening, which will be described later, for the game ball that rolls on the upper surface. A stage section 11 is formed that can guide to 20. Also, on the left side of the center decorative body 10 This is a warp section that allows game balls to flow in from the entrance and to the stage section 11 from the exit. 12 is provided. Furthermore, the upper part of the center decorative element 10 is decorated with letters, figures, etc. Decorative element 13 is placed.

[0016] Below the image display device 7 in the game area 3, the ease with which the game balls enter remains constant. A fixed prize winning device 19 is provided, which has a first starting port 20. It is also called the moving entry point, fixed start point, fixed ball entry point, or first ball entry point. The first start point 20 is also called the other start point. This is an example of a starting opening. When a game ball enters the first starting opening 20, it results in a draw for the first special symbol (jackpot). This is the trigger for the lottery (i.e., the acquisition and determination of a winning random number, etc.).

[0017] Furthermore, to the upper right of the first starting port 20, there is a standard variable prize winning device (so-called A second starting port (electric chute) 22 is provided. The second starting port 21 is a second starting prize port or a variable starting port, Also called the special ball entry gate or second ball entry gate. Winning a game ball into the second starting gate 21 is determined by the second special symbol draw. This is the trigger for the selection (the lottery for the jackpot, i.e., the acquisition and determination of the jackpot random number, etc.).

[0018] The electric tuner 22 is equipped with a movable member (ball entry opening opening member) 23 that can move back and forth, and the movable member The operation of 23 opens and closes the second start port 21. The movable member 23 is an electric tube It is driven by the lenoid 24 (see Figure 4). The second starting port 21 opens when the movable member 23 opens. The game ball can only be inserted when it is in the open position (i.e., when the movable member 23 is in the open position). That is, when the movable member 23 is closed (i.e., when the movable member 23 is in the closed state) At that time, it is impossible to insert the game ball. The second starting opening 21 has a movable member 23. If the movable part makes it more difficult for the game ball to enter when it is closed than when it is open, It is not necessary for material 23 to be completely inaccessible when closed.

[0019] Furthermore, below the first starting opening 20 in the game area 3, there is a first large prize opening 30. A grand prize device 31 is provided. The first grand prize device 31 is the first special variable prize device, and others This is also called a special prize-winning method, and the first major prize-winning slot 30 is also called another special prize-winning slot. First major prize-winning device 31 includes an opening / closing member (another special prize slot opening / closing member) 32 that takes an open state and a closed state, opening / closing The first large prize opening 30 is opened and closed by the operation of member 32. The opening and closing member 32 is the first large It is driven by the prize-winning solenoid 33 (see Figure 4). The first large prize-winning opening 30 is opened by the opening / closing member 3 The game ball can only be inserted when gate 2 is open (i.e., in the open state).

[0020] Furthermore, to the right of the first large prize slot 30 in the game area 3, there is a second large prize slot 35. Two major prize-winning devices 36 are provided. The second major prize-winning device 36 is the second special variable prize-winning device, special Also called an alternative prize-winning method, the second major prize-winning slot 35 is also called a special prize-winning slot. The second major prize-winning device 36 is The opening and closing member (special prize slot opening and closing member) 37 is provided to take an open state and a closed state. The second large prize opening 35 is opened and closed by movement. The opening and closing member 37 moves back and forth. It is a type of mechanism and is driven by the second large prize slot solenoid 38 (see Figure 4). The prize slot 35 can only accept game balls when the opening / closing member 37 is open (i.e., in the open state). It becomes Noh.

[0021] More specifically, as shown in Figure 2, inside the second large prize device 36 is the second large prize opening 35 A specific area (V area) 39 and a non-specific area 70 are formed through which the game ball that has passed through can pass. Furthermore, in the second major prize-winning device 36, the upstream of the specific area 39 and the non-specific area 70 A second large prize slot sensor 35a is provided to detect when a game ball enters the second large prize slot 35. Furthermore, the specific area 39 has a specific area sensor that detects when a game ball passes into the specific area 39. A sensor 39a is provided. In addition, the non-specific area 70 is the passage of game balls to the non-specific area 70. A non-specific area sensor 70a is provided to detect overload. In addition, the second major prize-winning device 36 is the The game balls that pass through the two major prize slots 35 are then distributed to either a specific area 39 or a non-specific area 70. It comprises a distribution member 71 and a distribution member solenoid 73 that drives the distribution member 71. Furthermore, when the distribution member solenoid 73 is energized, the distribution member 71 directs the game balls to a specific area 39. The first state (pass-through permitted state) is adopted, and when the distribution member solenoid 73 is de-energized... The system then enters a second state (passage blocking state) in which the game balls are distributed to a non-specific area 70.

[0022] As shown by the dashed line in Figure 2, when the distribution member solenoid 73 is energized, the distribution member 71 is... The system is in a pass-allowing state that allows game balls to pass into a specific area 39. The distribution member 71 is in a pass-allowing state. When in a state of readiness, the game ball that enters the second large prize slot 35 is sent to the second large prize slot sensor 35a After passing through [a certain point], the game ball passes through a specific area 39. This route of the game ball is called the first route.

[0023] Furthermore, as shown by the dashed line in Figure 2, when the distribution member solenoid 73 is not energized, the distribution member 71 is also... The distribution member 71 is in a passage-blocking state, preventing the game ball from passing into the specific area 39. When the machine is stopped, the game ball that has entered the second large prize slot 35 is sent to the second large prize slot sensor 35a After passing through, the ball rolls on the distribution member 71 and passes through the non-specific area 70. Route T is called the second route.

[0024] In this pachinko machine 1, the passage of the game ball into a specific area 39 is a jackpot game as described below. This is the trigger for execution. In other words, in this form, whether or not a game ball passes through a specific area 39 However, a jackpot lottery is also held. In the lottery for the first special symbol or the second special symbol as described above... A winning combination is called a Type 1 jackpot, and it is won when the game ball passes through a specific area 39. The type of jackpot you choose is called a two-type jackpot. Also, the jackpot that is executed when you win a one-type jackpot is called a two-type jackpot. A regular game is called a Type 1 jackpot game, and a jackpot game that is executed when you win a Type 2 jackpot is called a Type 2 jackpot game. This is called a type jackpot game. Also, a type jackpot is called a direct hit jackpot.

[0025] Also, as shown in Figure 1, the game ball passes above the second starting opening 21 in the game area 3. A gate 28 is provided. The passage of the game ball through gate 28 is by opening the electric chute 22. The normal symbol lottery determines whether or not to release the ball (i.e., the acquisition and determination of the normal symbol random number (winning random number)). This has become the impetus for its implementation.

[0026] Furthermore, a regular prize entry point 27 is provided in the lower left of the game area 3. At the very bottom are the game balls that were launched into game area 3 but did not enter any of the winning slots. An outlet 6 is provided to discharge the contents outside the game area 3.

[0027] In the game area 3, where various prize slots are arranged, the left side of the center in the left-right direction is There is a left-side game area (first game area) 3A and a right-side game area (second game area) 3B. A batting technique in which the game ball is launched so that it flows down the left game area 3A is called a left-handed hit (non-specific hit) This refers to a shooting technique where the game ball is launched so that it flows down the right game area 3B. This is called right-handed play (a specific way of playing). In this form of pachinko game machine 1, the game was played using left-handed play. Sometimes the path through which the game balls flow is called the left path R1 (second path), and when playing with the right hand... The channel through which the game balls sometimes flow is called the right channel R2 (the first channel).

[0028] On the left channel R1, there is a first start port 20, a first grand prize device 31, and an outlet port 6. The player shoots the game ball so that it flows down the left channel R1, and the first starting port 2 I'm aiming to win a prize in the top 0.

[0029] Meanwhile, on the right channel R2, there is a gate 28, an electric tuner 22, a second large prize winning device 36, and A large prize winning device 31 and an outlet 6 are provided. The player flows down the right channel R2. By shooting the sea urchin game ball, the ball passes through gate 28 and the second starting port 21 related to the electric tuner 22 The goal is to win one of the top 30 prize slots in the first category, or one of the top 35 prize slots in the second category.

[0030] In this configuration, the gate 28, the electric tuner 22, and the second large prize winning device 36 are unitized. It is designed to be detachable from the game board 2 as a single structure. The prize device 19 and the first major prize device 31 are unitized and form a single structure, forming the game board. It is detachable from part 2.

[0031] Furthermore, as shown in Figures 1 and 3, the display units 40 are located in the lower right corner of the game board 2. The display units 40 are equipped with a first special symbol (special symbol 1, an example of an identification symbol) which is displayed in a variable manner. The separate symbol display unit 41a displays the second special symbol (special symbol 2, an example of an identification symbol) in a variable manner. The system includes a pattern display unit 41b and a regular pattern display unit 42 that displays regular patterns in a variable manner. Furthermore, the display units 40 also store the number of times the operation of the first special symbol display unit 41a is suspended (first special symbol suspension). The first special symbol hold indicator 43a and the second special symbol indicator 41b display the first special symbol hold indicator 43a and the second special symbol hold indicator 41b, respectively. It includes a second special feature hold indicator 43b that displays the number of special feature holds (2 special feature holds). The reserved position is also called the first reserved position, and the second reserved position is also called the second reserved position. In addition, the indicators 40 include , a hitting instruction lamp 45 (an example of a hitting instruction means) that can indicate that the player should hit to the right. ) is included. In addition, the display units 40 change their behavior according to the current game state. A status indicator lamp 46 is included.

[0032] The variable display of the first special symbol is triggered when a game ball enters the first starting opening 20. The variable display of the second special symbol is triggered when a game ball enters the second starting opening 21. In the following explanation, the first special symbol and the second special symbol will be collectively referred to as special symbols (special symbols). This may occur. Also, the first special symbol display unit 41a and the second special symbol display unit 41b are collectively referred to as There is also a special symbol indicator 41. In addition, there is a first special symbol hold indicator 43a and a second special symbol The diagram hold indicator 43b is sometimes collectively referred to as the special diagram hold indicator 43.

[0033] The special symbol display unit 41 displays the special symbol (identification information) in a variable manner (variable display) and then stops. By displaying this, a lottery will be held based on winning at the first starting gate 20 or the second starting gate 21 (special diagram). The results of the pattern lottery and the jackpot lottery are announced. Special symbols that stop and are displayed (stop symbols, variable symbols) The special symbols displayed as a result of the display are multiple types of special symbols drawn by the special symbol lottery. It is one special symbol selected from among the symbols. The stopping symbols are predetermined to be a jackpot stopping pattern. If it is a special symbol (jackpot symbol), the type of jackpot symbol displayed when stopped (in other words) The first large prize slot 30 will open according to the opening pattern corresponding to the type of jackpot won. A winning game is played. Also, the stopping symbols are special symbols that stop in a predetermined manner for a minor win (minor win). If it is a winning symbol, the type of winning symbol displayed when stopped (i.e., the winning symbol) A small win game is played in which the second large prize slot 35 is opened according to the opening pattern (type of prize) In addition, the large prize slots (first large prize slot 30 and) in the big prize game and the small prize game. The opening patterns for the two major prize-winning slots (35) will be described later.

[0034] Specifically, the special pattern display unit 41 is composed of, for example, eight LEDs arranged horizontally. The way the lights illuminate displays special symbols corresponding to the result of the jackpot lottery. For example, if you win the jackpot (one of the several types of jackpots described later), ○○●●○○●● (○: on, ●: off) The 1st, 2nd, 5th, and 6th lights from the left are... The LED lights up to display the winning symbol. Also, the minor wins (multiple types of minor wins described later) If you win one of the prizes, the result will be "●●●●○○●●" with 5,6 from the left. The LED in the next position lights up to display the winning symbol.

[0035] In this format, among the losing outcomes, if it is a regular losing outcome, it will be represented as "●●●●●●●○" The first special If it's a particularly bad one, it will look like "●●●●●●○○", with the 7th and 8th LEs from the left. The symbol with the D lit up will be displayed. Also, if it is the second special miss, "●●●●●○●○" The LEDs in the 6th and 8th positions from the left are lit up to display the corresponding pattern. If it's a particularly bad result, it will look like "●●●●○●●○", with the 5th and 8th LEs from the left. The symbol with the "D" lit up will be displayed. Note that before the special symbol is displayed at a predetermined time during the fluctuation period. A special pattern will be displayed in a variable manner, but the manner of this variable display will vary, for example. Each LED lights up in a manner that creates a repeating flow of light from left to right. The display mode is such that if each LED is not in a stopped state (lit in a specific mode), all LEDs will be lit. The display can be changed as needed, for example, by having all the "D"s flash simultaneously.

[0036] In this pachinko game machine 1, when a game ball enters the first starting port 20 or the second starting port 21, Then, the values ​​of various random numbers (judgment information), such as the jackpot random number obtained for that win, are used in the special prize reserve. It is temporarily stored in the memory unit 85 (see Figure 4). In detail, if it is a prize for entering the first starting gate 20 If it is stored as the first special feature hold in the first special feature hold memory unit 85a (see Figure 4), the second start port 2 If a win occurs in category 1, it is stored as a second special symbol hold in the second special symbol hold memory unit 85b (see Figure 4). There is an upper limit to the number of special symbol holds that can be stored in each special symbol hold memory unit 85, and in this configuration... The upper limit (upper memory limit, upper limit number of reserved) is "4" for the first special feature reserved memory unit 85a, and for the second special feature The reserved memory unit 85b is set to "4".

[0037] The special symbol hold stored in the special symbol hold memory unit 85 is a variable table of special symbols based on that special symbol hold. It is consumed when it becomes possible to display it. Consumption of special symbol reserves refers to the jackpot corresponding to that special symbol reserve. The process involves determining random numbers or similar factors and then executing a variable display of special symbols to indicate the result of that determination. Therefore, in this pachinko game machine 1, the game balls enter the first starting port 20 or the second starting port 21. If the variable display of special symbols based on winning cannot be performed immediately after winning, that is, the special symbols If a win occurs while the variable pattern display is in progress or during a special game (jackpot game or minor win game) Even in such cases, the right to participate in the grand prize drawing for those winnings will be reserved up to a predetermined number. It is designed to be able to maintain. In other words, the first starting opening of the pachinko game machine 1 in this form The execution of the jackpot determination process (predetermined determination process) based on ball entry into 20 (fixed starting slot) is suspended. Possible holding means and jackpot determination process based on ball entry into the second starting port 21 (variable starting port) It includes a holding means that allows the execution of a predetermined determination process to be postponed.

[0038] The number of such special symbols held is then displayed on the special symbol hold indicator 43. Specifically, the first The special feature hold indicator 43a and the second special feature hold indicator 43b are composed of four LEDs. Each special symbol hold indicator 43 lights up an LED corresponding to the number of special symbol holds, thereby indicating the number of special symbol holds. Display the number.

[0039] The variable display of the regular symbols is triggered when a game ball passes through gate 28. Regular symbols In the display unit 42, after displaying the normal pattern in a variable (variable) manner, it stops, The result of the regular symbol lottery based on the passage of the game ball to section 28 is announced. The symbols (normal symbols that stop on the regular display, and the regular symbols that are displayed as a result of the variable display) are regular symbols. It is one of several regular symbols selected by lottery. If the regular symbol that appears is a predetermined specific regular symbol (regular winning symbol), then the current game An auxiliary game is performed to open the second starting port 21 in an opening pattern appropriate to the state. The opening pattern of the second start port 21 will be described later.

[0040] Specifically, the standard pattern display unit 42 is composed of, for example, two LEDs (see Figure 3). ), the way the lights illuminate displays the regular symbols corresponding to the result of the regular symbol lottery. For example, if the lottery result is a win, it will say "○○" (○: light on, ●: light off) Both LEDs light up to display the winning symbol. Also, if the lottery result is a loss, It displays a regular losing symbol, such as "●○", with only the right LED lit. A configuration in which all LEDs are turned off as part of the design may also be adopted. Normally, the design is displayed in a stopped state. Previously, the regular symbols were displayed in a variable format for a predetermined period of time, but that change The dynamic display mode is, for example, a mode in which both LEDs light up alternately. In other words, unless each LED is not showing a stop indicator (lighting in a specific manner), all LEDs will be lit. The blinking patterns can be changed as needed, for example.

[0041] Furthermore, this pachinko game machine 1 displays a variable pattern of regular symbols based on the passage of game balls through gate 28. If it cannot be done immediately after passing, that is, while the variable display of normal symbols is being executed or during auxiliary gameplay... If a pass through gate 28 occurs during execution, a random number of normal symbols will be obtained based on that pass. This configuration does not perform this action. In other words, it does not store the operation hold (normal symbol hold) of the normal symbol display unit 42. This configuration is as follows. Furthermore, the regular data is stored in a predetermined memory area within RAM84 (see Figure 4) A configuration that can store up to a limit (for example, "4") is also possible. In this case, the data is stored in RAM84. The reserved regular symbols are used up when it becomes possible to display the regular symbols in a variable manner based on those reserved symbols. The process of clearing the regular symbol reserve involves determining the regular symbol random number corresponding to that regular symbol reserve, and then making that determination. This refers to the execution of a variable display of ordinary symbols to show the result. In this case, the ordinary symbol hold It is advisable to provide a display that shows the number of stored items.

[0042] Furthermore, the firing indicator lamp 45 shown in Figure 3 is composed of one LED, and its configuration Therefore, playing with the right-handed stroke is advantageous for the player during certain periods (recommended right-handed stroke periods). Is it because playing with the left hand is advantageous for the player (recommended left-handed playing period)? This indicates whether or not to hit the ball. Specifically, if it is the recommended period for hitting the ball to the right, the hitting instruction lamp 45 The light will be on, and if it is the period when left-handed hitting is recommended, the hitting instruction lamp 45 will be off. Among the states of lamp 45, the states in which it is lit (lighting states, "○" means lit and "●" means off) Then, the "○" is referred to as the right-hand hit notification mode, and the mode in which the light is off (off mode, "○" is lit) If "●" is considered off, then "●" is referred to as the left-handed notification mode. The lighting mode is a specific mode. This is one example, and the way the lights are turned off is an example of a non-specific way.

[0043] Furthermore, the status indicator lamp 46 shown in Figure 3 consists of two LEDs (right status indicator lamp 46a, It consists of a left-side status indicator lamp (46b), and its configuration indicates the current game state. This is the case. Details of the game state will be described later, but the state notification lamp 46 indicates the current game state If the status is not time-saving mode (normally not time-saving mode), the right status indicator lamp 46a and the left status indicator lamp will light up. Both status indicator lamps 46b are lit. The current game state is time-saving state A (normal time-saving state). If so, the right-side status indicator lamp 46a located on the right side will turn off, and the left-side status indicator lamp located on the left side will turn off. The notification lamp 46b lights up. If the current game state is time-saving state B (slight time-saving state), Both the right-side status indicator lamp 46a and the left-side status indicator lamp 46b turn off. However, If the game state is time-saving state B (slight time-saving state) immediately after the power is restored, the right-side status indicator lamp 46 When light a is turned on, the left-side status indicator lamp 46b turns off.

[0044] The state in which both LEDs are off (if "○" is on and "●" is off, then "●●") This is referred to as the "off state," and both the right status indicator lamp 46a and the left status indicator lamp 46b are The lighting configuration (where "○" is lit and "●" is off, resulting in "○○") is the first lighting configuration. This is referred to as [this]. Also, in the state where only the left status indicator lamp 46b is lit ("○" indicates that it is lit). If "●" is turned off, then "○●" is referred to as the second lighting mode, and it is the right-side status indicator lamp 46a. The state in which the light is illuminated (where "○" is illuminated and "●" is off, then "●○") is the third illumination. This is referred to as a "mode." The first lighting mode is when the current game state is a non-time-saving state (normally a non-time-saving state). To indicate this, it is also commonly referred to as the non-time-saving notification mode, and the second lighting mode indicates that the current game state is time-saving. In order to indicate that it is in short state A (normal time-saving state), it is also called the normal time-saving notification mode, and the third point The lighting pattern indicates that the current game state is time-saving state B (slight time-saving state), and therefore the slight time-saving report It is also referred to as a known mode. And the turned-off mode indicates that it is neither in the non-time-saving state (normal non-time-saving state) nor in the time-saving state A (normal time-saving state).

[0045] Note that the state notification lamp 46 is, during the execution of the jackpot game (while setting the jackpot game state) , controlled to the first lighting mode in which both the right-side state notification lamp 46a and the left-side state notification lamp 46b are lit. During the execution of the minor jackpot game, it can be controlled in the same mode as before the execution of the minor jackpot game. However, if the game state before the execution of the minor jackpot game is the time-saving state B (micro time-saving state) immediately after power failure recovery , then the mode after the execution of the minor jackpot game will be the turned-off mode. That is, when winning a minor jackpot in the time-saving state B (micro time-saving state) immediately after power failure recovery and the minor jackpot game is executed , the mode of the state notification lamp 46 will switch from the third lighting mode to the turned-off mode before and after the execution of the minor jackpot game.

[0046] 2. Electrical Configuration of the Gaming Machine Next, based on FIGS. 4 and 5, the electrical configuration in this pachinko gaming machine 1 will be described. As shown in FIGS. 4 and 5, the pachinko gaming machine 1 includes a main control board (gaming control board) 80 that controls gaming benefits such as jackpot lottery and transition of game states, a sub-control board (effect control board) 90 that controls effects executed as the game progresses, a payout control board 110 that controls the payout of game balls, etc. The main control board 80 constitutes the main control unit, and the sub-control board 90 constitutes the sub-control unit 99 together with an image control board 100, a lamp control board 107, and an audio control board 106 to be described later. Note that the sub-control unit 99 includes at least the sub-control board 90 and effect means (image display device 7, panel lamp 5, frame lamp 6 It is sufficient if it is possible to control various effects using (6, speaker 67, movable panel 15, etc.).

[0047] The pachinko game machine 1 is also equipped with a power supply board 150. The power supply board 150 is a main control board Power is supplied to the board 80, the sub-control board 90, and the dispensing control board 110, These boards supply the necessary power to other devices. Power supply board 150 A backup power supply circuit 151 is provided. The backup power supply circuit 151 is provided. If power is not supplied to the penis game machine 1, the RA of the main control board 80, which will be described later, It supplies power to the M84 and the RAM 94 of the sub-control board 90. Therefore, the main control board 8 The information stored in RAM84 of unit 0 and RAM94 of sub-control board 90 is used for pachinko gameplay. It is maintained even when the power to unit 1 is cut off. In addition, the power supply board 150 has a power switch 155. It is connected. The power can be turned on / off by operating the power switch 155. It can be replaced. Furthermore, the backup power supply circuit for the RAM 84 on the main control board 80 is controlled by the main control board 80. The circuit board 80 is provided with a backup power supply circuit for the RAM 94 of the sub-control board 90. It may also be provided on the control board 90.

[0048] Furthermore, the power supply board 150 stores information in the RAM 84 of the game control microcontroller 81, which will be described later. A RAM clear switch (RAM clear operation) is used to clear the information on the CPU82. A stage 152 is provided. The RAM clear switch 152 is located in this pachinko machine. It is located on the power supply board 150 which is positioned on the back side of 1. Therefore, when opening the gaming machine frame 50 Only employees of the gaming establishment who are authorized to release the game can operate the RAM clear switch 152. It cannot be operated. In other words, the RAM clear switch 152 is an operation that is practically impossible for the player to operate. It can be called a means of operation. Furthermore, the RAM clear switch 152 is a tact switch, and the RAM When the clear switch 152 is pressed, the RAM clear switch 152 is ON. A detection signal indicating this is input to the game control microcontroller 81. RAM clear switch 152 The state in which the button is pressed is called the ON state of the RAM clear switch 152. The state in which switch 152 is not pressed is called the OFF state of RAM clear switch 152.

[0049] As shown in Figure 4, the main control board 80 controls the pachinko game machine 1 according to the program. A one-chip microcontroller for game control (hereinafter referred to as "game control microcontroller") 81 controls the progress of the game. It is implemented. The microcontroller 81 for game control has a program to control the progress of the game. ROM83 stores the following, RAM84 is used as work memory, and the data stored in ROM83 is stored in ROM83. A CPU 82 that executes the program, and I / O ports for inputting and outputting data and signals. The input / output circuit section 87 is included. Note that the ROM 83 may be external. AM84 includes the aforementioned special feature retention memory unit 85 (first special feature retention memory unit 85a and second special feature retention memory unit 85a A memory storage unit 85b) is provided.

[0050] Furthermore, as shown in Figure 4, the main control board 80 is connected to various sensors and soles via the relay board 88. The NOID is connected. Therefore, signals are input to the main control board 80 from each sensor. Each solenoid receives a signal from the main control board 80. Specifically, the sensors include: First start port sensor 20a, second start port sensor 21a, gate sensor 28a, first large prize port Sensor 30a, second large prize slot sensor 35a, specific area sensor 39a, non-specific area sensor 7 0a and the regular prize entry sensor 27a are connected.

[0051] The first start port sensor 20a is installed inside the first start port 20 and enters the first start port 20. It detects the game ball. The second start port sensor 21a is installed inside the second start port 21. The gate sensor 28a detects the game ball that has entered the second starting gate 21. This device is located inside gate 28 and detects game balls that have passed through gate 28. First large prize entry point. Sensor 30a is installed inside the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. It is for detection. The second large prize slot sensor 35a is installed inside the second large prize slot 35. This detects the game balls that have entered the two major prize slots 35. The specific area sensor 39a is the second A special area 39 is provided within the large prize winning opening 35 to detect game balls that have passed through the special area 39. The non-specific area sensor 70a is provided in the non-specific area 70 within the second large prize winning slot 35. This detects game balls that have passed through the non-specific area 70. The normal prize entry sensor 27a is These are devices installed within the regular prize winning slots 27 to detect game balls that have entered the regular prize winning slots 27. That is the case.

[0052] Also, the solenoids include the electric tuner solenoid 24, the first large prize slot solenoid 33, The second large prize slot solenoid 38 and the distribution member solenoid 73 are connected. - The solenoid 24 drives the movable member 23 of the electric chute 22. First large prize opening The solenoid 33 drives the opening / closing member 32 of the first grand prize device 31. The award solenoid 38 drives the opening / closing member 37 of the second major award device 36. The component solenoid 73 drives the distribution member 71 of the second prize-winning device 36.

[0053] Furthermore, the main control board 80 includes a first special symbol display 41a, a second special symbol display 41b, Normal symbol indicator 42, first special symbol hold indicator 43a, second special symbol hold indicator 43b, playing instructions The indicator lamp 45 and the status notification lamp 46 are connected. The display control for type 40 is performed by the game control microcomputer 81.

[0054] Furthermore, the main control board 80 transmits various commands to the dispensing control board 110, and also pays The system receives signals from the dispensing control board 110 for dispensing monitoring. Ball dispensing device 120 and card unit 135 (installed adjacent to pachinko game machine 1, A device that enables ball dispensing based on information from an inserted prepaid card, etc., is connected. In addition, the launch device 112 is connected via the launch control circuit 111. 112 includes handle 60 (see Figure 1).

