Gaming machine

The gaming machine addresses the limitation of static gameplay by incorporating dynamic determination and time-shortening features to vary game stages and rounds, enhancing player engagement and game properties.

JP2026113849APending Publication Date: 2026-07-08SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2024-12-26
Publication Date
2026-07-08

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko machines, lack the ability to dynamically change gameplay stages and expand game properties beyond adjusting setting values for the degree of advantage.

Method used

A gaming machine with a determination means for pass/fail determination, a notification means for displaying changing identification symbols, and a time shortening means to impart a game in a time-shortened state, allowing for varying game stages and rounds based on a setting value.

Benefits of technology

Enables gameplay variations and expanded possibilities by changing the game stage and number of shortened time rounds, enhancing player engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026113849000001_ABST
    Figure 2026113849000001_ABST
Patent Text Reader

Abstract

We provide gaming machines that offer a high level of enjoyment. [Solution] In the pachinko game machine 1, when the setting value is 1, the probability of Time Shortening 1 (144 time shortening rounds) occurring is 80%, and the probability of Time Shortening 2 (170 time shortening rounds) occurring is 20%. When the setting value is 3, the probability of Time Shortening 1 (144 time shortening rounds) occurring is 60%, and the probability of Time Shortening 2 (170 time shortening rounds) occurring is 40%. When the setting value is 6, the probability of Time Shortening 4 (140 time shortening rounds) occurring is 50%, the probability of Time Shortening 2 (170 time shortening rounds) occurring is 45%, and the probability of Time Shortening 3 (200 time shortening rounds) occurring is 5%. In this way, multiple types of minor win game states are set, and the ratio of settings for transitioning to these multiple types of minor win game states differs depending on the setting value. This makes it possible to change the probability of the number of time shortening rounds granted in the minor win game state by changing the setting value, thereby improving the gameplay of the game machine.
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Description

Technical Field

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

Background Art

[0002] In recent years, for example, in a pachinko machine which is one of gaming machines, it has been made possible for a game administrator to arbitrarily change a setting value for specifying a stage regarding the degree of advantage of a game (Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] An object is to not only change a stage regarding the degree of advantage of a game by changing a setting value, but also to expand the game properties.

Means for Solving the Problems

[0005] In order to achieve the above object, a gaming machine according to the present invention includes a determination means for performing a pass / fail determination based on the establishment of a start condition, a notification means for notifying a player of a determination result by the determination means by causing a changing identification symbol to stop and be displayed in a predetermined combination, and a time shortening imparting means for imparting a game in a time shortening state in which the changing time of the identification symbol is shortened a predetermined number of times of change, wherein the time shortening imparting means imparts a game in the time shortening state of a number of times of change corresponding to a setting value for specifying a stage regarding the degree of advantage of a game.

Effects of the Invention

[0006] According to the gaming machine of the present invention having the above configuration, the game is played in a shortened state with a number of variations corresponding to a setting value that identifies a stage related to the degree of advantage in the game. This makes it possible to change not only the stage related to the degree of advantage in the game by changing the setting value, but also the number of shortened time rounds, thereby expanding the gameplay possibilities. [Brief explanation of the drawing]

[0007] [Figure 1] This is a front view of a pachinko game machine in one embodiment. [Figure 2] This is an enlarged view of the main part of the game area in Figure 1. [Figure 3] This is an explanatory diagram showing the electrical configuration of the main control board and peripheral equipment in block form. [Figure 4] This is an explanatory diagram showing the electrical configuration of the sub-control board and peripheral equipment in block form. [Figure 5] This is an explanatory diagram of the table for determining success or failure. [Figure 6] This is an explanatory diagram of the jackpot type determination table for the first special feature. [Figure 7] This is an explanatory diagram of the jackpot type determination table for the time-saving state in the second special feature. [Figure 8] This is an explanatory diagram of the jackpot type determination table for the second special feature in a non-time-saving state. [Figure 9] This is an explanatory diagram of the table for determining the type of minor win in the shortened time state. [Figure 10] This is an explanatory diagram of the table for determining the type of minor win in a non-time-saving state. [Figure 11] (a) is an explanatory diagram of the reach determination table for the first special feature, and (b) is an explanatory diagram of the reach determination table for the second special feature. [Figure 12] (a) is an explanatory diagram of the special pattern variation selection table for the first special pattern, and (b) is an explanatory diagram of the special pattern variation selection table for the second special pattern. [Figure 13] This is an explanatory diagram of the table for determining whether a symbol wins or loses. [Figure 14] This is an explanatory diagram of the general type determination table. [Figure 15] It is a flowchart of the main - side main control process. [Figure 16] It is a flowchart of the main - side timer interrupt process. [Figure 17] It is a flowchart of the symbol sensor detection process. [Figure 18] It is a flowchart of the normal operation process. [Figure 19] It is a flowchart of the special symbol waiting process. [Figure 20] It is a flowchart of the special symbol big - win determination process. [Figure 21] It is a flowchart of the special symbol variation pattern selection process. [Figure 22] It is a continuation flowchart of Figure 18. [Figure 23] It is a flowchart of the special symbol related process. [Figure 24] It is a flowchart of the game state management process. [Figure 25] It is a flowchart of the special electric accessory process (big win of Type 1, V win). [Figure 26] It is a flowchart of the special electric accessory process (small win). [Figure 27] It is a flowchart of the sub - side main control process. <00,00095>It is a flowchart of the 1ms timer interrupt process. [Figure 29] It is a flowchart of the 10ms timer interrupt process. [Figure 30] It is a flowchart of the received command analysis process. [Figure 31] It is a flowchart of the variation effect start process. [Figure 32] It is a flowchart of the Bluetooth connection process. [Figure 33] It is a figure showing the input screen. [[ID=5A]] [Figure 34] It is a figure showing the connection permission screen. <00001G8> [Figure 35] It is an explanatory diagram of the big - win type determination table for the first special symbol of the modification example. [Figure 36] This is an explanatory diagram of the jackpot type determination table for the first special feature, which is a modified example. [Figure 37] This is an explanatory diagram of the jackpot type determination table in the time-saving state for the second special feature, which is a modified example. [Figure 38] This is an explanatory diagram of the table for determining whether a variation is correct or incorrect. [Modes for carrying out the invention]

[0008] A gaming machine according to an embodiment of the present invention will be described with reference to the drawings. In the following description, a pachinko gaming machine that uses game balls will be used as an example of a gaming machine according to an embodiment of the present invention. When describing the direction and positional relationship of each part of the pachinko gaming machine, the "left," "right," "up," and "down" will be used as reference points from the perspective of a player playing facing the pachinko gaming machine. The side closer to the player (the near side) will be referred to as "front," and the side further away (the far side) will be referred to as "back."

[0009] [Main components of Pachinko game machine 1] The pachinko game machine 1 of this embodiment includes a game machine frame, as shown in Figure 1. The game machine frame is configured to include at least an inner frame 16 that holds the game board 2 (described later) and a door-shaped front frame 18 that covers the front of the inner frame 16, and is installed on an installation island (not shown) in a game parlor via a rectangular frame-shaped outer frame W. The front frame 18 includes a left side lamp 23a, a right side lamp 23b, and a top lamp 23c, and a window 18a is formed inside the area surrounded by these. This window 18a is an opening that allows the game area 3 formed on the board surface (front) of the game board 2 to be seen, and a transparent glass plate is provided to cover this window 18a, but it is omitted in Figure 1. In addition, speakers 8 are provided at the left and right upper ends of the front frame 18 (on both the left and right sides flanking the top lamp 23c) as sound output means that output sounds such as music, sound effects, and notification sounds according to the performance content.

[0010] The front frame 18 has translucent sections on both sides that make up the left side lamp 23a and the right side lamp 23b, and multiple LEDs are arranged inside these translucent sections. Each LED is capable of emitting multiple colors and lights up or flashes depending on the effect, and also emits light. Change the color. Furthermore, the top lamp 23c constitutes a rotating light having an LED and a rotating reflector inside (not shown). The LED is capable of emitting multiple colors and lights up or flashes, and further changes the emitted color, depending on the content of the display or notification. The rotating reflector rotates around the LED in response to the drive of the movable motor 23d (Figure 4), changing the direction of reflection of the LED's light.

[0011] Furthermore, a handle 4, a ball supply tray (also called an upper tray) 24, and a surplus ball receiving tray (also called a lower tray) 25 are provided at the lower part of the front frame 18. The ball supply tray 24 is for storing game balls dispensed from the ball dispensing device 80 (Figure 3) and the prize ball dispensing device 400 (Figure 3), or for storing game balls to be supplied to the launching device 90 (Figure 3). The surplus ball receiving tray (also called a lower tray) 25 is provided below the ball supply tray 24 in the front frame 18. The surplus ball receiving tray 25 stores game balls that exceed the storage capacity of the ball supply tray 24.

[0012] The handle 4 is located in the lower right of the front frame 18, that is, in a position where a player facing the pachinko machine 1 can grip it with their right hand. The handle 4 is equipped with a touch switch 92 (Figure 3), a launch lever 4a, and a launch stop button 4b. The touch switch 92 outputs a signal indicating that a player has touched the handle 4, and is located in a position where the right hand of a player gripping the handle 4 touches it. The launch lever 4a is for adjusting the launching strength of the game balls by the launching device 90 (striking hammer), and is rotatably mounted on the handle 4. The launch stop button 4b is for stopping the launch of game balls when they are being launched, and is located in a position where it can be operated by the thumb of the right hand gripping the handle 4. Note that the handle 4 is an example of a launch handle of the present invention.

[0013] An effect button 5 is provided on the upper surface of the ball supply tray 24 within the front frame 18. This effect button 5 can be pressed with one hand by a player facing the pachinko game machine 1, but it is positioned so that the player cannot operate it simultaneously with the handle 4 using only one hand. Furthermore, the effect button 5 is positioned so that the player cannot operate it simultaneously with the effect lever 6, which will be described later, using only one hand. An elastic member (not shown), such as a spring, is built into the effect button 5, and when the pressed state of the effect button 5 is released, the restoring force of this elastic member returns the effect button 5 to its state before the press operation. This effect button 5 incorporates an effect button detection switch 5a (Figure 4) that detects the press operation of the effect button 5, an effect button vibration motor 5b (Figure 4) that vibrates the effect button 5, and an effect button lamp 5c (Figure 4) that illuminates the effect button 5. The effect button vibration motor 5b vibrates at a predetermined timing, for example, during the period when the press operation of the effect button 5 is effective. In this embodiment, the performance button 5 is vibrated by the operation of the performance button vibration motor 5b, and the surface of the performance button 5, which is made of a translucent material, is lit or flashed by the illumination of the performance button lamp 5c (LED in this embodiment), thereby performing effects such as notifying that it is a period in which the operation of the performance button 5 is valid, or increasing the expectation of a big win. When a player presses the performance button 5 during the period in which pressing the performance button 5 is valid, the operation is detected by the performance button detection switch 5a, and a specific effect is performed as a result. Hereinafter, the specific effect that is performed as a result of operating the performance button 5 will be referred to as a button effect.

[0014] An effect lever 6 is provided on the left side (near the lower left end) of the excess ball receiving tray 25 within the front frame 18. This effect lever 6 can be grasped and operated with one hand by a player facing the pachinko game machine 1, but it is positioned so that the player cannot operate the handle 4 and effect buttons 5 simultaneously with only one hand. Specifically, the effect lever 6 can be operated by pushing it inward with the hand that is grasping it (push operation), and it can also be operated by rotating it left and right (rotation operation). The effect lever 6 is also equipped with an effect lever push detection switch 6a (Figure 4) that detects the push operation of the effect lever 6, an effect lever rotation detection switch 6b (Figure 4) that detects the right rotation operation or left rotation operation of the effect lever 6, and an effect lever vibration motor 6c (Figure 4) that vibrates the effect lever 6. In this embodiment, the effect lever 6 is vibrated by the operation of the effect lever vibration motor 6c, which enables effects such as notifying that the operation of the effect lever 6 is valid or increasing the expectation of a jackpot. If a player pushes or rotates the performance lever 6 during the period when the performance lever 6 is active, this operation is detected by the performance lever push detection switch 6a and the performance lever rotation detection switch 6b, and a specific performance is triggered. Hereinafter, the specific performance triggered by the operation of the performance lever 6 will be referred to as the lever performance.

[0015] [Game board 2 configuration] The game board 2 is held in the inner frame 16 so that its surface (front) is positioned approximately directly facing the player's face. The game board 2 is covered from the front by the aforementioned glass plate of the front frame 18, but its surface is visible from the player's side (front) through the glass plate (window 18a). In Figure 1, the outer periphery of the game board 2's surface (the area outside the window 18a in a front view) is not visible, but an annular game area forming means (rail member 17, etc.) is arranged to partition the game area 3, which is the area where the game balls flow (roll), on the inner periphery. On the left side of the game board 2's surface, the rail member 17 is arranged in two rows, left and right, and the balls launched by the launching device 90 (Figure 3) move upward along the inside of these rail members to reach the game area 3. In this case, the balls are guided to the left side of the two rows of rail members 17, which is not visible in Figure 1, and reach the upper area of ​​the game area 3.

[0016] Although not shown in the diagram, multiple game pins are driven into the game area 3 of the game board 2. As a result, the game balls flowing down the game area 3 come into contact with the game pins and their behavior changes. In the process of flowing down the game area 3, the game balls either enter the ball entry openings 10a, 11a, 12a, 14a, and 15a described later, or they flow down the game area 3 to the bottom and are discharged out of the game area 3 (towards the inner frame 16) through the outlet opening 19. There is at least one outlet opening 19 in the game area 3, and if there are multiple, one of them is located at the bottom of the game area 3.

[0017] Here, a large center ornament 20 is positioned on the central side of the game board 2's surface, spaced inward from the game area forming means such as the rail member 17. This center ornament 20 is annular or frame-shaped and is attached along the edge of a large opening (not shown) formed approximately in the center of the game board 2. The entire screen (front) of the performance display device 7 (LCD panel, etc.) located behind the game board 2 is exposed to the front of the board through the inner opening of the center ornament 20, and in a front view of the pachinko game machine 1, the center ornament 20 is positioned to decorate the area around the screen of the performance display device 7. The center ornament 20 is translucent, and multiple LEDs that light up and flash according to the performance content are provided inside it. Furthermore, the game board 2 is equipped with multiple light-emitting means (LEDs), including within the aforementioned center decorative element 20, and is configured to decorate the game board 2 with the light emitted from these LEDs. These decorative light-emitting means provided on the game board 2 will be referred to as "board lamps 2a" below (Figure 4). Each LED constituting the board lamps 2a is capable of emitting multiple colors, and lights up or flashes, and further changes the color of the emitted light, depending on the content of the performance.

[0018] The center ornament 20 protrudes in an annular (frame-like) manner in front of the surface of the game board 2, preventing game balls flowing down the game area 3 from moving to the inner circumference side of the center ornament 20 (the space in front of the screen). The game area 3 is then divided into left and right sections at its upper part. In other words, the game area 3 includes the left game area (first ball flow area) 3L, which is the path for game balls flowing down to the left of the center ornament 20, and the right game area (second ball flow area) 3R, which is the path for game balls flowing down to the right of the center ornament 20.

[0019] The game board 2 has multiple mounting openings (not shown) that penetrate in the direction of its thickness, and a first starting prize entry device 10, a general prize entry member 11, a second starting prize entry device 12, a gate 13, a first major prize entry device 14, and a second major prize entry device 15 are arranged corresponding to each mounting opening. These configurations have entry openings 10a, 11a, 12a, 13, 14a, and 15a into which game balls flowing down the game area 3 can enter. In the following description, entry openings designated as capable of awarding prize balls for game ball entry may be referred to as "prize entry openings." The entry of a game ball into a prize entry opening may also be expressed as "prize entry." Furthermore, a "starting opening" (or "trigger opening"), which is a type of entry opening (prize entry opening), is a prize entry opening in which the entry of a game ball triggers the display of a special symbol variation, which will be described later. The entry of a game ball into this starting slot can be described as "starting ball entry (starting prize entry)."

[0020] The first starting prize device 10 is provided in the center of the lower region of the center decorative body 20, so as to protrude forward (towards the glass plate side) from the surface of the game board 2. This first starting prize device 10 is a prize device (prize entry section) having a first starting opening 10a and a first starting opening sensor 10b. The first starting opening 10a opens upward within the game area 3. The first starting opening sensor 10b (Figure 3) is a sensor (detection means) that detects a game ball that has entered the first starting opening 10a (starting ball entry), and is positioned in the middle of a prize ball passage (not shown) that guides the game ball that has entered the first starting opening 10a to the rear side of the game board 2. The first starting prize device 10 is configured to always maintain the first starting opening 10a in a state where balls can enter, and does not have any members that change the ease of ball entry into the first starting opening 10a or the opening dimensions.

[0021] The general prize member 11 is positioned slightly to the left in the lower region of the center decorative body 20, and is provided so as to protrude forward (towards the glass plate side) from the surface of the game board 2. This general prize member 11 is a prize-winning device (prize-winning section) having a general prize-winning opening 11a and a general prize-winning opening sensor 11b. The general prize-winning opening 11a opens upward within the game area 3. The general prize-winning opening sensor 11b (Figure 3) is a sensor (detection means) that detects game balls that have entered the general prize-winning opening 11a, and is positioned in the middle of a prize-winning ball passage (not shown) that guides game balls that have entered the general prize-winning opening 11a to the rear side of the game board 2. The general prize member 11 is configured to always maintain the general prize-winning opening 11a in a state where balls can enter, and does not have any members that change the ease of ball entry into the general prize-winning opening 11a or the opening dimensions.

[0022] Figure 2 shows a magnified view of the lower right portion of game area 3 (the lower half of the right game area 3R). As shown in Figure 2, the gate 13 (operation opening) is provided in the right-hand region of the center decorative body 20, protruding forward (towards the glass plate) from the surface of the game board 2. A gate sensor 13a (Figure 3) for detecting passing game balls is positioned in this gate 13. The gate 13 is configured to allow game balls to pass through (enter) in the vertical direction (from top to bottom), and does not have a passage structure that guides game balls outside the game area 3 (towards the rear side of the game board 2).

[0023] The second starting prize-winning device 12 is located to the lower right of the center decorative body 20, as shown in Figures 1 and 2. This second starting prize-winning device 12 is a prize-winning device (prize-winning section) having a second starting port 12a, a normal operating member 12b, a second starting port sensor 12c (Figure 3), and a second starting port solenoid 12d (Figures 2 and 3), and is always installed so as not to affect the behavior of the game balls flowing down the game area 3 (so as not to protrude from the front side (glass plate side) of the game board 2). The second starting port 12a opens forward within the game area 3. The second starting port sensor 12c is a sensor (detection means) that detects game balls that have entered the second starting port 12a (starting ball entry), and is located in the middle of a prize-winning ball passage (not shown) that receives game balls that have entered the second starting port 12a from the normal operating member 12b on the rear side of the game board 2. The normal operating member 12b is a long, dish-shaped object in the front-to-back direction and is configured to slide back and forth between a ball entry blocking position (first position) located behind the second start opening 12a (inside the opening of the game board 2) and a ball entry allowing position (second position) protruding from the second start opening 12a. The second start opening solenoid 12d is connected to the normal operating member 12b and maintains the normal operating member 12b in the ball entry blocking position when demagnetized (non-operating state), and maintains the normal operating member 12b in the ball entry allowing position when energized (operating state). The normal operating member 12b in the ball entry blocking position is located behind the surface of the game board 2 and prevents game balls from entering the second start opening 12a by allowing them to pass downward without receiving them from above (gate 13 side). On the other hand, the normal operating member 12b for the ball entry permitting position is located in front of the surface of the game board 2, receiving game balls from above (towards the gate 13) and guiding them towards the rear (towards the second start opening 12a), thereby permitting the balls to enter the second start opening 12a (start entry). In other words, the second start opening 12a provided in the second start prize entry device 12 is a prize entry opening (variable ball entry opening, variable start opening) in which the ease of entry of game balls varies depending on the position. Note that the second start opening 12a is an example of a variable start opening. In the following explanation, with respect to this second starting port 12a, the state in which the normal operating member 12b is in a position that prevents game balls from entering and game balls cannot enter is referred to as the "closed state," and the change to this closed state is sometimes referred to as "closing." Also, the state in which the normal operating member 12b is in a position that allows game balls to enter and game balls can enter is referred to as the "open state," and the change to this open state is sometimes referred to as "opening."

[0024] As shown in Figures 1 and 2, the first major prize device 14 is installed in the lower right region of the center decorative body 20 (below the second starting prize device 12) so as to protrude forward (towards the glass plate side) from the surface of the game board 2. This first major prize device 14 is a prize device (prize section) having a first major prize opening 14a (special prize opening, special ball entry opening), a first special operating member 14b, a first major prize opening sensor 14c (Figure 3), and a first major prize opening solenoid 14d (Figure 3). The first major prize opening 14a opens upward within the game area 3. The first major prize opening sensor 14c is a sensor (detection means) that detects game balls that have entered the first major prize opening 14a, and is located in the middle of a prize ball passage (not shown) that guides game balls that have entered the first major prize opening 14a to the rear side of the game board 2. The first special operating member 14b is a plate-shaped member having an inclined upper surface, and is configured to slide back and forth between a front ball entry blocking position (first position) and a rear ball entry allowing position (second position). The first large prize opening solenoid 14d is connected to the first special operating member 14b and maintains the first special operating member 14b in the ball entry blocking position when demagnetized (non-operating state), and maintains the first special operating member 14b in the ball entry allowing position when energized (operating state). The first special operating member 14b in the ball entry blocking position is located in front of the surface of the game board 2 and closes the first large prize opening 14a, preventing game balls from entering the first large prize opening 14a, and causing the game balls to flow downstream (down and to the left) by its inclined upper surface. On the other hand, the first special operating member 14b for the ball entry permitting position is located behind the surface of the game board 2 and opens the first large prize entry opening 14a, allowing game balls to enter the first large prize entry opening 14a. In other words, the first large prize entry opening 14a provided in the first large prize device 14 is a prize entry opening (variable ball entry opening) whose opening dimensions vary (the ease with which game balls can enter varies depending on the position). In the following explanation, the state in which the first special operating member 14b is in a position that prevents game balls from entering and is therefore unable to enter will be described as a "closed state," and the change to this closed state will be described as "closing." Conversely, the state in which the first special operating member 14b is in a position that allows game balls to enter and is therefore able to enter will be described as an "open state," and the change to this open state will be described as "opening."

[0025] As shown in Figures 1 and 2, the second major prize device 15 is installed in the lower right region of the center decorative body 20 (lower left relative to the first major prize device 14), in a position slightly to the right within the lower region of the center decorative body 20, so as to protrude forward (towards the glass plate side) from the surface of the game board 2. This second major prize device 15 is a prize device (prize section) having a second major prize opening 15a (special prize opening, special ball opening), a second special operating member 15b, a second major prize opening sensor 15c (Figure 3), and a second major prize opening solenoid 15d (Figure 3). The second major prize opening 15a opens upward within the game area 3. The second large prize slot sensor 15c is a sensor (detection means) that detects game balls that have entered the second large prize slot 15a, and is positioned in the middle of a prize ball passage (not shown) that guides game balls that have entered the second large prize slot 15a to the rear side of the game board 2. The second special operating member 15b is a plate-shaped member having an inclined upper surface, and is configured to slide back and forth between a front ball entry blocking position (first position) and a rear ball entry allowing position (second position). The second large prize slot solenoid 15d is connected to the second special operating member 15b, and maintains the second special operating member 15b in the ball entry blocking position when demagnetized (non-operating state), and maintains the second special operating member 15b in the ball entry allowing position when energized (operating state). The second special operating member 15b in the ball entry blocking position is located in front of the surface of the game board 2 and closes the second large prize opening 15a, thereby preventing game balls from entering the second large prize opening 15a and causing the game balls to flow downstream (down and to the left) by its inclined upper surface. On the other hand, the second special operating member 15b in the ball entry allowing position is located behind the surface of the game board 2 and opens the second large prize opening 15a, allowing game balls to enter the second large prize opening 15a. In other words, the second large prize opening 15a provided in the second large prize device 15 is a prize opening (variable ball entry opening) whose opening dimensions vary (the ease with which game balls can enter varies depending on the position). In the following explanation, the state in which the second special operating member 15b is in a position that prevents game balls from entering and is therefore unable to enter will be described as a "closed state," and the change to this closed state will be described as "closing." Conversely, the state in which the second special operating member 15b is in a position that allows game balls to enter and is therefore able to enter will be described as an "open state," and the change to this open state will be described as "opening."

