Gaming machines

The game table's flow path system and control mechanisms improve operational efficiency and engagement by managing ball flow and display dynamics, addressing gameplay inefficiencies in conventional game tables.

JP2026094085APending Publication Date: 2026-06-09DAITO GIKEN CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
DAITO GIKEN CO LTD
Filing Date
2025-12-03
Publication Date
2026-06-09

AI Technical Summary

Technical Problem

Conventional game tables, such as pachinko machines, experience operational inefficiencies and a need for smoother gameplay mechanics.

Method used

The implementation of a flow path system with distinct channels for game balls, including a first, second, and third flow path, along with detection and control mechanisms to manage ball flow and display dynamics, and a presentation system to enhance gameplay experience.

Benefits of technology

Enables smoother and more engaging gameplay by managing ball flow and display dynamics, enhancing player interaction and game value accumulation.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026094085000001_ABST
    Figure 2026094085000001_ABST
Patent Text Reader

Abstract

The aim is to provide gaming machines, such as pinball machines, that enable smooth operation. [Solution] The third screw insertion opening 256a formed in the third channel 256 is located at a position where, if the screw is not properly inserted into the third screw insertion opening 256a, the game balls that have flowed through the third channel 256 come into contact with the screw and the components 270b~d of the third channel 256, and is located closer to the first opening 256in upstream of the second opening 256out. In the second case, where the counting process is performed before the predetermined period elapses, even if the game value data for 235 balls has been transmitted and game value has been acquired within the predetermined period, the third control means 600 transmits the counting data for 235 balls when transmitting the most recent counting notification command, and does not transmit the counting data for 15 balls if no counting operation has been performed until the next counting notification command is transmitted.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] In game tables such as pachinko machines, it is common to provide obstacles in the game area of the game board that change the direction of the fall of the game balls, as well as winning holes, starting holes, variable winning holes, etc. where the game balls can win. When the game balls win in these, the player is given benefits such as paying out winning balls (see, for example, Patent Document 1, etc.).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Conventionally, smooth operation has been desired for game tables.

[0005] In view of the above circumstances, an object of the present invention is to provide a game table that enables smooth operation.

Means for Solving the Problems

[0006] The game table of the present invention for solving the above object is a flow path through which game balls flow, first detection means for detecting game balls, first control means capable of counting an increase in the number of held balls based on the detection by the first detection means, second control means for receiving an increase signal transmitted from the first control means when the number of held balls increases, A gaming machine comprising a performance means controlled by the second control means, The aforementioned flow path is configured to have a first flow path, a second flow path, and a third flow path. The aforementioned first channel is a channel through which game balls can normally flow during gameplay. The second flow path is a flow path in which the circulation of game balls is difficult during normal gameplay but easy during winning gameplay. The third channel is a channel through which game balls can flow during normal gameplay. A first screw insertion opening into which a screw can be inserted is formed on the flow path of the first flow path. No screw insertion opening is formed on the flow path of the second flow path, into which a screw can be inserted. A third screw insertion opening into which a screw can be inserted is formed on the flow path of the third channel. The first screw insertion opening is formed in such a position that, if the screw is not properly inserted into the first screw insertion opening, the game balls that have been flowing through the first flow path come into contact with the screw and the components forming the first flow path. The third flow path has a first opening and a second opening. The first opening is located upstream of the second opening. The third screw insertion opening is formed at a position where, if the screw is not properly inserted into the third screw insertion opening, the game ball that has been flowing through the third flow path comes into contact with the screw and the structure forming the third flow path, and is located closer to the first opening than to the second opening. The aforementioned presentation means is a means capable of displaying a hold icon in the first display area, The aforementioned display means is a means capable of displaying the number of reserved items in a second display area, The second control means is a means for displaying a hold icon in the first display area when the increase signal is successfully received. The second control means is a means for updating and displaying the value of the reserved number display when the increase signal is successfully received, The aforementioned display means is a means that, while displaying one of the reserved icons, the first detection means detects one game ball, but the second control means fails to properly receive an increase signal corresponding to the number of reserved balls being 2, and then the first detection means detects one game ball and the second control means successfully receives an increase signal corresponding to the number of reserved balls being 3 (hereinafter referred to as "the first case"), in which case the first display area displays a second reserved icon and also displays a third reserved icon, while the second display area updates the value of the reserved ball display to 3 instead of updating it to 2. The aforementioned presentation means, in the first case, is a means of displaying the second hold icon in the first display area without an increasing animation, and displaying the third hold icon with the increasing animation. The aforementioned presentation means, when displaying the reserved icon in the first presentation mode, may display it in a certain suggestive manner that indicates the possibility of the player being in a favorable state. In the first case of the first performance mode, the hold icon representing the hold, which was represented by the second hold icon, is not displayed in the aforementioned suggestive manner from the time the display starts until the display as a hold icon ends, but is displayed in the aforementioned manner. moreover, The number of game values ​​can be stored as game value data in a predetermined memory area, A third control means, Equipped with predetermined operating means, The third control means is a means that can add game value data corresponding to the acquisition of the game value to the game value count data, The third control means is a means capable of performing a counting process to count the game value data when the predetermined operating means is operated while the game value data is not "0". The third control means is capable of transmitting first information to an external device at predetermined intervals, and is capable of transmitting second information after a predetermined period has elapsed since the transmission of the first information. The first piece of information includes the game value data, The aforementioned second information includes counting data showing the values ​​counted between the time the previous second information was transmitted and the current second information is transmitted. The third control means is a means capable of transmitting data indicating the first value as the counting data when transmitting the most recent second information when the predetermined operating means is operated in the first operating manner while the game value data is a first value. The third control means is a means that, when the predetermined operating means is operated in the first operating manner in a situation where the game value data is a second value which is greater than the first value, transmits data indicating the first value as the counting data when transmitting the most recent second information. The third control means is a means capable of transmitting data indicating the third value as the counting data when transmitting the most recent second information when the predetermined operating means is operated in the first operating manner, in a situation where the game value data is a third value less than the first value. The third control means, in a situation where the game value has been acquired and the game value data has become the first value before transmitting the third value as the game value data, if the counting process based on the first operation mode is performed before the predetermined period elapses, transmits data indicating the first value as the counting data when transmitting the most recent second information. The third control means, after transmitting the third value as the game value data and before the predetermined period has elapsed, acquires the game value and the game value data becomes the first value, and if counting processing based on the first operation mode is performed before the predetermined period has elapsed (hereinafter referred to as "second case"), when transmitting the most recent second information, does not transmit data indicating the first value as the counting data, but transmits data indicating the third value. In the second case, when the predetermined operation means has not been operated until the next second information is transmitted after the timing of transmitting the most recent second information, data indicating a fourth value obtained by subtracting the third value from the first value is not transmitted as the count data when transmitting the next second information. It is characterized by this.

Effect of the Invention

[0007] According to the gaming machine of the present invention, it is possible to provide a gaming machine capable of smooth operation.

Brief Description of the Drawings

[0008] [Figure 1] It is an external perspective view of the pachinko machine according to the present embodiment as viewed from the front side (the player side). [Figure 2] It is a rear view of the pachinko machine as viewed from the back side. [Figure 3] It is a schematic front view of the game board as viewed from the front side (the player side). [Figure 4] It is a view showing a part of the attacker unit 23 shown in FIG. 3 in an enlarged manner, where (a) is a view showing the internal state of the unit main body 23a, and (b) is a view showing the state of the back side of the unit cover body 23b covering the unit main body 23a. [Figure 5] It is a functional block diagram of the pachinko machine. [Figure 6] It is an example of the display symbols of the pachinko machine, where (a) shows an example of the stop display symbol of FIG. 1 of the special drawing, (b) shows an example of the stop display symbol of FIG. 2 of the special drawing, (c) shows an example of the decorative symbol, and (d) shows an example of the stop display symbol of the general drawing. [Figure 7] It is a flowchart showing the flow of the main control unit main process. [Figure 8] It is a flowchart showing the flow of the main control unit timer interrupt process. [Figure 9](a) is a diagram showing an example of the contents of the special symbol win / loss determination table, (b) is a diagram showing an example of the contents of the special symbol determination table for big wins and sudden time-saving wins in non-time-saving game state, (c) is a diagram showing an example of the contents of the special symbol determination table for big wins and sudden time-saving wins in time-saving game state (a), and (d) is a diagram showing an example of the contents of the special symbol determination table for big wins and sudden time-saving wins in time-saving state (c). [Figure 10] (a) is a diagram showing an example of the contents of the special symbol judgment table for when a minor win is achieved in a non-time-saving state, (b) is a diagram showing an example of the contents of the special symbol judgment table for when a minor win is achieved in a time-saving game state, and (c) is a diagram showing an example of the contents of the special symbol judgment table for when a minor win is achieved in c time-saving game state. [Figure 11] This is a timing chart showing the sequence of operations for a standard electric mechanism. [Figure 12] (a) is a diagram showing the win / failure determination table for the regular diagram in the regular diagram lottery, (b) is a diagram showing the variable pattern determination table for the regular diagram used in the non-time-saving game state, (c) is a diagram showing the variable pattern determination table for the regular diagram used in the time-saving game state, and (d) is a diagram showing the determination table for the fixed stop time of the regular diagram. [Figure 13] (a-1) is a diagram showing the determination table for the start time (OP time) of a win triggered by a normal symbol in a non-time-saving game state, (a-2) is a diagram showing the determination table for the start time (OP time) of a win triggered by a normal symbol in a time-saving game state, (b-1) is a diagram showing the determination table for the opening time of a win triggered by a normal symbol in a non-time-saving game state, (b-2) is a diagram showing the determination table for the opening time of a win triggered by a normal symbol in a1 time-saving game state and c time-saving game state, (b-3) is a diagram showing the determination table for the opening time of a win triggered by a normal symbol in a2 time-saving game state, (c) is a diagram showing the determination table for the closing time of a win triggered by a normal symbol, (d-1) is a diagram showing the determination table for the end time of a win triggered by a normal symbol in a non-time-saving game state, and (d-2) is a diagram showing the determination table for the end time of a win triggered by a normal symbol in a time-saving game state. [Figure 14](a) is a diagram showing the determination table for the start time (OP time) of the normal operation gate trigger; (b) is a diagram showing the determination table for the operation time of the normal operation gate trigger in various game states; (c) is a diagram showing the handling when a game ball passes through the normal operation gate 228g; (d) is a diagram showing the handling of special figure 1 and special figure 2 when special figure 1 and special figure 2 are fluctuating simultaneously; and (e) is a diagram showing the handling when a game ball passes through the normal operation gate 228g while the normal figure is fluctuating. [Figure 15] This is a timing chart explaining the timing for determining the opening time of the standard electric mechanism (electric chute) triggered by the standard electric gate. [Figure 16] Figure 12(d) is a timing chart explaining the measures taken to ensure sufficient stopping time for the regular symbols to be confirmed. [Figure 17] This flowchart shows the processing flow in the first sub-control unit of a pachinko machine. (a) is the flowchart for the main processing of the first sub-control unit, (b) is the flowchart for the command reception interrupt processing of the first sub-control unit, and (c) is the flowchart for the timer interrupt processing of the first sub-control unit. [Figure 18] This flowchart shows the processing flow in the second sub-control unit of a pachinko machine. (a) is the flowchart for the main processing of the second sub-control unit, (b) is the flowchart for the command reception interrupt processing of the second sub-control unit, (c) is the flowchart for the timer interrupt processing of the second sub-control unit, and (d) is the flowchart for the image control processing of the second sub-control unit. [Figure 19] This diagram illustrates the transitions between game states. [Figure 20] This diagram shows, step by step, an example of a performance related to the display of changing decorative symbols, centered on the decorative symbol display device of the pachinko machine of this embodiment. [Figure 21] This diagram shows the continuation of an example of the production shown in Figure 20, step by step. [Figure 22] This figure shows another example of the staging that follows Figure 20(q), illustrating it step by step. [Figure 23] This diagram shows a step-by-step example of a jackpot game presentation centered around a decorative pattern display device. [Figure 24] This diagram shows, step by step, another example of the presentation in a jackpot game, centered around a decorative pattern display device. [Figure 25] This diagram illustrates, step by step, an example of how, when different symbols are being displayed simultaneously, the animation of the symbol that stops first is prioritized. [Figure 26] This is an example where, in a normal gameplay state, when both the regular symbol variation display (indicating a win) and the special symbol 2 variation display (indicating a big win) are being executed, the animation of the symbol that stops first is prioritized. [Figure 27] This diagram shows a step-by-step example, different from the example shown in Figure 25, where both the regular display of the variable figure and the special figure 2 display indicating a jackpot are being executed during normal gameplay. [Figure 28] This diagram shows a step-by-step example of the transition from the final spin in the time-saving game state (RUSH state) to the normal game state (non-time-saving game state). [Figure 29] This figure shows a variation of the standby display. [Figure 30] This is a diagram to explain the performance modes. [Figure 31] This diagram shows a step-by-step example of how the game progresses while changing the presentation mode during the shortened play state (RUSH state). [Figure 32] This diagram shows a step-by-step example of what happens when the winning command is missed while performance mode A is selected. [Figure 33] This diagram shows a step-by-step example of what happens when the winning command is missed while performance mode C is selected. [Figure 34] This diagram shows a step-by-step example of what happens when a power outage occurs for a moment in each performance mode, followed immediately by a power restoration. [Figure 35] This diagram shows a step-by-step example of what happens when the winning command is missed while the modified presentation mode C is selected. [Figure 36] This diagram shows a step-by-step example of what happens when the winning command is missed while performance mode A is selected, which is different from the example shown in Figure 32. [Figure 37]This diagram shows a step-by-step example of what happens when the winning command is missed while performance mode A is selected, which is different from the example shown in Figure 36. [Figure 38] This diagram shows a step-by-step example of a notification system that alerts the user when the third pending item has been accumulated. [Figure 39] This diagram illustrates, step by step, an example of what happens when the third reserved ball fails to receive the winning command while the "Hold 3 Vibration" function is turned on. [Figure 40] This diagram shows a step-by-step example of what happens when you miss a command during a prize win, different from the example shown in Figure 33. [Figure 41] This is a diagram illustrating variations in the performance mode. [Figure 42] This diagram shows two examples step-by-step of the execution of the hold change effect and the pre-notification effect. [Figure 43] (a) is a diagram showing the win / failure determination table for the regular symbols in the second embodiment, (b) is a diagram showing the win / failure determination table for the special symbols in the second embodiment, (c) is a diagram showing the special symbol determination table for when a minor win is achieved, used in the non-time-saving game state of the second embodiment, and (d) is a diagram showing the special symbol determination table for when a minor win is achieved, used in the time-saving game state of the second embodiment. [Figure 44] (a) is a diagram showing the activation time determination table for the normal operation gate trigger in various game states of the second embodiment, and (b) is a diagram showing how to handle Feature Figure 1 and Feature Figure 2 when Feature Figure 1 and Feature Figure 2 are changing simultaneously in the second embodiment. [Figure 45] This diagram shows the flow of gameplay on the gaming machine of the second embodiment. [Figure 46] This flowchart shows the flow of the bonus performance determination process in the second embodiment. [Figure 47] This diagram shows a step-by-step example of how bonus features are executed. [Figure 48] This diagram shows another example of a pre-announcement effect related to a jackpot in a game, illustrating it step by step. [Figure 49]This figure shows a regular-character reach symbol determination table that determines the type of reach symbol in the display of the regular-character decorative symbols during normal gameplay. [Figure 50] This figure shows the Special Feature 2 Reach Symbol Determination Table, which determines the type of reach symbol in the display of the decorative symbols in Special Feature 2 during the shortened play state (RUSH state). [Figure 51] This flowchart shows the process for determining the decorative pattern in the general diagram in the second embodiment. [Figure 52] This is a table showing the display patterns of the hold icon or fluctuating icon in each performance mode of the second embodiment, and the probability of winning. [Figure 53] (a) is a table showing a modified version of the table shown in Figure 52, and (b) is a table showing a modified version of the table shown in Figure 52 that is different from the modified version shown in (a). [Figure 54] This diagram shows, step by step, two examples in which a hold change effect and a pre-notification effect are executed in a gaming machine according to the second embodiment. [Figure 55] (a) is a timing chart showing the flow of the demo performance in the game machine of the second embodiment, and (b) is a timing chart showing the flow when termination condition 1 or termination condition 2 is met during the execution of the demo performance. [Figure 56] This flowchart shows the flow of the demo performance control process in the gaming machine of the second embodiment. [Figure 57] (a) is a timing chart showing the sequence of events when, during the execution of a demo performance in normal gameplay (non-time-saving gameplay), no touch to the ball launch handle 134 is detected and the display of the decorative symbols begins, and then a touch to the ball launch handle 134 is detected. (b) is a timing chart showing the sequence of events when, during the execution of a demo performance in normal gameplay (non-time-saving gameplay), no touch to the ball launch handle 134 is detected and the display of the special symbol 2 begins twice, and a minor win is achieved on the second display of the special symbol 2. [Figure 58] This flowchart shows the flow of demo performance control processing in SumaPachi. [Figure 59]This is a front view of a sealed-type pachinko machine to which the present invention can be applied. [Figure 60] This is a perspective view of a slot machine 1000 to which the present invention can be applied, as seen from the front (player side). [Figure 61] The figures show game machines according to modified versions of the present invention, where (a) shows a casino machine 2000, (b) shows a mobile phone 3000 equipped with a storage unit for storing electronic data that realizes the present invention, (d) shows a portable game machine 4000 equipped with a storage unit for storing electronic data that realizes the present invention, (d) shows a home video game machine 5000 equipped with a storage unit for storing electronic data that realizes the present invention, and (e) shows a data server 6000 that stores electronic data that realizes the present invention. [Figure 62] This is a perspective view of the enclosed gaming machine 100, seen from the front (player side). [Figure 63] This shows a circuit block diagram of the control unit of the enclosed gaming machine 100. [Figure 64] This diagram schematically shows the flow of game balls in a sealed-type gaming machine 100. [Figure 65] This flowchart shows the counting process flow of the frame control unit 600. [Figure 66] This is a flowchart showing the flow of reference signal processing in the frame control unit 600. [Figure 67] This shows the flow of the game ball subtraction process in the frame control unit 600. [Figure 68] This diagram shows the command types between the main control unit and the frame control unit. [Figure 69] This sequence diagram shows an example of communication between the main control unit 300 and the frame control unit 600 after the power of the enclosed gaming machine 100 is turned on, in chronological order. [Figure 70] This sequence diagram shows an example of communication in chronological order when a communication line disconnection error occurs in the main control unit 300 during communication between the main control unit 300 and the frame control unit 600. [Figure 71]This sequence diagram shows an example of communication in chronological order when a communication line disconnection error occurs in the frame control unit 600 during communication between the main control unit 300 and the frame control unit 600. [Figure 72] (a) A diagram showing the types of commands between the frame control unit and the dispensing device. (b) A diagram showing the types of gaming machine information notification commands. [Figure 73] This sequence diagram shows a time-series example of basic communication (without game information) between the frame control unit 600 and the dispensing device 614. [Figure 74] This sequence diagram shows an example of the priority transmission of the game machine information notification command (game information available) in communication between the frame control unit 600 and the lending device 614, in chronological order. [Figure 75] This is a sequence diagram showing an example of count notification in communication between the frame control unit 600 and the lending device 614 in chronological order. [Figure 76] This is a sequence diagram showing an example of a loan notification in communication between the frame control unit 600 and the loan device 614 in chronological order. [Figure 77] This sequence diagram shows an example of what happens when a communication interruption occurs during communication between the frame control unit 600 and the lending device 614, in chronological order. [Figure 78] This sequence diagram shows an example of what happens when a communication interruption occurs during communication between the frame control unit 600 and the lending device 614, in chronological order. [Figure 79] This sequence diagram shows an example of a communication error in the counting notification between the frame control unit 600 and the lending device 614, in chronological order. [Figure 80] This sequence diagram shows an example of a communication error in the loan notification between the frame control unit 600 and the loan device 614 in chronological order. [Figure 81] This is a sequence diagram showing an example of communication between the frame control unit 600 and the dispensing device 614 during gameplay, in chronological order. [Figure 82] This sequence diagram shows an example of communication between the frame control unit 600 and the dispensing device 614 in a time-series manner when the number of game balls increases and the counting button is pressed briefly at the same time. [Figure 83]This sequence diagram shows an example of communication between the frame control unit 600 and the dispensing device 614 in chronological order when the number of game balls increases and the counting button is pressed and held simultaneously. [Figure 84] This is a time chart showing the changes in various signals when one game ball is launched, assuming there is only one game ball available. [Figure 85] This is a time chart showing the changes in various signals when one game ball is launched and one game ball is counted, assuming the number of game balls is 1. [Figure 86] This is a time chart showing the changes in various signals when 250 game balls are launched and 250 game balls are counted. [Figure 87] This is a time chart showing the changes in various signals when 251 game balls are launched and 250 game balls are counted. [Figure 88] This is a time chart showing the changes in various signals when the subtraction sensor signal of the subtraction sensor 618 does not change to the ON level after the reference signal flag is set to ON. [Figure 89] This is an exploded perspective view of the enclosed gaming machine 100. [Figure 90] This is a rear view of the front frame door 106, seen from the rear side. [Figure 91] (a) A magnified view showing the slide lock 170 in the locked position. (b) A magnified view showing the slide lock 170 in the unlocked position. (c) A rear view of the upper unit 154 as seen from the back. [Figure 92] (a) A top view of the front frame door 106 as seen from above. (b) A front view showing the upper unit 154 in the locked position. (c) A front view showing the upper unit 154 in the unlocked position. [Figure 93] This is a simplified front view of the game board 200, as seen from the front. [Figure 94] This is a simplified rear view of the game board 200, seen from the back. [Figure 95] (a) This is a magnified view of the first ball passage 250 with the first ball passage cover 254 removed, and the second ball passage 260 with the second ball passage cover 264 removed. (b) This is a magnified view of the general prize-winning passage 256. [Figure 96] This is a magnified view of the second ball passage 260 with the first ball passage 250 removed. [Figure 97] (a) A schematic side cross-sectional view showing the spherical passage 270 in which the screw insertion opening 274 is formed. (b) A magnified view of the vicinity of the screw insertion opening 274. [Figure 98] (a) A front view of the ball passage 270 with the upper surface portion 270d omitted. (b) A schematic side cross-sectional view of a modified ball passage 280. [Modes for carrying out the invention]

[0009] Using Figures 1 to 27, we will describe in detail the gaming machines to which the present invention can be applied (for example, pinball gaming machines such as pachinko machines and reel gaming machines such as slot machines). In principle, the reference numerals shown in Figures 1 to 27 will be used only in the explanation using Figures 1 to 27, and even if there are duplicate reference numerals shown in other drawings, the reference numerals shown in Figures 1 to 27 will take precedence in the explanation using Figures 1 to 27.

[0010] <Overall Structure> First, the overall configuration of the pachinko machine 100 according to the first embodiment of the present invention will be described using Figure 1. Note that this figure is an external perspective view of the pachinko machine 100 as seen from the front (player side).

[0011] The pachinko machine 100 is a game machine in which a player can win a profit when predetermined conditions are met, and is equipped with an outer frame 102, a main body 104, a front frame door 106, a door with a ball storage tray 108, a launching device 110, and a game board 200 on its front (player side).

[0012] The outer frame 102 is a vertically rectangular wooden frame member used to fix the gaming machine to an installation location (island equipment, etc.) provided in a business that operates a gaming establishment.

[0013] The main body 104 is a vertical rectangular door member that serves as the base shaft of the gaming machine, housed inside the outer frame 102, has a locking function, and is rotatably mounted on the outer frame 102 via a hinge portion 112. The main body 104 is also formed in a frame shape and has an internal space portion 114. An employee of the store (gaming parlor) where this pachinko machine 100 is installed can open and close the main body 104, and a main body open sensor 1041 is provided to detect when the main body 104 is open.

[0014] The front frame door 106 is a door member that is attached to the front of the main body 104, which is the front side of the pachinko machine 100, via a hinge portion 112, so as to be lockable and openable and closable, and is constructed in a frame shape with an opening on the inside. The staff of the amusement parlor can also open and close this front frame door 106, and a front frame door sensor 1061 is also provided to detect when the front frame door 106 is open. The front frame door 106 has a transparent plate member 118 made of glass or resin in the opening, and a speaker 120, a left frame lamp 122L, a right frame lamp 122R, and an upper frame lamp 122U are attached to the front side. The rear surface of the front frame door 106 and the front surface of the game board 200 form a space where the game area 124 is provided. The front frame door 106 is an example of a door body. In this embodiment, a lamp is also referred to as a lamp if the light source is an LED.

[0015] The ball storage tray door 108 is a door component mounted on the front of the pachinko machine 100, below the main body 104, with a locking function and the ability to be opened and closed. This ball storage tray door 108 can be opened by pressing the release lever 1081, which can be operated when the front frame door 106 is open. A ball storage tray door sensor 1082 is also provided to detect when the ball storage tray door 108 is open. The ball storage tray door 108 includes a ball storage tray 126 capable of storing multiple game balls (hereinafter sometimes simply referred to as "balls") and having a passage for guiding the game balls to the launching device 110; a ball release button 130 for the player to eject the game balls stored in the ball storage tray 126; a ball launching handle 134 for the player to launch the game balls, which have been guided to the launching device 110, into the game area 124 of the game board; an effect button 136 for the player to change the effect patterns of various effect devices; a button lamp 138 built into the effect button 136 that illuminates the effect button 136; and a ball dispensing operation button 140 for issuing a ball dispensing instruction to a card unit (CR unit) installed in the amusement parlor. Although not shown in Figure 1, a return operation button is also provided to the right of the ball dispensing operation button 140 for issuing a return instruction to the card unit for returning the player's balance. Furthermore, it also features an operation key unit 190 with a directional pad and a select button.

[0016] The launching device 110 is mounted below the main body 104 and includes a launching rod 146 that rotates when the ball launching handle 134 is operated by the player, and a launching hammer 148 that strikes the game ball with the tip of the launching rod 146. As long as the player continues to operate the ball launching handle 134, the launching device 110 launches game balls toward the game area 124 of the game board at predetermined launching intervals (e.g., 0.6 seconds), and is an example of a launching means.

[0017] Figure 2 is a rear view of the pachinko machine 100 shown in Figure 1, viewed from the back.

[0018] The upper rear of the pachinko machine 100 is equipped with a ball tank 150 having an upward-facing opening for temporarily storing game balls, and a tank rail 154 located below the ball tank 150 for guiding balls that fall through a communication hole formed in the bottom of the ball tank 150 to a payout device 152 located on the right side of the rear.

[0019] The dispensing device 152 consists of a cylindrical member and contains a dispensing motor (not shown), a sprocket, and a dispensing sensor inside. This dispensing device 152 is detachable and, when mounted in a predetermined position, connects to the downstream end of the tank rail 154.

[0020] The sprocket is configured to be rotatable by the payout motor, and temporarily holds the game balls that have passed through the tank rail 154 and flowed down into the payout device 152. By driving the payout motor and rotating by a predetermined angle, the temporarily held game balls are sent out one by one downwards to the payout device 152. In other words, the payout device 152 is a type of ball feeding device that provides driving force to the game balls and transports them.

[0021] The payout sensor is a sensor for detecting the passage of game balls sent out by the sprocket. It outputs either a high or low signal to the payout control unit 600 (see Figure 5) when a game ball is passing through, and the other high or low signal when no game ball is passing through. The game balls that have passed through this payout sensor are configured to pass through a ball rail (not shown) and reach a ball storage tray 126 located on the front side of the pachinko machine 100. The pachinko machine 100 then provides (pays out) a game value (game balls) to the player in accordance with the predetermined conditions for granting, based on whether those conditions have been met.