[0055] The payout control board 110 receives signals from the game control microcomputer 81 and is connected to the pachinko game machine 1. Based on the signal from the connected card unit 135, the prize ball motor of the prize ball dispenser 120 It drives 121 to dispense prize balls or loan balls. The prize balls and balls that are awarded or borrowed are detected by the prize ball sensor 122 for counting. If the handle 60 (see Figure 1) of the launching device 112 is operated, the touch switch 114 detects contact with handle 60, and firing volume 115 controls the amount of rotation of handle 60. It detects the ball. Then, the game ball is launched with a strength corresponding to the magnitude of the detection signal from the launch volume 115. The launch motor 113 will be driven to launch the projectile. Each game ball is launched at a rate of approximately 0.6 seconds.

[0056] The main control board 80 also transmits various commands to the sub-control board 90. The connection between 80 and the sub-control board 90 is for the transmission of signals from the main control board 80 to the sub-control board 90. It is a one-way communication connection that only allows for transmission. That is, the main control board 80 and the sub-control board Between 90 and the other side, there is a unidirectional circuit (e.g., a diode) not shown, which serves as a means of restricting the direction of communication. A circuit using [a specific component] is involved.

[0057] As shown in Figure 5, the sub-control board 90 controls the operation of the pachinko game machine 1 according to the program. A single-chip microcontroller (hereinafter referred to as "microcontroller for performance control") 91 for controlling the appearance of the game is implemented. The microcontroller 91 for controlling the effects is configured to control the effects as the game progresses. ROM93 stores programs, etc., RAM94 is used as work memory, ROM9 3 is the CPU 92 which executes the program stored in 3, and I is for inputting and outputting data and signals. The O port section (input / output circuit) 97 is included. Note that the ROM 93 is external. good.

[0058] As shown in Figure 5, the sub-control board 90 includes an image control board 100 and an audio control board 1 06. The lamp control board 107 is connected. The microcontroller for performance control of the sub-control board 90 91, based on the command received from the main control board 80, controls the CPU of the image control board 100. The display control of the image display device 7 is performed by 102. The RAM 104 of the image control board 100 is This is memory for processing image data. The ROM 103 of the image control board 100 contains image data. The still image data and video data displayed on the image display device 7, specifically characters and items. Image data such as shapes, letters, numbers, and symbols (including visual effects) and background images are stored. The CPU 102 of the image control board 100 receives commands from the microcontroller 91 for performance control. Based on this, image data is read from ROM103. Then, based on the read image data... Then execute the display control.

[0059] Furthermore, the microcontroller 91 for performance control controls sound based on commands received from the main control board 80. The speaker 67 outputs voice, music, sound effects, etc. via the voice control board 106. Audio data such as voice output from 67 is stored in the ROM 93 of the sub-control board 90. Furthermore, a CPU may be mounted on the voice control board 106, in which case the voice control board 106 may be controlled by that CPU. The control may be executed. Furthermore, in this case, a ROM may be implemented on the voice control board 106. The audio data may be stored in the ROM. Also, the speaker 67 may be connected to the image control board 10. It may also be connected to 0, causing the CPU 102 of the image control board 100 to perform voice control. In this case, the audio data may be stored in the ROM 103 of the image control board 100.

[0060] Furthermore, the microcontroller 91 for performance control, based on commands received from the main control board 80, The lamps such as the frame lamp 66 and panel lamp 5 are controlled to light up via the lamp control board 107. In detail, the microcontroller 91 for performance control determines the illumination patterns of lamps such as the frame lamp 66 and the panel lamp 5. Create light emission data (data that determines on / off status, light color, etc., also called lamp data). The system controls the illumination of lamps such as the frame lamp 66 and the panel lamp 5 according to the illumination data. The data stored in the ROM 93 of the sub-control board 90 is used to create the light emission data. .

[0061] Furthermore, the microcontroller 91 for performance control, based on the commands received from the main control board 80, The movable panel 15, which is connected to the lamp control board 107 via the relay board 108, is operated. Although not shown in Figure 1, the movable panel 15 is a movable part provided on the center decorative panel 10. This refers to the so-called gimmick of the system. In detail, the microcontroller 91 for performance control controls the movable panel 15 Create operation pattern data (also called drive data) that determines the operation mode, and operation pattern The operation of the movable panel 15 is controlled according to the data. Subcontrollers are used to create the operation pattern data. The data stored in the ROM 93 of the circuit board 90 is used. A CPU may be implemented, in which case the CPU can control the lighting of the lamps and the movement of the movable panel 15. The control operation may be performed. Furthermore, in this case, a ROM is mounted on the lamp control board 107. Alternatively, data related to the light emission pattern and operation pattern may be stored in the ROM.

[0062] The sub-control board 90 also includes a performance button detection switch (SW) 63a and a select button The button detection switch 64a is connected. The performance button detection switch 63a is connected to the performance button This detects when button 63 (see Figure 1) is pressed. Then, a detection signal is output from the performance button detection switch 63a to the sub-control board 90. Furthermore, the select button detection switch 64a is activated when the select button 64 (see Figure 1) is pressed. This detects when an operation has been performed. When the select button 64 is pressed, the select button A detection signal is output from the detection switch 64a to the sub-control board 90.

[0063] Figures 4 and 5 are merely for illustrating the electrical configuration of this pachinko game machine 1. This is a functional block diagram, and it does not mean that only the circuit boards shown in Figures 4 and 5 are provided. Excluding the main control board 80, any of the boards shown in Figures 4 and 5 can be configured as a single board. Alternatively, one substrate as shown in Figures 4 and 5 may be configured as multiple substrates.

[0064] Furthermore, as shown in Figure 4, the pachinko game machine 1 is equipped with an external terminal board 140. External terminals The board 140 is connected to the main control board 80 via the payout control board 110, and is used for game control. Based on the signals output by the microcontroller 81, various signals are displayed on the data display unit 160 and other devices. Output to an external device located outside the main pachinko game machine 1, such as the computer 170. The signals output by the game control microcontroller 81 are then implemented on the payout control board 110. The data is input to a microcontroller (not shown) for payout control, and the microcontroller outputs to an external terminal board. The output may be sent to terminal 140, or it may be sent to the external terminal board 140 without going through the microcontroller for payout control. It's okay.

[0065] The external terminal board 140 is provided with multiple channels for external output. The corresponding connector and the connector on the data display unit 160 are connected by a cable. And one signal is output externally from each connector. .

[0066] The external terminal board 140 also outputs a status signal 1 from one of the multiple channels. It is possible, and status signal 2 can be output from another channel.

[0067] Status signal 1 indicates that a jackpot game is in progress (jackpot game state is being set) and a minor win game is in progress. During execution (minor win game state setting), during time reduction state A (normal time reduction state), jackpot During the non-time-saving state after gameplay (normal non-time-saving state), the non-time-saving state after a small win game The output is displayed as appropriate during the state setting process, and during the setting of the non-time-saving state after time-saving state A. Depending on the mode, this is a signal that indicates the state of the pachinko game machine 1. This state signal 1 is a time-saving signal. During the setting of the non-time-saving state after state B (slightly time-saving state), and after RAM clear (specifically R No output will be generated while the non-time-saving state is being set (after operating the AM Clear Switch 152). In other words, status signal 1 indicates whether the game state is a jackpot game state, a minor win game state, or a time-saving state. If it is set to state A, the game state that is immediately transitioned to after that is the jackpot game state, small This signal is output when the game is set to a winning state, a time-saving state A, or a non-time-saving state. In other words, a game state that is more advantageous to the player than time-saving state B (however, after time-saving state B and This signal can be output when a series of conditions occur (excluding the non-time-saving state after RAM clearing).

[0068] Status signal 2 indicates when a jackpot game is in progress (when the jackpot game state is being set) and when a minor win game is in progress. Currently running (setting the game to a minor win state), and setting the game to not be in a time-saving state (normally not in a time-saving state). This is a signal output inside the machine, and its output pattern indicates the state of the pachinko game machine 1. This status signal 2 is used when time-saving state A (normal time-saving state) is set, and when time-saving state B (slight time-saving) is set. It is not output during the setting of the state. In other words, state signal 2 is the special symbol lottery at normal probability. When the game is in a state where the following is happening, and the game is set to a state where the normal symbols are drawn at the normal probability. This is the signal output at the same time.

[0069] The external terminal board 140 also outputs a pattern confirmation signal from one of the multiple channels. It is possible. The symbol confirmation signal indicates that the special symbol that was being displayed in a variable state has stopped. This is a signal. The external terminal board 140 also receives ball information from one of the multiple channels. It is possible to output a notification signal. The prize ball information signal is issued when a predetermined number of prize balls (for example, 10 balls) have been awarded. This is a signal indicating that.

[0070] In addition to the signals mentioned above, the external terminal board 140 is also used when, for example, the gaming machine frame 50 is open. A frame release signal indicating that, as well as the electric tuner 22 and the big prize devices (first big prize device 31 and second big prize device) When the prize-winning device 36) is not in operation, a security system indicates that a prize has been won in the prize-winning slot related to these devices. A starting gate signal indicating that a prize has been awarded to the first starting gate 20 or the second starting gate 21. These can be output from each channel. Furthermore, the output from the external terminal board 140 is... The type of signal can be changed as needed.

[0071] In this configuration, the signals that the dispensing control board 110 outputs to the external terminal board 140 are each These are separate signals (parallel data), and the parallel data is used on the external terminal board 140. It is input to the external terminal board 140. When parallel data is input to the external terminal board 140, each channel corresponds to The signal transmission elements such as photorelays and photocouplers provided there receive their respective input signals The conductive / non-conductive state is switched accordingly. As a result, the signal transmission element enters a conductive state. External output signals (status signals 1-2, symbol confirmation signal, prize ball information signal, etc.) are output from the channel. It will happen.

[0072] Furthermore, the signal that the dispensing control board 110 outputs to the external terminal board 140 is a multi-bit signal. It may also be serial data that contains information. In this case, the serial data is as shown in the diagram. The S / P conversion circuit (serial / parallel conversion circuit) converts it to parallel data. The data should then be input to the external terminal board 140 as parallel data.

[0073] The data display unit 160 switches from not receiving (OFF) to receiving (ON) the pattern confirmation signal. The number of times the special symbol variation display occurred based on the ON edge is counted, and that count The start value is displayed on the start count display section 165 of the data display unit 160. That is, the first start port When sensor 20a or second start port sensor 21a detects a ball entering, the detection signal is sent to relay board 88 The signal is input to the main control board 80 via this. As a result, the microcontroller 81 for game control will be described later. Various random values, such as the jackpot random number (see Figure 6(A)), are obtained, and it is determined whether or not it is a jackpot. The microcomputer 81 for game control then displays a special symbol (the first special symbol) that indicates whether or not it is a jackpot. After the pattern (or second special pattern) is displayed in a variable manner, it is stopped (confirmed). At this time ( (At the moment the stop indicator is displayed) the game control microcomputer 81 displays the confirmation of a special symbol. The external output signal (signal for the external board) is sent to the external terminal board 140 via the dispensing control board 110. Output. This causes the external terminal board 140 to output the pattern confirmation signal to the data display unit 160. As a result, the data display unit 160 displays the number of starts display unit 165, showing the variation table of special symbols. The system is designed to increment the number of times the indication has been made by 1 when displaying it.

[0074] Furthermore, the data display 160 displays the jackpot based on the input patterns of status signal 1 and status signal 2. The number of occurrences is counted, and the count value is displayed on the data display unit 160's jackpot count display unit. Displayed at 166. That is, as mentioned above, the game control microcomputer 81 acquires the jackpot. The system determines whether it's a jackpot or not based on a random number, and if the result is a jackpot, it's a jackpot. After displaying a special symbol indicating a win, it stops. Then, the game control machine... Icon 81, once the special symbols indicating a jackpot have stopped displaying, will then... This indicates that a game (opening game, round game, ending game) is currently in progress. The external output signal is output to the external terminal board 140 via the dispensing control board 110. The external output signal indicating that a winning game is in progress will continue until the ending game is completed. The output continues. As a result, the external terminal board 140 receives status signals 1 and 2 from the data display 16. Outputs 0. As a result, the data display unit 160 and the jackpot count display unit 166 show the jackpot count. The number of occurrences is displayed incremented by 1.

[0075] Furthermore, the data display unit 160 switches from not receiving the prize ball information signal to receiving it (ON edge). The number of prize balls is counted so that it increases by 10 based on the data, and the count value is displayed on the data display. The number of prize balls is displayed on the 160 prize ball display unit (not shown). That is, the number of game balls is displayed on the first starting opening 20, the second starting opening After winning in the moving slot 21, the first major prize slot 30, the second major prize slot 35, or the regular prize slot 27, When the prize ball sensor 122 detects a game ball that has actually been dispensed, the detection signal is sent to the payout control board 1 This is input to 10. As a result, the payout control board 110 will tell the payout control board 110 that the number of game balls dispensed has reached 10. If it is determined that this has happened, an external output signal indicating an increase in the prize ball display is output to the external terminal board 140. Furthermore, the payout control board 110 will not proceed unless it determines that the number of game balls dispensed has reached 10. The external output signal indicating an increase in the prize ball display is not output. The external terminal board 140, which receives the output signal, outputs the prize ball information signal to the data display unit 160. As a result, the data display unit 160 increases the number of prize balls by 10 in the prize ball count display unit (not shown). It is designed to be added and displayed.

[0076] The hall computer 170 controls each pachinko machine installed in the hall, including this pachinko machine 1. This device collects information on the operating status of pachinko machines and is used for business management and game management. Yes, this hall computer 170 is installed in the hall's control room, etc., and displays data. It is connected to the pachinko game machine 1 via the display 160. Therefore, the hall computer 1 70 also has the various external output signals mentioned above (status signals 1-2, symbol confirmation signal, prize ball information signal) (etc.) are input. Note that the hall computer 170 does not use the data display 160 to output It may also be connected to the terminal board 140.

[0077] 3. Main gameplay in amusement machines Next, we will explain the main games played using Pachinko Gaming Machine 1. Pachinko Gaming Machine 1 Based on winning at the first starting gate 20 or the second starting gate 21, a special symbol-related random number is obtained. The special symbol-related random numbers include, as shown in Figure 6(A), jackpot random numbers, symbol type random numbers, and reach random numbers. There are also random numbers with fluctuating patterns. The jackpot random number is used to determine whether a jackpot is won or not, and whether a minor win is won or not. Used for determination. The jackpot random number takes values ​​in the range of 0 to 65535. Symbol type random number The numbers are used to determine the type of winning symbol, the type of winning symbol, and the type of losing symbol. The random number for the pattern type takes a value in the range of 0 to 199.

[0078] Additionally, the random number generator is used in a variation animation that indicates the result of the win / loss judgment if the result is a loss. This is a random number that determines whether or not a "reach" occurs in the game. A "reach" is when multiple symbols appear in the game. When there is only one of the fluctuating display symbols remaining, the fluctuating display is The combination of symbols that indicates a jackpot win depends on which symbols stop and are displayed. This refers to a state where the numbers are close (for example, the state of "7↓7"). Note that in a reach state, the numbers stop The static display of the animation symbols appears to be slightly swaying within the display screen 7a. It may also be displayed in a way that repeatedly zooms in and out. The reach random number is between 0 and 255. It takes values ​​within the range up to that point.

[0079] Furthermore, the random number for the variation pattern is a random number used to determine the variation pattern, including the variation time. The random number generator takes values ​​within the range of 0 to 99. Note that random numbers are also referred to as judgment information.

[0080] Furthermore, the pachinko game machine 1 operates based on the passage of game balls through gate 28, as shown in Figure 6(B). This obtains a normal symbol random number (winning random number). The normal symbol random number opens the electric reel 22. This is a random number used for the lottery (regular symbol lottery) to determine whether or not to perform the auxiliary game. The regular symbol random number is 0 The value can be taken within the range of ~65535.

[0081] Pachinko game machine 1 acquired based on winnings in the first start port 20 or the second start port 21 The winning random number is determined according to the winning determination table shown in Figure 7(A), It determines whether it is a big win or a small win. As shown in Figure 7(A), the first start The lottery for the first special symbol (special symbol 1) is based on winning in lot 20, and the lottery for winning in the second starting lot 21 In the lottery for the second special symbol (special symbol 2), the probability of winning the jackpot is the same, but the probability of winning a minor prize is the same. The probability of winning is different. In the lottery for Special Feature 1, the probability of winning a minor prize is zero, and in Special Feature 2 In the lottery, the probability of winning a minor prize is approximately 1 / 7. In other words, the lottery for Special Feature 2 is more likely to win than Special Feature 1. It can be said that it is easier to win a minor prize in the lottery than in the regular lottery. Also, in the lottery for Special Feature 1, minor prizes It may be configured to allow for winning. In this case, the probability of winning a minor prize in the lottery of Special Figure 1 is Special It is desirable to set the probability of winning a minor prize in the lottery shown in Figure 2 lower than the actual probability of winning a minor prize.

[0082] When the pachinko game machine 1 determines that a jackpot has been won, it generates a random number of symbol types as shown in Figure 7(B). The type of jackpot symbol is determined by determining it according to the jackpot symbol type determination table. Determined. In the lottery for Special Feature 1, the "Special Feature 1_Big Winning Symbol A" is determined with 100% probability. On the other hand, in the lottery for Special Feature 2, the "Special Feature 2_Big Win Symbol C" is determined with 100% probability. . Regarding the opening pattern of the big prize slot in a type 1 jackpot game, and the game state after a jackpot game. The settings for this will be explained later.

[0083] Furthermore, when the pachinko machine 1 determines that a minor win has been achieved, it generates a random number of symbol types as shown in Figure 7(C). The type of small win symbol is determined according to the small win symbol type determination table shown. This will be determined. Specifically, in the lottery for Special Feature 2, the "Special Feature 2_Small Winning Symbol" will be selected at a rate of 100%. The decision is made to select "a".

[0084] Furthermore, if pachinko machine 1 determines that neither a big win nor a small win has been achieved, ( In other words, if it is determined to be a miss, the random number for the type of symbol is used to determine the type of miss, as shown in Figure 7(D). The type of losing symbol is determined by making a judgment according to the table. In the drawing for Special Symbol 1 80% of the time it will be determined to be "Special Feature 1_Losing Symbol A", and 20% of the time it will be determined to be "Special Feature 1_Losing Symbol A" The result will be "Pattern B". In addition, in the drawing for Special Feature 2, there is an 80% chance that the result will be "Special Feature 2_Losing Pattern C". The result is determined to be ", and there is a 20% chance that it will be "Special Feature 2_Losing Symbol D". The difference affects the settings related to the game state after a losing symbol is displayed (see Figure 9). (See). This point will be discussed later.

[0085] Furthermore, if the pachinko machine 1 determines that it is a miss (a normal miss as described later), it will generate a random number for the reach. By making a determination according to the reach determination table shown in Figure 7(E), in the variation performance The game determines whether or not the symbols 8L, 8C, and 8R will result in a reach. The rate differs depending on whether the game state is the time-saving state described below. When the game is in a shortened time state, the probability of it being judged as having a reach is higher.

[0086] Next, regarding the types of big wins, small wins, and losing spins, based on Figures 8 and 9... Let me explain in detail. As mentioned above, the special symbol lottery (the lottery for special symbol 1 and the lottery for special symbol 2) The results can be "Big Win," "Small Win," or "Loss." When you get a "Big Win," The special symbol display unit 41 stops and displays the "jackpot symbol". The jackpot symbol is "Special Symbol 1 There are "Big Win Symbol A" and "Special Symbol 2 Big Win Symbol C". Also, when there is a "minor win" On the special symbol display 41, the "small win symbol" stops being displayed. Among the small win symbols, there is " Special Figure 2_Small Win Symbol a". When it is a "loss", the "Loss Symbol" stops being displayed on the special symbol display 41. Among the loss symbols, there are "Special Figure 1_Loss Symbol A", "Special Figure 1_Loss Symbol B", "Special Figure 2_Loss Symbol C", and "Special Figure 2_Loss Symbol D".

[0087] When winning a big win in the special symbol lottery, a "big win game" is executed to open the first big winning port 30 in an opening pattern corresponding to the type of the big win symbol that has stopped being displayed. When winning a small win, a "small win game" is executed to open the second big winning port 35 in an opening pattern corresponding to the type of the small win symbol that has stopped being displayed. Then, when a game ball enters the specific area 39 inside the second big winning port 35 during the execution of the small win game, a "big win game" is executed to open the first big winning port 30 in an opening pattern corresponding to the type of the small win symbol for which the player has won. The big win game executed based on the result of the special symbol lottery being a big win is referred to as a type 1 big win game, and the big win game executed based on the passage to the specific area 39 is referred to as a type 2 big win game. In this form, the big win game includes a plurality of rounds of game (unit opening game), an opening (also denoted as OP) before the start of the first round of game, and an ending (also denoted as ED) after the end of the last round of game. Each round of game starts with the end of the OP or the end of the previous round of game and ends with the start of the next round of game or the start of the ED. The time (interval time ) for closing the big winning port between rounds of game is included in the opening round of game before the closing.

[0088] ​​​​​​​​​​

[0089] Furthermore, in this form, the minor win game involves opening the second major prize entry point 35, and The opening (pre-opening interval) before the start of the small win opening game, and the small win opening This includes the ending sequence (interval after closing) that occurs after the game has finished.

[0090] If you win the special design lottery and get a big prize (i.e., if you win one type of big prize), A jackpot game (Type 1 jackpot game) is executed, opening 30 large prize slots. As shown in Figure 8, the winning symbols that can be won in the lottery for the first special symbol (special symbol 1) are the first special symbols (first special symbols). There is one type of jackpot symbol that is stopped and displayed on the separate symbol display unit 41a, the second special symbol The winning symbols (displayed on the second special symbol display unit 41b) that can be won in the lottery for the pattern (special symbol 2) There is one type of winning symbol (the symbol that can be used to win the jackpot). Specifically, in the lottery for Special Symbol 1, there is one type of "Special Symbol 1_Big There is a chance of winning "Winning Symbol A". Also, in the lottery for Special Symbol 2, there is a chance of winning "Special Symbol 2_Big Win Symbol". You have a chance of winning "Pattern C".

[0091] As shown in Figure 8, "Special Figure 1_Big Win Symbol A" is a 4R (round) big win. The first major prize slot (30) opens once per round, and its maximum opening time is 29.5 It is in seconds. The game state after winning the jackpot when "jackpot symbol A" is won is described below. This is "Time-Saving State A" (one of several types of time-saving states), but it is based on "Big Win Symbol A". In the shortened time state, even if the game state at the time of winning is not the shortened time state (normal game state), Even if the game state is a time-saving state (time-saving state A or time-saving state B), the number of time-saving rounds is set to 1. The number of time-saving rounds refers to the maximum number of times the special symbol variation display can be executed during the time-saving state. Details about the game state will be explained later.

[0092] Furthermore, "Special Feature 2_Big Win Symbol C" is a 10R big win, and the first big win per round The number of times the prize slot 30 opens is 1, and the maximum opening time is 29.5 seconds. If you win with "Pattern C", the game state after the big win is "Time-saving state A" as described below. Regardless of whether the game state at the time of selection is a non-time-saving state or a time-saving state, the number of time-saving rounds is set to 1. ru.

[0093] Additionally, if you win a small prize as a result of the special symbol lottery, the second large prize slot 35 will be opened once. A minor win game is played. The game balls enter the second major prize slot 35, which has been opened by the minor win game. If a winning ball enters the prize box and passes through a specific area 39 within the second prize-winning device 36, a jackpot is awarded. If you win, you will then be able to open the first large prize slot 30 in a jackpot game (2 types of jackpot games) ) is executed. This is a jackpot game (a jackpot game triggered by passing through a specific area 39). If this is executed, the opening of the second major prize slot 35 as a minor win game corresponds to the first round. This will result in... Furthermore, if no game ball passes through the specific area 39 during a minor win game, The jackpot game will not be played. In this specification, jackpot games and minor jackpot games are treated as special games. It is sometimes referred to as such. In special games, the big prize slot is opened multiple times during one round. It's okay to have rounds like that.

[0094] In this configuration, as shown in Figure 8, the winning symbols (second special symbols) that can be won in the lottery of special symbol 2 are There is one type of small win symbol displayed on the display unit 41b ("Special Symbol 2_Small Win Symbol") a)

[0095] "Small Hit Symbol a" is a small hit that can always pass through the specific area 39 (also referred to as "V Pass") as long as the game is played correctly. ) That is, in this form, the small hit winning based on the lottery in Special Figure 2 has substantially the same meaning as the jackpot winning.

[0096] In the small hit game based on the small hit symbol, the second large winning opening 35 is opened for 1.6 seconds once. Also, the opening time in each small hit game is 0.008 seconds. Also , in the jackpot game (two types of jackpot games ) executed based on the passage of the game ball through the specific area 39, from the 2nd reel to the 11th reel, the first large winning opening 30 is opened once per reel, with a maximum opening time of 29.5 seconds. That is, substantially 10 reels of two types of jackpot games are executed. After the execution of these two types of jackpot games, the game state is controlled to the "Time-Saving State A" described later. And in the time-saving state after the jackpot game based on "Small Hit Symbol a", regardless of whether the game state at the time of winning is a non-time-saving state or a time-saving state, the number of time-saving times is set to 1. Also, if the result of the special symbol lottery is determined to be a loss, the type of the losing symbol is determined. As shown in Figure 9, there are two types of losing symbols determined by the lottery in Special Figure 1 (the losing symbol that stops and is displayed on the first special symbol display 41a), and there are two types of losing symbols determined by the lottery in Special Figure 2 (

[0097] the losing symbol that stops and is displayed on the second special symbol display 41b). Specifically in the lottery of Special Figure 1, it is determined to be either "Special Figure 1 - Losing Symbol A" or "Special Figure 1 - Losing Symbol B". Also in the lottery of Special Figure 2, it is determined to be either "Special Figure 2 - Losing Symbol C" or "Special Figure 2 - Losing Symbol D ". ". Specifically, in the lottery of Special Figure 1, it is determined to be either "Special Figure 1 - Losing Symbol A" or "Special Figure 1 - Losing Symbol B". Also in the lottery of Special Figure 2, it is determined to be either "Special Figure 2 - Losing Symbol C" or "Special Figure 2 - Losing Symbol D ". ".

[0098] "Special Feature 1_Losing Symbol A" is a normal losing symbol, and "Special Feature 1_Losing Symbol B", "Special Feature 2_Loss Symbol C and "Special Symbol 2_Loss Symbol D" are special misses (1st special miss, This is a second special miss and a third special miss. Special miss (first special miss, second special Losing (and the third special losing) results in the time-saving state A or time-saving state B (multiple types of time-saving states) described below. It is a losing outcome that triggers the control of one of the states. Specifically, the result of the special symbol lottery is special. If it is a losing combination, the game control microcomputer 81 will determine the game state after the losing combination is displayed. It can be controlled to short state B. However, it is not in a short state at the timing of control to short state B. In that case (i.e., when the time-saving flag described later is OFF), the losing symbols (mainly the losing symbols) The game state after the stop display of symbol B) is controlled to the time-saving state A.

