Ball game machine

JP7640039B2Active Publication Date: 2025-03-05TAKAO KK
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Patent Information

Application Number
JP2020188774
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-11-12
Publication Date
2025-03-05
Estimated Expiration
2040-11-12

AI Technical Summary

Benefits of technology

【0014】 以上のように、本発明によると、特定の変動時間が選択されるまで継続する開放延長機能を備えた遊技機を提供することができる。

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Patent Text Reader

Abstract

To provide a pinball game machine for enhancing interest in a game by completing operation of an opening extension function at various pieces of timing so as to prevent a player from easily grasping a completion period of a privilege state.SOLUTION: By providing a game having various pieces of timing when an opening extension function is completed at the time of a pattern variation when a ready-to-win occurs, at the time of starting a pattern variation when winning is selected, and further at the time of starting variation when winning accompanying a specific variation performance is selected during a state when the opening extension function in an easy-ball-entry state (time-shortening state) is operating, completion of the opening extension function becomes a guide for a notification performance of winning, thus increasing a player's sense of expectation toward a game.SELECTED DRAWING: Figure 40
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Description

[Technical field]

[0001] The present invention relates to a pinball game machine. [Background technology]

[0002] A pinball game machine that transitions to an extended open state after a jackpot game is completed is known (Patent Document 1). Among such pinball game machines, there is known a pinball game machine that transitions to an extended open state after a jackpot game is completed, and transitions to a normal game state when a predetermined number of win / loss determinations are made during that state. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2011-152161 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, a player who plays the pinball game machine described in Patent Document 1 can easily know when the bonus state will end. Therefore, the game during the bonus state may become repetitive or lack tension, which may result in the game losing interest.

[0005] The present invention has been made in consideration of the above problems, and has an object to increase the enjoyment of playing during a bonus state. [Means for solving the problem]

[0006] The invention described in claim 1 is A winning / losing determination means for determining whether a winning or losing result occurs when a game ball enters a starting hole provided on a game board; A symbol determination means for determining a symbol to be displayed based on the result of the winning / losing judgment; A symbol variation time determination means for determining a symbol variation time based on the result of the winning / losing judgment; A normal electric accessory that can be opened and closed and has the starting port; In a gaming machine equipped with an open extension function that extends the open state of the normal electric role based on the result of the winning / losing judgment, The opening extension function is characterized in that, while the opening extension function is in operation, the pattern change time determination means selects a specific change time, and based on that, the operation of the opening extension function is terminated at the start of the change of the pattern.

[0007] Here, in the gaming machine, the starting hole provided in the variable winning device provided on the gaming board can be changed from a closed state, in which it is difficult for the gaming ball to enter, to an open state in which the ball can enter, over a specified opening time. Then, when the gaming state is not the easy ball entry state (hereinafter also referred to as the time-saving state or the extended open state) (when it is the non-easy ball entry state (hereinafter also referred to as the normal state or the non-time-saving state)), the frequency with which the starting hole equipped with the variable entry device is in the open state is the normal frequency, and the ease with which the gaming ball can enter the starting hole equipped with the variable entry device is the normal ease of entering. In contrast, when the gaming state is the easy ball entry state, the frequency with which the starting hole equipped with the variable entry device is in the open state is high, and the ease with which the gaming ball can enter the starting hole equipped with the variable entry device is higher than in the non-easy ball entry state. Examples of states in which a state in which it is easy to score include (A) an extended open state in which the open time of a starting port equipped with a variable winning device is extended (including an extended open state in which the open time is extended by increasing the number of times a starting port equipped with a variable winning device is in an open state), (B) a state in which at least one of the change time and stop time of a special pattern (described later) is shortened to increase the frequency of making a hit / miss judgment (a hit / miss judgment regarding a special pattern), (C) a state in which at least one of the change time and stop time of a normal pattern (described later) is shortened to increase the frequency of making a hit / miss judgment regarding a normal pattern, (D) a state in which the probability of a hit in a hit / miss judgment regarding a normal pattern is increased, or a state that combines two or more of the states shown in (A) to (D).

[0008] Here, in the following explanation, (a) the easy-to-score-ball state which is entered via a special game (hereinafter also referred to as a winning game or a jackpot game) will be referred to as the "a time-saving state", (b) the easy-to-score-ball state which is entered without going through the special game based on the count value counted by a specified counting means reaching a value indicating a specified number of times will be referred to as the "b time-saving state", and (c) the easy-to-score-ball state which is entered without going through the special game based on the determination of a specific pattern will be referred to as the "c time-saving state". The "predetermined counting means" in (b) is a counting means for counting the number of hit / miss judgments that are executed under a predetermined condition without the result of the hit / miss judgment being a win. In addition, the special game can be exemplified by at least one of a big win game that has a possibility of obtaining a predetermined prize ball advantage and a small win game that has a possibility of obtaining a smaller prize ball advantage than the big win game.

[0009] In addition, the above-mentioned "predetermined number of times", i.e., the number of times the "b time-saving state" is activated (hereinafter, the number of times the game state transitions to the "b time-saving state", sometimes referred to as the specified number of times reached), can be determined, for example, as follows. It can be set to a number that exceeds the upper limit of the number of times that the "time-saving state a" can be executed (the upper limit of the number of times that the judgment of whether or not a special symbol can be executed while maintaining the profit of the "time-saving state a"). Specifically, this specified number of times can be set to a value that exceeds the "reciprocal" of the probability of a big win of this gaming machine.

[0010] In other words, if a hit / miss judgment is performed a number of times that exceeds the inverse of the jackpot probability (i.e., the probability of winning by hit / miss judgment) in the normal probability state, but no jackpot is generated (i.e., the hit / miss judgment does not result in a win), the player is considered to be "stuck" (a jackpot should have been generated, but was not generated) and is transitioned to a state where it is easy to win (time-saving state b). For example, a transition to the "time-saving state b" occurs when the number of hit / miss judgments performed without a jackpot is about three times the inverse of the jackpot probability (normal probability). For example, if the jackpot probability (normal probability) is "1 / 300", the player will transition to the "time-saving state b" when the number of hit / miss judgments performed without a jackpot is about "900 times".

[0011] The above-mentioned "predetermined condition" refers to, for example, (1) in a gaming machine equipped with a function for changing the probability of a jackpot in a hit / miss judgment regarding a special symbol from a normal probability to a high probability (hereinafter referred to as a probability changing function), the "predetermined condition" is that the probability of a jackpot in a hit / miss judgment is the normal probability, regardless of whether or not the machine has transitioned to a state where it is easy to win. Also, (2) in a gaming machine not equipped with a probability changing function, the "predetermined condition" may be always met. The "predetermined condition" may be satisfied when the state is not in an easy-to-score state. In other words, the "predetermined condition" may be satisfied when the state is not in an easy-to-score state, and the "predetermined condition" may not be satisfied when the state is in an easy-to-score state.

[0012] The easy-to-score-ball state provided in the gaming machine of the present invention may be (1) an easy-to-score-ball state (time-saving state a) to which a ball is entered after a special game is played, and (2) an easy-to-score-ball state (time-saving state b) to which a ball is entered when the number of hit / miss judgments reaches a specified number of times, or may include other easy-to-score-ball states with different transition triggers. For example, it may include an easy-to-score-ball state (time-saving state c) to which a ball is entered without playing a special game when the hit / miss judgment result is not a win but a specific result (when a specific symbol is displayed as a confirmed result).

[0013] The symbol change time determination means determines the change time from the start of the symbol change display to the stop of the symbol change display, and is preferably configured to target a plurality of change times. For example, a configuration that includes a change time during which a reach effect is performed and a change time that is selected when a win is won is conceivable. In addition, a specific change time is conceivable as a change time during which a specific reach effect is selected, or a change time that is selected only when a win is won. The end of the operation of the extension function may be provided with a pattern in which the operation ends when the specific variation time starts to vary the selected symbol, as well as a pattern in which the operation ends when the variation of the symbol ends, provided that the number of hit / miss judgments reaches a predetermined number in the state of the extension function. By having multiple end timings for the extension function, it is possible to provide a variety of game sensations. Effect of the Invention

[0014] As described above, according to the present invention, a gaming machine equipped with an opening extension function that continues until a specific variable time is selected can be provided. [Brief description of the drawings]

[0015] [Figure 1] FIG. [Diagram 2] Front view of game board 1. [Diagram 3] 1 is a rear view of the pachinko machine 50. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of a pachinko machine 50. [Diagram 5] A chart showing the features of 50 pachinko machines. [Figure 6] A chart showing the features of 50 pachinko machines. [Figure 7] 1 is a diagram showing the time-saving state operation patterns according to the game state in a pachinko machine 50. [Figure 8] 1A is a diagram showing the time-saving state granted in the pachinko machine 50 of each embodiment, and FIG. 1B is a diagram showing the time-saving state granted in the pachinko machine 50 of a modified example. [Figure 9] 1 is a chart showing the relationship between game play status and average fluctuation time in a pachinko machine 50. [Figure 10] (a) is a time chart showing the start timing of the jackpot time-saving state, (b) is a time chart showing the start timing of the arrival time-saving state, and (c) is a time chart showing the start timing of the specific time-saving state. [Figure 11] 4 is a flowchart showing an outline of a main routine executed by a main control device 80 of a pachinko machine 50. [Figure 12] 13 is a flowchart showing the control contents of the normal pattern start winning confirmation processing executed by the main control unit 80. [Figure 13] The first flowchart showing the control contents of the normal pattern win / loss determination process executed by the main control unit 80. [Figure 14]A second flowchart showing the control contents of the normal pattern win / loss determination process executed by the main control unit 80. [Figure 15] 1A is a third flowchart showing the control contents of the normal pattern win / loss determination process executed by the main control unit 80, and FIG. 1B is a fourth flowchart showing the control contents of the normal pattern win / loss determination process executed by the main control unit 80. [Figure 16] 11 is a first flowchart showing the control contents of the normal symbol game processing executed by the main control device 80. [Figure 17] 6A is a second flowchart showing the control contents of the normal symbol game processing executed by the main control unit 80, and FIG. 6B is a third flowchart showing the control contents of the normal symbol game processing executed by the main control unit 80. [Figure 18] 13 is a flowchart of the special pattern winning confirmation process executed by the main control unit 80. [Figure 19] 13 is a flowchart of a read-ahead determination process. [Figure 20] 13 is a first flowchart of the special symbol win / loss determination process executed by the main control unit 80. [Figure 21] 23 is a second flowchart of the special symbol win / loss determination process executed by the main control unit 80. [Figure 22] 13A is a flowchart of a miss setting process executed by the main control device 80, and FIG. 13B is an explanatory diagram for explaining a modified example. [Diagram 23] 3 is a third flowchart of the special pattern winning / losing determination process executed by the main control unit 80. [Figure 24] 4th flowchart of the special pattern win / loss determination process executed by the main control unit 80. [Diagram 25] 5. A fifth flowchart of the special pattern win / loss determination process executed by the main control unit 80. [Figure 26] The sixth flowchart of the special pattern win / loss determination process executed by the main control unit 80. [Figure 27] A diagram for explaining the command to enter the time-saving state and the command to end the time-saving state, etc. [Figure 28] 13 is a first flowchart of the jackpot game processing executed by the main control device 80. [Figure 29] 5 is a second flowchart of the big win game processing executed by the main control device 80. [Diagram 30] 3 is a third flowchart of the jackpot game processing executed by the main control device 80. [Diagram 31] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 32] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 33] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 34] FIG. 13 is an explanatory diagram showing the content of the performance display. [Diagram 35] 11 is a flowchart showing a display mode setting process executed by the sub integrated control device 83. [Diagram 36] 13A is a flowchart showing the performance start processing executed by the sub-integrated control device 83, and FIG. 13B is a flowchart showing the performance stop processing executed by the sub-integrated control device 83. [Figure 37] Examples of special effects displayed after each time-saving state. [Figure 38] Examples of special effects displayed after each time-saving state. [Figure 39] FIG. 13 is an explanatory diagram for explaining a specific time-saving state and an reached time-saving state. [Diagram 40] A chart showing the time variation indicating the end timing of the extended open state. [Diagram 41] A chart showing the time variation indicating the end timing of the extended open state. [Diagram 42] A chart showing the time variation indicating the end timing of the extended open state. [Diagram 43] (a) is a time chart showing the end of operation of the open extension function when a specific variable time period starts, and (b) is a time chart showing the end of operation of the open extension function when a specific variable time period starts and the end of the time-saving state. [Diagram 44] (c) is a time chart showing the end of operation of the opening extension function when a specific variable time period starts, and (b) is a time chart showing the end of operation of the opening extension function when a non-specific variable time period starts. [Diagram 45]An example of the presentation displayed when a specific variable time is selected. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0016] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS The present invention will be described with reference to the accompanying drawings. Note that the present invention is not limited to the following embodiments, and various modifications may be made within the scope of the present invention.