[0022] On the left side of the diagram of the payout device 152 are: a main board case 158 housing the main board 156 which constitutes the main control unit 300 (see Figure 5) that performs control processing for the entire game; a first sub-board case 162 housing the first sub-board 160 which constitutes the first sub-control unit 400 (see Figure 5) that performs control processing related to the game's effects based on the processing information generated by the main control unit 300; a second sub-board case 166 housing the second sub-board 164 which constitutes the second sub-control unit 500 (see Figure 5) that performs control processing related to the game's effects based on the processing information generated by the first sub-control unit 400; and an error clearing switch which constitutes the payout control unit 600 (see Figure 5) that performs control processing related to the payout of game balls and clears errors by operation by a game store employee. The system includes a payout board case 172 that houses a payout board 170 equipped with a switch 168, a launch board case 176 that houses a launch board 174 which constitutes a launch control unit 630 (see Figure 5) that performs control processing related to the launch of game balls, a power supply board case 184 that houses a power supply board 182 which constitutes a power supply control unit 660 (see Figure 5) that supplies power to various electrical game devices and also includes a power switch 178 which turns the power on and off by the operation of a game store employee, and a RAM clear switch 180 which outputs a RAM clear signal to the main control unit 300 when operated when the power is turned on, and a CR interface unit 186 which transmits and receives signals between the payout control unit 600 and the card unit.

[0023] In this embodiment, a setting change key 192, a setting change button 194, and a prize ratio / setting display 196 are provided on the main board 156. In this embodiment, when the setting change key 192 is operated under the condition that the RAM clear switch 180 is pressed when the power is turned on, the system can be switched to a setting change mode in which the setting can be changed to one of several settings with different jackpot probabilities. In the setting change mode, the current setting is displayed on the prize ratio / setting display 196, and the store clerk can change the setting by pressing the setting change button 194 while confirming this. Note that even if the RAM clear switch 180 is not pressed when the power is turned on, the system may be configured so that the setting can be changed if the setting change key 192 is operated when the power is turned on.

[0024] The prize ratio / setting display unit 196 is a 7-segment LED board mounted on the main board 156 and located inside the main board case 158, and is installed in a manner visible to store staff. The prize ratio / setting display unit 196 has two 7-segment LEDs arranged vertically, and a single 7-segment LED module on the right side. The prize ratio monitor is an indicator that notifies the prize ratio (YH) and the continuous prize ratio (RY), and the setting monitor is a monitor for checking the current setting. The prize ratio / setting display unit 196 is composed of, for example, single-color LEDs such as red, green, blue, and white, but it may also be capable of emitting three colors such as red, green, and orange, or it may be a full-color LED. At least a part of the prize ratio / setting display unit 196 may be provided on, for example, the game board 200 so that it is visible to the player.

[0025] In this embodiment, a DIP switch board 198 is provided on the back of the first sub-board case 162. Details of the DIP switch board 198 will be described later.

[0026] Figure 3 is a schematic front view of the game board 200 as seen from the front. Here, arrows d2 and d3 indicate the direction when the pachinko machine 100 is fixed in place. Arrow d2 indicates the width direction of the pachinko machine 100 (sometimes called the left-right direction), and in a front view, the left side is sometimes called left and the right side is sometimes called right. Arrow d3 indicates the height direction of the pachinko machine 100 (sometimes called the up-down direction), and the higher side is sometimes called up and the lower side is sometimes called down. Although not shown in Figure 3, in the depth direction of the pachinko machine 100 (sometimes called the front-back direction), the front side may be called the front or front side, and the back side may be called the rear or back side.

[0027] The game board 200 has a game area 124 on its front and is detachably attached to the main body 104 using predetermined fixing members so as to face the space 114 of the main body 104. The game area 124 can be observed through the opening after the game board 200 has been attached to the main body 104.

[0028] Various mounting structures can be used for the game board 200 to the main body 104. For example, one possible structure is to insert the left side 200a of the game board 200 (as viewed from the front) into the left side (hinge 112 side) of the main body 104, rotate the game board 200 using this as the pivot point, and then press the right side 200b of the game board 200 (as viewed from the front) against the main body 104 to set it in place. Such a structure may improve work efficiency.

[0029] The game board 200 is a unit in which various parts are attached to a board-shaped main body, the game board 201. The game board 201 is formed of, for example, resin, and its surface (front) constitutes a decorative surface displaying characters of the pachinko machine 100. The decorative surface may be formed, for example, by attaching a sheet printed with characters of the pachinko machine 100. A vibration sensor SR3 is located in the lower right of the game board 201. When detected by the vibration sensor SR3, error processing can be performed (for example, notification by image or sound, game stop that makes it impossible to continue playing, etc.). The vibration sensor SR3 may be replaced with other fraud detection sensors such as a magnetic sensor.

[0030] The game board 200 is equipped with an outer rail 202 and an inner rail 204, forming a game area 124 on which game balls can roll. Part of the outer rail 202 is formed by a rail member 209 that can be attached to the main body 104. Of the game area 124, the area between the outer rail 202 and the inner rail 204 forms a guide area 201a that guides the launched game ball.

[0031] The area of ​​the game board 200 other than the game area 124 is sometimes called the non-game area. The game area 124 and the non-game area can be distinguished by the outer rail 202 as the boundary. In addition, the area inside the area through which the game ball passes when the launch strength of the game ball is at its maximum can be called at least the game area 124. The game area 124 may include areas through which the game ball does not pass due to the presence of a display device or the like. The game area 124 is sometimes called the flow area because the game ball flows down it during gameplay, and the non-game area is sometimes called the non-flow area because the game ball does not flow down it during gameplay except for maintenance or accidents. The entire game area 124 can be called the flow area, but areas through which the game ball does not flow down due to the presence of a display device or the like may be called the non-flow area.

[0032] A decorative symbol display device 208 is located approximately in the center of the game area 124. Below the game area 124 is the main control lamp board 254, on which a normal symbol display device 210, a first special symbol display device 212, a second special symbol display device 214, a normal symbol reserve lamp 216, and a second special symbol reserve lamp 220 are arranged. In addition, the main control lamp board 254 is equipped with a high probability lamp HL, an electric support lamp TL, and a right-hand play lamp RL. Hereafter, normal symbols may be referred to as "normal symbols" and special symbols as "special symbols."

[0033] The decorative pattern display device 208 is a display device for displaying decorative patterns and various effects, and in this embodiment, it is composed of a liquid crystal display (LCD). This decorative pattern display device 208 is divided into four display areas: the left pattern display area 208a, the middle pattern display area 208b, the right pattern display area 208c, and the effect display area 208d. The left pattern display area 208a, the middle pattern display area 208b, and the right pattern display area 208c each display different decorative patterns, and the effect display area 208d displays images used for effects. Furthermore, the position and size of each display area 208a, 208b, 208c, and 208d can be freely changed within the display screen of the decorative pattern display device 208. Although a liquid crystal display is used as the decorative pattern display device 208, it does not have to be a liquid crystal display device; any device capable of displaying various effects and game information is acceptable. For example, other display devices including dot matrix displays, 7-segment displays, organic EL (ElectroLuminescence) displays, reel (drum) type displays, leaf type displays, plasma displays, and projectors may be used.

[0034] The general diagram display device 210 is a display device for displaying general diagrams, and in this embodiment, it is configured with a 7-segment LED. The first special diagram display device 212 and the second special diagram display device 214 are display devices for displaying special diagrams, and in this embodiment, they are each configured with a 7-segment LED.

[0035] The regular symbol hold lamp 216 is a lamp that indicates the number of regular symbol variation games (details described later) that are being held, and in this embodiment, it is possible to hold up to a predetermined number (for example, 4) of regular symbol variation games. The second special symbol hold lamp 220 is a lamp that indicates the number of special symbol variation games that are being held, and in this embodiment, it is possible to hold up to a predetermined number (for example, 4) of special symbol variation games. In this embodiment, the first special symbol hold lamp is not provided, but it may be provided.

[0036] Furthermore, the High Probability Lamp HL indicates that the game state is a high probability state in which a jackpot is likely to occur, or that the game state will become a high probability state. The Electric Support Lamp TL indicates that the game state is an electric support state in which the display time of the normal symbols is shortened and the wing member 2311 (see Figure 4) of the electric tulip (electric tulip), which will be described later, is more likely to be open for a longer period of time. The Right-Handed Shot Indicator Lamp RL indicates that the game state is a jackpot game state, a probability variation state, or an electric support state, and that the player can benefit from shooting to the right. In addition, when a jackpot occurs, a round indicator lamp may be provided to show the number of rounds in the jackpot game related to that jackpot.

[0037] The game board 200 shown in Figure 3 is equipped with a warp device 242 and a stage 244 in the area where the game balls can roll. The warp device 242 discharges game balls that have entered the warp inlet 242a, located to the left of the decorative pattern display device 208, from the warp outlet 242b to the stage 244. The stage 244 is located below and in front of the decorative pattern display device 208, and is the stage on which game balls that have passed through the warp device 242 exhibit movements such as reciprocating motion and rotational motion. On this stage 244, the game balls' dwell time is increased by their reciprocating and rotational motion. The stage 244 is equipped with a stage cover 245.

[0038] Furthermore, a first performance movable unit 7 is positioned above the game area 124, supported by the main body 104. Below and behind the stage 244, a second performance movable unit 8 is positioned, also supported by the main body 104, but the second performance movable unit 8 is not visible in Figure 3.

[0039] As shown in Figure 3, a portion of the upper part of the game area 124 is covered by a decorative cover 203. In addition, the upper right part of the game area 124 is covered by a decorative upper right cover 205.

[0040] In this embodiment, a regular ball start opening 228 is located at the lower center of the game board 200. In this embodiment, one regular ball start opening 228 is provided at the lower center of the game board 200. When a ball enters the regular ball start opening 228, the payout device 152 shown in Figure 2 is driven to pay out a predetermined number of prize balls (for example, 4 balls), and the entered game ball is guided to the back of the pachinko machine 100 and discharged to the game island side. Alternatively, the game ball that enters the regular ball start opening 228 may be returned to the board surface and no prize balls may be paid out. The regular ball start opening 228 may also be provided in the left side area. When a predetermined ball detection sensor detects that a ball has entered the regular ball start opening 228, the pachinko machine 100 starts a regular ball variation game using the regular ball display device 210.

[0041] Furthermore, a general prize entry point is located on the lamp unit 9 extending to the left. Although not shown in the illustration, general prize entry points are also provided in multiple locations within the game area. When a ball enters a general prize entry point, a predetermined ball detection sensor (not shown) detects it and, recognizing that a prize has been won, activates the payout device 152, which dispenses a predetermined number of balls (for example, 4) as prize balls into the ball storage tray 126. The balls dispensed into the ball storage tray 126 can be freely taken out by the player. This configuration ensures that prize balls are dispensed to the player based on their winnings. Balls that enter the general prize entry points are guided to the back of the pachinko machine 100 before being discharged to the game island side.

[0042] Furthermore, as shown in Figure 4(a), the attacker unit 23 is equipped with a first special symbol start port (variable) 231, a second special symbol start port 232, multiple variable prize entry ports (attackers) 234, 235, and a normal operation gate 228g. As shown in Figure 3, the normal symbol start port 228 located in the lower center is configured in such a way that it is difficult for game balls to enter when shooting to the right. On the other hand, in the center of the stage 244 described above, a special route 244a is provided that makes it easier for balls that have reached the stage 244 to enter the normal symbol start port 228 located in the lower center of the game board 200. It is also possible to aim for the normal symbol start port 228 from the left side without going through the stage 244. Therefore, the normal symbol start port 228 located in the lower center of the game board 200 is a start port from which entry can be expected by shooting to the left. Thus, in this embodiment, in the normal game state where left-handed play is recommended, the game is mainly played by entering the regular ball start opening 228 to trigger the regular ball change display on the regular ball display device 210.

[0043] Furthermore, the game area 124 is equipped with a disc-shaped ball direction changing member 236 called a windmill, as well as multiple game nails. Additionally, at the bottom of the inner rail 204, there is an outlet 240 for guiding balls that do not enter any of the prize-winning or starting openings to the back of the pachinko machine 100 and then discharging them towards the game island.

[0044] In this pachinko machine 100, the player supplies balls stored in the ball storage tray 126 to the launch position on the launch rail, drives the launch motor with an intensity corresponding to the amount the player operates the control handle, and launches the balls through the outer rail 202 and inner rail 204 via the launching rod and launching hammer into the game area 124. Once the balls reach the upper part of the game area 124, they flow downwards while their direction of travel is changed by the ball direction changing member 236 and game nails, and either enter various prize holes and start holes, or reach the out hole 240 without entering any prize holes or start holes, or simply pass through the start hole 228. In this embodiment, a discharge ball receiving port (not shown) that accepts all game balls discharged from the game board 200 is formed on the lower edge of the space 114 of the main body 104 so as to open upward, and an out ball detection sensor SWout that detects the passage of game balls received in the discharge ball receiving port is provided at a predetermined position on the main body 104. The out ball detection sensor SWout may be provided on the game board 200 side. In this embodiment, all game balls discharged from the game board 200 (including game balls discharged from the out port 240 and game balls that have entered the various prize winning ports) are received at this discharge ball receiving port and discharged outside the pachinko machine 100 via a predetermined discharge passage. However, it is also possible to configure the system so that only game balls discharged from the out port 240 pass through the out ball detection sensor SWout.

[0045] Next, we will explain the attacker unit 23 located in the lower right of the game area 124.

[0046] The attacker unit 23 shown in Figures 4(a) and 4(b) is located on the back side of the attacker front plate 2301 (Figure 3). An attacker seal 2302 is attached to the front of the attacker front plate 2301 (see Figure 3). In Figure 3, the decorative patterns of the attacker seal 2302 are omitted from the illustration.

[0047] As shown in Figures 4(a) and 4(b), the attacker unit 23 is composed of a unit body 32a positioned on the game board 200 side and a unit cover body 23b that covers the front side of the unit body 32a.

[0048] The unit body 32a has a variable starting port 231 of the electric tuner type, a first variable prize entry port 234 which serves as the first attacker, a second variable prize entry port 235 which serves as the second attacker, and a second starting port 232. In this embodiment, when a ball enters the variable starting port 231, the ball detection sensor 2312 detects it and, recognizing that a prize has been awarded in the variable starting port 231, drives the payout device 152 to discharge a predetermined number of balls (for example, 1 ball) as prize balls into the ball storage tray 126. The game balls that have entered the variable starting port 231 are discharged from the discharge port 231a to the back of the game board 200. Furthermore, when a ball enters the first variable prize slot 234, a ball detection sensor (not shown) detects it and, recognizing that a prize has been awarded to the first variable prize slot 234, drives the payout device 152 to discharge a predetermined number of balls (for example, 15 balls) as prize balls into the ball storage tray 126. In addition, a specific area 234v is provided inside the first variable prize slot 234 through which the game ball that has entered the first variable prize slot 234 can pass. In this embodiment, when a game ball passes through the specific area 234v during a minor prize game, the game transitions to a major prize game. Alternatively, the first variable prize slot 234 may be omitted, and the specific area may be provided inside the second variable prize slot 235. When a ball enters the second variable prize slot 235, the ball detection sensor 2352 detects it and, recognizing that a prize has been won in the second variable prize slot 235, drives the payout device 152 and discharges a predetermined number of balls (for example, 15 balls) as prize balls into the ball storage tray 126. Also, when a ball enters the start slot 232 shown in Figure 2, the ball detection sensor (not shown) detects it and, recognizing that a prize has been won in the start slot 232 shown in Figure 2, drives the payout device 152 and discharges a predetermined number of balls (for example, 1 ball) as prize balls into the ball storage tray 126.

[0049] The variable start opening 231 in Figure 1 has a shutter member 2311 that allows the size of the start opening to be varied. The shutter member 2311 shown in Figure 4(a) is provided to be able to move back and forth in the front-rear direction. When the shutter member 2311 is extended forward, the game ball passes over the extended shutter member 2311. That is, in Figure 4(a), the game ball passes from the right side to the left side of the figure. The ball detection sensor 2312 of the variable start opening 231 in Figure 1 is located below the shutter member 2311 and is positioned downstream, facing upstream. Therefore, when the shutter member 2311 is extended forward, it is easy for the game ball to pass through the ball detection sensor 2312, and the variable start opening 231 in Figure 1 becomes a state where it is easy to win a prize. The game ball that has passed through the ball detection sensor 2312 is guided through the ball passage 2313 to the back side of the game board 200 from the discharge port 231a. On the other hand, when the shutter member 2311 is retracted to the rear, it is difficult for the game ball to pass through the ball detection sensor 2312, and the starting opening (variable) 231 in Figure 1 becomes difficult to enter. In addition, in this embodiment, a normal operation gate 228g is located near the upstream side of the starting opening 232 in Figure 2, and when a game ball passes through the normal operation gate 228g, the shutter member 2311, which will be described later, is activated regardless of the status of the normal operation display. In other words, in this embodiment, the game ball that has passed through the normal operation gate 228g enters the starting opening 232 in Figure 2.

[0050] The second variable prize opening 235, which acts as a second attacker, is positioned downstream of the first variable prize opening 234, which acts as the first attacker, in the direction of the game ball's rolling (flowing) motion. The size of this second variable prize opening 235 is variable by a shutter member 2351, and the shutter member 2351 shown in Figure 4(a) is provided to be able to move back and forth in the front-rear direction. When the shutter member 2351 is advanced forward, the game ball passes over the advanced shutter member 2351. That is, in Figure 4(a), the game ball passes from the right side of the figure to the left side. The ball detection sensor 2352 for the second variable prize opening is positioned below the shutter member 2351 and facing upward. Therefore, when the shutter member 2351 is advanced forward, it is difficult for the game ball to pass through the ball detection sensor 2352, and the second variable prize opening 235 becomes difficult to enter. On the other hand, when the shutter member 2351 is retracted to the rear, it becomes easier for the game ball to pass through the ball detection sensor 2352, and the second variable prize entry opening 235 becomes an easy entry point for prizes.

[0051] The first variable prize slot 234 can be changed between an open state and a closed state by the door member 2341. When the door member 2341 is in the open state, game balls can be received into the first variable prize slot 234, but when it is in the closed state, game balls cannot be received (or are difficult to receive) into the first variable prize slot 234.

[0052] A second special symbol start opening 232 is located where the game ball falls. This second special symbol start opening 232 has a fixed size for the prize entry, and game balls that enter the second special symbol start opening 232 are guided to the back of the pachinko machine 100 before being discharged to the game island side.

[0053] As shown in Figure 4(b), the unit cover body 23b is provided with a ball passage forming wall 230r that protrudes toward the unit body 23a. The ball passage forming wall 230r forms a ball passage 239 that slopes downstream, through which the game balls that enter the attacker unit 23 roll. Furthermore, the ball passage forming wall 230r is not provided at the positions where the shutter member 2311 and the shutter member 2351 advance, and the advanced shutter members 2311 and 2351 become the ball passage forming walls. In other words, when the shutter members 2311 and 2351 advance forward, they are sloped downward toward the downstream side, and the game balls roll downstream using this slope.

[0054] The solid arrows in Figure 4(a) indicate the paths of the game balls as they roll over the ball passage forming wall 230r and the extended shutter member 2311 (the same applies to the arrows in the following figures). In other words, the game balls that enter the attacker unit 23 follow the route shown by the solid arrows towards the starting opening (variable) 231 in Specific Figure 1. Furthermore, the dashed arrows in Figure 4(a) indicate the paths of the game balls as they roll over the ball passage forming wall 230r and the extended shutter member 2351 when the shutter member 2311 retracts and the shutter member 2351 advances. In other words, the game balls that enter the attacker unit 23 follow the route shown by the dashed arrows towards the starting opening 232 in Specific Figure 2. When the shutter member 2351 exits, as shown by the solid arrows at the bottom of Figure 4(a), the game balls fall from the shutter members 2311 and 2351 and enter the second variable prize entry opening 235. After the prize entry is detected by the ball detection sensor 2352, the balls are guided through the ball passage 2343 to the back of the game board via the discharge opening 235a.

[0055] The game balls that have fallen to just before the second special feature start opening 232 pass through the normal operation gate 228g and then enter the second special feature start opening 232, causing the shutter member 2311 to advance and the special feature 2 variable game to begin. In this embodiment, ribs 23r5 are provided on the left and right sides upstream of the normal operation gate 228g so that most of the game balls flowing down toward the second special feature start opening 232 are guided to the normal operation gate 228g. However, some game balls flowing down toward the second special feature start opening 232 may pass through the normal operation gate 228g and others may not, or the game balls may be guided to the normal operation gate 228g so that all game balls pass through the normal operation gate 228g. Furthermore, in this embodiment, with this configuration, it is possible to prevent the occurrence of irregular gameplay, such as when, for example, the second special figure display device 214 is prevented from displaying the changing patterns of special figure 2, while the first special figure display device 212 is allowed to display the changing patterns of special figure 1, by activating the shutter member 2311 targeting only the normal operation gate 228g and causing the changing patterns of special figure 1 to be displayed.

[0056] As shown in Figure 4(a), the unit body 23a is provided with multiple ribs. Similarly, as shown in Figure 4(b), the unit cover body 23b is also provided with multiple ribs. Looking from the upstream side along the flow of the game balls, multiple ribs are provided at intervals along the flow path of the game balls, from downstream of the first variable prize entry opening 234 to just before the shutter member 2311 of the start opening 231 shown in Figure 1. Specifically, in the passage that passes through the first variable prize entry opening 234 and turns back in an S-shape, four ribs 23r1 are provided on the unit body 23a side and five ribs 23f1 are provided on the unit cover body 23b side. These ribs 23r1 and 23f1 are arranged alternately in a plan view to prevent ball jamming in the flow path. In this embodiment, the passage on which the ribs 23r1 and 23f1 are arranged is directed downward, and in this downward-directed passage, three ribs 23r2 are provided protruding from the unit body 23a side, and two ribs 23f2 are provided protruding from the unit cover body 23b side, and these ribs 23r2 and 23f2 are similarly arranged alternately in a side view. With this configuration, when a game ball enters the attacker unit 23, it may be possible to reduce the flow speed of the game ball by colliding with the ribs as it flows down before reaching the shutter member 2311 of the starting opening 231 in Figure 1.

[0057] Furthermore, a rib 2314 is provided above the shutter member 2311 of the starting opening 231 in Figure 1 on the unit body 23a, and a rib 2315 is also provided above the shutter member 2311 on the unit cover body 23b. This allows, for example, when the shutter member 2311 of the starting opening 231 in Figure 1 is operated for a short time to make it difficult for balls to enter the starting opening 231, the ribs 2314 and 2315 can cause the game balls rolling on the shutter member 2311 to collide with the ribs, reducing the flow velocity of the game balls and making it even more difficult for balls to enter the starting opening 231.

[0058] Furthermore, in the unit body 23a, four ribs 23r3 are provided above the shutter member 2351 of the second variable prize opening 235, along the upper surface of the shutter member 2351, and in the unit cover body 23b, four ribs 23f3 are provided above the shutter member 2351 of the second variable prize opening 235, along the upper surface of the shutter member 2351. These ribs 23r3 and 23f3 are arranged alternately in a plan view to prevent ball jamming in the flow path. Also, in this embodiment, because of this configuration, multiple game balls may easily accumulate on the shutter member 2351 of the second variable prize opening 235. Furthermore, in the unit cover body 23b, two ribs 23f3 are also provided on the downstream side of the second variable prize opening 235. In addition, the width of the ball passage 239 is defined on the upper surface of the shutter member 2351 to prevent multiple game balls from flowing down in parallel. In this embodiment, with this configuration, the game balls rolling on the shutter member 2351 of the second variable prize opening 235 flow down while colliding with the ribs, which can reduce the flow speed of the game balls.

[0059] In the ball passage 239 downstream of the shutter member 2351 of the second variable prize entry opening 235, there is a passage formed in an S-shape downwards, and then it is configured to bend downwards and guide the ball to the electric operation gate 228g. Here, at the bent portion of the S-shaped part of the ball passage 239, two ribs 23f4 are provided protruding from the corner of the ball passage forming wall 230r to guide the flow path of the game balls flowing down there. This can suppress the occurrence of ball jams. It can also suppress the flow speed of the game balls flowing down the ball passage 239. In this embodiment, the time it takes for a game ball flowing down the upper surface of the shutter member 2351 of the second variable prize entry opening 235 to enter the starting opening 232 in Figure 2 is configured to be the time required to fire two or more game balls (for example, 1.2 seconds). This can prevent deviations from the designed payout rate when the game state is changed, for example. Furthermore, as long as it can fire two or more shots, it doesn't have to be exactly 1.2 seconds; any duration longer than 1.2 seconds is acceptable.

[0060] Furthermore, in the ball passage 239 downstream of the shutter member 2351 of the second variable prize entry opening 235, the only entry opening (prize entry opening) where a game ball is dispensed upon entry is the special feature 2 start opening 232. If a ball does not enter the special feature 2 start opening 232, it may enter the out opening 240, but even if a ball enters the out opening 240, no prize ball will be dispensed. This makes it possible to prevent deviations from the designed payout rate when, for example, the game state is changed.

[0061] Specifically, during a jackpot game, basically almost all game balls will enter the first variable prize entry point 234 or the second variable prize entry point 235. Therefore, in the a2 time-saving game state which transitions to the jackpot game described later, there are no game balls remaining downstream of the second variable prize entry point 235 (in most cases there are no). Thus, the time it takes for a game ball flowing down the upper surface of the shutter member 2351 to enter the special feature 2 start entry point 232 is configured to be the time required to fire two or more game balls (for example, 1.2 seconds). This prevents the number of game balls that enter the prize entry point from exceeding the number of game balls fired in the a2 time-saving game state, thereby suppressing the stimulation of gambling tendencies. If the time from the top surface of the shutter member 2351 to the other prize entry point (special figure 2 start entry point 232) is short, in the a2 time-saving game state, the game ball may enter the prize entry point (special figure 2 start entry point 232) before it is launched, resulting in a situation where prize balls are paid out even though no game balls have been launched, which can stimulate gambling tendencies.

[0062] The above example shows the ribs provided on both the unit body 23a and the unit cover body 23b, but there may be parts provided only on the unit body 23a side, or parts provided only on the unit cover body 23b side. Furthermore, the ribs may be provided only on the unit body 23a side, or only on the unit cover body 23b side.

[0063] In the attacker unit 23 according to this embodiment, the attacker of the first variable prize entry opening 234 is an attacker that opens and closes during a minor win game, and the attacker of the second variable prize entry opening 235 is an attacker that opens and closes during a major win game. In the special symbol low probability time-saving game state, as described later, right-hand shooting is performed, and the game enters either the a2 time-saving game state where it is easy for the ball to enter the special symbol 1 start opening 231, or the a1 time-saving game state where it is easy for the ball to enter the special symbol 2 start opening 232, and the symbol variation display mainly shows special symbol 1 or special symbol 2. In addition, in this embodiment, for special symbol 1, if it is not a major win, it will always be a minor win, and if it is a minor win, the first variable prize entry opening 234 opens (for example, 5800ms x 1 time), and if special symbol 2 is displaying a variation, the symbol variation display of special symbol 2 that is displaying a variation is discarded, and it becomes a miss. Therefore, when a minor win occurs, it becomes easier for the game ball to enter the first variable prize slot 234 and pass through the specific area 234v. As a result, it becomes easier for a big win game to start based on passing through the specific area 234v. In this case, the opening operation of the first variable prize slot 234 is treated as the opening operation of the first round, so the round in which the second variable prize slot 235 opens for the first time after transitioning to a big win game is treated as the second round. Control for each game state will be described later. In this embodiment, two variable prize slots, the first variable prize slot 234 and the second variable prize slot 235, are provided, but there may be only one variable prize slot. In this case, only the second variable prize slot 235 may be provided.

[0064] Next, the circuit configuration of the control unit of the pachinko machine 100 will be explained in detail using Figure 5. This figure shows a functional block diagram of the control unit. The control unit of the pachinko machine 100 is broadly composed of a main control unit 300 that controls the central part of the game, a first sub-control unit 400 that mainly controls the effects in response to command signals (hereinafter simply referred to as "commands") transmitted by the main control unit 300, a second sub-control unit 500 that controls various devices based on commands transmitted from the first sub-control unit 400, a payout control unit 600 that mainly controls the payout of game balls in response to commands transmitted by the main control unit 300, a launch control unit 630 that controls the launch of game balls, and a power supply control unit 660 that controls the power supplied to the pachinko machine 100.