[0099] Then, in the time-saving state A based on "Loss Symbol B", the number of time-saving rounds is set to 6, and In the time-saving state B based on "Misaligned pattern B", the number of time-saving rounds is set to 604. Also, "Miss In the time-saving state B based on "Pattern C", the number of time-saving rounds is set to 109, and "Losing Pattern D" In the shortened time state B, the number of shortened time rounds is set to 609. Note that special misses are shortened time It is also called a misalignment. Also, "Special Feature 1_Losing Symbol B", "Special Feature 2_Losing Symbol C", and "Special Figure 2, "Losing Symbol D," is an example of a non-specific stopping pattern related to a special symbol.

[0100] Here, we will explain the game state of the pachinko game machine 1 in this form. There are two states: a non-time-saving state and a time-saving state. The non-time-saving state is also called the normal game state. When playing the NCO Gaming Machine 1 for the first time, the game state after power-on is the non-time-saving state (normal). (Game state) In the time-saving state, compared to the non-time-saving state, it is easier for game balls to enter the electric tuner 22. The game is currently in a play state with the settings configured.

[0101] There are two types of time-saving states: Time-saving state A (normal time-saving state) and Time-saving state B (slight time-saving state). There are two. Time-saving state A is, as mentioned above, mainly after the end of a big win game (see Figure 8) or In a non-time-saving state (a game state where the time-saving flag is OFF), "Special Feature 1_Losing Symbol B" The time reduction mode is triggered when the stop indicator is displayed (meaning you have drawn the first special losing combination shown in Figure 9). This is the state. In contrast, the time-saving state B is either "Special Feature 2_Losing Symbol C" or "Special Feature 2_Ha The "Misaligned Pattern D" stopped displaying (as shown in Figure 9, when the second special miss or third special miss is drawn) (and) or in the time-saving state (a game state where the time-saving flag is ON) "Special Feature 1_Missed Figure" The game transitions when "Pattern B" is displayed as stopped (meaning the first special losing combination shown in Figure 9 has been drawn). This is a time-saving state. In other words, Pachinko game machine 1 is in a state where a specific losing symbol (losing symbol B, If a losing symbol C or D) is displayed as stopped, the display will respond as the stopped time elapses. Therefore, it is possible to control the game to a time-saving state (time-saving state A, time-saving state B) without executing a jackpot game. It is possible. Depending on the type of time-saving state, the pattern of the normal symbols will change and the opening pattern of the electric reel 22 will change. The settings for various parameters related to the ease of winning in the electric chute 22, such as the turn, are different.

[0102] The time-saving state will be explained in more detail. In this embodiment, as shown in Figure 10-1(A), The probability of winning a regular symbol in a time-saving state (time-saving state A, time-saving state B) is the same as in a non-time-saving state. The probability of winning is the same as for regular symbols. Specifically, in this form, non-time-saving state, time-saving state In either game state A or time-saving state B, the regular symbol lottery will result in a win. The probability is set to 65535 / 65536. In other words, in any game state In the regular symbol lottery, it is almost always judged as a win. However, in the time-saving state, the regular symbol lottery is not judged as a win. A configuration in which the probability is higher than in the non-time-saving state (in other words, in the time-saving state, the normal symbol display 42) (A configuration in which a probability variation function is activated is also possible.)

[0103] Furthermore, in the time-saving state (time-saving state A, time-saving state B), as shown in Figure 10-1(B), normally The time it takes for the symbols to change becomes shorter than in the non-time-saving state. Specifically, in this form, the change of the normal symbols The time is 60 seconds in the normal state, 1 second in the time-saving state A, and 3 seconds in the time-saving state B. It is 0 seconds. In other words, in the time-saving state, the function to shorten the variation time of the normal symbol display 42 is activated. The stopping time for regular symbols is 0.5 seconds regardless of the game state.

[0104] Furthermore, in the time-saving state (time-saving state A, time-saving state B), as shown in Figure 10-1(C), auxiliary The opening time of the electric reel 22 during gameplay becomes longer than in the non-time-saving state. Specifically, in this form So, the opening time of the electric reel 22 is 0.05 seconds per time in the non-time-saving state, but in the time-saving state In state A, it is 2.5 seconds, and in time-saving state B, it is 0.1 seconds. In other words, in time-saving state, The opening time extension function of tube 22 is activated.

[0105] Furthermore, in the time-saving state, as shown in Figure 10-1(C), the electric tuner 22 in auxiliary play The number of times the opening mechanism is activated may be greater than in the non-time-saving state. Specifically, in this configuration, the number of openings of the electric reel 2 The number of times option 2 can be opened is 1 in non-time-saving mode and time-saving mode B, but 2 times in time-saving mode A. Yes, in time-saving state A, the function to increase the number of times the electric reel 22 opens is activated.

[0106] In this non-time-saving state, if a regular symbol lottery is performed, it will almost certainly result in a win, but the regular symbol The pattern change time is long at 60 seconds, and the opening of the electric tuner 22 during auxiliary play is 0.05 seconds. However, this only happens once and for a very short time. Therefore, in non-time-saving mode, right-handed play (when the game ball passes through gate 28) Even if you play using the winning method, you can hardly expect to win a prize in the electric tuner 22. In a non-time-saving state, the most advantageous way for the player to play is "left-handed play," and in a non-time-saving state, The game control microcomputer 81 controls the playing method indicator lamp 45 to indicate left-hand play (light off). To control (see Figure 10-2).

[0107] Furthermore, in time-saving state A, if a regular symbol lottery is performed, it is almost always a win, and the regular symbol changes The operating time is also short at 1 second, and the opening of the electric tuner 22 in auxiliary play is 2.5 seconds. The number of rounds is sufficiently long. Therefore, in time-saving state A, playing with the right-hand side will lead to the electric tuner 22. Winning can occur frequently. Therefore, the most advantageous way to play for the player in time-saving state A is " In the "right-handed hitting" state, during the time-saving state A, the game control microcomputer 81 controls the hitting instruction lamp 45. The system is controlled to the right-hand hitting notification mode (lighting mode) (see Figure 10-2). Note that time-saving state A is not time-saving. Compared to the previous state, this can be described as a game state where it is easier to get the ball into the electric reel 22.

[0108] Also, in time-saving state B, if a regular symbol lottery is performed, it is almost always a win, but The pattern change time is long at 30 seconds, and the opening of the electric tuner 22 during auxiliary play is 0.1 seconds. The opening is short, only once. Therefore, in time-saving state B, various factors related to the ease of winning into the electric tuner 22 are affected. Parameters (winning probability of normal symbol lottery, normal symbol variation time and stop time, electric reel 22 The opening pattern (of the balls) is set to make it easier to win in the electric tuner 22 compared to the non-time-saving state. However, even when playing with the right-handed stroke, there is almost no chance of winning into the electric chute 22. Therefore, the time-saving state B is also called the slightly time-saving state. In contrast, by shooting to the right, the electric tuner 22 The time-saving state A, in which winning prizes occur frequently, is also called the normal time-saving state. As shown in Figure 10-2. In time-saving state B, the most advantageous way for the player to play is "left-handed play," and in time-saving state B... The game control microcomputer 81 controls the playing method indicator lamp 45 to indicate left-hand play (light off). To control.

[0109] Thus, in both the non-time-saving state and time-saving state B, even if you shoot to the right, the ball will enter the electric tuner 22. Since this is not expected, players will proceed with the game by hitting left-handed. On the other hand, in time-saving state A, right-handed By doing this, the ball will frequently enter the electric chute 22, so the player should play by shooting to the right. In this pachinko machine 1, the game is played by shooting to the right even during a jackpot. During a jackpot game, the most advantageous way for the player to play is "right-handed play," and during a jackpot game... During the game, the game control microcomputer 81 illuminates the shooting instruction lamp 45 in a right-hand shooting notification mode (lighting mode). ) is controlled to (see Figure 10-2). In this embodiment, during a small win game, the player is controlled to Therefore, the advantageous way to play is "right-handed play," and during a small win, the game control microcomputer 81 This controls the hitting instruction lamp 45 to the right-hand hitting notification mode (lighting mode) (see Figure 10-2). .

[0110] In time-saving state B, similar to time-saving state A, it is easier to win a prize in the electric tuner 22 compared to the non-time-saving state. It can be said that this is a game state with certain settings, but it is a setting where it is more difficult to get the ball into the electric reel 22 than in time-saving state A. This is the game state. Also, in time-saving state B, since it is unlikely that the ball will enter the electric tuner 22, This game state is closer in nature to a non-time-saving state than to a short-time state A. Therefore, time-saving state B (slightly time-saving) This state is also called the special normal game state. Note that the non-time-saving state corresponds to the normal game state, and the time-saving state The state corresponds to an easy ball-scoring state. And the time-saving state A (normal time-saving state) is the first easy ball-scoring state. This corresponds to a state, and time-saving state B (slightly time-saving state) corresponds to the second easy ball entry state. Also, time-saving state State A corresponds to a specific game state, while the non-time-saving state and time-saving state B correspond to non-specific game states. Furthermore, the non-time-saving state corresponds to the first non-specific game state and the first game state, while time-saving state B corresponds to the second non This corresponds to a specific game state or a second game state.

[0111] Also, in non-time-saving mode, the time-saving flag is OFF, so during the setting of that non-time-saving mode, "Special If "Figure 1_Losing Symbol B" is displayed as the stop (if you draw the first special losing symbol), then, The game state will be changed to time-saving state A (normal game state). Note that time-saving state B Since the time-saving flag is ON, the same "Special Figure 1_Loss Figure" is displayed during the setting of the time-saving state B. Even if "Pattern B" is displayed as stopped (in the case of drawing the first special miss), the non-time-saving state will not occur. Unlike the previous state, the game then proceeds to a shortened time state B (slightly shortened time state) instead of a shortened time state A (normal game state). The skill state will be changed. Therefore, in this form, "Special Feature 1_Losing Symbol B" will stop. If we focus on what is displayed, even if the most advantageous way to play for the player is the same "left-handed play" It can be said that the non-time-saving state is more advantageous for the player than the time-saving state B. ru.

[0112] In addition, in time-saving state A, the ratio of prize balls to the number of balls launched is compared to the non-time-saving state. The base rate increases. Therefore, the time-saving state A is also called the "high base state," and the non-time-saving state is called the "low base state." Also called "high base state". In high base state, you can hit the jackpot without significantly reducing the number of game balls you have. It is possible to aim for a win. Note that the high base state is what is known as electric support control (electric tuner 22 The control system that supports entry into the second starting gate 21 is in operation. Therefore, the high base state is also called the electric support control state. The low base state is also called the non-electric support control state. say.

[0113] Furthermore, the time-saving state is due to the probability variation function of the normal symbol display 42, and the variation of the normal symbol display 42. Functions to shorten the interval, extend the opening time of the electric tuner 22, and increase the number of times the electric tuner 22 opens. The operation of one or more of the functions results in a higher rate of operation for the electric tuner 2 than when the function is not operating. It is sufficient that the game balls can easily enter the second starting opening 21 related to 2, and all of these functions It doesn't have to be functional.

[0114] Next, the configuration of the status notification lamp 46 in each game state, and the external terminal board 140 The signal output mode will be explained based on Figure 10-2. As shown in Figure 10-2, The microcontroller 81 for technical control sets the status notification lamp 46 to a first lighting pattern while the non-time-saving state is set. Controlled to a state where the right status indicator lamp 46a and the left status indicator lamp 46b are illuminated. Also, while the time-saving state A (normal time-saving state) is set, the status notification lamp 46 is set to the second illuminated state. (The state in which the right status indicator lamp 46a is off and the left status indicator lamp 46b is lit) ) is controlled. Note that the microcontroller 81 for game control in this form controls the time-saving state B (slight time-saving state) During setup, the status indicator lamp 46 is turned off (right status indicator lamp 46a and left status indicator lamp When controlled to the state where both indicator lamps 46b are off, and the third lighting state (right side state) Control to a state where the notification lamp 46a is lit and the left-side status notification lamp 46b is off. There are times when this happens. Specifically, when the power is cut off while the time-saving state B is set, the microcontroller 81 for game control will be affected. Then, during the shortened time state B immediately after the power outage is restored, the status notification lamp 46 is set to the third illuminated state. Control it in this way. From the time the power is restored until the game transitions to a different game state from the shortened time state B, The status notification lamp 46 is continuously controlled to the third lighting mode. In contrast, the game control min CON81 is used when setting time-saving state B, and during time-saving state B other than immediately after power is restored. The status indicator lamp 46 is controlled to be turned off.

[0115] Furthermore, the microcomputer 81 for game control is in the state of executing a jackpot game (jackpot game state) While in this state, the status notification lamp 46 is controlled to the first lighting mode. Also, when playing a minor win game While the game is running (minor win state), it will behave the same way as before the minor win game was started. Control. In other words, the state of the status notification lamp 46 is different before and during the execution of the minor win game. It will not be changed.

[0116] Based on the above, according to this configuration, among the multiple types of time-saving states, time-saving state A (normal time-saving state) The state notification lamp 46 behaves differently depending on whether it is in the normal state or in the shortened state B (slightly shortened state). Therefore, the status notification lamp 46 allows players to recognize which time-saving state is in place. It is possible to do so. Also, when in time-saving state B (slight time-saving state) and when not in time-saving state The state of the status indicator lamp 46 differs depending on whether the game is in the normal game state or not. During the gameplay period in which the game progresses by hitting the ball to the left, is the game in a slightly shortened time state or a non-shortened time state? It is possible to make players aware of the state they are in.

[0117] Furthermore, as shown in Figure 10-2, the external terminal board 140 controls the game during the non-time-saving state setting. Based on the external output signal input from the microcontroller 81 via the dispensing control board 110, Although the state signal 2 is turned ON, there are times when the state signal 1 is turned ON and times when it is turned OFF. Yes. The external terminal board 140 is activated immediately after the RAM is cleared (specifically, by operation by hall staff, etc.) While the non-time-saving state is being set (immediately after operating the RAM clear switch 152), the status signal 1 is set to O Set to FF and turn on status signal 2. Immediately after RAM clear, separate from the non-time-saving state. The states of state signal 1 and state signal 2 are maintained until the game transitions to the next game state. Furthermore, the external terminal board 140 also receives the status signal 1 while the non-time-saving state is being set after the time-saving state B has been set. While keeping it OFF, turn on status signal 2. Immediately after setting the non-time-saving state after time-saving state B, Until transitioning to a different game state from the non-time-saving state, each of state signal 1 and state signal 2 The state is maintained.

[0118] In contrast, the external terminal board 140 is used, for example, when setting a non-time-saving state after a big win, or during Setting a non-short time state other than immediately after a RAM clear, such as during the setting of a non-short time state after setting a short time state A. In some cases, both status signal 1 and status signal 2 are turned ON. Also, the external terminal board 140 While setting time-saving state A, turn on state signal 1 and turn off state signal 2. Furthermore, When the external terminal board 140 is set to time-saving state B, both state signal 1 and state signal 2 are turned OFF. do.

[0119] Furthermore, the external terminal board 140 is in the state where a jackpot game is being played (jackpot game state) For a certain period, both status signal 1 and status signal 2 are turned ON. Also, a small win game is implemented. While the game is in the active state (minor win state), both state signal 1 and state signal 2 are either Turn it ON as well.

[0120] Figures 10-3 and 10-4 show the configuration of the playing instruction lamp 45 according to the transition of the game state. The timing of changes in the state indication lamp 46 and the output states of state signals 1 to 2. This is a chart. In Figure 10-3, the game state is "Non-time-saving state after RAM clear → Time-saving state" State B (slightly shortened time state) → Big win game state → Shortened time state A (normal game state) → Shortened time state B (slightly This illustrates the case where the game state transitions from "shortened time state" to "non-shortened time state". In Figure 10-4, the game state is This example illustrates the case where a power outage occurs while the system is in a shortened time state B (a slightly shortened time state).

[0121] As shown in Figure 10-3, in the non-shortened state after RAM clear, the play instruction lamp 45 Left-handed hit notification mode (light off mode), status notification lamp 46 is in the first lighting mode, status signal 1 is OFF. And status signal 2 is set to ON. This is the setting for time-saving state B (slight time-saving state) described below. This continues until the timing when it starts (timing t1 shown in Figure 10-3).

[0122] Furthermore, if a power outage occurs in this form while the game state is a non-shortened state after a RAM clear... In this case, the non-shortened time state will continue to be set as the game state immediately after the power outage is restored. And immediately after the power was restored, the hitting instruction lamp 45 indicated left-handed hitting mode, and the status indicator lamp 4 6 is the first lighting mode, status signal 1 is OFF and status signal 2 is ON. In other words, If a power outage occurs during a non-shortened time state after a RAM reset, the game state and the instructions on how to play will be affected. Regarding the configuration of lamp 45, the configuration of status notification lamp 46, and the output configuration of status signals 1 to 2 Therefore, it will not be changed from before the power outage to after the power is restored.

[0123] When transitioning from the non-shortened state after RAM clearing to shortened state B at timing t1, a state notification is issued. Lamp 46 changes from the first illuminated state to the off state, and status signal 2 changes from ON to OFF. The hitting indicator lamp 45 is kept in the left-hitting notification mode (off mode), and the status signal is maintained. Unit 1 remains OFF. This is the timing when the time-saving state B ends (Figure 10-3). This continues until timing t2) as shown.

[0124] Furthermore, if a power outage occurs while the game state is in the time-saving state B in this configuration, the power outage will result in... The time-saving state B will continue to be set as the game state immediately after recovery. However, the above R Unlike the case in the non-time-saving state after AM clearing, the state notification lamp 46 has a different configuration. The timing changes from before the power outage to after the power is restored. In other words, the timing chart shown in Figure 10-3 is: This is an example of a case where no power outage occurs when the game state is time-saving state B. Figure 10-4 shows the timing chart for when a power outage occurs at point B.

[0125] As shown in Figure 10-4, a power outage occurs at timing t10 ​​when the game state is shortened state B. If the power is restored at the subsequent timing t11, the firing indicator lamp 4 immediately after the power is restored will light up. 5 is the left-handed hitting notification mode, status notification lamp 46 is the third lighting mode, status signal 1 is OFF, In other words, status signal 2 is turned OFF. That is, the status of the status indicator lamp 46 immediately after power is restored. The display changes from the "off mode" before the power outage to the "third lighting mode". This means the game state is shortened. This continues until the game transitions to a state other than state B.

[0126] Returning to Figure 10-3, if the game transitions from the time-saving state B to the jackpot state at timing t2, The hitting indicator lamp 45 changes from left-handed hitting notification mode (off mode) to right-handed hitting notification mode (on mode). The status indicator lamp 46 changes from the off state to the first illuminated state, and the status signal 1 changes from OFF to ON. Then, status signal 2 is changed from OFF to ON. This means that the jackpot game state is This continues until the termination point (timing t3 shown in Figure 10-3).

[0127] Furthermore, if a power outage occurs while the game is in a jackpot state in this configuration, The game state immediately after power is restored after an outage will remain in the state of the jackpot. And, immediately after the power outage was restored, the hitting instruction lamp 45 indicated the right-handed hitting mode, and the status indicator lamp 46 indicated In the first lighting configuration, status signal 1 is ON and status signal 2 is ON. In other words, a jackpot If a power outage occurs during gameplay, or if the non-shortened time state occurs after the RAM clear as described above. Similarly, in addition to the game state, the modes of the playing instruction lamp 45 and the modes of the status notification lamp 46. , and the output modes of status signals 1 to 2 are changed from before the power outage to after the power restoration. That's not true.

[0128] If the game transitions from the jackpot state to the time-saving state A (normal time-saving state) at timing t3, The status indicator lamp 46 changes from the first illumination mode to the second illumination mode, and the status signal 2 changes from ON to OFF. Each will be changed to F. The shooting indicator lamp 45 will remain in the right-hand shooting notification mode. State signal 1 remains ON. This is the timing when time-saving state A ends (Figure 10- This continues until timing t4) as shown in 3.

[0129] Furthermore, if a power outage occurs while the game state is in the time-saving state A in this configuration, the power outage will result in... Immediately after the power is restored, the game state will remain in the shortened time state A. Immediately after the old model, the shooting instruction lamp 45 indicates the right-hand shooting mode, and the status indicator lamp 46 indicates the second lighting mode. State signal 1 is ON and state signal 2 is OFF. In other words, in time-saving state A If a power outage occurs, this may occur in the non-shortened state after the RAM clear as described above, or during a jackpot game state. Similar to the case in the state, in addition to the game state, the mode of the playing instruction lamp 45, the state notification lamp Regarding the configuration of the lamp 46 and the output configuration of status signals 1 to 2, the power outage was resolved before the power outage. This will not be changed later.

[0130] When the time-saving state A ends at timing t4 and transitions to time-saving state B (slightly time-saving state), Direction indicator lamp 45 changes from right-handed hit notification mode to left-handed hit notification mode, status indicator lamp 46 is second point The light mode is changed from ON to OFF, and status signal 1 is changed from ON to OFF. Status signal 2 remains OFF. This means that time-saving state B ends without an interruption of power. This continues until timing t5 (shown in Figure 10-3).

[0131] At timing t5, the game transitions from time-saving state B (without power interruption) to a non-time-saving state (after the jackpot game state). When the system enters a non-time-saving state or transitions to a non-time-saving state after time-saving state A, the status notification lamp 4 will light up. 6 is changed from the off state to the first on state, and status signal 2 is changed from OFF to ON. The shooting method indicator lamp 45 will be maintained in the left-handed shooting notification mode, and status signal 1 will be OFF. This state is maintained. This means that the non-time-saving state has ended and the game has been set to a state other than the non-time-saving state. It will continue until the transition is complete.

[0132] In this form, there are cases where the time is not reduced after RAM clearing and cases where the time is not reduced after a jackpot. Between the case of the short state and the case of the non-short state after the shortened state A, the output of state signal 1 The force modes are the same (see Figures 10-2 and 10-3). Specifically, the non- In both the time-saving state and the non-time-saving state after time-saving state B, status signal 1 The misalignment is also turned OFF.

[0133] Furthermore, in this configuration, if a power outage occurs while the game state is in the non-time-saving state after time-saving state B, In this case, the non-shortened time state will continue to be set as the game state immediately after the power outage is restored. And immediately after the power was restored, the hitting instruction lamp 45 indicated left-handed hitting mode, and the status indicator lamp 4 6 is the first lighting mode, status signal 1 is OFF and status signal 2 is ON. In other words, If a power outage occurs in the non-time-saving state after time-saving state B, the non-time-saving state after RAM clearing as described above will occur. The same applies to the state and the state of winning the jackpot game, as with the mode of the playing instruction lamp 45. Regarding the mode of the status notification lamp 46 and the output mode of status signals 1 to 2, before the power outage This will not be changed after the power outage is restored.

[0134] Thus, according to this configuration, among the multiple types of time-saving states, in time-saving state A (normal time-saving state) The output from the external terminal board 140 differs depending on whether it is in a certain state or in a time-saving state B (slightly time-saving state). The output patterns of status signals 1 and 2 (i.e., the output patterns of the external output signals) are different. Then, in time-saving state A, the data display unit 160 displays "Time-saving in progress" in the status display unit 167. In the time-saving state B, such a display is shown, but in the time-saving state B, such a display is not shown, and so on, depending on the type of time-saving state. It becomes possible to perform different display controls for each category. Additionally, information that can identify the type of time-saving state is available. This information is output to the hall computer 170, which allows hall employees and other managers to know how It will be possible to notify users whether the system has switched to a time-saving mode.

[0135] Furthermore, according to this form, there is a difference between the time-saving state B (slightly time-saving state) and the non-time-saving state (normal gameplay). Even when the state is as described above, the output modes of the state signals 1 to 2 output from the external terminal board 140 are as follows: In other words, the output mode of the external output signal is different. Therefore, the slightly shortened state and the non-shortened state are different. However, it is not possible to have the data display unit 160 perform different display controls, or to have managers such as hall employees perform different displays. It can also notify you if the system has transitioned to a slightly reduced time state.

[0136] Next, we will explain how the special symbol variation pattern (special symbol variation pattern) is determined. The game machine 1 determines different special symbol variation patterns depending on whether it is in a non-time-saving state or a time-saving state, according to the special symbol variation pattern determination table. Then, the special feature variation pattern is determined (see Figures 11 and 12). Special feature variation pattern in the time-saving state The turn determination table (Figure 12) is the special feature variation pattern determination table in the non-time-saving state. Compared to Figure 11), this table is more likely to select variation patterns with shorter variation times. In terms of form, different special features are used for time-saving state A (normal time-saving state) and time-saving state B (slight time-saving state). The special pattern variation pattern is determined according to the variation pattern determination table (see Figure 12(A)(B)). (See). More specifically, see the special pattern variation determination table for time-saving state A (Figure 12(A)) and In contrast to the special figure variation pattern determination table for time-saving state B (Figure 12(B)), special figure 2 The relevant tables are different.

[0137] Specifically, in the special symbol variation pattern determination table for time-saving state A (Figure 12(A)), As shown in Figure 2, the variation pattern for a 30-second variation time is one of the following (P31-P34) ) is determined. If these variation patterns are selected, a variation time of 30 seconds is used Then, a variation animation accompanied by a battle reach, as described later, is performed. Also, a special variation animation for the time-saving state B In the turn determination table (Figure 12(B)), the variation pattern in Special Figure 2 is a 50-second variation. A time variation pattern (one of P51-P54) is determined. These variation patterns If selected, the 50-second variable time will be used to determine the performance of the battle reach in time-saving state A. The variable animations include different battle reach sequences (for example, including more intense battle scenes). It will be executed. Note that Battle Reach is a type of so-called SP Reach.

[0138] Thus, in this configuration, the variation time in Figure 2 differs depending on the type of time-saving state. It has been done. Time-saving state A is a time-saving state in which the variation time of Special Figure 2 is shorter than that of time-saving state B. Therefore, in time-saving state A, the special symbol fluctuations (display of special symbol fluctuations) are faster than in time-saving state B. It will proceed.