[0017] As shown in Fig. 1, a pachinko machine 50, which is a type of gaming machine, has a structure in which each component is held by an outer frame 51, which is a vertically long fixed outer shell holding frame. Hinges 53 are provided on the top and bottom of the left side of the outer frame 51, and an inner frame 70 shown in Fig. 3 is attached to the other side of the hinge 53, and the inner frame 70 is configured to be openable and closable relative to the outer frame 51. A glass plate 61 is provided in the front frame 52 so as to be freely removable, and a game board 1 shown in Fig. 2 is attached to the inner frame 70 behind the glass plate 61. The front frame 52 is configured to be openable and closable with respect to the inner frame 70, with the upper and lower hinges (not shown) on the left side as fulcrums. When the inner frame 70 is closed with respect to the outer frame 51 and the front frame 52 is closed with respect to the inner frame 70, a game can be played. When the front frame 52 is opened with respect to the inner frame 70, with the upper and lower hinges (not shown) on the left side as fulcrums, the front surface 1a of the game board 1 is opened, and a staff member of the pachinko parlor or the like can carry out work to eliminate any malfunctions that have occurred with the front surface 1a (such as work to eliminate ball jams in the game board 1). In the following description, the front frame 52 may also be referred to as a glass frame.

[0018] Speakers 66 are provided on the upper left and right sides of the front frame 52, and the game sounds generated by the pachinko machine 50 are outputted, improving the player's entertainment. In addition, in order to improve the player's entertainment, a plurality of frame side decorative lamps 65 that emit light according to the game status are also provided on the front frame 52. An upper tray 55 and a lower tray 63 are integrally formed below the front frame 52. A launching handle 64 is attached to the right side of the lower tray 63, and by rotating the launching handle 64 clockwise, a launching device (not shown) is operated, and the game balls supplied from the upper tray 55 are launched toward the game board 1.

[0019] The upper tray 55 is provided with an effect button 67 at the center of the upper part thereof that can be operated by the player. When the player operates the effect button 67 during the valid period, the effect content displayed on the effect pattern display device 6 described later is changed, and the game sound output by the speaker 66 is changed. The effect button 67 is provided with a jog dial 68 around it, and is configured so that the image for the effect can be changed by rotating the jog dial 68. The pachinko machine 50 is a so-called CR machine, and is provided with a prepaid card unit (CR unit) 56 for reading and writing prepaid cards, and the pachinko machine 50 is provided with a CR adjustment display device having a loan button 57, an adjustment button 58, and a balance display 59.

[0020] FIG. 2 is a front view of the game board 1 of the pachinko machine 50 of this embodiment. This game board 1 has a roughly circular game area 3 surrounded by known guide rails 2a, 2b, which is divided into a first game area portion 3L and a second game area portion 3R by a center case 5 located approximately in the center. The left side of the center case 5 is the first game area (hereafter referred to as the left hitting area) 3L, and the right side is the second game area (hereafter referred to as the right hitting area) 3R. A game ball that reaches the T part shown in the figure with a launch power of a predetermined force or more rolls on the guide path 3p, reaches the right hitting area 3R, and flows down the right hitting area 3R. On the other hand, a game ball that does not reach the T part because the launch power of the game ball is less than the predetermined value flows down the left hitting area 3L (the left side of the center case 5). Note that a large number of game nails are planted in the game area 3 (left hitting area 3L, right hitting area 3R) (not shown).

[0021] The center case 5, like known ones, is equipped with a warp entrance, a warp passage, a stage, and a window overlooking the screen 6a of the performance pattern display device 6. A first start opening 11 is located under the center case 5. Also, four regular winning openings 13 are provided to the left of the first start opening 11. These regular winning openings 13 are regular winning openings in which the winning rate does not change and balls can always be won. A normal symbol activation gate 17 is located in the right-hand hitting area 3R on the right side of the center case 5. In the right-hand hitting area 3R, a normal electric device 12A is disposed under the normal symbol operation gate 17. In addition, a second start hole 12 is provided inside the normal electric device 12A, and a game ball that has entered the normal electric device 12A can enter the second start hole 12.

[0022] The normal electric prop 12A is provided with a pair of left and right wings 12t for opening and closing it, and these wings 12t are rotatable about a fulcrum on the lower end side, and the normal electric prop 12A is closed by narrowing the gap between the upper ends of the pair of wings 12t. When the normal electric device 12A is in the closed state, a gap is formed between the upper ends of the pair of wing pieces 12t that allows the passage of approximately one game ball, but directly above the gap formed by the upper ends, an interfering member 12a that prohibits the passage of the game ball is provided. Therefore, when the normal electric device 12A is in the open state, the game ball that has flowed down the right hitting area 3R may enter the normal electric device 12A and enter the second starting hole 12, but when the normal electric device 12A is in the closed state, it is impossible for the game ball to enter the normal electric device 12A (second starting hole 12). However, the obstacle member 12a may be removed from the upper part of the pair of wing pieces 12t, etc., so that the game ball can enter the normal electric device 12A (second starting hole 12) even when the normal electric device 12A is in the closed state.

[0023] In addition, when the interval between the upper ends of the pair of wings 12t is widened, the normal electric device 12A is opened. In other words, when the normal electric device 12A is opened, the pair of wings 12t is in a substantially inverted-H state when viewed from the front, the interval between the upper ends is widened to a number of diameters of a game ball, and the interval between the upper ends of each wing piece 12t and the obstacle member 12a is wider than the diameter of a game ball. Moreover, the opposing surfaces of the pair of wings 12t on the left and right constitute guide surfaces that guide the game ball that has reached the upper periphery of the second starting hole 12 into the inside of the second starting hole 12. Therefore, when the normal electric device 12A is opened, the game ball that flows down to the upper periphery of the normal electric device 12A (the upper ends of the pair of wings 12t) is more likely to enter the second starting hole 12.

[0024] In addition, a large prize opening 14 is located to the lower left of the normal electric device 12A (second starting opening 12), and a first starting opening (first starting winning device) 11 is located directly below the center case 5 and to the left of the large prize opening 14. The first starting hole 11 is configured to make it difficult for game balls that have flowed down the right hitting area 3R to enter the hole, due to the installed game nails (not shown) and the large center case 5 arranged in the approximate center of the game area 3. As a result, only game balls that have flowed down the left hitting area 3L can enter the hole. In other words, the possibility of game balls that have flowed down the right hitting area 3R entering the hole 11 is low.

[0025] At the bottom of the right-hand hitting area 3R, there are arranged a normal symbol display device 7 consisting of multiple LEDs, a normal symbol reserved number display device 8, a first special symbol display device 9 consisting of a 7-segment display device, a second special symbol display device 10 consisting of a 7-segment display device, a first special symbol reserved number display device 18 consisting of multiple LEDs, and a second special symbol reserved number display device 19 consisting of multiple LEDs. It becomes difficult for the player to reliably recognize the display contents of the various displays arranged in this position, and the player will play while paying attention to the display contents of the performance symbol display position 6.

[0026] By configuring the game board 1 as described above, the first special pattern (hereinafter also referred to as the first special pattern) in the first special pattern display device 9 starts to change based on the game ball that has flowed down into the left hitting area 3L entering the first start hole 11 (the first start hole switch 11a (see Figure 4) detects the game ball), and stops after a predetermined time.

[0027] When a game ball is made to flow down into the right-hand hitting area 3R, the game ball enters the normal symbol operation gate 17 (the normal symbol operation switch 17a (see FIG. 4) detects the game ball), and based on this, the normal symbol (hereinafter also referred to as the normal symbol) starts to be displayed variably on the normal symbol display device 7, and the normal electric role solenoid 12b (see FIG. 4), which will be described later, is driven according to the state of the normal symbol (won or lost) that stops after a predetermined time. In other words, when the normal symbol winning state (winning symbol) is displayed stopped on the normal symbol display device 7 and the normal electric role solenoid 12b is driven, the wing piece 12t of the second start hole (normal electric role 12A) opens almost synchronously, and the ball enters the second start hole 12 (detection of the second start hole switch 12a (see FIG. 4)) is made possible. When a game ball enters the second start hole 12 (the second special pattern start switch 12a (see Figure 4) detects the game ball), the second special pattern (hereinafter also referred to as the second special pattern) begins to change and is displayed in the second special pattern display device 10, and stops after a predetermined time.

[0028] During the variation of the first special symbol and the second special symbol, the performance mode linked to the variation of each special symbol (hereinafter also referred to as the special symbol) is displayed on the performance symbol display device 6. In addition, the first special symbol and the second special symbol do not vary at the same time, and the variation of the second special symbol (win / lose judgment) is carried out with priority regardless of the order of balls entering the first starting hole 11 and the second starting hole 12. Specifically, if there is a reserved memory of the first special symbol, the variation of the second special symbol stops, and the state becomes one in which there is no reserved memory of the second special symbol, and the variation of the reserved memory of the first special symbol (win / lose judgment) begins. This point will be described later. However, unlike this embodiment, the first special pattern and the second special pattern may be changed in the order in which the balls enter the first starting hole 11 and the second starting hole 12, or the first special pattern and the second special pattern may be changed simultaneously.