[0065] First, let's describe the main control unit 300 of the pachinko machine 100. The main control unit 300 is equipped with a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 is equipped with a CPU 304, a ROM 306 for storing control programs and various data, a RAM 308 for temporarily storing data, an I / O 310 for controlling the input and output of various devices, a counter timer 312 for measuring time, counts, etc., a WDT 314 for monitoring abnormalities in program processing, and a random value generation circuit (counter circuit) 318 (this circuit is assumed to have two counters built in). Note that other memory devices may be used instead of the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and the second sub-control unit 500 which will be described later. The CPU 304 of this basic circuit 302 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 316b as the system clock. Furthermore, the random number generation circuit 318 is used as a hardware random number counter that changes the value in the range of 0 to 65535 each time it receives a clock signal output by the crystal oscillator 316a. Although the random number generation circuit 318 is built into the basic circuit 302, it may also be connected to the basic circuit 302.

[0066] Furthermore, the basic circuit 302 includes a sensor circuit 322 for receiving signals output by various sensors 320, including predetermined ball detection sensors such as sensors that detect game balls passing through each start opening, prize opening, and variable prize opening, and a lower tray full sensor, and outputting the amplified results and comparison results with a reference voltage to the CPU 304 and random value generation circuit 318 in the basic circuit 302, a drive circuit 324 for controlling the display of predetermined symbol display devices such as the first special symbol display device 212 and the second special symbol display device 214, and a drive circuit 324 for controlling the display of predetermined symbol display devices such as the general symbol display device 210 The drive circuit 326 is connected to a drive circuit 330 for controlling the display of various status indicators 328 (for example, the regular symbol hold lamp 216, the special symbol 1 hold lamp 218, the special symbol 2 hold lamp 220, the high probability lamp, etc.), and a drive circuit 334 for controlling various solenoids 332, including a drive means for driving the shutter member 2311 of the first special symbol start opening 231 as a regular electric mechanism, the door member 2341 of the first variable prize opening 234 as a special electric mechanism, and the shutter member 2351 of the second variable prize opening 235. In this example, a crystal oscillator 316a and a random value generation circuit 318 are provided separately, but the crystal oscillator 316a may be included in the random value generation circuit 318.

[0067] Furthermore, if the ball detection sensor 2312 detects that a ball has entered the first special feature start opening 231, the sensor circuit 322 outputs a signal indicating that a ball has been detected to the random value generation circuit 318 in the basic circuit 302. Upon receiving this signal, the random value generation circuit 318 latches the value of the counter corresponding to the first special feature start opening 231 at that timing and stores the latched value in the built-in counter value storage register corresponding to the first special feature start opening 231. Similarly, if the random value generation circuit 318 receives a signal indicating that a ball has entered the second special feature start opening 232, it latches the value of the counter corresponding to the second special feature start opening 232 at that timing and stores the latched value in the built-in counter value storage register corresponding to the second special feature start opening 232.

[0068] Furthermore, an information output circuit 336 is connected to the basic circuit 302, and the main control unit 300 outputs game information (for example, game status) of the pachinko machine 100 to an information input circuit 350 provided by an external hall computer (not shown) via this information output circuit 336 and an external terminal board (not shown).

[0069] Furthermore, the main control unit 300 is equipped with a voltage monitoring circuit 338 that monitors the voltage value of the power supply supplied to the main control unit 300 from the power supply control unit 660. This voltage monitoring circuit 338 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply falls below a predetermined value (9V in this example).

[0070] Furthermore, the main control unit 300 is equipped with a startup signal output circuit (reset signal output circuit) 340 that outputs a startup signal (reset signal) when the power is turned on. When the CPU 304 receives a startup signal from this startup signal output circuit 340, it starts game control (starts the main processing of the main control unit, which will be described later).

[0071] Furthermore, the main control unit 300 is equipped with an output interface for sending commands to the first sub-control unit 400 and an output interface for sending commands to the dispensing control unit 600, and this configuration enables communication with the first sub-control unit 400 and the dispensing control unit 600. Information communication between the main control unit 300 and the first sub-control unit 400 is unidirectional, while information communication between the main control unit 300 and the dispensing control unit 600 is bidirectional. The main control unit 300 is configured to send signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 is configured not to send signals such as commands to the main control unit 300. However, information communication between the main control unit 300 and the first sub-control unit 400 may be configured to be bidirectional. Also, the dispensing control unit 600 is configured to send signals such as commands to the main control unit 300, but the dispensing control unit 600 may be configured not to send signals such as commands to the main control unit 300.

[0072] Next, the first sub-control unit 400 of the pachinko machine 100 will be described. The first sub-control unit 400 is equipped with a basic circuit 402 that controls the entire first sub-control unit 400 mainly based on commands transmitted by the main control unit 300. The basic circuit 402 is equipped with a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the input and output of various devices, a counter timer 412 for measuring time, counts, etc., and a serial communication control circuit 424. The CPU 404 of this basic circuit 402 operates by receiving a clock signal of a predetermined period output by a crystal oscillator 414 as the system clock. A ROM 406 for storing control programs and various performance data is also connected to the basic circuit 402. Note that the control program and various performance data may be stored in separate ROMs in the ROM 406. Alternatively, the ROM 406 may be provided in the basic circuit 402. The serial communication control circuit 424 connects the game board lamp drive circuit 440 for controlling the game board lamp 442 and the game machine frame lamp drive circuit 450 for controlling the game machine frame lamp 452, and performs lighting control via serial communication between the game board lamp drive circuit 440 and the game machine frame lamp drive circuit 450.

[0073] Furthermore, the basic circuit 402 is connected to a sound source IC (S-ROM) 416 for controlling the speaker 120 (and amplifier), a drive circuit 422 for controlling the operation of the performance devices 2-5, a sensor circuit 428, and a volume switch 163 for adjusting the volume output from the speaker 120. The sensor circuit 428 outputs detection signals to the basic circuit 402 from various movable body sensors 430 that detect the current position of the performance devices 2-5, etc., and from a button sensor 426 that detects the pressing of various buttons that make up the performance button 136 and the operation key unit 190.

[0074] Next, the second sub-control unit 500 of the pachinko machine 100 will be described. The second sub-control unit 500 receives control commands transmitted by the first sub-control unit 400 via an input interface and includes a basic circuit 502 that controls the entire second sub-control unit 500 based on these control commands. The basic circuit 502 is equipped with a CPU 504, a memory 508 for temporarily storing data, an I / O 510 for controlling the input and output of various devices, a counter timer 512 for measuring time, number of times, etc., and a VDP (video display processor) 516 that reads image data etc. stored in the ROM 506 based on signals from the CPU 504, generates a display image using the work area of ​​the VRAM 518, and displays the image on the decorative pattern display device 208. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as the system clock. Furthermore, the basic circuit 502 is connected to a ROM 506 that stores control programs and data for controlling the entire second sub-control unit 500, as well as data for image display. In this embodiment, a memory 508 is used as a temporary storage area, and the memory 508 is made of a recording medium (e.g., EEPROM or flash memory) that can retain its stored state even when the power supply is cut off. This allows, for example, information for displaying the jackpot history to be retained even when it is initialized or its settings are changed in the main control unit 300. Alternatively, RAM, which loses its stored information when the power supply is cut off, may be used.

[0075] Next, the payout control unit 600, launch control unit 630, and power supply control unit 660 of the pachinko machine 100 will be described. The payout control unit 600 mainly controls the payout motor 602 of the payout device 152 based on signals such as commands transmitted by the main control unit 300, and detects whether the payout of prize balls or rental balls has been completed based on the control signal output by the payout sensor 604. The payout control unit 600 also communicates with a card unit 608, which is provided separately from the pachinko machine 100, via the interface unit 606. The payout control unit 600 also outputs prize ball information indicating that a predetermined number (for example, 10) of prize balls have been paid out, and rental ball information indicating that a predetermined number (for example, 25) of rental balls have been paid out, to the information input circuit 350 via an external terminal board (not shown). A frame sensor 605 is also connected to the payout control unit 600. The frame sensor 605 includes a main body open sensor 1044 that detects when the main body 104 is open, and a front frame door sensor 1061 that detects when the front frame door 106 is open. When the main body 104 or the front frame door 106 is open, these sensors detect it and output an open signal. When the dispensing control unit 600 outputs an open signal from the frame sensor 605, it outputs door open information to the main control unit 300.

[0076] The launch control unit 630 controls the launch solenoid 632 that drives the launching rod 146 and launching hammer 148, and the ball feeding device 634 that supplies balls from the upper tray 126 to the launching device 110, based on the control signals output by the payout control unit 600 that instruct launching permission or to stop, and the control signals output by the launching intensity output circuit located inside the ball launching handle 134 that instruct the launching intensity according to the amount the player operates the ball launching handle 134.

[0077] The power control unit 660 converts the AC power supplied to the pachinko machine 100 from an external source into DC power, converts it to a predetermined voltage, and supplies it to each control unit such as the main control unit 300 and the first sub-control unit 400, as well as each device such as the payout device 152. Furthermore, the power control unit 660 is equipped with a power storage circuit (e.g., a capacitor) to supply power to a predetermined component (e.g., the RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off. In this embodiment, the power control unit 660 supplies power of a predetermined voltage to the payout control unit 600 and the second sub-control unit 500, and the payout control unit 600 supplies power of a predetermined voltage to the main control unit 300, the second sub-control unit 500, and the launch control unit 630. However, each control unit and each device may be supplied with power of a predetermined voltage through other power supply paths.

[0078] Next, using Figures 6(a) to 6(d), we will explain the types of special and general symbols that the first special symbol display device 212, the second special symbol display device 214, the decorative symbol display device 208, and the general symbol display device 210 of the pachinko machine 100 stop displaying.

[0079] Special Feature 1 Variable Game starts when the ball detection sensor 2312 of the first start opening detects that a ball has entered the Special Feature 1 start opening 231, and Special Feature 2 Variable Game starts when the ball detection sensor, the second start opening sensor, detects that a ball has entered the Special Feature 2 start opening 232. When Special Feature 1 Variable Game starts, the first special feature display device 212 performs a "Special Feature 1 Variable Display" (Special Feature Variable Game) by repeatedly lighting up and turning off all seven segments, for example. When Special Feature 2 Variable Game starts, the second special feature display device 214 performs a "Special Feature 2 Variable Display" (Special Feature Variable Game) by repeatedly lighting up and turning off all seven segments. Then, when the variation time determined before the start of variation in Special Figure 1 has elapsed, the first Special Figure display device 212 displays the stopped symbol pattern of Special Figure 1 as stopped, and when the variation time determined before the start of variation in Special Figure 2 has elapsed, the second Special Figure display device 214 displays the stopped symbol pattern of Special Figure 2 as stopped. Hereinafter, the variation display from the start of this "variation display of Special Figure 1 or 2" until the display of the stopped symbol pattern of Special Figure 1 or 2 as stopped may be referred to as the variation display of the Special Figure. This variation display of the Special Figure may be performed multiple times in succession.

[0080] Figure 6(a) shows an example of the stop pattern configuration for Special Feature 1. This Figure 6(a) shows six types of Special Features: "Special Feature A," "Special Feature a," "Special Feature b," "Special Feature c," "Special Feature d," and "Special Feature h." In Figure 6(a), the white areas indicate the locations of segments that are turned off, and the black areas indicate the locations of segments that are lit.

[0081] In this embodiment, one type of jackpot symbol ("Special Symbol A") is provided as a stopping symbol pattern for the special symbol. "Special Symbol A" is a 10-round (R) jackpot symbol, and is a 10R jackpot symbol in which it is expected that a payout will be obtained in all of the 10 rounds. "Special Symbol a," "Special Symbol b," "Special Symbol c," and "Special Symbol d" are 10R minor jackpot symbols, and when "Special Symbol a" is displayed as the stopping symbol, a minor jackpot game is started in which the opening and closing operation of the first variable prize entry opening 234 is performed, and when the game ball passes through a specific area 234v in this minor jackpot game, a 10R jackpot game is started. In this embodiment, one type of jackpot symbol and four types of minor jackpot symbols are provided, but it goes without saying that the types of jackpot symbols and minor jackpot symbols are not limited to these. In addition, a jackpot that is practically difficult to win in some rounds may be provided.

[0082] In the pachinko machine 100 of this embodiment, the determination of whether or not a jackpot is achieved in the special symbol variation game is made by hardware random number lottery, and the determination of the jackpot symbol to stop is made by software random number lottery. In addition, in this embodiment, the game may transition to a time-saving state a after the jackpot game ends. Here, the time-saving state refers to a predetermined state in which the player's advantage is higher than that of the non-time-saving state, for example, by shortening the time until the next jackpot starts. More specifically, when the time-saving state a is reached, if the operating conditions of the normal electric mechanism are met, the normal electric mechanism enters an advantageous state (electric support state), making it easier to enter the special symbol 1 start opening 231, and shortening the variation time of special symbol 1. The RAM 308 of the main control unit 300 is equipped with a time-saving flag, and when this time-saving flag is set to ON, the electric support state is in effect. In other words, in the electric support state, the opening time of the shutter member 2311 of the special feature 1 start opening 231 tends to be longer in a single opening compared to the non-electric support state (extended electric tuner opening period). For example, the electric tuner opening period of 40ms in the non-electric support state is extended to 5800ms in the electric support state. Furthermore, in the electric support state, the shutter member 2311 may be made to open more often compared to the non-electric support state (increased number of electric tuner openings). For example, when the normal electric mechanism is activated, the shutter member 2311, which opens only once in the non-electric support state, may open twice in the electric support state (open for 2.5 seconds, closed for 0.8 seconds, and then open again for 2.5 seconds). The extension of the electric tuner opening period and the increase in the number of electric tuner openings increase the probability of a ball entering the special feature 1 start opening 231. Note that the time-saving flag is set to off during jackpot gameplay. Therefore, the non-electric support state is maintained during jackpot gameplay. This is because, especially in jackpot games, if the game balls are picked up by the electric tuner which has a low number of prize balls, the number of game balls entering the variable prize entry openings (attackers) 234 and 235 may decrease, which can be disadvantageous to the player. In this embodiment, in the time-saving state (electric support state), only the opening period of the shutter member 2311 is extended, but one or more of the multiple time-saving functions such as normal probability change, normal probability change shortening, electric tuner opening period extension, and electric tuner opening number increase may be performed. In the non-electric support state, it is more difficult for game balls to enter the special figure 1 start opening 231 than in the electric support state.As described above, the Special Feature 1 starting opening 231 changes between a difficult-to-win state where it is difficult for game balls to enter and an easy-to-win state where it is easy for game balls to enter. In the electric support state, the entrance to the Special Feature 1 starting opening 231 remains in the easy-to-win state for a longer period of time than in the non-electric support state. In this embodiment, when "Special Feature A", "Special Feature a", "Special Feature b", and "Special Feature c" are displayed as stopped in the non-time-saving state, the electric support state is maintained until the 5th symbol variation display starts in Special Feature 1 or the 2nd symbol variation display starts in Special Feature 2 after the jackpot game that follows has finished, and then the state transitions to the non-electric support state when the 5th symbol variation display in Special Feature 1 or the 2nd symbol variation display in Special Feature 2 starts. On the other hand, when "Special Feature d" is displayed as stopped, the state does not transition to the electric support state after the jackpot game that follows has finished, and instead transitions to the non-electric support state. Furthermore, in the a-time-saving state and the c-time-saving state, if "Special Symbol A" stops and a jackpot is achieved, after the jackpot game ends, the electric support state will be maintained until the 5th symbol variation display in Special Symbol 1 or the 2nd symbol variation display in Special Symbol 2 begins. Also, if a minor win occurs with "Special Symbol a" to "Special Symbol d", the electric support state will be maintained after the jackpot game related to that minor win ends. In this case, after the jackpot game ends, the electric support state is maintained until the 1st symbol variation display by Special Symbol 1 or Special Symbol 2 begins, but since the electric support state ends when this first variation display of Special Symbol begins, it can be said that the electric support state is maintained in effect. Furthermore, in this embodiment, the special symbols are not subject to probability fluctuations (probability changes). However, if a probability change symbol is provided, and a jackpot game is played when the probability change symbol stops and is displayed, the game may transition to a probability change state after the jackpot game ends, in which the probability of a jackpot in the special symbols becomes a high probability state (high probability state for special symbols).

[0083] As described above, in this embodiment, when "Special Symbol A" is displayed in the non-electric support state, a jackpot is triggered, and after the jackpot game ends, the control state returns to the electric support state. Also, when "Special Symbol a," "Special Symbol b," and "Special Symbol c" are displayed in the stop state, a minor win is triggered, and when the game ball passes through the specific area 234v during the minor win game, a jackpot is triggered, and after the jackpot game ends, the control state returns to the electric support state. Also, when "Special Symbol d" is displayed in the stop state, a minor win is triggered, and when the game ball passes through the specific area 234v during the minor win game, a jackpot is triggered, and after the jackpot game ends, the control state returns to the non-electric support state. Also, when "Special Symbol A" is displayed in the electric support state, a jackpot is triggered, and after the jackpot game ends, the control state returns to the electric support state. Furthermore, if "Special Symbol a" to "Special Symbol d" are displayed as stopped symbols, it results in a minor win. If the game ball passes through a specific area 234v during the minor win game, it results in a major win. After the major win game ends, the control state effectively becomes a non-electric support state.

[0084] Furthermore, in this embodiment, one type of stop symbol is provided as a losing symbol. "Special symbol h" is the losing symbol.

[0085] Figure 6(b) shows an example of the stopping pattern of Special Feature 2. Figure 6(b) shows eight types of special features: "Special Feature B", "Special Feature C", "Special Feature D", "Special Feature E", "Special Feature e", "Special Feature f", "Special Feature g", and "Special Feature i". Of these, three are jackpot symbols ("Special Feature B", "Special Feature C", and "Special Feature D"), three are minor jackpot symbols ("Special Feature e", "Special Feature f", and "Special Feature g"), one is a time-saving symbol ("Special Feature E"), and one is a losing symbol ("Special Feature i"). When "Special Symbol B" to "Special Symbol D" are displayed as stop symbols, a jackpot is achieved, and a 10R jackpot game begins after the symbols stop. When the minor win symbols "Special Symbol e" and "Special Symbol f" are displayed as stop symbols, the first variable prize slot 234 opens for a predetermined time (for example, 10 seconds) after the symbols stop, and a jackpot (Type 2 jackpot) is achieved when a game ball that enters the first variable prize slot 234 passes through a specific area 234v. In other words, when a minor win occurs with "Special Symbol e" and "Special Symbol f", if a jackpot is achieved when a game ball passes through the specific area 234v, the game in which the game ball passes through the specific area 234v is considered the first round, and then the jackpot game from the second round onwards begins, and the second variable prize slot 235 opens repeatedly until the 10th round, allowing the player to win payouts. Furthermore, if a small win occurs in "Special Figure g" and then a big win occurs when the game ball passes through a specific area 234v, the game in which the game ball passes through the specific area 234v is considered the first round, and the big win game from the second round onward begins. The second variable prize entry point 235 remains open until the second round, allowing the player to win payouts. In this embodiment, as will be described in more detail later, the game state after the big win game in Special Figure 2 differs depending on the game state at the time of the big win. If a big win occurs in "Special Figure B," "Special Figure C," or "Special Figure D" in the non-electric support state, the game transitions to the non-electric support state after the big win game ends. If a big win occurs in "Special Figure B," "Special Figure C," or "Special Figure D" in the a-time-saving state or c-time-saving state (a time-saving state transitioned by the display of time-saving symbols), the game transitions to the electric support state after the big win game ends.More specifically, in the a-time-saving state and c-time-saving state, if a jackpot is won with "Special Symbol B" or "Special Symbol C", the electric support state will effectively continue until the 5th symbol variation display by Special Symbol 1 begins after the jackpot game ends. However, if a jackpot is won with "Special Symbol D", the electric support state ends when the first variation display of the special symbol begins after the jackpot game ends, so it can be said that the game effectively transitions to a non-electric support state. Furthermore, if a minor win occurs in Special Figure 2 and the game transitions to a major win state during that minor win game, the game state after the major win game ends will differ depending on the game state at the time of the minor win. If a minor win occurs in "Special Figure e," "Special Figure f," or "Special Figure g" during a non-electric support state, the game will transition to a non-electric support state after the major win game related to that minor win ends. If a minor win occurs in "Special Figure e," "Special Figure f," or "Special Figure g" during a time-saving state or c time-saving state (a time-saving state transitioned by the display of time-saving symbols), the game will transition to an electric support state after the major win game related to that minor win ends. However, if a minor win occurs in "Special Figure e," "Special Figure f," or "Special Figure g" during a time-saving state or c time-saving state, the electric support state ends when the major win game ends and the first special figure variation display begins, so it can be said that the game effectively transitions to a non-electric support state.

[0086] Furthermore, in this embodiment, when "Special Symbol E" is displayed, a time-saving symbol is provided that transitions to a special symbol time-saving state without resulting in a big win or a small win. That is, "Special Symbol E" is a time-saving symbol, and when "Special Symbol E" is displayed, the special symbol time-saving state is entered, in which the display time of the special symbol is shortened until the first symbol variation display of Special Symbol 1 begins or the 144th symbol variation display of Special Symbol 2 begins. In addition, one type of stop symbol is provided as a losing symbol. "Special Symbol i" is a losing symbol.

[0087] Figure 6(c) shows an example of a decorative pattern. This embodiment has 10 types of decorative patterns, from "Decoration 1" to "Decoration 10". When it is detected that a ball has entered the regular starting port 228 or the special starting port 232, the decorative pattern display device 208 switches the display in the left pattern display area 208a, the middle pattern display area 208b, and the right pattern display area 208c of the decorative pattern display device 208 in the order of "Decoration 1" → "Decoration 2" → "Decoration 3" → ... "Decoration 9" → "Decoration 10" → "Decoration 1" → ... "Decoration pattern variation display". In other words, the decorative pattern display device 208 displays the decorative patterns in a variation, separately from the regular pattern display device 210 and the second special pattern display device 214. The stopped pattern, which is a combination of decorative patterns, is then displayed. In this embodiment, the decorative pattern variation display corresponding to the pattern variation display of special pattern 1 is not performed, but it may be done in this case.

[0088] When announcing a 10R jackpot, a 10R minor win, or a 2R minor win, the symbol display area 208a to 208c will stop displaying a combination of decorative symbols consisting of three decorative symbols of the same number (for example, "decorative 1-decorative 1-decorative 1" or "decorative 7-decorative 7-decorative 7"). When announcing a losing symbol, the symbol display area 208a to 208c will stop displaying a combination of decorative symbols other than those described above (for example, scattered symbols).

[0089] Hereinafter, in the decorative pattern display device 208, the display from the start of the "display of the changing decorative pattern" until the stopped pattern of the decorative pattern is displayed will be referred to as the display of the changing decorative pattern. The display of the changing decorative pattern is controlled by the second sub-control unit 500.

[0090] Figure 6(d) shows an example of the stopping pattern of the regular ball. In this embodiment, there are two types of stopping patterns for the regular ball: "Regular Ball A," which is a winning pattern, and "Regular Ball B," which is a losing pattern. Based on the ball detection sensor detecting that the ball has passed through the regular ball start opening 228, the regular ball display device 210 performs a "regular ball variation display" (regular ball variation game) in which it repeatedly lights up and turns off all seven segments. After the variation time has elapsed, it displays either "Regular Ball A," which is a winning pattern, or "Regular Ball B," which is a losing pattern, as the stopping pattern. In Figure 6(d) as well, the white areas in the figure indicate the locations of the segments that are turned off, and the black areas indicate the locations of the segments that are lit up.

[0091] Hereafter, the display from the start of this "normal diagram variation display" until the stopping pattern of the normal diagram is displayed may be referred to as the normal diagram variation display.

[0092] <Main processing of the main control unit> Next, using Figure 7, we will explain the main processing performed by the CPU 304 of the main control unit 300 shown in Figure 5. Note that this figure is a flowchart showing the flow of the main processing of the main control unit.

[0093] The RAM 308 of the main control unit 300 shown in Figure 5 stores the special symbol random value, the special symbol round determination random value, the special symbol electric support determination random value, and the special symbol pattern determination random value. The RAM 308 also includes a random number counter for generating these various random values. Furthermore, the RAM 308 stores the number of special symbols held, the special symbol winning random value, and various judgment (lottery) results. Hereinafter, the area in the RAM 308 that stores the number of special symbols held will be referred to as the special symbol held number storage area. Additionally, the RAM 308 is provided with a special symbol start information storage unit divided into the maximum number of areas (four in this example) that can hold the start of the win / fail judgment (lottery), as well as a random value storage area for regular symbols. In the special symbol start information storage unit, as will be described later, multiple types of start information are stored as sets, one set per area, in the order of winning (holding order).

[0094] As described above, the main control unit 300 shown in Figure 5 is equipped with a startup signal output circuit (reset signal output circuit) 340 that outputs a startup signal (reset signal) when the power is turned on. The CPU 304 of the basic circuit 302, upon receiving this startup signal, resets via a reset interrupt and executes the main processing of the main control unit shown in Figure 7 according to the control program pre-stored in the ROM 306.

[0095] Step S101 performs Initialization 1. This Initialization 1 involves setting the initial stack value (temporary setting) for the CPU 304's stack pointer (SP), setting the interrupt mask, initializing the I / O 310, initializing various variables to be stored in RAM 308, enabling operation and setting the initial value for WDT 314, etc. In this embodiment, the WDT 314 is set to an initial value equivalent to 32.8ms.

[0096] In step S103, the value of the WDT314 counter is cleared, and the time measurement by the WDT314 is restarted.

[0097] In step S105, the system monitors whether the low voltage signal is on, that is, whether the voltage monitoring circuit 338 outputs a low voltage signal indicating a voltage drop when the voltage value of the power supply supplied by the power supply control unit 660 to the main control unit 300 via the second sub-control unit 500 falls below a predetermined value (9V in this embodiment). If the low voltage signal is on (the CPU 304 has detected a power outage), the system returns to step S103; if the low voltage signal is off (the CPU 304 has not detected a power outage), the system proceeds to step S107. In addition, if the voltage has not yet reached the predetermined value (9V) immediately after power is turned on, the system returns to step S103, and step S105 is repeatedly executed until the supply voltage is equal to or greater than that predetermined value.

[0098] In step S107, initial setup 2 is performed. This initial setup 2 involves setting a value in the timer circuit 312 that determines the period for executing the main control timer interrupt processing described later, outputting a clear signal from a predetermined port of the I / O 310 (for example, the test output port, the output port to the first sub-control unit 400), and setting permission to write to RAM 308.

[0099] In step S109, it is determined whether or not to return to the state before the power was cut off (before the power was cut off). If it does not return to the state before the power was cut off (to return the basic circuit 302 of the main control unit 300 to its initial state), the process proceeds to step S113 and beyond to execute the initialization process.

[0100] If it is not determined that the system will return to its state before the power outage (Step S109; No), it is determined whether the cause was that the RAM clear switch 180 on the power supply board 182 shown in Figure 2 was operated by an employee of the amusement parlor or the like (Step S113). That is, it is determined whether the RAM clear signal transmitted when the RAM clear switch 180 is operated is ON (indicating that an operation has occurred). If it is determined that the RAM clear signal is ON (Step S113; Yes), it is determined whether the setting change key 192 has been operated to the ON position (Step S115; Yes), and the setting change process is executed (Step S117).

[0101] When the setting change process is executed, the 7-segment display corresponding to the setting monitor on the prize ratio / setting display unit 196 flashes showing "1," indicating that the setting can be changed. In this state, each time the setting change button 194 is pressed, the 7-segment display on the setting monitor increments, and when the setting change button 194 is pressed while the 7-segment display corresponding to the setting monitor is showing "3," it returns to "1." In this embodiment, it is possible to select one of at least three settings 1 to 3, which have different jackpot probabilities, and the setting is confirmed by operating the setting change key 192 to the OFF position after changing to the desired setting. At this time, the setting value displayed on the setting monitor is erased. After the setting is confirmed, the setting value can be redisplayed on the setting monitor for a certain period of time (for example, 5 seconds) by operating the setting change button 194. In this embodiment, the setting value is displayed on the setting monitor of the prize ratio / setting display unit 196, but it may also be displayed on the decorative pattern display device 208, or announced by audio output. Furthermore, although this embodiment uses a three-stage setting (1-3), it may also use a two-stage setting, or allow for four or more stages, or even have no setting changes at all. Also, although the initial value of the setting displayed on the setting monitor is set to "1" in this embodiment, the setting value before the power was cut off may be retained and the retained setting value may be displayed.