[0139] Here, in the non-time-saving state, the lottery for Special Figure 1 is mainly conducted, as shown in the Special Figure 1 column of Figure 11. A table is used. Also, after a big win based on the lottery in Special Figure 1, the game enters time-saving state A. However, in time-saving state A, the lottery for special figure 2 is mainly performed, so special figure 2 in Figure 12(A) The table shown in the column is used. In this configuration, up to four Special Feature 2 Reserves (Second Special Feature Reserves) are used. Since it is possible to accumulate them, when the time-saving state A ends, the remaining special symbol 2 reserve (special symbol The variable display of Special Figure 2 will be executed based on the remaining reserves of 2. As will be explained later, at this time The game state is determined by drawing a special miss based on the lottery for Special Symbol 2 during the final spin of the time-saving state A. Therefore, the time-saving state B is achieved. Thus, the variation pattern related to the remaining reserved in Special Figure 2 is shown in Figure 12(B). It is determined based on the table shown in the column of Figure 2. After that, until the time-saving state B ends. Then the game is played mainly by drawing lots for Special Figure 1. Therefore, at this time, Special Figure 1 in Figure 12(B) The table shown in the column will be used. Winning the jackpot in the lottery for Special Figure 1 is... When the time-saving state B ends, it basically returns to the non-time-saving state. Furthermore, the table shown in the column for Specific Figure 1 of Figure 11 is used.

[0140] 4. About the Start Prize Command This form of pachinko game machine 1 is capable of performing so-called pre-announcement effects. Pre-announcement effects are, The starting point is determined based on the judgment information (random values ​​such as the jackpot random number) obtained through the action. Using the entry command, the special symbol variation (display of special symbols) based on the entry is activated. This is a presentation that suggests the likelihood of winning a prize for that initial entry, even before the win / loss determination is made immediately before the start.

[0141] As shown in Figure 13, the start-up winning command generated in this embodiment is for a jackpot. The draw determines whether it's a small win, a regular loss, or a special loss (a time-saving loss). Selection result information is included. In addition, the start-up prize command of this form includes the first start port 20 and the This includes information on which starting port, 21 or 2, the ball entered. The entry command only needs to include the lottery result information, and in addition to the lottery result information, it also needs to include the entry command. The information included in the command can be changed as needed.

[0142] 5. Operation of the microcontroller 81 for game control [Main control processing] Next, based on Figures 14 to 32, the operation of the game control microcontroller 81 is performed. I will explain this. Note that the counters and ties that appear in the explanation of the operation of the game control microcomputer 81 will be explained. The main control board 80 contains the following: , flags, status, buffers, etc. The game control microcomputer 81 provided in the pachinko game machine 1, when the power is turned on, RO The program for the main control process shown in Figure 14 is read from M83 and executed. As shown, the main control process first performs initial settings (step S001). Examples include stack settings, constant settings, interrupt time settings, CPU82 settings, and SIO settings. Settings for PIO, CTC (circuit for managing interrupt time), various flags, and status Resets the TASS and counters, etc. The initial value of the flag is "0", or "OFF". The initial value of the status is "1", and the initial value of the counter is "0". The setting (S001) is executed only once after power-on and is not executed thereafter.

[0143] Furthermore, in this initial setup, the microcontroller 81 for game control in this configuration is configured to handle external power outages and subsequent restorations. Terminal setting processing is performed. Specifically, when restoring power after a power interruption in a non-shortened state after RAM clearing. The output mode of status signal 1 is set to OFF mode, and the output mode of status signal 2 is set to ON mode. Determined. Also, when restoring power during a power outage in the non-time-saving state after time-saving state B (slightly time-saving state), R Similar to the power outage recovery in the non-shortened state after AM clearing, the output mode of status signal 1 is set to OFF mode. The output mode of state signal 2 is set to the ON mode. In contrast, the jackpot game state When restoring power during a power outage in a non-reduced time state or in a non-reduced time state after reduced time state A (normal reduced time state) This sets the output modes of both status signal 1 and status signal 2 to the ON mode.

[0144] Furthermore, when restoring power during a power outage in time-saving state A, the output mode of state signal 1 is set to ON mode, state Set the output mode of signal 2 to OFF mode. Also, restore power during time-saving state B. In this process, both the output modes of status signal 1 and status signal 2 are set to the OFF mode. Furthermore, when the power is restored during a jackpot game state, the output states of status signal 1 and status signal 2 Set both to the ON state. Also, when the power is restored during a minor win game state, Set the output modes of both status signal 1 and status signal 2 to the ON mode.

[0145] The signal set here is output to the external terminal board 140 in the external terminal output processing (S109) described later. When this is done, the external terminal board 140 that receives it will then output status signals 1 and 2 in the manner specified in the settings. Output to display unit 160.

[0146] Furthermore, in this initial setup, the microcontroller 81 for game control in this configuration responds to power outages and subsequent restorations. The status indicator lamp 46 is set. Specifically, when the power is restored during a power outage in a non-shortened state. The first lighting mode is set to the same state as before the power outage. Also, power outage in time-saving state A When restoring power, the lights will be set to the second lighting mode, which is the same as before the power outage. When the power is restored after an interruption in the special state, the lighting is set to the first lighting mode, which is the same as before the power interruption. Furthermore, when the power is restored during a minor win game state, the first method is the same as before the power was lost. Set the lighting mode.

[0147] In contrast, when restoring power during a power outage in shortened time state B, the state before the power outage (lights off state) is different from Set to a different, third lighting mode.

[0148] In the subsequent processing (S110), the game control microcontroller 81 will be in the state as configured. Notification is given via the notification lamp 46.

[0149] Following the initial setup (S001), interrupts are disabled (S002), and the main random numbers for normal and special symbols are updated. The process (S003) is executed. This normal and special pattern main random number update process (S003) is shown in Figure 6. The various random counter values ​​are updated by incrementing them by 1. When each random counter value reaches its upper limit, It resets to "0" and is incremented again. Note that the initial period value of each random number counter is a value other than "0". It is also acceptable for the random numbers to be changed randomly. Furthermore, each random number can be generated using a counter IC, etc. These may be so-called hardware random numbers generated using a well-known random number generation circuit.

[0150] Once the regular and special symbol main random number update process (S003) is complete, interrupts are enabled (S004). While interrupts are enabled, the main-side timer interrupt processing (S005) can be executed. The timer interrupt handler (S005) is repeatedly input to the CPU82, for example, with a period of 4 msec. It is executed based on an interrupt pulse; that is, it is executed, for example, with a period of 4 msec. Then, after the main timer interrupt processing (S005) is completed, the next main timer interrupt Before the start of the processing (S005), the normal and special symbol main random number update processing (S003) is performed. The process of updating various counter values ​​is repeatedly executed. Note that when interrupts are disabled, C If an interrupt pulse is input to PU82, the main timer interrupt processing (S005) will be performed. It does not start immediately, but only after interrupt permission (S004) is granted.

[0151] [Main Timer Interrupt Processing] Next, we will explain the main timer interrupt processing (S005). To clarify, as shown in Figure 15, in the main timer interrupt processing (S005), first the output processing (S Execute 101). In the output processing (S101), the main control board 80 performs each of the processes described below. Commands and other information set in the output buffer provided in RAM84 are sent to the sub-control board 90 and Output is sent to the dispensing control board 110, etc.

[0152] In the input processing (S102) that follows the output processing (S101), the input is mainly attached to the pachinko game machine 1. Various sensors are installed (first start port sensor 20a, second start port sensor 21a, first large entry port sensor) Prize slot sensor 30a, second large prize slot sensor 35a, regular prize slot sensor 27a, etc. (See Figure 4) The detection signal detected by ) is read and stored as prize ball information in the output buffer of RAM84. Furthermore, a detection signal from the lower tray full switch, which detects when the lower tray 62 is full, is also taken in, and the lower tray full The cup data is stored in the output buffer of RAM84. Note that the results for each prize category are as follows: The number of prize balls is set to a predetermined value, for example, 2 balls for the second starting port 21. However, the number of prize balls awarded for each winning slot can be changed as needed.

[0153] The next process, updating the main random numbers for normal and special symbols (S103), is performed by the main control process shown in Figure 14. This is the same as the normal and special symbol main random number update process (S003) performed by the logic. That is, as shown in Figure 6. The update process for various random number counter values ​​(including the normal symbol random number counter value) is handled by the main timer. The execution period of the loading process (S005) and the other period (main-side timer interrupt processing (S005) This process is performed both during the period after completion and before the next main timer interrupt processing (S005) begins. It is being said.

[0154] Following the regular and special pattern main random number update process (S103), the sensor detection process (S104), described later, is performed. , normal operation processing (S105), special operation processing (S106), distribution member control processing (S107), and specific area The sensor detection process (S108) is executed. Then, the external terminal output process (S109) is performed. In the force processing (S109), the initial setup process described above (S001 shown in Figure 14), and the external terminal described later... The signals set in the child setting process (S914, S916, S918, or S919 shown in Figure 19) are transmitted to the dispensing control board Output is sent to the external terminal board 140 via 110 (see Figure 4). Then, other processing (S110) takes place. This is executed to terminate the main timer interrupt processing (S005). Other processing (S110) Based on the number of reserved balls in Special Feature 2 described later, the second special feature reserved ball indicator 43b displays the number in a display manner. It controls the number of balls held in the special figure 1, as described later, and the first special figure ball hold indicator 43a displays that number. It controls the display mode. Also, it is set in the initial setup process described above (S001 shown in Figure 14). The system then performs control to signal the status indicator lamp 46 in the specified manner. Next, it interrupts the CPU 82. Until a pulse is input, the main control process steps S002 to S004 are repeatedly executed. After this (see Figure 14), when an interrupt pulse is input (after approximately 4 msec), the main process restarts. The side timer interrupt handler (S005) is executed. The main side timer interrupt handler is executed again. In the output processing (S101) of (S005), the previous main-side timer interrupt processing (S005) was performed as RA Commands and other information set in the M84 output buffer are output.

[0155] [Sensor detection process] As shown in Figure 16, in the sensor detection process (S104), first gate 28 Whether or not a game ball has passed through, that is, whether or not a game ball has been detected by the gate sensor 28a. Determine if (S201). If the game ball has passed through gate 28 (YES in S201), proceed as described below. Overprocessing (S202) is performed. On the other hand, if the game ball has not passed through gate 28 (NO in S201), the gate The process (S202) is skipped and the process proceeds to step S203.

[0156] In step S203, it is determined whether or not a game ball has entered the second starting opening 21, that is, the second starting opening center It is determined whether or not a game ball has been detected by S21a (S203). If a game ball enters the second start port 21 If no prize is won (NO in S203), the game proceeds to step S209, but a game ball enters the second starting opening 21. If you win (YES in S203), the number of reserved balls in Special Feature 2 (the number of reserved balls in Special Feature 2, specifically RAM8) The value of the counter that counts the number of special symbols held in position 4 is "4" (maximum number of memories). Determine whether it has reached the target (S204). Then, if the number of reserved balls in Special Feature 2 has reached "4" (S If the answer is YES in 204, proceed to step S209, but if the number of reserved balls in Special Feature 2 is less than "4", then (S2 If NO is set to 04, add 1 to the number of reserved balls in Special Feature 2 (S205).

[0157] Next, the process of acquiring random numbers related to Special Feature 2 (S206) is performed. In the process of acquiring random numbers related to Special Feature 2 (S206), Winning random number counter value (label-TRND-A), Symbol type random number counter value (label-T RND-AS), reach random number counter value (label-TRND-RC), and variation pattern random Obtain the number counter value (label-TRND-T1) (i.e., the set of random values ​​shown in Figure 6(A)) (The acquired random values ​​are then stored in the second special feature retention memory unit 85b (Figure 4) for the current special feature 2 retention The number of balls held is stored in the memory area of ​​the second special feature holding memory unit 85b according to the number of balls held.

[0158] Next, the second start winning command identification process (S207) is performed. Second start winning command identification process (S 207) Based on the random value set stored in step S206, the start prize command shown in Figure 13 is generated. A fixed table is used to identify the second starting prize-winning command (an example of prize-winning information). Specifically, If the jackpot random number is "65535" and the symbol type random number is "199", then the beginning of Figure 13 Refer to the section for the second starting gate in the specific table of the active entry command, and the second starting entry command The command is identified as "E2H01H". Note that the command is a 2-byte piece of information. (A 1-byte upper-order command (e.g., E2H) and a 1-byte lower-order command (e.g., 01H) It consists of ).

[0159] The classification of jackpot random numbers in the table shown in Figure 13 is based on the jackpot determination table (Figure 7) This corresponds to the classification in (A) (see reference). Also, the classification of the random numbers for the pattern types is special. It is possible to distinguish whether it is a "re" (time-saving failure) or not (see Figure 7(D)). Details In this case, if the random number for a jackpot is between 65250 and 65535, it is determined to be a jackpot, therefore This refers to the fact that the acquired judgment information is the jackpot winning information which is expected to be judged as a jackpot win. A second starting prize-winning command (with a lower command value of 01H) is identified, indicating a certain event. Also, if the random number for a big win is between 0 and 9000, it will be judged as a minor win, so ( (The judgment information obtained is that it is expected to be judged as a minor win.) The second starting prize entry command (with a lower command value of 02H) is identified. Also, the jackpot If the random number is between 9001 and 65249, it will be judged as a special miss, so that is The first step indicates that the acquired judgment information is special failure information that is expected to be judged as a special failure. The starting prize-winning command (with a lower command value of 04H) is identified.

[0160] Note that the starting prize command for this form is the upper digit of the two-digit hexadecimal command. This is information that specifies the type of command (that it is a starting prize command). The lower digit of the command indicates the type of starting gate (winning at the first starting gate 20 or the second starting gate 21) This is the starting point information that specifies whether to win a prize. Also, the lower two-digit hexadecimal command is the draw This is the selection result information. Note that the rules for generating such starting prize commands are just one example. Yes, and it can be changed as desired.

[0161] Next, the microcontroller 81 for game control receives the second start prize entry command identified in step S207. Set to the output buffer of the AM84 (S208).

[0162] Next, in the sensor detection process (S104), it is determined whether or not a game ball has entered the first starting opening 20, that is, The first start port sensor 20a determines whether or not a game ball has been detected (S209). If no game ball enters opening 20 (NO in S209), the process ends, but the first starting opening 20 If a game ball enters the winning area (YES in S209), the number of balls held in Special Feature 1 (the number of balls held in Special Feature 1, specifically) The value of the counter (which counts the number of special symbols held in RAM84) reaches "4". Determine whether or not (S210). And if the number of reserved balls in Special Feature 1 has reached "4" (S210 If the answer is YES, the process is completed, but if the number of reserved balls in Special Feature 1 is less than "4" (NO in S210), Add "1" to the number of balls held in Special Feature 1 (S211).

[0163] Next, the process of acquiring random numbers related to Special Feature 1 (S212) is performed. In the process of acquiring random numbers related to Special Feature 1 (S212), Similar to the process of acquiring related random numbers (S206) in Figure 2, the jackpot random number counter value (label-TRND-A ), Symbol type random number counter value (label-TRND-AS), Reach random number counter value (label The label TRND-RC and the variable pattern random number counter value (label TRND-T1) are obtained. Obtain (that is, acquire the group of random values ​​shown in Figure 6(A)), and record these acquired random values ​​in the first special designation. Among the memory unit 85a (Figure 4), the first special feature reserve memory unit 85a records the current number of reserved balls for special feature 1. Store in memory.

[0164] Next, the first start winning command identification process (S213) is performed. 213) Based on the random value set stored in step S212, the start prize command shown in Figure 13 is generated. A fixed table is used to identify the first starting prize-winning command (an example of prize-winning information). Specifically, If the jackpot random number is "65535" and the symbol type random number is "199", then the beginning of Figure 13 Refer to the entry for the first starting gate in the specific table of the active entry command, Identify the command as "E1H01H". Identify the first starting winning command. This includes information about the lottery results.

[0165] Similar to the case of the second starting prize winning command described above, the jackpot randomness in the table shown in Figure 13 The numerical classifications correspond to the classifications in the jackpot determination table (see Figure 7(A)). Furthermore, the classification of random numbers by symbol type can distinguish whether or not it is a special miss (a time-saving miss). This is how it works (see Figure 7(D)). In detail, the jackpot random number is 65250~655 If the result is 35, it will be judged as a jackpot, so that means the judgment information obtained is a jackpot. The first starting entry command (below) indicates that it is information about a big win that is expected to be determined to be a winner. The value of the command is identified as 01H). Also, the jackpot random number is between 0 and 65249. If it is determined to be a miss, then (that is, the acquired judgment information is determined to be a miss) The first starting prize command (lower command) indicates that it is a regular losing information that is scheduled to be determined. The value of 03H is identified.

[0166] Next, the microcontroller 81 for game control receives the first start prize entry command identified in step S213. The output is set to the AM84 output buffer (S214), and processing is completed.

[0167] [Gate Passage Processing] As shown in Figure 17, in the gate passage processing (S202), first, the normal pattern changes Determine whether it is in standby mode or not (S221). Standby mode for normal symbol variation means the execution of the normal symbol variation display. In particular, it is not the state in which auxiliary games are being played. It is not the state in which the normal symbols are waiting to change (S221 and N O) The process will be terminated immediately, but if the normal symbols are waiting to change (YES in S221), the normal symbols will change. The number acquisition process (S222) is performed. In the normal symbol random number acquisition process (S222), the normal symbol random number counter value ( The value of label-TRND-H (Figure 6(B)) is obtained, and the obtained random value is assigned to RAM84. Store it in the memory area.

[0168] [Normal operation processing] Following the sensor detection processing (S104), the microcontroller 81 for game control proceeds as shown in Figure 18. The normal operation process (S105) shown is performed. In the normal operation process (S105), first, it is determined whether the electric tuner 22 is in operation or Determine whether or not (S301). If the electric reel is not operating (NO in S301), then proceed to stop the normal symbols. Determine whether the display is stopped (from the start to the end of the stop time for the normal symbol) (S302). Normal symbol If the display is not stopped (NO in S302), then it is determined whether or not the display of the normal symbols is changing (S 303). If the normal pattern is not being displayed in a variable state (NO in S303), then the result is obtained in step S222 as described above. It is determined whether or not there is a memory of the normal symbol random number before the hit determination (S304). If there is no memory (NO in S304), this process ends.

[0169] If there is a memory of the normal symbol random number in step S304 (YES in S304), then the hit detection process (S305 ) is performed. In the hit detection process (S305), if it is not in a time-saving state, the normal symbols for the non-time-saving state will be hit. Based on the determination table (see the column for non-time-saving status in the table shown in Figure 10-1(A)) It determines whether it's a hit or not, and if it's in a time-saving state (time-saving state A, time-saving state B), it uses the normal time-saving state. Based on the symbol hit determination table (see the time reduction status column in the table shown in Figure 10-1(A)) The system then determines whether it is a hit or not. The result of the hit determination process corresponds to the stop pattern data. The symbol determination process is performed to set the result in a predetermined memory area of ​​RAM84 (S306). In other words, the symbol determination process is performed. In processing (S306), if it is a "miss", data corresponding to the "normal miss symbol" is set, If it's a "win," the data corresponding to the "regular win symbol" will be set. Note that in this form, Whether in a non-shortened time state or a shortened time state (shortened time state A, shortened time state B), the regular symbol lottery is The probability of selection is the same.

[0170] Next, the microcontroller 81 for game control performs the process of determining the normal symbol variation time (S307). In the variation time determination process (S307), the normal pattern variation pattern determination table shown in Figure 10-1(B) Refer to the rule, and if the game state is not a time-saving state, the normal symbol variation time is 60 seconds. Select a variation pattern. On the other hand, if the game state is time-saving state A, the variation time of the regular symbols Select the 1-second normal symbol variation pattern, and if the game state is time-saving state B, the normal symbols will vary. Select the standard symbol variation pattern with a duration of 30 seconds.

[0171] Subsequently, the microcomputer 81 for game control will determine the normal symbol variation pattern selected in step S307. Then the display of the regular symbols begins (S310). In conjunction with this, the sub-control board 90 displays the regular symbols. To signal the start of the change, the normal symbol change start command is set.

[0172] If the regular symbols are being displayed in step S303 as described above (YES in S303), then the regular symbols will proceed. It is determined whether the time for the pattern change has elapsed (S311), and if it has not elapsed, the process is terminated. On the other hand, If time has elapsed (YES in S311), the display of the regular symbols will change according to the result of the regular symbol random number determination. The display result (either a regular winning symbol or a regular losing symbol) is stopped (S312). Then, the sub-control A command to stop the normal symbol variation is set on circuit board 90 to indicate that the variation of the normal symbols has stopped. Along with (S313), the stopping time of the normal pattern (500ms in this embodiment, see Figure 10-1(B)) Set (S314) and complete this process.

[0173] Furthermore, if the normal symbols are displayed in step S302 as described above (YES in S302), then, In step S314, it is determined whether the stop time for the normal symbol set has elapsed (S315), and if it has elapsed, If not present, the process ends. On the other hand, if time has elapsed (YES in S315), the normal winning symbol stops. Determine whether or not stop symbol data is set (S316), and if it is not data for a normal winning symbol If (i.e., if it is not a win (NO in S316)), this process ends. On the other hand, normally, the winning symbols If it is data (i.e., if it is a hit (YES in S316)), the opening pattern of the electric reel 22 is Set (S317). Specifically, if not in a time-saving state, the opening pattern of the electric tuner 22 will be set. Set the opening pattern for the non-time-saving state (see the electric tuner opening TBL1 in Figure 10-1(C)). To do this. In contrast, if time-saving state A is in progress, the opening pattern of the electric tuner 22 will be time-saving. Set the opening pattern for state A (see TBL2 for opening the electric tuner in Figure 10-1(C)), If in time-saving state B, the opening pattern of the electric reel 22 will be the opening pattern for time-saving state B. Set the electric tuner open TBL3 (see Figure 10-1(C)). Then, step S317 The electric tuner 22 is activated according to the opening pattern set (S318).

[0174] Furthermore, if the electric tuner 22 is operating in step S301 as described above (YES in S301), then, The system determines whether the operating time for the electric tuner 22 has elapsed (S319), and if it has not, the process ends. On the other hand, if the time has elapsed (YES in S319), the operation of the electric tuner 22 is terminated (S320).

[0175] [Special Operation Processing] Following the normal operation processing (S105), the microcontroller 81 for game control proceeds as shown in Figure 19. The special operation process (S106) shown is performed. In the special operation process (S106), the special symbol display 41 and large The process related to the award-winning devices (the first major award-winning device 31 and the second major award-winning device 36) is divided into five stages. The system is divided into stages, and each of these stages is assigned a "special operation status 1, 2, 3, 4, 5". The special operation status is set to "1" by default. The microcontroller 81 for game control is: If the "Special Operation Status" is "1" (YES in S901), the special symbol waiting process described below (S9 Perform 02).

[0176] Furthermore, if the "Special Operation Status" is "2" (NO in S901, YES in S903), see below. The special symbol variation processing (S904) is performed, followed by the external terminal setting processing (S914). In the child setting process (S914), when the special symbol is stopped and displayed, the special symbol has been stopped and displayed. The output mode of the symbol confirmation signal is set to the ON mode (output mode). When the signal is output to the external terminal board 140 by external terminal output processing (S109), it is received. The external terminal board 140 displays the pattern confirmation signal as data for a very short time (approximately 0.1 seconds). Output to unit 160.

[0177] If the "Special Operation Status" is "3" (NO for both S901 and S903, YES for S905), then The special pattern confirmation process (S906) described above is performed, followed by the external terminal setting process (S916). In the sub-setting process (S916), when the game state is changed, the output modes of state signals 1 and 2 are set. Specifically, as shown in Figure 10-2, when executing a jackpot game, status signal 1 ~Set all output modes in 2 to ON mode (output mode), or when executing a minor win game Then, set all output modes of status signals 1-2 to ON mode, or when transitioning to a non-time-saving state Then, the output modes of status signals 1 and 2 are all set to the ON mode, or time-saving state A (normal time-saving state) When transitioning to state, the output mode of state signal 1 is set to ON mode, and the output mode of state signal 2 is set to OFF mode. Each of the F modes is set accordingly, and when transitioning to time-saving state B (slightly time-saving state), state signal 1 And the output mode of status signal 2 is set to OFF mode for all of them. However, when the output is sent to the external terminal board 140 in the external terminal output processing (S109), the external terminal board 140 that receives it The terminal board 140 outputs status signals 1 and 2 to the data display unit 160 in the manner specified in the settings.

[0178] If the "Special Operation Status" is "4" (NO for S901, S903, and S905, and YES for S907) ), then perform special electric mechanism processing 1 (S908) as a jackpot game, followed by external terminal setting processing (S9 18) is performed. In this external terminal setting process (S918), when the jackpot game ends, the status signal Set output modes 1 and 2. Specifically, set the game state after the jackpot game ends to the time-saving state. If it is A (normal time-saving state), set the output mode of status signal 1 to ON mode, and status signal 2 The output mode is set to OFF mode. The signal set here is used for external terminal output processing (S109). When the output is sent to the external terminal board 140, the external terminal board 140 that receives it will then proceed as configured. Depending on the mode, status signals 1 and 2 are output to the data display unit 160.

[0179] If the "Special Operation Status" is "5" (all of S901, S903, S905, and S907 are NO), The special electric mechanism processing 2 (S909) for minor win games is performed, followed by the external terminal setting processing (S919). This is performed. In this external terminal setting process (S919), if there is a V-pass during a minor win game, two types of big wins are awarded. When executing the game, set the output modes of status signals 1 and 2 to ON mode (output mode) The settings are configured. The signal configured here is sent to the external terminal board 140 via external terminal output processing (S109). When output is received, the external terminal board 140 receives status signals 1 and 2 in the manner specified in the settings. Output to data display unit 160.

[0180] [Special Symbol Waiting Process] As shown in Figure 20, in the special symbol waiting process (S902), first, the second start It is determined whether the number of balls held in the moving port 21 (i.e., the number of balls held in special figure 2) is "0" (S1001). If the number of reserved balls in Special Feature 2 is "0" (YES in S1001), that is, due to entry into the second starting opening 21. If there is no memory of the random counter values ​​obtained, the number of balls held in the first starting port 20 (i.e.) It is determined whether the number of balls held in Special Feature 1 is "0" (S1007). And the number of balls held in Special Feature 1 is If the result is "0" (YES in S1007), that is, a random number obtained due to winning into the first starting gate 20. If there is no memory of the counter value group, the display screen 7a of the image display device 7 is already set to the standby screen (customer). The system determines whether or not the screen is set to a demo screen for waiting (S1013), and if so (YES in S1013), the process ends. If not (NO in S1013), then perform the standby screen setting process (S1014). 1014) After waiting for a predetermined waiting time to elapse, the waiting screen is displayed. Set the mandrel.