[0026] Furthermore, within the second large prize device 15, a specific area and a non-specific area are formed through which game balls that have entered the second large prize opening 15a can pass (enter). Game balls that have entered the second large prize opening 15a are discharged to the rear side of the game board 2 via the specific area or the non-specific area. The second large prize device 15 is equipped with a specific area sensor 55a (Figure 3) that detects game balls passing through the specific area and a non-specific area sensor 55b (Figure 3) that detects game balls passing through the non-specific area. The aforementioned prize ball passage inside the second large prize device 15 is configured such that the passage section where the specific area sensor 55a is located (forming a specific area) and the passage section where the non-specific area sensor 55b is located (forming a non-specific area) are connected downstream, and game balls that have passed through the specific area and game balls that have passed through the non-specific area merge at this connection point. The aforementioned second prize-winning slot sensor 15c is positioned at the connection point. Furthermore, a sorting member 56 (Figure 2) is provided inside the second major prize device 15, and this sorting member 56 is connected to the plunger of the sorting member solenoid 55c. The sorting member 56 is configured to move back and forth in the front-rear direction in response to changes in the excitation and demagnetization of the sorting member solenoid 55c. In other words, when the sorting member solenoid 55c is demagnetized, the sorting member 56 is positioned in the forward-extended position and blocks a specific area, thereby guiding game balls that enter the second major prize opening 15a to a non-specific area, and game balls passing through this non-specific area are detected by the non-specific area sensor 55b. Furthermore, the distribution member 56 operates by energizing the distribution member solenoid 55c, and when it operates, it is positioned in a rear retracted position and opens a specific area, thereby allowing game balls that have entered the second large prize opening 15a to pass through this specific area, and game balls passing through this specific area are detected by the specific area sensor 55a. In this embodiment, the passage of game balls into the specific area during the minor win state described later is the trigger for the transition to the V win state described later (development to the two types of big win states described later).

[0027] Incidentally, the pachinko game machine 1 can adjust the launch strength of the game balls in accordance with the operation of the handle 4 described above, so that the game balls can be launched into the left game area 3L and the right game area 3R by adjusting the launch strength. In this embodiment, with the aforementioned board configuration, game balls launched toward the left game area 3L (hereinafter referred to as "left shot") have the potential to enter the entry points (first start opening 10a, general prize entry point 11a) provided in the left game area 3L. On the other hand, game balls launched toward the right game area 3R (hereinafter referred to as "right shot") have the potential to enter the entry points (gate 13, second start opening 12a, first major prize entry point 14a, second major prize entry point 15a) provided in the right game area 3R.

[0028] [Configuration of the 50 display units] As shown in Figure 1, a set of indicators 50, which are game information display means for displaying various game information, is provided at the lower right end of the game board 2 (lower right of the game area 3). As shown in Figure 3, the set of indicators 50 includes a first special symbol indicator 51 that displays a first special symbol (also called the first special symbol or special symbol 1) in a variable manner, a second special symbol indicator 52 that displays a second special symbol (also called the second special symbol or special symbol 2) in a variable manner, and a normal symbol indicator 53 that displays a normal symbol (also called a normal symbol) in a variable manner. Furthermore, the set of indicators 50 includes a first special symbol hold indicator 51a that displays the number of reserved activations for the first special symbol in the first special symbol indicator 51, and a second special symbol hold indicator 52a that displays the number of reserved activations for the second special symbol in the second special symbol indicator 52. In this embodiment, there is no memory unit for storing the operation hold of ordinary symbols in the ordinary symbol display unit 53 (only when the ordinary symbol variation display is not being performed, the system acquires operation ball entry information triggered by the passage of a game ball into the gate 13 and stores it for ordinary symbol win determination), and therefore there is no display unit for displaying the number of stored operation hold of ordinary symbols. Alternatively, the system may be equipped with a memory unit for storing the operation hold of ordinary symbols (ordinary symbol hold memory unit) and a display unit for displaying the number of stored operation hold (ordinary symbol hold display unit). In the following explanations of matters common to the first special symbol and the second special symbol, the terms "special symbol" or "special symbol" may be used simply. Also, in the explanations of matters common to the first special symbol indicator 51 and the second special symbol indicator 52, the term "special symbol indicator" may be used simply.

[0029] The regular symbol display unit 53 is composed of, for example, two LEDs. The lit LEDs and the unlit LEDs represent regular symbols, and the alternating lighting of each LED represents a changing regular symbol display. When a game ball passes through the gate 13 (gate sensor 13a), a determination is made (regular symbol win determination) to determine whether or not to open a predetermined ball entry opening (second start opening 12a in this embodiment), and the regular symbol display unit 53 displays a changing regular symbol. After a predetermined time has elapsed since the start of the changing regular symbol display, the regular symbol display unit 53 displays a final regular symbol corresponding to the result of the regular symbol win determination. If the regular symbol displayed by the regular symbol display unit 53 is a regular symbol indicating a win, the regular operating member 12b of the second start prize entry device 12 enters a ball entry-allowing position, the second start opening 12a opens, and a regular symbol win state (auxiliary game, described later) occurs.

[0030] Each special symbol indicator 51, 52 is composed of multiple LEDs. Each LED in each special symbol indicator 51, 52 lights up in a predetermined lighting pattern, and the combination of lit and unlit LEDs represents a special symbol. A change in the combination of lit and unlit LEDs represents a changing special symbol. Hereinafter, the pattern of special symbol variation from when the special symbol starts to change until the special symbol is confirmed to be displayed is called the special symbol variation pattern. Special symbols include jackpot symbols that indicate that the special symbol hit judgment (also called internal judgment, big hit judgment, win / loss judgment, etc.) has resulted in a big hit, small hit symbols that indicate that the special symbol hit judgment (sometimes called small hit judgment) has resulted in a small hit, and losing symbols that indicate that the special symbol hit judgment has resulted in a loss. Small hits will be explained later.

[0031] When a game ball enters the first start opening 10a, a special symbol win determination is performed, and the first special symbol indicator 51 displays the first special symbol in a variable manner. Then, after a predetermined amount of time has elapsed since the start of the variable display of the first special symbol, the first special symbol indicator 51 displays the first special symbol corresponding to the result of the special symbol win determination. When the start of a new variable display of the first special symbol is prohibited on the first special symbol indicator 51 (when the first special symbol indicator 51 is displaying the first special symbol in a variable manner, or when a jackpot game state has occurred), if a game ball enters the first start opening 10a, the variable display of the first special symbol on the first special symbol indicator 51 triggered by that ball entry is put on hold (operation put on hold), and the number of operation put on hold is displayed by the first special symbol hold indicator 51a. Hereinafter, the number of operation put on hold on the first special symbol indicator 51 is referred to as the first special symbol hold number.

[0032] Furthermore, when a game ball enters the second start port 12a, a special symbol win determination is performed, and the second special symbol display unit 52 displays the second special symbol in a variable manner. Then, after a predetermined variable time has elapsed since the start of the variable display of the second special symbol, the second special symbol display unit 52 confirms and displays the second special symbol corresponding to the result of the special symbol win determination. When the start of a new variable display of the second special symbol is prohibited on the second special symbol display unit 52 (when the second special symbol display unit 52 is displaying the second special symbol in a variable manner, or when a jackpot game state has occurred), if a game ball enters the second start port 12a, the variable display of the second special symbol on the second special symbol display unit 52 triggered by that ball entry is put on hold (operation put on hold), and the number of operation put on hold is displayed by the second special symbol put on hold display unit 52a. Hereinafter, the number of operation put on hold on the second special symbol display unit 52 will be referred to as the second special symbol put on hold number. Furthermore, when explaining matters common to both the first and second special symbol reserve numbers, the term "special symbol reserve number" is used simply.

[0033] Hereinafter, one special symbol variation (or one variation of a special symbol) refers to the period from when the special symbol display unit starts showing the variation of a special symbol until the special symbol is confirmed. Furthermore, the decrease in the number of reserved special symbols by one with each special symbol variation is called the consumption of reserved special symbols. In pachinko game machine 1, the reserved special symbol display unit is used to show the variation of special symbols in the chronological order of when it was activated, and the number of reserved special symbols is consumed. However, the consumption of the second reserved special symbol takes precedence over the consumption of the first reserved special symbol (the variation display of the second special symbol takes precedence over the variation display of the first special symbol). In addition, a predetermined variation interval (the stopping time of the special symbol) is provided between the end of the variation display of a special symbol on the special symbol display unit and the start of the variation display of the next special symbol due to the consumption of reserved special symbols.

[0034] [Display area of ​​the display device 7] Next, the performance display device 7 will be described. The performance display device 7 displays moving images and still images such as performance images, message images, and demonstration images. The player plays the game while viewing these images from the front of the pachinko game machine 1. The performance display device 7 displays performance (decorative) symbols as performance images, in synchronization with the fluctuation display of special symbols. Performance symbols are symbols that represent Arabic numerals (for example, 1 to 10). In addition, performance symbols may include symbols that represent things other than numbers, such as letters of the alphabet or special characters, or may be combined with symbols that represent things other than numbers. The performance display device 7 has three areas set up from left to right for displaying the performance symbols: the left performance symbol display area, the middle performance symbol display area, and the right performance symbol display area. In the left performance symbol display area, the left performance symbol 7L is displayed; in the middle performance symbol display area, the middle performance symbol 7C is displayed; and in the right performance symbol display area, the right performance symbol 7R is displayed (Figure 1). Hereafter, when explaining matters common to the left, middle, and right performance symbol display areas, we will simply refer to them as the performance symbol display areas.

[0035] One variation of each display symbol is that it moves from the top of the screen to the bottom of the screen in ascending order, i.e., it scrolls vertically. Other variation methods include a horizontal scrolling method where the display symbols move from one side of the screen to the other, and a switching method where the display symbols are displayed sequentially in ascending order of numbers at the same display position. The display device 7 also displays a background image as the background of each display symbol. For example, the background image may be a video from a TV drama or movie, an animated video from that video, an animation, or an original video from the pachinko machine manufacturer. The display device 7 is a liquid crystal display device. However, an organic EL display device or a display device using dot matrix LEDs can also be used as the display device 7.

[0036] The performance display device 7 synchronizes the display of each performance symbol with the display of the special symbols on the special symbol displays 51 and 52 mentioned above, and simultaneously displays each performance symbol as confirmed when the special symbols are confirmed, and displays the result of the special symbol win determination in a performance manner. Here, the left performance symbol 7L, the middle performance symbol 7C, and the right performance symbol 7R are displayed in a state where they are in a stopping position while shaking up and down or left and right (temporary stop display), and then they are displayed in a state where they are completely stopped (confirmed display), and their movement display ends. All performance symbols 7L, 7C, and 7R are confirmed and displayed simultaneously.

[0037] Hereinafter, the combination of symbols that indicates that the result of the special symbol hit judgment (jackpot judgment, internal judgment) was a jackpot will be called a "jackpot symbol," the combination of symbols that indicates that the result of the special symbol hit judgment (minor hit judgment) was a minor hit will be called a "minor hit symbol," and the combination of symbols that indicates that the result of the special symbol hit judgment was a miss (anything other than a minor hit) will be called a "miss symbol." Jackpot symbols are a state in which each symbol represents the same number, also known as a "double-digit" state. For example, as shown in Figure 1, the confirmed left symbol 7L, middle symbol 7C, and right symbol 7R are all "7" and are aligned. In contrast, minor hit symbols are specific combinations other than jackpot symbols (double-digit), such as a combination in which the left and right symbols represent the same number and the middle symbol is a chance symbol (a chance symbol for minor hits). Similarly, the time-saving animation symbols are specific combinations other than the jackpot animation symbols (matching numbers). For example, combinations where the left and right animation symbols represent the same number, and the middle animation symbol is a chance symbol (a chance symbol for sudden time-saving). However, the chance symbol is different from the minor jackpot animation symbol. In addition, the losing animation symbols are combinations of animation symbols other than the jackpot animation symbols and minor jackpot animation symbols. Hereinafter, the animation display device 7 will refer to the animation symbol variation display that is synchronized with the variation display of special symbols on the special symbol display device (special symbol variation) as a "variation animation." The image displayed behind the animation symbols in a variation animation will be called a "background image." Note that for animations and notifications other than variation animations, the image displayed behind the main display image shown on the animation display device 7 may also be called a "background image." The background image can be a still image or a moving image.

[0038] The variation in the special symbols is synchronized with the variation display of the special symbols, and if the operation of the special symbol display unit is suspended, the operation of the performance display device 7 is also suspended. In other words, the number of suspended operations of the special symbol display unit and the number of suspended operations of the performance display device 7 are the same. The number of suspended operations of the performance display device 7 corresponding to the number of suspended special symbols is displayed in a predetermined display area of ​​the performance display device 7 (hereinafter referred to as "performance suspension display area 7Ba, 7Bb") by a suspended image, as shown in Figure 1. Therefore, by counting the number of reserved images displayed on the performance display device 7 (performance reserved display areas 7Ba, 7Bb), the player can find out the number of reserved special symbol animations (number of reserved first special symbols and number of reserved second special symbols). In this embodiment, for each game state, the number of reserved special symbols (first special symbol or second special symbol) corresponding to the starting opening on the side where ball entry is more likely (first starting opening 10a or second starting opening 12a) is displayed in the main performance reserved display area 7Ba on the left, and the number of reserved special symbols is displayed in the sub-performance reserved display area 7Bb on the right. In addition, on the screen of the performance display device 7, a display area 7Bc for animations currently in progress is provided to the left of the performance reserved display areas 7Ba, 7Bb to indicate the presence of an ongoing animation. Furthermore, the performance hold display areas 7Ba, 7Bb and the variation display area 7Bc do not need to be provided on the screen of the performance display device 7. They may be provided on the screen of another display device, or they may be constructed using lamps (light-emitting means) such as LEDs.

[0039] Furthermore, in the pachinko game machine 1, in addition to notifying the result of the special symbol win determination based on the result of the variation performance (display of the stopped symbols), the machine also performs effects that suggest the result of the variation performance or enhance the excitement leading up to the display of that result. Such effects are performed using a combination of images displayed on the performance display device 7, sounds output from the speaker 8, and the illumination of lamps on the game board 2 and front frame 18 (board lamp 2a, left side lamp 23a, right side lamp 23b, top lamp 23c). In other words, the performance display device 7, speaker 8, and lamps 2a, 23a, 23b, and 23c provided in the pachinko game machine 1 function as means for executing effects. Furthermore, the display device 7, speaker 8, and lamps 2a, 23a, 23b, and 23c also function as abnormality notification means for notifying abnormal conditions that occur in the pachinko game machine 1.

[0040] [Main electrical components of Pachinko game machine 1] Next, with reference to Figures 3 and 4, the main electrical configuration of the pachinko game machine 1 will be described. The pachinko game machine 1 includes a main control board 60, a power supply board 70, a payout control board 73, a launch control circuit 75, a sound control board 78, a lamp control board 79, a ball dispensing device 80, a launch device 90, a sub-control board 100, and an image control board 200.

[0041] As shown in Figure 3, the main control board 60 is equipped with a one-chip microcontroller for game control (hereinafter referred to as the game control microcontroller) 61. The game control microcontroller 61 includes a CPU 62, a ROM 63, a RAM 64, and an input / output circuit 65. The game control microcontroller 61 generates random numbers used in various judgments (draws), such as jackpot random numbers, jackpot type random numbers, minor win type random numbers, reach random numbers, variation pattern random numbers, regular win random numbers, and regular win type random numbers. The CPU 62 performs actions such as detecting ball entry, special win judgment, regular win judgment, and updating various random numbers. The ROM 63 stores various tables, such as the computer program executed by the CPU 62, the win / loss judgment table T1, the jackpot type judgment tables T2, T3, T4, the minor win type judgment tables T5, T6, the reach judgment tables T7, T8, the special variation pattern selection tables T9, T10, and the regular win type judgment table T11. RAM64 is used as work memory, etc., when the CPU62 executes computer programs.

[0042] Furthermore, the RAM 64 is provided with a first special feature data storage unit 64a (first data storage means) and a second special feature data storage unit 64b (second data storage means). The first special symbol hold memory unit 64a is equipped with first to fourth memory areas. In other words, the maximum number of first special symbol holds that can be stored is four. Each memory area stores values ​​such as jackpot random numbers, jackpot type random numbers, minor win type random numbers, reach random numbers, and variation pattern random numbers (start entry information) acquired by the game control microcomputer 61 as a result of a game ball entering the first start opening 10a. For example, when the first special symbol display unit 51 is displaying the first special symbol in a variation, and a game ball enters the first start opening 10a, the execution of the variation display of the first special symbol based on that entry is put into a standby state at that time. In this case, the start entry information acquired as a result of the ball entry is stored in the first special symbol hold memory unit 64a, and when it becomes possible to start the variation thereafter, the variation display of the first special symbol based on that start entry information is started. In other words, if the special feature variation display cannot be started at the time the start prize information is acquired triggered by the ball entering the first start opening 10a, the execution of the variation display of the first special feature based on that start prize information will be suspended (operation suspended) until the variation start condition (start condition) is met.

[0043] The second special symbol hold memory unit 64b is equipped with first to fourth memory areas. In other words, the maximum number of second special symbol holds that can be stored is four. Each memory area stores values ​​such as jackpot random numbers, jackpot type random numbers, minor win type random numbers, reach random numbers, and variation pattern random numbers (start entry information) acquired by the game control microcomputer 61 as a result of a game ball entering the second start opening 12a. For example, when a game ball enters the second start opening 12a while the second special symbol display unit 52 is displaying the second special symbol in a variation, the execution of the variation display of the second special symbol based on that entry is put into a standby state at that time. In this case, the start entry information acquired as a result of the ball entry is stored in the second special symbol hold memory unit 64b, and when it becomes possible to start the variation thereafter, the variation display of the second special symbol based on that start entry information is started. In other words, if the special symbol variation display cannot be started at the time the start prize information is acquired triggered by the ball entering the second start opening 12a, the execution of the variation display of the second special symbol based on that start prize information will be suspended (operation suspended) until the variation start condition (start condition) is met.

[0044] The starting prize information, such as the jackpot random number, is stored sequentially in the first memory area of ​​the first special symbol reserve storage unit 64a and the second special symbol reserve storage unit 64b, in the order in which the activation reserve occurs, that is, in the order in which it is acquired by the game control microcomputer 61. For example, if the first special symbol reserve storage unit 64a stores starting prize information up to the first to fourth memory areas, the starting prize information stored in the fourth memory area is the most recent information in terms of time, and the starting prize information stored in the first memory area is the oldest information in terms of time. Similarly, if the second special symbol reserve storage unit 64b stores starting prize information up to the first to fourth memory areas, the starting prize information stored in the second memory area is the most recent information in terms of time, and the starting prize information stored in the first memory area is the oldest information in terms of time. Each time the special symbol variation display is completed, the starting prize information stored in each memory area shifts one by one to the memory area with the oldest storage order. For example, jackpot random numbers stored in the second memory area are shifted to the first memory area. In addition, the determination (lottery) for special symbol wins based on the starting prize information stored in the first memory area is executed when the current display of the special symbol on the special symbol display unit ends and the timing for the start of the next display of the special symbol arrives (when the conditions for starting the display of the special symbol are met).

[0045] In the pachinko game machine 1, as mentioned above, the consumption of the second special symbol reserve count takes precedence over the consumption of the first special symbol reserve count. In other words, if there are multiple first and second special symbol reserve counts, the second special symbol reserve counts are consumed first, followed by the first special symbol reserve counts. For example, when the timing to start the special symbol variation display arrives while the first memory area of ​​the first special symbol reserve storage unit 64a and the first memory area of ​​the second special symbol reserve storage unit 64b are storing start-winning information, the start-winning information stored in the first memory area of ​​the second special symbol reserve storage unit 64b shifts to the execution area (execution target area), and a special symbol win determination based on this start-winning information is performed. On the other hand, at this time, the first special symbol reserve memory unit 64a does not shift the starting winning information of the first memory area. Then, when the timing for the start of the special symbol variation display arrives with the number of second special symbol reserves at 0, it shifts to the execution area (execution target area), and a determination such as a special symbol win determination based on this starting winning information is performed.

[0046] Furthermore, the pachinko game machine 1 of this embodiment does not have a storage unit (storage area) for storing information (operational ball entry information) acquired by the game control microcomputer 61 when a game ball passes through the gate 13 due to the normal symbol display 53 displaying a normal symbol variation. In other words, only when the normal symbol is not being displayed on the normal symbol display 53 and auxiliary gameplay is not being performed (the normal operating member 12b is not being operated) and a game ball passes through the gate 13 (when the gate entry flag, described later, is OFF), values ​​such as the normal symbol win random number (a random number for determining (drawing) whether the normal symbol is a win) and the normal symbol win type random number (a random number for determining the type of normal symbol win) (operational ball entry information) are acquired, a normal symbol win determination is performed triggered by the acquired random value (operational ball entry information), and the normal symbol display 53 displays a normal symbol variation based on the result of that normal symbol win determination.

[0047] Furthermore, the main control board 60 is equipped with a RAM clear switch 66. That is, the RAM clear switch 66 can be pressed from the rear of the pachinko game machine 1. When the pachinko game machine 1 is started with the RAM clear switch 66 pressed, it initializes the RAM 64 and the RAM 120 of the sub-control board 100.

[0048] Furthermore, the main control board 60 is electrically connected to the display units 50. In addition, the main control board 60 is electrically connected to the first start gate sensor 10b, the general prize gate sensor 11b, the second start gate sensor 12c, the first major prize gate sensor 14c, the second major prize gate sensor 15c, the gate sensor 13a, and the specific area sensor 55a via the relay board 74.

[0049] The first start port sensor 10b detects a game ball that has entered the first start port 10a and outputs a detection signal to the main control board 60. The general prize port sensor 11b detects a game ball that has entered the general prize port 11a and outputs a detection signal to the main control board 60. The second start port sensor 12c detects a game ball that has entered the second start port 12a and outputs a detection signal to the main control board 60. The first large prize port sensor 14c detects a game ball that has entered the first large prize port 14a and outputs a detection signal to the main control board 60. The second large prize port sensor 15c detects a game ball that has entered the second large prize port 15a and outputs a detection signal to the main control board 60. The gate sensor 13a detects a game ball that has entered (passed through) the gate 13 and outputs a detection signal to the main control board 60. When a game ball is detected by any of the aforementioned sensors 10b, 11b, 12c, 14c, 15c, and 13a, except for the gate sensor 13a, the conditions for dispensing a predetermined number of prize balls for each sensor are met.

[0050] In this embodiment, the prize ball awarded for one detection by the first start port sensor 10b (one ball entering the first start port 10a) is set to "1 ball", the prize ball awarded for one detection by the second start port sensor 12c (one ball entering the second start port 12a) is set to "2 balls", the prize ball awarded for one detection by the first large prize port sensor 14c (one ball entering the first large prize port 14a) is set to "10 balls", the prize ball awarded for one detection by the second large prize port sensor 15c (one ball entering the second large prize port 15a) is set to "10 balls", and the prize ball awarded for one detection by the general prize port sensor 11b (one ball entering the general prize port 11a) is set to "10 balls".

[0051] Furthermore, the specific area sensor 55a detects game balls passing through a specific area inside the second major prize device 15 and outputs a detection signal to the main control board 60. Similarly, the non-specific area sensor 55b detects game balls passing through a non-specific area inside the second major prize device 15 and outputs a detection signal to the main control board 60.

[0052] Furthermore, the main control board 60 is electrically connected to the second start port solenoid 12d, the first major prize port solenoid 14d, the second major prize port solenoid 15d, and the distribution member solenoid 55c via the relay board 74. The second start port solenoid 12d is energized based on the control of the main control board 60 and changes the normal operating member 12b from a ball entry blocking position to a ball entry allowing position. The first major prize port solenoid 14d is energized based on the control of the main control board 60 and changes the first special operating member 14b from a ball entry blocking position to a ball entry allowing position. The second major prize port solenoid 15d is energized based on the control of the main control board 60 and changes the second special operating member 15b from a ball entry blocking position to a ball entry allowing position. The distribution member solenoid 55c drives the distribution member 56 inside the second prize device 12 based on the control of the main control board 60. Furthermore, a setting change switch 260 is electrically connected to the main control board 60. The setting change switch 260 is a switch used to change the setting value used to change the probability of being judged as a win when a win / loss judgment is made based on the fulfillment of the starting conditions. The setting value will be explained in detail later, but it is one of the values ​​from 1 to 6, and the larger the number, the higher the probability of being judged as a win. In other words, when the setting value is set to 1, the probability of being judged as a win is the lowest, and when the setting value is set to 6, the probability of being judged as a win is the highest. The setting value changed by the setting change switch 260 is then output to the main control board 60.

[0053] The main control board 60 is electrically connected to the card unit 76, the ball dispensing device 80, and the prize ball dispensing device 400 (prize ball awarding means) via the payout control board 73. The card unit 76 is installed adjacent to the pachinko game machine 1 and performs functions such as reading and writing balances to prepaid cards. The ball dispensing device 80 includes a ball dispensing motor 81 and a ball dispensing sensor 82. The ball dispensing motor 81 drives a component that dispenses game balls as dispensing balls, and the ball dispensing sensor 82 outputs a signal to the main control board 60 via the payout control board 73 indicating that game balls have been dispensed by that component. The game control microcomputer 61 counts the number of dispensing balls dispensed by the ball dispensing device 80 based on the signal output from the payout control board 73. When the ball dispensing button (not shown) is operated while the prepaid card inserted into the card unit 76 has a balance equal to or greater than the minimum dispensable balance, the ball dispensing device 80 is activated and the minimum number of balls is dispensed into the ball supply tray 24.

[0054] The prize ball dispensing device 400 includes a prize ball motor 401 and a prize ball sensor 402. The prize ball motor 401 drives a component that dispenses game balls as prize balls, and the prize ball sensor 402 outputs a signal to the main control board 60 via the dispensing control board 73 indicating that game balls have been dispensed by that component. The game control microcomputer 61 counts the number of prize balls dispensed by the prize ball dispensing device 400 based on the signal output from the dispensing control board 73.