[0102] Furthermore, if it is not determined in step S113 that the RAM clear signal is ON (step S113; No), or if it is not determined in step S115 that the setting change key 192 is operated to the ON position (step S115; No), the process proceeds to step S119 without executing the setting change process in step S117.

[0103] In step S119, initialization processing is performed to return the basic circuit 302 to its initial state (step S119). Here, if the RAM clear signal is ON, the power status information stored in the power status memory area of ​​RAM 308 is read. If this power status information does not indicate suspend, a checksum is calculated by adding all the 1-byte data stored in a predetermined area of ​​RAM 308 (for example, all areas) to a 1-byte register with an initial value of 0. It is then determined whether the result of the calculated checksum is a specific value (for example, 0) or not (whether the checksum result is normal or not). If the checksum result is anything other than a specific value (for example, 0) (if the checksum result is abnormal), initialization processing is performed to return the pachinko machine 100 to its initial state. This initialization processing includes setting interrupt disable, setting the stack initial value to the stack pointer (this setting), and initializing all memory areas of RAM 308. In this embodiment, even if initialization is performed, the setting values ​​set in the setting change processing (step S117) are retained. Furthermore, a normal recovery command and a setting command indicating the settings selected in step S117 are set in the transmission information storage area provided in the RAM 308 of the main control unit 300. This normal recovery command is a command that indicates that the initialization process of the main control unit 300 (step S119) has been performed, and like the power restoration command described later, it is transmitted to the first sub-control unit 400 in step S233 of the timer interrupt processing of the main control unit 300.

[0104] In step S121, after setting the interrupt disable, the basic random number initial value update process is performed. In this basic random number initial value update process, one random number counter for generating initial values ​​for each special feature random value counter is updated. For example, if the range of possible values ​​for the special feature random value is 0 to 99, a value is obtained from the random number counter storage area for generating the special feature random value in RAM 308, 1 is added to the obtained value, and then it is stored in the original random number counter storage area. At this time, if the result of adding 1 to the obtained value is 100, 0 is stored in the original random number counter storage area. The other random number counters for generating initial values ​​and the random number counter are updated in the same manner. The main control unit 300 repeatedly executes the process in step S121, except when performing timer interrupt processing which starts at predetermined intervals.

[0105] Meanwhile, in step S111, power restoration processing is performed. In this power restoration processing, the value of the stack pointer stored in the stack pointer save area provided in RAM308 at the time of the power outage is read and the stack pointer is reset (main setting). In addition, the values ​​of each register stored in the register save area provided in RAM308 at the time of the power outage are read and reset to each register, and then the interrupt enable setting is performed. Subsequently, the CPU304 executes the control program based on the reset stack pointer and registers, and as a result, the pachinko machine 100 returns to the state it was in when the power was out. That is, processing resumes from the instruction following the instruction (a predetermined instruction in step S121) that was performed immediately before branching to the timer interrupt processing (described later) immediately before the power outage. Furthermore, the RAM308 mounted on the basic circuit 302 in the main control unit 300 shown in Figure 5 is provided with a transmission information storage area. In this step S111, the power restoration command is set in that transmission information storage area. This power restoration command indicates that the system has returned to the state it was in when the power was lost, and is sent to the first sub-control unit 400 in step S233 of the timer interrupt processing of the main control unit 300, which will be described later.

[0106] <Main control timer interrupt processing> Next, using Figure 8, we will explain the main control unit timer interrupt processing executed by the CPU 304 of the main control unit 300. Note that this figure is a flowchart showing the flow of the main control unit timer interrupt processing.

[0107] The main control unit 300 shown in Figure 5 is equipped with a timer circuit 312 that generates a timer interrupt signal at a predetermined interval (approximately once every 4ms in this embodiment), and the main control unit timer interrupt processing is started at a predetermined interval triggered by this timer interrupt signal.

[0108] Step S201 performs the timer interrupt start process. This timer interrupt start process includes temporarily saving the values ​​of each register of the CPU304 to the stack area.

[0109] In step S203, the WDT314 is periodically restarted (in this embodiment, once every 2ms, which is the period of the main control unit timer interrupt) to prevent a WDT interrupt from occurring (to prevent detection of a processing abnormality) if the count value of the WDT314 exceeds the initial setting value (32.8ms in this embodiment).

[0110] In step S205, an input port state update process is performed. In this input port state update process, detection signals from various sensors 320, including various ball detection sensors, as shown in Figure 5, are input via the input port of the I / O 310, and the presence or absence of detection signals is monitored. This information is then stored in a signal state storage area in the RAM 308, which is partitioned for each of the various sensors 320. To explain using the detection signals of the ball detection sensors as an example, the information on the presence or absence of detection signals from each ball detection sensor, detected in the timer interrupt process two steps prior (approximately 4ms ago), is read from the previous detection signal storage area in the RAM 308, which is partitioned for each ball detection sensor. This information is then stored in the previous detection signal storage area in the RAM 308, which is partitioned for each ball detection sensor. The information on the presence or absence of detection signals from each ball detection sensor, detected in the previous timer interrupt process (approximately 2ms ago), is read from the current detection signal storage area in the RAM 308, which is partitioned for each ball detection sensor. This information is then stored in the previous detection signal storage area mentioned above. Furthermore, the detection signals from each of the ball detection sensors detected in this instance are stored in the aforementioned detection signal storage area.

[0111] Furthermore, in step S205, the system compares the information on the presence or absence of detection signals from each ball detection sensor stored in the aforementioned storage areas for the detection signal two steps prior, the detection signal last time, and the detection signal this time, and determines whether the information on the presence or absence of detection signals for the past three times for each ball detection sensor matches the winning judgment pattern information. This main control unit timer interrupt process, which is activated repeatedly at very short intervals of approximately 4ms, is activated several times while one game ball passes through one ball detection sensor. Therefore, each time the main control unit timer interrupt process is activated, step S205 checks for a detection signal indicating that the same game ball has passed through the same ball detection sensor. As a result, the detection signals indicating that the same game ball has passed through the same ball detection sensor are stored in the aforementioned storage areas for the detection signal two steps prior, the detection signal last time, and the detection signal this time. In other words, when a game ball begins to pass through a ball detection sensor, the two steps prior detection signal is absent, the detection signal last time is present, and the detection signal this time is present. In this embodiment, taking into account false detections and noise in the ball detection sensor, if two consecutive detection signals are stored after no detection signal, it is determined that a prize has been won. The ROM 306 of the main control unit 300 shown in Figure 5 stores prize determination pattern information (in this embodiment, information indicating that there was no detection signal two times ago, a detection signal was present last time, and a detection signal was present this time). In step S205, if the information on the presence or absence of detection signals for the past three times in each ball detection sensor matches the predetermined prize determination pattern information (in this embodiment, information indicating that there was no detection signal two times ago, a detection signal was present last time, and a detection signal was present this time), it is determined that a ball has entered the general prize slot 226, variable prize slots 234, 235, first special feature start slot 231, and second special feature start slot 232, or the regular feature start slot 228. That is, it is determined that a prize has been won in these prize slots 234, 235, 226 or their start slots 231, 232, 228.For example, in the first start-up sensor that detects ball entry into the first special feature start-up opening 231, if the information regarding the presence or absence of detection signals for the past three times matches the aforementioned prize-winning determination pattern information, it is determined that a prize has been won in the first special feature start-up opening 231, that is, that a game medium passing through a predetermined area has been detected, and subsequent processing related to a prize being won in the first special feature start-up opening 231 is performed. However, if the information regarding the presence or absence of detection signals for the past three times does not match the aforementioned prize-winning determination pattern information, the subsequent processing related to a prize being won in the first special feature start-up opening 231 is not performed, and the system branches to the next process. The ROM 306 of the main control unit 300 stores prize-winning determination clear pattern information (in this embodiment, information indicating that there was a detection signal two times ago, there was no detection signal last time, and there was no detection signal this time). Once it is determined that a prize has been won, the system will not determine that a prize has been won again until the information regarding the presence or absence of detection signals for the past three attempts at each ball detection sensor matches the prize-winning determination clear pattern information. Once the information matches the prize-winning determination clear pattern information, the system will then determine whether or not the information matches the prize-winning determination pattern information.

[0112] Steps S207 and S209 perform a basic random number initial value update process and a basic random number update process. These processes update the value of the random number counter for initial value generation performed in step S121, and then update the random number counter for generating special random numbers used by the main control unit 300. For example, if the range of possible values ​​for the special random number is 0 to 99, a value is obtained from the random number counter storage area for generating special random numbers provided in RAM 308, 1 is added to the obtained value, and then it is stored in the original random number counter storage area. If the result of adding 1 to the obtained value is 100, then 0 is stored in the original random number counter storage area. Also, if it is determined that the random number counter has completed one cycle as a result of adding 1 to the obtained value, the value of the random number counter for initial value generation corresponding to that random number counter is obtained and set in the random number counter storage area. For example, if a value is obtained from a random number counter for generating special random numbers, which fluctuates within the numerical range of 0 to 99, and the result of adding 1 to the obtained value is equal to the previously set initial value stored in a predetermined initial value storage area in RAM 308 (for example, 7), then the value is obtained as the initial value from the initial value generation random number counter corresponding to the special random number counter for generating special random numbers, and set in the special random number counter for generating special random numbers. At the same time, in order to determine that the special random number counter for generating special random numbers has completed one cycle, the newly set initial value is stored in the aforementioned initial value storage area.

[0113] In step S211, a random number update process is performed. In this random number update process, the random number counter used to generate random numbers for the effects to be used by the main control unit 300 is updated.

[0114] In step S213, a timer update process is performed. This timer update process updates various timers, including a regular symbol display update timer for measuring the time it takes to display symbols changing and stopping on the regular symbol display device 210, a special symbol display update timer for measuring the time it takes to display symbols changing and stopping on the first special symbol display device 212 and the second special symbol display device 214, and timers for measuring predetermined winning animation time, predetermined opening time, predetermined closing time, predetermined ending animation period, etc.

[0115] In step S215, the prize slot counter update process is performed. In this prize slot counter update process, if a prize is won in prize slots 234, 235, 226 or starting slots 228, 231, 232, the value of the prize ball count storage area set for each prize slot or each starting slot is read from RAM 308, 1 is added, and the value is set back to the original prize ball count storage area.

[0116] In step S217, the prize acceptance process is performed. In the prize acceptance process, if predetermined conditions are met, multiple types of start information are acquired. The multiple types of start information acquired here are stored as one set of start information in an empty area of ​​the start information storage unit in RAM308, according to the order of winning (reservation order).

[0117] In step S219, which is executed following step S217, the process of transmitting the number of payout requests is performed. The output schedule information and payout request information output to the payout control unit 600 shown in Figure 5 consist of 1 byte, with bit 7 indicating strobe information (if on, it indicates that data is being set), bit 6 indicating power-on information (if on, it indicates that this is the first command transmission after power-on), bits 4-5 indicating the type of processing for encryption (0-3), and bits 0-3 indicating the number of payout requests after encryption processing.

[0118] In step S221, a normal symbol state update process is performed. This normal symbol state update process performs one of several processes corresponding to the state of the normal symbol. For example, in the normal symbol state update process performed during the normal symbol variation display (when the value of the normal symbol display pattern update timer described above is 1 or more), the on / off drive control is performed, which repeatedly turns the 7-segment LEDs that make up the normal symbol display device 210 on and off. By performing this control, the normal symbol display device 210 performs a variation display of the normal symbol (normal symbol variation game).

[0119] Furthermore, in the normal symbol state update process at the timing when the normal symbol variation display time has elapsed (the timing when the value of the normal symbol display pattern update timer changes from 1 to 0), if the winning flag is on, the 7-segment LEDs constituting the normal symbol display device 210 are controlled to light up and turn off so that the display becomes a winning symbol. If the winning flag is off, the 7-segment LEDs constituting the normal symbol display device 210 are controlled to light up and turn off so that the display becomes a losing symbol. In addition, the RAM 308 of the main control unit 300 is provided with a setting area for various settings in various processes, not just the normal symbol state update process. Here, the above-mentioned light-up and light-off control is performed, and a setting indicating that the normal symbol is stopped is made in that setting area. By performing this control, the normal symbol display device 210 confirms the display of either a winning symbol (normal symbol A shown in Figure 6(d)) or a losing symbol (normal symbol B shown in Figure 6(d)). Furthermore, to maintain the display for a predetermined stop display period (for example, 500 milliseconds), information indicating the stop period is set in the memory area of ​​the timer for managing the normal display stop time, which is located in RAM 308. With this setting, the confirmed display will be stopped for a predetermined period, and the result of the normal display variation game will be notified to the player.

[0120] Furthermore, if the result of the regular symbol variation game is a win, the regular symbol win flag is turned on, as will be described later. When this regular symbol win flag is on, in the regular symbol state update process at the timing when the predetermined stop display period ends (the timing when the value of the regular symbol stop time management timer changes from 1 to 0), the setting area of ​​RAM 308 is set to "regular symbol operating," and for a predetermined opening period (for example, 5000ms), a signal is output to the solenoid (332) for driving the opening and closing of the shutter member 2311 of the first special symbol start opening 231 to advance the shutter member 2311 forward, and information indicating the opening period is set in the memory area of ​​the wing opening time management timer provided in RAM 308.

[0121] Furthermore, in the normal state update process, which starts when the predetermined open period ends (when the value of the blade open time management timer changes from 1 to 0), a signal is output to the solenoid (332) for driving the opening and closing of the shutter member 2311 to move the shutter member 2311 backward for a predetermined closed period (for example, 500 milliseconds), and information indicating the closed period is set in the memory area of ​​the blade closed time management timer provided in the RAM 308.

[0122] Furthermore, in the normal display state update process that starts when the predetermined closing period ends (when the value of the timer for managing the feather closing time changes from 1 to 0), the setting area of ​​RAM308 is set to "normal display not in operation". In addition, if the result of the normal display variation game is a loss, the normal display loss flag is turned on, as will be described later. When this normal display loss flag is on, the normal display state update process at the time the predetermined stop display period mentioned above ends (when the value of the timer for managing the normal display stop time changes from 1 to 0) also sets the normal display not in operation in the setting area of ​​RAM308. In the normal display state update process when the normal display is not in operation, nothing is done and the process proceeds to the next step S223.

[0123] In step S223, a lottery process related to the regular diagram is performed. In this lottery process related to the regular diagram, if the regular diagram variation game and the opening / closing control of the first special diagram start port 231 are not performed (the regular diagram is inactive), and the number of regular diagram variation games being held is 1 or more, a win determination is made by random number generation from the random number generation circuit 318 shown in Figure 5 to determine whether the result of the regular diagram variation game is a win or a loss. If it is a win, the win flag in RAM 308 is set to ON. If it is a loss, the win flag is set to OFF. Regardless of the result of the win determination, the value of a predetermined random number counter is obtained as the regular diagram timer random value, and based on the obtained regular diagram timer random value, one time for displaying the regular diagram on the regular diagram display device 210 is selected from among multiple variation times, and this variation display time is stored as the regular diagram variation display time in the regular diagram variation time storage area in RAM 308. The number of pending regular symbol variation games is stored in a regular symbol reservation memory area in RAM308. Each time a win is determined, the number of pending regular symbol variation games is reduced by 1 and stored again in this regular symbol reservation memory area. The random number used for the win determination is also erased.

[0124] Next, the pre-reading process (step S224) is executed. In the pre-reading process, the main control unit 300 pre-reads the increased start information in both the regular diagram and special diagram 2, pre-determines the stop symbols and variation time before the win / failure determination process, and stores the pre-determinion result (pre-reading result) in the pre-reading result storage unit in the RAM 308. In this embodiment, pre-reading is not performed because special diagram 1 does not perform hold, but pre-reading may be performed for special diagram 1 if hold is possible.

[0125] Next, the special figure state update process is performed for special figure 1 and special figure 2, but first, the special figure state update process (special figure 2 state update process) is performed for special figure 2 (step S225). In this special figure 2 state update process, one of the following processes is performed depending on the state of special figure 2.

[0126] For example, during the Special Feature 2 state update process in the middle of the Special Feature 2 variation display (when the value of the Special Feature 2 display symbol update timer mentioned above is 1 or greater), a light-on / off drive control is performed to repeatedly light up and turn off the 7-segment LEDs that make up the Special Feature 2 display device 214. By performing this control, the Special Feature 2 display device 214 performs the variation display of Special Feature 2 (Special Feature 2 variation game). In addition, predetermined transmission information indicating that the rotation start setting transmission process should be executed in the command setting transmission process (step S233) is added to the transmission information storage area mentioned above before the process ends.

[0127] Furthermore, the RAM 308 of the main control unit 300 is equipped with flags such as a 10R jackpot flag, a 10R minor jackpot flag, a 2R minor jackpot flag, a miss flag, and a time-saving flag. These flags are set to on or off based on the determined stop symbols in the special feature 2 related lottery process, which will be described later. In the Special Figure 2 state update process, which starts when the Special Figure 2 variation display time has elapsed (when the value of the Special Figure 2 display symbol update timer changes from 1 to 0), the 7-segment LEDs constituting the Special Figure 2 display device 214 are controlled to light up and turn off in the following manner: for example, if the flag is for a 10R time-saving big win, the display will show Special Figures B to D as shown in Figure 6(b); if the flag is for a 10R time-saving small win (transitions to a 10-round big win when a game ball passes through a specific area 234v), the display will show Special Figures e and f as shown in Figure 6(b); if the flag is for a 2R time-saving small win (transitions to a 2-round big win when a game ball passes through a specific area 234v), the display will show Special Figure g as shown in Figure 6(b); if the time-saving flag is on, the display will show Special Figure E; and if the miss flag is on, the display will show Special Figure i. By performing this control, the special figure 2 display device 214 displays a confirmed result of one of the following symbols: a jackpot symbol (special figures B to special figures D), a minor win symbol (special figure e, special figure f) which results in a 10R jackpot upon passing through a specific area 234v, a minor win symbol (special figure g) which results in a 2R jackpot upon passing through a specific area 234v, a time-saving symbol (special figure E), or a losing symbol (special figure i).

[0128] Furthermore, in order to maintain the display for a predetermined stop display period (e.g., 500ms), information indicating the stop period is set in the memory area of ​​the timer for managing the stop time of Special Feature 2, which is provided in RAM 308. With this setting, the confirmed display of Special Feature 2 is stopped for a predetermined period, and the result of the Special Feature 2 variable game is notified to the player. Also, if the number of time-saving spins stored in the time-saving spin count memory unit provided in RAM 308 is 1 or more, 1 is subtracted from that number, and if the subtraction result is 0 instead of 1, the time-saving spin flag is turned off. Furthermore, the time-saving spin flag is also turned off during a big win game (during a special game state).

[0129] Furthermore, in the command setting transmission process (step S233), predetermined transmission information indicating that the rotation stop setting transmission process should be executed is added to the transmission information storage area described above, and special figure 2 identification information indicating that the symbol whose variable display is to be stopped is special figure 2 is added to the RAM 308 as information to be included in the command data described later, before the process ends.

[0130] Furthermore, if the result of the Special Feature 2 variable game is a minor win, the minor win flag is turned on. When the minor win flag is on, in the Special Feature 2 state update process at the timing when the predetermined stop display period ends (when the value of the Special Feature 2 stop time management timer changes from 1 to 0), the setting area of ​​RAM 308 is set to Special Feature 2 in operation, and information indicating the prize-winning performance period is set in the memory area of ​​the Special Feature 2 standby time management timer provided in RAM 308 in order to wait for a predetermined prize-winning performance period (for example, 3 seconds), that is, the period during which an image informing the player that a big win has started on the decorative symbol display device 208 is displayed. In addition, predetermined transmission information indicating that the prize-winning performance setting transmission process should be executed is added to the above-mentioned transmission information storage area in the command setting transmission process (step S233).

[0131] Furthermore, in the special figure 2 state update process, which starts when the predetermined prize winning animation period ends (when the value of the special figure 2 standby time management timer changes from 1 to 0), a signal is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the door member 2341 to keep the first variable prize winning opening 234 in the open state for a predetermined opening period (for example, 10 seconds, or until the number of game balls that have entered the first variable prize winning opening 234 reaches a predetermined number (for example, 10 balls)). At the same time, information indicating the opening period is set in the memory area of ​​the opening and closing mechanism opening time management timer provided in RAM 308. In addition, predetermined transmission information indicating that the jackpot generation device operation process should be executed is added to the above-mentioned transmission information storage area in the command setting transmission process (step S233).

[0132] Furthermore, in the Special Figure 2 state update process, which starts when the predetermined opening period ends (when the value of the timer for managing the opening time of the opening / closing mechanism changes from 1 to 0), a signal is output to the solenoids (some of the various solenoids 332) for driving the opening and closing of the door member 2341 to hold the first variable prize entry opening 234 in the closed state. At this time, if a game ball passes through a specific area 234v, the jackpot flag is turned on. When the jackpot flag is on, in the Special Figure 2 state update process at the end of the predetermined jackpot transition display period (when the value of the timer for managing the jackpot transition in Special Figure 2 changes from 1 to 0), information indicating the jackpot transition period is set in the memory area of ​​the timer for managing the waiting time in Special Figure 2, which is provided in RAM 308, in order to wait for a predetermined jackpot occurrence performance period (for example, 3 seconds), that is, the period during which an image is displayed informing the player that a jackpot has occurred because the game ball has passed through the specific area 234v. Furthermore, in the command setting transmission process (step S233), predetermined transmission information indicating that the jackpot transition effect setting transmission process should be executed is added to the transmission information storage area mentioned above. On the other hand, if the game ball does not pass through the specific area 234v, the jackpot flag is not turned on, the minor jackpot flag is turned off, and the setting area of ​​RAM 308 is set to "Special Feature 2 not in operation". In the Special Feature 2 state update process when Special Feature 2 is not in operation, nothing is done and the system proceeds to the next step S227.

[0133] In the special feature 2 state update process, which starts when the predetermined jackpot transition performance period ends (when the value of the special feature 2 standby time management timer changes from 1 to 0), a signal is output to the solenoid (a part of the various solenoids 332) that drives the opening and closing of the shutter member 2351 of the second variable prize slot 235 to cause the shutter member 2351 to exit and hold it in the open state for a predetermined opening period (for example, 29 seconds, or until a predetermined number of game balls (for example, 10 balls) are detected to have entered the second variable prize slot 235), and information indicating the opening period is set in the storage area of ​​the door opening time management timer provided in RAM 308. In addition, predetermined transmission information indicating that the jackpot opening setting transmission process should be executed in the command setting transmission process (step S233) is added to the above-mentioned transmission information storage area.

[0134] Furthermore, in the state update process shown in Figure 2, which starts when the predetermined open period ends (when the value of the door open time management timer changes from 1 to 0), a signal is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the shutter member 2351 of the second variable prize opening 235 to extend the shutter member 2351 and hold it in the closed state for a predetermined closing period (for example, 1.5 seconds), and information indicating the closing period is set in the storage area of ​​the door closed time management timer provided in RAM 308. In addition, predetermined transmission information indicating that the large prize opening closing setting transmission process should be executed in the command setting transmission process (step S233) is added to the above-mentioned transmission information storage area.

[0135] Furthermore, in the special figure 2 state update process, which starts when the opening and closing control of the shutter member 2351 is repeated a predetermined number of times (10 rounds or 2 rounds excluding the first time in this example), information indicating the performance waiting period is set in the memory area of ​​the performance waiting time management timer provided in RAM 308 in order to set the system to wait for a predetermined termination performance period (for example, 10 seconds), that is, for the period during which an image informing the player that the jackpot has ended is displayed on the decorative pattern display device 208. Also, if the time-saving flag is set to ON, at the same time as the end of this jackpot game, the number of time-saving measures (for example, special figure 1: 1 time, special figure 2: 1 time) is set in the time-saving measure count memory provided in RAM 308, and the time-saving flag provided in RAM 308 is turned ON. If the time-saving flag is set to OFF, the number of time-saving measures is not set in the time-saving measure count memory, nor is the time-saving flag turned ON.

[0136] In this context, "time reduction" refers to a state in the pachinko machine that is advantageous to the player by shortening the time between the end of one big win in a special feature variation game and the start of the next big win. When the time reduction flag is set to ON, the opening time of the shutter member 2351 of the special feature 1 start opening 231 tends to be longer in a single operation (electric tuner opening extension).

[0137] Furthermore, as mentioned above, the time-saving flag is set to OFF during a jackpot game (during special game state). Therefore, the non-electric support state is maintained during a jackpot game. This is because, if the electric support state is active during a jackpot game, many game balls may enter the special feature 1 start opening 231 before a predetermined number of game balls enter the second variable prize opening 235 during the jackpot game, resulting in a large number of game balls that can be won during the jackpot, thus increasing the gambling aspect. This change is intended to solve that problem.

[0138] Furthermore, predetermined transmission information indicating that the termination animation setting transmission process should be executed is added to the above-mentioned transmission information storage area during the command setting transmission process (step S233).

[0139] Furthermore, in the special figure 2 state update process, which starts when the predetermined ending animation period ends (when the value of the animation standby time management timer changes from 1 to 0), the setting area of ​​RAM 308 is set to "Special Figure 2 Not Operating".

[0140] Furthermore, if the result of the Special Feature 2 variable game is a loss, the loss flag is turned on. When this loss flag is on, the Special Feature 2 state update process at the time the predetermined stop display period described above ends (the time when the value of the Special Feature 2 stop time management timer changes from 1 to 0) also sets Special Feature 2 to "not in operation" in the setting area of ​​RAM 308. In the Special Feature 2 state update process when Special Feature 2 is not in operation, nothing is done and the process proceeds to the next step S227.

[0141] Next, a special figure state update process (special figure 1 state update process) is performed for special figure 1 (step S227). In this special figure 1 state update process, one of the following processes is performed depending on the state of special figure 1.

[0142] For example, during the Special Feature 1 state update process in the middle of the Special Feature 1 variation display (when the value of the Special Feature 1 display symbol update timer mentioned above is 1 or greater), the Special Feature 1 display device 212 performs a lighting / exit drive control that repeatedly turns the 7-segment LEDs that make up the Special Feature 1 display device 212 on and off. By performing this control, the Special Feature 1 display device 212 performs the variation display of Special Feature 1 (Special Feature 1 variation game). In addition, predetermined transmission information indicating that the rotation start setting transmission process should be executed in the command setting transmission process (step S233) is added to the above-mentioned transmission information storage area and then the process ends.

[0143] Furthermore, the RAM 308 of the main control unit 300 is equipped with flags such as a 10R big win flag, a 10R small win flag, a loss flag, and a time-saving flag. These flags are set to on or off based on the determined stop symbols in the special symbol 1 related lottery process described later. In the Special Feature 1 state update process, which starts when the Special Feature 1 variation display time has elapsed (when the value of the Special Feature 1 display symbol update timer changes from 1 to 0), the 7-segment LEDs constituting the Special Feature 1 display device 212 are controlled to light up and turn off in the following ways: for example, if the 10R jackpot flag is on and the time-saving flag is also on, the display will be Special Feature A as shown in Figure 6(a); if the 10R minor jackpot flag is on and the time-saving flag is also on, the display will be Special Features a to c as shown in Figure 6(a); if the 10R minor jackpot flag is on and the time-saving flag is also on, the display will be Special Feature d as shown in Figure 6(a); and if the miss flag is on, the display will be Special Feature h. A setting is made in the setting area of ​​the RAM 308 to indicate that Special Feature 1 is currently stopped. By performing this control, the special display device 212 will display a confirmed result for one of the following symbols: a 10R jackpot symbol (special symbol A), a 10R minor win symbol with time reduction (special symbols a to special symbols c), a 10R minor win symbol without time reduction (special symbol d), or a losing symbol (special symbol h).

[0144] Furthermore, in order to maintain the display for a predetermined stop display period (e.g., 500ms), information indicating the stop period is set in the memory area of ​​the timer for managing the stop time of Special Feature 1, which is provided in RAM 308. With this setting, Special Feature 2, which has been confirmed, is displayed in a stopped state for a predetermined period, and the result of the Special Feature 1 variation game is notified to the player. Also, if the number of time-saving rounds stored in the time-saving rounds storage unit provided in RAM 308 is 1 or more, 1 is subtracted from that number of time-saving rounds, and if the subtraction result becomes 0 instead of 1, the time-saving flag is turned off unless the Special Feature probability variation is in progress. In addition, the time-saving flag is also turned off during a jackpot game (during a special game state).