[0181] If the number of reserved balls in Special Figure 2 is not "0" in step S1001 (NO in S1001), that is, the second start The memory of the random number counter values ​​obtained due to winning at the moving slot 21 (the reserved information of special figure 2) In that case, the special figure 2 big win determination process (S1002) and the special figure 2 variation pattern selection process (S1 003) is performed. After that, the game control microcomputer 81 decrements the number of reserved balls in special feature 2 by 1. (S1004). And the storage location of various counter values ​​in the second special feature holding memory unit 85b ( The memory area is shifted one position away from the current location, and the second special feature reserve record is also shifted. The memory area corresponding to the fourth pending item in memory section 85b (the memory area furthest from the side from which it is read) The area is cleared (S1005). In this way, the second special feature reserves are consumed in the order in which they were reserved. This is how it works. Next, the microcontroller 81 for game control executes the special feature 2 variation start process (S1006). In the special figure 2 variation start processing (S1006), when the special operation status is set to "2", The command to start the variation is set in the output buffer of RAM84, and the variation table for the second special symbol is set. The display will begin. Note that the variation start command (special) set in the variation start processing (S1006) of Special Figure 2 The command to start the variation (also called the Figure 2 variation start command) is set in the special figure 2 jackpot determination process (S1002) Information on the special symbol stop pattern data and the variable pattern set in the special symbol 2 variation pattern selection process (S1003) This includes turn information (information including information on the time of change).

[0182] Also, if the number of reserved balls in Special Feature 2 is "0" but the number of reserved balls in Special Feature 1 is not "0" (YE in S1001) S and S1007 (NO), that is, there is no pending information for special figure 2, but it is due to winning into the first starting opening 20. If there is one or more stored random counter values ​​obtained (reserved information in Figure 1), then, as described below... The special feature 1 jackpot determination process (S1008) and the special feature 1 variation pattern selection process (S1009) are performed. Next, the microcomputer 81 for game control decrements the number of reserved balls in special feature 1 by 1 (S1010). Therefore, the storage location (storage area) for various counter values ​​in the first special feature holding memory unit 85a is currently It shifts one position from the position to the side from which it is read, and in the first special figure holding memory unit 85a Clear the memory area corresponding to the fourth pending item (the memory area furthest from the side from which it is being read). (S1011). In this way, the first special symbol hold is used up in the order in which it was held. Next, the microcontroller 81 for game control executes the special feature 1 variation start process (S1012). Special Feature 1 Variation In the start process (S1012), the special operation status is set to "2" and the variable start frame is set The value is set in the output buffer of RAM84, and the variable display of the first special symbol begins. Oh, the variation start command (special figure 1 variation start frame) is set in the special figure 1 variation start processing (S1012) (Also called the "Dand") is the special symbol stop data set in the special symbol 1 jackpot determination process (S1008). Information about the variable pattern set in the variable pattern selection process (S1009) of the special figure 1 (variable) It includes information that includes dynamic time information.

[0183] As described above, in this configuration, the display of special symbols based on the first special symbol hold is the second special symbol hold This is performed only when the value is "0" (YES in S1001). In other words, the consumption of the second special symbol hold is performed. This takes priority over the consumption of the first special symbol hold. In this form, the draw is based on the second special symbol hold. If you win a minor prize in the selection, you will always pass through a specific area 39 during that minor prize game. It is now possible. I will elaborate on this point later.

[0184] [Special Figure 2 Big Win Determination Processing (Special Figure 1 Big Win Determination Processing)] Special Figure 2 Big Win Determination Processing (S10 02) and the special figure 1 jackpot determination process (S1008) have the same processing flow, so they are based on Figure 21. Let's explain it all together. As shown in Figure 21, Special Figure 2 jackpot determination process (S1002) or Special Figure 1 In the jackpot determination process (S1008), first, the jackpot random number counter value (label-) is used as the determination value. The value of TRND-A is read (S1101). In detail, in the special feature 2 jackpot determination process (S1002) , RAM84's second special symbol hold memory unit 85b (for details, see the memory corresponding to the first of the second special symbol holds) The jackpot random number counter value stored in the memory area is read. Also, the special feature 1 jackpot determination is made. In processing (S1008), the first special figure hold storage unit 85a of RAM 84 (for details, see the first special figure hold 1 The jackpot random number counter value stored in the memory area corresponding to the item is read.

[0185] Next, the jackpot determination table (Figure 7(A)) is set (S1102). Then, set Based on the jackpot determination table, it is determined whether or not it is a jackpot (S1103). That is, jackpot The random number counter value (label-TRND-A) is "65250", which is the jackpot determination value. Determine whether it matches any of the numbers "65535" (see Figure 7(A)). Jackpot determination. If the result of (S1103) is "Big Win", the big win flag is turned ON and (S1104) Figure The random number counter value for each pattern type (the value of label-TRND-AS) is read out and shown in Figure 7(B). The type of jackpot symbol (type of jackpot) is determined based on the jackpot symbol type determination table. (S1105). After determining the type of winning symbol (S1105), the special symbol stop according to the type of winning symbol. The stop symbol data (see Figure 7(B)) is set in the special symbol type buffer provided in RAM84 (S 1106) Complete the process.

[0186] On the other hand, if the result of the jackpot determination (S1103) is not "jackpot", then it is determined whether it is a minor win or not. (S1107). In detail, in the special feature 2 jackpot determination process (S1002), the jackpot random number counter value However, it determines whether or not it matches any of the minor win values ​​from "0" to "9000" (Figure) See the section for Special Figure 2 in 7(A). Also, in the Special Figure 1 jackpot determination process (S1008), if it is a minor win, It is determined to be (see the column for Special Figure 1 in Figure 7(A)). Note that the probability of winning a minor prize is determined by the lottery in Special Figure 1. The odds of winning in Special Feature 2 are higher than in Special Feature 1. More specifically, the odds of winning a small prize in Special Feature 1 are higher. While the probability of winning is "zero", the probability of winning a minor prize in the lottery for Special Feature 2 is approximately It's about 1 / 7.

[0187] If the result of the minor win determination (S1107) is "minor win", then the minor win flag is turned ON. Moni (S1108) reads out the random number counter value for the pattern type (the value of label-TRND-AS), Based on the small win symbol type determination table shown in Figure 7(C), the small win symbol type (small win The type of the small win symbol is determined (S1109). After determining the type of small win symbol (S1109), the type of small win symbol is determined. Special symbol stop symbol data corresponding to each special symbol type is provided in RAM84 (see Figure 7(C)) Set to (S1110) and finish processing. Note that the random number that determines whether it is a minor win or not is set to the big win This may be set up separately from random number generation.

[0188] Also, if it's neither a big win (NO in S1103) nor a small win (NO in S1107), then it's a "miss". Therefore, read out the random number counter value for the pattern type (the value of label-TRND-AS) as shown in Figure 7. Based on the losing symbol type determination table shown in (D), the losing symbol type (type of losing) is determined Determine (S1112). After determining the type of losing symbol (S1112), the special symbol corresponding to the type of losing symbol is displayed. The stop symbol data (see Figure 7(D)) is set in the special symbol type buffer provided in RAM84. (S1113) Processing complete.

[0189] [Special Figure 2 Variation Pattern Selection Process (Special Figure 1 Variation Pattern Selection Process)] Special Figure 2 Variation Pattern The selection process (S1003) and the special figure 1 variation pattern selection process (S1009) have the same processing flow. This will be explained in detail based on Figures 22 and 23. As shown in Figure 22, the specially designed variable pattern 2 In the pattern selection process (S1003) or the special figure 1 variation pattern selection process (S1009), first, if the game state is not timed Determine whether it is in a short state or not (whether the time reduction flag is OFF or not) (S1301).

[0190] If it is not in a time-saving state (YES in S1301), then it is determined whether the jackpot flag is ON or not (S13 02). If ON (YES in S1302), the table for big wins during non-time-saving state (shown in Figure 11) Refer to the part of the table that corresponds to the jackpot, and the variable pattern random number counter value (label A variation pattern is selected based on the value of TRND-T1 (S1303). As shown in Figure 11. Once the fluctuation pattern is determined, the fluctuation time is also determined.

[0191] Furthermore, each variation pattern is associated with a variation effect, and once the variation pattern is determined... Then, a variation effect is executed according to that variation pattern. Specifically, for example, variation pattern P In the variation animation based on 1, an SP reach is performed, and in the variation animation based on variation pattern P2, A normal reach (N reach) is performed (see the remarks column in the table shown in Figure 11). An SP Reach (Super Reach) is a reach with a longer reel spin time after the reach than a normal reach. It is a reach, and the probability of winning (the probability of winning the jackpot) is higher than a normal reach. The distribution rates in the table are set accordingly. In this configuration, Super Reach is Normal It will be implemented in a progressive manner after reaching the initial stage.

[0192] Also, in step S1302, if the jackpot flag is not ON (NO in S1302), then a minor win Determine whether the flag is ON or OFF (S1304). If it is ON (YES in S1304), a small win occurs in the non-time-saving state. Refer to the table for small wins (the part of the table shown in Figure 11 that corresponds to small wins), A variation pattern is selected based on the value of the random number counter (S1305).

[0193] Also, in step S1304, if the minor win flag is not ON (NO in S1304), the diagram will show a loss. Whether the pattern type is "Losing Pattern B", "Losing Pattern C", or "Losing Pattern D" Determine (S1306). The type of losing symbol is "Losing Symbol B", "Losing Symbol C", or "Ha If the symbol is "Misaligned Symbol D" (YES in S1306), then the table for losing symbols during non-time-saving state (shown in Figure 11) Refer to the portion of the table corresponding to losing symbols B, C, or D. Based on the random number counter value (label-TRND-T1 value), the random number pattern Select a turn (S1307). In this form, if the losing symbol is B, the variation pattern P8 will occur. It is determined. Also, if the losing symbol is C, the variation pattern P13 is determined. If the losing symbol is D, the variation pattern P14 is determined. However, if the losing symbol is C and Losing symbol D is a symbol that can only be won in the lottery for Special Symbol 2, and in non-time-saving mode, the lottery for Special Symbol 2 Since selection is basically not performed, as long as you are playing correctly, these fluctuation patterns P13, P14 will never be selected.

[0194] Also, in step S1306, whether it is "Losing Symbol B" or "Losing Symbol C" or "Losing Symbol" If it's not pattern D (NO in S1306), it's usually a losing pattern (losing pattern A, see Figure 9), Next, we check whether the reach random number counter value (label-TRND-RC value) is a reach random number value. Determine if (S1310). As shown in Figure 7(E), if the random value for reaching is in a time-saving state The range is "0" to "11", and if not in a time-saving state, it is "0" to "27". In other words, time-saving In this state, it is less likely to get a reach when you normally lose compared to the non-time-saving state. In the time-saving mode, the goal is to select more instances of a short-time variation without a reach and a loss. Therefore, this is to speed up the consumption of special symbol reserves. The reach random number counter value is the reach establishment random number. If it is a numerical value (YES in S1310), that is, if it is a near miss, then it is a near miss during a non-time-saving state. Table for losing with a reach (the part of the table shown in Figure 11 that corresponds to losing with a reach) Refer to (S1311) and select a variation pattern based on the variation pattern random number counter value. .

[0195] On the other hand, if the reach random number counter value is not the random number value for reaching (NO in S1310), that is, In the case of a no-reach loss, the table for no-reach losses during non-time-saving state (shown in Figure 11) is used. Refer to the part of the table that corresponds to a no-reach loss, and use the variable pattern random number counter. Select a variation pattern based on the value (S1312).

[0196] Furthermore, in the special feature 1 variation pattern selection process (S1009), when there is no reach and it is a miss, the reserved ball The function of shortening the duration according to the number of balls is activated. In other words, the number of balls held for the special symbols is " When it is 3 or 4, compared to when the number of reserved balls for the special symbol is 0 to 2 The system is designed to select fluctuation patterns with short fluctuation times.

[0197] Also, in step S1301, if it is determined that the game state is not a non-time-saving state (NO in S1301) In other words, if it is determined that the time is reduced, the type of time reduction is as shown in Figure 23. If "Time-saving state A" is selected (YES in S1313), the special pattern variation for time-saving state A shown in Figure 12(A) will be selected. The variation pattern is selected according to the judgment table (S1314). Also, the type of time reduction state is If the time-saving state is "B" (NO in S1313), the special pattern variation for time-saving state B shown in Figure 12(B) A variation pattern is selected according to the judgment table (S1315). In this embodiment, time-saving The type of state is determined by referring to the value of the game state flag described later (see the table in Figure 26-1). .

[0198] When selecting a variation pattern in the time-saving state, the special pattern variation pattern determination table to be referenced is Other than creating tables corresponding to each time-saving state (see Figures 12(A)~(B)), the non-time-saving state is the same. The process is carried out in a similar manner. Note that in time-saving state A, the lottery for special feature 2 is mainly conducted. And, Whether the result of the lottery in Special Feature 2 is a big win or a small win, the losing symbol C (Special Even if it is one of the losing symbols, or even if it is losing symbol D (one of the special losing symbols) As shown in Figure 12(A), the variation pattern with a variation time of 30 seconds (P31~P34) The result corresponding to the lottery is selected. This occurs when the special figure 2 changes in the time-saving state A. This is because it will always perform a reach animation called "Battle Reach". Furthermore, the lottery for Special Feature 2 If the result is a big win or a small win, the battle reach (victory animation) of the winning pattern (success pattern) will play. A battle reach (which branches into a success sequence) is performed, and the result of the lottery in Special Feature 2 is a special miss (miss) If the symbol is either C or D, a battle reach (defeat sequence) will occur in a losing pattern (failure pattern). A battle reach (which branches into a failure scenario) takes place.

[0199] Incidentally, in this form, even if losing symbols C or D are displayed as stop symbols, the time reduction described later will still occur. If the flag is ON, it will not transition to time-saving state B. Therefore, in time-saving state A Therefore, losing symbols C and D only trigger the control of the time-saving state B during the final spin. (This point will be explained in detail later), except for the final spin, losing symbols C and D are, In practice, it functions as a regular dud.

[0200] Then, when the time-saving state A ends and the game transitions to time-saving state B, first, based on the remaining reserved symbols in Special Figure 2 A fluctuation will occur. Even if the result of the lottery based on the remaining reserves in Special Figure 2 is a jackpot, Even if it's a minor win, or even if it's losing symbol C (one of the special losing symbols), it's a losing symbol. Even if it is D (one of the special misses), as shown in Figure 12(B), the variation time is 50 A variation pattern of seconds (corresponding to the lottery result from P51 to P54) is selected. In the shortened time state B, when the special symbol 2 changes, the "Battle Reach" reach animation is always performed. This is for the purpose of execution. In other words, in this form, when the time-saving state A ends, the remaining special figure 2 is preserved. Based on the number of remaining items (maximum 4), it is possible to win a jackpot (either a single-type or double-type jackpot). This is indicated by a longer battle reach than during the time-saving state A.

[0201] Furthermore, if the result of the lottery in Special Figure 2 is a big win or a small win, the winning pattern (success pattern) will be A Torreach is performed, and the result of the lottery for Special Feature 2 is a special miss (missing symbol C or missing symbol D). If so, a battle reach in the defeat (failure) mode will be performed. Incidentally, in time-saving state B The game is played with left-handed players. Therefore, the stopping time when a minor win is achieved is 20,000m. It is set to a long duration of s. During this period, it is intended to signal a right-handed hit and encourage the occurrence of a V-pass. be.

[0202] Note that the special feature variation pattern determination table during the time-saving state A related to Special Feature 1 (see Figure 12(A)) ) In this case, the function for shortening the variation according to the number of reserved balls when there is no reach and it is a miss, is for reserved balls "2" to "4" It works when this occurs. In other words, the shortening of the time is more likely to be selected than when the time is not shortened. Furthermore, the probability of selecting a variation pattern with a longer variation time when a jackpot is won is higher than during a non-time-saving state. The rate has also decreased. In other words, a fluctuation pattern with a shorter fluctuation time is selected than during the non-shortened time state. It has become easier to decipher. In other words, the fluctuation pattern determination table during the time-saving state is the same as during the non-time-saving state. This table is designed to result in shorter variation times than the variation pattern determination table.

[0203] After selecting the variation pattern as described above, the selected variation will be as shown in Figure 22. Set the dynamic pattern (S1320) and finish this process. The dynamic pattern set in step S1320 The information for the symbol is set in step S1006 or S1012 of the special symbol waiting process (S902). It can be included in the command to start the change.

[0204] [Special Symbol Fluctuation Processing] As shown in Figure 24, in the special symbol fluctuation processing (S904), first, special The variation time for the other symbols (determined according to the variation pattern selected in step S1003 or S1009) Determine whether the specified time (see Figures 11 and 12) has elapsed (S1501). If (NO in S1501), this process is immediately terminated. This will allow the special symbol to continue to be displayed. ru.

[0205] On the other hand, if the fluctuation time has elapsed (YES in S1501), setting the fluctuation stop command will result in... (S1502) Set the special operation status to "3" (S1503). Then, the special symbol changes The display will show the symbols corresponding to the set special symbol stop symbol data (see Figures 7(B) to (D)). Other processes such as stopping on (a winning symbol, a minor winning symbol, or a losing symbol) are performed. (S1504) This process is then completed.

[0206] [Special Symbol Confirmation Process] As shown in Figure 25, in the special symbol confirmation process (S906), first the special symbol It is determined whether the stopping time for the handle (see Figures 11 and 12) has elapsed (S1601). If not present (NO in S1601), this process is terminated immediately. On the other hand, if the stop time has elapsed (S1 If 601 is YES, the game state management process described below is performed (S1602).

[0207] Next, it is determined whether the jackpot flag is ON or not (S1603). If the jackpot flag is ON If so (YES in S1603), set the special operation status to "4" (S1604). Then, play The microcontroller 81 for technique control determines whether the time-saving flag is ON or OFF (S1605), and if it is not ON, Proceed to step S1607-1, but if ON, turn OFF the time-saving flag (S1606) and proceed to step S1607-1. This proceeds to the next step. As a result, the game is controlled to a non-shortened state (low base state) while a jackpot is being played. In this configuration, the low base state is due to the frequent opening of the electric tuner 22. This is a low-base state in the sense that there is no support for winning prizes, and the base is based on the operation of the grand prize device. This design does not take suction into consideration.

[0208] In step S1607-1, the game control microcontroller 81 clears the value of the ceiling counter to 0. As will be described later, this form of pachinko game machine 1 performs a predetermined number of special symbol changes after the end of a jackpot game. The event triggered by the display of a special symbol change, without going through a jackpot game, The system is controlled from a non-time-saving state to time-saving state A. This predetermined number of times is called the ceiling number, and in this configuration it is 61. It is set to 0 times. This refers to the number of times the special symbol variation is executed after a big win reaches the ceiling number. This is referred to as reaching the ceiling. The ceiling counter reaches "610" at the end of a winning game. It is set to and decremented by 1 each time a special feature change occurs. Step S1607-1 is, This process resets the value of the ceiling counter to 0 at the start of a jackpot game.

[0209] Following step S1607-1, the game control microcomputer 81 turns the shooting instruction lamp 45 to the right. The notification mode is controlled, that is, the light is turned on (S1607-2). This allows the player to hit to the right. It is indicated that it should be done. Next, the game control microcomputer 81 turns the status notification lamp 46 to the first point To control the lighting mode, that is, the right status indicator lamp 46a and the left status indicator lamp 46b And since the time-saving state is over, turn on all of them (S1607-3). After that, the game system The official microcomputer 81, in order to start the jackpot game, executes the jackpot opening command ( Set (see Figure 8) (S1607-4) and start the opening of the jackpot game (S1608). Following step S1608, the game control microcomputer 81 responds according to the type of winning jackpot symbol. Set the opening pattern (see Figure 8 for details) (S1609). At this time, during special game The value of the big prize opening counter, which counts the number of times the big prize opening is opened, is used to determine the winning jackpot diagram. Set to a value corresponding to the pattern type. Note that the opening pattern setting (according to the opening pattern) The data set can be done each round.

[0210] On the other hand, if the jackpot flag is not ON in step S1603 (NO in S1603), then small Determine whether the winning flag is ON or OFF (S1610). If the minor winning flag is ON (S1 If 610 is YES, set the special operation status to "5" (S1611). Note that the minor win flag is O If it is N, the time reduction flag will not be turned OFF even if it is ON. And for game control The microcontroller 81 controls the shooting indicator lamp 45 to indicate shooting to the right, that is, to light it up. (S1612-1). This indicates to the player that they should hit the ball to the right. Subsequently, the game system The official microcomputer 81, in order to start the mini-win game, executes the opening command for the mini-win ( Set the (see Figure 8) (S1612-2) and start the opening of the minor prize game (S1613).

[0211] Following step S1613, the game control microcomputer 81 determines the type of winning small prize symbol. Set the corresponding opening pattern (see Figure 8 for details) (S1614). Note that at this time, The value of the prize slot opening counter is set to a value corresponding to the type of winning small prize symbol. The post-game control microcontroller 81 turns on the distribution member operation flag (S1615) and finishes this process. The distribution member activation flag is a flag that indicates the period during which the distribution member 71 is activated. In other words, in this configuration, the operation of the distribution member 71 begins at the same time as the opening of the minor win game. The operation pattern of the distribution component will be described in detail later.

[0212] If the minor win flag is not ON in step S1610 (NO in S1610), the big win game will also not proceed. Since the minor win game will not start, set the special action status to "1" (S1616), Processing complete.

[0213] [Game State Management Process] As shown in Figure 26-1, the game state management process (S1602) first, The system determines whether the time-saving flag is ON or OFF (S1701). If it is not ON, the system proceeds to step S1707. If it is ON, If so, the number of special symbol variations (display of special symbols) performed during the time-saving mode will be counted. The value of the counter is decremented by 1 (S1702), and the value of the time reduction counter is "0" Determine whether or not (S1703). If it is not "0", proceed to step S1707, and if it is "0" If present, the time-saving flag is turned OFF (S1704), and the game state flag update process (S1705) is performed. This controls the hitting instruction lamp 45 to indicate left-handed hitting, meaning it is turned off (S1706-1). The hitting instruction lamp 45 is controlled to indicate left-handed hitting (off state), which means that the player It is indicated that the player should hit to the left. Next, the microcomputer 81 for game control displays the status notification lamp. Control 46 to the first lighting mode, that is, the right status indicator lamp 46a and the left status indicator lamp Regarding P46b, since it is no longer in a time-saving state, all lights will be turned on (S1706-2). Next, proceed to step S1707.

[0214] Here, in the game state flag update process of step S1705, the value of the game state flag is changed to the current Set to a value corresponding to the game state. As shown in the table in Figure 26-1, the game state flags The value is set to "1" if not in time-saving mode, and to "" if time-saving mode A (normal time-saving mode). It is set to "2", and if it is in time-saving state B (slight time-saving state), it is set to "3". In the status flag update process (S1705), the time reduction flag has been turned OFF, so the game state Set the flag value to "1", which corresponds to the non-time-saving state.

[0215] In step S1707, the game control microcontroller 81 performs the sudden processing described later. S1707) is a time-saving state based on special misses (missing symbols B, C, and D). This is a process related to control. Following step S1707, the game control microcontroller 81 then The ceiling processing (S1720) described above is performed. Ceiling processing (S1720) is a control to shorten the time state based on reaching the ceiling. This is a process related to the game state. Following step S1720, the game control microcomputer 81 processes the game state. A game state specification command containing lag information (i.e., information about the current game state) is sent to RAM8 Set to output buffer 4 (S1730). When this command is output, the sub-control The current game status information is sent to circuit board 90.

[0216] [Sudden Action Processing] As shown in Figure 26-2, in sudden action processing (S1707), first, the game control microcontroller In the case of 81, the special symbol that is stopped is either "Loss Symbol B", "Loss Symbol C", or "Ha Determine whether it is "Misaligned Symbol D" (S1710). If the special symbol displayed at the stop is "Miss" If it is neither "Pattern B", "Losing Pattern C", nor "Losing Pattern D" (NO in S1710), proceed with this process. The game ends, but the special symbols displayed when stopped are "Loss Symbol B", "Loss Symbol C", or " If the losing symbol is "D" (YES in S1710), the game control microcontroller 81 will turn off the time reduction flag. Determine whether it exists or not (S1711). If the time-saving flag is OFF (YES in S1711), the time-saving flag Turn ON (S1712).

[0217] Subsequently, the microcomputer 81 for game control determined that the special symbol displayed as stopped was "losing symbol B". Determine whether or not it is (S1713). If it is a losing symbol B (YES in S1713), then the way to play The indicator lamp 45 is controlled to the right-hand shooting notification mode (lighting mode) (S1714). Next, the game control machine Icon 81 controls the status indicator lamp 46 to the second lighting mode, that is, the right status indicator lamp Turn off lamp 46a and turn on the left status indicator lamp 46b (S1715). Status indicator lamp When 46 is controlled to the second lighting mode, the game state is shortened time state A (normal shortened time state) The player can understand a certain thing.

[0218] Furthermore, the microcontroller 81 for game control will have the time reduction flag ON instead of OFF in step S1711. If it is present (NO in S1711), and if it is not the losing symbol B in step S1713 (NO in S1713), then play. Determine whether the direction indicator lamp 45 is controlled to the left-hitting notification mode (off mode) (S 1716). If the hitting indicator lamp 45 is controlled to the left-hitting notification mode (off mode) (S1716 If YES, proceed to step S1718, but the hitting instruction lamp 45 will light up in the right-hand hitting notification mode (lighting mode). If controlled as (NO in S1716), the shooting instruction lamp 45 will light up in the left-hitting notification mode (light off mode). Control it and proceed to step S1718.

[0219] In step S1718, the microcontroller 81 for game control controls the status notification lamp 46 to an off state. Determine whether it is in this state. If the status indicator lamp 46 is controlled to be off (S1718 If the answer is YES, proceed to step S1720, but if the status indicator lamp 46 is not controlled to be off, (NO in S1718), the game control microcomputer 81 controls the status notification lamp 46 to the off state. In other words, both the right-side status indicator lamp 46a and the left-side status indicator lamp 46b are turned off. (S1719).

[0220] After steps S1715, S1718, and S1719 described above, the microcontroller for game control N81 sets the number of time-saving rounds (see Figure 9) corresponding to the type of losing symbol in the time-saving counter. (S1720). Then, the game state flag update process (S1721) is performed.

[0221] In the game state flag update process of step S1721, "Loss Symbol B" and "Loss Symbol C" are selected. Alternatively, the time-saving flag has been turned ON based on "Loss Symbol D", so the game state flag The value of 'G' is set according to the type of losing symbol. When the time-saving flag is OFF (that is When the "losing symbol B" is selected (in the non-shortened time state), the value corresponding to shortened time state A is "2 Set to "". This controls it to time-saving state A. In contrast, the time-saving flag is ON. When this is the case (i.e., when it is time-saving state A, time-saving state B), the "losing symbol B", "losing symbol If it is "C" or "Loss Symbol D", set it to the value "3" corresponding to Time-Saving State B. This controls the system to time-saving state B.

[0222] Furthermore, the time-saving state occurs when a special symbol variation is performed up to a predetermined maximum number of times (time-saving number), or The game ends when any of the following termination conditions are met: the next jackpot game is played. In this form, even when the result is a loss, the game may be controlled to a time-saving state.