[0029] A large prize opening solenoid 14b (see FIG. 4), which will be described later, is driven according to the state in which the first special symbol and the second special symbol are determined and displayed. When the large prize opening solenoid 14b is driven, the door member 14t of the large prize opening 14 opens almost synchronously, and the game ball can enter the large prize opening 14 (the count switch 14a (see FIG. 4) detects the game ball). That is, a door member (opening / closing member) 14t is supported at the bottom end of the big prize opening 14 so as to be tiltable, and in a non-special game state (when neither a big prize game nor a small prize game described later is being played), the big prize opening 14 is closed by the door member 14t and game balls cannot be inserted. On the other hand, in a special game state (a big prize game, etc.), the door member 14t tilts (tilts toward the player facing the game board 1), and the big prize opening 14 is opened and game balls can be inserted.

[0030] As described above, since the normal symbol operation gate 17, the second start hole 12, and the big prize hole 14 are arranged in the right-hand hitting region 3R (to the right of the center case 5), when the special game state (big win game state, etc.) and the time-saving state (time-saving state a, time-saving state b, time-saving state c) are entered, the launch handle 64 is adjusted (the launch power of the game balls is adjusted to a predetermined force or more) so that all the launched game balls reach the right-hand hitting region 3R. On the other hand, since the first start hole 11 is arranged almost directly below the center case 5, and in the non-open extension state (non-time-saving state), the frequency with which the normal electric device 12A (second start hole 12) is in the open state is low (much lower than in the time-saving state), the launch handle 64 is adjusted (the launch power of the game balls is adjusted to less than a predetermined force) so that all the launched game balls reach the left-hand hitting region 3L.

[0031] In this pachinko machine 50, since the opening extension function is activated in the time-shortening state (time-shortening state A, time-shortening state B, time-shortening state C described below), the time-shortening state is sometimes referred to as the opening extension state (time-shortening state A, time-shortening state B, time-shortening state C).

[0032] A large number of game pegs (not shown) are planted in the game area 3 of the game board 1, and an outlet 2d is provided at the bottom of the board surface. As shown in FIG. 3, the back side of the pachinko machine 50 has an inner frame 70, which is detachably attached to the game board 1, housed in the outer frame 51. The inner frame 70 is provided with a ball tank 71, a tank rail 72, and a payout device 73 from above. With this configuration, if a game ball enters the winning hole on the game board 1, a predetermined number of game balls can be discharged from the ball tank 71 through the tank rail 72 by the payout device 73 to the upper tray 55. In addition, a main control device 80, a payout control device 81, a performance symbol control device 82, a sub-integrated control device 83, a launch control device 84, and a power supply board 85 are provided on the back side of the pachinko machine 50. The performance symbol control device 82 and the sub-integrated control device 83 correspond to the sub-control devices.

[0033] The main control device 80, the performance symbol control device 82, and the sub integrated control device 83 are provided on the game board 1, and the payout control device 81, the launch control device 84, and the power supply board 85 are provided on the inner frame 70. Although the launch control device 84 is not shown in FIG. 3, the launch control device 84 is provided below the payout control device 81. An external connection terminal 78 is provided on the right side of the ball tank 71, and signals indicating the game status and game results are sent to a hall computer (not shown) from this external connection terminal 78. Conventionally, two types of external connection terminals 78 for sending signals to the hall computer are used: one for the board (a terminal for outputting signals output from the game board side to the hall computer) and one for the frame (a terminal for outputting signals output from the frame side (front frame 52, inner frame 70, outer frame 51) to the hall computer). In this embodiment, a signal indicating the game status and game results is sent to the hall computer via one external connection terminal 78.

[0034] In addition, detection signals are input to the main control device 80 from the glass frame opening switch 35 and the inner frame opening switch 36. When the inner frame 70 is closed relative to the outer frame 51, the inner frame switch 36 (see FIG. 4) is turned ON, and when the inner frame 70 is open relative to the outer frame 51, the inner frame switch 36 is turned OFF. Furthermore, the glass frame opening switch 35 can be provided on the back side of the inner frame 70.

[0035] The main control device 80 on the back side of the pachinko machine 50 is provided with a performance display device 48, a setting key SW47, and a RAM clear switch 46. The RAM clear switch 46 is a switch for clearing the RAM by turning on the power switch 86 and powering on the device while pressing the RAM clear switch 46. The RAM clear switch 46 also functions as an operating means for changing the step setting value to an arbitrary value when changing the settings. Here, the pachinko machine 50 of this embodiment may be provided with a function for changing the setting of the jackpot determination probability. For example, when any of the six types (types) of setting values ​​1 to 6 can be set, different jackpot determination probabilities are provided in stages corresponding to each of the setting values ​​1 to 6. In this case, the jackpot winning probability corresponding to the setting value 1 increases in the order of (1 / 300), setting value 2 (1 / 290), setting value 3 (1 / 280), setting value 4 (1 / 270), setting value 5 (1 / 260), and setting value 6 (1 / 250).

[0036] In the pachinko machine 50 of this embodiment, an administrator (such as a pachinko parlor staff member) inserts the setting key SW47 into the setting switch (keyhole) and rotates the operating position of the setting key SW47 in a predetermined direction (for example, clockwise) based on the initial position to turn the setting switch ON. In this state, if the RAM clear switch 46 is pressed and the power is turned on to the pachinko machine 50, the mode of the pachinko machine 50 becomes the setting change mode. In this setting change mode, an administrator (such as a pachinko parlor staff member) can change the setting value by pressing the RAM clear switch 46 (setting change button). That is, each time the RAM clear switch 46 (setting change button) is pressed, the setting value is changed in the order of setting value 1 to setting value 6, and then back to setting value 1... At this time, as the setting value is changed, a numerical value indicating the setting value at that time is displayed on the performance display device 48.

[0037] The electrical configuration of this pachinko machine 50 is centered around the main control device 80, as shown in the block diagram of Figure 4. Although not shown in detail, the main control device 80, payout control device 81, performance symbol control device 82, and sub-integrated control device 83 all have a CPU, ROM, RAM, input port, output port, etc. In addition, in response to an interrupt signal with a 2 ms or 4 ms cycle, the CPU of each of these control devices starts a program consisting of a main routine and a subroutine loaded in the ROM, and various controls are executed. The main control device 80 also has a random number counter that extracts (generates) various random numbers, etc. In addition, in this embodiment, the launch control device 84 is not provided with a CPU, ROM, or RAM. However, this is not limited to this, and the launch control device 84 may be provided with a CPU, ROM, RAM, etc.

[0038] The main control device 80 receives detection signals from a first start port switch 11a which detects a game ball that has entered the first start port 11, a second start port switch 12a which detects a game ball that has entered the second start port 12, a normal pattern activation switch 17a which detects a game ball that has entered a normal pattern activation gate 17 which activates a normal pattern, a count switch 14a for counting game balls that have entered the special prize port 14, and a general prize port switch 13a which detects game balls that have entered the general prize port 13.

[0039] The main control unit 80 operates according to a program installed therein, and generates various commands related to the progress of the game based on the above-mentioned detection signals, etc., and outputs them to the payout control unit 81 and the sub-integrated control unit 83. In addition, the main control device 80 controls the display of the first special pattern display device 9 and the second special pattern display device 10, which are connected via the pattern display device relay terminal board 90, and the lighting of the first special pattern reserved number display device 18, the second special pattern reserved number display device 19, the normal pattern display device 7, and the normal pattern reserved display device 8.

[0040] Furthermore, the main control device 80 controls the opening and closing of the large prize opening 14 by controlling the large prize opening solenoid 14b, and controls the opening and closing of the normal electric device (second starting opening 12) by controlling the normal electric device solenoid 12b. The output signal from the main control device 80 is also output to the test signal terminal, and signals for managing the fluctuation of symbols, the big win (also called special game), etc. are output to the external connection terminal 78 and sent to the hall main computer 87. The main control device 80 and the payout control device 81 are capable of two-way communication.

[0041] The payout control device 81 operates the payout motor 20 in response to a command sent from the main control device 80 to pay out prize balls. In this embodiment, a detection signal from the payout switch 21 for counting the game balls paid out as prize balls is input to the payout control device 81, and the payout control device 81 counts the prize balls. Alternatively, a detection signal from the payout switch 21 may be input to the main control device 80 and the payout control device 81, and the payout balls may be counted by both the main control device 80 and the payout control device 81.

[0042] The payout control device 81 stops the payout motor 20 and stops the payout operation of the prize balls when the full switch 22 and the ball out switch 23 input a signal indicating that the lower tray 63 is full, and when the ball out switch 23 inputs a signal indicating that there are few or no game balls in the ball tank. The full switch 22 and the ball out switch 23 are also configured to continue outputting signals until the condition is resolved, and the payout control device 81 resumes driving the payout motor 20 when the signal is no longer output.

[0043] The payout control device 81 also communicates with the prepaid card unit via the CR unit terminal board 24 to operate the payout motor 20 and dispense the dispensed balls. The dispensed balls are detected by the payout switch 21, and the detection signal is input to the payout control device 81. The CR unit terminal board 24 is also connected to the settlement display board 25 so as to be able to communicate bidirectionally, and the settlement display board 25 is connected to a ball loan button for requesting the loan of game balls, a return button for requesting settlement, and a balance display.

[0044] In addition, the payout control device 81 transmits information regarding winning balls, information indicating the open / closed status of the frames (inner frame, front frame), etc. to the hall computer 87 via the external connection terminal 78, and also transmits a launch stop signal to the launch control device 84. In this embodiment, the game balls are paid out, but the game balls may be stored in a sealed manner without being paid out depending on the winning of a prize or the like.

[0045] The launch control device 84 controls the launch motor 30 to launch the gaming balls into the game area 3. In addition to the payout control device 81, the launch control device 84 also receives a rotation amount signal from the launch handle 64, a touch signal from the touch switch 28, and a launch stop signal from the launch stop switch 29. The rotation amount signal is output when the player operates the launch handle 64, the touch signal is output when the player touches the launch handle 64, and the launch stop switch signal is output when the player presses the launch stop switch 29. If the touch signal is not input to the launch control device 84, the game ball cannot be launched, and when the launch stop switch signal is input, the game ball cannot be launched even if the player is touching the launch handle 64.

[0046] When the pachinko machine 50 is powered on with the RAM clear switch (SW) 46 (located on the main control unit 80 in the illustrated example) pressed, all but a portion of the RAM area is cleared and the RAM is initialized. In this embodiment, the step setting values ​​(so-called values ​​indicating settings 1 to 6) are also configured not to be erased by RAM clearing. Specifically, the RAM clearing process is configured not to erase areas related to the step setting values ​​among the RAM areas erased by RAM clearing. As described above, the pachinko machine 50 is provided with a RAM clear SW 46 in the main control device 80 for erasing information stored in the RAM. The RAM clear SW 46 may be provided in the payout control device 81 or the power supply board 85. The performance display device 48 is provided in the main control device 80 and is controlled by the main control device 80. In this embodiment, the main control device 80 is also provided with a setting key SW 47 used when changing or checking settings as described above.

[0047] The sub-integrated control device 83 corresponds to the sub-control device, and receives data and commands sent from the main control device 80, sorts them into data for performance display control, sound control, and lamp control, and sends the commands for performance display control to the performance pattern control device 82, and distributes the commands for sound control and lamp control to each control part contained in it (functional parts as sound control device and lamp control device). The functional unit as a voice control device (represented as a voice control unit 83a in FIG. 4) controls the voice output from the speaker 66 by operating the sound LSI based on the data for voice control, that is, controls the volume and the type of sound (for example, the type of notification sound, control of setting suggestion sound, etc.) etc. The functional unit as a lamp control device (represented as a lamp control unit 83b in FIG. 4) controls various LEDs and lamps 26 by operating a lamp driver based on the data for lamp control.