[0145] Furthermore, in the command setting transmission process (step S233), predetermined transmission information indicating that the rotation stop setting transmission process should be executed is added to the transmission information storage area described above, and special figure 2 identification information indicating that the symbol whose variable display is to be stopped is special figure 1 is added to the RAM 308 as information to be included in the command data described later, before the process ends.

[0146] Furthermore, if the result of the Special Feature 1 variation game is a jackpot, the jackpot flag is turned on. When the jackpot flag is on, in the Special Feature 1 state update process at the timing when the predetermined stop display period ends (when the value of the Special Feature 1 stop time management timer changes from 1 to 0), the setting area of ​​RAM 308 is set to Special Feature 1 in operation, and information indicating the prize-winning performance period is set in the memory area of ​​the Special Feature 2 standby time management timer provided in RAM 308 in order to wait for a predetermined prize-winning performance period (for example, 3 seconds), that is, the period during which an image informing the player that a jackpot has started is displayed by the decorative symbol display device 208. In addition, predetermined transmission information indicating that the prize-winning performance setting transmission process should be executed is added to the above-mentioned transmission information storage area in the command setting transmission process (step S233).

[0147] Furthermore, in the special feature 1 state update process, which starts when the predetermined prize winning animation period ends (when the value of the special feature 1 standby time management timer changes from 1 to 0), a signal is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the slide member 2351 of the second variable prize winning opening 235 to keep the slide member 2351 in the open state for a predetermined opening period (for example, 29 seconds, or until a predetermined number of game balls (for example, 10 balls) are detected to have entered the second variable prize winning opening 235), and information indicating the opening period is set in the storage area of ​​the door opening time management timer provided in RAM 308. In addition, predetermined transmission information indicating that the large prize winning opening setting transmission process should be executed in the command setting transmission process (step S233) is added to the above-mentioned transmission information storage area.

[0148] Furthermore, in the state update process shown in Figure 1, which starts when the predetermined open period ends (when the value of the door open time management timer changes from 1 to 0), a signal is output to the solenoid (a part of the various solenoids 332) for driving the opening and closing of the slide member 2351 of the second variable prize opening 235 for a predetermined closing period (for example, 1.5 seconds), and information indicating the closing period is set in the storage area of ​​the door closed time management timer provided in RAM 308. In addition, predetermined transmission information indicating that the large prize opening closing setting transmission process should be executed in the command setting transmission process (step S233) is added to the above-mentioned transmission information storage area.

[0149] Furthermore, in the special figure 1 state update process, which starts when the opening and closing control of the second variable prize entry opening 235 is repeated a predetermined number of times (10 rounds or 2 rounds in this example), information indicating the performance waiting period is set in the memory area of ​​the performance waiting time management timer provided in RAM 308 in order to set the system to wait for a predetermined termination performance period (for example, 10 seconds), that is, for the period during which an image informing the player that the jackpot has ended is displayed on the decorative symbol display device 208. Also, if the time-saving flag is set to ON, at the same time as the end of this jackpot game, the number of time-saving measures (for example, special figure 1: 5 times, special figure 2: 2 times) is set in the time-saving measure count memory provided in RAM 308, and the time-saving flag provided in RAM 308 is turned ON. If the time-saving flag is set to OFF, the number of time-saving measures is not set in the time-saving measure count memory, nor is the time-saving flag turned ON.

[0150] Furthermore, predetermined transmission information indicating that the termination animation setting transmission process should be executed is added to the above-mentioned transmission information storage area during the command setting transmission process (step S233).

[0151] Furthermore, in the special figure 1 state update process, which starts when the predetermined ending animation period has ended (when the value of the animation standby time management timer changes from 1 to 0), the setting area of ​​RAM 308 is set to "Special Figure 1 not in operation".

[0152] Furthermore, if the result of the Special Feature 1 variable game is a loss, the loss flag is turned on. When this loss flag is on, the Special Feature 1 state update process at the time when the predetermined stop display period described above ends (when the value of the Special Feature 1 stop time management timer changes from 1 to 0) also sets Special Feature 2 to "not in operation" in the setting area of ​​RAM 308. In the Special Feature 1 state update process when Special Feature 1 is not in operation, nothing is done and the process proceeds to the next step S229.

[0153] Once the special symbol state update processing in steps S225 and S227 is complete, the special symbol-related lottery processing is then performed for special symbol 1 and special symbol 2, respectively. Here again, the special symbol-related lottery processing for special symbol 2 (special symbol 2-related lottery processing) is performed first (step S229), and then the special symbol-related lottery processing for special symbol 1 (special symbol 1-related lottery processing) is performed (step S231). The special symbol 2-related lottery processing is executed using the earliest special symbol 2 winning random value and special symbol 2 random value in the special symbol 2 random value storage area, with the conditions being that no variable games for special symbol 1 and special symbol 2 are being played, the states of both special symbol 1 and special symbol 2 are inactive, and the number of pending special symbol 2 variable games is 1 or more. The lottery process related to Special Feature 1 is executed using the earliest winning random number and random number of Special Feature 1 in the Special Feature 1 random number memory area, starting with the conditions that no variable gameplay is being performed on Special Feature 1 or Special Feature 2, both Special Feature 1 and Special Feature 2 are inactive, and the number of pending Special Feature 1 variable games is 1 or more.

[0154] Regarding these special symbol-related lottery processes, the main control unit 300 performs the special symbol 2-related lottery process before the special symbol 1-related lottery process. This ensures that if the start conditions for the special symbol 2 variable game and the special symbol 1 variable game are met simultaneously, the special symbol 2 variable game will begin to vary first, followed by the special symbol 1 variable game. Furthermore, the first sub-control unit 400 notifies the results of the win / loss determination for the special symbol variable game via the decorative symbol display device 208. This notification includes the lottery results based on winning into the special symbol 2 start port 232, but not the lottery results based on winning into the special symbol 1 start port 231. Thus, in this embodiment, if a lottery is held based on a win at the Special Feature 2 starting gate 232 while the Special Feature 1 variable game is being played, the Special Feature 2 variable game is started while the Special Feature 1 variable game is being played. If a lottery is held based on a win at the Special Feature 1 starting gate 231 while the Special Feature 2 variable game is being played, the Special Feature 1 variable game is started while the Special Feature 2 variable game is being played.

[0155] In the case of the lottery process related to Special Feature 2 in step S229, the main control unit 300 obtains Special Feature 2 start information (a pair of Special Feature 2 winning random values ​​and Special Feature 2 random values) from the earliest (most recently stored) hold position in the Special Feature 2 random value storage area, and uses the win / failure determination table stored in ROM 306 to determine whether it is a big win, a small win, a time-saving state, or a loss (win / failure determination). In the win / failure determination for Special Feature 1, the main control unit 300 determines whether it is a big win, a small win, a time-saving state, or a loss. Next, based on the Special Feature 2 random values ​​in the obtained Special Feature 2 start information and the determined win / failure determination result, the main control unit 300 uses the Special Feature determination table stored in ROM 306 to determine the symbols to be displayed as stops after the variation display of Special Feature 2 (stop symbols). Next, the main control unit 300 determines the display time (timer number) of the special figure 2 using various tables stored in the ROM 306, based on, for example, the determined win / fail judgment result, the stopped symbol, the number of special figure 2s held at the time of the win / fail judgment, and the acquired random value for determining the special figure variation time.

[0156] The main control unit 300 retrieves the earliest Special Figure 2 start information from the Special Figure 2 random value storage area, then erases the earliest Special Figure 2 start information from the Special Figure 2 random value storage area, and deducts 1 from the Special Figure 2 reserved number storage area. At this time, the Special Figure 2 start information retrieved from the Special Figure 2 random value storage area may be stored in a temporary area provided in the RAM 308, and the above decision may be made based on the Special Figure 2 start information stored in this temporary area.

[0157] Following the lottery process related to Special Feature 2 (step S229) as described above, the lottery process related to Special Feature 1 (step S231) is performed in the same manner. Note that the order of the lottery process related to Special Feature 1 and the lottery process related to Special Feature 2 may be reversed.

[0158] In the above explanation, the special symbol state update process and special symbol-related lottery process are performed independently for special symbol 1 and special symbol 2, respectively, to configure the system to change multiple special symbols simultaneously. In this case, when changing multiple special symbols simultaneously, the decorative symbol display device 208 may be provided with multiple areas to display the lottery results for each special symbol, or multiple decorative symbol display devices may be provided to display the lottery results for each special symbol, and each lottery result may be displayed separately, or the display may be configured to display the lottery results for multiple special symbols. Furthermore, when changes related to multiple special symbols are occurring simultaneously, the lottery result of the special symbol that stopped changing first may affect the lottery result of the special symbol that stops changing later. Moreover, the system is not limited to this, and the lottery process and changing game related to the holding of one special symbol or the other special symbol may not be performed depending on the state of one special symbol.

[0159] In the next step S233 following step S231, a command setting transmission process is performed. In this command setting transmission process, various commands are sent to the first sub-control unit 400. The output information to be sent to the first sub-control unit 400 consists of, for example, 16 bits, with bit 15 being strobe information (if on, it indicates that data is being set), bits 11 to 14 being command types (in this example, information that can identify the type of command, such as basic command, symbol variation start command, symbol variation stop command, prize winning animation start command, ending animation start command, jackpot round number specification command, power restoration command, RAM clear command, pre-read result information command, setting command, etc.), and bits 0 to 10 being command data (predetermined information corresponding to the command type).

[0160] Specifically, the strobe information is turned on or off in the command transmission process described above. Furthermore, if the command type is a symbol variation start (rotation start) command, the command data includes information such as various jackpot flags, minor jackpot flags, loss flags, and the timer number selected in the special symbol-related lottery process. If it is a symbol variation stop (rotation stop) command, it includes the values ​​of various jackpot flags, minor jackpot flags, and loss flags. If it is a jackpot round number specification command, it includes the number of jackpot rounds. If the command type indicates a basic command, the command data includes device information, whether or not a prize was won in the special symbol 1 start port 230, whether or not a prize was won in the special symbol 2 start port 232, and whether or not a prize was won in the variable prize port 234. If it is a pre-read result information command, the command data includes information such as the type of special symbol 1 and special symbol 2, the pre-read number stored in the pre-read number storage area, and the stopped symbols stored in the pre-read result storage unit. If it is a setting command, it includes setting information.

[0161] Furthermore, in the above-mentioned rotation start setting transmission process, the command data is set to include information such as the values ​​of various jackpot flags, minor jackpot flags, and loss flags stored in RAM308, the timer number selected in the Special Feature 1 related lottery process and the Special Feature 2 related lottery process, and the number of Special Feature 1 or Special Feature 2 variable games being held. In the above-mentioned rotation stop setting transmission process, the command data is set to include information such as the values ​​of various jackpot flags, minor jackpot flags, and loss flags stored in RAM308.

[0162] In the above-mentioned prize winning animation setting transmission process, the command data is set to information stored in RAM308, such as animation control information to be output to the decorative symbol display device 208, various lamps 418, and speaker 120 during the prize winning animation period, and the number of reserved special feature 1 variable games or special feature 2 variable games. In the above-mentioned termination animation setting transmission process, the command data is set to information stored in RAM308, such as animation control information to be output to the decorative symbol display device 208, various lamps 418, and speaker 120 during the animation standby period, and the number of reserved special feature 1 variable games or special feature 2 variable games. In the above-mentioned big prize opening setting transmission process, the command data is set to information stored in RAM308, such as the number of big win rounds and the number of reserved special feature 1 variable games or special feature 2 variable games. In the above-mentioned process of sending the setting to close the big prize slot, the command data is set to include information such as the number of big win rounds stored in RAM308 and the number of reserved special feature 1 variable games or special feature 2 variable games.

[0163] In addition, step S233 also performs general command special feature hold increase processing. In this general command special feature hold increase processing, the command data is set to special feature identification information (information indicating special feature 1 or special feature 2) and notification information (either prior notification information, false prior notification information, or no prior notification information) stored in the transmission information storage area of ​​RAM308.

[0164] The first sub-control unit 400 can determine the performance control in response to changes in game control in the main control unit 300 based on the command type included in the received output schedule information, and can also determine the content of the performance control based on the command data information included in the output schedule information.

[0165] In the next step S235 following step S233, an external output signal setting process is performed. In this external output signal setting process, the game information stored in RAM 308 is output to an information input circuit 350, which is separate from the pachinko machine 100, via the information output circuit 336.

[0166] In the next step S237 following step S235, device monitoring processing is performed. In this device monitoring processing, the signal states of various sensors stored in the signal state storage area in step S205 are read out to monitor for the presence or absence of predetermined errors, such as the presence or absence of a front frame door open error or a lower tray full error. If a front frame door open error or a lower tray full error is detected, device information indicating the presence or absence of a front frame door open error or a lower tray full error is set in the transmission information to be sent to the first sub-control unit 400. In addition, various solenoids 332 are driven to control the opening and closing of the special figure 1 start port 231 and the variable prize ports 234, 235, and display data to be output to the general display device 210, special figure 1 display device 212, special figure 2 display device 214, various status display units 328, etc. via drive circuits 324, 326, 330 is set in the output ports of the I / O 310. Furthermore, the output schedule information set in the payout request transmission process (step S219) is output to the payout control unit 600 via the output port of I / O 310.

[0167] In the next step S239 following step S237, the system monitors whether the low-voltage signal is on or off. If the low-voltage signal is on (power outage detected), the system proceeds to step S243; if the low-voltage signal is off (no power outage detected), the system proceeds to step S241. In step S241, the timer interrupt termination process is performed. In this timer interrupt termination process, the values ​​of each register temporarily saved in step S201 are set back to their original values, interrupt enable settings are configured, and then the system returns to the main control unit main process shown in Figure 7. Meanwhile, in step S243, specific variables and a stack pointer necessary to return to the state at the time of power outage are saved as recovery data in a predetermined area of ​​RAM 308, power outage processing such as initialization of input / output ports is performed, and then the system enters a HALT state.

[0168] Next, the tables used for determining success or failure in the lottery process related to Feature Figure 2 (step S229) and the lottery process related to Feature Figure 1 (step S231) in the main control unit timer interrupt processing shown in Figure 8 will be explained with reference to Figures 9 to 10.

[0169] The special drawing validity determination table shown in Figure 9(a) is a table that is referenced when determining the validity of special drawing 1 and special drawing 2. This table is also stored in the ROM 306 of the main control unit 300.

[0170] In the jackpot lottery determination for Special Figure 1 and Special Figure 2, if a number between 0 and 204 is extracted from the random number range of 0 to 65535, that is, a jackpot is selected with a probability of approximately 1 / 319.688. Also, in the jackpot lottery determination for Special Figure 1, if a number between 205 and 65535 is extracted, that is, a minor win is selected with a probability of 1 / 1.003. Also, in the jackpot lottery determination for Special Figure 2, if a number between 205 and 655 is extracted, that is, a minor win is selected with a probability of 1 / 145.313. Furthermore, in Special Figure 2, provided that the time-saving state is active, if a number between 656 and 65535 is extracted in the jackpot lottery determination for Special Figure 2, that is, a time-saving symbol is selected with a probability of 1 / 1.010. In other words, in Special Feature 1, a jackpot is selected with a probability of approximately 1 / 319.688, and if a jackpot is not selected, a minor jackpot is selected, so there are no misses in Special Feature 1. In Special Feature 2, a jackpot is selected with a probability of approximately 1 / 319.688, and a minor jackpot is selected with a probability of 1 / 145.313. In the a-time-saving state, if neither a jackpot nor a minor jackpot is selected, the time-saving symbol is always selected, and there are no misses. On the other hand, in game states other than the a-time-saving state, if neither a jackpot nor a minor jackpot is selected, it is configured to be a miss. It should be noted that misses may also be included in Special Feature 1, but even in that case, it is desirable to make the minor jackpot the most likely to be won.

[0171] In this embodiment, when a minor win occurs, the first variable prize entry opening 234 opens, and when the ball passes through a specific area 234v, it becomes a big win. Therefore, in some cases, Special Figure 1 can be considered a symbol variation display that, when the symbol variation display is performed, results in a big win. Also, in Special Figure 2, in the a time-saving state, if neither a big win nor a minor win is selected, the time-saving symbols stop and the game transitions to the c time-saving state. Therefore, in some cases, Special Figure 2 can be considered a symbol variation display that, when the symbol variation display is performed, results in either a big win or a transition to the time-saving game state. Note that in game states other than the a time-saving state, if neither a big win nor a minor win is selected, Special Figure 2 results in a loss.

[0172] The special symbol determination table for big wins and sudden time-saving wins, used in the non-time-saving game state shown in Figure 9(b), is a table that is referenced when determining the symbols when a big win or time-saving symbol is selected as a result of the hit / fail determination of special symbol 1 and special symbol 2. This table is also stored in the ROM 306 of the main control unit 300.

[0173] If a jackpot is selected as a result of the jackpot lottery in Special Figure 1, Special Figure A is selected with 100% probability. In other words, it will always be a 10R jackpot, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected. Here, the a2 time-saving game state is a more advantageous state than the non-time-saving game state, the a1 time-saving game state described later, and the c time-saving game state. Specifically, in the a2 time-saving game state, if a win is determined in the jackpot lottery of the regular figure or if the regular power operation gate 228g is passed, the shutter member 2311 will extend for a longer time compared to the non-time-saving game state and the a1 time-saving game state. In other words, it can be said that this is a game state in which it is easier to win a prize in the Special Figure 1 start opening 231. Furthermore, in the a2 time-saving game state, the reel spin time of the special symbol 1 is shorter than that of the special symbol 2 and the regular symbols. In other words, in the a2 time-saving game state, it can be said that the next jackpot is likely to occur in a very short amount of time. Note that there may be only one type of reel spin time for the special symbol 1 in the a2 time-saving game state, or multiple types may be available. For example, if multiple types are available, it is sufficient that any reel spin time selected is shorter than the reel spin time for the special symbol 2 and the regular symbols in the a2 time-saving game state. Also, the number of time-saving rounds in the rightmost column of the special symbol judgment table for jackpots and sudden time-saving wins indicates the termination condition of the time-saving game state. Specifically, for special symbol A, the state will end when the 5th reel spin of special symbol 1 in the a2 time-saving game state begins, or when the 2nd reel spin of special symbol 2 begins. Furthermore, the conditions for ending the time-saving game state are not limited to just the number of times Special Feature 1 is played and the number of times Special Feature 2 is played. In addition to these two, a combined number of plays for Special Feature 1 and Special Feature 2 may be set, or the number of plays for the regular feature may be added, or these may be combined as appropriate.

[0174] Furthermore, if a jackpot is selected as a result of the jackpot lottery in Special Feature 2, Special Feature B will be selected with a probability of 50 / 100, Special Feature C with a probability of 30 / 100, and Special Feature D with a probability of 20 / 100. In other words, if a jackpot is selected in Special Feature 2 while in a non-time-saving game state, regardless of which symbol is selected, it will be a 10R jackpot, and after the jackpot game ends, the game will return to a non-time-saving game state.

[0175] The special symbol determination table for big wins and sudden time-saving wins used in the time-saving game state shown in Figure 9(c) is a table that is referenced when determining the symbols when a big win or time-saving symbol is selected as a result of the hit / fail determination of special symbol 1 and special symbol 2. This table is also stored in the ROM 306 of the main control unit 300.

[0176] In the jackpot lottery for Special Figure 1, if a jackpot is selected, Special Figure A is selected with 100% probability. That is, it will always be a 10R jackpot, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected. Also, in the jackpot lottery for Special Figure 2, if a jackpot is selected, Special Figure B is selected with a probability of 50 / 100, Special Figure C is selected with a probability of 30 / 100, and Special Figure D is selected with a probability of 20 / 100. In this embodiment, there is an 80 / 100 probability of a 10R jackpot being selected, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected, and there is a 20 / 100 probability of a 10R jackpot being selected, and after the jackpot game ends, a jackpot that transitions to the a1 time-saving game state is selected. Here, the a1 time-saving game state is more advantageous than the non-time-saving game state, but less advantageous than the a2 time-saving game state. Specifically, in the a1 time-saving game state, when a win is determined in the regular drawing lottery or when the regular power operation gate 228g is passed, the shutter member 2311 extends for a longer time compared to the non-time-saving game state. As will be explained in more detail later, when a win is determined in the regular drawing lottery, it becomes easier to enter the special drawing 1 start opening 231, but when the regular power operation gate 228g is passed, it becomes difficult to enter the special drawing 1 start opening 231.

[0177] In Special Feature D, the termination condition for the a1 time-saving game state is when the first symbol variation display of Special Feature 1 begins or when the first symbol variation display of Special Feature 2 begins. Therefore, after the end of a jackpot game, a reserve of Special Feature 2 is generated during the jackpot game, so normally the reserve of Special Feature 2 is consumed and the symbol variation display of Special Feature 2 begins, immediately ending the a1 time-saving game state and transitioning to the non-time-saving game state. However, since the symbol variation display of Special Feature 2 is executed in the a time-saving game state, the win / loss determination for Special Feature 2 will be based on the lottery result in the a time-saving game state. Furthermore, if a time-saving symbol that can only be won in the a time-saving game state is selected as a result of the jackpot lottery for Special Feature 2, Special Feature E will be selected. If a time-saving symbol is selected, the game will transition to the c time-saving game state from the next symbol variation display after the execution of that symbol variation display. Here, the time-saving game state (c) is more advantageous than the non-time-saving game state, but less advantageous than the time-saving game state (a2). Specifically, in the time-saving game state (c), when a win is determined in the normal drawing lottery, the shutter member 2311 extends for a longer time compared to the non-time-saving game state. As will be explained in more detail later, when a win is determined in the normal drawing lottery, it is easy to enter the special drawing 1 start opening 231, but when the ball passes through the normal operation gate 228g, it becomes difficult to enter the special drawing 1 start opening 231.

[0178] The special symbol determination table for big wins and sudden time-saving wins used in the time-saving game state shown in Figure 9(d) is a table that is referenced when determining the symbols when a big win or time-saving symbol is selected as a result of the hit / fail determination of special symbol 1 and special symbol 2. This table is also stored in the ROM 306 of the main control unit 300.

[0179] In the jackpot lottery for Special Figure 1, if a jackpot is selected, Special Figure A is selected with 100% probability. That is, it will always be a 10R jackpot, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected. Also, in the jackpot lottery for Special Figure 2, if a jackpot is selected, Special Figure B is selected with a probability of 50 / 100, Special Figure C is selected with a probability of 30 / 100, and Special Figure D is selected with a probability of 20 / 100. In this embodiment, there is an 80 / 100 probability of a 10R jackpot being selected, and after the jackpot game ends, a jackpot that transitions to the a2 time-saving game state is selected, and there is a 20 / 100 probability of a 10R jackpot being selected, and after the jackpot game ends, a jackpot that transitions to the a1 time-saving game state is selected. In this embodiment, the time-saving game state (a) or (c) ends when the number of symbol changes in Special Figure 1 reaches a set number of starts, or when the number of changes in Special Figure 2 reaches a set number of starts. However, the time-saving game state may also end when the sum of the number of starts for changes in Special Figure 1 and Special Figure 2 reaches a set number.

[0180] The special symbol determination table for when a minor win is achieved, as shown in Figure 10(a), is a table that is referenced when determining the symbols when a minor win is selected as a result of the hit / fail determination of special symbols 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0181] If a minor win is selected as a result of the big win lottery in Special Feature 1, there is a 20 / 100 probability that Special Feature a will be selected, a 20 / 100 probability that Special Feature b will be selected, an 11 / 100 probability that Special Feature c will be selected, and a 49 / 100 probability that Special Feature d will be selected. If Special Feature a to special feature c is selected, a 10R big win will be triggered on the condition that the game ball passes through the specific area 234v, and after the big win game ends, a minor win will be selected that transitions to the a2 time-saving game state. If Special Feature d is selected, a 10R big win will be triggered on the condition that the game ball passes through the specific area 234v, and after the big win game ends, a minor win will be selected that transitions to the non-time-saving game state.

[0182] Furthermore, if a minor win is selected as a result of the big win lottery in Special Symbol 2, Special Symbol e will be selected with a probability of 35 / 100, Special Symbol f with a probability of 35 / 100, and Special Symbol g with a probability of 30 / 100. In other words, if a minor win is selected in Special Symbol 2 while in a non-time-saving game state, and Special Symbol e or Special Symbol f is selected, regardless of which symbol is selected, it will result in a 10R big win, and after the big win game ends, it will return to a non-time-saving game state. If Special Symbol g is selected, it will result in a 2R big win, and after the big win game ends, it will return to a non-time-saving game state.

[0183] The special symbol determination table for when a minor win is achieved, used in the time-saving game state shown in Figure 10(b), is a table that is referenced when determining the symbols when a minor win is selected as a result of the hit / fail determination of special symbols 1 and 2. This table is also stored in the ROM 306 of the main control unit 300.

[0184] If a minor win is selected as a result of the big win lottery for Special Feature 1, there is a 20 / 100 probability that Special Feature a will be selected, a 20 / 100 probability that Special Feature b will be selected, an 11 / 100 probability that Special Feature c will be selected, and a 49 / 100 probability that Special Feature d will be selected. If Special Feature a to Special Feature c is selected, a 10R big win will occur, provided that the game ball passes through the specific area 234v, and after the big win game ends, a minor win will be selected that transitions to the a2 time-saving game state. However, if Special Feature a is selected, the a time-saving game state will continue until the start of the 5th variation display of Special Feature 1 or the start of the 2nd variation display of Special Feature 2. However, if Special Feature b or Special Feature c is selected, the a2 time-saving game state will end and transition to the non-time-saving game state (normal game state) when the start of the 1st symbol variation display of Special Feature 1 or the 1st symbol variation display of Special Feature 2 occurs. Furthermore, if special feature d is selected, a 10R jackpot is awarded on the condition that the game ball passes through a specific area 234v, and after the jackpot game ends, a minor win is selected that transitions to the a1 time-saving game state.

[0185] Furthermore, if a minor win is selected as a result of the big win lottery in Special Symbol 2, Special Symbol e will be selected with a probability of 35 / 100, Special Symbol f with a probability of 35 / 100, and Special Symbol g with a probability of 30 / 100. In other words, if a minor win is selected in Special Symbol 2 while in the a1 time-saving game state, and Special Symbol e or Special Symbol f is selected, regardless of which symbol is selected, it will result in a 10R big win, and after the big win game ends, it will return to the a1 time-saving game state. If Special Symbol g is selected, it will result in a 2R big win, and after the big win game ends, it will return to the a1 time-saving game state.

[0186] Furthermore, if special symbols b or c are selected, after the jackpot game ends, the game enters the a2 time-saving game state. However, since the termination condition for this a2 time-saving game state is when the first symbol variation display of special symbol 1 begins or the first symbol variation display of special symbol 2 begins, it effectively becomes difficult to win a prize in the special symbol 1 starting gate 231. Specifically, after the jackpot game ends, since special symbol 2 reserves are generated during the jackpot game, normally the special symbol 2 reserves are consumed and the symbol variation display of special symbol 2 begins, so the a1 time-saving game state ends immediately and the game transitions to the non-time-saving game state. However, since the symbol variation display of special symbol 2 is executed in the a time-saving game state, the win / loss determination for special symbol 2 will be based on the lottery result in the a time-saving game state. In addition, if a time-saving symbol is selected as a result of the jackpot lottery for special symbol 2, special symbol E will be selected. If a time-saving symbol is selected, the game will transition to the time-saving game state from the next symbol variation display after the selected symbol variation display is executed.

[0187] Here, the reason why, when special symbols b and c are selected, the state after the jackpot game ends is set to the a2 time-saving game state instead of the a1 time-saving game state, and the termination condition is set to when the first symbol variation display of special symbol 1 begins or when the first symbol variation display of special symbol 2 begins, is to change the rate at which the game transitions to the c time-saving game state without changing the state after the jackpot game ends when special symbols b and c are selected (a1 time-saving game state). In this way, if a minor win is achieved in special symbol 1 in the non-time-saving game state, there is a 51% chance that the special symbol 1 start gate 231 will be in a state where it is easy to win, that is, a state where the next jackpot is likely to occur immediately. If a minor win is achieved in special symbol 1 in the time-saving game state, there is a 20% chance that the special symbol 1 start gate 231 will be in a state where it is easy to win. By changing the termination condition without changing the destination game state, the rate at which the next jackpot is likely to occur immediately can be controlled, making it easier to design the payout performance.