[0223] [Ceiling Processing] As shown in Figure 26-3, in ceiling processing (S1720), first, the microcontroller for game control Step 81 determines whether the value of the ceiling counter is greater than 0 (S1721). If the result is NO, this process will be terminated immediately, but if the result of this judgment is YES, the ceiling counter The value of Ta is decremented by 1 (S1722), and the value of the ceiling counter is checked to see if it is 0 or not. Determine (S1723).

[0224] Then, if the value of the ceiling counter is not 0 (NO in S1723), this process will terminate immediately. If the ceiling counter value is 0 (YES in S1723), the ceiling has been reached, so the time-saving flag is turned ON. At the same time (S1724), the number of time-saving measures corresponding to reaching the ceiling (6 times in this form) is added to the time-saving counter. Set (S1725). Then, perform the game state flag update process (S1726), and the playing instruction lamp 4 Control 5 to the right-handed hitting notification mode (lighting mode) (S1727). Hitting method indicator lamp 45 lights up to the right-handed hitting notification. By being controlled to a specific mode (lighting mode), the player is shown that they should shoot to the right. Next, the microcomputer 81 for game control controls the status notification lamp 46 to the second lighting mode. In other words, the right-side status indicator lamp 46a is turned off, and the left-side status indicator lamp 46b is turned on. S1728). When the status indicator lamp 46 is controlled to the second lighting mode, the player receives a time-saving bonus. This indicates that the state is A (normal time-saving state).

[0225] In the game state flag update process in step S1726, the time reduction flag is turned ON based on reaching the ceiling. Therefore, the value of the game state flag is set to "2", which corresponds to the time-saving state A. This controls the number of time-saving rounds to time-saving state A, which is 6 rounds.

[0226] [Special Electric Mechanism Processing 1 (Big Win Game)] Special Electric Mechanism Processing 1 is for type 1 big win games and This is the process for executing a jackpot game, such as a two-type jackpot game. As shown in Figure 27. In special electric mechanism processing 1 (S908), it is first determined whether or not the jackpot termination flag is ON. (S2001). The jackpot ending flag is the first jackpot winning device 31 in the jackpot game in which the jackpot was won. This flag indicates that all releases have been completed.

[0227] If the jackpot end flag is not ON (NO in S2001), then whether or not the first jackpot entry point 30 is open. (That is, determine whether the first major prize device 31 is open or not) (S2002). If it is not open, ( In S2002 (NO), the question is whether or not it is time to open the first major prize slot 30, that is, whether or not it is a big win. - The opening time has elapsed and it is time to start opening the first major prize slot 30, or, Determine whether the interval between openings has elapsed and it is time to start the next opening. (S2003).

[0228] If the result of step S2003 is NO, the process ends there. If the result of the judgment is YES, the first major prize slot 30 will be opened according to the set opening pattern. Release (S2004).

[0229] If the first large prize slot 30 is open in step S2002 (YES in S2002), then the unit opening In the game, the number of balls that enter the first large prize slot 30 is the maximum number of balls that will be awarded (10 in this form). Determine whether or not the required number of winning entries has been reached (S2005). If the required number of winning entries has not been reached, (S2005 is NO) Whether or not it was time to close the first major prize gate 30 (i.e., to open the first major prize gate 30) Then, it is determined whether a predetermined opening time (see Figure 8) has elapsed (S2006). If the opening time for the first major prize slot 30 has not elapsed (NO in S2006), this process is terminated.

[0230] In contrast, if the prescribed number of winning entries has been reached (YES in S2005) or if the first major prize slot 30 is open If the release time has elapsed (YES in S2006), that is, if one of the two release termination conditions is met If this is the case, the first grand prize gate 30 will be closed (blocked) (S2007). Then, the grand prize The value of the opening counter is decremented by 1 (S2008), and the value of the big prize opening counter becomes "0". Determine whether it is true or false (S2009). If it is not "0" (NO in S2009), start the next release. The process will then be completed.

[0231] On the other hand, if the result is "0" (YES in S2009), the jackpot game will end. Set the winning command (see Figure 8) (S2010), and the jackpot ending Start (S2011). Then, set the jackpot end flag and finish processing (S2012).

[0232] Also, if the jackpot termination flag is ON in step S2001 (YES in S2001), the jackpot Since all 30 of the first major prize winning slots in the game have been opened, the ending of the jackpot Determine whether the time for the ending has elapsed (S2013), and if the ending time has not elapsed (S2 If 013 is NO, the process ends. On the other hand, if the ending time has elapsed (S2013 is YES), the jackpot... The termination flag is turned OFF (S2014), and the jackpot flag is turned OFF (S2015). Then, after setting the special operation status to "1" (S2016), the game state setting process described later (S201) 7) Complete this process by performing this step.

[0233] [Game State Setting Process] As shown in Figure 28, in the game state setting process (S2017), first, this time The winning symbol (jackpot symbol or minor win symbol) that triggered the big win in the game was at It is determined whether or not the symbol (see Figure 8) is a trigger for control to a short state (S2101). If the result is YES, the time-saving flag is turned ON (S2102), and the type of winning symbol and the result The number of time-saving rounds corresponding to the game state at the time of selection (see Figure 8) is set in the time-saving counter (S2103-1). Then, the hitting instruction lamp 45 is controlled to indicate right-handed hitting (lighting mode) (S2103 -2) The status indicator lamp 46 is set to the second lighting mode (a mode in which only the left status indicator lamp 46b is lit). ) is controlled (S2103-3), and the process proceeds to step S2104. The hitting indicator lamp 45 lights up in the right-hitting notification mode. (Lighting mode) is controlled to indicate to the player that they should shoot to the right, and the state When the notification lamp 46 is controlled to the second lighting mode, the player enters time-saving state A (normal time) This indicates that it is in a short state. If the result of the judgment in step S2101 is NO then The hitting instruction lamp 45 is controlled to indicate left-handed hitting (light off mode) (S2103-4), Status indicator lamp 46 is turned off (both the right status indicator lamp 46a and the left status indicator lamp 46b). The system is controlled to the state where the lights are also turned off (S2103-5), and the process proceeds to step S2104. The striking indicator lamp 45 is By controlling the notification mode to indicate left-handed play (lights off mode), the player is informed that they should play left-handed. This indicates that the status indicator lamp 46 is controlled to be off, thus shortening the time for the player. It will be shown that B is true.

[0234] In this configuration, steps S2102 and S2103-1 are executed, which leads to this jackpot. After playing, the game state becomes Time-Saving State A. Time-Saving State A has a predetermined maximum number of executions (number of time-saving rounds). Either the special symbol change occurs, or the next jackpot game is played, whichever is the end. The process terminates when the condition is met.

[0235] In step S2104, the game control microcontroller 81 performs the game state flag update process (S2104). In the game state flag update process (S2104), the value of the game state flag is changed according to the current game state. Set to the specified value. Specifically, in this game state flag update process (S2104), jackpot If the time-saving flag is turned ON at the end of the game, the value of the game state flag will be set to time-saving state A. Set the corresponding value to "2", and if the time-saving flag is not turned ON, the game state flag Set the value to "3", which corresponds to time-saving state B (see the table in Figure 26-1).

[0236] Next, the microcontroller 81 for game control receives information about the game state flag (i.e., the current game state) The game state specification command, including the information, is set in the output buffer of RAM84 (S2105). Furthermore, the game state specification command will also include information on the set number of time-saving rounds. When this command is output, the sub-control board 90 is notified of the current game state. It can be done.

[0237] Subsequently, the microcontroller 81 for game control sets the value of the ceiling counter to "610" (S21 06). Then the process is complete.

[0238] [Special Electric Mechanism Processing 2 (Small Win Game)] Special Electric Mechanism Processing 2 is equipped with a specific area 39 This is the process for executing a minor win game, which involves opening the second major prize device 36. Figure 29 and As shown in Figure 30, in the special electric bonus processing 2 (S909), first the small win termination flag is turned ON. Determine whether it exists or not (S2301). The minor win termination flag is used in the minor win game for the second major win. This flag indicates that the opening of the prize device 36 has ended.

[0239] If the minor win termination flag is not ON (NO in S2301), then whether or not the second major prize entry point 35 is open. (That is, determine whether the second major prize-winning device 36 is open or not) (S2302). If it is not open, ( In S2302 (NO), the question is whether or not it is time to open the second large prize slot 35, that is, before the predetermined opening. After the interval (opening of the small win) has elapsed, the second large prize slot 35 opens. Determine whether or not the time to start has arrived (S2303).

[0240] If the result of the judgment in step S2303 is NO, the process ends there. If the result of the judgment is YES, the opening pattern will be according to the type of winning small prize symbol (Figure The second large prize slot 35 is opened according to (see 8) (S2304).

[0241] If the second major prize slot 35 is open in step S2302 (YES in S2302), the second major prize Determine whether the number of winning entries in entry 35 has reached the prescribed maximum number of winning entries (10 in this form). Determine (S2305). If the required number of prizes has not been reached (NO in S2305), the second major prize slot 35 will be closed. Whether or not the time to do so has arrived (i.e., the predetermined opening time from the opening of the second large prize slot 35) As shown in Figure 8, in this embodiment, it is determined whether or not 1.6 seconds have elapsed (S2306). If the opening time for the second major prize slot 35 has not elapsed (NO in S2306), this process is terminated.

[0242] In contrast, if the prescribed number of winning entries has been reached (YES in S2305) or if the second major prize slot 35 is open If the release time has elapsed (YES in S2306), that is, if one of the two release termination conditions is met If this is the case, the second major prize gate 35 will be closed (blocked) (S2307). Then, the major prize The value of the mouth opening counter is decremented by 1 (S2308), and the small win end flag is set. The process ends with a click (S2309).

[0243] Also, if the minor win termination flag is ON in step S2301 (YES in S2301), Figure 30 As shown, in a minor win game, the predetermined time after the closing of the second major prize entry point 35 (after closing) Determine whether the time (of the terminal) has elapsed (S2310), and confirm that the time interval after closure has elapsed. If not (NO in S2310), the process ends. Note that the interval after closing of the small win game is The time will be discussed later. On the other hand, if the interval time after closure has elapsed (YE in S2310) S) Turn off the minor win termination flag (S2311), and turn off the minor win flag (S2 312) Proceed to step S2313.

[0244] Step S2313 determines whether the V flag is ON or OFF. The V flag is for minor wins. This flag indicates that a game ball passed through a specific area 39 during execution, and is described later in the status This is a flag that is turned ON in step S2603 (see Figure 32). If this V flag is not ON, (S2 (NO) 313, 2 types of jackpot games will not be performed, so the value of the jackpot opening counter will be set to "0". At the same time as rearing (S2314), set the special operation status to "1" (S2315). Then, Whether or not the game is in time-saving state A (i.e., the value of the game state flag is "2", which corresponds to time-saving state A) It is determined whether or not (S2316-1), and if time-saving state A is met, this process is immediately terminated, however time-saving If the condition is not A (NO in S2316-1), the shooting instruction lamp 45 will light up in the left-hitting notification mode (light off mode). Control the system (S2316-2) and complete the process. The hitting indicator lamp 45 will turn off to indicate left-handed hitting. By controlling the behavior, the player is shown that they should shoot to the left.

[0245] On the other hand, if the V flag is ON (YES in S2313), two types of jackpot games will be executed, so the game The control microcontroller 81 turns the V flag OFF (S2317) and the jackpot flag ON. Then (S2318), the special operation status is set to "4" (S2319). Next, the time reduction flag is If it is ON (YES in S2320), the time reduction flag is turned OFF (S2321). Then, the value of the ceiling counter. The value is cleared to 0 (S2322-1). Next, the game control microcomputer 81 turns the status notification lamp 46 to the first Control to one lighting pattern, that is, the right status indicator lamp 46a and the left status indicator lamp 46b Both lights are turned on (S2322-2). After that, the microcomputer 81 for game control turns on the jackpot Set the opening command (see Figure 8) (S2322-3), and the opening of the jackpot The choke is started (S2323). This opens the second large prize slot 35 for a short period of time. The game transitions from a winning game to a game with two types of big wins.

[0246] [Distribution Member Control Processing] The microcomputer 81 for game control performs special operation processing (S106) followed by distribution processing. The material control process (S107) is performed (see Figure 15). In the distribution member control process (S107), as shown in Figure 31... First, it is determined whether the distribution member operation flag is ON or OFF (S2501). If it is not ON, this process ends. On the other hand, if the distribution member operation flag is ON, a small win play Since the technique opening has begun (see Figure 25), the distribution member 71 is set to a predetermined operating pattern. To activate it, the distribution member operation process (S2502) is performed, and the V effective period setting process (S2 Perform 503).

[0247] In the distribution member operation process (S2502), a timer is set to measure the operating time of the distribution member 71. The timer is set, and based on the timing using that timer, when it is time for the distribution member 71 to open, The distribution member solenoid 73 is turned ON, and when it is time for the distribution member 71 to close, the distribution member so The lenoid 73 is turned OFF. As a result, the distribution member 71 opens the small win game. It will operate in a fixed sequence from the start.

[0248] Specifically, as shown in Figure 37(c), the distribution member 71 is first used for opening the small prize game. For 8ms from the start of the process, the system is controlled to a pass-blocking state (shown by a dashed line in Figure 2). This is called the pre-opening interval. Subsequently, the passage is permitted for 4600ms (see Figure 2). It is controlled to the state shown by the dashed line. This is called V-open. Then, over 3000ms This controls the system to prevent passage. This is called the post-closure interval. A series of operations consisting of "pre-interval ⇒ V-opening ⇒ post-closing interval" is performed by the distribution member 71. It is a fixed action.

[0249] Furthermore, in the V validity period setting process (S2503), the constant operation of the distribution member 71 as described above Then set the V validity period. The V validity period is the period when detection by the specific area sensor 39a occurs. This is the period during which the detection is considered valid and the V flag is turned ON. (See Figure 37(d)) Thus, the effective period of V is the start of opening the specific region 39 (controlling the distribution member 71 to a pass-through permitted state). This period lasts from the time (when) until a predetermined time has elapsed. The predetermined time is the open time of the specific area 39. The time is set to be longer than (the time during which the distribution member 71 is controlled to be in a pass-through state). This is the time interval between the placement of the distribution member 71 and the arrival of the game ball in the specific area 39. This is done with the 'g' in mind.

[0250] Specifically, in the V validity period setting process (S2503), a timer is set to measure the V validity period. The timer is then used to determine the timing to activate the specific area 39. When it is time to disable the specific area 39, turn on the V-enabled flag, and when it is time to disable the specific area 39, turn on the V-enabled flag. Turn off the lag. Note that in step S2602 of the specific area sensor detection process (S108) described later, By determining whether this V-enabled flag is ON or OFF, it is possible to determine whether or not the V-enabled period is currently active. .

[0251] Following the V validity period setting process (S2503), the game control microcomputer 81 controls the operation of the distribution member 71. Determine whether the process has finished (S2504). Specifically, the distribution member set in step S2502 Based on a timer for measuring the operating time of 71, the distribution member 71 starts a constant operation. Whether or not the total operating time from start to finish (7608ms (see Figure 37(c))) has elapsed. This is determined. If the operation of the distribution member 71 has not finished, the process ends as is. In response to this, if the operation of the distribution member 71 has finished, the distribution member operation flag is turned OFF. Then (S2505) the process is completed.

[0252] Here, based on Figure 37, the constant operation of the distribution member 71 as described above, and the small win game This section explains the relationship with the opening pattern of the second large prize opening 35 (opening / closing member 37). In this state, the opening pattern of the second large prize entry point 35 in the small prize game is shown in Figure 37(b). There is an opening pattern shown. Figure 37(a) shows the timing of the start of the minor win game. This shows the timing of the special symbols' fluctuation and stop displays to make it easier to understand. be.

[0253] The opening pattern shown in Figure 37(b) is selected when a minor prize is won in the lottery shown in Special Figure 2. This is the opening pattern. In other words, when you win "Special Feature 2_Small Winning Symbol a" (see Figure 8) This is the opening pattern selected when passage to a specific region 39 occurs. This is a possible open pattern for through traffic.

[0254] More specifically, this pass-through opening pattern blocks the second large prize opening 35 for 8ms. After that, the second major prize gate 35 was opened for 1600ms, and then for 6000ms This is an opening pattern that blocks the second major prize slot 35. In other words, this opening pattern In the small win game performed at the machine, the second large prize entry point 35 is closed for 8ms. The game involves a small win opening where the second major prize slot 35 is opened for 1600ms. This includes a post-closure interval during which the second large prize gate 35 is closed for 6000ms. Yes, they are.

[0255] If the second major prize slot 35 is opened in this opening pattern, it will last for 1600ms. During the period when the second major prize gate 35 is open and during the 3000ms period after the second major prize gate 35 is closed. When the V-shaped opening of the distribution member 71 occurs, the distribution member 71 is in a state that allows passage (Figure 37). (See (b) and (c)). Therefore, at what timing of winning does the game enter the second major prize slot 35? Even if a ball enters a winning area, that game ball can still pass through a specific area 39. In terms of form, if you continuously fire game balls with a right-handed shot, there is an opening period of 1.6 seconds. The various devices, such as the second prize winning device 36, are designed to ensure that the game ball always enters the second prize winning opening 35. It is arranged in such a way that the game balls that have passed through the second large prize opening 35 reach the position of the distribution member 71. The time required until this happens is less than 3000ms. In other words, in this form, a minor win is essentially It functions as a jackpot. In this specification, a minor win based on the lottery in Special Figure 2 is referred to as Special Figure 2V This is sometimes referred to as a passing minor hit.

[0256] Furthermore, in this configuration, during a minor win, the number of game balls that enter the second major prize winning device 36 is counted as The count is based on detection by the two main prize slot sensors 35a, and the second main prize slot The number of game balls discharged outside the unit 36 ​​is measured by the specific area sensor 39a or the non-specific area sensor 70a. The count is based on detection by the specific area sensor 39a and the non The specific area sensor 70a counts the number of game balls that have been ejected outside the second prize winning device 36. It also functions as an outlet sensor. And at the end of a certain operation of the distribution member 71, both An error notification is issued when the count values ​​do not match. After the opening 35 is closed, the operation of the distribution member 71 is stopped when both count values ​​match. This is also acceptable. In this way, the display of the special symbols will change smoothly after the closing of the second major prize slot 35. It will be possible to start from Z.

[0257] [Specific Area Sensor Detection Processing] Return to the explanation of the operation of the microcontroller 81 for game control. The microcontroller 81 performs the specific area sensor detection process (S108) following the distribution member control process (S107). (See Figure 15). In the specific area sensor detection process (S108), as shown in Figure 32, first, the specific area It is determined whether or not a game ball has been detected by the area sensor 39a (S2601). If no detection has occurred, In S2601, NO) the process is terminated, but if detection occurs (S2601 YES), V determines whether or not it is within the valid period. (S2602). The V validity period is determined by the V validity period setting process in the distribution member control process (Figure 31) described above. This is the period set in (S2503). Specifically, the effective period is as shown in Figure 37(d). It is in between.

[0258] If it is determined in step S2602 that the V validity period is in effect (YES in S2602), the V flag is set to O At the same time as N (S2603), the V pass command is set (S2604) and the process ends. Meanwhile, st If it is determined in step S2602 that the valid period for V is not yet over (NO in S2602), then steps S2603 and S26 The process of detecting the sensor in a specific area is completed without performing the process in step 04. Note that the V pass command is This is a command to cause the sub-control board 90 to notify that V has been passed (passed through a specific region 39). ru.

[0259] 6. Operation of the microcontroller 91 for performance control Next, the operation of the microcontroller 91 for performance control will be explained based on Figures 33 to 36. Oh, in the explanation of the operation of the microcontroller 91 for performance control, the counters, timers, and flags that appear, Buffers and similar functions are located in RAM94.

[0260] [Sub-control main processing] The microcontroller 91 for performance control is activated when the pachinko game machine 1 is powered on. Then, the sub-control main processing program shown in Figure 33 is read from ROM 93 and executed. As shown in the figure, in the sub-control main processing, first, power on in response to power on. Perform time-based processing (S4001). Power-on processing includes, for example, setting CPU92, SIO, and PI. Configure settings such as O, CTC (a circuit for managing interrupt timing), etc.

[0261] Next, interrupts are disabled (S4002), and the random number update process is executed (S4003). Random number update process (S40 03) The values ​​of various random number counters used to determine various effects are changed To update. One example of how to update the random number counter used for determining the effects for various effects is as described above. The main control board 80 can adopt the same method as the random number update process it performs. When updating, instead of adding 1 to the random number value each time, it may be added by 2 each time. This is the same in the random number update process performed by the aforementioned main control board 80.

[0262] When the random number update process ends, the command transmission process is executed (S4004). In the command transmission process ( S4004), various commands stored in the output buffer in the RAM 94 of the sub-control board 90 are transmitted to the image control board 100. The image control board 100 that has received the command displays an image on the display screen 7a (display unit) according to the received command (performs various effects by the image). Note that the sub-control board 90 causes the speaker 67 to output sound via the audio control board 106 (performs various sound effects by the sound) together with various effects performed by the image control board 100, causes the panel lamp 5 and the frame lamp 66 to emit light via the lamp control board 107 (performs various light emission effects by the light emission), and causes the panel movable body 15 to operate (performs various movable body effects by the operation). In this way, various effects (variation effects, hold effects, movable body effects, operation effects, pre-reading effects, other preview effects, opening effects associated with special games, release game effects, ending effects, customer waiting effects, control of the effect mode, etc.) are realized. (performs various sound effects by the sound), causes the panel lamp 5 and the frame lamp 66 to emit light via the lamp control board 107 (performs various light emission effects by the light emission), and causes the panel movable body 15 to operate (performs various movable body effects by the operation). In this way, various effects (variation effects, hold effects, movable body effects, operation effects, pre-reading effects, other preview effects, opening effects associated with special games, release game effects, ending effects, customer waiting effects, control of the effect mode, etc.) are realized. opening effects associated with special games, release game effects, ending effects, customer waiting effects, performance mode control, etc.) are realized.

[0263] The effect control microcomputer 91 then permits interrupts (S4005). Thereafter, steps S4002 to S4005 are looped. While interrupts are permitted, reception interrupt processing (S4010), 1ms timer interrupt processing (S4011), and 10ms timer interrupt processing (S4012) can be executed. Yes.

[0264] The receive interrupt processing (S4010) is used to control the performance based on various commands sent from the main control board 80. This is executed every time an input is received by the microcontroller 91. In the receive interrupt processing (S4010), the performance control is performed. The microcontroller 91 processes the various data transmitted and received by the output processing (S101) of the main control board 80. The command is stored in the receive buffer of RAM94. This receive interrupt processing is handled by other interrupts. This process takes precedence over the following processes (S4011, S4012).

[0265] [1ms Timer Interrupt Processing] 1ms timer interrupt processing (S4011) is handled by sub-control board 9 This function is executed every time an interrupt pulse with a period of 1 msec is input to 0. (1ms timer interrupt) In the light emission processing (S4011), as shown in Figure 34, there is input processing (S4101) and light emission data output processing (S4102 ), movable body control processing (S4103), and watchdog timer processing (S4104) are performed sequentially.

[0266] In the input processing, the performance button detection switch 63a and the select button detection switch 64a The system detects which player is operating the control panel and sets a command based on the detection result. This involves creating data for effects and other purposes. The light emission data output process involves input processing and, as described later, other processes. Based on the production data created during the production data creation process, etc., suitable for image-based productions, etc. In order to illuminate the frame lamp 66 and the panel lamp 5, etc., during timing, the light-emitting device The data (lamp data) is output to the lamp control board 107. In other words, the microcontroller for performance control. 91 emits light in a predetermined manner according to the light emission data, the frame lamp 66 and the panel lamp 5, etc. To illuminate. In the movable body control process, the input processing and the production data creation process described later are created. Based on the performance data, movable parts such as the control panel movable body 15 can be operated at a predetermined timing. To perform motion effects, it outputs drive data. In other words, the microcontroller 91 for controlling the effects outputs drive data. The movable body is operated according to the data, causing the movable panel 15 and other components to move in a predetermined manner. The watchdog timer process involves resetting the watchdog timer.

[0267] [10ms Timer Interrupt Processing] The 10ms timer interrupt processing (S4012) is handled by the subcontrol base This is executed whenever a 10ms period interrupt pulse is input to board 90. In the interrupt processing (S4012), as shown in Figure 35, the received command analysis processing (S420) will be described later. 1) Performance timer update processing (S4202), voice control processing (S4203), performance data creation processing (S4204) These steps will be carried out sequentially.

[0268] In the received command parsing process, the receive interrupt handler (S4010) checks the RAM94's receive battery The system analyzes the commands stored in the system and processes them according to those commands (for example, selecting effects or performances). This involves setting the output mode, setting commands, etc. In the performance timer update process, the following is performed for each performance. Update the timer used to measure the time. For example, in the performance timer update process, the performance button Start and end times of the effective operation period for control buttons such as button 63 and select button 64. The ming is measured. In voice control processing, the processing results of input processing and received command analysis are used. Next, the creation of audio data (data that controls the output of sound from speaker 67) and audio control Output is sent to circuit board 106. In the processing of creating data for performance, the received command analysis process Based on the processing results, data for production purposes is created.

[0269] Here, when the microcontroller 91 for performance control receives a command from the microcontroller 81 for game control... An example of the processing will be explained. The command received by the performance control microcontroller 91 is the change start command. This is the command (Special Feature 1 variation start command or Special Feature 2 variation start command). The control unit for the performance is used. In the received command analysis process (S4201), CON91 receives a change start command. If this is determined, the processing upon receiving the variation start command will be performed on the special pattern variation pattern indicated by that command. Based on the sequence, select a variation pattern (sub-variation pattern) for the variation effect, and then the sub-variation The pattern information is set, and the variation animation, including the information of the sub-variation pattern, is started. Set the command in the output buffer. For example, the special pattern variation indicated by the variation start command If the value is an SP variation (a variation pattern associated with an SP reach), then perform an SP reach. Select a sub-variation pattern and enter the variation animation start command corresponding to that sub-variation pattern. Set to the output buffer. Then each process (command transmission process (S4004), light emission data output) is performed. Force processing (S4102), movable body control processing (S4103), voice control processing (S4203), etc. are performed. Then, the variation animation corresponding to the selected sub-variation pattern is realized. The process flow for realizing this involves special game effects, customer waiting effects, pre-announcement effects, and so-called relevant effects. The same principles apply to other effects, such as the pre-announcement effects accompanying fluctuations and the control of the effects mode. .

[0270] [Received command analysis process] Next, regarding the received command analysis process (S4201), based on Figure 36 This will be explained in detail below. In the received command analysis process (S4201), first, as shown in Figure 36, the presentation system The official microcontroller 91 determines whether or not it has received a start-up prize command from the main control board 80 (S44 01) If received, perform the pre-read animation judgment process (S4402). It analyzes the starting entry command and, based on the analysis results, provides so-called reserve change notifications and consecutive notifications. A lottery is held to determine whether to perform a pre-announcement or other pre-announcement effect, and the command to start the pre-announcement effect is issued according to the lottery result. Set it in the output buffer of the M94.