[0048] In addition, the sub-integrated control device 83 is connected to the effect button 67 and the jog dial 68, and when the player operates the effect units 67, 68, the operation signal is input to the sub-integrated control device 83. The jog dial 68 may be configured to be connected to the effect symbol control device 82. The sub-integrated control device 83 and the performance pattern control device 82 are capable of two-way communication. The performance pattern control device 82 controls the performance pattern display device 6 based on the data and commands received from the sub-integrated control device 83 (both of which are sent from the main control device 80 and generated by the sub-integrated control device 83), and displays performance images such as performance patterns on the screen 6a of the performance pattern display device 6. In this embodiment, the sub-integrated control device 83 and the performance pattern control device 82 are separated into separate devices, but they may also be integrated into a single device.

[0049] The power supply board 85 (see FIG. 3) is configured as a DC power supply that generates a DC voltage from power supplied from an external AC power supply, and supplies power to each component of the pachinko machine 1 by operating a power switch provided on the power supply board 85. The power supply board 85 is equipped with a backup power supply composed of a capacitor and the like, and stores power in the backup power supply while power is being supplied from the AC power supply. As a result, during a power outage, power is supplied to the main control device 80 and the like (for example, the RAM of the main control device 80, etc.), and data in the RAM of the main control device 80 is retained for a certain period of time even after the power supply from the AC power supply is stopped. The backup power supply may be provided in the main control device 80, or in a device other than the power supply board. In this case, the power supply board outputs a supply signal to a device equipped with a backup power supply when power is being supplied from the AC power supply, and outputs a power outage signal to the device equipped with a backup power supply when the power supply is stopped.

[0050] Next, the basic specifications of the pachinko machine 50 of this embodiment will be described with reference to Figs. The pachinko machine 50 of this embodiment is a so-called "time-saving machine" and does not have a high probability state in which the probability of determining a jackpot in the judgment of whether or not the special symbol is a hit is higher than usual. In other words, the probability of determining a jackpot in the judgment of whether or not the special symbol is a hit does not change, and is always performed at the normal probability. However, the pachinko machine 50 of this embodiment may have the high probability state. In the pachinko machine 50, a hit / miss judgment of a first special symbol (hereinafter referred to as a first hit / miss judgment) is executed based on a ball entering the first starting hole 11. Also, a hit / miss judgment of a second special symbol (hereinafter referred to as a second hit / miss judgment) is executed based on a ball entering the second starting hole 12.

[0051] When the first hit / miss judgment is executed, the stopping pattern (a big hit pattern or a miss pattern) of the first special pattern and the change pattern (a change pattern that specifies the time during which the first special pattern is changed and displayed) are determined by random number lottery, and the first special pattern display device 9 and the performance pattern display device 6 start changing the patterns based on the determined change time. After that, after the change time of the first special pattern has elapsed, the stopping pattern (confirmed pattern) of the first special pattern is displayed on the first special pattern display device 9, and the performance pattern corresponding to the first special pattern is stopped and displayed (confirmed display) on the performance pattern display device 6, and the result of the first hit / miss judgment is notified.

[0052] In addition, when the second hit / miss judgment is executed, the stopping pattern (a big hit pattern or a miss pattern) of the second special pattern and the change pattern (a change pattern that specifies the time during which the second special pattern is changed and displayed) are determined by random number lottery, and the second special pattern display device 10 and the performance pattern display device 6 start changing the patterns based on the determined change time. After that, after the change time of the second special pattern has elapsed, the stopping pattern (confirmed pattern) of the second special pattern is displayed on the second special pattern display device 10, and the performance pattern corresponding to the second special pattern is stopped and displayed (confirmed display) on the performance pattern display device 6, and the result of the second hit / miss judgment is notified.

[0053] When the result of the first special symbol hit / miss judgment (first hit / miss judgment) or the second special symbol hit / miss judgment (second hit / miss judgment) is a jackpot, the special symbols are displayed in a variable manner for a predetermined time, and then the special symbols (first special symbol, second special symbol) are displayed as a jackpot symbol (special symbol 1_jackpot symbol 1, special symbol 1_jackpot symbol 2, special symbol 2_jackpot symbol 1, or special symbol 2_jackpot symbol 2). This causes the condition device to operate, which in turn operates the role-playing device to open the jackpot opening 14 in a predetermined manner, thereby executing a jackpot game.

[0054] In the pachinko machine 50 of this embodiment, when the result of the first hit / miss judgment is a hit, as shown in FIG. 5(a), the stopping pattern (the jackpot pattern displayed as confirmed) will be "Special pattern 1_jackpot pattern 1 (4R normal jackpot pattern)" with a probability of "40%" and "Special pattern 1_jackpot pattern 2 (6R normal jackpot pattern)" with a probability of "60%". Also, as shown in FIG. 5(b), if the result of the second hit / miss judgment is a hit, the result will be “Special chart 2_jackpot pattern 1 (8R normal jackpot pattern)” with a probability of “40%”, and the result will be “Special chart 2_jackpot pattern 2 (10R normal jackpot pattern)” with a probability of “60%”.

[0055] And all of the jackpot symbols are so-called "normal jackpot symbols (jackpot symbols that do not increase the jackpot probability even if they are displayed as confirmed symbols)." In other words, when the stop display (confirmation display) is made, a normal jackpot occurs, and after the corresponding jackpot game (4R jackpot game, 6R jackpot game, 8R jackpot game, or 10R jackpot game) is played, the game state of the pachinko machine 50 transitions to a normal probability state and an extended opening state (time-saving state) (see FIG. 9(a)). This normal probability state and extended opening state (time-saving state) is the a-time-saving state.

[0056] In this embodiment, even if any of the jackpot patterns are stopped (determined), the state transitions to the normal probability state and the extended open state (a time-shortening state), but it is also possible not to transition to the normal probability state and the extended open state (time-shortening state) even if any of the jackpot patterns are stopped (determined). For example, after the end of a jackpot game that is executed based on the result of the first hit / miss judgment being a jackpot, the state may be the normal probability state and the non-open extended state (non-time-shortening state), or the rate of transition to the normal probability state and the extended open state (time-shortening state) may be lower than the rate of transition to the normal probability state and the extended open state (time-shortening state) after the end of a jackpot game that is executed based on the result of the second hit / miss judgment being a jackpot.

[0057] After playing a jackpot game based on the result of the first special symbol hit / miss judgment (first hit / miss judgment), if the game enters the normal probability / open extension state (a time-saving state), the game will continue until the number of times the "special symbol hit / miss judgment (first hit / miss judgment or second hit / miss judgment)" performed after the jackpot game reaches "100 times" or the result of the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) is a jackpot. Then, when this normal probability / open extension state (a time-saving state) ends, the game state becomes the normal probability and non-open extension state (hereinafter referred to as the normal probability / non-open extension state). Here, the number of hit / miss judgments that can be performed while maintaining the a time-saving state (100 times) is referred to as the number of time-saving times in the a time-saving state.

[0058] In addition, if the normal probability / open extension state (a time-saving state) is entered after the jackpot game, which is executed based on the result of the hit / miss judgment (second hit / miss judgment) of the second special symbol, is executed, the game will continue until the number of times the "hit / miss judgment regarding the special symbol (first hit / miss judgment or second hit / miss judgment)" executed after the jackpot game reaches "100 times" or the result of the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) is a jackpot. Then, when this normal probability / open extension state (a time-saving state) ends, the game state will become the normal probability / non-open extension state (hereinafter referred to as the normal probability / non-open extension state). In the following explanation, when the result of the win / loss judgment is a jackpot and the jackpot game is played, the time-saving state (time-saving state A) to which the player enters may be referred to as the "jackpot time-saving state" based on the cause of the transition.

[0059] In addition, this open extension state (a time-shortening state) is a state in which the open time of the normal electric device (second starting port 12) is extended (open extension function) and a variable time-shortening function that shortens the average time of the special and normal patterns is activated, and the non-open extension state (non-time-shortening state) is a state in which the open extension function and the variable time-shortening function are not activated.

[0060] Also, as shown in Figures 5(c) and 9(b), in this pachinko machine 50, when the game state is in the normal probability state and the number of times that the "win / lose judgment regarding the special pattern (first win / lose judgment or second win / lose judgment)" is executed without resulting in a jackpot reaches "900 times (prescribed number of times reached)", the game state transitions to the normal probability / open extension state (hereinafter, this time-saving state may be referred to as the b time-saving state).

[0061] In other words, when the number of hit / miss judgments (first hit / miss judgment or second hit / miss judgment) performed in the normal probability state reaches the specified number of times, the state transitions to the normal probability / open extended state (b time-shortened state) without going through a jackpot game. This normal probability / open extended state (b time-shortened state) continues until the number of hit / miss judgments (first hit / miss judgment or second hit / miss judgment) performed after the transition to the normal probability / open extended state (b time-shortened state) reaches "900 times" or the result of the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) is a jackpot.

[0062] In the following explanation, the time-shortening state (time-shortening state b) to which a transition occurs when the number of correct / incorrect judgments (first correct / incorrect judgment or second correct / incorrect judgment) reaches a specified number of times may be referred to as the ``reached time-shortening state'' based on the cause of the transition. Here, the specified number of times reached is the number of times the special pattern changes counted from the "RAM clear process" that initializes the RAM installed in the main control unit 80 or "after a jackpot occurs (after a jackpot game is executed)", in other words, the number of times "a win / loss determination regarding the special pattern" is performed without the result of the win / loss determination under normal probability conditions resulting in a jackpot.

[0063] In the embodiment, the number of times the specified number of times is reached is not particularly limited as long as it is a value (a value exceeding 300) that exceeds the "reciprocal" of the jackpot probability (1 / 300). In other words, if a jackpot is not generated even if the hit / miss judgment is performed a number of times that exceeds the "reciprocal" of the jackpot probability in the normal probability state, the player is considered to be "stuck" and is shifted to a time-saving state in order to rescue the player who continues to play normally. More specifically, when the jackpot probability is "1 / 300", the number of times can be, for example, 301 times or more, particularly 700 times or more, or any number between 750 times and 900 times.

[0064] In this embodiment, when the game transitions to the "reach time reduction (b time reduction state)", it is possible to obtain a much larger number of time reductions than in the big win time reduction (a time reduction state). Here, the number of hit / miss judgments that can be performed while maintaining the b time reduction state (900 times) is referred to as the number of time reductions in the b time reduction state. However, unlike this embodiment, when transitioning to the jackpot time-saving state (a time-saving state), a greater number of time-saving periods may be awarded than in the "attainment time-saving state (b time-saving state)."

[0065] The arrival time-saving state (b time-saving state), like the jackpot time-saving state (a time-saving state), is a state in which the opening time of the normal electric device (second starting hole 12) is extended (opening extension function) and the time-saving function that shortens the average fluctuation time of the special and normal patterns is activated.