[0188] The special symbol determination table for when a minor win is achieved, used in the time-saving game state shown in Figure 10(c), is a table that is referenced when determining the symbols when a minor win is selected as a result of the hit / fail determination of special symbol 1 and special symbol 2. This table is also stored in the ROM 306 of the main control unit 300.

[0189] If a minor win is selected as a result of the big win lottery in Special Feature 1, there is a 20 / 100 probability that Special Feature a will be selected, a 20 / 100 probability that Special Feature b will be selected, an 11 / 100 probability that Special Feature c will be selected, and a 49 / 100 probability that Special Feature d will be selected. If Special Feature a to Special Feature c is selected, a 10R big win will be triggered on the condition that the game ball passes through the specific area 234v, and after the big win game ends, a minor win will be selected that transitions to the a2 time-saving game state. If Special Feature d is selected, a 10R big win will be triggered on the condition that the game ball passes through the specific area 234v, and after the big win game ends, a minor win will be selected that transitions to the a1 time-saving game state.

[0190] Furthermore, if a minor win is selected as a result of the big win lottery in Special Symbol 2, Special Symbol e will be selected with a probability of 35 / 100, Special Symbol f with a probability of 35 / 100, and Special Symbol g with a probability of 30 / 100. In other words, if a minor win is selected in Special Symbol 2 while in the c time-saving game state, and Special Symbol e or Special Symbol f is selected, regardless of which symbol is selected, it will result in a 10R big win, and after the big win game ends, it will transition to the a1 time-saving game state. If Special Symbol g is selected, it will result in a 2R big win, and after the big win game ends, it will transition to the a1 time-saving game state.

[0191] In the pachinko machine 100 of this embodiment, there are two factors that cause the ordinary electric mechanism (electric tuner) having a shutter member 2311 that changes whether or not it is possible (difficulty) to enter the special symbol 1 start opening (variable) 231 to operate. One is that when a game ball enters the ordinary symbol start opening 228, which can be entered by shooting to the left, and a win is achieved in the ordinary symbol lottery (determination of whether or not the ordinary symbol is successful), the ordinary electric mechanism operates after the ordinary symbol pattern change display. The other is that when a game ball passes through the ordinary electric mechanism operation gate 228g, which can be passed through by shooting to the right, the ordinary electric mechanism operates without an ordinary symbol lottery being held or the ordinary symbol pattern change display being shown.

[0192] Figure 11 is a timing chart showing the sequence of operations for a standard electric mechanism. In Figure 11, time progresses from left to right.

[0193] Figure 11(a) is a timing chart showing the sequence of events when a game ball enters the regular starting opening 228 and the regular electric mechanism is activated. In this case, the regular symbol change is displayed on the regular symbol display device 210, and therefore this may be referred to as the regular symbol trigger below.

[0194] The upper part of Figure 11(a) shows a timing chart representing the fluctuation and stopping of the normal symbols in the normal symbol display device 210. The lower part of Figure 11(a) shows a timing chart representing the opening and closing of the shutter member 2311 of the normal electric mechanism, which has a special symbol 1 start opening (variable) 231 inside. Opening refers to the state in which the shutter member 2311 is extended, and closing refers to the state in which the shutter member 2311 is retracted.

[0195] If the player hits the ball to the left and the game ball enters the regular starting gate 228, and there are three or fewer reserved balls, a regular lottery (determination of whether the regular lottery is successful or not) is held.

[0196] Figure 12(a) shows the table for determining whether a regular drawing is correct or incorrect in the regular drawing lottery.

[0197] This success / failure determination table is referenced in the general drawing-related lottery process (step S223) in the main control unit timer interrupt processing and is stored in the ROM 306 of the main control unit 300. Note that each table shown up to Figure 13 is also referenced in the general drawing-related lottery process (step S223) and is stored in the ROM 306 of the main control unit 300.

[0198] In determining whether a win or loss occurs in the general lottery, if a number between 0 and 204 is extracted from the random number range of 0 to 65535, a win is selected with a probability of approximately 1 / 319.688. This is the same regardless of the game state. However, the probability of winning may be changed depending on the game state. In this embodiment, when a win occurs, the shutter member 2311 of the special feature 1 start opening 231 operates for a predetermined time, making it easier for the game ball to enter the special feature 1 start opening 231.

[0199] Furthermore, when a left-handed shot is made and a game ball enters the regular diagram start opening 228, the regular diagram display device 210 starts displaying the fluctuation of the regular diagram. As shown in Figure 11(a), the fluctuation time is the period from when the regular diagram display device 210 starts displaying the fluctuation of the regular diagram until it stops.

[0200] Figure 12(b) shows a table for determining the variation pattern of the normal diagram used in a non-time-saving game state, and Figure 12(c) shows a table for determining the variation pattern of the normal diagram used in a time-saving game state.

[0201] In non-time-saving gameplay states, the decorative symbol display device 208 displays variations of the decorative symbols on the regular symbols in correspondence with the variation of the regular symbols on the regular symbol display device 210, and a reach animation may occur. There are three types of reach animations: normal reach animation, super (SP) reach animation, and special super (SPSP) reach animation.

[0202] If the normal reel shows a win, the reel will be changed to one of the following patterns: 06 to 08. In any of these patterns, a reach animation will be performed. The reel's duration is 40,000ms for pattern 06, where a normal reach animation is performed; 80,000ms for pattern 07, where an SP reach animation is performed; and 100,000ms for pattern 08, where an SPSP reach animation is performed.

[0203] If the normal reel spin is a miss, the spin pattern will be determined to be one of the following: 01 to 05. First, a determination is made as to whether or not to perform a reach animation, with a 10% probability that a reach animation will be performed. The spin time for the normal reel spin is 14,000 ms for spin pattern 03, which is a normal reach animation; 40,000 ms for spin pattern 04, which is an SP reach animation; and 80,000 ms for spin pattern 05, which is an SPSP reach animation. These spin times are shorter than the spin times for the same type of reach animation in the case of a win. On the other hand, if the reel spin is a miss and no reach animation is performed, the spin pattern will be determined according to the number of reserved reel spins. If the number of reserved reel spins is small (0 or 1), the spin pattern will be 01, with a relatively long spin time of 8,000 ms. If the number of reserved reel spins is large (2 or 3), the spin pattern will be 02, with a relatively short spin time of 4,000 ms.

[0204] In the time-saving game mode, if the normal diagram results in a win, the variation pattern is set to 10, and if the normal diagram results in a loss, the variation pattern is set to 11. In both the case of variation pattern 10 and variation pattern 11, the variation time is shortened to an ultra-short 200ms due to the shortening function of the time-saving game mode. Furthermore, in the time-saving game mode, shooting to the right is recommended in the first place, and shooting to the left, which can lead to a win in the normal diagram start opening 228, is not recommended, and the variation display of the normal diagram in the time-saving game mode is an irregular variation display.

[0205] As shown in Figure 11(a), when the display of the fluctuations of the regular figure on the regular figure display device 210 ends, the regular figure's final stop is displayed for the duration of the final stop. If the regular figure's hit or miss determination is correct, regular figure A is finalized and stopped; if it is incorrect, regular figure B is finalized and stopped.

[0206] Figure 12(d) shows the table used to determine the fixed stop time in the regular diagram.

[0207] The stop time for the regular symbol is determined regardless of the game state and regardless of whether the regular symbol is a win or loss. In other words, a uniform 500ms is guaranteed.

[0208] As shown in Figure 11(a), once the fixed stop time has elapsed, it becomes the start time (OP time) for the normal electric mechanism to hit. This start time is the time (waiting time) until the normal electric mechanism (electric tuner) starts operating.

[0209] If the result of the calculation of the regular drawing is a hit, the main control unit 300 determines the start time of the hit and the open time, closed time, and end time of the hit, as described later, in the regular drawing-related lottery processing (step S223) in the main control unit timer interrupt processing.

[0210] Figure 13(a-1) shows a determination table for the start time of a win triggered by a normal symbol in a non-time-saving game state (OP time), and Figure 13(a-2) shows a determination table for the start time of a win triggered by a normal symbol in a time-saving game state (OP time).

[0211] After the general pattern A is fixedly stopped on the general pattern display device 210, if it is in a non-time-saving game state, a start time of 24,800 ms is started per hit. In the non-time-saving game state, left hitting is performed. At this start time per hit, a display instructing to perform "right hitting" in order to aim at a normal electric accessory (electric chew) is displayed on the decorative symbol display device 208. Using this start time per hit, the game ball is made to be driven into the right area. Also, a display indicating that the electric chew is released is displayed.

[0212] On the other hand, after the general pattern A is fixedly stopped on the general pattern display device 210, if it is in a time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), a start time of only 20 ms is started per hit. Here too, due to the time-saving function, the time is shorter than in the non-time-saving game state.

[0213] As shown in FIG. 11(a), when the start time per hit elapses, a normal electric accessory (electric chew) starts to operate. That is, the shutter member 2311 that was in the retracted position until then starts to advance and comes to the advanced state. The shutter member 2311 maintains the advanced state until the release time ends. When the shutter member 2311 is in the advanced state, it becomes an easy-to-win state for the special figure 1 start port 231. The release time here is the time from when the shutter member 2311 starts to advance until it ends maintaining the advanced state. Note that the release time may be the time from when the shutter member 2311 starts to advance until it completely retracts.

[0214] FIG. 13(b-1) is a diagram showing an opening time determination table for a normal symbol trigger in a non-time-saving game state, FIG. (b-2) is a diagram showing an opening time determination table for a normal symbol trigger in an a1 time-saving game state and a c time-saving game state, and FIG. (b-3) is a diagram showing an opening time determination table for a normal symbol trigger in an a2 time-saving game state.

[0215] In any game state, the number of opening times (operation times) of the shutter member 2311 is one, but it may be made to perform an operation of repeating multiple advances and retractions.

[0216] In the non-time-shortening game state, the opening time becomes 5000 ms of the normal opening time.

[0217] In the a1 time-shortening game state and the c time-shortening game state, the opening time becomes the same 5000 ms as the normal opening time. Note that it may be longer than the normal opening time (for example, 5500 ms). Also, although the opening time is the same in the c time-shortening game state and the a1 time-shortening game state, the a1 time-shortening game state may be longer than the c time-shortening game state, or vice versa.

[0218] In the a2 time-shortening game state, the opening time becomes 5800 ms of the extended opening time. Note that the time from the state where the shutter member 2311 has retreated to the state where it has advanced is the same in any game state, and in the extended opening time, the time for maintaining the advanced state is 800 ms longer than the normal opening time due to the time-shortening function.

[0219] As shown in Fig. 11(a), when the opening time of the normal electric accessory (electric chute) elapses, it becomes the closing time. This closing time is the time for maintaining the closed state after the opening time has ended. If a game ball wins a prize in the special start port 231 provided inside the normal electric accessory during the closing time, that winning is treated as valid. Although the shutter member 2311 is not in the advanced state, considering the time lag until the ball detection sensor of the special start port 231 detects the game ball and the detection delay due to the game ball getting caught, the detection of the winning ball by the ball detection sensor is treated as valid within the closing time.

[0220] Fig. 13(c) is a diagram showing the closing time determination table for the normal symbol trigger.

[0221] The closing time is common in any game state and is 56 ms.

[0222] As shown in Figure 11(a), once the closing time of the standard electric mechanism (electric chute) has elapsed, the winning time ends. This winning time ends after the standard electric mechanism (electric chute) has finished operating. That is, it is the time after the shutter member 2311 has retracted, and once this winning time has elapsed, the fluctuation display shown in the standard figure can be started. The detection of winning balls by the ball detection sensor provided in the start opening 231 of Special Figure 1 is treated as valid during the closing time, but is treated as invalid during the winning time for the purpose of preventing fraud.

[0223] Figure 13(d-1) shows the table for determining the end time of a win triggered by a normal symbol in a non-time-saving game state, and Figure 13(d-2) shows the table for determining the end time of a win triggered by a normal symbol in a time-saving game state.

[0224] The time until the bonus round ends is 4500ms in the non-time-saving mode, compared to 500ms in the time-saving mode. Here again, the time-saving function makes the time shorter in the time-saving mode than in the non-time-saving mode.

[0225] Figure 11(b) is a timing chart showing the sequence of events when a game ball passes through the standard electric activation gate 228g, which triggers the operation of the standard electric mechanism. Hereafter, this case may be referred to as the standard electric activation gate trigger.

[0226] The upper part of Figure 11(b) shows a timing chart representing the state of the detection signal output from the ball detection sensor installed on the standard electric operation gate 228g. The lower part of Figure 11(b), like the lower part of Figure 11(a), shows a timing chart representing the opening and closing of the shutter member 2311 of the standard electric mechanism.

[0227] When the ball detection sensor detects a game ball passing through the normal operation gate 228g, an ON-level detection signal is output to the main control unit 300. Upon receiving this detection signal, the main control unit 300 determines the start time in the normal state update process (step S221) of the main control unit timer interrupt process.

[0228] Figure 14(a) is a diagram showing the determination table for the start time (OP time) of the normal operation gate trigger.

[0229] The start time (OP time) for the trigger of the standard electric operation gate is the time (waiting time) from when the ball detection sensor of the standard electric operation gate 228g outputs an ON level detection signal until the standard electric mechanism (electric chute) starts operating.

[0230] The opening time here is the same for all game states and is 500ms. That is, as shown in Figures 13(a-1) and (a-2), the start time of a win triggered by a normal symbol (OP time) differs in length between the non-time-saving game state and the time-saving game state, but there is no change in length between the non-time-saving game state and the time-saving game state when triggered by a normal power-operated gate. The normal power-operated gate 228g can be passed through by shooting to the right, and since shooting to the right is recommended in the time-saving game state, the player should continue shooting to the right. Note that since shooting to the left is recommended in the non-time-saving game state, the passage of a game ball through the normal power-operated gate 228g in the non-time-saving game state is irregular.

[0231] As shown in Figure 11(b), once the start time has elapsed, the standard electric mechanism (electric chute) begins to operate. That is, the opening time here is the same as the opening time of the standard electric mechanism of the standard symbol trigger, and is the time from when the shutter member 2311 starts to extend until it stops maintaining the extended state. Once the opening time has elapsed, the closing time begins. This closing time is also the same as the closing time of the standard electric mechanism of the standard symbol trigger, and is the time from when the shutter member 2311 extends until it retracts. Even during this closing time, the detection of winning balls by the ball detection sensor provided in the start opening 231 of Special Figure 1 is treated as valid.

[0232] Figure 14(b) shows a table for determining the activation time of the normal power gate trigger in various game states.

[0233] Regardless of the game state, the shutter member 2311 is opened (operated) only once, but it may be configured to repeatedly move forward and backward multiple times.

[0234] When the start time has elapsed, the main control unit 300 determines the opening time according to the game state in the normal diagram state update process (step S221) in the main control unit timer interrupt process. In the non-time-saving game state, the opening time is 44ms, and in the a1 time-saving game state and the c time-saving game state, the opening time is also 44ms. In other words, there is no difference in the opening time between the non-time-saving game state and the a1 time-saving game state and the c time-saving game state. On the other hand, in the a2 time-saving game state, the opening time becomes the extended opening time of 5800ms. As a result, in the non-time-saving game state, the a1 time-saving game state and the c time-saving game state, even if the game ball passes through the normal operation gate 228g, it is difficult to get the game ball into the special diagram 1 start opening 231, but in the a2 time-saving game state, it is easy to get the game ball into the special diagram 1 start opening 231 once the game ball passes through the normal operation gate 228g.

[0235] As explained above, in the case of a normal operation gate trigger, there is no difference in opening time between the non-time-saving game state and the a1 time-saving game state and the c time-saving game state, and there is also no difference in the start time (OP time). However, in the case of a normal symbol trigger, firstly, the variation time of the normal symbols is shorter in the time-saving game state than in the non-time-saving game state (Figure 12(c)), the winning opening time (OP time) is also shorter in the time-saving game state than in the non-time-saving game state (Figure 13(a-2)), and furthermore, the winning end time is also shorter in the time-saving game state than in the non-time-saving game state (Figure 13(d-2)). Therefore, it can be said that the requirements for a time-saving game state are met. In particular, in the normal state at the start of the game (non-time-saving game state), the time-saving game state is acquired with a normal symbol trigger, so it is important that the requirements for a time-saving game state are met with a normal symbol trigger.

[0236] In the pachinko machine 100 of the present embodiment, in the a1 short game state and the c short game state, since it is not desired to let the game balls win in the special figure 1 start port 231, it is necessary to set the shutter member 2311 of the ordinary electric accessory (electric chute) to the operating mode in which it is most difficult to win. By setting it to the same operating mode as in the non-short game state, it is possible to make it most difficult for the game balls to win in the special figure 1 start port 231, and it is possible to ensure the game properties and prevent cheating (prevent fraud). Further, the data of the opening time and the start time (OP time) can be made common between the non-short game state, the a1 short game state, and the c short game state, and the data capacity can also be reduced.

[0237] Furthermore, in non-time-saving game states, the start time for a win triggered by a normal symbol (OP time) may be set to 10 seconds, and the start time for a win triggered by a normal power-operated gate (OP time) may be set to 20 seconds. In time-saving game states (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the start time for a win triggered by a normal symbol (OP time) may be set to 5 seconds, and the start time for a win triggered by a normal power-operated gate (OP time) may be set to 15 seconds. In this case, comparing the start time for a win triggered by a normal symbol in a non-time-saving game state (10 seconds) with the start time for a win triggered by a normal power-operated gate in a time-saving game state (15 seconds), the start time in the time-saving game state is longer. However, comparing the start time for a win triggered by a normal power-operated gate in a non-time-saving game state (20 seconds) with the start time for a win triggered by a normal power-operated gate in a time-saving game state (15 seconds), the start time in the time-saving game state is shorter, thus ensuring the time-saving requirement. Here, an example of the start time (OP time) has been given, but the same applies to the opening time. That is, in a non-time-saving game state, the opening time triggered by a normal symbol is set to 10 seconds, and the opening time triggered by a normal power-operated gate is set to 20 seconds. In a time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the opening time triggered by a normal symbol is set to 5 seconds, and the opening time triggered by a normal power-operated gate is set to 25 seconds. Furthermore, in the non-time-saving game state, the start time for a win triggered by a normal symbol (OP time) is set to 20 seconds, and the start time for a win triggered by a normal power-operated gate (OP time) is set to 10 seconds. In the time-saving game state (a1 time-saving game state, a2 time-saving game state, c time-saving game state), the start time for a win triggered by a normal symbol (OP time) is set to 15 seconds, and the start time for a win triggered by a normal power-operated gate (OP time) is set to 5 seconds. Even if the start time for the normal symbol trigger is longer than that for the normal power-operated gate trigger, the time-saving requirement is still met as described above. Note that the number of seconds given here is just an example. For example, in the case of OP time, if the time-saving game state is shorter than the non-time-saving game state for the same trigger, then for different triggers, the time-saving game state may be shorter than the time-saving game state, or it may be the same for both the time-saving and non-time-saving game states.Furthermore, regarding the opening time, if the shortened time game state is longer than the non-shortened time game state under the same trigger, then under different triggers, the non-shortened time game state may be longer than the shortened time game state, or the shortened time game state and the non-shortened time game state may be the same.

[0238] Based on the above description, "An operating gate through which a game ball can pass [for example, a standard operating gate 228g], The first means of ball entry [for example, starting opening 231 in Figure 1], A standard electric mechanism [for example, an electric tuner], Control means [for example, main control unit 300], A gaming machine equipped with, The control means is capable of controlling the game state, The aforementioned conventional electric mechanism is capable of operating when a game ball passes through the operating gate. The first ball entry means allows balls to enter when the conventional electric mechanism is activated [for example, when the shutter member 2311 is extended]. The aforementioned game states include a non-time-saving game state, a first time-saving game state [for example, a1 time-saving game state and / or c time-saving game state], and a second time-saving game state [for example, a2 time-saving game state] in which it is easier for game balls to enter the first ball entry means than in the first time-saving game state. When the control means operates based on the passage of a game ball through the operating gate, if the game state at the time of determining the operating time is the non-time-saving game state, it determines a first time value as the operating time [for example, the opening time shown in Figure 11(b)] [for example, 44ms when the game state is not time-saving, as shown in Figure 14(b)]. When the control means operates based on the fact that a game ball has passed through the operating gate, if the game state at the time of determining the operating time is the first time-saving game state, it determines a second time value as the operating time [for example, 44 ms when a1 time-saving game state and c time-saving game state are both shown in Figure 14(b)]. When the control means operates based on the fact that a game ball has passed through the operating gate, if the game state at the time of determining the operating time is the second time-saving game state, it determines a third time value as the operating time [for example, 5800ms when the a2 time-saving game state is in Figure 14(b)]. The third time value is a longer time value than the first time value. The third time value is a longer time value than the second time value. The first time value and the second time value are the same time value. A gaming machine characterized by the following features. I explained about that.

[0239] In this gaming machine, during the first time-saving game state, the goal is to prevent game balls from entering the first ball entry means. Therefore, the standard electric mechanism needs to be operated in a way that makes it as difficult as possible for balls to enter. By operating it in the same way as during the non-time-saving game state, it is possible to make it as difficult as possible for balls to enter the first ball entry means, thereby ensuring gameplay and preventing cheating. Furthermore, the operating time data can be shared between the non-time-saving game state and the first time-saving game state, which also reduces the amount of data that can be stored.

[0240] Also, "When the control means activates the ordinary electric mechanism based on the fact that a game ball has passed through the activation gate in the non-time-saving game state, it determines a fourth time value [for example, 500 ms in the non-time-saving game state, as shown in Figure 14(a)] as the time until the ordinary electric mechanism starts to operate [for example, the start time shown in Figure 11(b)]." The control means, when the ordinary electric mechanism is activated based on the fact that a game ball has passed through the activation gate in the first time-saving game state, determines a fifth time value [for example, 500 ms in the a1 time-saving game state as shown in Figure 14(a)] as the time until the ordinary electric mechanism starts to operate. The fourth time value and the fifth time value are the same time value. A gaming machine characterized by the following features. I explained about that.

[0241] Also, "Equipped with a second ball entry mechanism [for example, the starting port 228 in the diagram], The control means may start displaying a variation of the normal symbols when a game ball enters the second ball entry means. The aforementioned electric motor is capable of operating when a winning symbol is displayed in the variation display of the aforementioned ordinary symbols. The control means, when the winning symbol stops and the normal electric mechanism is activated in the non-time-saving game state, determines a sixth time value [for example, 24800ms as shown in Figure 13(a-1)] as the time until the normal electric mechanism starts to operate [for example, the winning start time shown in Figure 11(a)], The control means, when the winning symbol stops and the ordinary electric mechanism is activated in the first time-saving game state, determines a seventh time value [for example, 20 ms as shown in Figure 13(a-2)] as the time until the ordinary electric mechanism starts to operate. The seventh time value is a shorter time value than the sixth time value. The aforementioned electric mechanism can be operated without the display of the changing symbols being executed when a game ball passes through the operating gate. A gaming machine characterized by the following features. I explained about that.

[0242] Also, The aforementioned second ball entry means is provided in the first game area [for example, the left-handed hitting area], The aforementioned operating gate is provided in the second game area [for example, the right-hand play area], The aforementioned first game area is a game area in which it is recommended to allow game balls to flow down during the non-time-saving game state. The second game area is a game area in which it is recommended to allow game balls to flow down during the first time-saving game state [for example, a1 time-saving game state]. The aforementioned second game area is a game area in which it is recommended to allow game balls to flow down during the aforementioned second time-saving game state [for example, a2 time-saving game state], The second game area is a game area provided with the first ball entry means [for example, starting port 231 in Figure 1], the third ball entry means [for example, starting port 232 in Figure 2], and a variable ball entry means [for example, attacker unit 23] having a specific area [for example, specific area 234v]. The control means can initiate a big win game when a game ball passes through the specific area during a small win game. The control means may start displaying a variation of the first special symbol [for example, Special Symbol 1] when a game ball enters the first ball entry means. The control means may start displaying a second special symbol [for example, special symbol 2] when a game ball enters the third ball entry means. After a big win based on the fluctuation display of the first special symbol [for example, a big win, a big win via a minor win], the game may enter the second time-saving game state [for example, a2 time-saving game state (time-saving game state where balls are easy to enter: 1G continuous loop)] or the first time-saving game state [for example, a1 time-saving game state (time-saving game state where balls are difficult to enter)]. In the variation display of the first special symbol, the probability of a minor win is higher than that of a loss [for example, the loss shown in Figure 9(a) has a 0% probability]. A gaming machine characterized by the following features. I explained about that.

[0243] This gaming machine allows for consecutive big wins (1G consecutive wins) in a short period of time, and also offers a new gameplay experience that allows for looping of these 1G consecutive wins.

[0244] Figure 15 is a timing chart explaining the timing for determining the opening time of the standard electric mechanism (electric chute) triggered by the standard electric gate. In this timing chart as well, time progresses from left to right.

[0245] At the top of Figure 15 is a timing chart showing the state of the detection signal output from the ball detection sensor installed in the standard electric operation gate 228g. Below that is a timing chart showing the state of the detection signal output from the ball detection sensor installed in the special figure 2 start port 232, which is located directly below the standard electric operation gate 228g. Further below that is a timing chart showing the operation and non-operation of the standard electric mechanism. Specifically, the operation of the standard electric mechanism corresponds to the open time state, and the non-operation of the standard electric mechanism corresponds to any state other than the open time. Below the timing chart for the standard electric mechanism is a timing chart showing the fluctuation and stopping of special figure 2 in the second special figure display device 214. At the very bottom is the game state.

[0246] As described above, when the ball detection sensor detects a game ball passing through the normal operation gate 228g, an ON-level detection signal is output to the main control unit 300. Upon receiving this detection signal, the main control unit 300 determines the start time (OP time) according to the current game state in the normal state update process (step S221) of the main control unit timer interrupt processing. That is, it determines the start time (OP time) according to the game state after the game ball has passed through the normal operation gate 228g, or more specifically, the game state at the time the game ball passed through the normal operation gate 228g. As shown in Figure 14(a), in this embodiment, the start time (OP time) is 500ms regardless of the game state.

[0247] Since the Special Feature 2 Start Port 232 is located directly below the Standard Operation Gate 228g, a game ball that has passed through the Standard Operation Gate 228g immediately enters the Special Feature 2 Start Port 232, is detected by the ball detection sensor installed in the Special Feature 2 Start Port 232, and the fluctuation display of Special Feature 2 begins. In other words, the Special Feature 2 Start Port 232 is positioned so that a game ball can enter after passing through the Standard Operation Gate 228g and before the Standard Feature Electric Mechanism begins to operate. As described above, in the a-time-saving game state where it is difficult to win (a1 time-saving game state, or a2 time-saving game state after winning Special Feature b or c in the time-saving game state), the time-saving game state ends when the fluctuation display of Special Feature 2 begins, and the game transitions to a non-time-saving game state. Therefore, as shown in Figure 15, even if the game state at the start of the start time is the time-saving game state, the game state at the end of that start time may be a non-time-saving game state. Therefore, in this embodiment, the game state used to determine the opening time of the standard electric mechanism is not the game state at the timing referenced when determining the start time, but rather the game state after the opening time has elapsed, or more specifically, the game state when the standard electric mechanism starts operating. Accordingly, in the case of Figure 15, the opening time is determined to be 44ms (see Figure 14(b)), which is the opening time corresponding to the non-time-saving game state. By doing so, it is possible to ensure an opening time that is appropriate to the current situation and to correctly control the rate of winning into the first special feature starting opening 231.