[0055] Furthermore, the launching device 90 is electrically connected to the main control board 60 via a launching control circuit 75. The launching device 90 comprises a launching motor 91, a touch switch 92, and a launching volume 93. The launching motor 91 drives a striking hammer (not shown) that strikes and launches the game ball. The touch switch 92 outputs a signal indicating that the player has touched the handle 4. The launching volume 93 adjusts the intensity with which the striking hammer strikes the game ball according to the amount of rotation of the launching lever 4a.

[0056] Furthermore, the pachinko game machine 1 is equipped with a power supply board 70. The power supply board 70 supplies power to the main control board 60 and the payout control board 73. The power supply board 70 also supplies power to each device electrically connected to the payout control board 73 via the payout control board 73. The power supply board 70 also supplies power from the main control board 60 to each sensor and solenoid electrically connected to the relay board 74 via the relay board 74. The power supply board 70 also supplies power to the indicators 50 electrically connected to the main control board 60 via the main control board 60.

[0057] The power supply board 70 is equipped with a backup power supply circuit 71. The backup power supply circuit 71 supplies the power necessary to maintain information to the RAM 64 and other components of the main control board 60 when the pachinko game machine 1 is not supplied with power from an external source. The power supply board 70 is electrically connected to a power switch 72 for turning the main power supply that supplies power to the power supply board 70 on and off.

[0058] The main control board 60 transmits various commands to the sub-control board 100 (Figure 4). The main control board 60 can transmit commands to the sub-control board 100, but the sub-control board 100 cannot transmit commands to the main control board 60. In other words, communication between the main control board 60 and the sub-control board 100 is unidirectional, meaning that commands can only be transmitted from the main control board 60 to the sub-control board 100.

[0059] As shown in Figure 4, a one-chip microcontroller for performance control (hereinafter referred to as the performance control microcontroller) 101 is mounted on the sub-control board 100. The performance control microcontroller 101 includes a CPU 102, a ROM 110, a RAM 120, and an input / output circuit 103. The CPU 102 controls the performances in conjunction with the game. The ROM 110 stores various tables in addition to the computer program that the CPU 102 uses to control the performances. The RAM 120 is used as work memory when the CPU 102 executes the computer program. The RAM 120 also includes a first special symbol hold performance storage unit 121, a second special symbol hold performance storage unit 122, and a performance storage unit 123 for the variation.

[0060] The first special symbol hold performance memory unit 121 has four memory areas consisting of the first to fourth memory areas, and each memory area stores the start-up win information (random values, etc.) indicated by the first start-up win command output (transmitted) from the main control board 60. The first start-up win command is a command that includes start-up win information (values ​​such as jackpot random numbers, jackpot type random numbers, variation pattern random numbers, and reach random numbers) acquired by the game control microcomputer 61 when a game ball enters the first start-up opening 10a.

[0061] On the other hand, the second special symbol hold performance memory unit 122 has four memory areas consisting of the first to fourth memory areas, and each memory area stores the start-up prize information (random values, etc.) indicated by the second start-up prize command output (transmitted) from the main control board 60. The second start-up prize command is a command that includes start-up prize information (values ​​such as jackpot random numbers, jackpot type random numbers, small win type random numbers, variation pattern random numbers, and reach random numbers) acquired by the game control microcomputer 61 when a game ball enters the second start-up opening 12a.

[0062] The variable performance memory unit 123 stores the start-up winning information (random value, etc.) indicated by the first start-up winning command or the second start-up winning command used for the variation in the variable performance pattern. The input / output circuit 103 transmits or receives data to and from each board connected to the sub-control board 100.

[0063] Furthermore, a real-time clock (RTC) 124 is mounted on the sub-control board 100. The RTC 124 measures the current date and time. For example, when power is supplied to the pachinko game machine 1 from an external power supply, the RTC 124 operates using that power, and when power is not supplied from an external power supply, it operates using power supplied from the backup power supply circuit 71 provided on the power supply board 70. Therefore, the RTC 124 can measure the current date and time even when the power to the pachinko game machine 1 is not turned on or when the contents of the RAM 120 have been cleared. A backup power supply circuit to supply power to the RTC 124 may also be provided on the sub-control board 100. The pachinko game machine 1 can execute special effects based on the timing results from the RTC 124.

[0064] An image control board 200 is electrically connected to the sub-control board 100. The image control board 200 has a VDP 201 (Video Display Processor), an image control CPU 202, a control ROM 203, a control RAM 204, a CGROM (Character Generator Read Only Memory) 205, and a VRAM (Video Random Access Memory) 206 mounted thereon. The image control CPU 202 controls the effect display device 7 to display effect images such as variable effect patterns, button effect images, and preview images. The control ROM 203 stores a computer program for the image control CPU 202 to control the effect display device 7. The control RAM 204 is used as a work memory when the image control CPU 202 executes the computer program. The CGROM 205 stores image data for the effect display device 7 to display effect images. The VDP 201 reads out image data from the CGROM 205 according to a display list created by the image control CPU 202, and expands the read image data in an expansion area in the VRAM 206. Then, the VDP 201 synthesizes the image data expanded in the VRAM 206, and stores the synthesized image data in a frame buffer in the VRAM 206. Then, the VDP 201 converts the image data stored in the frame buffer in the VRAM 206 into an RGB signal and outputs it to the effect display device 7. Thereby, the effect display device 7 displays an effect image.

[0065] The sub-control board 100 is electrically connected to the panel lamp 2a, the performance button lamp 5c, the left side lamp 23a, the right side lamp 23b, the top lamp 23c, and the movable motor 23d via the lamp control board 79. The performance control microcontroller 101 uses data stored in the ROM 110 to create light emission pattern data that determines the light emission pattern of each lamp and transmits this light emission pattern data to the lamp control board 79. The lamp control board 79 then controls the light emission of each lamp according to the received light emission pattern data. The performance control microcontroller 101 also uses data stored in the ROM 110 to create rotational motion pattern data that determines the operation pattern of the rotating reflector in the top lamp 23c and transmits this rotational motion pattern data to the lamp control board 79. The lamp control board 79 then controls the drive of the movable motor 23d according to the received rotational motion pattern data.

[0066] Each speaker 8 is electrically connected to the sub-control board 100 via the audio control board 78. The audio control board 78 is equipped with an audio control CPU (not shown), an audio data ROM (not shown), an audio synthesis circuit (not shown), and an amplifier (not shown). The audio data ROM stores audio data for each speaker 8 to output sounds such as music and sound effects. The audio control CPU reads audio data from the audio data ROM based on a command received from the sub-control board 100 and outputs the read audio data to the audio synthesis circuit. The audio synthesis circuit synthesizes the input audio data and converts the synthesized audio data into an analog audio signal, which is then output to the amplifier. The amplifier amplifies the input audio signal and outputs it to each speaker 8. Each speaker 8 then outputs the sound indicated by the input audio signal.

[0067] Furthermore, the sub-control board 100 is electrically connected to the following: a performance button detection switch 5a, a performance lever press detection switch 6a, a performance lever rotation detection switch 6b, a performance button vibration motor 5b, a performance lever vibration motor 6c, and a communication device 150.

[0068] The performance button detection switch 5a outputs a signal to the sub-control board 100 indicating that the performance button 5 has been pressed. The performance lever press detection switch 6a outputs a signal to the sub-control board 100 indicating that the performance lever 6 has been pressed. Furthermore, the performance lever rotation detection switch 6b outputs a signal to the sub-control board 100 indicating that the performance lever 6 has been rotated. In response, the performance control microcomputer 101 modifies the performance content of the button performance, which is a type of performance, based on the signal input from the performance button detection switch 5a, during the duration of the button performance, which is a type of performance. Also, the performance control microcomputer 101 modifies the performance content of the lever performance, which is a type of performance (a lever performance that prompts the player to press or rotate the lever), based on the signal input from the performance lever press detection switch 6a and the performance lever rotation detection switch 6b, during the duration of the lever performance, which is a type of performance.

[0069] The performance button vibration motor 5b is a component that vibrates the performance button 5 and is housed inside the performance button 5. The performance lever vibration motor 6c is a component that vibrates the performance lever 6 and is located at the part that contacts the performance lever 6 or inside the performance lever 6. The ROM 110 stores operation pattern data that determines the operation pattern of the performance button vibration motor 5b and operation pattern data that determines the operation pattern of the performance lever vibration motor 6c. When it is time for a performance to vibrate the performance button 5, the performance control microcontroller 101 reads the operation pattern data from the ROM 110 and drives the performance button vibration motor 5b based on the read operation pattern data. Also, when it is time for a performance to vibrate the performance lever 6, the performance control microcontroller 101 reads the operation pattern data from the ROM 110 and drives the performance lever vibration motor 6c based on the read operation pattern data.

[0070] The communication device 150 is a device capable of communicating with Bluetooth earphones 152 (see Figure 1) using Bluetooth®. The connection with Bluetooth earphones 152 using Bluetooth will be described later. When the communication device 150 connects with Bluetooth earphones 152 using Bluetooth, pairing information is required, and this pairing information is stored in the pairing information storage unit 154 of the ROM 110 of the performance control microcontroller 101. The Bluetooth earphones 152 are an example of the device and earphones of the present invention.

[0071] [Explanation of game state] Next, we will explain the game state of pachinko machine 1.

[0072] (Big win state, small win state) The pachinko game machine 1 of this embodiment is a so-called Type 1 / Type 2 mixed machine, which combines the gameplay features of the game machines that were conventionally called Type 1 pachinko machines and Type 2 pachinko machines. Here, the gameplay of a Type 1 pachinko machine is that when a ball enters the start opening, a big win is determined in the special symbol win determination (big win lottery), which is triggered by a ball entering the start opening, and a big win game state is created when a small win is determined in the special symbol win determination (small win lottery), which is triggered by a ball entering the start opening, and when a game ball that enters during this opening passes through a specific area inside the big win opening, it is triggered by a big win game state. In the pachinko game machine 1 of this embodiment, which is a Type 1 / Type 2 mixed machine, a big win game state (hereinafter sometimes referred to as "Type 1 big win state") is created when a big win is determined in the special symbol win determination triggered by a ball entering the start opening. Furthermore, in the special symbol win determination triggered by a ball entering the starting slot, if the big win determination is a miss and the small win determination is a win (i.e., a small win is achieved), a small win state is created in which the big prize slot is opened. Only if a game ball that enters the big prize slot during this small win state enters a specific area will the game progress to a big win game state (hereinafter sometimes referred to as the "Type 2 Big Win State"). As mentioned above, the Type 2 Big Win State develops from the small win state, so the small win state is considered as one round, and the opening that occurs after the ball enters the specific area (V-win state) is counted as a round from the second round onward. In other words, the Type 2 Big Win State is composed of the small win state and the subsequent V-win state. Alternatively, it is also possible to consider only the V-win state as the big win game state.

[0073] In this embodiment, in addition to the jackpot game state (Type 1 jackpot state) based on the jackpot determination result by the special symbol hit determination, there is a possibility of minor hit states and V hit states (Type 2 jackpot states) occurring, and the player can aim to get the game ball into either the first large prize pocket 14a or the second large prize pocket 15a. For each ball that enters either the first large prize pocket 14a or the second large prize pocket 15a, 10 prize balls are paid out. Therefore, it can be said that not only the jackpot game state but also the minor hit state is a state in which it is easy for the player to obtain prize balls (it is easy to increase the number of balls held). The jackpot game state changes in the following order: opening period, continuous operation period with multiple rounds (periods during which players can aim to enter the game balls), and ending period. During a round, the first special operating member 14b is activated by driving the first large prize slot solenoid 14d, opening the first large prize slot 14a. Here, each round of the jackpot game state, excluding one round of the two types of jackpot states (minor jackpot state), ends when the number of game balls that have entered the first large prize slot 14a reaches a predetermined upper limit (for example, 10 balls), or when a predetermined opening time (for example, 30 seconds) has elapsed, whichever comes first. In the jackpot game state, an interval time (round interval) is set between rounds, and the first large prize slot 14a is set to remain closed (the first large prize slot solenoid 14d is controlled to be inactive) at least during this interval time.

[0074] On the other hand, the minor win state ends when either the second large prize slot 15a is open for a shorter time than in other rounds (for example, 1.8 seconds), or the number of game balls that have entered the second large prize slot 15a reaches a predetermined upper limit (a predetermined number of 10 balls or less), whichever comes first (basically, the expiration of the opening time). Here, two types of minor win states are provided: a minor win state in which the game ball passes through a specific area (hereinafter referred to as the "advantageous minor win state") and a minor win state in which the game ball passes through a non-specific area (does not pass through a specific area) (hereinafter referred to as the "disadvantageous minor win state"). The operation mode of the distribution member 56 (start and end timing of operation) is constant during the minor win state, but the advantageous and disadvantageous minor win states are created by varying the operation mode of the second special operating member 15b (start and end timing of operation). Specifically, in the advantageous minor win state, the period during which the second large prize opening 15a can accept balls (the period from when the second special operating member 15b starts operating until it stops operating) is set to coincide with the period during which the distribution member 56 is operating. On the other hand, in the disadvantageous minor win state, the period during which the second large prize opening 15a can accept balls is set to avoid the period during which the distribution member 56 is operating.

[0075] (Shortened play mode, Non-shortened play mode) The following describes the various functions of the general time-saving game state (function to shorten the variation time of special symbols, function to shorten the variation time of regular symbols, function to extend the opening time of the second start port 12a, and function to increase the number of times the second start port 12a opens). Furthermore, the pachinko game machine 1 of this embodiment has, among the functions described below, a function to shorten the variation time of special symbols, a function to shorten the variation time of ordinary symbols, and a function to extend the opening time of the second starting port 12a. By activating these functions, a time-saving game state (easy ball entry state) is created, which is different from a non-time-saving game state (difficult ball entry state).

[0076] A game state in which the probability variation function for the display (regular symbols) on the regular symbol display unit 53 is activated can be designated as a time-saving game state, and a game state in which this function is not activated can be designated as a non-time-saving game state. When this probability variation function for regular symbols is activated, the probability of hitting a regular symbol is increased compared to when it is not activated. As a result, when the probability variation function for regular symbols is activated, it is possible to increase the frequency in which the regular operating member 12b is activated and the second start opening 12a is opened. However, the pachinko game machine 1 (game control microcomputer 61) of this embodiment does not have a probability variation function for ordinary symbols. Alternatively, it may be provided with such a function. Furthermore, the pachinko game machine 1 of this embodiment does not have a probability variation function (a function that improves the probability of winning a special symbol win) for each display (special symbol) on the first special symbol display 51 and the second special symbol display 52, and there is no game state (so-called "probability variation game state") in which the probability of winning a jackpot is higher than normal (low probability state). However, it may be possible to create a probability variation game state in which the probability variation function of the special symbols is activated. In this case, the probability variation game state may be created at the same time as the time-saving game state.

[0077] A game state in which the special symbol variation time reduction function is activated can be called a time-saving game state, and a game state in which this function is not activated can be called a non-time-saving game state. When the special symbol variation time reduction function is activated, a shorter variation time is more likely to be selected as the variation time for the special symbols compared to when it is not activated. As a result, when the special symbol variation time reduction function is activated, for example, the frequency in which the result of the special symbol variation display is derived can be increased, and the game time until a jackpot game state occurs can be shortened. In addition, because the special symbol reserve is consumed at a faster pace, effective ball entry into the starting gate (special symbol reserve) is more likely to occur, so smooth game progression can be achieved. Furthermore, a game state in which the function to shorten the variation time of normal symbols is activated can be designated as a time-saving game state, and a game state in which this function is not activated can be designated as a non-time-saving game state. When the function to shorten the variation time of normal symbols is activated, the variation time of normal symbols becomes shorter compared to when it is not activated. The pachinko game machine 1 of this embodiment has this function, and the variation time of normal symbols is set to 30 seconds (30000ms) when the variation time shortening function is not activated, and to 0.1 seconds (100ms) when the variation time shortening function is activated. Alternatively, the machine may be designed without the function to shorten the variation time of normal symbols. Furthermore, a game state in which at least one of the functions for extending the opening time and increasing the number of openings of the second starting port 12a is activated can be designated as a time-saving game state, and a game state in which neither function is activated can be designated as a non-time-saving game state. When a normal symbol is displayed as a predetermined normal symbol, an auxiliary game is played in which the second starting port 12a is opened and closed according to an operating pattern corresponding to the current game state. In this auxiliary game, the opening time of the second starting port 12a is longer than in the non-time-saving game state due to the opening time extension function. Also, the number of times the second starting port 12a is opened in this auxiliary game is greater than in the non-time-saving game state due to the opening count increase function. Therefore, when the opening time extension function or the opening count increase function is activated, the frequency of game balls entering the second starting port 12a is increased. As a result, the ratio of prize balls to the number of balls launched becomes higher, allowing the player to aim for a big win (or small win) without significantly reducing the number of game balls they have.

[0078] Thus, the functions for shortening the variation time for special and regular symbols, and the functions for extending the opening time and increasing the number of openings for the second start port 12a are support functions to increase the frequency of game balls entering the second start port 12a. In particular, the control that activates at least one of the functions related to the operation of the normal operating member 12b (driving the second start port solenoid 12d), is sometimes called "electric support control."

[0079] The pachinko game machine 1 of this embodiment is capable of operating the following functions: a function to shorten the variation time of special symbols, a function to shorten the variation time of ordinary symbols, and a function to extend the opening time of the second start port 12a. The game state can be either a non-time-saving game state in which none of these three functions are activated, or a time-saving game state in which all three functions are activated. However, the time-saving game state only needs to be a state in which at least one function is activated. For example, in addition to the three functions mentioned above, or in place of at least one of the functions, the game state may be one in which the probability variation function of ordinary symbols is activated.

[0080] In this embodiment, the "time-saving game state" is a state in which electric support control is performed (by the opening time extension function), and the ratio of the number of prize balls to the number of balls launched is high, so it can be rephrased as the "high base state (advantageous game state)". On the other hand, the "non-time-saving game state" can be rephrased as the "low base state (normal game state)" in contrast to the high base state mentioned above.

[0081] Here, the conditions for granting a time-saving game state in the pachinko game machine 1 can be set as follows: for example, the end of a jackpot game state (Type 1 jackpot state) based on the determination of a predetermined jackpot symbol (special symbol); the end of a jackpot game state (Type 2 jackpot state) based on the game ball passing through a specific area in a minor win state when a predetermined minor win symbol (special symbol) is determined; the end of a special symbol variation display based on the result of a special symbol win judgment when a predetermined time-saving symbol (special symbol) is determined. In this embodiment, a time-saving game state may be granted after the end of a jackpot game state (Type 1 jackpot state, Type 2 jackpot state) based on the determination of a jackpot symbol or minor win state; in addition, a time-saving game state may be granted based on the determination of a time-saving symbol. Furthermore, the termination conditions for the time-saving game state in the pachinko game machine 1 can be set as follows: for example, when a predetermined number of special symbol variation displays are executed; when a predetermined number of normal symbol variation displays are executed; when a jackpot is determined before a predetermined number of special symbol variation displays (or predetermined number of normal symbol variation displays) are executed and the corresponding special symbol variation display ends (jackpot game state begins); when a predetermined number of minor wins are determined before a predetermined number of special symbol variation displays (or predetermined number of normal symbol variation displays) are executed and the corresponding special symbol variation display ends (minor win state begins); when a predetermined number of minor win symbols (special symbols) are determined before a predetermined number of special symbol variation displays (normal symbol variation displays) are executed and the corresponding special symbol variation display ends (minor win state begins).

[0082] In this embodiment, four types of time-saving game states are provided, each with different types of special symbols that serve as the starting conditions (granting conditions), as well as different number of spins (time-saving spins) and termination conditions for the time-saving game states. In the following explanation, the time-saving game state that is most disadvantageous to the player among the four types of time-saving game states will be referred to as "Time-Saving 1" (first time-saving game state) or "Time-Saving 4" (fourth time-saving game state), the time-saving game state that is more advantageous than Time-Saving 1 or Time-Saving 4 will be referred to as "Time-Saving 2" (second time-saving game state), and the time-saving game state that is more advantageous than Time-Saving 2 will be referred to as "Time-Saving 3" (third time-saving game state). Furthermore, when referring to Time-Saving 1, Time-Saving 2, Time-Saving 3, and Time-Saving 4 without distinction, the name "time-saving game state" or "time-saving" will be used. The conditions for granting the time-saving game state, the number of time-saving rounds, and the termination conditions in this embodiment will be described later (see the determination tables in Figures 6 to 107).

[0083] [Main Judgment Table] Next, we will explain the main judgment tables referenced by the game control microcomputer 61 of the pachinko game machine 1.

[0084] (T1 Table for determining correctness) The win / loss determination table T11 shown in Figure 5 is a table that the game control microcomputer 61 (Figure 3) refers to when performing special symbol win determination (big win determination, small win determination). The win / loss determination table T1 is configured by associating a set value, the type of special symbol win determination (whether it corresponds to the first special symbol or the second special symbol), and the big win random value. The set value is a value used to change the setting of the big win probability and is output to the main control board 60 by the setting change switch 260. The big win random value is a value generated by the big win random number counter. The computer program for operating the big win random number counter is stored in ROM 63, and when the CPU 62 executes this computer program, the big win random number counter operates and a big win random value is generated. The big win random number counter may also utilize a random number generation circuit such as a counter IC. The big win random number counter of the pachinko game machine 1 counts a total of 65,536 values ​​from 0 to 65,535. In other words, it is possible to generate a total of 65,536 winning random numbers ranging from 0 to 65,535.

[0085] In the win / loss determination table T1, when the setting value is set to 1, the random jackpot values ​​(0 to 65535) for determining the special symbol win of the first special symbol are assigned to the respective judgment results for jackpot and loss. The game control microcomputer 61 determines that it is a jackpot if the random jackpot value obtained from the jackpot random number counter is within the range of 0 to 327, and if it is outside the range of 0 to 327 (328 to 65535), it determines that it is not a jackpot, i.e., a loss. Furthermore, in the win / loss judgment table T1, when the setting value is set to 1, the random jackpot values ​​(0 to 65535) for the special symbol win judgment of the second special symbol are assigned to the respective judgment results of jackpot, minor win, and loss. The game control microcomputer 61 determines that it is a jackpot if the acquired jackpot random value is within the range of 0 to 327, and if it is outside the range of 0 to 327 within the range of 0 to 65535 (328 to 65535), it determines that it is not a jackpot, i.e., a loss. However, among the jackpot random values ​​that are determined to be a loss (not a jackpot), if the value is within the range of 328 to 29847, it is determined to be a minor win. In other words, the probability of being determined to be a jackpot is the same for the win judgment of the first special symbol and the win judgment of the second special symbol, but if it is determined that it is not a jackpot, it may be determined to be a minor win in the judgment of the second special symbol, and the probability of winning in that case is much higher than that of a jackpot. Furthermore, in this embodiment, since the first special symbol does not determine a minor win, the probability of determining a minor win in the second special symbol is much higher than in the first special symbol. For this reason, it can be said that when a win / loss determination is made in the first special symbol, the determination is made in a low-probability state, and when a win / loss determination is made in the second special symbol, the determination is made in a high-probability state.

[0086] In the win / loss determination table T1, when the setting value is set to 2, the random jackpot values ​​(0 to 65535) for determining the special symbol win of the first special symbol are assigned to the respective judgment results for jackpot and loss. The game control microcomputer 61 determines that it is a jackpot if the random jackpot value obtained from the jackpot random number counter is within the range of 0 to 337, and if it is outside the range of 0 to 337 (338 to 65535), it determines that it is not a jackpot, i.e., a loss. Furthermore, in the win / loss judgment table T1, when the setting value is set to 2, the random jackpot values ​​(0 to 65535) for determining the special symbol win of the second special symbol are assigned to the respective judgment results of jackpot, minor win, and loss. The game control microcomputer 61 determines that it is a jackpot if the acquired random jackpot value is within the range of 0 to 337, and if it is outside the range of 0 to 337 within the range of 0 to 65535 (338 to 65535), it determines that it is not a jackpot, i.e., a loss. However, among the random jackpot values ​​that are determined to be a loss (not a jackpot), if the value is within the range of 338 to 65535, it is determined to be a minor win.

[0087] In the win / loss determination table T1, when the setting value is set to 3, the random jackpot values ​​(0 to 65535) for determining the special symbol win of the first special symbol are assigned to the respective judgment results for jackpot and loss. The game control microcomputer 61 determines that it is a jackpot if the random jackpot value obtained from the jackpot random number counter is within the range of 0 to 347, and if it is outside the range of 0 to 347 (348 to 65535), it determines that it is not a jackpot, i.e., a loss. Furthermore, in the win / loss judgment table T1, when the setting value is set to 3, the jackpot random value (0 to 65535) for the special symbol win judgment of the second special symbol is assigned to the respective judgment results of jackpot, minor win, and loss. The game control microcomputer 61 determines that it is a jackpot if the acquired jackpot random value is within the range of 0 to 347, and if it is outside the range of 0 to 347 within the range of 0 to 65535 (348 to 65535), it determines that it is not a jackpot, i.e., a loss. However, among the jackpot random values ​​that are determined to be a loss (not a jackpot), if the value is within the range of 348 to 29887, it is determined to be a minor win.