[0066] In the pachinko machine 50 of this embodiment, when the game state is not in the time-saving state as shown in Fig. 6(a) and when the game state is in the time-saving state as shown in Fig. 6(b), if the result of the first win / loss judgment is a miss, "special chart 1_missing pattern 1" or "special chart 1_missing pattern 2" is displayed as the missing pattern. Also, when the result of the first win / loss judgment is a miss, the probability that the missing pattern is set to "special chart 1_missing pattern 1" (probability of being selected by random number lottery) is "149 / 150", and the probability that the missing pattern is set to "special chart 1_missing pattern 2" (probability of being selected by random number lottery) is "1 / 150". Here, "Special chart 1_missing pattern 1" constitutes a specific example of a non-specific missing pattern, and "Special chart 1_missing pattern 2" constitutes a specific example of a specific missing pattern.

[0067] In addition, if the result of the second hit / miss judgment is a miss, as shown in Fig. 6(c), "Special chart 2_missing chart 1" is displayed as a miss pattern. Note that, if the result of the second hit / miss judgment is a miss, the probability that the miss pattern is set to "Special chart 2_missing chart 1" is "100%, and this "Special chart 2_missing chart 1" constitutes a specific example of a non-specific miss pattern. In this embodiment, the first special symbol includes a specific losing symbol (specific losing symbol), but the second special symbol does not include a specific losing symbol. However, the second special symbol may include a specific losing symbol.

[0068] When the game state is in the non-time-saving state, if a specific losing symbol (special symbol 1_losing symbol 2) is displayed (determined display), the game state of the pachinko machine 50 transitions to a normal probability state and an extended open state (time-saving state) without executing a jackpot game (without going through a jackpot game), as shown in FIG. 6(a). This normal probability / extended open state (time-saving state c) continues after transition to the state (time-saving state c) until the number of times the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) for the special symbol is performed reaches 50 times, or the result of the hit / miss judgment (first hit / miss judgment or second hit / miss judgment) is a jackpot. Here, the number of hit / miss judgments that can be performed while maintaining the time-saving state c (50 times) is called the number of time-saving times in the time-saving state c.

[0069] The "normal probability state and extended open state (time-saving state)" to which the game transitions without going through a jackpot game based on the stop display (confirmation display) of this specific losing pattern (specific pattern, i.e., specific non-jackpot pattern) is the c time-saving state. Note that even if a non-specific losing pattern is stopped (confirmation display), this does not trigger a transition to the time-saving state.

[0070] Then, when this normal probability / open extension state (c time-saving state) ends, the game state becomes a normal probability / non-open extension state. This extended opening state (time-saving state c), like the jackpot time-saving state (time-saving state a), is a state in which the opening time of the normal electric device (second starting hole 12) is extended (opening extension function) and the time-saving function that shortens the average fluctuation time of the special and normal patterns is activated. Here, the time-saving state (time-saving state c) in which the specific loss pattern (special pattern 1_loss pattern 2) is displayed as stopped (confirmed display) and the jackpot game is not executed is called the "specific time-saving state" and may be distinguished from other extended opening states (time-saving state a and time-saving state b) that have different activation triggers.

[0071] However, in this embodiment, as shown in FIG. 6(b), when the game state is in the time-saving state (either the a time-saving state, the b time-saving state, or the c time-saving state), even if the specific missing symbol (special symbol 1_missing symbol 2) is displayed as stopped (determined), it is treated as a simple miss. In other words, when the specific missing symbol (special symbol 1_missing symbol 2) is displayed as stopped (determined), the number of time-saving times is maintained as it is, and 50 new times are not added. For example, when the remaining number of time-saving times (described later) is 20, even if the specific missing symbol (special symbol 1_missing symbol 2) is displayed as stopped (determined), the number of time-saving times is not "20 times + 50 times" but is maintained as "20 times".

[0072] Here, with reference to FIG. 7, the "game state when a trigger for transition to the time-saving state occurs" and the "type of time-saving state to be transitioned to" will be described. Regardless of whether the game state is "normal probability / non-open extended state (so-called normal state)", "time-saving state A", "time-saving state B", or "time-saving state C", when the jackpot pattern is confirmed and displayed, it is possible to transition to "time-saving state A" via the jackpot game.

[0073] In addition, when the game state is the "normal probability non-open extension state (so-called normal state)", "a time-saving state", or "c time-saving state", if a transition opportunity to the reached time-saving state (b time-saving state) occurs, it is possible to transition to the reached time-saving state (b time-saving state) without going through a jackpot game. Note that when the game state is the reached time-saving state (b time-saving state), it is considered unrealistic to generate a transition opportunity to the reached time-saving state (b time-saving state). In other words, the possibility of a situation where the probability of a jackpot is 1 / 300, the result of the hit / miss judgment (hit / miss judgment regarding the special pattern) not resulting in a jackpot over 900 times, the game transitioning to a time-saving state (time-saving state b), and in this time-saving state (time-saving state b), the result of the hit / miss judgment (hit / miss judgment regarding the special pattern) not resulting in a jackpot over another 900 times, in other words, the possibility of a situation where the probability of a jackpot is 1 / 300 and there being no jackpot over 1,800 times, is quite low.

[0074] It is also possible to set up the time-saving state to only operate once before a jackpot (jackpot game) occurs, in which case the result of 900 hit / miss judgments (hit / miss judgments regarding the special pattern) in the time-saving state will not result in a jackpot, and a configuration is conceivable in which the state will not transition to the time-saving state even if hit / miss judgments (hit / miss judgments regarding the special pattern) are made again for 900 times after the time-saving state ends.

[0075] Furthermore, when the game state is in the "normal probability / non-open extension state (so-called normal state)", if a transition opportunity to the specific time-saving state (c time-saving state) occurs, it is possible to transition to the specific time-saving state (c time-saving state) without going through a jackpot game. In contrast, when the game state is in the "a time-saving state" or "b time-saving state", even if a specific miss pattern is displayed, it will not transition to the "c time-saving state".

[0076] Next, using Figure 5, we will explain the content of the jackpot game that is executed when the result of the hit / miss judgment (first hit / miss judgment, second hit / miss judgment) regarding the special pattern is a jackpot, and the game state to which the player transitions after executing the jackpot game. As shown in Figure 5, when the result of the first hit / miss judgment is a hit and "Special chart 1_hit pattern 1 (4R normal hit pattern)" is displayed, a 4R normal hit occurs and a "4R hit game" is played. Also, when the result of the first hit / miss judgment is a hit and "Special chart 1_hit pattern 2 (6R normal hit pattern)" is displayed, a 6R normal hit occurs and a "6R hit game" is played.

[0077] If the result of the second hit / miss judgment is a hit, and "Special chart 2_hit pattern 1 (8R normal hit pattern)" is displayed, an 8R normal hit occurs and "8R hit game" is executed. Also, if the result of the second hit / miss judgment is a hit, and "Special chart 2_hit pattern 2 (10R normal hit pattern)" is displayed, a 10R normal hit occurs and "10R hit game" is executed. Here, in the "4R jackpot game", a round game (maximum opening of 30 seconds or 10 counts per round) in which the large prize winning port 14 is opened is performed four times with a predetermined interval in between, in the "6R jackpot game", a similar round game is performed six times with a similar interval in between. Furthermore, in the "8R jackpot game", a similar round game is performed eight times with a similar interval in between, and in the "10R jackpot game", a similar round game is performed ten times with a similar interval in between.

[0078] Also, as shown in Fig. 8(a), the number of winning balls from the first starting hole 11 and the second starting hole 12 is 3, and the number of winning balls from the other winning holes 13 is 10. Therefore, when the game ball is shot toward the right hitting area 3R in the open extended state (time-saving state a, time-saving state b, time-saving state c), the ball will frequently win the second starting hole 12, and by frequently winning "3" winning balls based on the balls that enter the second starting hole 12, the so-called "ball loss" can be suppressed. The number of winning balls that can be won by entering the big winning hole 14 is 10. Furthermore, the number of winning balls that can be won by entering the big winning hole 14 is 10, and the number of winning balls that can be won by entering the normal electric device (second starting hole 12) is 9.

[0079] As shown in Figure 8(a), the probability of winning a normal pattern is set to "1 / 6" in the non-time-saving state (non-open extended state), and is set to "5 / 6" in the time-saving state (time-saving state a, time-saving state b, time-saving state c). The opening time of the normal electric device (second starting port 12) is "once every 0.3 seconds" in the non-time-saving state, and "once every 2 seconds" in the time-saving state (time-saving state a, time-saving state b, time-saving state c). The normal pattern change time is an average of 5 seconds in the non-time-saving state, and an average of 1 second in the time-saving state (time-saving state A, time-saving state B, time-saving state C).

[0080] As shown in Figure 9(a), the time for the special pattern to change is an average of 20 seconds in the non-time-saving state, an average of 10 seconds in the jackpot time-saving state (time-saving state a), and an average of 5 seconds in the reach time-saving state (time-saving state b) and specific time-saving state (time-saving state c). In the display of effects corresponding to the fluctuation of special symbols, the probability of executing a reach and the associated reach effect (hereinafter simply referred to as "reach") is approximately 9.2% in the non-time-saving state, approximately 3.1% in the jackpot time-saving state (time-saving state a), and approximately 1.7% in the reach time-saving state (time-saving state b) and specific time-saving state (time-saving state c).

[0081] Next, the relationship between the presence or absence of a reach for each game state and the variable time will be described with reference to FIG. 9(c). In the non-time-saving state, when the reach is not executed, the average is 5 to 15 seconds, and when the reach is executed, the average is 20 to 120 seconds. Also, in the time-saving state, when the reach is not executed, the average is 5 to 12 seconds, and when the reach is executed, the average is 15 to 60 seconds.

[0082] With the above-mentioned configuration, in the pachinko machine 50 of this embodiment, when the game state is in the non-time-saving state, the player first shoots the game ball aiming at the left-hand hitting area 3L (hits from the left) and aims to generate a jackpot by the first hit / miss judgment by the ball entering the first starting hole 11. Then, after the jackpot is generated and the jackpot game is executed, the game moves to the jackpot time-saving state (time-saving state a), and the opening time of the normal electric role 12A (second starting hole 12) is extended, so the game ball launch mode is switched (made stronger) and the game ball is shot toward the right-hand hitting area 3R (hits from the right to aim for the ball to enter the second starting hole 12).

[0083] In addition, regardless of whether the game state is a non-time-saving state or a time-saving state, when a hit / miss judgment (a hit / miss judgment regarding a special pattern) that is executed without the occurrence of a jackpot is performed a predetermined number of times (in this embodiment, "900 times"), the game transitions to a time-saving state (b time-saving state), and the opening time of the normal electric device 12A (second starting hole 12) is extended.

[0084] Furthermore, when the game state is in a non-time-saving state and a specific loss symbol is displayed, the game transitions to a specific time-saving state (time-saving state c) without a jackpot game, and the opening time of the normal electric device 12A (second starting hole 12) is extended. Even if a specific loss symbol is displayed in a time-saving state (time-saving state a, time-saving state b, time-saving state c), it is treated as a normal loss (non-specific loss), and the game does not transition to the specific time-saving state based on the display of the specific loss symbol.