[0248] Based on the above description, "An operating gate through which a game ball can pass [for example, a standard operating gate 228g], A standard electric mechanism [for example, an electric tuner], Control means [for example, main control unit 300], A gaming machine equipped with, The aforementioned conventional electric mechanism operates after a game ball passes through the operating gate, following a first period [for example, the start time (OP time) shown in Figure 12], and then for a second period [for example, the opening time shown in Figure 12]. The control means determines the length of the first period by referring to the game state when the game ball passes through the operating gate [for example, the game state after receiving the detection signal output from the ball detection sensor of the normal operating gate 228g: a time-saving game state] among several types of game states [for example, by using the determination table shown in Figure 14(a)]. The control means determines the length of the second period by referring to the game state at the time the ordinary electric mechanism starts operating among the multiple types of game states [for example, the game state immediately before the ordinary electric mechanism starts operating: the time-saving game state] [for example, by using the determination table shown in Figure 14(b)]. A gaming machine characterized by the following features. I explained about that.

[0249] This gaming machine allows for control over the rate at which balls enter the aforementioned electric mechanism, thereby ensuring enjoyable gameplay.

[0250] Also, "The first means of ball entry [for example, the starting opening 231 in Figure 1], A third means of ball entry [for example, the starting port 232 in Figure 2], Equipped with, The first ball entry means becomes capable of ball entry when the conventional electric mechanism is activated. The control means may start displaying a second special symbol [for example, special symbol 2] when a game ball enters the third ball entry means. The aforementioned multiple game states include a non-time-saving game state and a second time-saving game state [for example, a2 time-saving game state]. The aforementioned second time-saving game state is a time-saving game state that may end when the first special symbol [for example, Special Symbol] variation display begins after the second time-saving game state is set [for example, when a jackpot is hit with Special Symbol D shown in Figure 9(c)], or when a special symbol variation display begins a certain number of times, more than one [for example, 5 times or 2 times], after the second time-saving game state is set [for example, when a jackpot is hit with Special Symbol B or Special Symbol C shown in Figure 9(c)]. The control means, when the game state at the time the ordinary electric mechanism starts operating is the non-time-saving game state, determines that the length of the second period is shorter than when the game state at the time the ordinary electric mechanism starts operating is the second time-saving game state [for example, Figure 14(b)]. The aforementioned operating gate is located upstream of the third ball entry means [for example, immediately above it]. A gaming machine characterized by the following features. I also explained that.

[0251] With this gaming machine, even in the same second time-saving game state, by changing the termination conditions, it is possible to have a state in which balls can enter the first ball entry means and a state in which the second time-saving game state ends without balls entering the first ball entry means, thereby controlling the rate of balls entering the first ball entry means.

[0252] Furthermore, the third ball entry means may be positioned so that the game ball can be entered after it has passed through the operating gate but before the conventional electric mechanism has finished operating.

[0253] Figure 16 is a timing chart illustrating the measures taken to ensure sufficient stopping time for the normal symbols shown in Figure 12(d). In this timing chart as well, time progresses from left to right.

[0254] Figure 16(a) illustrates the problems in a pachinko machine that does not incorporate the above-mentioned improvements, while Figure 16(b), shown below it, illustrates how these problems are resolved by implementing the above-mentioned improvements. At the top of both figures, a timing chart is shown representing the fluctuation and stopping of the normal symbols in the normal symbol display device 210, and below that, a timing chart is shown representing the state of the detection signal output from the ball detection sensor provided in the normal electric operation gate 228g. Furthermore, at the bottom of both figures, a timing chart is shown representing the operation and stopping of the normal electric mechanism (electric chute). In other words, the state during the opening time corresponds to the operation of the normal electric mechanism, and the state other than the opening time corresponds to the stopping of the normal electric mechanism.

[0255] The regular symbol display device 210 can start displaying the regular symbol variation when the regular electric mechanism (electric chute) finishes operating. As described later, if a game ball passes through the regular electric operation gate 228g while the regular symbol variation display is in progress, the regular symbol variation display is interrupted. However, if a game ball passes through the regular electric operation gate 228g while the regular symbol is in a confirmed stop state, the confirmed stop continues. However, if there is a regular symbol in reserve, as shown in Figure 16(a), when the opening time of the regular electric mechanism has elapsed, the confirmed stop of the regular symbol ends even before the confirmed stop time (500ms) has elapsed, and the regular symbol variation display begins. As a result, players may be distracted by the operation of the regular electric mechanism (electric chute) and miss the confirmed display of the regular symbol, which is a problem. Conversely, players may be distracted by the confirmed display of the regular symbol and miss the operation of the regular electric mechanism, which is also a problem.

[0256] Therefore, in the pachinko machine 100 of this embodiment, the time length L from when a detection signal is output from the ball detection sensor provided in the normal operation gate 228g until the opening time of the normal electric mechanism ends, that is, the time length L from when the player passes through the normal operation gate 228g until the operation of the normal electric mechanism ends, is set to be longer than the confirmed stop time of the normal mechanism (500ms). This time length L is the sum of the start time of the normal electric mechanism triggered by the normal operation gate (500ms) + the shortest opening time of the normal electric mechanism triggered by the normal operation gate (44ms). By doing this, the timing of the end of operation of the normal electric mechanism is after the confirmed stop of the normal mechanism has ended, reducing the risk that the player may miss the confirmed display of the normal mechanism or miss the operation of the normal electric mechanism. Furthermore, if the time length from when the ball detection sensor installed in the standard electric operation gate 228g outputs a detection signal until the opening time of the standard electric mechanism begins, that is, the time length OP from when the game ball passes through the standard electric operation gate 228g until the operation of the standard electric mechanism begins, is set to be longer than the confirmed stop time of the standard display, then the period of confirmed display of the standard display and the period of operation of the standard electric mechanism will not overlap, and both will be able to be viewed separately and clearly.

[0257] In the above explanation, the fixed stop time of the normal diagram was < start time + open time of the normal electric mechanism triggered by the normal electric gate, but the fixed stop time of the normal diagram may be ≤ start time + open time of the normal electric mechanism triggered by the normal electric gate, or the fixed stop time of the normal diagram may be ≤ start time + open time + close time of the normal electric mechanism triggered by the normal electric gate, or the fixed stop time of the normal diagram may be ≤ start time of the normal electric mechanism triggered by the normal electric gate, or the fixed stop time of the normal diagram may be ≤ open time. Alternatively, the fixed stop time of the normal diagram may be ≤ close time.

[0258] Based on the above description, "An operating gate through which a game ball can pass [for example, a standard operating gate 228g], A standard electric mechanism [for example, an electric tuner], A second means of ball entry [for example, the starting opening 228 in the diagram], Control means [for example, main control unit 300], A gaming machine equipped with, The control means may start displaying a variation of the normal symbols when a game ball enters the second ball entry means. The aforementioned conventional electric mechanism is capable of operating when a game ball passes through the operating gate. The aforementioned variation display of the ordinary symbols is a variation display that can be started when the operation of the ordinary electric mechanism ends, The aforementioned electric motorized mechanism has a time duration from when a game ball passes through the operating gate until it stops operating [for example, the time duration from when a detection signal is output from the ball detection sensor provided on the electric motorized gate 228g until the opening time of the electric motorized mechanism ends] (hereinafter referred to as the "first time duration") which is longer than the time duration from when the variation display of the electric symbols ends until the stop display is made [for example, the confirmed stop time of the electric symbols (500ms)] (hereinafter referred to as the "second time duration"). A gaming machine characterized by the following features. I explained about that.

[0259] According to this gaming machine, by making the first time duration longer than the second time duration, it is possible to confirm both the operation of the electric motor and the stopping display of the regular symbols. If the first time duration were shorter than the second time duration, there would be a risk of being distracted by the operation of the electric motor and missing the stopping display of the regular symbols, or conversely, being distracted by the stopping display of the regular symbols and missing the operation of the electric motor.

[0260] Also, The control means is capable of controlling the game state, The aforementioned game states include a non-time-saving game state and a time-saving game state. The aforementioned ordinary electric mechanism is such that, whether in the non-time-saving game state or the time-saving game state, the first time duration [for example, start time (500ms) + opening time] is longer than the second time duration [for example, the confirmed stop time of the normal diagram (500ms)] [for example, regardless of the game state, the start time = confirmed stop time of the normal diagram, so it will always be longer by the amount of the opening time]. A gaming machine characterized by the following features. I also explained that.

[0261] Also, "The aforementioned electric mechanism does not start operating even if a game ball passes through the operating gate while the display of the variation of the ordinary symbols has finished and the display of the stop of the winning symbols is being shown [for example, during the confirmed stop of the winning symbols] [for example, in the confirmed stop of the ordinary symbols shown in Figure 14(c), the ordinary symbol win is invalid]." The aforementioned electric mechanism starts operating when a game ball passes through the operating gate while the display of the regular symbols has finished changing and the display of the losing symbols is being shown [for example, during the confirmed stop of the losing symbols] [for example, in the confirmed stop of the regular symbols shown in Figure 14(c), the regular symbol miss is valid]. A gaming machine characterized by the following features. I also explained that.

[0262] Furthermore, as shown in Figure 14(b), the closing time of the shutter member 2311 of the electric mechanism for the regular symbol in the regular electric gate trigger is 56ms, which is the same as the closing time for the regular symbol trigger, regardless of the game state. In other words, the closing time does not change between the non-time-saving game state and the a1 time-saving game state and c time-saving game state. Thus, since the closing time is not a time that changes depending on the game state, the closing time may be determined when determining the opening time. However, the main control unit 300 may determine the closing time in the regular symbol state update process (step S221) in the main control unit timer interrupt process after the opening time has elapsed.

[0263] In Figure 11(b), the operation of the ordinary electric mechanism (electric tuner) triggered by the ordinary electric gate differs from the operation of the ordinary electric mechanism triggered by the ordinary symbols in that there is no set time for the win to end. However, a common win end time of 500ms may be set for all game states.

[0264] Furthermore, when referring to the operating time of a standard electric mechanism (electric tuner), it may refer to the time only during which the tuner is open, or the time including both the opening time (such as the start time of a win) and the closing time, or the time including only one of these. Alternatively, it may refer to the time including the opening time, closing time, and the end time of a win, or the time including the opening time, closing time, and the end time of a win. In other words, it is sufficient if the time includes at least the opening time.

[0265] Next, referring to Figure 14(c), we will explain how to handle the situation when a game ball passes through the standard operating gate 228g.

[0266] Figure 14(c) shows the handling procedure when a game ball passes through the standard operating gate 228g.

[0267] The processing states of the normal operation gate 228g include the standby state of the normal operation gate 228g (the state before passing through the normal operation gate 228g), normal operation OP (the state of open time in Figure 11(b)), normal operation electric mechanism in operation (the state of open time in Figure 11(b)), and normal operation electric mechanism completion (the state of closed time in Figure 11(b)).

[0268] Furthermore, this explanation will describe the relationship between the normal symbol processing state based on the ball entering the normal symbol start gate 228. The normal symbol processing states include the normal symbol standby state (state before the ball enters the normal symbol start gate 228), the normal symbol fluctuation state (state during fluctuation in Figure 11(a)), the normal symbol confirmed stop state (state during confirmed stop in Figure 11(a)), normal electric OP (state at the start of a win in Figure 11(a)), normal electric mechanism operation (state during the open time in Figure 11(a)), normal electric mechanism operation completion (state during the closed time in Figure 11(a)), and normal electric ED (state at the end of a win in Figure 11(a)). Also, Figure 14(a) summarizes the results of the normal symbol lottery performed when a ball enters the normal symbol start gate 228, separating them into cases of winning and losing.

[0269] When the standard power operation gate 228g is in standby mode, and a game ball passes through the standard power operation gate 228g while the standard symbol is in standby mode or while the standard symbol is changing, that passage is treated as valid.

[0270] If the normal power operation gate 228g is in standby mode and a game ball passes through the normal power operation gate 228g while the winning symbol of the normal pattern is displayed, that passage will be treated as invalid. In other words, the winning result of the normal pattern lottery takes precedence. On the other hand, if a game ball passes through the normal power operation gate 228g while the losing symbol of the normal pattern is displayed, that passage will be treated as valid.

[0271] During normal electric OP, normal symbol electric mechanism operation, normal symbol electric mechanism operation end, and normal symbol ED, the game balls that pass through the normal electric operation gate 228g are treated as invalid because they occur when a normal symbol is a winning combination. In other words, the operation of the electric tuner due to a win in the currently ongoing normal symbol lottery takes precedence. Note that there are no cases of losing during normal electric OP, normal symbol electric mechanism operation, normal symbol electric mechanism operation end, and normal symbol ED, so these are indicated by diagonal lines.

[0272] Furthermore, if the processing status of the normal power operation gate 228g is normal power OP, normal symbol electric mechanism in operation, or normal symbol electric mechanism operation has ended, regardless of the processing status of the normal symbols, any game ball that passes through the normal power operation gate 228g will be treated as invalid. In other words, if the electric tuner is operating based on the passage of the normal power operation gate 228g, the next passage through the normal power operation gate 228g will be treated as invalid.

[0273] Next, referring to Figure 14(d), we will explain how to handle Special Figure 1 and Special Figure 2 when they are fluctuating simultaneously.

[0274] Figure 14(d) shows how to handle Special Figure 1 and Special Figure 2 when they are fluctuating simultaneously.

[0275] The diagonal lines in Figure 14(d) represent combinations that are impossible. As mentioned above, there are no losing combinations in Special Figure 1. Also, if Special Figure 1 is hit while Special Figure 2 is in a winning spin, Special Figure 1 will not select a winning combination and will be a losing combination. If Special Figure 2 is hit while Special Figure 1 is in a winning spin, Special Figure 2 will not select a winning combination and will be a losing combination. Therefore, it is impossible for Special Figure 1 and Special Figure 2 to be winning combinations at the same time. In addition, the horizontal bar display indicates that no special control is being executed.

[0276] As shown in Figure 14(d), if Special Figure 1 stops displaying a jackpot or minor win while both Special Figure 1 and Special Figure 2 are in a variable display state, the display result of Special Figure 2 in the variable display state is discarded, and a losing symbol is displayed. Also, for example, if a ball enters Special Figure 1 during a jackpot variable display of Special Figure 2, a jackpot will not be selected for Special Figure 1 and it will be a loss, so a losing symbol will be displayed on Special Figure 1, and the variable display of Special Figure 2, which is a jackpot, will proceed as usual. As will be described later, if a jackpot symbol is displayed on Special Figure 2, the variable display of the losing Special Figure 1 will be interrupted. Then, after the jackpot game ends, the variable display of the losing Special Figure 1 will resume, and in some cases, the variable display of Special Figure 2 will start while the variable display of the losing Special Figure 1 has resumed. In this case, if a losing symbol is displayed on Special Figure 1, the variable display of Special Figure 2 will proceed as usual.

[0277] On the other hand, if both Special Feature 1 and Special Feature 2 are displaying variations and Special Feature 2 stops on a big win or small win, Special Feature 1, which is displaying variations, will be interrupted, and the variation display will resume once the big win or small win game is over. However, the time-saving symbols selected only for Special Feature 2 in the time-saving game state will not be interrupted.

[0278] Next, referring to Figure 14(e), we will explain how to handle the situation when a game ball passes through the normal operation gate 228g while the normal display is in progress.

[0279] Figure 14(e) shows how to handle the situation when a game ball passes through the normal operation gate 228g during the normal display of the fluctuations shown in the diagram.

[0280] As shown in Figure 14(e), if a game ball enters the regular starting gate 228 and passes through the regular electric activation gate 228g while the regular display is fluctuating, the regular display will be interrupted regardless of the display result, and the regular display will resume once the opening and closing operation of the shutter member 2311 of the electric tuner, based on the passage of the game ball through the regular electric activation gate 228g, is completed.

[0281] Next, the processing of the first sub-control unit 400 will be explained. Figure 17(a) is a flowchart of the main processing performed by the CPU 404 of the first sub-control unit 400. First, in step S301 of Figure 17(a), various initial settings are performed. When the power is turned on, the initialization process is first executed in step S301. This initialization process includes initial settings for input / output ports and initialization of the memory area in RAM 408.

[0282] In the next step S303 following step S301, it is determined whether the timer variable is 10 or greater. This process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S305. In step S305, 0 is assigned to the timer variable.

[0283] In the next step S307 following step S305, command processing is performed. The CPU 404 of the first sub-control unit 400 determines whether or not it has received a command from the main control unit 300.

[0284] In the next step S309 following step S307, performance control processing is performed. For example, if a new command was issued in step S307, processing such as reading the performance data corresponding to this command from ROM 406 is performed, and if the performance data needs to be updated, performance data update processing is performed.

[0285] In the next step S311 following step S309, a chance button control process is performed. In the chance button control process, the operation of the performance button 136 and the operation key unit 190 is detected, and according to the detection result, the performance data updated in step S309 is changed to performance data corresponding to the operation of the performance button 136 and the operation key unit 190.

[0286] In the next step S313 following step S311, sound control processing is performed. In the sound control processing, if there is a command to the sound source IC 416 in the performance data read in step S309, this command is output to the sound source IC 416.

[0287] In the next step S315 following step S313, lamp control processing is performed. In the lamp control processing, if there are commands for various lamps 442 and 452 in the performance data read in step S309, these commands are output to the lamp drive circuit 440 for the game board and the lamp drive circuit 450 for the game machine frame.

[0288] In the next step after step S315, S317, movable body control processing is performed. For example, if the performance data read in step S309 contains commands for the upper first performance movable unit 7 shown in Figure 3, or the second performance movable unit 8 hidden at the rear, these commands are output to the drive circuit 422.

[0289] In the next step S319 following step S317, information transmission processing is performed. In the information transmission processing, if there is a control command to be sent to the second sub-control unit 500 in the performance data read in step S309, the settings are made to output this control command. After that, the process returns to step S303.

[0290] Figure 17(b) is a flowchart of the command reception interrupt processing (strobe interrupt processing) performed by the CPU 404 of the first sub-control unit 400. This command reception interrupt processing is performed when the first sub-control unit 400 detects a strobe signal from the main control unit 300. In step S331 of the command reception interrupt processing, the command received from the main control unit 300 is stored as an unprocessed command in the command storage area provided in the RAM 408.

[0291] Figure 17(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400 executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined interval (once every 2ms in this embodiment), and triggers the timer interrupt processing at a predetermined interval. In step S341 of the first sub-control unit timer interrupt processing, 1 is added to the value in the timer variable storage area of ​​the RAM 408, which was described in step S303 of the first sub-control unit main processing, and stored in the original timer variable storage area. Therefore, in step S303, the value of the timer variable is determined to be 10 or more every 20ms (2ms × 10).

[0292] In the next step S343 following step S341, control commands are sent to the second sub-control unit 500, which were set in the information transmission process of the first sub-control unit main process (step S319), and other processes such as updating random values ​​for performance are performed.

[0293] Next, the processing of the second sub-control unit 500 will be explained. Figure 18(a) is a flowchart of the main processing performed by the CPU (not shown) of the second sub-control unit 500. First, in step S401 of Figure 18(a), various initial settings are performed. When the power is turned on, the initialization process is first executed in step S401. This initialization process includes initial settings for input / output ports and initialization of the memory area in RAM (not shown).

[0294] In the next step S403 following step S401, it is determined whether the timer variable is 10 or greater. This process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or greater, the process proceeds to step S405. In step S405, 0 is assigned to the timer variable.

[0295] In the next step after step S405, S407, command processing is performed. The CPU of the second sub-control unit 500 determines whether or not it has received a command from the first sub-control unit 400.

[0296] In the next step S409 following step S407, performance control processing is performed. For example, if a new command was issued in step S407, processing such as reading the performance data corresponding to this command (performance data from the decorative pattern display device 208) from the ROM (not shown) is performed, and if the performance data needs to be updated, performance data update processing is performed.

[0297] In the next step S411 following step S409, image control processing is performed. In the image control processing, if there is a command to VDP516 in the performance data read in step S409, this command is output to VDP516 (details will be described later). After that, the process returns to step S403.

[0298] Figure 18(b) is a flowchart of the command reception interrupt processing executed by the CPU of the second sub-control unit 500. This command reception interrupt processing is performed when the second sub-control unit 500 detects a strobe signal from the first sub-control unit 400. In step S431 of the command reception interrupt processing, the command received from the first sub-control unit 400 is stored as an unprocessed command in the command storage area provided in RAM.

[0299] Figure 18(c) is a flowchart of the timer interrupt processing executed by the CPU of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined interval (once every 2ms in this embodiment), and triggers the timer interrupt processing at a predetermined interval. In step S441 of the timer interrupt processing, 1 is added to the value of the timer variable storage area in RAM, as explained in step S403 of the second sub-control unit main processing, and stored in the original timer variable storage area. Therefore, in step S403, the timer variable value is determined to be 10 or more every 20ms (2ms × 10). In the next step after step S441, S443, other processing such as updating random values ​​for effects is performed.

[0300] Figure 18(d) is a flowchart of the image control process in step S411 of the main processing of the second sub-control unit. In step S451, an instruction is given to transfer image data (movie data and texture data, which will be described later). Here, the CPU 504 first swaps the drawing area designations of frame buffer 1 and frame buffer 2 of the VRAM 518. As a result, an image of one frame stored in a frame buffer that is not designated as a drawing area is displayed on the decorative pattern display device 208. Next, the CPU 504 sets the ROM coordinates (source address of ROM 506), VRAM coordinates (destination address of VRAM 518), etc., in the attribute register of the VDP 516 based on the position information table, and then sets an instruction to start the transfer of image data from ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to VRAM 518 based on the instruction set in the attribute register. After that, the VDP 516 outputs a transfer completion interrupt signal to the CPU 504.

[0301] In the next step S453 following step S451, it is determined whether or not a transfer completion interrupt signal has been input from VDP516. If a transfer completion interrupt signal has been input (step S453: Yes), the process proceeds to step S455; otherwise (step S453: No), the process waits for a transfer completion interrupt signal to be input.

[0302] In step S455, parameter settings are performed based on the production scenario configuration table and attribute data. Here, the CPU 504 instructs the VDP 516 to provide information about the image data that constitutes the display image (such as the coordinate axes of the VRAM 518, image size, and VRAM coordinates (placement coordinates)) in order to form a display image in frame buffer 1 or 2 of the VRAM 518 based on the image data transferred to the VRAM 518 in step S451. The VDP 516 then performs parameter settings according to the attributes based on the instructions stored in the attribute register.

[0303] In the next step S457 following step S455, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing the image. The VDP 516 starts drawing the image in the frame buffer according to the instruction from the CPU 504.

[0304] In the next step S459 following step S457, it is determined whether or not a generation completion interrupt signal has been input from VDP516 based on the completion of image drawing. If a generation completion interrupt signal has been input (step S459: Yes), the process proceeds to step S461; otherwise (step S459: No), the process waits for a generation completion interrupt signal to be input.

[0305] In step S461, the process ends after incrementing (+1) the scene display counter, which is set in a predetermined area of ​​RAM 508 and counts how many scene images have been generated.

[0306] Next, the flow of the game according to this embodiment will be explained with reference to Figure 19. Note that this describes the normal flow of the game, and irregular flows may not be explained.

[0307] The initial game state is (1) the normal game state, that is, the non-time-saving state. In this game state, left-handed play is recommended, and the gameplay revolves around the display of the regular diagram changing when the game ball enters the regular diagram start opening 228.

[0308] Then, when the result of the regular diagram display shows a win (regular diagram A), (A) (2) the regular diagram win game is executed, and the shutter member 2311 of the special diagram 1 start opening 231 extends for a predetermined time as described above.

[0309] In a regular game, when a game ball enters the special symbol 1 starting opening 231 (B), the special symbol 1's variable display starts, and either a big win or a small win symbol is displayed. If a small win symbol is displayed, the first variable entry opening 234 opens, allowing game balls to enter. When a game ball that has entered the first variable entry opening 234 passes through a specific area 234v (3), a big win occurs, and the big win game begins. On the other hand, if a big win symbol is displayed, the first variable entry opening 234 does not open, and a big win occurs, and the big win game begins.

[0310] Once the first jackpot game ends, the game transitions to one of two routes depending on the symbol in Special Feature 1. Specifically, if "Special Feature d" is displayed in Special Feature 1, resulting in a minor win, and a jackpot is achieved via this minor win, then after the jackpot game related to that jackpot ends, (C) the game will not transition to a time-saving game state, but will instead transition to (1) the normal game state. If a jackpot is achieved with any other symbol, once the jackpot game related to that jackpot ends, (D) the game will transition to the a2 time-saving game state, which makes it easier to enter the Special Feature 1 start gate 231 as described above (4). Immediately, the game ball passes through the normal operation gate 228g and can enter the Special Feature 1 start gate 231 without any symbol changes. In the a2 time-saving game state, the variation time of Special Feature 1 becomes the shortest variation time among the multiple types of variation times (i.e., a variation time shorter than Special Feature 2 (for example, 0.2 seconds)), so the variation display result of Special Feature 1 is displayed in priority to Special Feature 2 (E), and (5) a big win or a small win occurs in a short time. As a result, two big win games may occur seamlessly. In the a2 time-saving game state, there may be multiple variation times for Special Feature 1, or there may be only one, but in either case, it is sufficient that it is shorter than any of the variation times of the multiple Special Feature 2s. Also, it is sufficient that it is shorter than any of the variation times of the multiple Normal Features. Furthermore, if there are multiple variation times for Special Feature 1, the average of the variation times of the multiple Special Feature 1s may be shorter than the average of the variation times of the multiple Special Feature 2s (Normal Features).

[0311] When the second and subsequent jackpot games end, the game transitions to one of two routes depending on the symbols displayed in Special Feature 1. In this case, the Special Feature Judgment Table for Jackpots / Sudden Short-Time Game Wins in the Short-Time Game State or the Special Feature Judgment Table for Minor Wins in the Short-Time Game State, as shown in Figures 9(c) and 10(b), is referenced. Specifically, if "Special Feature A" is displayed in Special Feature 1 resulting in a jackpot, or if "Special Feature a" is displayed resulting in a minor win, and a jackpot is achieved via that minor win, then when the jackpot game ends, the game transitions to (6)a2 Short-Time Game State, and continues until the symbol variation display of Special Feature 1 starts 5 times or the symbol variation display of Special Feature 2 starts 2 times. In this case as well, since it becomes easier for the game ball to enter Special Feature 1, the result of the fluctuation display of Special Feature 1 is displayed in priority to Special Feature 2 (G), and (5) a big win or a small win occurs again in a short time (1G consecutive win).

[0312] On the other hand, if "Special Figure b" or "Special Figure c" is displayed on Special Figure 1, resulting in a minor win, and a major win is achieved via this minor win, when the major win game ends (H), the game transitions to (7)a2 time-saving game state, which continues until the symbol variation display on Special Figure 1 starts once or the symbol variation display on Special Figure 2 starts once. In most cases, there is a reserve on Special Figure 2 during the major win, so when the first symbol variation display on Special Figure 2 starts, the a2 time-saving game state ends (I), and the game transitions to (8) normal game state. However, since the symbol variation display on Special Figure 2 that is currently running is determined by a lottery in the time-saving game state, as shown in Figure 9(a), in most cases a time-saving symbol will be selected. Therefore, if the time-saving symbol (Special Figure E) is displayed as a result of the symbol variation display on Special Figure 2 (J), the game transitions to (9)c time-saving game state, which is the RUSH state. Furthermore, if "Special Figure d" is displayed on Special Figure 1, resulting in a minor win, and this minor win leads to a major win, then when the major win game ends (H), the game transitions to (7)a1 time-saving game state, which continues until the symbol variation display on Special Figure 1 starts once or the symbol variation display on Special Figure 2 starts once. In other words, the game operates in essentially the same way as the a2 time-saving game state that is entered after the completion of a major win game that was entered due to the display of "Special Figure b" or "Special Figure c".

[0313] In the c-Shortened Play State (RUSH State), the gameplay revolves around the display of changing symbols on Special Feature 2. The c-Shortened Play State continues until the display of changing symbols on Special Feature 1 starts once or the display of changing symbols on Special Feature 2 starts 144 times. Therefore, in the c-Shortened Play State, the special symbol judgment table for big wins and sudden shortened play wins in the c-Shortened Play State, or the special symbol judgment table for small wins in the c-Shortened Play State, shown in Figures 9(d) and 10(c), is referenced until the 144 display of changing symbols on Special Feature 2 has started. Specifically, if "Special Feature B" or "Special Feature C" is displayed on Special Feature 2 and a big win occurs (N), a 10R big win game is executed (3), and when the big win game ends (D), the game transitions to (4)a2 Shortened Play State, which continues until the display of changing symbols on Special Feature 1 starts 5 times or the display of changing symbols on Special Feature 2 starts 2 times.