[0088] In the win / loss determination table T1, when the setting value is set to 4, the random jackpot values ​​(0 to 65535) for determining the special symbol win of the first special symbol are assigned to the respective judgment results for jackpot and loss. The game control microcomputer 61 determines that it is a jackpot if the random jackpot value obtained from the jackpot random number counter is within the range of 0 to 357, and if it is outside the range of 0 to 357 (358 to 65535), it determines that it is not a jackpot, i.e., a loss. Furthermore, in the win / loss judgment table T1, when the setting value is set to 4, the random jackpot values ​​(0 to 65535) for determining the special symbol win of the second special symbol are assigned to the respective judgment results of jackpot, minor win, and loss. The game control microcomputer 61 determines that it is a jackpot if the acquired jackpot random value is within the range of 0 to 357, and if it is outside the range of 0 to 357 within the range of 0 to 65535 (358 to 65535), it determines that it is not a jackpot, i.e., a loss. However, among the jackpot random values ​​that are determined to be a loss (not a jackpot), if the value is within the range of 358 to 29887, it is determined to be a minor win.

[0089] In the win / loss determination table T1, when the setting value is set to 5, the random jackpot values ​​(0 to 65535) for determining the special symbol win of the first special symbol are assigned to the respective judgment results for jackpot and loss. The game control microcomputer 61 determines that it is a jackpot if the random jackpot value obtained from the jackpot random number counter is within the range of 0 to 367, and if it is outside the range of 0 to 367 (368 to 65535), it determines that it is not a jackpot, i.e., a loss. Furthermore, in the win / loss judgment table T1, when the setting value is set to 5, the random jackpot values ​​(0 to 65535) for determining the special symbol win of the second special symbol are assigned to the respective judgment results of jackpot, minor win, and loss. The game control microcomputer 61 determines that it is a jackpot if the acquired random jackpot value is within the range of 0 to 367, and if it is outside the range of 0 to 367 within the range of 0 to 65535 (368 to 65535), it determines that it is not a jackpot, i.e., a loss. However, among the random jackpot values ​​that are determined to be a loss (not a jackpot), if the value is within the range of 368 to 29927, it is determined to be a minor win.

[0090] In the win / loss determination table T1, when the setting value is set to 6, the random jackpot values ​​(0 to 65535) for determining the special symbol win of the first special symbol are assigned to the respective judgment results for jackpot and loss. The game control microcomputer 61 determines that it is a jackpot if the random jackpot value obtained from the jackpot random number counter is within the range of 0 to 377, and if it is outside the range of 0 to 377 (378 to 65535), it determines that it is not a jackpot, i.e., a loss. Furthermore, in the win / loss judgment table T1, when the setting value is set to 6, the jackpot random value (0 to 65535) for the special symbol win judgment of the second special symbol is assigned to the judgment results of jackpot, minor win, and loss. The game control microcomputer 61 determines that it is a jackpot if the acquired jackpot random value is within the range of 0 to 377, and if it is outside the range of 0 to 377 (378 to 65535), it determines that it is not a jackpot, i.e., a loss. However, among the jackpot random values ​​that are determined to be a loss (not a jackpot), if the value is within the range of 378 to 29947, it is determined to be a minor win.

[0091] Thus, in the win / loss determination table T1, for both the first and second special symbols, the larger the setting value, the more jackpot random numbers and minor win random numbers are set, and the higher the probability of being judged as a jackpot or minor win in the win / loss determination. In other words, when the setting value is set to 1, the probability of being judged as a win is lowest, and when the setting value is set to 6, the probability of being judged as a win is highest.

[0092] (Big win type determination table T2, T3) The jackpot type determination tables T2, T3, and T4 shown in Figures 6 to 8 are tables that the game control microcomputer 61 refers to when it determines the type of jackpot in the special symbol jackpot determination. The jackpot type determination tables are configured to associate jackpot types (jackpot symbol types) with jackpot type random values ​​for each set value. The jackpot type random values ​​are values ​​generated by a jackpot type random number counter. The computer program for operating the jackpot type random number counter is stored in ROM 63, and when the CPU 62 executes this computer program, the jackpot type random number counter operates and generates jackpot type random values. The jackpot type random number counter may utilize a random number generation circuit such as a counter IC. In this embodiment, the jackpot type random number counter counts a total of 100 jackpot type random numbers from 0 to 99. In other words, it can generate a total of 100 jackpot type random values ​​from 0 to 99.

[0093] Here, four types of jackpot symbols, 1-1, 1-2, 1-3, and 1-4, are set as the first special symbols, indicating that a jackpot has been hit (that a jackpot game state has occurred). If a jackpot is determined in the special symbol hit judgment of the first special symbol, the jackpot symbol (jackpot type) is determined based on the jackpot type determination table T2 shown in Figure 6, and the type of jackpot game state and the type of subsequent game state are determined by this determination of the jackpot symbol. In each jackpot game state, the maximum opening time of the first jackpot entry point 14a in each round is set to 30 seconds.

[0094] In the jackpot type determination table T2, when the setting value is set to 1, and the special symbol hit determination result for the first special symbol determines the jackpot type for the first special symbol, if the random value for the jackpot type is within the range of 0 to 34 (35 percent), then "jackpot symbol 1-1" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. In this case, shortened time 1 ends when the occurrence of the jackpot game state is determined or when the special symbol variation display is executed 144 times. In other words, the number of shortened time rounds granted in shortened time 1 is 144, and after the jackpot game, the special symbol 2 will vary 144 times in the shortened time game state. For this reason, the number of times the special symbol 2 will vary after the jackpot game is set to 144. Furthermore, in the jackpot type determination table T2, if the setting value is set to 1, and the random value for the jackpot type is within the range of 35 to 39 (5 ​​percent), then "jackpot symbols 1-2" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving mode 2. In this case, time-saving mode 2 ends depending on whether the occurrence of the jackpot game state is determined, whether the special symbol variation display is executed 170 times, or whether the occurrence of the minor jackpot state is determined. In other words, the number of time-saving rounds granted in time-saving mode 2 is 170, and after the jackpot game, the special symbol 2 will vary 170 times in the time-saving game state. For this reason, the number of times the special symbol 2 will vary after the jackpot game is set to 170. Thus, in Time Reduction 1, after a big win, the game is played for 144 spins in the Time Reduction state, and the win / loss determination is made in a high-probability state on the second special symbol of the win / loss determination table T1. In Time Reduction 2, after a big win, the game is played for 170 spins in the Time Reduction state, and the win / loss determination is made in a high-probability state on the second special symbol of the win / loss determination table T1. Therefore, Time Reduction 2 is considered a more advantageous Time Reduction state than Time Reduction 1. Furthermore, in the jackpot type determination table T2, if the setting value is set to 1, and the random value for the jackpot type is within the range of 40 to 99 (60 percent), then "jackpot symbols 1-3" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will not be a time-saving game state. In other words, if "jackpot symbols 1-3" are determined as the jackpot symbols, then after the jackpot game state, a win / loss determination is made in the low probability state of the first special symbol in the win / loss determination table T1.

[0095] Furthermore, in the jackpot type determination table T2, when the setting value is set to 2, and the special symbol hit determination result for the first special symbol determines the jackpot type for the first special symbol, if the random value for the jackpot type is within the range of 0 to 39 (40 percent), then "jackpot symbol 1-1" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. Furthermore, in the jackpot type determination table T2, if the setting value is set to 2, and the random value for the jackpot type is within the range of 40 to 49 (10 percent), then "jackpot symbols 1-2" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is set to time reduction 2. Furthermore, in the jackpot type determination table T2, if the setting value is set to 2, and the random value for the jackpot type is within the range of 50 to 99 (50 percent), then "jackpot symbols 1-3" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will not be a time-saving game state.

[0096] Furthermore, in the jackpot type determination table T2, when the setting value is set to 3, and the special symbol hit determination result for the first special symbol determines the jackpot type for the first special symbol, if the random value for the jackpot type is within the range of 0 to 44 (45 percent), then "jackpot symbol 1-1" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. Furthermore, in the jackpot type determination table T2, if the setting value is set to 3, and the random value for the jackpot type is within the range of 45 to 59 (15 percent), then "jackpot symbols 1-2" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is set to time-saving mode 2. Furthermore, in the jackpot type determination table T2, if the setting value is set to 3, and the random value for the jackpot type is within the range of 60 to 99 (40 percent), then "jackpot symbols 1-3" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will not be a time-saving game state.

[0097] Furthermore, in the jackpot type determination table T2, when the setting value is set to 4, and the special symbol hit determination result of the first special symbol determines the jackpot type of the first special symbol, if the jackpot type random value is within the range of 0 to 49 (50 percent), then "jackpot symbols 1-4" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 4. In this case, shortened time 4 ends when the occurrence of the jackpot game state is determined or when the special symbol variation display is executed 140 times. In other words, the number of shortened time rounds granted in shortened time 4 is 140, and after the jackpot game, the special symbol 2 will vary 140 times in the shortened time game state. However, after the shortened time game state, the special symbol 2 will vary 4 more times. For this reason, the number of times the special symbol 2 will vary after the jackpot game is set to 144. Furthermore, in the jackpot type determination table T2, if the setting value is set to 4, and the jackpot type random value is within the range of 50 to 69 (20 percent), then "jackpot symbols 1-2" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is set to time reduction 2. Furthermore, in the jackpot type determination table T2, if the setting value is set to 4, and the random value for the jackpot type is within the range of 70 to 99 (30 percent), then "jackpot symbols 1-3" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will not be a time-saving game state.

[0098] Furthermore, in the jackpot type determination table T2, when the setting value is set to 5, and the special symbol hit determination result for the first special symbol determines the jackpot type for the first special symbol, if the random value for the jackpot type is within the range of 0 to 54 (55 percent), then "jackpot symbols 1-4" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 4. Furthermore, in the jackpot type determination table T2, if the setting value is set to 5, and the random value for the jackpot type is within the range of 55 to 79 (25 percent), then "jackpot symbols 1-2" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is set to time-saving mode 2. Furthermore, in the jackpot type determination table T2, if the setting value is set to 5, and the random value for the jackpot type is within the range of 80 to 99 (20 percent), then "jackpot symbols 1-3" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will not be a time-saving game state.

[0099] Furthermore, in the jackpot type determination table T2, when the setting value is set to 6, and the special symbol hit determination result for the first special symbol determines the jackpot type for the first special symbol, if the random value for the jackpot type is within the range of 0 to 59 (60 percent), then "jackpot symbols 1-4" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving mode 4. Furthermore, in the jackpot type determination table T2, if the setting value is set to 6, and the random value for the jackpot type is within the range of 60 to 89 (30 percent), then "jackpot symbols 1-2" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is set to time-saving mode 2. Furthermore, in the jackpot type determination table T2, if the setting value is set to 6, and the random value for the jackpot type is within the range of 90 to 99 (10 percent), then "jackpot symbols 1-3" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will not be a time-saving game state.

[0100] Furthermore, among the special symbols, five types of jackpot symbols 2-1, 2-2, 2-3, 2-4, and 2-5 are set as the second special symbols to indicate that a jackpot has been hit (that a jackpot game state has occurred). If a jackpot is determined in the special symbol hit judgment of the second special symbol and the game state is a time-saving game state, the jackpot symbol (jackpot type) is determined based on the jackpot type determination table T3 shown in Figure 7, and the type of jackpot game state and the type of subsequent game state are determined by this determination of the jackpot symbol. In each jackpot game state, the maximum opening time of the first jackpot entry point 14a in each round is set to 30 seconds.

[0101] In the jackpot type determination table T3, when the setting value is set to 1, and the special symbol hit determination result for the second special symbol determines the jackpot type for the second special symbol, if the random value for the jackpot type is within the range of 0 to 79 (80 percent), then "jackpot symbol 2-1" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. Furthermore, in the jackpot type determination table T3, if the setting value is set to 1, and the random value for the jackpot type is within the range of 80 to 99 (20 percent), then "jackpot symbol 2-2" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving mode 2.

[0102] Furthermore, in the jackpot type determination table T3, when the setting value is set to 2, and the special symbol hit determination result for the second special symbol determines the jackpot type for the second special symbol, if the random value for the jackpot type is within the range of 0 to 69 (70 percent), then "jackpot symbol 2-1" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. Furthermore, in the jackpot type determination table T3, if the setting value is set to 2, and the jackpot type random value is within the range of 70 to 99 (30 percent), then "jackpot symbol 2-2" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2.

[0103] Furthermore, in the jackpot type determination table T3, when the setting value is set to 3, and the special symbol hit determination result for the second special symbol determines the jackpot type for the second special symbol, if the random value for the jackpot type is within the range of 0 to 59 (60 percent), then "jackpot symbol 2-1" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. Furthermore, in the jackpot type determination table T3, if the setting value is set to 3, and the jackpot type random value is within the range of 60 to 99 (40 percent), then "jackpot symbol 2-2" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving mode 2.

[0104] Furthermore, in the jackpot type determination table T3, when the setting value is set to 4, and the special symbol hit determination result for the second special symbol determines the jackpot type for the second special symbol, if the random value for the jackpot type is within the range of 0 to 49 (50 percent), then "jackpot symbols 2-5" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is set to time reduction 4. Furthermore, in the jackpot type determination table T3, if the setting value is set to 4, and the random value for the jackpot type is within the range of 50 to 99 (50 percent), then "jackpot symbol 2-2" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving mode 2.

[0105] Furthermore, in the jackpot type determination table T3, when the setting value is set to 5, and the special symbol hit determination result for the second special symbol determines the jackpot type for the second special symbol, if the random value for the jackpot type is within the range of 0 to 49 (50 percent), then "jackpot symbols 2-5" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 4. Furthermore, in the jackpot type determination table T3, if the setting value is set to 5, and the random value for the jackpot type is within the range of 50 to 97 (48 percent), then "jackpot symbol 2-2" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving mode 2. Furthermore, in the jackpot type determination table T3, if the setting value is set to 5, and the random value for the jackpot type is within the range of 98 to 99 (2 percent), then "jackpot symbols 2-4" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving mode 3. In this case, time-saving mode 3 ends depending on whether the occurrence of the jackpot game state is determined, whether the special symbol variation display is executed 200 times, or whether the occurrence of the minor jackpot state is determined. In other words, the number of time-saving rounds granted in time-saving mode 3 is 200, and after the jackpot game, the special symbol 2 will vary 200 times in the time-saving game state. For this reason, the number of times the special symbol 2 will vary after the jackpot game is set to 200. Thus, in Time-Saving Mode 3, after a big win, the game is played for 200 spins in the Time-Saving Mode state, and the win / loss determination is made in a high-probability state on the second special symbol of the win / loss determination table T1. In Time-Saving Mode 2, after a big win, the game is played for 170 spins in the Time-Saving Mode state, and the win / loss determination is made in a high-probability state on the second special symbol of the win / loss determination table T1. Therefore, Time-Saving Mode 3 is considered a more advantageous Time-Saving Mode than Time-Saving Mode 2.

[0106] Furthermore, in the jackpot type determination table T3, when the setting value is set to 6, and the special symbol hit determination result for the second special symbol determines the jackpot type for the second special symbol, if the random value for the jackpot type is within the range of 0 to 49 (50 percent), then "jackpot symbols 2-5" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving mode 4. Furthermore, in the jackpot type determination table T3, if the setting value is set to 6, and the random value for the jackpot type is within the range of 50 to 94 (45 percent), then "jackpot symbol 2-2" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is set to time reduction 2. Furthermore, in the jackpot type determination table T3, if the setting value is set to 6, and the random value for the jackpot type is within the range of 95 to 99 (5 percent), then "jackpot symbols 2-4" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is set to time reduction 3.

[0107] Furthermore, if a jackpot is determined in the special symbol hit detection of the second special symbol, and the game state is a non-time-saving game state, the jackpot symbol (jackpot type) is determined based on the jackpot type determination table T4 shown in Figure 8. The type of jackpot game state and the type of subsequent game states are determined by this determination of the jackpot symbol. Note that in each jackpot game state, the maximum opening time of the first jackpot entry point 14a in each round is set to 30 seconds.

[0108] In the jackpot type determination table T4, when the setting value is set to one of 1 to 4, and the special symbol hit determination result of the second special symbol determines the jackpot type of the second special symbol, if the jackpot type random value is within the range of 0 to 99 (100 percent), then "jackpot symbol 2-2" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2.

[0109] Furthermore, in the jackpot type determination table T4, when the setting value is set to 5, and the special symbol hit determination result for the second special symbol determines the jackpot type for the second special symbol, if the random value for the jackpot type is within the range of 0 to 49 (50 percent), then "jackpot symbol 2-2" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2. Furthermore, in the jackpot type determination table T4, if the setting value is set to 5, and the random value for the jackpot type is within the range of 50 to 99 (50 percent), then "jackpot symbols 2-4" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is set to time reduction 3.

[0110] Furthermore, in the jackpot type determination table T4, when the setting value is set to 6, and the special symbol hit determination result for the second special symbol determines the jackpot type for the second special symbol, if the random value for the jackpot type is within the range of 0 to 29 (30 percent), then "jackpot symbol 2-2" is determined as the jackpot symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2. Furthermore, in the jackpot type determination table T4, if the setting value is set to 6, and the random value for the jackpot type is within the range of 30 to 99 (70 percent), then "jackpot symbols 2-4" are determined as the jackpot symbols, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is set to time reduction 3.

[0111] (Table for determining the type of minor win) The minor win type determination tables T5 and T6 shown in Figures 9 and 10 are tables that the game control microcomputer 61 refers to when it determines the type of minor win. The minor win type determination tables T5 and T6 are configured to associate minor win types (minor win symbol types) with minor win type random values ​​for each set value. The minor win type random value is the value generated by the minor win type random number counter. The computer program for operating the minor win type random number counter is stored in ROM 63, and when the CPU 62 executes this computer program, the minor win type random number counter operates and generates minor win type random values. The minor win type random number counter may utilize a random number generation circuit such as a counter IC. In this embodiment, the minor win type random number counter counts a total of 100 values ​​from 0 to 99. That is, it can generate a total of 100 minor win type random values ​​from 0 to 99. In this embodiment, four types of minor win symbols are set: "minor win symbol a," "minor win symbol b," "minor win symbol c," and "minor win symbol d." The type of minor win state that occurs is determined by these minor win symbols. In the minor win state, the second large prize opening 15a is opened for a predetermined time (1.8 seconds), and during that opening time, the distribution member 56 operates to guide the game balls that enter the second large prize opening 15a to a specific area. Therefore, game balls that enter the second large prize opening 15a in the minor win state pass through the specific area, which triggers the transition from the minor win state to the Type 2 jackpot state (jackpot game state) (transition to the V-win state). The upper limit of the opening time of the second large prize opening 15a in each round of this Type 2 jackpot state (V-win state from the 2nd round onwards) is set to 30 seconds, the same as in the Type 1 jackpot state.

[0112] The type of minor win state to occur is determined by the special symbol win judgment of the second special symbol. If the game state is a time-saving game state, the minor win symbol (minor win type) is determined based on the minor win type determination table T5 shown in Figure 9. This determination of the minor win symbol determines the type of big win game state and the number of time-saving rounds.

[0113] In the minor win type determination table T5, when the setting value is set to 1, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 0 to 79 (80 percent), then "minor win symbol a" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. Furthermore, in the minor win type determination table T5, when the setting value is set to 1, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 80 to 99 (20 percent), then "minor win symbol b" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2.

[0114] Furthermore, in the minor win type determination table T5, when the setting value is set to 2, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 0 to 69 (70 percent), then "minor win symbol a" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. Furthermore, in the minor win type determination table T5, when the setting value is set to 2, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 70 to 99 (30 percent), then "minor win symbol b" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2.

[0115] Furthermore, in the minor win type determination table T5, when the setting value is set to 3, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 0 to 59 (60 percent), then "minor win symbol a" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. Furthermore, in the minor win type determination table T5, when the setting value is set to 3, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 60 to 99 (40 percent), then "minor win symbol b" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2.

[0116] Furthermore, in the minor win type determination table T5, when the setting value is set to 4, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 0 to 49 (50 percent), then "minor win symbol d" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 4. Furthermore, in the minor win type determination table T5, when the setting value is set to 4, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 50 to 99 (50 percent), then "minor win symbol b" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2.

[0117] Furthermore, in the minor win type determination table T5, when the setting value is set to 5, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 0 to 49 (50 percent), then "minor win symbol d" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 4. Furthermore, in the minor win type determination table T5, when the setting value is set to 5, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 50 to 97 (48 percent), then "minor win symbol b" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2. Furthermore, in the minor win type determination table T5, when the setting value is set to 5, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 98 to 99 (2 percent), then "minor win symbol c" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 3.

[0118] Furthermore, in the minor win type determination table T5, when the setting value is set to 6, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 0 to 49 (50 percent), then "minor win symbol d" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 4. Furthermore, in the minor win type determination table T5, when the setting value is set to 6, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 50 to 94 (45 percent), then "minor win symbol b" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2. Furthermore, in the minor win type determination table T5, when the setting value is set to 6, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 95 to 99 (5 percent), then "minor win symbol c" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 3.

[0119] Furthermore, the type of minor win state to occur is determined by the special symbol win judgment of the second special symbol. If the game state is not a time-saving game state, the minor win symbol (minor win type) is determined based on the minor win type determination table T6 shown in Figure 10. The type of big win game state and the number of time-saving rounds are determined by this determination of the minor win symbol.

[0120] In the minor win type determination table T6, when the setting value is set to one of 1 to 4, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 0 to 99 (100 percent), then "minor win symbol b" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2.

[0121] In the minor win type determination table T6, when the setting value is set to 5, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 0 to 49 (50 percent), then "minor win symbol b" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2. Furthermore, in the minor win type determination table T6, when the setting value is set to 5, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 50 to 99 (50 percent), then "minor win symbol c" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 3.

[0122] Furthermore, in the minor win type determination table T6, when the setting value is set to 6, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 0 to 29 (30 percent), then "minor win symbol b" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 2. Furthermore, in the minor win type determination table T6, when the setting value is set to 6, and the special symbol win determination of the second special symbol determines the minor win type, if the random value for the minor win type is within the range of 30 to 99 (70 percent), then "minor win symbol c" is determined as the minor win symbol, a 3-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 3.

[0123] (Reach Determination Table) The reach determination table T7 shown in Figure 11(a) is a table referenced when determining whether or not a special symbol variation pattern corresponding to the variation display of the first special symbol by the game control microcomputer 61 is a special symbol variation pattern in which a reach (miss reach) will appear (miss reach variation pattern). Similarly, the reach determination table T8 shown in Figure 11(b) is a table referenced when determining whether or not a special symbol variation pattern corresponding to the variation display of the second special symbol by the game control microcomputer 61 is a special symbol variation pattern in which a reach (miss reach) will appear (miss reach variation pattern). These reach determination tables T7 and T8 are configured to associate the reach random number value generated by the reach random number counter with the game state. In this embodiment, the reach random number counter counts a total of 256 values ​​from 0 to 255. That is, the reach random number counter can generate a total of 256 reach random number values ​​from 0 to 255. The computer program for operating the reach random number counter is stored in ROM63, and when the CPU62 executes this computer program, the reach random number counter operates and generates reach random numbers.

[0124] In addition, "reach" refers to a state in the performance display device 7 where, among the multiple performance symbol groups (left performance symbol 7L, middle performance symbol 7C, right performance symbol 7R) that are displayed in a variable manner, the performance symbol group corresponding to the remaining one performance symbol in the combination of performance symbols that indicates the result of the special symbol hit determination is not displayed as stopped (temporarily stopped, stationary), and when that unstopped performance symbol is displayed as stopped, a combination of performance symbols indicating whether or not it is a jackpot is formed. For example, if one of the jackpot performance symbol combinations is "777", and "7" is displayed as the left performance symbol 7L in the left performance symbol display area, and "7" is displayed as the right performance symbol 7R in the right performance symbol display area, and the middle performance symbol 7C in the middle performance symbol display area is not displayed as stopped (temporarily stopped, stationary) (it is displayed as scrolling or switching), then it is a reach state. Furthermore, the aforementioned "stop display (temporary stop display, stationary display)" is a display state in which the performance symbols remain within the display area but are not stationary. Conceptually, this includes states where the performance symbols are shaking, as well as states where they repeatedly enlarge and shrink. In contrast, the "confirmed display" of the performance symbols is a state in which the combination of performance symbols that was displayed as stopped is displayed in a stationary state, indicating that the fluctuation display has ended.

[0125] As shown in Figure 11(a), when the special symbol win determination for the first special symbol is performed in a non-time-saving game state and the result is a miss, if the reach random value is in the range of 0 to 27, it is determined that there is a reach (i.e., a miss reach variation pattern is used), and if it is otherwise, it is determined that there is no reach (i.e., a normal variation pattern in which no reach appears is used). In contrast, in the time-saving game state, when the special symbol win determination for the first special symbol is performed and the result is a miss, regardless of the reach random value in the range of 0 to 255, it is determined that there is no reach (i.e., a normal variation pattern in which no reach appears is used). In other words, when the special symbol win determination for the first special symbol is performed in the time-saving game state and the result is a miss, a variation animation in which no reach appears will always be performed, and a variation animation in which a reach appears will never be performed (only variation animations that result in a jackpot can show a reach). As shown in Figure 11(b), if the special symbol hit judgment for the second special symbol is a miss, regardless of whether the game state at that time is a time-saving game state or a normal game state, and regardless of any value in the range of 0 to 255 for the reach random number, a no-reach (i.e., a normal variation pattern in which no reach appears) is determined. In other words, if the special symbol hit judgment for the second special symbol is performed and the result is a miss, a variation animation in which no reach appears will always be performed, and a variation animation in which a reach appears will never be performed (only variation animations that result in a big win or a small win may show a reach). Thus, in this embodiment, the determination of a losing reach variation pattern as the special symbol variation pattern when the special symbol hit judgment result is a loss is limited to the special symbol variation pattern of the first special symbol variation display performed during a non-time-saving game state, and in other cases, a normal variation pattern in which no reach appears is determined.