[0271] Next, the microcontroller 91 for performance control determines whether or not it has received a game state specification command (S 4403) If received, perform the performance mode update process (S4404-1) and the playing method notification performance process (S4404-2). The following steps are performed in order. In the performance mode update process (S4404-1), the game state specification command is analyzed, and Based on the analysis results, a performance mode is selected, and the performance mode is set according to that selection. The command to set the performance mode is set in the output buffer of RAM94.

[0272] Here, as shown in the table in Figure 36 (the upper of the two tables), the performance mode update process In (S4404-1), the microcontroller 91 for performance control determines that the game state indicated by the game state specification command is " If the state is "not time-saving mode," it will be set to normal performance mode. Also, the performance control microcontroller 9 1 is the case where the game state indicated by the game state specification command is "Time-saving state A" with 1 time-saving round. The RUSH performance mode is set. In addition, the performance control microcontroller 91 specifies the game state. When the game state indicated by the command is "Shortened Time State B" and the number of Special Feature 2 reserves becomes "0" In that case, set it to CHANCE performance mode. Note that the performance control microcontroller 91 starts up. Based on the reception of award commands and variation start commands, the number of reserved symbols in Special Feature 1 and Special Feature 2 It is assumed that the number is being counted. Each performance mode will be explained in detail later.

[0273] Furthermore, in the hit notification and animation processing (S4404-2), the table in Figure 36 (the lower of the two tables) As shown, when transitioning to time-saving state A, the game will be announced instructing the player to play by hitting the ball to the right. The right-handed hit notification effect (an effect that displays the right-handed hit notification image RI, described later, on the display screen 7a) is performed. Set the command for the right-hand play notification effect into the output buffer of RAM94. The process is always performed while in time-saving state A. Also, when transitioning to time-saving state B (i.e., time-saving If the game is changing from state A to time-saving state B, the player should be notified to switch back to left-handed play. A left-handed hit notification animation is performed (an animation that displays the left-handed hit recovery image LI, described later, on the display screen 7a). The command for the notification of how to play is set in the output buffer of RAM94. When returning to the previous state (i.e., when changing from time-saving state A to non-time-saving state), left-handed hit notification. The command for the action notification effect to be performed is set in the output buffer of RAM94. Oh, the left-handed hitting notification animation includes the display of the text image that says, "Please return to left-handed hitting!" (See Figure 44(B)), this is performed for 30 seconds.

[0274] Next, the microcontroller 91 for performance control receives a change start command from the main control board 80. Determine whether or not (S4405), and if it has been received, perform the variable effect start process (S4406). In the analysis (S4406), the variation start command is analyzed, and based on the analysis results, the variation effect is determined. Select a turn (content). Then, start the variation animation according to the selected variation animation pattern. Set the command to start the variation effect in RAM94's output buffer. I will explain the details later.

[0275] Next, the microcontroller 91 for performance control receives a change stop command from the main control board 80. Determine whether or not (S4407), and if received, perform the variation effect termination process (S4408). In the logic (S4408), the variable stop command is analyzed, and based on the analysis results, the performance symbols 8L The command to end the variation effect in order to definitively stop 8C and 8R is output from RAM94. Set in buffer. Note that in non-time-saving state and time-saving state B, the small win variation of special figure 2 ( If a command to stop the fluctuation (fluctuations based on winning a minor prize) is received, the special figure 2 will stop. The second prize slot will notify you that you should hit the ball to the right and get it into the second prize slot 35 during the time limit. In order to perform the input notification effect and the right-hand hit notification effect that displays the right-hand hit notification image RI described later, This command also sets the output buffer of RAM94.

[0276] Next, the microcontroller 91 for performance control receives an opening command from the main control board 80. It determines whether or not it has been received (S4409), and if it has been received, it performs the opening sequence selection process (S4410). In the opening sequence selection process (S4410), the opening command is analyzed, and the results of that analysis are... Based on this, the patterns (contents) of the opening sequences to be performed during the opening of the special game. Select the option. Then, start the opening sequence using the selected opening sequence pattern. The command to start the opening sequence is set in the output buffer of RAM94. If a jackpot is achieved, the right-hand shooting notification described below will be displayed from the start of the opening sequence. A right-hand notification animation is performed that displays the RI image.

[0277] Next, the microcontroller 91 for performance control receives an ending command from the main control board 80. It is determined whether or not it has been received (S4411), and if it has been received, the ending sequence selection process (S4412) is performed. In the ending sequence selection process (S4412), the ending command is analyzed, and the result of that analysis is... Based on this, the patterns of ending sequences that are performed during the ending of a big win game ( Select the ending. Then, open the ending sequence using the selected ending sequence pattern. The command to start the ending sequence is set in the output buffer of RAM94.

[0278] Next, the microcontroller 91 for performance control receives a V-pass command from the main control board 80. Determine whether or not (S4413), and if received, start the V-pass notification animation process (S4414). V-pass notification In the performance start process (S4414), the V-pass notification performance start command is used to start the V-pass notification performance. Set the do to the output buffer of RAM94. The V-pass notification effect is the V-pass (specific area 3) This is a visual effect to inform the player that a pass to 9 has occurred. In this form, a predetermined V This is a visual effect that displays a passing notification image (for example, a character image showing the letter "V") on the display screen 7a. The display of the letter "V" as a notification of passing through this V-zone is based on passing through a specific area 39. In this pachinko game machine 1, which then performs two types of jackpot games, the notification of a jackpot win is as follows: It also has the meaning of [this]. Furthermore, the V-pass notification effect includes outputting special sound effects from speaker 67, etc. Other forms may also be used.

[0279] Next, as other processing (S4415), processing based on received commands other than the above commands. The process is completed, and the received command parsing is finished.

[0280] 7. Gameplay flow in this form Next, the flow of gameplay in the pachinko game machine 1 of this form will be explained based on Figure 38. Let me explain. As shown in Figure 38, the game state after the RAM clear mentioned above is a non-time-saving state. The normal game state is set. In this non-time-saving state, the player plays by shooting left. The game progresses, aiming for a big win based on the lottery in Special Feature 1. This is the non-time-saving state after RAM clearing. Then, it will be controlled to the normal performance mode. Also, this non-shortened state after RAM clear will last for one round. This setting is maintained until the special feature (specifically, special feature 1) is drawn.

[0281] Furthermore, in the non-shortened time state after a RAM clear, the game is played by shooting to the left. The game control microcomputer 81 sets the playing method indicator lamp 45 to the left-hand playing notification mode (off mode). Furthermore, the microcontroller 81 for game control illuminates the status notification lamp 46 to indicate that the game is not in a time-saving state. The first lighting mode shown is used. Furthermore, the external terminal board 140 is in the non-time-saving state after RAM clear. During setup, status signal 1 is turned OFF while status signal 2 is turned ON.

[0282] In the lottery for Special Figure 1 during the setting of the non-shortened time state after the RAM clear, the display units 40 The first special symbol display unit 41a stops and displays "Special Symbol 1_Big Win Symbol A", indicating a big win. If selected, after a 4R jackpot game, the number of time-saving rounds will be reduced to 1 (normal time-saving state A). The game state transitions to (see Figure 8). Also, during the setting of the non-shortened time state after this RAM clear... In the drawing for Special Figure 1, the first special figure display 41a of the display units 40 displays "Special Figure 1_Ha If the "B" symbol stops, the number of time-saving rounds will be reduced to 1, entering time-saving state A (normal time-saving state). The game state changes. The case where the game transitions to Short Time State A, which has 1 short time round, will be explained later. .

[0283] Furthermore, in the time-saving state A after a big win, the game control microcomputer 81 provides instructions on how to play. The lamp 45 is set to the right-hand shooting notification mode (lighting mode). Also, the game control microcomputer 81 is set to state The notification lamp 46 changes from the first lighting mode indicating a jackpot game state to the time-saving state A. The lighting pattern is changed to a second lighting pattern indicating a certain state. Furthermore, the external terminal board 140 is changed to indicate a jackpot game state. During the state setting, both state signal 1 and state signal are turned ON, and then during the setting of the time-saving state A, the state signal Turn on signal 1 while turning off status signal 2.

[0284] Furthermore, in the time-saving state A after "Special Feature 1_Losing Symbol B" is displayed, the game control machine Icon 81 sets the shooting instruction lamp 45 to the right-hand shooting notification mode (light off mode). The control microcontroller 81 illuminates the status indicator lamp 46 in a second state, indicating that it is in time-saving state A. Furthermore, the external terminal board 140 turns on status signal 1 while time-saving state A is set. Next, turn off status signal 2.

[0285] In contrast, during the setting of the non-shortened time state after RAM clear, the lottery for Special Feature 1, the display When the first special symbol display unit 41a of type 40 stops displaying "Special Symbol 1_Losing Symbol A" The system transitions to time-saving state B (slight time-saving state) with 609 time-saving cycles. In this form, the system is in a non-time-saving state. When a special lottery is performed once in this state, the number of time-saving rounds will increase from the non-time-saving state to a maximum of 609 rounds. The game state is set to transition to the playable time-saving state B.

[0286] In time-saving state B, the player continues playing by shooting to the left, just as in the non-time-saving state. The goal is to win a jackpot based on the lottery in Special Feature 1. In this form, the number of time-saving rounds is "609". You can take part in the lottery for Special Feature 1 a number of times. Furthermore, if you transition to Time-Saving State B, In the same way as in the non-time-saving state, it is controlled to the normal performance mode.

[0287] In addition, in time-saving state B, the microcomputer 81 for game control will activate the left-hand shooting indicator lamp 45. The lights will be turned off. In addition, the microcomputer 81 for game control will turn off the status notification lamp 46 to shorten the time. The light changes from the second lighting mode, which indicates state A, to the off mode, which indicates time-saving state B. Furthermore, the external terminal board 140 also uses status signal 1 during the setting of the jackpot game state. Turn off the number as well.

[0288] During the time-saving state B setting, in the lottery for special symbol 1, the first special symbol display 4 of the display units 40 If "Special Symbol 1_Big Win Symbol A" stops and is displayed in 1a, and a big win is achieved, 4R After a big win, the game state transitions to Time-Saving State A (Normal Time-Saving State) with 1 round of time-saving rounds. Furthermore, in the lottery for Special Symbol 1 while the time-saving state B is set, the first special symbol of the display unit 40 If "Special Feature 1_Losing Symbol B" is displayed on the display unit 41a, the number of time-saving rounds will be 1. The game state transitions to Time-Saving State A (Normal Time-Saving State). The game transitions to Time-Saving State A with 1 time-saving round. The details of such cases will be explained later.

[0289] Furthermore, if 609 draws for Special Feature 1 are performed while Time-Saving State B is set, The game state transitions from state B to a non-time-saving state. In this non-time-saving state, the player plays left-handed. The game progresses, aiming for a big win based on the lottery in Special Feature 1. This non-shortened time state is R Similar to the non-shortened time state after AM clear, it is controlled to the normal performance mode. Also, after RAM clear Similar to the non-time-saving state, it remains set until one special symbol (specifically, special symbol 1) is drawn. ru.

[0290] In this non-shortened state, the game is played by hitting left-handed, therefore the game control microcontroller N81 sets the shooting instruction lamp 45 to the left-shooting notification mode (off mode). Also, game control The microcontroller 81 controls the status indicator lamp 46 to have a first lighting mode that indicates it is not in a time-saving state. However, the external terminal board 140 is different from when the non-time-saving state is set after RAM clearing. Turn both status signal 1 and status signal 2 ON.

[0291] During the lottery for Special Symbol 1 while this non-shortened time state is set, the first special symbol of the display unit 40 is displayed. If the "Special Feature 1_Big Win Symbol A" stops and is displayed on device 41a, and a big win is achieved, After a 4R jackpot, the game state switches to Time-Saving State A (Normal Time-Saving State) with 1 time-saving round. (See Figure 8). Also, in the lottery shown in Figure 1 while this non-time-saving state is set, the display When the first special symbol display unit 41a of type 40 stops displaying "Special Symbol 1_Losing Symbol B" The game state transitions to time-saving state A (normal time-saving state) with 1 time-saving round. The case of transitioning to time-saving state A will be described later.

[0292] In contrast, during the setting of the non-shortened time state after RAM clear, the lottery for Special Feature 1, the display When the first special symbol display unit 41a of type 40 stops displaying "Special Symbol 1_Losing Symbol A" The game then transitions to time-saving state B (slight time-saving state) with 609 time-saving attempts.

[0293] As mentioned above, after setting the non-shortened time state (including after RAM clear) or shortened time state B, the jackpot game Regardless of whether the state is intervening or not, if the number of time reductions transitions to time reduction state A, then time reduction state A The player then proceeds to play by shooting to the right, and wins a jackpot based on the lottery in Special Feature 2 (mainly small The goal is to win a jackpot (based on passing through a specific area 39 after winning a prize). In this form, the number of time-saving rounds The lottery for Special Feature 2 will be conducted a total of "1" and the maximum number of memories for Special Feature 2 reserves, "4" (i.e., 5 times). This makes it possible to receive the bonus. In other words, the time-saving state A is activated, and a prize is awarded to the second starting gate 21. After the first lottery for Special Feature 2 and the display of the variation in Special Feature 2 begin, the variation in Special Feature 2 By accumulating 4 Special Symbol 2 Reserves while the display is active, the Special Symbol 2 Reserves will continue to be available even after the Short Time State A ends. You can receive up to 4 draws for Special Feature 2 based on this. In that case, it will be controlled to RUSH performance mode. RUSH performance mode is activated when time-saving state A ends. This continues until all remaining reserved symbols in Special Feature 2 are gone.

[0294] In the drawing for Special Feature 2, the second special feature display 41b of the display unit 40 displays "Special Feature 2_Small Win" If the "Ri pattern a" stops and you win a minor win, and then win one of the two major wins, then effectively 10 After a big win (R), the game returns to time-saving state A, which has 1 time-saving round. That is, Special Figure 2 If you win a minor prize in the lottery, you will be assigned to minor prize symbol a with 100% probability. In addition, in the drawing for Special Symbol 2, the second special symbol display 41b of the display units 40 will display "Special Symbol 2. If the "Big Win Symbol C" stops and you win a direct big win, you will receive a 10R big win. After playing, the game returns to time-saving state A, which has 1 time-saving round.

[0295] Therefore, as long as you continue to win a minor prize or a direct jackpot in the lottery for Special Figure 2, Special Figure 2 The player-favorable state (a state where it is easier to win the jackpot), which is primarily based on the lottery, will continue. When state A ended, all of the remaining special symbol 2 reserves (remaining special symbol 2 reserves) were also misses. If this occurs, the game will return to time-saving state B, which primarily involves the lottery shown in Special Feature 1.

[0296] Furthermore, as long as you continue to win a minor win or a direct jackpot in the lottery for Special Feature 2, you can play with the right-hand side. Since the game is in progress, the game control microcomputer 81 controls the playing method indicator lamp 45 This is the right-hand hit notification mode (lighting mode). In addition, the game control microcomputer 81 is the status notification run P46 indicates the first lighting pattern, which indicates a jackpot game state, and the time-saving state A. The second lighting mode is repeatedly shown. Furthermore, the external terminal board 140 is a small hit in time-saving state A. As long as you continue to win big or direct jackpots, both status signal 1 and status signal 2 will remain ON. .

[0297] In this form, the lottery result for Special Figure 2 is a big win, a small win, and a special miss ( A losing symbol is selected from among losing symbols C and D (see Figures 7(A) to (D) and Figure 9). In other words, in the lottery for Special Feature 2, it is never judged as a normal loss. Therefore, play correctly As long as you are using the technique, if the time-saving state A ends without hitting a small or large win, a special will always occur. This results in a losing draw. Therefore, as mentioned above, following the time-saving state A, a special losing draw occurs. The system will be controlled to time-saving state B based on this (see Figures 26-1 and 26-2). In terms of form, the fluctuations based on the remaining reserves in Special Figure 2 will all occur in the time-saving state B. ru.

[0298] In addition, while the time-saving state B is set to make it easier to get a prize into the electric tuner 22 than the non-time-saving state, However, as in the time-saving state A, hitting the ball to the right does not frequently result in the ball entering the electric tuner 22. This is a game state where the game is played by hitting the ball with the left hand. Therefore, from time-saving state A to time-saving state B During the transition, the game control microcomputer 81 will turn the playing method indicator lamp 45 to a right-hand shooting notification mode (point The lighting mode is changed from left-handed notification mode (light off mode), and the performance control microcontroller 91 changes to right-handed mode. The notification image RI is hidden, and the image LI showing the return to left-handed batting is displayed ("Please return to left-handed batting!"). The left-handed display (including the character image) is displayed on screen 7a (see Figure 44). Also, game control The microcontroller 81 controls the status indicator lamp 46 to the second lighting mode shown in Figure 44(A) (left state). From the state in which only the notification lamp 46b is lit, to the state in which the lamp is off as shown in Figure 44(B) (right side) The system will be changed to a state where both the status indicator lamp 46a and the left-side status indicator lamp 46b are off.

[0299] In time-saving state A, the second special symbol display 41b of the display units 40 displays "Special Symbol 2_Losing Symbol" If "Pattern C" is displayed as stopped, once the special symbol's stop time has elapsed, the number of time-saving rounds will be 109. The system then transitions to time-saving state B (see Figure 9). Meanwhile, the second special pattern display 41 of the display units 40 If "Special Symbol 2_Losing Symbol D" is displayed in b, the stop time for the special symbol will elapse. Then, the number of time reductions will change to time reduction state B, which is 609 times (see Figure 9). Even if it is determined, in time-saving state B, first, the fluctuations based on the remaining reserves in Special Figure 2 occur 4 times. And if you don't get a small win or a big win with the remaining reserved symbols in Special Feature 2 (Display Units 4) The second special symbol display unit 41b of 0 also shows "Special Symbol 2_Small Win Symbol a" and "Special Symbol 2_Big Win Symbol" If "C" is not displayed as stopped, then in time-saving state B, based on the lottery in special figure 1 This is a game where you aim for a big win. Note that if the remaining reserved symbols in Special Symbol 2 run out in the time-saving state B... The performance mode will then be changed to CHANCE performance mode.

[0300] If you win a jackpot in the lottery for Special Feature 1 while in Time-Saving State B, you will get a 4R jackpot play After the technique, the game transitions to Time-Saving State A (RUSH Performance Mode) with 1 time-saving round (see Figure 8).

[0301] In this configuration, after being controlled to time-saving state A, all remaining reserved symbols in special figure 2 are consumed. Even if you don't hit a big win (two types of big wins, one type of big win) before then, in the time-saving state B This allows you to aim for a big win based on the lottery in Special Feature 1. Therefore, the remaining reserved symbols in Special Feature 2 Even after the game is finished, it is possible to make players want to continue playing, resulting in a high utilization rate. We can provide gaming machines.

[0302] When controlled to time-saving state B with 109 time-saving rounds, the fluctuations based on the remaining reserves in Figure 2 After the 4th round ends, the special feature 1 will continue until 105 rounds have passed, and the time-saving rounds will continue for 609 rounds. If controlled to state B, after the fluctuations based on the remaining reserves in Figure 2 have finished four times, Figure 1 The CHANCE animation mode continues until 605 fluctuations have been completed. In this mode, if you do not win a jackpot based on the lottery in Special Figure 1, you enter the time-saving state B. The process ends and the system switches to a non-time-saving state. In the non-time-saving state, the system switches to the normal performance mode. Then, in the non-time-saving state (normal performance mode), the aim is to hit the jackpot based on the lottery in Special Feature 1. This is the result. Note that the non-time-saving state is a game state in which the game is played by shooting to the left, similar to time-saving state B. Therefore, when changing from time-saving state B to non-time-saving state, the game control microcomputer 81, The shooting instruction lamp 45 will remain in the left-shooting notification mode (off mode). Also, the game control machine Icon 81 changes the status notification lamp 46 from an off state indicating time-saving state B to a non-time-saving state. The lighting mode is changed to the first mode, which indicates a short state.

[0303] 8. Examples of staging in this form 8-1. Performance Mode Next, examples of the effects in the pachinko game machine 1 of this form will be shown based on Figures 39 to 44. Let me explain. First, let me explain the presentation mode. The presentation mode is the image display device 7, speaker This is a type of performance using the 67, panel lamp 5, and frame lamp 66, and the performance mode is different. Then, for example, the characters, items, background images, etc. displayed on the image display device 7 will be different. Additionally, the variable effects using the 8L, 8C, and 8R symbols are executed in a manner appropriate to the performance mode.

[0304] In this configuration, the daytime background image G10 shown in Figure 39(A) is displayed in the normal performance mode. In the "Out Mode," the RUSH performance mode is displayed, showing the normal night background image G11 as shown in Figure 39(B). In Figure 39(C), the daytime background image G10 has a banner image G that reads, "If you hit it, you enter RUSH!" The CHANCE presentation mode includes an image with the added text overlay G2. Yes, they are.

[0305] The normal performance mode (Figure 39(A)) is set when the game is not in a time-saving state (normal game state). This is a special performance mode. In other words, it is a non-time-saving state and the game progresses mainly through the lottery of Special Symbol 1. This is a performance mode that is set when the game is in a certain state.

[0306] RUSH performance mode (Figure 39(B)) is when the number of time-saving rounds is controlled to time-saving state A, which is 1 round. This is a special performance mode that is set to continue until the remaining reserved symbols in Special Symbol 2 are gone, even after the end of the time-saving state A. The game continues. In time-saving state A, play by aiming to get the ball into the second starting opening 21 by shooting to the right. Therefore, when controlled to RUSH performance mode, the performance control microcontroller 91 will operate with right-hand play. A right-hand shooting notification image RI, which indicates that the game should be played, is displayed in the upper right corner of the display screen 7a. The display of the hit notification image RI is one of the right-hand hit notification effects. The right-hand hit notification image RI is a time-saving feature. It becomes invisible when State A ends. Also, in RUSH performance mode, when the time reduction state A ends To indicate the end time, the microcontroller 91 for performance control displays a table showing the remaining number of time-saving rounds. The indicator ZI is displayed in the lower right corner of the display screen 7a. The remaining number of uses indicator ZI is also called the end time indicator. cormorant.

[0307] In CHANCE performance mode (Figure 39(C)), the number of reserved balls in Special Figure 2 is " This is the performance mode that is set when the value is "0". In this form, in the time-saving state B, the special feature If you win the jackpot based on the lottery in 1, you will always enter RUSH mode (1 time reduction round). The game transitions to time-saving state A). In this sense, time-saving state B is more enjoyable than the non-time-saving state. This can be said to be an opportunity for the player. Therefore, in CHANCE performance mode, the background image Although it uses the same daytime background image G10 as the normal presentation mode, "If you hit it, you enter RUSH mode" A band image G2 (specific display) containing the text image "Enter!" is displayed along the lower edge of the display screen 7a. This is happening. The display of this band image G2 indicates that the player is in time-saving state B (CHANCE performance mode). It is possible to make them recognize the role of (D).

[0308] 8-2. Variable Effects Next, I will explain the variation effects. Pachinko game machine 1 starts the variation display of special symbols. When this happens, the variation pattern related to the display of the special symbols and the result of the special symbol lottery (jackpot result) The results of the regular and minor win judgments, the results of the symbol type judgments, the results of the reach judgments, and the variable patterns Based on the result of the judgment, etc., a variation effect is executed. In the variation effect, on display screen 7a Then, the changing symbols 8L, 8C, and 8R are displayed superimposed on a predetermined background image. In the display of the 8L, 8C, and 8R symbols, the symbols 8L, 8C, and 8R change before stopping. That is, the display of the special symbols 8L, 8C, and 8R changes over the duration of the special symbol change. After this occurs, the fluctuation stops and the stop display of the symbols 8L, 8C, and 8R is shown. Then, the result of the special symbol lottery is announced by the stopping display of the symbols 8L, 8C, and 8R. ru.

[0309] 8-2-1. Display area for performance symbols As shown in Figure 40(A), the display screen 7a of the image display device 7 is horizontally positioned. The left, center, and right sides are divided into three roughly equal sections in the direction, and each of these is the left display symbol area 50b1 A central display symbol area 50b2 and a right display symbol area 50b3 are provided. Left display diagram Pattern area 50b1 is when the performance symbols 8L, 8C, and 8R stop during the variation performance, left This is the area where the performance symbol 8L is displayed. Similarly, the middle performance symbol area 50b2 and the right performance symbol Area 50b3 is the area that displays the middle performance symbol 8C and the right performance symbol 8R.

[0310] Also, as shown in Figure 40(A), in the upper left section of the upper edge of the display screen 7a A small symbol area 50c is provided. The small symbol area 50c is used to display variations of special symbols. This is the area where the small symbols KZ1, KZ2, and KZ3 are displayed in a variable manner when the display is active. The symbols 8L, 8C, and 8R may be hidden during the reel spin, whereas the small symbol KZ 1, KZ2, and KZ3 are never hidden. In this respect, the small symbols KZ1 and KZ2 KZ3 functions as a symbol that complements the roles of the 8L, 8C, and 8R symbols.

[0311] Note that in Figure 40(A), the left display symbol area 50b1, the middle display symbol area 50b2, and the right The display symbol area 50b3 and the small symbol area 50c are clearly indicated by a dashed line, but this is Left display symbol area 50b1, middle display symbol area 50b2, right display symbol area 50b3, and small This is written to indicate the area of ​​the design (50c), and is not actually displayed. Furthermore, the range of each area can be changed as needed.

[0312] 8-2-2. Normal fluctuations Pachinko game machine 1 can first perform a normal spin during its spinning animation. The fluctuations function as a visual effect that indicates the start of the special symbol fluctuation display.

[0313] When the special symbol variation display begins, for example, as shown in Figure 40(A), the display screen 7 In case a, the left display symbol 8L, the middle display symbol 8C, and the right display symbol 8R are displayed in a stopped state. At the same time, the left small symbol KZ1, the middle small symbol KZ2, and the right small symbol KZ3 are displayed as stopped. The special symbol variation display is not currently shown, and the game is in a state of waiting for the special symbol variation display to appear. As shown in Figure 40(B), the display of the animation symbols 8L, 8C, and 8R changes as it starts. As soon as it starts, the display of the small symbols KZ1, KZ2, and KZ3 begins to change. The variation pattern of the special symbol display is, for example, "normal miss variation" (a miss without a reach) In the case of variation, as shown in Figure 40(C-1), the left display symbol 8L and the right display symbol 8R After a temporary stop in a different stopping pattern, a stop indicating a loss occurs, as shown in Figure 40(D). The symbols 8L, 8C, and 8R stop and are displayed in a pattern (so-called scattered pattern). At this time, the small symbol K Z1, KZ2, and KZ3 also stop simultaneously in a manner that suggests a loss. Meanwhile, the special diagram... The pattern variation display variation pattern is, for example, "N Miss Variation" (a normal reach results in a miss). In the case of fluctuation patterns with a reach (such as the fluctuation with a reach but a miss indicated by "レ"), see Figure As shown in 40(C-2), the left display symbol 8L and the right display symbol 8R are temporarily stopped in the same stopping manner. The symbols stop, and a reach is achieved. At this time, the display of the small symbols KZ1, KZ2, and KZ3 continues to change. The game is played, and a reach animation is performed according to the variation pattern. Note that the animation symbols 8L, 8C, The stopping sequence and stopping method of 8R can be changed as appropriate.