[0085] In addition, when a specific failure pattern is displayed in a stopped state during a jackpot time-saving state, the remaining number of times in the jackpot time-saving state and the number of times in the time-saving state (specific time-saving state) granted by the specific failure pattern are compared, and a transition is made to the one with the greater number of times.

[0086] In addition, the reaching time-saving state may be configured in a similar manner. In other words, when the operating condition of the reaching time-saving state is established during the jackpot time-saving state, the remaining number of times of the jackpot time-saving state and the number of times of the time-saving state (time-saving state b) granted by the establishment of the operating condition are compared, and the state may be shifted to the one with the larger number of times. In this way, the player with the most remaining number of times will always be selected, so the player will not be disadvantaged.

[0087] Furthermore, in this gaming machine 50, the amount of prize balls usually increases in proportion to the number of rounds of play, so in the pachinko machine 50 of this embodiment, there is a higher chance of winning a larger number of prize balls when the result of the second win / loss determination is a jackpot than when the result of the first win / loss determination is a jackpot. In this embodiment, there is no difference in the benefits given after the jackpot game between the case where the result of the first hit / miss judgment is a jackpot and the case where the result of the second hit / miss judgment is a jackpot, but unlike this embodiment, a difference may be given between the two cases. For example, more benefits may be given after the jackpot game when the result of the second hit / miss judgment is a jackpot than when the result of the first hit / miss judgment is a jackpot. In other words, the period of the open extension state (time-shortened state a) to which the game transitions after the jackpot game may be longer when the result of the second hit / miss judgment is a jackpot than when the result of the first hit / miss judgment is a jackpot.

[0088] Furthermore, the method of providing a difference in payoff when the result of the second win / loss determination is a jackpot and when the result of the first win / loss determination is a jackpot is not limited to this, and for example, the bonus awarded after a jackpot game may be the same and a difference in payoff may be provided depending on the amount of prize balls awarded when the jackpot game is played, or conversely, the amount of prize balls awarded after a jackpot game may be the same and a difference in payoff provided to the player may be provided depending on the amount of bonus awarded after the jackpot game. As described above, in this pachinko machine 50, the second starting hole 12 etc. are arranged in the right-hand hitting area 3R, and since the frequency of winning at the second starting hole 12 increases in the extended open state (time-saving state a, time-saving state b, time-saving state c), the configuration is such that the launch of the game ball is induced in the right-hand hitting area 3R in the extended open state (time-saving jackpot, time-saving reach).

[0089] In this embodiment, as shown in Figures 9 and 10, the time for which the special symbols change is longer in the time-saving state, and the probability of a reach occurring is increased. Also, in the b time-saving state and the c time-saving state, the time for which the special symbols change is shorter, and the probability of a reach occurring is decreased.

[0090] In this pachinko machine 50, the game proceeds as follows. First, the main routine executed by the main control device 80 of the pachinko machine 50 will be described with reference to the flowchart in FIG. 11. This main routine is executed periodically by a hardware interrupt that occurs approximately every 2 ms. In this embodiment, the process from S10 to S65, which is executed only once, is called the "main process", and the process of S70, which is executed repeatedly as long as time permits within the time remaining after executing this main process, is called the "remaining process". The "main process" is executed periodically by the above interrupt.

[0091] When a hardware interrupt is executed by the microcomputer, it is first determined whether or not it is a normal interrupt (S10). This determination process is performed by determining whether or not the value in a specified area of ​​the RAM as memory is a specified value, and is intended to determine whether or not normal processing may be executed when the processing executed by the microcomputer transitions to this processing. Cases when the interrupt is not normal include when the power is turned on or when the microcomputer goes out of control due to noise, etc., but since microcomputer runaway is considered to be almost nonexistent due to recent technological improvements, it usually occurs when the power is turned on. When the power is turned on, the value in the specified area of ​​the RAM is different from the specified value. If it is determined that the interrupt is not normal (S10: no), initial settings (for example, writing a specified value to a specified area of ​​the memory, writing each initial value to the working area of ​​the memory, etc., making the special and normal patterns the initial patterns, etc.) are made (S15), and the process moves to the remaining processing (S70).

[0092] If a positive judgment is made that the interrupt is normal (S10: yes), an initial value random number update process is executed (S20). This process is an increment process that increments the value of the initial value random number by +1 each time this process is executed, and increments the value of the initial value random number before this process is executed by +1. However, if the random number value before this process is executed is the maximum value "3966", it will return to the initial value "0" in the next process, and 3967 integers from "0" to "3966" will be repeatedly generated in ascending order.

[0093] The random number update process for determining a jackpot (S25) following S20 is an increment process that increments by +1 each time the process is executed, just like the initial value random number update process. When the maximum value, "3966", is reached, the next process returns to the initial value, "0", and 3967 integers from "0" to "3966" are repeatedly created in ascending order. The initial value of the random number for determining a jackpot is the value set in the initial value random number setting process. If this value is 250, the random number for determining a jackpot will be updated as follows: "250", "251", "252", ..., "3966", "0", "1", ...

[0094] When the random number for determining a jackpot goes through one cycle (updated 3967 times), the value of the initial random number at that time becomes the initial value of the random number for determining a jackpot, and the random number for determining a jackpot is incremented by +1 from its initial value. Then, when the random number for determining a jackpot goes through another cycle, the value of the initial random number at that time is set as the initial value of the random number for determining a jackpot. In other words, this series of operations continues to be repeated. In the above example, when the random number for determining a jackpot becomes "249", it is the first cycle, so the value after "249" will be the value of the initial random number. If the value of the initial random number is "87", it will change to "249", "87", "88", ... "3966", "0", "1", ... "86", and after "86" it will become a new value of the initial random number. The random number update process for determining the winning symbol (S30) is configured as a counter that repeatedly creates 100 integers from "0" to "99", and is incremented by +1 for each process. When the maximum value is exceeded, the counter returns to the initial value of "0".

[0095] The random number update process for determining a win (S35) following S30 is configured as a counter that repeatedly creates 997 integers from "0" to "996", and is incremented by +1 for each process. When the maximum value is exceeded, the counter returns to the initial value of "0". The random number update process for determining a win is used to draw normal patterns, while the other initial value random numbers, random numbers for determining a jackpot, random numbers for determining a jackpot pattern, random numbers for reaching a reach, and random numbers for determining a variation pattern are used to draw special patterns. The reach determination random number update process (S40) following S35 is configured as a counter that repeatedly creates 229 integers from "0" to "228", and is incremented by +1 for each process. When the maximum value is exceeded, the counter returns to the initial value of "0".

[0096] In addition, the number of values ​​that can be reached in the non-time-saving state (when the variable time-saving function is not activated) is 21, with values ​​ranging from "0" to "20." The number of values ​​that can be reached in the jackpot time-saving state (time-saving state A) is 5, with values ​​ranging from "0" to "4." The number of values ​​that can be reached in the reached time-saving state (time-saving state B) or specific time-saving state (time-saving state C) is 4, with values ​​ranging from "0" to "3."

[0097] The random number update process for determining the fluctuation pattern (S45) following S40 is configured as a counter that repeatedly creates 1021 integers from "0" to "1020", and is incremented by +1 for each process, returning to the initial value of "0" when it exceeds the maximum value. The random number update process for determining losing symbols (S46) is configured as a counter that repeatedly creates 3967 integers from "0" to "3966", and is incremented by +1 for each process, and when it exceeds the maximum value, it returns to the initial value of "0".

[0098] In the subsequent winning confirmation process (S50), winnings at the first start port 11, the second start port 12, winnings at the large winning port 14, the general winning port 13, and balls entering the normal pattern activation gate 17 are confirmed, and input processing is performed for each switch provided in the pachinko machine 50 and connected to the main control unit 80. The process of confirming whether a ball has entered each starting port and operating port (starting winning process) will be described later.

[0099] In this embodiment, when a game ball enters the first starting hole 11 or the second starting hole 12, multiple random numbers are obtained, such as a random number for determining a jackpot, a random number for determining a jackpot pattern, a random number for determining a variation pattern, and a random number for determining a reach. However, the number that can be reserved and stored is limited to four for each of the first starting hole 11 and the second starting hole 12, so even if a game ball enters the first starting hole 11 or the second starting hole 12 when the reserved memory is full of four balls, only prize balls (three balls) are paid out, and the multiple random numbers are not reserved and stored.

[0100] Next, a hit / miss determination process (S55) is performed as a condition establishment determination means for determining whether or not a big hit has occurred. When this hit / miss determination process (S55) is completed, each output process (S60) such as an image output process is executed. In each output process (S60), the main control device 80 executes output processes for the performance symbol control device 82, payout control device 81, launch control device 84, sub-integrated control device 83, large prize opening solenoid 14b, etc., depending on the progress of the game. That is, when the winning confirmation process (S50) detects that a game ball has won in each winning opening on the game board 1, it executes a process of outputting prize ball data to the payout control device 81 to pay out a game ball as a prize ball, a process of outputting sound data corresponding to the game status to the sub-integrated control device 83, and a process of outputting an error signal to the performance symbol control device 82 to notify that an error is occurring when there is an abnormality in the pachinko machine 50.

[0101] The subsequent fraud monitoring process (S65) is a process for monitoring whether or not fraud has been committed against the normal winning opening 13, and judges whether or not the number of game balls entering the winning opening within a specified time is more than a predetermined number, and if so, judges that fraud has occurred and notifies the user of that fact. In other words, the fraud judgment means is provided in the main control device 80.

[0102] The remaining process following this process is composed of an initial value random number update process (S70), which is exactly the same as the above-mentioned S20. This process forms an infinite loop and is executed repeatedly as long as time allows until the next interrupt is executed. The time required to execute the main process from S10 to S65 described above differs for each interrupt depending on whether or not the jackpot process is executed, the display mode of the special pattern, etc. As a result, the number of times the remaining process is executed also differs for each interrupt, and the value updated to the initial value random number by executing the interrupt process shown in FIG. 11 once is not uniform. This makes it extremely unlikely that the initial value random number will be synchronized with the random number for determining a jackpot. If the values ​​of the initial value random number (3967 ways from 0 to 3966) when the random number for determining a jackpot goes through one cycle are generated at the same rate, the probability of synchronization is only 1 / 3967. In addition, the above-mentioned random number update process for determining a jackpot (S35) may also be configured to be executed within the remaining process.

[0103] Next, the start winning confirmation process for the normal symbol (hereinafter, sometimes referred to as the normal symbol start winning confirmation process) will be described with reference to Fig. 12. This normal symbol start winning confirmation process is one of the subroutines of the winning confirmation process (S50) of the main routine of Fig. 11. The start winning confirmation process for the normal symbol shown in FIG. 12 (normal symbol start winning confirmation process) judges whether or not there is a ball entering the normal symbol operation gate 17 (S100), and if there is a ball entering (S100: yes), judges whether or not the reserved memory for the normal symbol is full (S102). If the judgment is negative (S102: no), various random numbers such as a random number for determining whether or not the normal symbol is a winning symbol and a random number for determining a winning symbol (random number for determining a normal symbol) are extracted in the process of S104, and the various extracted random numbers are stored as reserved memories in the memory of the main control device 80 (a reserved memory process for normal symbols provided in the built-in RAM, not shown in FIG. 12) (maximum of four). Then, the display control of the normal symbol reserved number display device 8 and the normal symbol reserved number command transmission process to the performance symbol display device 82 and the sub integrated control device 83 are performed (S106), and this process is terminated (returned).