[0126] (Special Pattern Variation Selection Table) The special symbol variation pattern selection table T9 shown in Figure 12(a) is a table that the game control microcomputer 61 refers to when determining the special symbol variation pattern for the variation display of the first special symbol. Similarly, the special symbol variation pattern selection table T10 shown in Figure 12(b) is a table that the game control microcomputer 61 refers to when determining the special symbol variation pattern for the variation display of the second special symbol. The special symbol variation pattern selection tables T9 and T10 are assigned types of special symbol variation patterns based on the relationship between random values ​​such as the jackpot random value, the minor win type random value, and the reach random value (results of jackpot judgment, minor win judgment, and reach judgment), the variation pattern random value, and the game state and the number of special symbol reserves at the time of the special symbol win judgment. The special symbol variation pattern includes information such as the variation time of the special symbol variation display and the content of the variation effect (variation effect pattern). The variation patterns shown in the special feature variation pattern selection tables T9 and T10 are general types (contents of effects) of variation effects determined in accordance with the special feature variation pattern, and are listed for reference only.

[0127] The fluctuating pattern random value is the value generated by the fluctuating pattern random number counter. The computer program for operating the fluctuating pattern random number counter is stored in ROM63, and when the CPU62 executes this computer program, the fluctuating pattern random number counter operates and generates the fluctuating pattern random value. The fluctuating pattern random number counter may utilize a random number generation circuit such as a counter IC. In this embodiment, the fluctuating pattern random number counter counts a total of 100 values ​​from 0 to 99. That is, it can generate a total of 100 fluctuating pattern random values ​​from 0 to 99.

[0128] As shown in Figure 12(a), if the special symbol win determination for the first special symbol is performed in a non-time-saving game state and the result is a jackpot, regardless of the number of special symbols held, if the random value of the variation pattern is within the range of 0 to 94, special symbol variation pattern P1 is selected, and if it is within the range of 95 to 99, special symbol variation pattern P2 is selected. The variation time for special symbol variation pattern P1 is 70 seconds (70,000 ms), and the variation time for special symbol variation pattern P2 is 30 seconds (30,000 ms). The variation performance pattern corresponding to special symbol variation pattern P1 is associated with displaying an SP reach that has developed from a reach state. The variation performance pattern corresponding to special symbol variation pattern P2 is associated with displaying a normal reach. In contrast, if the special symbol win determination for the first special symbol is performed in a non-time-saving game state and the result is a miss, and the reach determination indicates a reach, then if the random value of the variation pattern is within the range of 0 to 4, special symbol variation pattern P3 is selected, while if the random value of the variation pattern is within the range of 5 to 99, special symbol variation pattern P4 is selected. The variation time for special symbol variation pattern P3 is 70 seconds (70,000 ms), and the variation time for special symbol variation pattern P4 is 30 seconds (30,000 ms). The variation performance pattern corresponding to special symbol variation pattern P3 is associated with displaying an SP reach that has developed from a reach state. The variation performance pattern corresponding to special symbol variation pattern P4 is associated with displaying a normal reach. Furthermore, if the special symbol win determination for the first special symbol is performed in a non-time-saving game state and the result is a miss, and the reach determination indicates no reach, then the normal variation pattern in which no reach appears is selected. In this case, if the number of special symbols held is 0 to 2, special symbol variation pattern P5 with a variation time of 10 seconds (10,000 ms) is selected, and if the number of special symbols held is 3 or 4, special symbol variation pattern P6 with a variation time of 5 seconds (5,000 ms) is selected. The variation performance patterns corresponding to these special symbol variation patterns P5 and P6 are associated with the performance content of normal variation (non-reach and losing variation).

[0129] Furthermore, if the special symbol win determination for the first special symbol is performed in the time-saving game state and the result is a jackpot, regardless of the number of special symbol reserves, special symbol variation pattern P7 will be selected, regardless of the value of the variation pattern random number within the range of 0 to 99. The variation time of special symbol variation pattern P7 is 5 seconds (50,000 ms), and it is associated with displaying an SP reach that develops from a reach state. On the other hand, if the special symbol win determination for the first special symbol is performed in the time-saving game state and the result is a miss, the reach determination will not be judged as having a reach, and a normal variation pattern in which no reach appears will be selected as the special symbol variation pattern. In this case, if the number of special symbol reserves is 0 or 1, the normal variation pattern P8 with a variation time of 5 seconds (5,000 ms) will be selected, and if the number of special symbol reserves is 2 to 4, the normal variation pattern P9 with a variation time of 2.5 seconds (2,500 ms) will be selected. The variation animation patterns corresponding to these special variation patterns P8 and P9 are associated with the animation content of normal variations (non-reach and losing variations).

[0130] As shown in Figure 12(b), if the special symbol win determination for the second special symbol is performed in a non-time-saving game state and the result is a jackpot, special symbol variation pattern P10 is selected regardless of the number of special symbols held, and regardless of the value of the variation pattern random number within the range of 0 to 99. The variation time of special symbol variation pattern P10 is 50 seconds (50,000 ms), and it is associated with displaying an SP reach that has developed from a reach state. Furthermore, if the special symbol win determination for the second special symbol is performed in a non-time-saving game state and the result is a minor win, regardless of the number of special symbol reserves, special symbol variation pattern P11 will be selected, regardless of any value within the range of 0 to 99 for the variation pattern random value. The variation time for special symbol variation pattern P11 is 50 seconds (50,000 ms), and the content of the SP reach (for minor wins) that develops from the reach state is associated with it. In these cases, if the special symbol hit judgment for the first special symbol is performed and the result is a miss, the reach judgment will not be determined as having a reach, and the normal variation pattern in which no reach appears will be selected as the special symbol variation pattern. In this case, if the number of special symbol reserves is 0 or 1, the normal variation pattern P13 with a variation time of 50 seconds (5,000 ms) will be selected, and if the number of special symbol reserves is 2 to 4, the normal variation pattern P14 with a variation time of 2.5 seconds (2,500 ms) will be selected. The variation performance patterns corresponding to these special symbol variation patterns P13 and P14 are associated with the performance content of a normal variation (non-reach and miss variation).

[0131] Furthermore, if the special symbol win determination for the second special symbol is performed during the time-saving game mode and the result is a jackpot, regardless of the number of special symbol reserves, special symbol variation pattern P15 will be selected, regardless of the value of the variation pattern random number within the range of 0 to 99. The variation time for special symbol variation pattern P15 is 50 seconds (50,000 ms), and it is associated with displaying an SP reach that has developed from a reach state. Furthermore, if the special symbol win determination for the second special symbol is performed in a time-saving game state and the result is a minor win, regardless of the number of special symbol reserves, special symbol variation pattern P16 will be selected, regardless of the value of the variation pattern random number within the range of 0 to 99. The variation time for special symbol variation pattern P16 is 50 seconds (50,000 ms), and the content of the SP reach (for minor wins) that develops from the reach state is associated with it. In these cases, if the special symbol win determination for the second special symbol is performed in a time-saving game state and the result is a miss, the reach determination will not be judged as having a reach, and a normal variation pattern in which no reach appears will be selected as the special symbol variation pattern. In this case, if the number of special symbol reserves is 0 or 1, the normal variation pattern P17 with a variation time of 50 seconds (5,000 ms) will be selected, and if the number of special symbol reserves is 2 to 4, the normal variation pattern P18 with a variation time of 2.5 seconds (2,500 ms) will be selected. The variation performance patterns corresponding to these special symbol variation patterns P17 and P18 are associated with the performance content of a normal variation (non-reach and miss variation).

[0132] (Normal symbol win / loss determination table) The normal symbol win / loss determination table T11 shown in Figure 13 is a table that the game control microcomputer 61 refers to when performing normal symbol win / loss determination. The normal symbol win / loss determination table T11 is configured to associate normal symbol win random values ​​with the determination results of normal symbol win determination. Normal symbol win random values ​​are values ​​generated by a normal symbol win random number counter. The computer program for operating the normal symbol win random number counter is stored in ROM 63, and when the CPU 62 executes this computer program, the normal symbol win random number counter operates and generates normal symbol win random values. The normal symbol win random number counter may utilize a random number generation circuit such as a counter IC. The normal symbol win random number counter of the pachinko game machine 1 counts a total of 65,536 values ​​from 0 to 65,535. In other words, it can generate a total of 65,536 normal symbol win random values ​​from 0 to 65,535.

[0133] The regular symbol win / loss determination table T11 has a total of 60,000 values ​​set as random values ​​for determining whether a regular symbol win is achieved, ranging from 0 to 59,999. The game control microcomputer 61 determines that a regular symbol win is achieved if the random value obtained from the regular symbol win random number counter is within the range of 0 to 59,999, and if it is within the range of 60,000 to 65,535, it determines that it is not a regular symbol win, i.e., a loss.

[0134] (Table for determining the type of drawing) The regular symbol win type determination table T12 shown in Figure 14 is a table that the game control microcomputer 61 refers to when determining the operation pattern of the regular operating member 12b. The regular symbol win type determination table T12 assigns a regular symbol win type random value to each winning regular symbol, and each winning symbol is associated with the operation pattern of the regular operating member 12b. The operation pattern of the regular operating member 12b includes information on the opening time of the second start port 12a (operating time of the regular operating member 12b).

[0135] The random number per unit is the value generated by the random number per unit counter. The computer program for operating the random number per unit counter is stored in ROM 63, and the CPU 62 executes this computer program, causing the random number per unit counter to operate and generate the random number per unit. The random number per unit counter may utilize a random number generation circuit such as a counter IC. In this embodiment, the random number per unit counter counts a total of 233 values ​​from 0 to 232. That is, it can generate a total of 233 random numbers per unit from 0 to 232.

[0136] In this embodiment of the pachinko game machine 1, two types of operating patterns for the normal operating member 12b are set: a first operating pattern FS1 and a second operating pattern FS2. Of these, the first operating pattern FS1 is an operating pattern that energizes the second start port solenoid 12d for 36ms (for 36ms, the normal operating member 12b is activated to open the second start port 12a). On the other hand, the second operating pattern FS2 is an operating pattern that energizes the second start port solenoid 12d for 5800ms (for 5800ms, the normal operating member 12b is activated to open the second start port 12a).

[0137] As shown in Figure 14, if a normal symbol win determination performed in a non-time-saving game state results in a win, regardless of the normal symbol win type random value between 0 and 232, symbol hz1 is determined as the winning symbol for the normal symbols, and the first operation pattern FS1 is selected as the operation pattern. In other words, in a non-time-saving game state, if a normal symbol win determination triggered by the passage of a game ball through gate 13 results in a win, the first operation pattern FS1 is always (100 percent) selected. Therefore, even if a normal symbol win determination results in a win, the second start opening 12a is only opened for a short time.

[0138] In contrast, if the normal symbol win determination performed in the time-saving game state results in a win, regardless of the normal symbol win type random value between 0 and 232, symbol hz2 is determined as the winning symbol for the normal symbols, and the second operation pattern FS2 is selected as the operation pattern. In other words, in the time-saving game state, if the normal symbol win determination triggered by the passage of a game ball through gate 13 results in a win, the second operation pattern FS2 is always (100 percent) selected, so when the normal symbol win determination results in a win, the second start opening 12a is kept open for a long time.

[0139] As described above, the game control microcomputer 61 determines multiple types of operating patterns for the normal operating member 12b based on different determination probabilities for non-time-saving game states and time-saving game states. Here, controlling the game control microcomputer 61 to determine an operating pattern (second operating pattern FS2) with a longer opening time for the second start port 12a with a higher probability in the time-saving game state than in the non-time-saving game state corresponds to the electric support control (by the opening time extension function) mentioned above.

[0140] [Main processing of the microcontroller 61 for game control] Next, the main processes performed by the game control microcontroller 61 will be explained with reference to the diagram.

[0141] (Main control processing) First, please refer to Figure 15 and we will explain the contents of the main control process. When the power to the pachinko game machine 1 is turned on, the microcontroller 61 for game control reads the computer program for the main control processing from the ROM 63 and executes it. The microcontroller 61 for game control first performs initial settings (step (hereinafter abbreviated as S) 1). In this initial setting, for example, the stack is set, constants are set, interrupt times are set, the CPU 62 is set, SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interrupt times) is set, various flags, counters and timers are reset, etc. Next, the microcontroller 61 for game control disables interrupts (S2) and executes the normal symbol / special symbol main random number update processing (S3). In this normal and special symbol main random number update process, the initial values ​​of each random number counter that generates the aforementioned jackpot random number, jackpot type random number, small win type random number, reach random number, variation pattern random number, normal symbol jackpot random number, and normal symbol jackpot type random number are each updated by adding "1". When the count value of each random number counter reaches its upper limit, it returns to "0" and "1" is added again. Note that the initial values ​​of each random number counter may be values ​​other than "0", and may be changed randomly. Alternatively, the count value of each random number counter may be updated by adding a value of "2" or more. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC, etc. When using this hardware random number, the software random number update process (S3) is not necessary.

[0142] Next, the microcontroller 61 for game control executes interrupt enablement (S4). While interrupts are enabled, the main timer interrupt processing (S5) can be executed. The main timer interrupt processing (S5) is executed based on an interrupt pulse input to the CPU 62, for example, at a 4ms cycle. In other words, it is executed at a 4ms cycle. Then, between the end of the main timer interrupt processing (S5) and the start of the next main timer interrupt processing (S5), the initial value update processing of various counters by the normal symbol / special symbol main random number update processing (S3) is executed. Note that if an interrupt pulse is input to the CPU 62 while interrupts are disabled, the main timer interrupt processing (S5) will not start immediately, but will start after interrupt enablement (S4) is executed.

[0143] (Main timer interrupt processing) Next, referring to Figure 16, the main-side timer interrupt processing (S5) will be explained. The microcontroller 61 for game control performs output processing (S10). In this output processing, it outputs commands and other information set in the output buffer provided in the RAM 64 of the main control board 60 to the sub-control board 100, the payout control board 73, etc., for each of the processes described below. Next, the microcontroller 61 for game control performs input processing (S11). In this input processing, it mainly reads the detection signals detected by various sensors attached to the pachinko game machine 1 (first start opening sensor 10b, second start opening sensor 12c, gate sensor 13a, first large prize opening sensor 14c, second large prize opening sensor 15c, specific area sensor 55a, general prize opening sensor 11b, etc.). Next, the microcontroller 61 for game control performs timer update processing (S12). In this timer update processing, it updates (subtracts) the subtraction counter that is operating as a timer. Next, the game control microcomputer 61 executes the prize ball control process (S13). In this prize ball control process, based on the detection signals from various sensors read in the input process (S11), a payout command for dispensing prize balls according to the type of prize slot is set in the output buffer of RAM 64. The payout command is a command output to the payout control board 73. Next, the game control microcomputer 61 executes the normal symbol / special symbol main random number update process (S14). This normal symbol / special symbol main random number update process is the same as the normal symbol / special symbol main random number update process (S3) executed in the main side main control process in Figure 12. In other words, the initial value update process for each random number counter is performed both during the execution period of the main side timer interrupt process (S5) and during other periods (the period from the end of the main side timer interrupt process (S5) until the start of the next main side timer interrupt process (S5)).

[0144] Next, the microcomputer 61 for game control sequentially executes the sensor detection process (S15), normal operation process (S16), special symbol standby process (S17), and special symbol-related process (S18), which will be described later, and then executes other processes (S19) to terminate the main-side timer interrupt process. Other processes (S19) include abnormality determination processes that determine whether an abnormal state has occurred in the pachinko game machine 1. For example, abnormality determination processes include illegal ball entry detection processes that detect illegal ball entry, magnetic detection processes that detect illegal magnetism, door opening processes that detect the opening of the front frame 18 or inner frame, radio wave detection processes that detect illegal radio waves, and shock detection processes that detect shocks (vibrations). In addition, other processes control the first special symbol hold indicator 51a to display the number based on the number of first special symbols held, and control the second special symbol hold indicator 52a to display the number based on the number of second special symbols held. Then, until an interrupt pulse is input to the CPU62, the main control process S2 to S4 is repeatedly executed. When an interrupt pulse is input (approximately 4ms later), the main timer interrupt process (S5) is executed again. In the output process (S10) of the main timer interrupt process that is executed again, the commands etc. that were set in the output buffer of RAM64 in the previous main timer interrupt process (S5) are output to the designated board.

[0145] (Pattern sensor detection process) Next, referring to Figure 17, the pattern sensor detection process (S15) will be explained. The game control microcomputer 61 determines whether or not a game ball has passed through gate 13 (S30). The gate sensor 13a detects whether or not a game ball has passed through gate 13. If it is determined that a game ball has passed through gate 13 (S30: Yes), the game control microcomputer 61 executes gate passage processing (S31). In this gate passage processing, it is determined whether the gate ball entry flag is ON or OFF. This gate ball entry flag is a flag that is ON during the period from when the game ball passes through gate 13 until the corresponding normal symbol variation display ends (or until the operation of the normal operating member 12b ends in the case of a normal symbol win). As mentioned above, this embodiment does not have a storage unit for storing the operation hold of normal symbols, so in the gate passage processing (S31), the state of the gate ball entry flag is checked, and if it is ON, the detection by the gate sensor 13a is treated as an invalid detection (detection during the execution of normal symbol variation display or auxiliary game) and the process is terminated. In contrast, if the gate ball entry flag is OFF, the detection by the gate sensor 13a is considered a valid detection (detection of normal diagram change display and non-execution of auxiliary game), the gate ball entry flag is changed to ON, and the process is terminated.

[0146] After the completion of S31, or if it is determined that the game ball has not passed through gate 13 (S30: No), the game control microcomputer 61 determines whether or not the game ball has entered the second start opening 12a (S32). The entry of the game ball into the second start opening 12a is detected by the second start opening sensor 12c. If the game ball has not entered the second start opening 12a (S32: No), the process proceeds to S38. However, if it is determined that the game ball has entered the second start opening 12a (S32: Yes), the game control microcomputer 61 determines whether or not the second special symbol reserve count U2 has reached the upper limit of "4" (S33). If the number of reserved symbols in the second special symbol U2 has reached the upper limit of "4" (S33: Yes), the process proceeds to S38. However, if the number of reserved symbols in the second special symbol U2 has not reached "4" (S33: No), the game control microcomputer 61 adds 1 to the number of reserved symbols in the second special symbol U2 (S34). This fulfills the condition for the variable reserved symbols in the second special symbol.

[0147] Next, the game control microcomputer 61 executes the process of acquiring random numbers related to the second special symbol (S35). In this process of acquiring random numbers related to the second special symbol, a jackpot random number, a jackpot type random number, a minor jackpot type random number, a reach random number, and a variation pattern random number are acquired, and each of these acquired random numbers is stored in a memory area of ​​the second special symbol reserve memory unit 64b corresponding to the current number of second special symbol reserves. For example, if the current number of second special symbol reserves is "3", each random number is stored in the fourth memory area.

[0148] Next, the microcontroller 61 for game control executes the process of creating the second start prize entry command (S36). In this process of creating the second start prize entry command, the second start prize entry command is created based on the group of random numbers acquired in S35. This second start prize entry command consists of data indicating that a game ball has entered the second start opening 12a, data indicating each random number acquired in S35, and so on. Next, the microcontroller 61 for game control sets the second start prize entry command created in S36 into the output buffer of the RAM 64 (S37). This set second start prize entry command is output to the sub-control board 100 in the output process (S10), and the microcontroller 101 for performance control executes performances based on each random number included in the second start prize entry command.

[0149] Next, the game control microcomputer 61 determines whether or not a game ball has entered the first start opening 10a (S38). The entry of a game ball into the first start opening 10a is detected by the first start opening sensor 10b. If the game ball has not entered the first start opening 10a (S38: No), the sensor detection process ends. However, if it is determined that the game ball has entered the first start opening 10a (S38: Yes), the game control microcomputer 61 determines whether or not the first special symbol reserve count U1 has reached the upper limit of "4" (S39). If the first special symbol reserve count U1 has reached "4" (S39: Yes), the sensor detection process ends. However, if the first special symbol reserve count U1 has not reached "4" (S39: No), the game control microcomputer 61 adds 1 to the first special symbol reserve count U1 (S40). This fulfills the condition for the variable hold in the first special figure.

[0150] Next, the microcomputer 61 for game control executes the process for acquiring random numbers related to the first special symbol (S41). In this process, the jackpot random number, the jackpot type random number, the reach random number, and the variation pattern random number are acquired, and each of these acquired random numbers is stored in a memory area of ​​the first special symbol reserve memory unit 64a corresponding to the current number of first special symbols reserved. For example, if the current number of first special symbols reserved is "3", each random number is stored in the fourth memory area.

[0151] Next, the microcomputer 61 for game control executes the process of creating the first start winning command (S42). In this process of creating the first start winning command, the first start winning command is created based on the group of random numbers stored in the first special symbol hold memory unit 64a in S41. This first start winning command consists of data indicating that a game ball has entered the first start opening 10a, data indicating each random number stored in the first special symbol hold memory unit 64a in S41, and so on. Next, the microcomputer 61 for game control sets the first start winning command created in S42 into the output buffer of the RAM 64 (S43). This set first start winning command is output to the sub-control board 100 in the output process (S10), and the microcomputer 101 for performance control executes performances based on each random number included in the first start winning command.

[0152] (Normal operation processing) Next, with reference to Figure 18, the normal operation process (S16) will be explained. The game control microcomputer 61 determines whether auxiliary play is in progress (while the normal operating member 12b is operating) (S50). If it determines that auxiliary play is not in progress (S50: No), it determines whether the normal symbols are stopped (S51). If the game control microcomputer 61 determines that the normal symbols are not stopped (S51: No), it determines whether the normal symbols are changing (S52). If it determines that the normal symbols are not changing (S52: No), it determines whether the gate ball entry flag mentioned above is OFF (i.e., whether a valid detection by the gate sensor 13a has occurred) (S53). If the game control microcomputer 61 determines that the gate ball entry flag is OFF (S53: Yes), it finishes the normal operation process.

[0153] Furthermore, if the game control microcomputer 61 determines in S53 that the gate ball entry flag is ON, that is, if the game ball passes through gate 13 at a valid timing (S53: No), it performs a normal symbol win determination process (S54-1). In this normal symbol win determination process (S54-1), a normal symbol win determination is performed based on the relationship between the acquired normal symbol win random value and the normal symbol win / failure determination table T9, and it is determined whether or not it is a normal symbol win. If this normal symbol win determination is a win, a normal symbol determination process (including normal symbol win type determination process) is performed based on the relationship between the normal symbol win type random value and the normal symbol win type determination table T10, and normal symbol stop symbol data corresponding to the result of the normal symbol win determination is set in a predetermined storage area of ​​RAM 64 (S54-2). In other words, in the regular symbol determination process (S54-2), if it is a "miss," data corresponding to the "regular missing symbol" is set, and if it is a "win," the regular winning symbol (regular symbol hz1 or regular symbol hz2) is determined, and data corresponding to the determined regular symbol is set.

[0154] Next, the microcomputer 61 for game control performs a normal symbol variation time determination process (S54-3). In the normal symbol variation time determination process (S54-3), if the game state is a time-saving game state, it selects a normal symbol variation pattern in which the variation time of the normal symbols is 0.1 seconds and the stop time of the normal symbols is 0.5 seconds. On the other hand, if the game state is not a time-saving game state, it selects a normal symbol variation pattern in which the variation time of the normal symbols is 30.0 seconds and the stop time of the normal symbols is 0.5 seconds.

[0155] Next, the game control microcomputer 61 starts displaying the variation of the regular symbols based on the information (variation time, stopped symbols) determined in S54-1, S54-2, and S54-3 (S54-4). Accordingly, a regular symbol variation start command is set on the sub-control board 100 to inform it of the start of the variation of the regular symbols and the result of the variation display (the type of regular symbol to stop and display). This regular symbol variation start command includes the success or failure of the regular symbol win determination, the stopped symbols, and the regular symbol variation time determined in S54-1, S54-2, and S54-3.

[0156] Furthermore, if the game control microcomputer 61 determines in S52 that the display of the regular symbols is in progress (S52:Yes), it determines whether the display time for the regular symbols has ended (S55-1). If it determines that it has not ended (S55-1:No), it terminates the normal operation process. On the other hand, if it determines that it has ended (S55-1:Yes), it stops the display of the regular symbols with a display result (regular winning symbol or regular losing symbol) corresponding to the result of the regular symbol win determination or regular symbol win type determination (S55-2). Then, it sets a regular symbol change stop command (regular symbol change stop command) to notify the sub-control board 100 of the stop of the regular symbol change (S55-3), sets the stop time for the regular symbols (S55-4), and terminates the normal operation process.