[0314] 8-2-3. N-Reach (Normal Reach) Pachinko game machine 1 can perform an N-reach when a reach is achieved during normal gameplay. This indicates that the result of the special symbol lottery may have been a "jackpot". It is an enticing presentation that functions to make players expect a big win.

[0315] In N-reach, as shown in Figure 41(A), the state in which a reach is achieved lasts for a predetermined time (for example) (This is maintained for 10 seconds), and as shown in Figure 41(B), the fluctuation speed of the middle display symbol 8C gradually decreases. It speeds up. And the variation pattern of the special symbol variation display is, for example, "N miss variation" In some cases, as shown in Figure 41(C-1), the stopping pattern suggests a loss (so-called scattered pattern). Then the symbols 8L, 8C, and 8R stop and are displayed. At this time, the small symbols KZ1, KZ2, and KZ3 They all stop simultaneously in a stopping pattern that suggests a loss. Meanwhile, the special symbols' changing display For example, a turn is indicated by a "N jackpot variation" (a jackpot is won through a normal reach). In the case of a jackpot variation, as shown in Figure 41(C-2), the stopping state indicates a jackpot. The display stops at a sequence of numbers (so-called repeating numbers (an example of a predetermined stopping pattern)). At this time, the small symbol KZ1, KZ2 and KZ3 also stop simultaneously in a stopping pattern that suggests a big win. The effects are not limited to the gradual deceleration of the middle effect symbol 8C, but may be changed or added as appropriate. It is possible to do so.

[0316] Furthermore, regarding the stopping patterns of the symbols 8L, 8C, and 8R, which suggest a loss, a reach is established. When a reach does not occur, the resulting scattered pattern is called a "non-reach scattered pattern" or "non-reach miss pattern," and when a reach occurs... When a winning hand is formed, the resulting scattered numbers are called "reach scattered numbers" or "reach missed numbers." How to combine the various symbols 8L, 8C, and 8R that make up the scattered pattern (for example) (e.g., "2-3-1" or "5-8-6"), and each of the symbols that make up the reach-scattered patterns. How to combine 8L, 8C, and 8R (for example, "2-1-2" or "5-4-") 5, etc.) is selected by the performance control microcontroller 91. Also, stop that suggests a jackpot How do you combine the various symbols 8L, 8C, and 8R that constitute the stopping pattern (double numbers)? The symbols (for example, "2-2-2" or "7-7-7") are based on the type of winning symbols. Then, it is selected by the microcontroller 91 for performance control.

[0317] 8-2-4.SP Reach Pachinko game machine 1 is capable of performing an SP reach after an N reach. This indicates that the probability of the special symbol drawing result being a "jackpot" is higher than that of an N-reach. It is an enticing presentation that functions to make players expect a big win.

[0318] In SP reach, after N reach, for example, as shown in Figure 42(A), display screen 7a A background image specifically for SP Reach (SP Reach background image G113) is displayed on screen 7. An image indicating that an SP Reach has started is placed in the center of a (SP Reach Start Title Image) G1 This is displayed. Then, as shown in Figure 42(B), a special animation for SP Reach (for example, an ally Ki A battle sequence takes place where the character and enemy character A engage in combat. Then, SP Lee When the special performance reaches its final stage, the variation pattern of the special symbol display changes, for example, "SP In the case of a "jackpot variation" (a jackpot variation in which a jackpot is indicated by an SP reach): As shown in Figure 42(C-1), the display screen 7a shows a success animation (for example) that suggests a big win. When an allied character wins a battle and is shown standing tall (a victory animation), In both cases, the symbols 8L, 8C, and 8R stopped in a pattern that suggests a jackpot (a so-called "double number" pattern). Display. At this time, the small symbols KZ1, KZ2, and KZ3 also stop in a manner that suggests a jackpot. They all stop simultaneously. On the other hand, the variation pattern of the special symbol variation display is, for example, "SP Miss Variation". In the case of "Movement" (a variation in the number of misses with a reach, where a miss is indicated by an SP reach), see Figure 4. As shown in 2(C-2), a failure sequence that suggests a loss (for example, when enemy character A battles The display shows Ru standing tall after his victory, and the defeat animation is shown, along with the animation symbols 8L,8 C,8R stops in a way that suggests a loss (a so-called scattered pattern). At this time, the small diagram Patterns KZ1, KZ2, and KZ3 will all stop simultaneously in a manner that suggests a loss. The presentation of the P-Reach can be changed or added as appropriate. In this form, non-time As an SP reach based on the lottery in Special Feature 1 during the short state or time-saving state B, the effects shown in Figure 42 It is assumed that this will be executed.

[0319] 8-2-5. Battle Reach Pachinko game machine 1, in time-saving state A and time-saving state B, battle based on the lottery of special figure 2 It is possible to perform a Ruriach. Battle Reach is a type of SP Reach, but N Reach This is a reach animation that occurs at the start of the variation, rather than being performed after a "chi" (a specific sequence of events). In the lottery for Special Feature 2, the probability of winning a minor prize is approximately 1 / 7, therefore, the result of the lottery for Special Feature 2 is shown in a different way. In the game, a battle reach will always be performed to stimulate the player's desire to win. Battle Reach, like SP Reach, is a performance designed to make players expect a big win. It functions as such.

[0320] In Battle Reach, a different enemy character (enemy character B) will appear, distinct from the aforementioned enemy character A. Then, a battle reach animation image G115, showing an allied character battling, is displayed on screen 7a. It is displayed (Figure 43(A)). Then, when the battle reach reaches its final stage, a special symbol appears. The fluctuation pattern of the fluctuation display is a fluctuation pattern based on the winning of a big or small prize (P31 In the case of (see P32, P51, P52, and Figure 12), as shown in Figure 43(B-1), On display screen 7a, a success animation is shown that suggests a win (an ally character wins the battle and Nioh appears). The display shows a standing animation, and the victory animation is performed, and the animation symbols 8L, 8C, and 8R are awarded. The display stops in a manner that suggests a certain pattern (so-called matching numbers). At this time, the small symbols KZ1, KZ2, The KZ3s also stop simultaneously in a stopping pattern that suggests a big win.

[0321] On the other hand, the variation pattern of the special symbol's variation display is a variation pattern based on a special miss (P3 In the case of 3, P34, P53, P54, see Figure 12, as shown in Figure 43(B-2) On display screen 7a, a failure animation is shown that suggests a loss (enemy character B wins the battle and Jin wins). The display shows the king standing, and the defeat animation is shown, and the animation symbols 8L, 8C, and 8R are misses. The symbols stop in a manner that suggests a "Re" (so-called scattered pattern). At this time, the small symbols KZ1, KZ 2 and KZ3 also stop simultaneously. Small symbols KZ1, KZ2, KZ3 in the case of a special miss. The stopping pattern is the special combination "1, 3, 5". In other words, in this form, in the case of a special miss, This is a stopping pattern that does not normally occur in the case of a loss, with the small symbols KZ1, KZ2, KZ3 The symbols KZ1, KZ2, and KZ3 stop and are displayed as special symbols. This suggests to the player that it is a special losing outcome. The special image shown in Figure 43(B-2) is a special image featuring the small symbols KZ1, KZ2, and KZ3. If this happens, you will transition to time-saving state B. And if you hit the jackpot in time-saving state B... Once all the fluctuations based on the remaining reserved symbols in Special Feature 2 have finished, the game will be set to CHANCE mode. ru.

[0322] 8-3. Changes to playing instructions and status notifications when transitioning from time-saving state A to time-saving state B Next, regarding the changes in playing instructions and status notifications accompanying the transition from time-saving state A to time-saving state B... Let me explain. Figure 44(A) shows a special miss (in this case, a losing symbol) in the final variation of the time-saving state A. This shows the variation animation that occurs when you draw C or the losing symbol D. As shown in Figure 44(A) In this variation, a defeat animation is performed during the battle reach. When the symbols 8L, 8C, 8R and the sub-symbols KZ1, KZ2, KZ3 appear and stop, On display screen 7a, the right-handed hitting notification image RI is displayed. Also, the hitting instruction lamp 45 is lit (controlled to the right-hand hit notification mode). Also, status notification lamp 46 This corresponds to the second lighting mode for time-saving state A (the right-side status indicator lamp 46a is off and the left-side status indicator lamp is off). It is controlled to the state in which the indicator lamp 46b is lit.

[0323] When the special symbol stop time for the final variation of time-saving state A has elapsed, time-saving state A ends, as shown in Figure 44. As shown in B), the system transitions to time-saving state B. When the system transitions to time-saving state B, first, the remaining capacity shown in Figure 2 Based on the stop, the display of the performance symbols 8L, 8C, and 8R will change. At this point, is it time-saving state A? When transitioning to the time-saving state B, the left-handed return image LI is displayed on the display screen 7a. The image LI for returning to hitting consists of the text "Please return to hitting left-handed!" and a left-pointing arrow image. It includes. The left-handed return image LI is a predetermined time from the end of time-saving state A (start of time-saving state B). After a certain amount of time (30 seconds in this form), it will be hidden. Also, the end of time-saving state A (time-saving When state B begins, the hitting instruction lamp 45 is turned off (controlled to left-handed hitting notification mode). (This will be done). From then on, the shooting instruction lamp 45 will remain lit until the game is played by shooting to the right. (In other words, a big win game starts, a small win game starts, or the game moves to time-saving state A) The light will remain off until the action is taken. Also, the status indicator lamp 46 will light up when the time-saving state A ends. And when the system transitions to time-saving state B, the light-off mode corresponding to time-saving state B (right-side state notification) The system is controlled to a state where both lamp 46a and the left-side status indicator lamp 46b are turned off.

[0324] In this mode, even if you transition to time-saving state B, you will remain in time-saving state A until the remaining reserved symbols in special feature 2 are gone. The same production mode was maintained, but in the shortened time state B, the remaining reserved symbols of special symbol 2 remained. The performance mode when you are present can be different from the performance mode when you are in time-saving state A. In this case, the same performance mode is used as when the remaining reserved symbols in Special Feature 2 run out in the shortened time state B. This could be designated as the CHANCE performance mode, or it could be designated as any other performance mode. .

[0325] 9. Effects of this form In the non-time-saving state, the status notification lamp 46 will light up in the first lighting mode, and time-saving state B (slight time-saving) will be activated. In this state, the status indicator lamp 46 will be off, so the status of the status indicator lamp 46 Depending on the difference, the game state will be either a non-time-saving state or time-saving state B. It is possible to make the technician understand the situation.

[0326] Furthermore, the external terminal board 140 outputs a status signal 2 when not in a time-saving state, while when not in a time-saving state In the external game state, status signal 2 is not output. Therefore, the probability of winning is the predetermined normal probability. The rate is set, and the ease of ball entry into the second starting opening 21 is set to a predetermined normal setting. In the normal game state, the state signal 2 is deliberately output when the game is not in a game state. The skill state is in a non-game state, and the status notification lamp 46 is in the first lighting state. The presence of a player can be communicated to an external source within the pachinko machine 1.

[0327] Also, when the game state transitions from time-saving state B (slight time-saving state) to non-time-saving state, and the time-saving state There are times when the state transitions from state A (normal time-saving state) to the non-time-saving state, and the external terminal board 140 is time In a non-short state set from short state A, state signal 1 is output, while in a short state B set In the non-time-saving state, status signal 1 is not output. That is, non-time-saving state, time-saving state A and When transitioning from the most unfavorable game state among the shortened time state B to the non-shortened time state In addition, in this non-time-saving state, status signal 1 is not output, but it is not less disadvantageous than time-saving state B. When transitioning from state A to a non-time-saving state, state signal 1 is output in that non-time-saving state. Therefore, the output of status signal 1 determines whether the currently set non-time-saving state is time-saving state B. It is possible to notify the outside of the pachinko machine 1 that it is from time-saving state A, and not from the beginning. It is.

[0328] Furthermore, the external terminal board 140 outputs a status signal 1 in time-saving state A (normal time-saving state). On the other hand, in time-saving state B (slightly time-saving state), state signal 1 is not output. That is, in non-time-saving state, time From the short-time state A and the short-time state B, which is the most unfavorable game state, to the non-short-time state. If the transition occurs, status signal 1 will not be output, but it is less than time-saving state B. If the time-saving state A, which is not advantageous, is changed to a non-time-saving state, the status signal 1 will continue to be output. This will result in two game states (Shortened Time State A or Shortened Time State B and Non-Shortened Time State). It is possible to continuously control the presence or absence of the output of status signal 1 over a certain period.

[0329] In addition, the status indicator lamp 46 has a right-side status indicator lamp 46a that can be lit and a left-side status indicator lamp. The notification lamp 46b is included, and the second lighting mode is when the right status notification lamp 46a is off, and the left The side status indicator lamp 46b is lit, while the off state refers to the right side status indicator lamp Both 46a and the left-side status indicator lamp 46b are off. Therefore, the game state is not active. If the time reduction state B (slightly time reduction state), which is less favorable than the short state, is set, the state is relatively To make the notification lamp 46 less conspicuous, when the time-saving state B is set, the player will see the state notification lamp 46. This makes it possible to avoid attracting attention.

[0330] Furthermore, in time-saving state B (slightly time-saving state), when the status notification lamp 46 is off: There are also cases where it is in the third lighting mode. Therefore, even when the same time-saving state B is set, It is possible to change the state of the status indicator lamp 46.

[0331] Furthermore, if a power outage occurs while the time-saving state B (slightly time-saving state) is set, the system will recover from the power outage. The system will also be set to time-saving mode B. Immediately after the start of time-saving mode B, the status indicator lamp will light up. 46 is the off state, and immediately after the power outage that occurred while the time-saving state B was set, the status notification light Lamp 46 is the third lighting mode. Therefore, even when the same time-saving state B is set, the power outage will not occur. In relation to this, it is possible to change the behavior (state) of the status notification lamp 46.

[0332] In addition, the status indicator lamp 46 has a right-side status indicator lamp 46a and a left-side status indicator lamp that can be lit. The indicator lamp 46b is included, and the state of the status indicator lamp 46 being off refers to these right-side status indicator lamps Both the 46a and the left-side status indicator lamp 46b are off. Immediately after starting the setting of time-saving state B (slight time-saving state), the status notification lamp 46 is made inconspicuous. This makes it possible to prevent players from paying attention to the status indicator lamp 46.

[0333] Furthermore, the third lighting mode of the status indicator lamp 46 is when the right-side status indicator lamp 46a is lit, The left-side status indicator lamp 46b is off. Therefore, it is in time-saving state B (slightly time-saving state). Even while setting the status, after the power is restored, the status indicator lamp 46 will remain lit from immediately after setting started until before the power was lost. It is possible to make it stand out relatively more than before, and the status report is more noticeable than immediately after setting time-saving state B. The game aims to draw the player's attention to the "Knowledge Lamp 46" and make them aware that they are in the shortened time state B after the power outage has been restored. This has become possible.

[0334] Furthermore, Time-Saving State B (Slight Time-Saving State) is the most unfavorable game state among multiple game states. Therefore, when the game is in the most unfavorable state (Shortened Time State B), the status notification lamp 46 When the state changes, it becomes possible to attract the player's attention.

[0335] 10. Example of changes The following explains the examples of changes. Note that in the explanation of the examples of changes, the above form of pachinko game For configurations similar to those in Technical Machine 1, the same reference numerals are used and the explanation is omitted. Of course, this also applies to the modified examples. The configurations may be combined as appropriate. Furthermore, the technologies in the above configuration and the following modification examples may also be used. Features that are not described as essential in this specification may be deleted as appropriate. This is possible.

[0336] In the first embodiment described above, the non-time-saving state was defined as the "first game state" according to the present invention, but for example, Game states other than the non-time-saving state, such as time-saving state A, jackpot game state, and minor jackpot game state. This may be the first game state. Also, the time-saving state B (slight time-saving state) may be the "second game state" according to the present invention. Although it is referred to as "state," if the game state is less favorable than the first game state, then it is considered a time-saving state B (slightly time-saving state). Any game state other than the above may be considered the second game state. Also, the time-saving state A (normal time-saving state) may be considered the main The invention refers to a "third game state," but any game state that is more advantageous than the second game state is considered to be a "third game state." Any game state other than Short State A (Normal Short State) may be designated as the Third Game State. Also, the First Game The same game state as the first game state may be designated as the third game state. Alternatively, the first game state may be designated as a single game state. However, there may be multiple game states. Also, the second game state may be treated as one game state. There may be multiple game states. Also, although the third game state is considered as one game state, there may be multiple It may be considered a game state.

[0337] Furthermore, in the first embodiment described above, the status notification lamp 46 is used as the "notification means" according to the present invention. However, for example, lamps other than the status notification lamp 46, such as panel lamps and frame lamps, are used as notification means. It is also permissible to use images that can be displayed on an LCD screen (display screen) as a means of notification. That's good. Alternatively, for example, a speaker capable of outputting sound could be used as a notification device.

[0338] Furthermore, in the first embodiment described above, the status notification lamp 46 (notification means) is in the first lighting mode. Although the state is referred to as the "first state" according to the present invention, for example, there may be a second lighting mode, a third lighting mode, or an off state. The first state may be any state other than the first lighting mode in the notification means, such as [example]. The state in which the means is in the off state is referred to as the "second state" according to the present invention, but for example, the first on state or The second state refers to any state other than the off state in the notification means, such as the second lighting mode or the third lighting mode. That's fine.

[0339] Furthermore, in the first embodiment described above, the external terminal board 140 is used as the "signal output means" according to the present invention. However, a signal output device other than the external terminal board 140 that can output a predetermined signal to the outside of the gaming machine is also used. It is a viable method.

[0340] Furthermore, in the first embodiment described above, the external terminal board 140 (signal output means) is located on the dispensing control board 11 Although the configuration is such that it is connected to the main control board 80 via 0, for example, the signal output means is a payout control The configuration may also involve connecting to the main control board 80 without going through the control board 110. The output means may be connected to the sub-control board 90.

[0341] Furthermore, in the first form described above, the probability of winning is set to a predetermined normal probability, and, Game state in which the ease of ball entry into the second starting opening 21 (variable ball entry opening) is set to a predetermined normal setting. This was designated as the first game state. However, the probability of winning was set to a predetermined normal probability. Game state, and game state in which the ease of ball entry into the variable ball entry slot is set to a predetermined normal setting. Any game state that satisfies any of the following conditions may be considered the first game state. Also, the probability of winning a prize is The game state is not set to a fixed normal probability, and the ease of balls entering the variable ball entry point is not set to a predetermined normal probability. A game state that is not set in the settings may also be considered the first game state.

[0342] Furthermore, in the first embodiment described above, the second starting port 21 was made into the "variable ball entry port" according to the present invention. For example, the first major prize slot 30 and the second major prize slot 35, which are variable ball entry points other than the second starting slot 21. The opening may be a variable ball entry opening.

[0343] Furthermore, in the first embodiment described above, the state signal 2 was defined as the "first signal" according to the present invention, A signal other than signal 2 may be used as the first signal. Also, status signal 1 may be used as the "second signal" according to the present invention. However, a signal other than status signal 1 may be used as the second signal.

[0344] Furthermore, in the first embodiment described above, in the first game state, the external terminal board 140 (signal output means) ) outputs the first signal (state signal 2), while in game states other than the first game state, the first The system is configured not to output a signal. However, for example, in the first game state, the signal output means While it does not output status signal 2, it outputs the first signal in game states other than the first game state. This configuration is also acceptable.

[0345] Furthermore, in the first form described above, the time-saving state B (second game state) transitions to the non-time-saving state (first game state) When set to state A (third game state), and when set from time-saving state A (third game state) to first game state. The configuration is such that there are times when it changes. However, for example, when it changes from the second game state to the first game state Although it can happen, the system is configured such that it will never be set from the third game state to the first game state. It is permissible to do so. Also, for example, the game will not be set from the second game state to the first game state. Alternatively, the system may be configured in such a way that it can be set from the third game state to the first game state.

[0346] Furthermore, in the first form described above, the non-time-saving state is set from time-saving state A (third game state). In the (first game state), the external terminal board 140 (signal output means) outputs status signal 1 (second signal) On the other hand, in the first game state set from the time-saving state B (second game state), the second The system was configured not to output a signal. However, for example, the first game set from the third game state In the technique state, the signal output means does not output the second signal, whereas the second game state is set Alternatively, the system may be configured to output a second signal in the first game state.

[0347] Furthermore, in the first form described above, in the time-saving state A (third game state), the external terminal board 140 The (signal output means) outputs status signal 1 (second signal), while time-saving state B (second game state) ) The configuration was such that the second signal is not output. However, in the third game state, the signal The output means does not output the second signal, but the configuration outputs the second signal in the second game state. That is also acceptable.

[0348] Furthermore, in the first embodiment described above, there are two lights that can be illuminated in the status notification lamp 46 (notification means) The configuration includes light-emitting elements (right-side status indicator lamp 46a, left-side status indicator lamp 46b). Furthermore, the notification means may be configured to include three or more light-emitting elements that can be illuminated. The notification means may also include a single light-emitting element that can be illuminated.

[0349] Furthermore, in the first form described above, the right-side status indicator lamp 46a is turned off, and the left-side status indicator lamp The state of the notification lamp 46 (notification means) when the lamp 46b is lit is defined as the first state, but for example... For example, the right-side status indicator lamp 46a is lit, and the left-side status indicator lamp 46b is off. The status of the means, and the status of both the right-side status indicator lamp 46a and the left-side status indicator lamp 46b are lit. The state of the means of knowledge may be considered the first state.

[0350] Furthermore, in the first embodiment described above, both the right-side status indicator lamp 46a and the left-side status indicator lamp 46b The state of the notification lamp 46 (notification means) when it is also off is designated as the second state, but for example, the right side When one of the status indicator lamps 46a and the left status indicator lamp 46b lights up and the other is off The status of the notification device, and both the right-side status notification lamp 46a and the left-side status notification lamp 46b are lit. The state of the notification means may be referred to as the second state.

[0351] Furthermore, in the first embodiment described above, the time-saving state B (slightly time-saving state) is referred to as the "specific game state" according to the present invention. Although it is referred to as "state," for example, there are states such as time-saving state A, non-time-saving state, big win state, and small win state. However, any game state other than time-saving state B may be designated as a specific game state. Also, one specific game state may be Although this refers to a single game state, it may also refer to multiple game states.

[0352] Furthermore, in the first embodiment described above, the state notification lamp 46 (notification means) is in an off state. Although this is referred to as the "first specific state" according to the present invention, for example, the first lighting mode, the second lighting mode, and the third point The first specified state may also include states other than the extinguishing state in the notification means, such as the lighting mode. The state in which the notification means is in the third lighting mode is referred to as the "second specific state" according to the present invention, but for example, the State other than the third lighting mode in the notification means, such as the first lighting mode, second lighting mode, and off mode. This may also be designated as a second specific state.

[0353] Furthermore, in the first embodiment described above, both the right-side status indicator lamp 46a and the left-side status indicator lamp 46b The state of the notification lamp 46 (notification means) when it is also turned off is defined as the first specified state, but for example, If either the right-side status indicator lamp 46a or the left-side status indicator lamp 46b lights up, the other will be off. The status of the notification device, and whether the right status notification lamp 46a or the left status notification lamp 46b are lit, are all indicated. The state of the illuminated notification device may be defined as the first specified state.

[0354] Furthermore, in the first form described above, the right-side status indicator lamp 46a lights up, and the left-side status indicator lamp lights up. The state of the notification lamp 46 (notification means) when the lamp 46b is off was defined as the second specified state. For example, the right-side status indicator lamp 46a is off, and the left-side status indicator lamp 46b is on. The status of the notification system, and both the right-side status notification lamp 46a and the left-side status notification lamp 46b are lit. The state of the notification means may be defined as the second specific state.

[0355] Furthermore, in the first form described above, the most unfavorable game state among multiple game states (time-saving state) B) is defined as the "specific game state" according to the present invention, but among multiple game states, the most unfavorable game state A state that is not a specific game state may also be considered a specific game state.

[0356] Furthermore, in the first form described above, the winning symbol can be displayed as Special Symbol 1 (Special Symbol 1). The design is configured to have one type of pattern, but it may also be configured to have two or more types. Also, special pattern 2 (special As shown in Figure 2), the configuration is such that there is one type of jackpot symbol that can be stopped and displayed, but if there are two or more types... It may be considered a success.

[0357] Furthermore, in the first form described above, the small winning symbols can be displayed as special symbols 1 (special symbol 1). Although the design does not include patterns, it is configured to have one or more types of small winning symbols that can be displayed as stop symbols. This is also acceptable. Additionally, there is one type of small winning symbol that can be displayed as Special Symbol 2 (Special Symbol 2). While one configuration is described, configurations with two or more types are also acceptable. Additionally, a special symbol 2 is used for stopping. It is also acceptable to have a configuration that does not include any possible minor winning symbols.

[0358] Furthermore, in the first form described above...

Claims

1. Multiple game states, including a first game state and a second game state that is less favorable than the first game state. A setting means that can set the game state from 1, Equipped with a notification means, In the first game state, the notification means enters the first state. A gaming machine characterized in that the notification means enters the second state during the second gaming state.

2. A gaming machine according to claim 1, The gaming machine is equipped with a signal output means capable of outputting a predetermined signal to the outside of the machine. The aforementioned first game state is a state in which the probability of winning is set to a predetermined normal probability, and variable input This is a game state in which the ease of entering the ball slot is set to a predetermined normal setting. The signal output means is In the first game state, the first signal is output, while in game states other than the first game state, the first signal is output. A gaming machine characterized by not outputting the first signal.

3. The gaming machine according to claim 2, The aforementioned multiple game states include a third game state that is more advantageous than the second game state. The setting means is, When setting from the second game state to the first game state, and when setting from the third game state to the previous state There are two cases when setting to the first game state: The signal output means is In the first game state set from the third game state, a different signal from the first signal is used. While outputting two signals, in the first game state set from the second game state, the A gaming machine characterized by not outputting two signals.

4. The gaming machine according to claim 3, The signal output means is In the third game state, the second signal is output, while in the second game state, the second A gaming machine characterized by not outputting a signal.

5. A gaming machine according to any one of claims 1 to 4, The notification means includes a plurality of light-emitting elements that can be illuminated, The first state is a state in which at least one of the plurality of light-emitting elements is lit. The second state is characterized in that all of the multiple light-emitting elements are turned off. A gaming machine.