[0104] Also, if it is determined in the processing of S100 that no game ball has entered the normal symbol activation gate 17 (S100: no) or if the reserved memory for normal symbols is full (S102: yes), the process returns directly.

[0105] Next, the winning / losing judgment process for the normal symbol (hereinafter, sometimes referred to as the normal symbol winning / losing judgment process) will be described with reference to Figures 13 to 15. This normal symbol winning / losing judgment process is one of the subroutines of the winning / losing judgment process (S55) of the main routine of Figure 11. In the normal symbol hit / miss judgment process (normal symbol hit / miss judgment process), first, it is judged whether the normal electric device 12A for opening the second starting hole 12 is operating (S110). If the normal electric device 12A is operating (S110: yes), it proceeds directly to the normal symbol game process. Also, if the normal electric device 12A is not operating (S110: no), it is judged whether the normal symbol is changing (S112). If it is not changing (S112: no), it is judged whether the fixed symbol is displayed (S114).

[0106] If the confirmed symbol is not being displayed (S114: no), it is determined whether or not there is a reserved memory of a normal symbol (S116), and if there is a reserved memory of a normal symbol (S116: yes), the number of reserved memories of normal symbols is decremented (S118), and the process proceeds to S120. If there is no reserved memory of a normal symbol (S116: no), the process proceeds directly to normal symbol game processing.

[0107] In S120, the oldest reserved memory is read (and the reserved memory is erased) and it is determined whether the time-saving flag is set (i.e., 1). If the result of S120 is positive (S120: yes), the random number for determining whether or not the normal symbol is a winning symbol is compared with the winning value recorded in the time-saving table (S122), and the process proceeds to S130 in Fig. 14. If the result of S120 is negative (S120: no), the random number for determining whether or not the winning symbol is a winning symbol is compared with the winning value recorded in the normal table in S124, and the process proceeds to S130 in Fig. 14.

[0108] In this embodiment, when the game state is a normal probability (time-saving flag is "0"), the winning probability of the normal pattern is "1 / 6", and when the game state is a time-saving state (time-saving flag is "1"), the winning probability of the normal pattern is "5 / 6". When the time-saving flag is 1, the game state is a normal state in which the normal pattern probability variation function is activated.

[0109] In addition, the hit probability of the normal symbol (the probability that the result of the hit / miss judgment regarding the normal symbol is a hit) changes from the normal probability (in this embodiment, "1 / 6") to the high probability (in this embodiment, "5 / 6") on the premise that the continuous operation device of the accessory that started operating when the jackpot game started (see S388 in FIG. 24) has stopped operating. In other words, it is generally a prerequisite for the hit probability of the normal symbol to change to a high probability that the continuous operation device of the accessory that was operating during the jackpot game has stopped operating after the jackpot game ends. Therefore, the probability of winning the normal pattern is not necessarily changed from the normal probability to a high probability when the time-saving flag becomes "1", but the probability of winning the normal pattern may be changed to a high probability when the following two conditions are met: (1) the operation of the continuous operation device of the reel has stopped, and (2) the time-saving flag has become "1".

[0110] In S130 of Fig. 14, it is determined whether the normal symbol is a winning symbol, and if it is a winning symbol (S130: yes), the winning symbol is determined based on the winning symbol determination random number (S132), and the variation pattern is determined (S134). After that, the normal symbol winning symbol setting process is executed (S136), and the process proceeds to S140. On the other hand, if the normal symbol is not a winning symbol (S130: no), the variation pattern for losing is determined (S138), and the process proceeds to S140. In the pachinko machine 50 of this embodiment, the normal symbol fluctuation time (the fluctuation time specified by the fluctuation pattern determined in S134 or S138) is always 5.0 seconds if the game state of the pachinko machine 50 is the normal game state (non-open extended state), regardless of whether the normal symbol is a hit or a miss, and regardless of the winning symbol, and is always 1.0 second if the game state of the pachinko machine 50 is the open extended state.

[0111] Then, the process proceeds to S140, where the normal symbol display device 7 starts to change, and a normal symbol change start command is sent to the sub-integrated control device 83 (S140), and the process proceeds to normal symbol game processing. In the normal symbol winning setting process (S136) of this embodiment, if a positive judgment is made in S130 during the non-open extension state, the normal electric role 12A is set to an opening pattern of once every 0.3 seconds. Also, if a positive judgment is made in S130 during the open extension state, the normal electric role 12A is set to an opening pattern of once every 2 seconds. In S112 of FIG. 13, if the normal symbol is changing (S112: yes), the process proceeds to S146 shown in FIG. 15(a). In S146, it is determined whether the normal symbol change time has elapsed. If the determination is positive (S146: yes), a fixed symbol display process for the corresponding normal symbol is performed (S148), and the process proceeds to normal symbol game processing. In the fixed symbol display process, a command to display the fixed symbol (symbol fixed command) is output to the sub-integrated control device 83, and a command is output to the normal symbol display device 7 to stop it at the fixed symbol. If the symbol change time has not elapsed (S146: no), the process proceeds directly to normal symbol game processing.

[0112] In S114 of FIG. 13, if the fixed symbol is being displayed (S114: yes), the process proceeds to S150 shown in FIG. 15(b). In S150, it is determined whether the fixed symbol display time has ended. If the fixed symbol display time has ended (S150: yes), the display of the fixed symbol is ended (S152), and it is determined whether the normal symbol combination is a winning combination (S154). If the normal symbol combination is a winning combination (S154: yes), a normal symbol winning start performance process is performed (S156), and the process proceeds to normal symbol game process. If the fixed symbol display time has not ended (S150: no), or if the normal symbol combination is a losing combination (S154: no), the process proceeds directly to normal symbol game process.

[0113] 16 to 17, the normal symbol game process performed by opening the normal electric role 12A (the second start hole 12) will be described. The normal symbol game process is a process executed after the execution of the normal symbol hit / miss determination process. As shown in Fig. 16, when the normal symbol game process is started, first, it is determined whether the normal electric device 12A is in operation (S160). If the normal electric device 12A is in operation (S160: yes), it is determined whether the normal electric device 12A is open (S162). On the other hand, if the normal electric device 12A is not in operation (S160: no), this process ends (returns).

[0114] If the normal electric role device 12A is not open (S162: no), it is determined whether the normal symbol hit end performance is in progress (S164). If the normal symbol hit end performance is not in progress (S164: no), it is confirmed whether the normal symbol hit start performance time has elapsed (S166). If the normal symbol hit start performance time has elapsed (S166: yes), the process proceeds to the normal electric role device opening process (S168) and ends. The normal electric device opening process (S168) in this embodiment opens the normal electric device 12A (second starting port 12) based on the opening pattern of the normal electric device 12A set in S136 described above (changing from a closed state to an open state).

[0115] If the normal electric role 12A is open in the process of S162 in FIG. 16 (S162: yes), the process proceeds to S170 in FIG. 17(a). Then, it is determined whether or not 9 balls (prescribed number) have entered the normal electric role 12A (second starting hole 12) (S170). If the prescribed number has been reached (S170: yes), a normal electric role closing process (S174) is performed, and a normal symbol winning end performance process is executed (S176), and the process ends. On the other hand, if 9 balls (prescribed number) have not entered the normal electric role 12A (second starting hole 12) (S170: no), it is determined whether or not the opening time of the normal electric role 12A has ended (S172). If the determination is affirmative (S172: yes), the process proceeds to S174. If the determination is negative (S172: no), the process ends as it is.

[0116] If the normal symbol hit end performance is in progress in the process of S164 in FIG. 16 (S164: yes), the process proceeds to S180 shown in FIG. 17(b), and it is confirmed whether the normal symbol hit end performance time has elapsed (S180). If the normal symbol hit end performance time has elapsed (S180: yes), a normal symbol hit end command transmission process (S182) is executed, and in this process, a normal symbol hit end command is transmitted to the sub-integrated control device 83, and the normal symbol game is ended. Note that if the normal symbol hit end performance time has not elapsed (S180: no), the normal symbol game process is ended as it is.

[0117] Next, the winning confirmation process for the special symbol (hereinafter, sometimes referred to as the special symbol winning confirmation process) will be described with reference to Fig. 18. This special symbol winning confirmation process is one of the subroutines of the winning confirmation process (S50) of the main routine of Fig. 11. When the special symbol winning confirmation process is started, the main control device 80 judges whether or not a game ball has entered the first start hole 11 based on the detection signal of the first start hole switch 11a (S200). If the judgment is affirmative (S200: yes), the random numbers for determining a big win, for determining a big win symbol, for judging a reach, for determining a variation pattern, and for determining a losing symbol are read from the corresponding counters, and it is judged whether or not the first reserved memory is full (four in this embodiment). Also, if it is judged that a game ball has entered the first start hole 11 (S200: yes), the main control device 80 outputs a signal to the payout control device 81 to instruct the payout of prize balls (three balls).

[0118] If the first reserved memory is not full (S202: no), the process proceeds to S204, where the random numbers are stored in the memory area as the first reserved memory, the number of lights on the first special symbol reserved number display device 18 is increased by 1, "1" is added to the counter indicating the number of first reserved memories, and the number of lights on the first special symbol reserved number display device 18 is increased. Then, a reserved number command (hereinafter referred to as the first reserved number command) indicating the number of reserved memories (hereinafter referred to as the first reserved memories) related to the first special symbol that have not been consumed (not subject to the win / loss judgment) is sent to the sub-integrated control device 83, and the process proceeds to S206.

[0119] In S206, the main control device 80 executes a look-ahead determination process for the reserved memory (first reserved memory) related to the newly generated first special symbol, and shifts the process to S210. The look-ahead determination process of S206 will be described later together with S216 using FIG. 19. On the other hand, if it is determined in S202 that four first reserved memories have been stored (S202: yes), the reserved memories (first reserved memories) are not stored, and the process proceeds to S210 without increasing the counter indicating the number of first reserved memories or the number of lights on the first special pattern reserved number display device 18.

[0120] If it is determined that a game ball has not entered the first starting hole 11 (S200: no) or if a positive judgment is made in S202 (S202: yes), after execution of S206, the process proceeds to S210, and based on the detection signal of the second starting hole switch 12a, it is determined whether or not a game ball has entered the second starting hole 12 (S210). If the answer is positive (S210: yes), the random numbers for determining a jackpot, the random numbers for determining a jackpot pattern, the random numbers for reaching a winning position, the random numbers for determining a variation pattern, the random numbers for determining a losing pattern, etc. are read from the corresponding counters, and it is determined whether the second reserved memory is full (four in this embodiment) (S212). Also, if it is determined that a game ball has entered the second starting hole 12 (S210: yes), the main control device 80 outputs a signal to the payout control device 81 to instruct the payout of prize balls (three balls).