[0157] Furthermore, if the game control microcomputer 61 determines in S51 that the normal symbols are currently stopped (S51:Yes), it determines in S56-1 whether the stop time for the normal symbols has ended. If it determines that it has not ended (S56-1:No), it terminates the normal operation process. On the other hand, if it determines that it has ended (S56-1:Yes), it determines whether the normal symbol stop symbol data for the normal winning symbols has been set, that is, whether it is a win or not (S56-2). If it determines that it is not a win (S56-2:No), it turns OFF the gate ball entry flag (S59) and terminates the normal operation process. On the other hand, if it determines that it is a win (S56-2:Yes), it determines whether it is in a time-saving game state (S56-3). If it determines that it is in a time-saving game state (S56-3:Yes), it executes the normal operation pattern determination process (time-saving) (S57-1). In response to this, if it is determined to be a win (S56-2: Yes) and it is determined that the game is not in a time-saving state (S56-3: No), the normal operation pattern determination process (non-time-saving) is executed (S57-2).

[0158] Here, in the normal operation pattern determination process (time-saving) in S57-1, the normal operation pattern of the normal operating member 12b is determined based on the normal hit type determination table T10 (Figure 11) mentioned above. That is, the second operation pattern FS2 is determined as the operation pattern of the normal operating member 12b when auxiliary play is performed during the time-saving play state. Then, in the following S57-3, the game control microcomputer 61 sets the operation pattern and starts auxiliary play (operation of the normal operating member 12b) (S57-3). As a result, the second start opening 12a is opened for 5.8 seconds (5800 ms) during the time-saving play state. Then, the normal operation process ends. In contrast, in the normal operation pattern determination process (non-time-saving) of S57-2, the normal operation pattern of the normal operating member 12b is determined based on the normal hit type determination table T10 (Figure 11) mentioned above. That is, the first operation pattern FS1 is determined as the operation pattern of the normal operating member 12b when auxiliary play is performed during a non-time-saving game state. Then, in the subsequent S57-3, the game control microcomputer 61 sets the operation pattern and starts auxiliary play (operation of the normal operating member 12b) (S57-3). As a result, during a non-time-saving game state, the second start opening 12a is opened for 0.036 seconds (36 ms). Then, the normal operation process ends.

[0159] Furthermore, if the game control microcomputer 61 determines in S50 above that auxiliary gameplay is in progress (normal operating member 12b is operating) (S50: Yes), it determines whether the termination condition for auxiliary gameplay (termination condition for normal operating member 12b) has been satisfied (S58-1). Here, the termination condition refers to the operation time termination condition, which is the completion of the operation time for each operation pattern set in S57-1 or S57-2, or the specified number of balls entered, which is the specified number of balls entered into the second start port 12a. The specified number of balls entered is set to 10 balls. If the game control microcomputer 61 determines that the operation termination condition is not met (S58-1: No), it terminates the normal operation process. On the other hand, if it determines that the condition is met (S58-1: Yes), it terminates the auxiliary game (operation of the normal operating member 12b) (S58-2), turns OFF the gate ball entry flag (S59), and terminates the normal operation process.

[0160] (Special symbol waiting process) Next, with reference to Figure 19, the special symbol waiting process (S17) will be explained. The game control microcomputer 61 determines whether it is measuring either the variation time or the stop time of the special symbols (S60). If it is measuring (S60:Yes), it terminates the special symbol waiting process. On the other hand, if it is not measuring either the variation time or the stop time of the special symbols (S60:No), it proceeds to S61. In S61, the game control microcomputer 61 determines whether the number of reserved second special symbols U2 is "0". If it determines that it is not "0" (S61:No), that is, if the start condition for displaying the variation of the second special symbols is met, the game control microcomputer 61 executes the second special symbol hit determination process (S62) and the second special symbol variation pattern selection process (S63), which will be described later. Next, the game control microcomputer 61 subtracts "1" from the number of reserved second special symbols U2 (S64), and shifts each data stored in each memory area of ​​the second special symbol reserved memory unit 64b one by one to the memory area with the oldest storage order, that is, the side to be read (S65). Next, the game control microcomputer 61 executes the second special symbol variation start process (S66). In this second special symbol variation start process, the special symbol variation start command is set in the output buffer of RAM 64, and the second special symbol display 52 starts displaying the variation of the second special symbol. The special symbol variation start command set in the output buffer of RAM 64 includes the data of the special symbol stop symbols set in the second special symbol jackpot determination process (Figure 17) described later, and the data of the second special symbol variation pattern set in the second special symbol variation pattern selection process (Figures 18 and 19). After the execution of S66, the game control microcomputer 61 terminates the special symbol waiting process.

[0161] Furthermore, if the game control microcomputer 61 determines in S61 above that the number of reserved second special symbols U2 is "0" (S61:Yes), it determines whether or not the number of reserved first special symbols U1 is "0" (S67). If it determines that it is not "0" (S67:No), that is, if the start condition for the variation display of the first special symbol is met, the game control microcomputer 61 executes the first special symbol hit determination process (S68) and the first special symbol variation pattern selection process (S69) described later. Next, the game control microcomputer 61 subtracts "1" from the number of reserved first special symbols U2 (S70), and shifts each data stored in each memory area of ​​the first special symbol reserve storage unit 64a one by one to the memory area with the older storage order, that is, to the side that will be read (S71). Next, the game control microcomputer 61 executes the first special symbol variation start process (S72). In this first special symbol variation start process, the special symbol variation start command is set in the output buffer of RAM64, and the first special symbol display 51 starts displaying the variation of the first special symbol. The special symbol variation start command set in the output buffer of RAM64 includes the data of the special symbol stop symbols set in the first special symbol hit determination process (Figure 17) described later, and the data of the first special symbol variation pattern set in the first special symbol variation pattern selection process (Figures 18 and 19). After the execution of S72, the game control microcomputer 61 terminates the special symbol waiting process.

[0162] On the other hand, if it is determined that the number of reserved special symbols U1 is "0" (S67: Yes), the game control microcomputer 61 determines whether or not the game is in a standby state (S73). The standby state refers to a state in which the game is not in a jackpot game state, the special symbols are not changing, and the number of reserved special symbols is zero. More specifically, in addition to the above conditions, the standby state occurs when a certain amount of time has elapsed since the display of the confirmed special symbols (or performance symbols) and the symbols have stopped. If it is determined that the game is in a standby state (S73: Yes), the game control microcomputer 61 terminates the special symbol standby process. On the other hand, if it is determined that the game is not in a standby state (S73: No), the game control microcomputer 61 executes the standby screen setting process (S74). In this standby screen setting process, a predetermined waiting time is measured, and after this waiting time has elapsed, a customer waiting command to display the standby screen is set in the output buffer of RAM 64. After that, the microcontroller 61 for game control terminates the special symbol waiting process. Thus, in this embodiment, the display of the first special symbol variation is performed only when the number of reserved special symbols U2 is "0" (S61: Yes). In other words, the consumption of reserved special symbols takes precedence over the consumption of reserved special symbols.

[0163] (Special feature hit detection process) Next, with reference to Figure 20, the second special symbol hit detection process (S61) and the first special symbol hit detection process (S67) will be explained. Note that the second special symbol hit detection process and the first special symbol hit detection process have the same processing flow, so they will be explained together.

[0164] The game control microcomputer 61 reads the jackpot random number stored in the first memory area of ​​the special symbol hold memory section of the RAM 64 (S80) and refers to the win / failure determination table (S81). Next, the game control microcomputer 61 refers to the range of random values ​​(determination values) corresponding to jackpots in the win / failure determination table T1 and determines whether or not the same random value as the jackpot random number read in S80 exists, that is, whether or not it is a jackpot (S82).

[0165] If a jackpot is determined (S82: Yes), the game control microcomputer 61 turns on the jackpot flag to indicate that a jackpot has been determined (S83). Then, the game control microcomputer 61 reads the jackpot type random number stored in the first memory area of ​​the special symbol hold memory unit, refers to the jackpot type determination table which has multiple jackpot types set, and determines the type of jackpot (S84). Depending on the type of jackpot, the jackpot symbol in the special symbol, the stopping symbol in the special symbol, the distribution rate, the maximum number of rounds, and the jackpot effect symbols will differ. In addition, the maximum number of times the special symbol variation will be displayed during the time-saving game state will also be determined by the type of jackpot. Then, the game control microcomputer 61 sets the special symbol stopping symbol data for confirming the display of the jackpot symbol in the special symbol according to the type of jackpot determined in S84 into the special symbol buffer provided in RAM 64 (S88), and terminates this process.

[0166] On the other hand, if it is not determined to be a big win (S82: No), the game control microcomputer 61 refers to the range of random numbers corresponding to small wins in the win / failure determination table T1 and determines whether there is a random number that is the same as the big win random number read in S80, that is, whether it is a small win or not (S85). As mentioned above, it is possible to not win a small win in the first special symbol lottery but to win a small win in the second special symbol lottery. If it is determined to be a small win (S85: Yes), the game control microcomputer 61 turns ON the small win flag to indicate that it has been determined to be a small win (S86). After that, the game control microcomputer 61 reads the small win type random number stored in the first memory area of ​​the special symbol hold memory unit, refers to the small win type determination table T4 which has multiple small win types set, and determines the type of small win (S87). Depending on the type of small win, the small win symbols of the special symbols, the stopping symbols of the special symbols, the distribution rate, the small win effect symbols, etc. will differ. Furthermore, depending on the type of minor win, it is also determined whether or not a major win state is reached by passing through a specific area, whether the time-saving game state continues, and whether the time-saving game state ends. After that, the game control microcomputer 61 sets special symbol stop symbol data for confirming and displaying the minor win symbol of the special symbol according to the type of minor win determined in S87 into the special symbol buffer provided in RAM 64 (S89), and terminates this process. On the other hand, if it is not determined to be a minor win (S85: No), that is, if it is determined to be a miss, the game control microcomputer 61 sets special symbol stop symbol data for confirming and displaying the miss symbol of the special symbol into the special symbol buffer (S89), and terminates this process. Note that S81 is an example of the win / failure determination means of the present invention, and S89 is an example of the notification means of the present invention.

[0167] (Special pattern variation selection process) Next, the second special figure variation pattern selection process (S62) and the first special figure variation pattern selection process (S68) will be explained with reference to Figures 21 and 22. Since the second special figure variation pattern selection process and the first special figure variation pattern selection process have the same processing flow, they will be explained together as the special figure variation pattern selection process.

[0168] The game control microcomputer 61 determines whether the time-saving flag, which indicates that the game is in a time-saving state, is OFF or not (S90). If it is determined that the time-saving flag is OFF (S90: Yes), the game control microcomputer 61 proceeds to S91. If it is determined that the time-saving flag is not OFF (S90: No), the game control microcomputer 61 proceeds to S99. In this embodiment, there are two types of time-saving game states (Time-Saving 1 and Time-Saving 2). Therefore, there are two types of time-saving flags corresponding to each time-saving game state, and the game control microcomputer 61 controls the game so that one time-saving flag is turned ON for the duration of Time-Saving 1, and the other time-saving flag is turned ON for the duration of Time-Saving 2 (S117-6 in Figure 22).

[0169] The game control microcomputer 61, which has moved to S91 and S99, determines whether the jackpot flag is ON or not. If it determines that the jackpot flag is ON (S91, S99: Yes), the game control microcomputer 61 refers to the table corresponding to the type of special symbol among the special symbol variation pattern selection tables T7 and T8 and selects a special symbol variation pattern for the jackpot (S92, S100). For example, if it is not a time-saving game state, it refers to the special symbol variation pattern selection table T7 and selects a special symbol variation pattern for the jackpot (S92). If it is a time-saving game state, it refers to the special symbol variation pattern selection table T8 and selects a special symbol variation pattern for the jackpot (S100). After selecting a special symbol variation pattern, the game control microcomputer 61 then moves to S98.

[0170] Furthermore, if it is determined that the jackpot flag is not ON (S91, S99: No), the game control microcomputer 61 determines whether or not the minor jackpot flag is ON (S93, S101). If it is determined that the minor jackpot flag is ON (S93-1, S101: Yes), the game control microcomputer 61 selects a special symbol variation pattern by referring to the table corresponding to the type of special symbol among the special symbol variation pattern selection tables T7 and T8 (S93-2, S102). As mentioned above, in this embodiment, there is a case where a minor jackpot is not won in the lottery for the first special symbol, but a minor jackpot is won in the lottery for the second special symbol. If a minor jackpot is won in the lottery for the second special symbol, the game control microcomputer 61 refers to the special symbol variation pattern selection table T8 and selects a special symbol variation pattern for the minor jackpot. After that, the game control microcomputer 61 proceeds to S98.

[0171] On the other hand, if it is determined that the minor win flag is OFF (S93-1, S101: No), the game control microcomputer 61 performs different processing depending on whether the aforementioned S90 was a positive determination (time-saving flag OFF) (S93-1: No) or a negative determination (time-saving flag ON) (S101: No). Specifically, if it is determined that the minor win flag is OFF during a non-time-saving game state (S93-1: No), the game control microcomputer 61 proceeds to S95. Also, if it is determined that the minor win flag is OFF during a time-saving game state (S101: No), it proceeds to S103.

[0172] In S95 and S103, the game control microcomputer 61 retrieves the reach random number stored in the first memory area of ​​the special symbol reserve memory unit and determines whether the retrieved reach random number is a reach-establishment random number (S95, S103). The game control microcomputer 61 determines that the retrieved reach random number is a reach-establishment random number if it exists among the random numbers (determination values) corresponding to reach establishment in the reach determination table T5 (S95, S103: Yes). Subsequently, the game control microcomputer 61 refers to the table corresponding to the type of special symbol among the special symbol variation pattern selection tables T7 and T8 and selects a special symbol variation pattern for a reach-but-miss (S96, S104). After selecting a special symbol variation pattern, the game control microcomputer 61 then proceeds to S98.

[0173] On the other hand, if the acquired reach random number is determined not to be a reach-establishing random number (S95, S103: No), the game control microcomputer 61 refers to the table corresponding to the type of special symbol among the special symbol variation pattern selection tables T7 and T8 and selects a special symbol variation pattern for a no-reach miss (S97, S105). After selecting a special symbol variation pattern, the game control microcomputer 61 then proceeds to S98.

[0174] After the completion of S92, S94, S96, S97, S100, S102, S104, and S105, the game control microcomputer 61, which has moved to S98, sets the variation pattern data indicating the selected variation pattern into the special symbol variation pattern buffer provided in RAM 64, and terminates the special symbol variation pattern selection process. The variation pattern data set into the special symbol variation pattern buffer in S98 is included in the special symbol variation start command set in S66 and S72 of the special symbol standby process described above, and is output to the sub-control board 100 by the output processing of the main-side timer interrupt process (S10).

[0175] (Special design related processing) Next, referring to Figure 23, the special pattern-related processing (S18) will be explained. First, the game control microcomputer 61 determines whether it is the end of the measurement of the variation time of the special symbols (first special symbol, second special symbol) (the time corresponding to the special symbol variation pattern set in S98) (S110). If it determines that it is the end of the variation time (S110: Yes), the game control microcomputer 61 displays the stopped special symbol corresponding to the special symbol stop symbol data set in S88 (confirming the display of the variation of the special symbol) (S111-1), and sets a special symbol variation stop command (a variation stop command for special symbols) in the output buffer provided in RAM 64 (S111-2). It also starts measuring the stop time of the special symbols (S111-3). After the completion of S111-3, the game control microcomputer 61 terminates the special symbol-related processing.

[0176] On the other hand, if the game control microcomputer 61 determines in S110 above that it is not the end of the special symbol variation time (S110: No), it determines whether it is the end of the measurement of the special symbol stop time that was started in S111-3 above (S112). If it determines that it is the end of the stop time (S112: Yes), the game control microcomputer 61 executes the game state management process described later (S113). After that, the game control microcomputer 61 determines whether the jackpot flag is ON or OFF (S114-1), and if it determines that it is ON (S114-1: Yes), it executes the game state reset process (S114-2). In this game state reset process, it determines whether the time reduction flag is ON or OFF, and if it determines that it is ON, it turns the time reduction flag OFF.

[0177] If the game control microcomputer 61 determines in S112 that it is not the end of the special symbol's stopping time (S112: No), it determines whether the game state is a jackpot game state (Type 1 jackpot state or V jackpot state) (S115-1). The game control microcomputer 61 determines that it is a jackpot game state, for example, if the jackpot flag is ON and neither the special symbol's variation time nor stopping time has been measured. If it determines in S115-1 that it is a jackpot game state (S115-1: Yes), it executes special electric mechanism processing (described later) related to the Type 1 jackpot state or V jackpot state (from the 2nd round onwards in the Type 2 jackpot state) (S115-2). After the completion of S115-2, the special symbol-related processing is terminated.

[0178] On the other hand, if the game control microcomputer 61 determines in S115-1 that the game is not in a jackpot state (S115-1: No), it proceeds to S116-1 without going through S115-2 and determines whether the game state is a minor win state. The game control microcomputer 61 determines that the game is in a minor win state, for example, if the minor win flag is ON and neither the variation time nor the stop time of the special symbols has been measured. If it determines in S116-1 that the game is in a minor win state (S116-1: Yes), it executes special electric mechanism processing related to the minor win state (described later) (S116-2). After the completion of S116-2, the special symbol-related processing is terminated.

[0179] (Game state management processing) Next, referring to Figure 24, the contents of the game state management process (S113) will be explained. The game control microcomputer 61 determines whether the time-saving game state is active by checking whether the time-saving flag is ON (S113-1). If it is determined that the time-saving flag is ON (S113-1: Yes), the game control microcomputer 61 deducts 1 from the value of the time-saving counter (S113-2). Then, the game control microcomputer 61 checks whether the value of the time-saving counter after the deduction has become "0" (S113-3). If it is determined that the value of the time-saving counter after the deduction has become "0" (S113-3: Yes), it turns the time-saving flag OFF (S113-5) and proceeds to S113-9. On the other hand, if the game control microcomputer 61 determines in S113-3 above that the value of the time-saving counter after subtracting 1 is not "0" (S113-3: No), the game control microcomputer 61 determines whether or not the termination condition corresponding to the number of small wins during the time-saving game state has been met (S113-4). If it determines that the termination condition corresponding to the number of small wins during the time-saving game state has been met (S113-4: Yes), it turns off the time-saving flag (S113-5) and proceeds to S113-9. Conversely, if it determines that the termination condition corresponding to the number of small wins during the time-saving game state has not been met (S113-4: No), it proceeds to S113-9 without going through S113-5 (without turning off the time-saving flag).

[0180] If the game control microcomputer 61 determines in the process of S113-1 described above that the time-saving flag is OFF (S113-1: No), it proceeds to S113-9. In S113-9, the game control microcomputer 61 sets a game state specification command containing information about the current game state in the output buffer of RAM 64, and then terminates the game state management process. In this embodiment, the game state specification command includes one of the following as information about the game state: non-time-saving game state, time-saving game state, jackpot game state (Type 1 jackpot state, V jackpot state), or minor jackpot state. The game state specification command that can be set in S113-9 (when a predetermined stop time has elapsed from the end of the special symbol variation display) is one of the following: non-time-saving game state, time-saving game state, jackpot game state (Type 1 jackpot state), or minor jackpot state. The game state specification command set in the RAM64 output buffer is output to the sub-control board 100 during the output processing (S10) of the main-side timer interrupt processing. The value of the time-saving counter is decremented by 1 each time a special symbol variation is completed. When the value of the time-saving counter becomes "0", the time-saving game state ends with the completion of the current symbol variation, and the game transitions to the non-normal state.

[0181] (Special electric mechanism processing (Type 1 jackpot state, V jackpot state)) Next, referring to Figure 25, the contents of the special electric mechanism processing (S117) related to the Type 1 jackpot state or the V jackpot state will be explained. The game control microcomputer 61 executes the special electric mechanism processing shown in Figure 22 during the period when the special symbols are neither being displayed in a variable state nor stopped, and when the jackpot flag is ON.

[0182] The game control microcomputer 61 performs the following actions during special electric mechanism processing (Type 1 jackpot state, V jackpot state): jackpot opening setting (S117-1), jackpot round setting (S117-2), jackpot ending setting (S117-3), etc. In jackpot opening setting (S117-1), the game control microcomputer 61 sets commands (opening command (jackpot start command), opening end command) indicating the start and end timings of the opening period (jackpot opening) of the jackpot game state (Type 1 jackpot state) in the output buffer of RAM 64. In addition, in jackpot round setting (S117-2), the game control microcomputer 61 sets commands (round start command (open command), round end command (close command)) indicating the start and end timings of the round period (round performance) of the jackpot game state (Type 1 jackpot state, V jackpot state) in the output buffer of RAM 64. Furthermore, in the game control microcomputer 61, during the jackpot ending setting (S117-3), it performs processes such as setting commands (ending command, ending end command (jackpot end command)) that indicate the start and end timings of the ending period (jackpot ending) of the jackpot game state (Type 1 jackpot state, V jackpot state) in the output buffer of RAM 64.

[0183] Furthermore, in the aforementioned jackpot opening and jackpot ending settings, the game control microcomputer 61 sets the execution time of the jackpot opening and jackpot ending on a predetermined timer and measures it. Also, in the aforementioned jackpot round settings, the game control microcomputer 61 opens and closes the first large prize slot 14a in an operation pattern corresponding to the type of jackpot game state. During the round game, when the maximum number of game balls enter the first large prize slot 14a, or when a predetermined time has elapsed, the game control microcomputer 61 closes the first large prize slot 14a and ends the round game. The game control microcomputer 61 opens and closes the first large prize slot 14a for a number of rounds determined for each type of jackpot game state. Furthermore, the game control microcomputer 61 decrements the value of the special electric power operation valid counter by 1 each time a round of game is started. When the value of the special electric power operation valid counter reaches "0", after the round of game ends, it sets the ending command in the output buffer of RAM 64 in the jackpot ending setting and outputs it.

[0184] Next, the game control microcomputer 61 determines whether or not it is the end of the jackpot game state (the end of the jackpot ending) (S117-4). If it determines that it is not the end of the jackpot game state (S117-4: No), it terminates the special electric mechanism processing (Type 1 jackpot state, V jackpot state). On the other hand, if the game control microcomputer 61 determines in S117-4 that it is the end of the jackpot game state (S117-4: Yes), it executes the processing in S117-5 to S117-8. Here, the game control microcomputer 61 turns off the jackpot flag in S117-5, turns on the time-saving flag corresponding to the occurring time-saving game state in the following S117-6, and then sets the time-saving counter in S117-7. This sets the number of time-saving rounds according to the minor jackpot symbols. Then, in S117-8, the game state specification command is set in the output buffer of RAM64, and the special electric mechanism processing (Type 1 jackpot state, V jackpot state) is terminated. After the termination of this special electric mechanism processing (Type 1 jackpot state, V jackpot state), the game control microcomputer 61 terminates the special symbol-related processing. Note that S117-7 is an example of the time-saving means of the present invention.

[0185] (Special electric mechanism processing (minor win state)) Next, with reference to Figure 26, the special electric mechanism processing (S121) related to the minor win state will be explained. The game control microcomputer 61 executes the special electric mechanism processing (minor win) shown in Figure 23 in order to open the first major prize opening 14a or the second major prize opening 15a based on the minor win. Note that the special electric mechanism processing (minor win state) in this embodiment is executed in relation to the second special symbol, so the explanation will be based on the second special symbol.

[0186] The microcomputer 61 for game control performs actions such as setting the small win opening (S119-1), setting the small win release (S119-2), and setting the distribution member (S119-3) during special electric mechanism processing (small win state). The microcontroller 61 for game control performs the following processes in the mini-win opening setting (S119-1): setting commands (opening command (mini-win start command), opening end command) that indicate the start and end timings of the opening period of the mini-win state (mini-win opening) in the output buffer of RAM 64. The mini-win opening is a performance that celebrates the occurrence of a mini-win by displaying a performance image on the performance display device 7 or playing a song celebrating the occurrence of a mini-win from each speaker 8. In the mini-win opening setting, the execution time of the mini-win opening is set in a predetermined timer and measured.

[0187] Furthermore, in the minor win opening setting (S119-2), the microcomputer 61 for game control determines the start timing of operation of the second special operating member 15b (or the start timing of the minor win state) and the end timing of operation of the second special operating member 15b (or the end timing of the minor win state) according to the minor win type (minor win symbol) that has already been determined, and drives and controls the second large prize opening solenoid 15d in accordance with the determined start timing and end timing. It also performs processing such as setting commands (open command, close command) indicating the determined start timing and end timing in the output buffer of RAM 64. In other words, if the minor win state that is determined to occur is a favorable minor win state, the second large prize opening 15a is opened for 1.8 seconds in accordance with the operating period of the distribution member 56 set in the distribution member setting (S119-3) (for example, 1.8 seconds from the start of the minor win state), and an open command indicating the start of the opening is set and output, as well as a close command indicating the end of the opening is set and output. On the other hand, if the minor win state that is determined to occur is a disadvantageous minor win state, the second large prize opening 15a is opened for 1.8 seconds during a period that does not overlap with the operating period of the distribution member 56 (for example, 1.8 seconds from the start of the minor win state), and an open command indicating the start of the opening is set and output, as well as a close command indicating the end of the opening is set and output.

[0188] Furthermore, in the setting of the distribution member (S119-3), the microcomputer 61 for game control determines a common timing for the start and end of operation of the distribution member 56, regardless of the type of minor win state (for example, the start of the minor win state is determined as the start timing, and 1.8 seconds after the start of operation is determined as the end timing), and drives the second major prize entry solenoid 15d in accordance with the determined start and end timings.