[0314] On the other hand, if "Special Figure D" is displayed on Special Figure 2 and a jackpot is hit, or if "Special Figure e," "Special Figure f," or "Special Figure g" is displayed and a minor win occurs, and a 10R or 2R jackpot is achieved via that minor win (K), (10) when the jackpot game ends (L), (7) the game transitions to the a1 time-saving game state, which continues until the symbol variation display on Special Figure 1 starts once or the symbol variation display on Special Figure 2 starts once (I), and then (8) the game transitions to the normal game state. As mentioned above, in this normal game state, the symbol variation display on Special Figure 2, which was the trigger for the end of the a1 time-saving game state, is usually performed, and as a result of the jackpot lottery on Special Figure 2, Special Figure E is selected (except when a jackpot is hit), so the game immediately transitions to the c time-saving game state (J). Furthermore, when the 144th symbol variation display by Special Symbol 2 is completed in the time-saving game state (c), the time-saving game state (c) ends (M), and the game transitions to the normal game state (1).

[0315] In the game flow according to this embodiment described above, in the normal game state, the game mainly consists of gameplay using the variable display of the regular symbols, in the time-saving game state (RUSH state), the game mainly consists of gameplay using the variable display of special symbol 2, and in the normal game state, when a regular symbol is a win, or in the time-saving game state (a2) when 5 rounds (special symbol 1) are set as the number of time-saving rounds, when the regular power operation gate 228g is passed (1G consecutive win), that is, when the shutter member 2311 is open in a manner that allows entry into the special symbol 1 start opening 231, the game mainly consists of gameplay using the variable display of special symbol 1.

[0316] Next, specific examples of the performances performed in the pachinko machine 100 according to this embodiment will be described.

[0317] Figure 20 is a step-by-step diagram illustrating an example of a performance centered around the decorative pattern display device 208 of the pachinko machine according to this embodiment.

[0318] Figure 20 shows the decorative pattern display device 208, the ordinary pattern display device 210, the first special pattern display device 212, the second special pattern display device 214, the ordinary pattern hold lamp 216, and the special pattern 2 hold lamp 220.

[0319] The decorative pattern display device 208 shown in Figure 20(a) displays the combination of decorative patterns "decoration 4-decoration 1-decoration 7" in a stopped state. Although the background is hidden here, the default background image described later is displayed. In the following explanation as well, if the background is hidden, the default background image is displayed unless otherwise specified. Note that various background images other than the default background image (for example, background images corresponding to the mode) may be displayed.

[0320] The decorative pattern display device 208 is provided with a fourth pattern display area 284 in the upper right corner. The fourth pattern display area 284 is an area for notifying whether or not the patterns are changing (or stopped), and from top to bottom, it is the pattern change notification area for the regular pattern, the pattern change notification area for special pattern 1, and the pattern change notification area for special pattern 2. When the patterns of the regular pattern are stopped, a circle or cross pattern is lit up, but when the patterns of the regular pattern are changing, a "-" pattern is flashed. When the patterns of special pattern 1 are stopped, a circle or cross pattern is lit up, but when the patterns of special pattern 1 are changing, a "-" pattern is flashed. When the patterns of special pattern 2 are stopped, a circle, cross, or triangle pattern is lit up, but when the patterns of special pattern 2 are changing, a "-" pattern is flashed. Thus, the fourth symbol not only differs in its display position but also in its display manner (in this case, its shape), making it easily distinguishable by the player at a glance. Furthermore, a pre-announcement feature may be provided by changing the display manner, lighting manner, or flashing manner of the fourth symbol.

[0321] Furthermore, the decorative pattern display device 208 is provided with a variable icon display area 280 at the lower center of the performance display area 208d.

[0322] Furthermore, the control state (game state) shown in Figure 20 is a non-time-saving game state. In this non-time-saving game state, the decorative symbol display device 208 has a reserve icon display area 281 to the left of the variable icon display area 280. Note that in the non-time-saving game state, the decorative symbol display device 208 omits the explicit display of the reserve icon areas for Special Symbol 1 and Special Symbol 2, but it is also possible to provide the reserve icon display areas for Special Symbol 1 and Special Symbol 2.

[0323] The reserve icon display area 281 of the regular diagram displays reserve icons representing the reserves of the regular diagram. The number of reserves in the regular diagram is represented not only by the number of lights on the regular diagram reserve lamp 216 but also by the number of reserve icons in the regular diagram, and the number of reserves in special diagram 2 is represented by the number of lights on the special diagram 2 reserve lamp 220. Alternatively, the number of reserves in special diagram 2 may also be represented by the number of reserve icons. In other words, the reserve icons correspond to the start information stored in the RAM 308 of the main control unit 300. Hereinafter, the reserve icon corresponding to the oldest start information (oldest win) may be referred to as the first reserve icon, the reserve icon corresponding to the second oldest start information as the second reserve icon, and so on. In the reserve icon display area 281 of the regular diagram, the reserve icons are displayed side by side, with the reserve icons on the right being the oldest wins. In this embodiment, special diagram 1 does not perform any reserves, so the reserve icons are not displayed, but this may be done.

[0324] Figure 20(a) shows two regular hold icons h11 and h12 displayed in the regular hold icon display area 281. Both of these regular hold icons h11 and h12 are displayed in their default display mode (a round, plain, and white display mode). In other words, the default hold icon for regular is a round hold icon. Note that in Figure 20(a), hold icons that are not actually displayed are shown with dotted lines to make it clear that four hold icons are displayed in the regular hold icon display area 281.

[0325] On the other hand, no hold icons are displayed in the hold icon display area of ​​Special Figure 2. This is because, as mentioned above, the control state (game state) shown in Figure 20 is a non-time-saving game state, and therefore, entry into the Special Figure 2 start opening 232 is not recommended.

[0326] In the pachinko machine 100 of this embodiment, the reserve icon display area that is more likely to result in a win is displayed in the regular diagram and the special diagram 2, depending on the control state (game state). That is, when the control state is a non-time-saving game state, the reserve icon display area 281 of the regular diagram is displayed in the performance display area 208d, as shown in Figure 20(a), and when the control state is a time-saving game state, conversely, the reserve icon display area 282 of the special diagram 2 may be displayed.

[0327] Although not shown here, the default display mode of the hold icon in the general diagram and the default display mode of the hold icon in special diagram 2 may be the same or may be different.

[0328] In this embodiment, the start of the display of the regular or special pattern variation occurs in the following order: variation starts in the special pattern display device or regular pattern display device → flashing or extinguishing of the fourth pattern → movement animation of the hold icon starts or disappears → variation of the decorative pattern starts, but this order may be changed.

[0329] In Figure 20(b), the display of the regular symbol variation has started, the symbol variation on the regular symbol display device 210 has started, and the fourth symbol has been turned off, but there has been no change in the hold icon or decorative symbols yet.

[0330] In Figure 20(c), the movement animation of the hold icons h11 and h12 in the normal diagram has begun. In this movement animation, the hold icon that was at the display position of the first hold icon h11 (the hold icon that is the target of this symbol change) begins to move toward the change icon display area 280, and the hold icon that was at the display position of the second hold icon h12 begins to move toward the display position of the first hold icon h11 in the normal diagram. At this stage, the display of the decorative symbols has not yet begun.

[0331] In Figure 20(d), the movement animation continues, and in Figure 20(e), the hold icon that was the first hold icon h11 before the change started reaches the change icon display area 280 and is displayed as change icon h0, and the hold icon that was the second hold icon h12 before the change started reaches the display position of the first hold icon h11 and is displayed as the first hold icon h11. However, even at this stage, the change display of the decorative pattern has not yet started. Note that when the pattern change on the regular pattern display device 210 starts, the hold icon that was the first hold icon h11 up to that point may be considered as change icon h0, or the hold icon that was the second hold icon h12 up to that point may be considered as the first hold icon h11.

[0332] Then, the display of the decorative pattern changes in Figure 20(f).

[0333] When the display of the changing decorative symbols begins, the decorative symbol display device 208 displays an operation prompt notification image 136P, as shown in Figure 20(g), which encourages the player to press the performance button 136 within the valid period. In this operation prompt notification image 136P, an image of the performance button 136 136P1 and a remaining time display bar 136P2 indicating the remaining time of the valid period are displayed to the right of the main character image. Although the display of the changing decorative symbols is hidden by the operation prompt notification image 136P, the player can recognize that the special symbols are changing by the fourth symbol 284, etc. Note that the display position of the decorative symbols may be moved to a position that does not overlap with the operation prompt notification image 136P so that the decorative symbols are not hidden.

[0334] In Figure 20(h), the remaining time display bar 136P2 shows that the validity period has decreased, and in Figure 20(i), the player is pressing the performance button 136. When the performance button 136 is pressed within the validity period, as shown in Figure 20(j), the decorative symbol display device 208 displays the reach state entry notification image 2071 instead of the operation prompt notification image 136P. In the reach state entry notification image 2071, the words "It's your chance!!" are displayed to the right of the main character's image.

[0335] In Figure 20(k), the reach state entry notification image 2071 disappears, the display of the decorative symbols becomes visible, and then the reach state is entered as shown in Figure 20(l). Note that even if the reach state entry notification image 207 is displayed, the reach state may not be entered, but it may be made to always be entered.

[0336] As explained above, the appearance of the operation prompt notification image 136P corresponds to a performance that triggers a pre-announcement regarding the currently running symbol variation display.

[0337] In Figure 20(m), the background image switches from the default background image to hidden, and the variable icon display area 280 and the regular symbol hold icon display area 281 disappear. However, the fourth symbol display area 284 is still displayed. In addition, the variable display of decorative symbols, which was previously performed in the left symbol display area 208a, the middle symbol display area 208b, and the right symbol display area 208c respectively, has moved to the lower right corner and is displayed in a reduced size, and in Figure 20(n), it develops into a special reach (swordsman reach). In the decorative symbol display device 208 shown in Figure 20(n), a large image of the enemy swordsman is displayed, and in the decorative symbol display device 208 shown in the following Figure 20(o), an animation of a duel scene between the protagonist lord and the enemy swordsman is displayed.

[0338] Furthermore, the image 2071, which indicates the start of a reach state, may not only indicate that the game will enter a reach state, but may also indicate that it will develop into an SP reach.

[0339] Figure 21 is a diagram that shows the continuation of an example of the presentation shown in Figure 20, in a step-by-step manner.

[0340] Figure 21(p), following Figure 20(o), shows the animation of the duel scene continuing until Figure 21(s). In Figure 21(s), the protagonist lord defeats the enemy swordsman, and in Figure 21(t), everything except the fourth symbol display area 284 is temporarily hidden. Alternatively, a different background image may be displayed instead of hiding the screen. Or, a setting indication may be displayed at this point. Eventually, as shown in Figure 21(u), the fluctuation of the "decoration 7-decoration 7-decoration 7" combination of decoration symbols is displayed. The background here may be hidden, or a different background image may be displayed. Also, the display of the fluctuation icon area 280 and the hold icon display area 281 of the normal diagram remain hidden, and only the fourth symbol display area 284 is displayed.

[0341] In the decorative symbol display device 208 shown in Figure 21(v), the winning combination of decorative symbols "Decoration 7-Decoration 7-Decoration 7" is displayed in a stopped state. Also, the fourth symbol (circular symbol) in the regular diagram shown in Figure 21(v) is lit up. In Figure 21(v), the background is hidden, but in reality, a background image different from the default is displayed. Later, in Figure 21(w), as a jackpot game start animation, the word "Jackpot" is displayed along with a background image celebrating the jackpot (omitted here). Note that in the jackpot game start animation shown in Figure 21(w), a display including setting hints may be displayed. In this case, a display including setting hints may be displayed only when a jackpot that meets certain conditions occurs (for example, only in the case of the first jackpot after power-on, only when a jackpot of 5 or more consecutive wins occurs, only when it is the jackpot with the largest number of payouts among multiple jackpots with different payouts (for example, a 10R jackpot, etc.)).

[0342] Figure 22 is a step-by-step diagram illustrating an example of a different scenario following Figure 21(q).

[0343] In Figure 22(a), the animation of the duel scene that began in Figure 20(o) continues, and this animation continues until Figure 22(b). In Figure 22(b), the protagonist lord is defeated by the enemy swordsman, and in Figure 22(c), as in Figure 21(t), everything except the fourth symbol display area 284 is temporarily hidden. It should be noted that at this point, a display suggesting the settings may be shown. This could, for example, create a sense of anticipation regarding the settings while the player is disappointed because the SP reach failed. Eventually, in Figure 22(d), the fluctuation of the "decorative 7-decorative 6-decorative 7" combination of decorative symbols begins. Here, the display of the fluctuation icon display area 280 and the normal symbol's hold icon display area 281 is restored, and the fluctuation icon h0 and the normal symbol's first hold icon h11 are displayed.

[0344] In the decorative pattern display device 208 shown in Figure 22(e), the fourth pattern (the circular pattern) of the normal diagram lights up, and the incorrect decorative pattern combination "decoration 7-decoration 6-decoration 7" is displayed in a stopped state. Subsequently, during the period of the normal diagram's final display, the variable icon h0 erase animation is executed in the variable icon display area 280. In Figure 22(f), the variable icon h0 erase animation begins, continues in Figure 22(g), and in Figure 22(h), the variable icon h0 is completely gone. Note that the variable icon h0 erase animation may be executed before the normal diagram's final display.

[0345] Figure 23 is a step-by-step diagram illustrating another example of a pachinko machine 100 of this embodiment, centering on the decorative symbol display device 208. Note that in Figure 23, the regular symbol display device 210, the first special symbol display device 212, the second special symbol display device 214, the regular symbol hold lamp 216, and the special symbol 2 hold lamp 220 are omitted from the illustration.

[0346] In the decorative pattern display device 208 shown in Figure 23(a), the decorative pattern is displayed in a variable state. In the state shown in Figure 23(a), the regular pattern is displayed in a variable state, and both Special Pattern 1 and Special Pattern 2 are displayed in a stopped state. In the fourth pattern display area 284 in the upper right corner of the decorative pattern display device 208, the fourth pattern of the regular pattern is displayed in a blinking state, and the fourth patterns of Special Pattern 1 and Special Pattern 2 are displayed in a lit state to indicate this.

[0347] Furthermore, since the control state (game state) shown in Figure 23 is a non-time-saving game state, a reserve icon display area 281 is provided to the left of the variable icon display area 280.

[0348] The reserve icon display area 281 for the regular diagram displays reserve icons representing the regular diagram's reserves. The number of regular diagram reserves is represented not only by the number of lit regular diagram reserve lamps 216 but also by the number of regular diagram reserve icons, while the number of special diagram 2 reserves is represented by the number of lit special diagram 2 reserve lamps 220. Alternatively, it may also be represented by the number of special diagram 2 reserve icons. In other words, the reserve icons correspond to the start information stored in the RAM 308 of the main control unit 300. Hereinafter, the reserve icon corresponding to the oldest start information (oldest win) may be referred to as the first reserve icon, the reserve icon corresponding to the second oldest start information as the second reserve icon, and so on. In the regular diagram's reserve icon display area 281, the reserve icons are displayed horizontally, with the reserve icons on the right being the oldest wins. In Figure 23(a), since the number of regular diagram reserves is 0, no regular diagram reserve icons are displayed in the regular diagram's reserve icon display area 281.

[0349] Subsequently, at the timing shown in Figure 23(b), the decorative symbol display device 208 stops displaying the combination of decorative symbols for a big win, "Decoration 4-Decoration 4-Decoration 4," and the display result for a regular win is confirmed. At this time, the variable icon h0 is also cleared. In addition, the fourth symbol display area 284 stops displaying the circular symbol indicating a regular win.

[0350] When a regular win is achieved, the shutter member 2311 of the special symbol 1 start opening 231 advances, making it easier for the ball to enter the special symbol 1 start opening 231. At this time, the decorative symbol display device 208 shown in Figure 23(c) displays a right-hand shot indicator U4 in the center of the display screen, encouraging the player to shoot to the right, thereby promoting entry into the special symbol 1 start opening 231. In addition, a right-hand shot indicator is also displayed on the left side of the fourth symbol display area 284. At this time, it is also possible to display effects related to the number of prize balls that can be expected to be won in this jackpot (for example, an indication of a 1500-ball jackpot, an indication of a 3000-ball jackpot, or an effect that hypes up whether it is a 1500-ball jackpot or a 3000-ball jackpot). Furthermore, at the timing shown in Figure 23(c), a game ball enters the Special Feature 1 starting port 231, the symbol variation display of Special Feature 1 begins, and the decorative symbol display device 208 starts flashing the "-" symbol in the Special Feature 1 display area of ​​the 4th symbol display area 284, indicating that the variation display of Special Feature 1 is in progress.

[0351] Subsequently, after a predetermined variation time for Special Figure 1 (for example, 0.2 seconds) has elapsed, Special Figure 1 is displayed as stopped. In the decorative pattern display device 208 shown in Figure 23(d), since the display result of Special Figure 1 is a minor win, the display area of ​​Special Figure 1 in the fourth pattern display area 284 is displayed as stopped with a triangular pattern, indicating that a minor win has occurred. When a minor win occurs, the first variable prize entry opening 234 opens, and when a game ball enters this first variable prize entry opening 234 and passes through the specific area 234v, a big win occurs, and the big win game begins. Figure 23(e) shows the state in which a big win occurs when a game ball passes through the specific area 234v during a minor win game. When a jackpot is hit, the decorative symbol display device 208 shown in Figure 23(e) displays a background (jackpot background) on the display screen indicating that a jackpot is in progress. In addition, the number of prize balls won since the first jackpot is displayed in the upper left of the display screen, and the number of prize balls that can be expected to be won in this jackpot and the number of prize balls won since the first jackpot are displayed in the lower center of the display screen. At the timing shown in Figure 23(e), one game ball enters the first variable prize slot 234, so 15 prize balls are dispensed, and the decorative symbol display device 208 displays "+15" in the upper center to indicate the number of prize balls involved in the entry, and "15" is added to the number of prize balls won and displayed. Subsequently, when the entry of 10 game balls into the first variable prize slot 234 is detected, the first variable prize slot 234 is closed. Next, the shutter member 2351 of the second variable prize slot 235 retracts, opening the second variable prize slot 235 and starting the round of play. In this case, the game in which the first variable prize slot 234 opens is counted as the first round, so the first time the second variable prize slot 235 opens, the game becomes the second round.

[0352] Figure 23(f) shows the state after the first jackpot game has finished. At this time, the decorative symbol display device 208 displays "TOTAL 01500pt" as the number of prize balls won from the first round, and "1500 / 3000" is also displayed at the bottom center. In addition, the message "Be careful not to get addicted. Stop playing if you forget your card." is displayed in the center of the display screen to warn against excessive gambling and forgetting to take your prepaid card. This warning is displayed after each jackpot game has finished, but it may also be displayed only at the end of the jackpot game related to the first jackpot.

[0353] Subsequently, when the game transitions to the time-saving game state (a2), the decorative symbol display device 208 shown in Figure 23(g) displays "Please continue shooting to the right," instructing the player to continue shooting to the right, indicating that the game has transitioned to the time-saving game state.

[0354] Subsequently, as shown in Figure 23(h), when a game ball passes through the normal operation gate 228g and enters the special feature 2 start opening 232, the variation display of special feature 2 begins, while the shutter member 2311 of the special feature 1 start opening 231 advances due to the passage of the normal operation gate 228g, making it easier for the ball to enter the special feature 1 start opening 231. In other words, in this embodiment, the shutter member 2311 is activated as a trigger for either a normal win or the passage of the game ball through the normal operation gate 228g. In the a2 time-saving game state, as described above, the operating time of the shutter member 2311 is extended (for example, 5800ms), making it easier for the ball to enter the special feature 1 start opening 231 and making it easier for the variation display of special feature 1 to begin. The display of the number of prize balls won also continues. In this embodiment, only the number of prize balls obtained from winning in the first variable prize slot 234 and the second variable prize slot 235 are displayed on the prize ball count display. However, the number of prize balls obtained from winning in other prize slots (for example, the general prize slot or the start slot) may also be added to the prize ball count display. In addition, in this embodiment, the time between the end of the first jackpot and the start of the second jackpot is short, so the jackpot background is displayed continuously. In other words, the ending and opening sequences are not executed.

[0355] Subsequently, at the timing shown in Figure 23(i), a game ball enters the Special Feature 1 start opening 231, and the display of the variation of Special Feature 1 begins. In this embodiment, since it is a simultaneous variation machine capable of simultaneous variation of Special Feature 1 and Special Feature 2, the display of the variation of Special Feature 1 begins without waiting for the variation of Special Feature 2 to stop. In the decorative pattern display device 208 shown in Figure 23(i), the number of reserved Special Feature 2 balls is 4, and the fourth pattern display area 284 indicates that the number of reserved Special Feature 2 balls is 4. In this embodiment, the display of the variation of Special Feature 1 is not held, so even if multiple game balls enter the Special Feature 1 start opening 231, only the prize balls are dispensed, and the display of the variation of the pattern is not held.

[0356] Subsequently, as shown in Figure 23(j), when Special Figure 1 stops and a minor win symbol (for example, "Special Figure b") is displayed, the first variable prize slot 234 opens, and when a game ball enters the opened first variable prize slot 234 and passes through the specific area 234v, the second jackpot game starts in the same manner as the first jackpot. In this embodiment, when Special Figure 1 stops, Special Figure 2, which is currently being displayed, is discarded and a losing symbol is displayed.

[0357] Figure 23(k) shows the state after the second jackpot game has ended. The second jackpot was caused by the special symbol 1 stopping at "special symbol b" in the a2 time-saving game state. Therefore, after the jackpot game ends, the game transitions to the a2 time-saving game state. However, when the first symbol variation display of special symbol 1 or the first symbol variation display of special symbol 2 begins, this a2 time-saving game state ends and the game transitions to a non-time-saving game state. Consequently, after the jackpot game ends, the reserves of special symbol 2 are consumed and the variation display of special symbol 2 begins, effectively transitioning to a non-time-saving game state, making it difficult for game balls to enter the special symbol 1 start opening 231. However, the first display of the symbols in Special Feature 2, which is consumed after this big win game ends, uses the judgment table for the a2 time-saving game state (see Figures 9(c) and 10(b)) to determine the outcome. Therefore, the display time is relatively short (for example, 5 seconds), and in most cases, the time-saving symbols are displayed, resulting in a transition to the c time-saving game state. For this reason, the decorative symbol display device 208 shown in Figure 23(k) displays the words "〇×RUSH Entry!!" indicating a transition to the c time-saving game state, suggesting that the game will transition to the c time-saving game state.

[0358] At the timing shown in Figure 23(l), the reserved symbols in Special Feature 2 have been consumed and the first symbol variation display has begun. At this time, the word "Ready" is displayed, amplifying the player's expectation of transitioning to the time-saving game state (c). At this timing, the game state is not the time-saving game state, but the symbol variation display of Special Feature 2 shown in Figure 23(l) started in the time-saving game state (a), so the right-hand shooting display continues.

[0359] Subsequently, as shown in Figure 23(m), when the symbol variation display of Special Feature 2 ends and the time-saving symbol ("Special Feature E") is displayed as stopped, a star mark is displayed in the fourth symbol display area 284 to indicate that the time-saving symbol has stopped. At this time, the word "GO" is displayed in the center of the display screen, indicating that the game has transitioned to the time-saving game state c. As mentioned above, in the time-saving game state c, the operating time of the shutter member 2311 of the Special Feature 1 start opening 231 is extremely short (for example, 45ms), making it difficult to win in Special Feature 1....

Claims

[Claim 1] The pathway through which the game balls circulate, A first detection means for detecting game balls, A first control means capable of counting the increase in the number of reserved items based on the detection by the first detection means, A second control means that receives an increase signal transmitted from the first control means when the number of pending items increases, A gaming machine comprising a performance means controlled by the second control means, The aforementioned flow path is configured to have a first flow path, a second flow path, and a third flow path. The aforementioned first channel is a channel through which game balls can normally flow during gameplay. The second flow path is a flow path in which the circulation of game balls is difficult during normal gameplay but easy during winning gameplay. The third channel is a channel through which game balls can flow during normal gameplay. A first screw insertion opening into which a screw can be inserted is formed on the flow path of the first flow path. No screw insertion opening is formed on the flow path of the second flow path, into which a screw can be inserted. A third screw insertion opening into which a screw can be inserted is formed on the flow path of the third channel. The first screw insertion opening is formed in such a position that, if the screw is not properly inserted into the first screw insertion opening, the game balls that have been flowing through the first flow path come into contact with the screw and the components forming the first flow path. The third flow path has a first opening and a second opening. The first opening is located upstream of the second opening. The third screw insertion opening is formed at a position where, if the screw is not properly inserted into the third screw insertion opening, the game ball that has been flowing through the third flow path comes into contact with the screw and the structure forming the third flow path, and is located closer to the first opening than to the second opening. The aforementioned presentation means is a means capable of displaying a hold icon in the first display area, The aforementioned display means is a means capable of displaying the number of reserved items in a second display area, The second control means is a means for displaying a hold icon in the first display area when the increase signal is successfully received. The second control means is a means for updating and displaying the value of the reserved number display when the increase signal is successfully received, The aforementioned display means is a means that, while displaying one of the reserved icons, the first detection means detects one game ball, but the second control means fails to properly receive an increase signal corresponding to the number of reserved balls being 2, and then the first detection means detects one game ball and the second control means successfully receives an increase signal corresponding to the number of reserved balls being 3 (hereinafter referred to as "the first case"), in which case the first display area displays a second reserved icon and also displays a third reserved icon, while the second display area updates the value of the reserved ball display to 3 instead of updating it to 2. The aforementioned presentation means, in the first case, is a means of displaying the second hold icon in the first display area without an increasing animation, and displaying the third hold icon with the increasing animation. The aforementioned presentation means, when displaying the reserved icon in the first presentation mode, may display it in a certain suggestive manner that indicates the possibility of the player being in a favorable state. In the first case of the first performance mode, the hold icon representing the hold, which was represented by the second hold icon, is not displayed in the aforementioned suggestive manner from the start of display until the end of display as a hold icon, but is displayed in the aforementioned manner. moreover, The number of game values ​​can be stored as game value data in a predetermined memory area, A third control means, Equipped with predetermined operating means, The third control means is a means that can add game value data corresponding to the acquisition of the game value to the game value count data, The third control means is a means capable of performing a counting process to count the game value data when the predetermined operating means is operated in a situation where the game value data is not "0". The third control means is capable of transmitting first information to an external device at predetermined intervals, and is capable of transmitting second information after a predetermined period has elapsed since the transmission of the first information. The first piece of information includes the game value data, The aforementioned second information includes counting data showing the values ​​counted between the time the previous second information was transmitted and the current second information is transmitted. The third control means is a means capable of transmitting data indicating the first value as the counting data when transmitting the most recent second information when the predetermined operating means is operated in the first operating manner while the game value data is a first value. The third control means is a means that, when the predetermined operating means is operated in the first operating manner in a situation where the game value data is a second value which is greater than the first value, transmits data indicating the first value as the counting data when transmitting the most recent second information. The third control means is a means capable of transmitting data indicating the third value as the counting data when transmitting the most recent second information when the predetermined operating means is operated in the first operating manner, in a situation where the game value data is a third value less than the first value. The third control means, in a situation where the game value has been acquired and the game value data has become the first value before transmitting the third value as the game value data, if the counting process based on the first operation mode is performed before the predetermined period elapses, transmits data indicating the first value as the counting data when transmitting the most recent second information. The third control means, after transmitting the third value as the game value data and before the predetermined period has elapsed, acquires the game value and the game value data becomes the first value, and if counting processing based on the first operation mode is performed before the predetermined period has elapsed (hereinafter referred to as "second case"), when transmitting the most recent second information, does not transmit data indicating the first value as the counting data, but transmits data indicating the third value. In the second case described above, if the predetermined operating means has not been operated between the time of transmitting the most recent second piece of information and the transmission of the next piece of information, then when transmitting the next piece of information, data showing a fourth value obtained by subtracting the third value from the first value shall not be transmitted as the counting data. A gaming machine characterized by the following features.