[0189] Subsequently, the game control microcomputer 61 determines whether or not the game ball has passed through a specific area (S119-4). The game ball passing through the specific area is detected by the specific area sensor 55a. If it is determined that the game ball has passed through the specific area (S119-4: Yes), the game control microcomputer 61 turns on the jackpot flag (S119-5). Next, it sets a game state specification command containing information indicating that the game is in a jackpot state in the output buffer of the RAM 64 (S119-6). This game state specification command is output to the sub-control board 100 in the output processing of the main-side timer interrupt processing (S10). As a result, in the pachinko game machine 1, even if a game ball passes through a specific area while the second large prize entry point 15a is open due to a minor win state, it becomes possible to execute control to generate a jackpot game state (develop the minor win state into a two-type jackpot state) in the same way as when a jackpot is determined in the special symbol win determination.

[0190] If S119-4 is determined to be negative (S119-4: No) or after S119-6 is completed, the game control microcomputer 61 proceeds to S119-7. In S119-7, the game control microcomputer 61 determines whether the closing condition for the second large prize slot 15a based on the winning of a minor prize has been met. The closing condition for the second large prize slot 15a based on the winning of a minor prize is that the maximum number of game balls have entered the second large prize slot 15a since it opened, or that the opening time for the winning minor prize has elapsed. If it is determined that the closing condition for the second large prize slot 15a has been met (S119-7: Yes), the game control microcomputer 61 turns OFF the minor prize flag (S119-8) and terminates the special electric mechanism processing (minor prize state). On the other hand, if it is determined that the conditions for closing the second major prize opening 15a are not met (S119-7: No), the special electric prize mechanism processing (minor win state) is terminated without going through S119-8.

[0191] [Main processing of the microcontroller 101 for performance control] Next, the main processes performed by the microcontroller 101 for performance control (Figure 4) will be explained with reference to the figure.

[0192] (Sub-side main control processing) First, please refer to Figure 27 and we will explain the sub-side main control process. First, the microcontroller 101 for performance control performs initial setup (S160). This initial setup includes, for example, setting the stack, setting constants, setting interrupt times, setting the CPU 102, setting SIO (System Input / Output), PIO (Parallel Input / Output), CTC (Counter / Timer Circuit: a circuit for managing interrupt times), resetting various flags, counters and timers, etc. Next, the microcontroller 101 for performance control determines whether the power-off signal is ON and whether the contents of RAM 120 are normal (S161). If the determination is negative (S161: No), it initializes RAM 120 (S162) and proceeds to S163. If the determination in S161 is positive (S161: Yes), the microcontroller 101 for performance control proceeds to S163 without initializing RAM 120. In other words, if the power-off signal is not ON, or if the contents of RAM120 are not normal even if the power-off signal is ON (S161: No), the microcontroller 101 for performance control initializes RAM120. However, if the power-off signal is ON due to a power outage or the like, but the contents of RAM120 remain normal (S161: Yes), RAM120 is not initialized. Note that initializing RAM120 resets the values ​​of various flags, counters, timers, etc. Also, S160 to S162 are executed only once after power-on and are not executed thereafter.

[0193] Next, the performance control microcontroller 101 disables interrupts (S163) and executes a random number update process (S164). In this random number update process, the initial values ​​of various random number counters for determining performances are updated. The random numbers for determining performances include a variable performance pattern random number for determining a variable performance pattern, and a preview performance random number for determining various preview performances. The method for updating the random numbers can be the same as the random number update process performed by the game control microcontroller 61 described above. Next, the performance control microcontroller 101 executes a command transmission process (S165). In this command transmission process, various commands stored in the output buffer in the RAM 120 of the performance control microcontroller 101 are sent to the image control board 200, the sound control board 78, and the lamp control board 79, etc. Next, the performance control microcontroller 101 enables interrupts (S166). From here on, S163 to S166 are executed repeatedly. Furthermore, while interrupts are enabled, it becomes possible to execute the receive interrupt processing (S167), the 1ms timer interrupt processing (S168), and the 10ms timer interrupt processing (S169).

[0194] (Receive interrupt processing) Next, we will explain the receive interrupt processing (S167). The performance control microcontroller 101 determines whether the signal level of the strobe signal (STB signal) supplied from the main control board 60 to the external INT (interrupt) input of the performance control microcontroller 101 has changed, that is, whether it is time to receive a command. For example, it determines whether the signal level of the strobe signal has changed from a high level to a low level. If it determines that it is not time to receive a command, the performance control microcontroller 101 terminates this process. On the other hand, if it determines that it is time to receive a command, the performance control microcontroller 101 receives the various commands sent from the main control board 60 and stores these received commands in the receive buffer of the RAM 120. This receive interrupt processing is executed in priority over other interrupt processing (S168, S169).

[0195] (1ms timer interrupt processing) Next, we will refer to Figure 28 and explain the 1ms timer interrupt processing (S168). The performance control microcontroller 101 executes this 1ms timer interrupt process whenever a 1ms interrupt pulse is input to the sub-control board 100. The performance control microcontroller 101 then executes input processing (S170). In this input processing, the performance control microcontroller 101 creates switch data (edge ​​data and level data) indicating that a switch has been turned ON, based on detection signals from the performance lever push detection switch 6a, the performance lever rotation detection switch 6b, and the performance button detection switch 5a.

[0196] Next, the microcontroller 101 for performance control performs output processing (S171). In this output processing, it outputs the variable performance start command, which will be set in the output buffer of RAM 120 in the variable performance start processing described later, to the image control board 200. In addition, in order to make the panel lamp 2a, left side lamp 23a, and right side lamp 23b light up in accordance with the display on the performance display device 7, it outputs lamp data created in the lamp processing (S183) in the 10ms timer interrupt processing described later to the lamp control board 79. In other words, the panel lamp 2a, left side lamp 23a, and right side lamp 23b light up in a predetermined light emission pattern according to the lamp data. Furthermore, in order to drive the movable motor 23d in accordance with the display on the performance display device 7, it creates drive data (data for driving the movable motor 23d) and outputs the created drive data. In other words, it drives the movable motor 23d in a predetermined operation pattern according to the drive data. Furthermore, in order to output sound from speaker 8 in accordance with the display on the performance display device 7, the sound data created in the sound control processing (S184) in the 10ms timer interrupt processing described later is output to the sound control board 78. In other words, sound is output from speaker 8 according to the sound data.

[0197] Next, the microcontroller 101 for performance control determines whether or not it has output a variable performance start command (S172). The variable performance start command is set in the output buffer of RAM 120 during the variable performance start process described later, and is output to the image control board 200 in S171. If the microcontroller 101 determines that it has output a variable performance start command (S172: Yes), it starts measuring the variation time of the variable performance pattern (S173). Next, the microcontroller 101 for performance control performs a watchdog timer process to reset the watchdog timer (S174). After the completion of S174, or if it determines that it has not output a variable performance start command (S172: No), the microcontroller 101 for performance control terminates this process.

[0198] (10ms timer interrupt processing) Next, we will refer to Figure 29 and explain the 10ms timer interrupt processing (S169). The performance control microcontroller 101 executes this 10ms timer interrupt process whenever a 10ms interrupt pulse is input to the sub-control board 100. The performance control microcontroller 101 executes the received command analysis process (Figure 30) described later (S180) and then executes the switch state acquisition process (S181). In this switch state acquisition process, the switch data created in the input process for the 1ms timer interrupt process (S170) is stored in the RAM 120 as switch data for the 10ms timer interrupt process. Next, based on the switch data stored in the switch state acquisition process, a switch process is executed to set the display content such as button effects displayed by the performance display device 7 (S182). Next, the performance control microcontroller 101 executes the lamp process (S183). In this lamp process, lamp data is created to control the illumination of each lamp (panel lamp 2a, left side lamp 23a and right side lamp 23b, etc.) in accordance with the display of the performance display device 7, and the timing of the illumination effects is managed. As a result, each lamp performs a lighting effect that matches the display on the performance display device 7.

[0199] Next, the performance control microcontroller 101 executes audio control processing (S184). This audio control processing involves creating audio data (data for controlling the output of audio from each speaker 8), outputting the created audio data to the audio control board 78, and managing the timing of the audio performance. As a result, audio is output from each speaker 8 in accordance with the display on the performance display device 7. Next, the performance control microcontroller 101 executes the Bluetooth connection processing (Figure 32), which will be described later (S185). Then, the performance control microcontroller 101 executes other processing (S186) and terminates this process. Other processing (S186) includes updating the variable performance pattern random number, the preview performance random number for determining the preview performance, etc. Also, other processing (S186) includes right-hand shooting performance processing to perform a right-hand shooting performance that prompts the player to shoot to the right, and performance mode setting processing to set the performance mode according to the game situation identified in response to the reception of various commands from the game control microcontroller 61 (S180).

[0200] (Received command parsing process) Next, referring to Figure 31, the received command analysis process (S330) will be explained. The microcontroller 101 for performance control determines whether or not it has received a game state specification command from the main control board 60 (S190-1). If it determines that it has received the command (S190-1: Yes), it executes the sub-side game state setting process (S190-2). The game state specification command contains information indicating the game state (whether it is a non-time-saving game state, a time-saving game state, a type 1 jackpot state, a minor jackpot state, or a V-jackpot state). In this sub-side game state setting process, the microcontroller 101 analyzes the received game state specification command, identifies the currently set game state based on the information contained in the game state specification command, sets the game state flag indicating that game state to "1", and sets the other game state flags to "0". The microcontroller 101 for performance control also terminates the measurement of the stop time (of the left, center, and right performance symbols 7L, 7C, and 7R) that was started during the variable performance termination process described later (S196-2, when the special symbol variable stop command is received). If the microcontroller 101 for performance control has finished processing S190-2, or if it has determined in S190-1 that it has not received a game state specification command (S190-1: No), it proceeds to S191-1.

[0201] The microcontroller 101 for performance control determines whether or not it has received a start-up prize command (first start-up prize command or second start-up prize command) from the main control board 60 (S191-1). If it determines that it has received the command (S191-1: Yes), it executes a pre-read performance determination process (S191-2). In the pre-read performance determination process (S191-2), it determines the start-up prize information (for example, jackpot random value, jackpot type random value, small win type random value, reach random value, etc.) contained in the start-up prize command stored in the first special symbol hold performance memory unit 121 (or second special symbol hold performance memory unit 122). In other words, it performs a special symbol win determination, jackpot type determination, small win type determination, and reach determination before the time when the game control microcontroller 61 starts displaying the variation of the special symbols (at the time of the start-up prize entry) (pre-determination). Then, it determines whether or not to perform an indicative performance by drawing lots according to the results of the pre-determination. The microcontroller 101 for performance control, after the completion of processing S191-2, or if it determines in S191-1 that it has not received a start prize command (S191-1: No), Proceed to 192-1.

[0202] The microcontroller 101 for performance control determines whether or not it has received an opening command from the main control board 60 (S192-1). If it determines that it has received the command (S192-1: Yes), it executes the opening performance selection process (S192-2). In this opening performance selection process, the opening command is analyzed, and based on the analysis results, the pattern (content) of the opening performance to be executed at the start of a jackpot game state is selected. Specifically, an opening performance pattern selection table (not shown) is referred to, in which an opening performance pattern is associated with each opening command, and the opening performance pattern associated with the received opening command is selected. Then, an opening performance start command to start the opening performance with the selected opening performance pattern is set in the output buffer of RAM 120. After the processing in S192-2 is completed, or if the microcontroller 101 determines in S192-1 that it has not received an opening command (S192-1: No), it proceeds to S193-1.

[0203] The microcontroller 101 for controlling the game's presentation determines whether or not it has received a round specification command from the main control board 60 (S193-1). If it determines in this process that it has received a round specification command (S193-1: Yes), it executes the round presentation selection process (S193-2). In the round presentation selection process, it selects the type of round presentation to be executed in each round of the jackpot game state, and sets a round presentation start command to start the selected round presentation in the output buffer of the RAM 120. If the microcontroller 101 for performance control has finished processing S193-2, or if it has determined in S193-1 that it has not received a round specification command (S193-1: No), it proceeds to S194-1.

[0204] The microcontroller 101 for performance control determines whether or not it has received an ending command from the main control board 60 (S194-1). If it determines that it has received an ending command (S194-1: Yes), it executes an ending performance selection process (S194-2). In this ending performance selection process, the ending command is analyzed, and based on the analysis results, an ending performance pattern (content) to be executed at the end of a jackpot game state is selected. Specifically, an ending performance pattern selection table (not shown) is referenced, in which an ending performance pattern is associated with each ending command, and the ending performance pattern associated with the received ending command is selected. Then, an ending performance start command to start the ending performance with the selected ending performance pattern is set in the output buffer of RAM 120. After the processing in S194-2 is completed, or if the microcontroller 101 determines in S194-1 that it has not received an ending command (S194-1: No), it proceeds to S195-1.

[0205] The microcontroller 101 for performance control determines whether or not it has received a special symbol variation start command from the main control board 60 (S195-1). If it determines that it has received the command (S195-1: Yes), it executes the variation performance start process (Figure 28) described later (195-2). In this variation performance start process, the microcontroller 101 determines the more specific performance content (variation performance pattern) of the variation performance according to the special symbol variation start command received from the main control board 60, and sets a command to instruct the execution of that variation performance in the output buffer of the RAM 120. In addition, in the variation performance start process (S195-2), the microcontroller 101 for performance control identifies the variation time of the special symbol variation display according to the special symbol variation pattern included in the received special symbol variation start command, and starts measuring the identified variation time as the execution time of the variation performance (variation time of the left, center, and right performance symbols 7L, 7C, and 7R).

[0206] After the execution of this variation performance start process (S195-2), the performance control microcontroller 101 executes the suggestive performance selection process described later (S195-3). In the suggestive performance selection process, it is determined whether or not to execute a suggestive performance during the variation performance and what type of suggestive performance to execute. If it is decided to execute a suggestive performance, a command instructing the execution of that suggestive performance is set in the output buffer of RAM 120. If the microcontroller 101 for performance control has finished processing S195-3, or if it has determined in S195-1 that it has not received a command to start variation (S195-1: No), it proceeds to S196-1.

[0207] The microcontroller 101 for performance control determines whether or not it has received a special symbol variation stop command from the main control board 60 (S196-1). If it determines that it has received the command (S196-1: Yes), it executes the variation performance termination process (S196-2). In this variation performance termination process, the microcontroller 101 for performance control sets a variation performance termination command to terminate the variation performance in the output buffer of the RAM 120. When the set variation performance termination command is transmitted to the image control board 200 by the command transmission process (S165 in Figure 27), the image control board 200 confirms and displays the left performance symbol 7L, the middle performance symbol 7C, and the right performance symbol 7R, which are in a stopped (stagnant) state on the performance display device 7. Furthermore, in the performance control microcontroller 101, during the variation performance termination process (S196-2), terminates the measurement of the variation time that was started in the aforementioned variation performance start process (S195-2), and begins measuring the stop time of the performance symbols 7L, 7C, and 7R after the variation performance (the same time as the stop time of the special symbol variation display). After the processing in S197-2 is completed, or if the microcontroller 101 determines in S196-1 that it has not received a change stop command (S196-1: No), it proceeds to S197.

[0208] Next, the microcontroller 101 for performance control performs processing related to the reception of commands other than those mentioned above (S197), and then finishes the received command analysis process.

[0209] (Start of variation effect processing) Next, with reference to Figure 31, the process for initiating the variation effect (S195-2) will be explained. The microcontroller 101 for performance control analyzes the received special symbol variation start command (S210). The special symbol variation start command includes information on the second special symbol variation pattern (first special symbol variation pattern) set in the second special symbol variation pattern selection process (first special symbol variation pattern selection process), the special symbol stop symbols (jackpot type determination result), etc. Next, if the special symbol variation start command analyzed in S210 is the first special symbol variation start command, the microcontroller 101 subtracts "1" from the value of the first special symbol reserve performance counter to synchronize with the number of first special symbol reserves, and if it is the second special symbol variation start command, it subtracts "1" from the value of the second special symbol reserve performance counter to synchronize with the number of second special symbol reserves (S211). The first special symbol hold performance counter is a counter that counts a number corresponding to the number of special symbol holds in the first special symbol based on the reception of the first start winning command, and the second special symbol hold performance counter is a counter that counts a number corresponding to the number of special symbol holds in the second special symbol based on the reception of the second start winning command. Next, the performance control microcomputer 101 shifts each data such as the start winning command stored in the special symbol hold performance memory unit to the older memory area (S212). Next, the performance control microcomputer 101 selects the combination of the left performance symbol 7L, the middle performance symbol 7C, and the right performance symbol 7R that will be finally confirmed to be displayed when the performance display device 7 displays the variable performance pattern, by referring to the performance symbol selection table (not shown) (S213).

[0210] Next, the microcontroller 101 for performance control executes a performance content selection process (S214). As part of the performance content selection process, the microcontroller 101 selects a performance content (variation performance pattern) that will be performed in conjunction with the variation of the performance symbols from a variation performance pattern selection table (not shown) based on the instructed special symbol variation pattern. Next, the microcontroller 101 for performance control sets a variation performance start command in the output buffer of the RAM 120 to start displaying the performance content (variation performance pattern) selected in S214 on the performance display device 7 (S215). The variation performance start command includes not only the performance content (variation performance pattern) but also performance image data for displaying the performance symbols on the performance display device 7. When the variation performance start command, which includes the performance image data, is set in the output buffer of the RAM 120, the performance image data is output to the image control board 200 in the output processing of the 1ms timer interrupt process (S171). As a result, the performance symbols and performance images based on the performance image data are displayed on the performance display device 7. Furthermore, based on receiving a command to start a variable animation from the animation control microcontroller 101, the image control board 200 erases the image (the variable image) displayed in the variable display area 7Bc on the animation display device 7, and shifts the images (reserved images) displayed in the main animation hold display area 7Ba and the sub animation hold display area 7Bb. After that, the animation control microcontroller 101 terminates this process.

[0211] (Bluetooth connection process) Next, we will refer to Figure 32 and explain the Bluetooth connection process (S185). The microcontroller 101 for performance control determines whether the communication device 150 has detected the Bluetooth earphone 152 (S220). The communication device 150 is a device that can communicate with the Bluetooth earphone 152 using Bluetooth, and the Bluetooth earphone 152 outputs its identification information via broadcast communication. Therefore, when the Bluetooth earphone 152 enters the communication range of the communication device 150, the communication device 150 receives the identification information output by the Bluetooth earphone 152. Thus, the microcontroller 101 for performance control determines that the Bluetooth earphone 152 has been detected because the communication device 150 has detected the identification information of the Bluetooth earphone 152 (S220: Yes).

[0212] Next, the microcontroller 101 for performance control determines whether or not it is in a standby state (S222). The standby state refers to a state where it is not in a jackpot game state, not in the process of changing special symbols, and the number of special symbol reserves is zero. In this case, if it is in a standby state (S222: Yes), the microcontroller 101 for performance control determines whether or not the touch switch 92 has been detected (S224). The touch switch 92 is a switch that indicates whether or not the player has touched the handle 4. If the touch switch 92 is detected, it means the player has touched the handle 4, and if the touch switch 92 is not detected, it means the player has not touched the handle 4. If the touch switch 92 is detected (S224: Yes), that is, if the player has touched the handle 4, the microcontroller 101 for performance control determines whether or not the identification information of the detected Bluetooth earphone 152 is stored in the pairing information storage unit 154 (S226).

[0213] If the identification information of the detected Bluetooth earphone 152 is not stored in the pairing information storage unit 154 (S226: No), the performance control microcontroller 101 displays the input screen 300 shown in Figure 33 on the performance display device 7 (S228) and determines whether the OK button 304 on the input screen 300 has been operated (S230). The input screen 300 is a screen for inputting pairing information, and an input field 302 for entering a PIN code is displayed. When the player wishes to connect the Bluetooth earphone 152 via Bluetooth, they enter the PIN code of the Bluetooth earphone 152 in the input field 302 and operate the OK button 304. At this time, the performance control microcontroller 101 determines that the OK button 304 has been operated (S230: Yes). Then, the microcontroller 101 for performance control associates the PIN code entered on the input screen 300 with the identification information of the Bluetooth earphone 152 detected in S220 and stores it as pairing information in the pairing information storage unit 154 (S231). Subsequently, the control microcontroller 101 uses the PIN code entered on the input screen 300 to establish a Bluetooth connection with the Bluetooth earphone 152 detected in S220 (S232).

[0214] On the other hand, if the identification information of the Bluetooth earphone 152 detected in S220 is stored in the pairing information storage unit 154 (S226: Yes), the performance control microcontroller 101 displays the connection permission screen 310 shown in Figure 34 on the performance display device 7 (S236) and determines whether the YES button 312 on the connection permission screen 310 has been pressed (S238). The connection permission screen 310 is a screen for inputting whether or not to allow Bluetooth connection of the Bluetooth earphone 152, and the connection permission screen 310 displays a YES button 312 and a NO button 314. The YES button 312 is a button to allow Bluetooth connection, and the NO button 314 is a button to reject Bluetooth connection. Therefore, if the YES button 312 is pressed (S238: Yes), the performance control microcontroller 101 uses the PIN code of the pairing information stored in the pairing information storage unit 154 to establish a Bluetooth connection with the Bluetooth earphone 152 detected in S220 (S232). More specifically, the performance control microcontroller 101 extracts pairing information, including the identification information of the Bluetooth earphone 152 detected in S220, and identifies the PIN code included in the extracted pairing information. Then, the performance control microcontroller 101 uses the identified PIN code to establish a Bluetooth connection with the Bluetooth earphone 152 detected in S220. Note that the connection permission screen 310 is an example of a selection screen of the present invention.

[0215] Furthermore, if the communication device 150 does not detect the Bluetooth earphone 152 in S220 (S220: No), if the device is not in standby mode in S222 (S222: No), if the touch switch 92 is not detected in S224 (S224: No), if the cancel button 306 is operated in S231 (S231: No), or if the NO button 314 is operated in S238 (S238: No), the microcontroller 101 for performance control terminates this process without establishing a Bluetooth connection. Note that S220 is an example of the reception means of the present invention. Also, S222 is an example of the second determination means of the present invention. Also, S224 is an example of the third determination means of the present invention. Also, S226 is an example of the first determination means of the present invention. Also, S232 is an example of the communication means of the present invention. Also, S236 is an example of the display means of the present invention.

[0216] Thus, in the pachinko game machine 1, when the communication device 150 detects the identification information of the Bluetooth earphone 152, and pairing information including that identification information is stored in the pairing information storage unit 154, the Bluetooth connection of the Bluetooth earphone 152 is established without the player having to enter a PIN code or the like. This reduces the burden on the user.

[0217] Furthermore, when the pachinko machine 1 is in standby mode and pairing information including the identification information of the Bluetooth earphones 152 detected by the communication device 150 is stored in the pairing information storage unit 154, a Bluetooth connection of the Bluetooth earphones 152 is established. This prevents the Bluetooth earphones 152 from connecting to a pachinko machine being played by another player. In other words, multiple pachinko machines are arranged side by side in a hall, and when player A approaches one of these machines, the pachinko machine being played by player B may detect the Bluetooth earphones 152 owned by player A. In such a case, it is undesirable for the pachinko machine being played by player B to connect with the Bluetooth earphones 152 owned by player A. Therefore, when the pachinko machine 1 is in standby mode and pairing information including the identification information of the Bluetooth earphones 152 detected by the communication device 150 is stored in the pairing information storage unit 154, the Bluetooth connection of the Bluetooth earphones 152 can be established, thereby avoiding such an undesirable situation.

[0218] Furthermore, if it is determined that the pachinko machine 1 is in a standby state and that the player has grasped the launch handle, and if pairing information including the identification information of the Bluetooth earphones 152 detected by the communication device 150 is stored in the pairing information storage unit 154, then the Bluetooth connection of the Bluetooth earphones 152 will be established. This prevents unnecessary connection of the Bluetooth earphones 152 to pachinko machines. In other words, if there are multiple pachinko machines in a standby state within the output range of the identification information of the Bluetooth earphones 152, it is undesirable for all of those multiple pachinko machines to be connected to the Bluetooth earphones 152 owned by player A. Therefore, if it is determined that the pachinko machine 1 is in a standby state and that a player has grasped the launch handle, and if pairing information including the identification information of the Bluetooth earphones 152 detected by the communication device 150 is stored in the pairing information storage unit 154, then a Bluetooth connection will be established for the Bluetooth earphones 152, making it possible to connect the pachinko machine that player A has grasped the launch handle of among multiple standby pachinko machines with the Bluetooth earphones 152 owned by player A.

[0219] Furthermore, if pairing information including the identification information of the Bluetooth earphone 152 detected by the communication device 150 is stored in the pairing information storage unit 154, a connection permission screen 310 is displayed on the performance display device 7 before connecting the pachinko machine and the Bluetooth earphone 152. This allows the pachinko machine and the Bluetooth earphone 152 to be connected according to the player's wishes.

[0220] Furthermore, as shown in Figure 9, in the small win type determination table T5, when the setting value is 1, the probability of time reduction 1 (time reduction count 144) occurring is 80%, and the probability of time reduction 2 (time reduction count 170) occurring is 20%. When the setting value is 2, the probability of time reduction 1 (time reduction count 144) occurring is 70%, and the probability of time reduction 2 (time reduction count 170) occurring is 30%. When the setting value is 3, the probability of time reduction 1 (time reduction count 144) occurring is 60%, and the probability of time reduction 2 (time reduction count 170) occurring is 40%. When the setting value is 4, the probability of time reduction 4 (time reduction count 140) occurring is 50%, and the probability of time reduction 2 (time reduction count 170) occurring is 50%. Furthermore, when the setting value is 5, the probability of obtaining Time-Saving Mode 4 (140 rounds of Time-Saving Mode) is 50%, the probability of obtaining Time-Saving Mode 2 (170 rounds of Time-Saving Mode) is 48%, and the probability of obtaining Time-Saving Mode 3 (200 rounds of Time-Saving Mode) is 2%. Furthermore, when the setting value is 6, the probability of obtaining Time-Saving Mode 4 (140 rounds of Time-Saving Mode) is 50%, the probability of obtaining Time-Saving Mode 2 (170 rounds of Time-Saving Mode) is 45%, and the probability of obtaining Time-Saving Mode 3 (200 rounds of Time-Saving Mode) is 5%. In this way, in Pachinko Game Machine 1, the setting ratio of the types of minor wins differs according to the setting value. This makes it possible not only to change the probability of being judged as a win when the win / loss judgment is made by changing the setting value, but also to change the probability of obtaining the number of Time-Saving Rounds granted in the minor win state, thereby improving the gameplay of the game machine.

[0221] Furthermore, as shown in Figure 9, in the small win type determination table T5, time reduction 3 (time reduction 200 times) occurs only when the setting value is 5 or 6, and does not occur when the setting value is 1 to 4. In this way, the enjoyment of the game can be enhanced by generating specific game states only at specific setting values.

[0222] Furthermore, as shown in Figures 6 and 7, in the jackpot type determination tables T2 and T3, the number of time-saving rounds when the number of spins of Special Figure 2 after a jackpot game (set spin count) is set to 144 differs depending on the setting value. In other words, in the jackpot type determination tables T2 and T3, when the setting value is 1 to 3, 144 time-saving rounds are set for 144 set spins, and when the setting value is 4 to 6, 140 time-saving rounds are set for 144 set spins. Therefore, when a minor win occurs in the spins of Special Figure 2 after a jackpot game when the setting value is 1 to 3, the minor win occurs in the time-saving game state, and the performance control microcomputer 101 determines the type of minor win by referring to the minor win type determination table T5 shown in Figure 9. Furthermore, if the setting value is 4 to 6 and a minor win occurs in the special feature 2 after 140 rounds of time-saving mode has ended, the minor win occurs in a non-time-saving mode, and the microcontroller 101 for performance control determines the type of minor win by referring to the minor win type determination table T6 shown in Figure 10. Here, if the control microcontroller 101 refers to the minor win type determination table T5 (Figure 9), a minor win type will occur from one of the following: time-saving mode 1 (144 rounds of time-saving mode), time-saving mode 2 (170 rounds of time-saving mode), time-saving mode 3 (200 rounds of time-saving mode), or time-saving mode 4 (140 rounds of time-saving mode). On the other hand, if the control microcontroller 101 refers to the minor win type determination table T6 (Figure 10), a minor win type will occur from one of the following: time-saving mode 2 (170 rounds of time-saving mode) or time-saving mode 3 (200 rounds of time-saving mode). Therefore, when the control microcontroller 101 refers to the small win type determination table T5 (Figure 9), that is, when 144 set spin counts are set to 144, small win types with fewer time-saving spins, such as time-saving 1 (144 time-saving spins) or time-saving 4 (140 time-saving spins), may occur. On the other hand, when the control microcontroller 101 refers to the small win type determination table T6 (Figure 10), that is, when 140 time-saving spins are set to 144 set spin counts, small win types with fewer time-saving spins, such as time-saving 1 (144 time-saving spins) or time-saving 4 (140 time-saving spins), will not occur, and only small win types with many time-saving spins, such as time-saving 2 (170 time-saving spins) or time-saving 3 (200 time-saving spins), will occur.In this way, by setting the number of variable times (set variable times) of Special Figure 2 after a big win game to 144 times and setting the short time reduction times to different numbers according to the set value, the gaming performance of the gaming machine can be enhanced.

[0223] [Effects of Embodiment] According to the pachinko gaming machine 1 of the above-described embodiment, the following operational effects can be achieved. In the pachinko gaming machine 1 of the embodiment, as shown in FIGS. 6 and 7, in the big win type determination tables T2 and T3, when the number of variable times (set variable times) of Special Figure 2 after a big win game is set to 144 times, the short time reduction times differ according to the set value. That is, in the big win type determination tables T2 and T3, when the set value is 1 to 3, 144 short time reduction times are set for the 144 set variable times, and when the set value is 4 to 6, 140 short time reduction times are set for the 144 set variable times. In this way, by making the short time reduction times differ according to the set value, the expansion of gaming performance can be achieved.

[0224] Also, when the set value is 1 to 3, 144 short time reduction times are set, and when the set value is 4 to 6, 140 short time reduction times are set. In this way, as the set value gets higher, the short time reduction times are made fewer, so that as the set value gets higher, a win is more likely to occur in the non-short time reduction gaming state. Thereby, the expansion of gaming performance can be achieved.

[0225] Also, the win / loss determination is made in either a low probability state where the probability of being determined as a win in the win / loss determination is low, or a high probability state higher than the low probability state, and a short time reduction times (140 times), which is less than the number of variable times of the game in the high probability state, that is, the number of variable times of Special Figure 2 after a big win game (set variable times: 144 times), is given. Thereby, as the set value gets higher, a win is more likely to occur in the high probability non-short time reduction gaming state, and the expansion of gaming performance can be achieved.

[0226] [Other Embodiments] In the embodiment described above, the setting value used to identify the stages related to the degree of advantage in the game is the setting value used to change the probability setting when a win is determined based on the fulfillment of the starting conditions, but it is possible to use various setting values. For example, as the setting value that identifies the stages related to the degree of advantage in the game, a setting value that identifies stages such as the probability and number of times in the time-saving state may be used, or a setting value that identifies stages such as the number of rounds and opening time during a jackpot game may be used.

[0227] Furthermore, in the embodiment described above, the number of time-saving cycles is reduced as the set value increases, but the number of time-saving cycles may also increase as the set value increases.

[0228] Furthermore, although the above-described embodiment is a pachinko game machine called a Type 1 and Type 2 mixed machine, it can also be applied to pachinko game machines called V-chaku machines or probability variation machines.

[0229] Furthermore, although the jackpot type determination table T2 in Figure 6 is used in the above-described embodiment, the jackpot type determination table T15 in Figure 35 may also be used. This jackpot type determination table T15 is a table that the game control microcomputer 61 refers to when it performs a jackpot type determination when a jackpot is determined in the first special symbol jackpot determination, and is configured to associate a jackpot type (jackpot symbol type) with a jackpot type random value for each set value. The jackpot type random value can generate a total of 100 jackpot type random values ​​from 0 to 99. In addition, five types of jackpot symbols A, B, C, D, and E are set as the first special symbols to indicate that a jackpot has been hit (that a jackpot game state has occurred).

[0230] In the jackpot type determination table T15, when the setting value is set to 1, 3, or 5 respectively, and the special symbol hit determination result for the first special symbol determines the jackpot type for the first special symbol, if the random value for the jackpot type is within the range of 0 to 4 (5 percent), then "jackpot symbol A" is determined as the jackpot symbol, and a 2-round jackpot is determined as the type of jackpot game state (number of rounds). Furthermore, in the jackpot type determination table T15, if the setting value is set to 1, 3, or 5 respectively, and the jackpot type random value is within the range of 5 to 14 (10 percent), then "jackpot symbol B" is determined as the jackpot symbol, and a 4-round jackpot is determined as the type of jackpot game state (number of rounds). Furthermore, in the jackpot type determination table T15, if the setting value is set to 1, 3, or 5 respectively, and the jackpot type random value is within the range of 15 to 34 (20 percent), then "jackpot symbol C" is determined as the jackpot symbol, and a 6-round jackpot is determined as the type of jackpot game state (number of rounds). Furthermore, in the jackpot type determination table T15, if the setting value is set to 1, 3, or 5 respectively, and the jackpot type random value is within the range of 35 to 54 (20 percent), then "jackpot symbol D" is determined as the jackpot symbol, and an 8-round jackpot is determined as the type of jackpot game state (number of rounds). Furthermore, in the jackpot type determination table T15, if the setting value is set to 1, 3, or 5 respectively, and the jackpot type random value is within the range of 55 to 99 (45 percent), then "jackpot symbol E" is determined as the jackpot symbol, and a 10-round jackpot is determined as the type of jackpot game state (number of rounds).

[0231] Furthermore, in the jackpot type determination table T15, when the setting value is set to 2, 4, and 6 respectively, and the special symbol hit determination result for the first special symbol determines the jackpot type for the first special symbol, if the random value for the jackpot type is within the range of 0 to 44 (45 percent), then "jackpot symbol A" is determined as the jackpot symbol, and a 2-round jackpot is determined as the type of jackpot game state (number of rounds). Furthermore, in the jackpot type determination table T15, if the setting value is set to 2, 4, or 6 respectively, and the jackpot type random value is within the range of 45 to 64 (20 percent), then "jackpot symbol B" is determined as the jackpot symbol, and a 4-round jackpot is determined as the type of jackpot game state (number of rounds). Furthermore, in the jackpot type determination table T15, if the setting value is set to 2, 4, or 6 respectively, and the jackpot type random value is within the range of 65 to 84 (20 percent), then "jackpot symbol C" is determined as the jackpot symbol, and a 6-round jackpot is determined as the type of jackpot game state (number of rounds). Furthermore, in the jackpot type determination table T15, if the setting value is set to 2, 4, or 6 respectively, and the jackpot type random value is within the range of 85 to 94 (10 percent), then "jackpot symbol D" is determined as the jackpot symbol, and an 8-round jackpot is determined as the type of jackpot game state (number of rounds). Furthermore, in the jackpot type determination table T15, if the setting value is set to 2, 4, or 6 respectively, and the jackpot type random value is within the range of 95 to 99 (5 percent), then "jackpot symbol E" is determined as the jackpot symbol, and a 10-round jackpot is determined as the type of jackpot game state (number of rounds).

[0232] In the jackpot type determination table T15, the proportion of jackpot symbols differs for each setting value. Specifically, for settings 1, 3, and 5, the proportion of jackpot symbol A is 5%, the proportion of jackpot symbol B is 10%, the proportion of jackpot symbol C is 20%, the proportion of jackpot symbol D is 20%, and the proportion of jackpot symbol E is 45%. On the other hand, for settings 2, 4, and 6, the proportion of jackpot symbol A is 45%, the proportion of jackpot symbol B is 20%, the proportion of jackpot symbol C is 20%, the proportion of jackpot symbol D is 10%, and the proportion of jackpot symbol E is 5%. Furthermore, jackpot symbol A grants a 2-round jackpot, jackpot symbol B grants a 4-round jackpot, jackpot symbol C grants a 6-round jackpot, jackpot symbol D grants an 8-round jackpot, and jackpot symbol E grants a 10-round jackpot. In other words, when the setting value is 1, 3, and 5, the probability of receiving a jackpot with a large number of rounds is high, and when the setting value is 2, 4, and 6, the probability of receiving a jackpot with a small number of rounds is high. However, the probability of receiving a jackpot when the setting value is 1, 3, and 5 is set lower than the probability of receiving a jackpot when the setting value is 2, 4, and 6. In this jackpot type determination table T15, playing with the setting value 1, 3, and 5 results in a game where it is difficult to win a jackpot, but when a jackpot is won, the payout is large, while playing with the setting value 2, 4, and 6 results in a game where it is easy to win a jackpot, but when a jackpot is won, the payout is small. In other words, by making the proportion of jackpot symbols different for each setting value, it is possible to change the gameplay for each setting. Note that in the jackpot type determination table T15, the number of rounds differs for each jackpot symbol, but the number of time-saving rounds etc. may also differ for each jackpot symbol.

[0233] Alternatively, the jackpot type determination table T16 in Figure 36 and the jackpot type determination table T17 in Figure 37 may be used. The jackpot type determination table T16 is a table that the game control microcomputer 61 refers to when it performs a jackpot type determination when a jackpot is determined in the first special symbol jackpot determination, and the jackpot type determination table T17 is a table that the game control microcomputer 61 refers to when it performs a jackpot type determination when a jackpot is determined in the second special symbol jackpot determination. Note that the pachinko game machine using the jackpot type determination tables T16 and T17 is a variable probability machine, not a mixed type 1 and type 2 machine. The jackpot type determination tables T16 and T17 are configured to associate jackpot types (jackpot symbol types) with jackpot type random values ​​for each set value. The jackpot type random values ​​can generate a total of 100 jackpot type random values ​​ranging from 0 to 99. In addition, five types of jackpot symbols A, B, C, D, and E are set as the first or second special symbols to indicate that a jackpot has been won (that a jackpot game state has occurred). Jackpot symbols A, D, and E are probability-increasing symbols, while jackpot symbols B and C are normal symbols.

[0234] In the jackpot type determination table T16, when the setting value is set to 1, 3, or 5 respectively, and the special symbol hit determination result for the first special symbol determines the jackpot type for the first special symbol, if the random value for the jackpot type is within the range of 0 to 19 (20 percent), then "jackpot symbol A" is determined as the jackpot symbol, a 10-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving 1. Furthermore, in the jackpot type determination table T16, if the setting value is set to 1, 3, or 5 respectively, and the jackpot type random value is within the range of 20 to 59 (40 percent), then "jackpot symbol B" is determined as the jackpot symbol, and a 3-round jackpot is determined as the type of jackpot game state (number of rounds). Furthermore, in the jackpot type determination table T16, if the setting value is set to 1, 3, or 5 respectively, and the jackpot type random value is within the range of 60 to 99 (40 percent), then "jackpot symbol C" is determined as the jackpot symbol, and a 10-round jackpot is determined as the type of jackpot game state (number of rounds).

[0235] Furthermore, in the jackpot type determination table T16, when the setting value is set to 2, 4, and 6 respectively, and the special symbol hit determination result of the first special symbol determines the jackpot type of the first special symbol, if the random value for the jackpot type is within the range of 0 to 39 (40 percent), then "jackpot symbol D" is determined as the jackpot symbol, a 5-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. Furthermore, in the jackpot type determination table T16, if the setting value is set to 2, 4, or 6 respectively, and the jackpot type random value is within the range of 40 to 69 (30 percent), then "jackpot symbol A" is determined as the jackpot symbol, a 10-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving mode 1. Furthermore, in the jackpot type determination table T16, if the setting value is set to 2, 4, or 6 respectively, and the jackpot type random value is within the range of 70 to 79 (10 percent), then "jackpot symbol E" is determined as the jackpot symbol, a 10-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is set to time reduction 2. Furthermore, in the jackpot type determination table T16, if the setting value is set to 2, 4, or 6 respectively, and the jackpot type random value is within the range of 80 to 99 (20 percent), then "jackpot symbol B" is determined as the jackpot symbol, and a 10-round jackpot is determined as the type of jackpot game state (number of rounds).

[0236] In the jackpot type determination table T16, the proportion of jackpot symbols differs for each setting value. Specifically, for settings 1, 3, and 5, the proportion of jackpot symbol A is 20%, the proportion of jackpot symbol B is 40%, and the proportion of jackpot symbol C is 40%. Jackpot symbol A is a jackpot symbol, while jackpot symbols B and C are regular symbols. Therefore, for settings 1, 3, and 5, the proportion of jackpot symbols is 20%. On the other hand, for settings 2, 4, and 6, the proportion of jackpot symbol D is 40%, the proportion of jackpot symbol A is 30%, the proportion of jackpot symbol E is 10%, and the proportion of jackpot symbol B is 20%. Jackpot symbols A, D, and E are jackpot symbols, while jackpot symbol B is a regular symbol. Therefore, for settings 2, 4, and 6, the proportion of jackpot symbols is 80%.

[0237] Furthermore, in the jackpot type determination table T17, when the setting value is set to 1, 3, or 5 respectively, and the special symbol hit determination result of the second special symbol determines the jackpot type of the second special symbol, if the random value for the jackpot type is within the range of 0 to 39 (40 percent), then "jackpot symbol D" is determined as the jackpot symbol, a 5-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. Furthermore, in the jackpot type determination table T17, if the setting value is set to 1, 3, or 5 respectively, and the jackpot type random value is within the range of 40 to 69 (30 percent), then "jackpot symbol A" is determined as the jackpot symbol, a 10-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving mode 1. Furthermore, in the jackpot type determination table T17, if the setting value is set to 1, 3, or 5 respectively, and the jackpot type random value is within the range of 70 to 79 (10 percent), then "jackpot symbol E" is determined as the jackpot symbol, a 10-round jackpot is determined as the type of jackpot game state (number of rounds), and the game state after the jackpot game state is determined to be time-saving mode 2. Furthermore, in the jackpot type determination table T17, if the setting value is set to 1, 3, or 5 respectively, and the jackpot type random value is within the range of 80 to 99 (20 percent), then "jackpot symbol B" is determined as the jackpot symbol, and a 10-round jackpot is determined as the type of jackpot game state (number of rounds).

[0238] Furthermore, in the jackpot type determination table T17, when the setting value is set to 2, 4, and 6 respectively, and the special symbol hit determination result of the second special symbol determines the jackpot type of the second special symbol, if the random value for the jackpot type is within the range of 0 to 19 (20 percent), then "jackpot symbol A" is determined as the jackpot symbol, a 10-round jackpot is determined as the type of jackpot game state (number of rounds), and it is determined that the game state after the jackpot game state will be shortened time 1. Furthermore, in the jackpot type determination table T17, if the setting value is set to 2, 4, or 6 respectively, and the jackpot type random value is within the range of 20 to 59 (40 percent), then "jackpot symbol B" is determined as the jackpot symbol, and a 3-round jackpot is determined as the type of jackpot game state (number of rounds). Furthermore, in the jackpot type determination table T17, if the setting value is set to 2, 4, or 6 respectively, and the jackpot type random value is within the range of 60 to 99 (40 percent), then "jackpot symbol C" is determined as the jackpot symbol, and a 10-round jackpot is determined as the type of jackpot game state (number of rounds).

[0239] Thus, even in the big win type determination table T17, the ratio of the probability-variable symbols varies for each set value. That is, when the set values are 1, 3, and 5 respectively, the ratio of the big win symbol D is 40%, the ratio of the big win symbol A is 30%, the ratio of the big win symbol E is 10%, and the ratio of the big win symbol B is 20%. And, the big win symbols A, D, and E are probability-variable symbols, while the big win symbol B is a normal symbol. Therefore, when the set values are 1, 3, and 5 respectively, the ratio of the probability-variable symbols is 80%. On the other hand, when the set values are 2, 4, and 6 respectively, the ratio of the big win symbol A is 20%, the ratio of the big win symbol B is 40%, and the ratio of the big win symbol C is 40%. And, the big win symbol A is a probability-variable symbol, while the big win symbols B and C are normal symbols. Therefore, when the set values are 2, 4, and 6 respectively, the ratio of the probability-variable symbols is 20%.

[0240] Therefore, when the set values are 1, 3, and 5 respectively, the ratio of the probability-variable symbols in special figure 1 is 20%, and the ratio of the probability-variable symbols in special figure 2 is 80%. On the other hand, when the set values are 2, 4, and 6 respectively, the ratio of the probability-variable symbols in special figure 1 is 80%, and the ratio of the probability-variable symbols in special figure 2 is 20%. That is, when the set values are 1, 3, and 5 respectively, the probability of getting a big win with probability-variable on the first try is low, but the probability of the probability-variable continuing is high. On the other hand, when the set values are 2, 4, and 6 respectively, the probability of getting a big win with probability-variable on the first try is high, but the probability of the probability-variable continuing is low. That is, by varying the ratio of the probability-variable symbols for each set value, it becomes possible to change the gameplay for each set value.

[0241] Note that in the big win type determination table T17, although the ratio of the probability-variable symbols in the big win symbols of special figure 2 varies for each set value, in a pachinko machine that performs a fall determination after a big win determination, the fall probability may vary for each set value. Thereby, it becomes possible to change the continuous winning rate for each set value, and it becomes possible to change the gameplay for each set value. Also, in a one-kind two-kind hybrid machine, the number of shortened times given for the big win symbols of special figure 2 may vary for each set value. Thereby, it becomes possible to change the continuation rate of small wins, and it becomes possible to change the gameplay for each set value.

[0242] Furthermore, although the win / loss determination table T1 shown in Figure 5 is used in the embodiment described above, the win / loss determination table T18 shown in Figure 38 may also be used. The win / loss determination table T18 is a table that the game control microcomputer 61 refers to when it performs the special figure win determination (big win determination, small win determination) of special figure 2. Note that a pachinko game machine using the win / loss determination table T18 is a pachinko game machine that can be played in a small win rush state in a high probability state and a non-time-saving state.

[0243] The win / loss determination table T18 is structured to associate a jackpot random number with a determination result for each set value, and can generate a total of 20,000 jackpot random numbers ranging from 0 to 19999. In the win / loss determination table T18, when the setting value is set to 1, a win is determined if the jackpot random number is within the range of 0 to 99 (0.5 percent), a small win is determined if the jackpot random number is within the range of 100 to 18999 (94.5 percent), and a loss is determined if the jackpot random number is within the range of 19000 to 19999 (5 percent). Furthermore, in the win / loss determination table T18, when the setting value is set to 2, a win is determined if the jackpot random number is within the range of 0 to 139 (0.7 percent), a small win is determined if the jackpot random number is within the range of 140 to 19139 (95 percent), and a loss is determined if the jackpot random number is within the range of 19140 to 19999 (4.3 percent). Furthermore, in the win / loss determination table T18, when the setting value is set to 3, a win is determined if the jackpot random number is within the range of 0 to 159 (0.8 percent), a small win is determined if the jackpot random number is within the range of 160 to 19259 (95.5 percent), and a loss is determined if the jackpot random number is within the range of 19260 to 19999 (3.7 percent). Furthermore, in the win / loss determination table T18, when the setting value is set to 4, a win is determined if the jackpot random number is within the range of 0 to 179 (0.9 percent), a small win is determined if the jackpot random number is within the range of 180 to 19379 (96 percent), and a loss is determined if the jackpot random number is within the range of 19380 to 19999 (3.1 percent). Furthermore, in the win / loss determination table T18, when the setting value is set to 5, a win is determined if the jackpot random number is within the range of 0 to 199 (1 percent), a small win is determined if the jackpot random number is within the range of 200 to 19499 (96.5 percent), and a loss is determined if the jackpot random number is within the range of 19500 to 19999 (2.5 percent). Furthermore, in the win / loss determination table T18, when the setting value is set to 6, a win is determined if the jackpot random number is within the range of 0 to 219 (1.1 percent), a small win is determined if the jackpot random number is within the range of 220 to 19599 (96.9 percent), and a loss is determined if the jackpot random number is within the range of 19600 to 19999 (2 percent).

[0244] In the jackpot determination table T18, not only the probability of a jackpot but also the probability of a minor win differs for each setting value. Specifically, in the jackpot determination table T18, the probabilities of a jackpot for setting values ​​1 to 6 are 0.5%, 0.7%, 0.8%, 0.9%, 1%, and 1.1%, respectively, with the probability of a jackpot increasing as the setting value increases. On the other hand, the probabilities of a jackpot for setting values ​​1 to 6 are 94.5%, 95%, 95.5%, 96%, 96.5%, and 96.9%, with the probability of a minor win increasing as the setting value increases. In this way, by making the probability of a minor win different for each setting value, it is possible to make the expected number of balls obtained during the minor win rush state roughly the same for each setting value.

[0245] More specifically, if the probability of being judged as a minor win is the same for each setting, the higher the setting, the higher the probability of being judged as a major win, and therefore the proportion of minor wins decreases as the setting increases. In other words, the lower the setting, the higher the proportion of minor wins. For this reason, the expected number of balls won during a minor win rush is higher when the setting is lower. On the other hand, by increasing the probability of being judged as a minor win for higher setting values, it is possible to make the proportion of minor wins the same for each setting. For this reason, by increasing the probability of being judged as a minor win for higher setting values, it is possible to make the expected number of balls won during a minor win rush roughly the same for each setting. [Explanation of Symbols]

[0246] 1 Pachinko game machine

Claims

1. A means for determining whether a start condition is met and whether it is correct or incorrect, A notification means that informs the player of the result of the win / fail determination means by stopping and displaying the fluctuating identification symbols in a predetermined combination, A time-saving granting means that grants a predetermined number of spins in a time-saving state that shortens the time of variation of the identification symbol, Equipped with, The aforementioned time-saving means is A gaming machine that grants the player a number of spins in the aforementioned time-saving state according to a setting value that identifies stages related to the degree of advantage in the game.

2. The aforementioned setting value is, The gaming machine according to claim 1, characterized in that it is a setting value used to change the setting of the probability of being determined to be a win when the win / loss determination means is performed.

3. The aforementioned time-saving means is The gaming machine according to claim 2, characterized in that the higher the setting value, the fewer times the player is given to play in the shortened time state.

4. The aforementioned means for determining correctness, The system determines whether a result is correct or incorrect in either a low-probability state, where the probability of being judged as correct is low, or a high-probability state, where the probability is higher than that of the low-probability state. The aforementioned time-saving means is, The gaming machine according to any one of claims 1 to 3, characterized in that it provides a game in the time-saving state with fewer variations than the number of variations in the game in the high-probability state.