[0121] If the second reserved memory is not full (S212: no), the process proceeds to S214, where the random numbers are stored as second reserved memories, "1" is added to the counter indicating the number of second reserved memories, and the number of lights on the second special symbol reserved number display device 19 is increased. Then, a reserved number command (hereinafter referred to as the second reserved number command) indicating the number of reserved memories (hereinafter referred to as the second reserved memories) related to the second special symbol that have not been consumed (not subject to the win / loss judgment) is sent to the sub-integrated control device 83, and the process proceeds to S216.

[0122] In S216, the main control device 80 executes a look-ahead determination process for the reserved memory (second reserved memory) related to the newly generated second special symbol. Then, after executing S216, this process ends (returns). On the other hand, if there are four second reserved memories in S212 (S212: yes), the reserved memories (second reserved memories) are not stored, and this process ends (returns) without increasing the counter indicating the number of second reserved memories or the number of lights on the second special symbol reserved number display device 18. Also, if no game ball has entered the second starting hole 12 (S210: no), this process ends.

[0123] Next, with reference to Fig. 19, a process of making a preliminary judgment (a preliminary judgment prior to the judgment of the newly generated reserved memory) for the value of the random number for determining the jackpot corresponding to the newly generated reserved memory, that is, a pre-reading judgment process (S206, S216) will be described. This process is called from the special symbol winning confirmation process.

[0124] When the look-ahead determination process is started, the main control device 80 determines whether the random number for determining a jackpot related to the reserved memory newly generated in S220 (the first reserved memory in S206, the second reserved memory in S216) is a specific value (a jackpot value that results in a jackpot). If the result is affirmative (S220: yes), the process proceeds to S222, and if the result is negative (S220: no), the process proceeds to S224. Here, in S222, the main control unit 80 generates a look-ahead command 1 indicating that the random number for determining a jackpot related to the newly generated reserved memory (first reserved memory, second reserved memory) is a specific value (a jackpot value that results in a jackpot), sends it to the sub-integrated control unit 83, and returns this process.

[0125] In S224, which is entered after a negative determination in S220, the main control device 80 determines whether the reach determination random number related to the newly generated reserved memory (first reserved memory, second reserved memory) is a predetermined value (a value that will execute a reach-miss performance in the performance display). If a positive determination is made (S224: yes), the process proceeds to S226, and if a negative determination is made (S224: no), the process proceeds to S228. Here, in S226, the main control unit 80 generates a look-ahead command 2 indicating that the newly generated reserved memory (first reserved memory, second reserved memory) is a predetermined value (a value indicating a reach), sends it to the sub integrated control unit 83, and returns this process.

[0126] When the process proceeds to S228, the main control device 80 generates a look-ahead command 3 indicating that the random number for determining a jackpot related to the newly generated reserved memory (first reserved memory, second reserved memory) is not the specific value (a jackpot value that results in a jackpot) and is not the predetermined value (a value indicating that a reach is to be made), transmits the look-ahead command 3 to the sub-integrated control device 83, and returns this process. Note that the main control device 80 may determine whether or not to output the look-ahead commands 1 to 3 before outputting them (for example, by random number drawing), and output the look-ahead commands 1 to 3 only when it is determined that the commands should be output.

[0127] In this embodiment, the pre-reading determination command and the hold number instruction command are sent to the sub-integrated control device 83 as separate commands, but it is also possible to consider a configuration in which the contents of these two commands are generated into a single command and sent to the sub-integrated control device 83. In addition, when the sub-integrated control device 83 receives the first reserved number command or the second reserved number command (second reserved memory number instruction command), it transmits an instruction signal to the performance pattern control device 82 to change the number of reserved memories displayed on the performance pattern display device 6 according to the reserved memory number indicated by the received command.

[0128] Next, the winning / losing judgment process for the special symbol (hereinafter, sometimes referred to as the winning / losing judgment process for the special symbol) will be described with reference to Figures 20 to 26. This special winning / losing judgment process is one of the subroutines of the winning / losing judgment process (S55) of the main routine shown in Figure 11. As shown in Fig. 20, when the special symbol hit / miss judgment process is started, the main control device 80 judges whether the special electric role is in operation based on the big hit flag (S320). If the special electric role is in operation (S320: yes), the process proceeds to the big hit game process. If the judgment of S320 is a negative judgment (S320: no), the special symbol is not changing (S322: no), and the fixed symbol is not being displayed (S324: no), the process proceeds to S330 in Fig. 21, and it is judged whether there is a second reserved memory (reserved memory by S214 in Fig. 18 above) (S330).

[0129] If this reserved memory exists (S330: yes), the second reserved memory number is decremented (S332), and the process proceeds to S350. On the other hand, if there is no second reserved memory (S330: no), it is determined whether there is a first reserved memory (reserved memory by S204 in FIG. 18 above) (S334). Then, if there is a first reserved memory (S334: yes), the number of first reserved memories is decremented (S336) and the process proceeds to S350.

[0130] If there is no first reserved memory (S334: no), a standby command is sent to the sub-integrated control device 83 (S337), and then the process proceeds to the big win game process. This standby command is a command indicating that the special symbol has not changed and the pachinko machine 50 is in a "standby state (a state where the pachinko machine 50 is waiting for a customer)". Also, in this pachinko machine 50, when both the first reserved memory and the second reserved memory are not "zero", the second reserved memory is processed preferentially.

[0131] The pachinko machine 50 of this embodiment does not have a function that allows the probability of a jackpot for determining whether or not a special pattern is a hit to be set in stages, but in a pachinko machine 50 that has such a setting function, a jackpot is determined (jackpot determination) in S350 with a probability that differs in stages depending on the setting value at that time.

[0132] If it is determined in S350 that a jackpot has been reached (S350: yes), the jackpot symbol is determined by random number lottery using the random numbers for determining the jackpot symbol (S352). If the result of the "first hit / miss determination" is a hit, the first reserved memory is decremented and the hit symbol is determined by random number lottery using the read-in hit symbol determination random number (S352).

[0133] In addition, if the result of the "second hit / miss determination" is a hit, the hit symbol is determined by a random number lottery using the hit symbol determination random number read by decrementing the second reserved memory. Here, the main control device 80 compares the random number for determining a jackpot read by decrementing the first reserved memory with the winning value and determines whether or not a jackpot has been reached, which corresponds to the "first win / loss determination." Also, the main control device 80 compares the random number for determining a jackpot read by decrementing the second reserved memory with the winning value and determines whether or not a jackpot has been reached, which corresponds to the "second win / loss determination."

[0134] As shown in Figures 5(a) and (b), in the process of S352, which is transferred through the first hit / miss judgment, the jackpot pattern is determined to be either "Special chart 1_jackpot pattern 1 (4R normal jackpot pattern)" or "Special chart 1_jackpot pattern 2 (6R normal jackpot pattern)". In addition, in the process of S352, which is transferred through the second hit / miss judgment, the jackpot pattern is determined to be either "Special chart 2_jackpot pattern 1 (8R normal jackpot pattern)" or "Special chart 2_jackpot pattern 2 (10R normal jackpot pattern)".

[0135] Then, when the big winning symbol is determined in the process of S352, the process proceeds to a variation pattern determination process (S354). In this variation pattern determination process (S354), the jackpot variation pattern is determined by the variation pattern determination random number. Here, the variation time (variation time of special symbols) until the jackpot symbol is stopped and displayed is specified by the variation pattern, but in the performance display (variation display of performance symbols) corresponding to the variation (hereinafter referred to as jackpot variation) executed when the result of the hit / miss judgment is a jackpot, a reach (reach display followed by a reach performance) is uniformly performed. Therefore, regardless of the game state (open extension state, non-open extension state) of the pachinko machine 50, it is highly likely that a longer variation time (longer than when the result of the hit / miss judgment is a miss) will be determined.

[0136] Then, after the fluctuation pattern determination process, the jackpot setting process is performed (S356), and then the process proceeds to S364. Here, the jackpot setting process is a process for obtaining the game state after the jackpot game is executed (whether it will be a time-saving state in this embodiment, or a high probability state or a time-saving state in a pachinko machine 50 equipped with a special probability function, etc.) and information related to the jackpot game (opening time of the jackpot, opening pattern, ending time of the jackpot, number of rounds, etc.) based on the determined jackpot pattern (see Figures 5(a) and (b)). On the other hand, if it is determined that the winning combination is a miss in S350 (S350: no), a losing symbol is determined (S358). Then, when the losing symbol is determined, a variation pattern is determined based on the reach determination random number and the variation pattern determination random number (S360). When the variation pattern is set in this way, a loss setting process is performed (S362), and then the process proceeds to S364.

[0137] Here, the out-of-range setting process of S362 will be described with reference to FIG. When the miss setting process is started, it is determined in S362e whether the value of the time-saving flag is "1" or not (S362e). Here, in this embodiment, the time-saving flags are a first time-saving flag that is set when the game state is "time-saving state a", a second time-saving flag that is set when the game state is "time-saving state b", and a third time-saving flag that is set when the game state is "time-saving state c". If the determination in S362e is affirmative (S362e: yes), S362f is executed and then the process proceeds to S362g. If the determination in S362e is negative (S362e: no), S362f is skipped and the process proceeds to S362g.

[0138] Here, in S362f, a process is performed to decrement the time-saving count by "1." In other words, the remaining number of times (time-saving count) that can be executed in the time-saving state is decremented by "1." In this embodiment, at the end of the jackpot game, the state transitions to the jackpot time-saving state, and the number of time-saving times is set to "100 times" (see S546 in FIG. 30), and when the number of hit / miss judgments performed in the normal probability state reaches "900 times", the state transitions to the reached time-saving state, and the number of time-saving times is set to "900 times" (see S452 in FIG. 26). Also, when a specific miss pattern is displayed, the state transitions to a specific time-saving state, and the number of time-saving times is set to "50 times" (see S458 in FIG. 26).

[0139] Then, in S362f, each time the variable display of the special symbol is started, the time-saving count is decremented by "-1", and when the variable display in which the time-saving count becomes "0" by performing S362b is stopped, the value of the time-saving flag is changed from "1" to "0". However, unlike this embodiment, if the value of the corresponding time-saving flag is "1", a process of decrementing the time-saving count by "-1" may be performed when the special symbol is stopped and displayed.

[0140] In S362g, the value of the arrival counter is incremented by "1." Here, the arrival counter is a counter for counting the number of hit / miss judgments executed in the normal probability state, and in the pachinko machine 50 of this embodiment, when a big hit game is executed or the RAM is cleared, the arrival counter is initialized (the value is set to "0") (see FIG. 5(d)). In this manner, in this pachinko machine 50, when the game state is in the normal probability state, the number of times that the "win / lose judgment regarding the special symbol" is executed without producing a jackpot is counted.

[0141] When S362g is executed, the process proceeds to S362h, where it is determined whether the value of the arrival counter has reached a specified number of times. Here, when the number of hit / miss judgments executed without a jackpot occurring in the normal probability state reaches a specified number of times (900 in this embodiment), the game state transitions to the time-saving state (b time-saving state) without a jackpot game. If a negative judgment is made in S362h (S362h: no), the failure setting process is returned. On the other hand, if a positive judgment is made in S362h (S362h: yes), the process of setting the value of the reach flag to "1" (S362i) and the process of initializing the reach counter (S362j) are executed, and then the failure setting process is returned. Note that the reach counter is a flag indicating that the number of hit / miss judgments (variable display) in the normal probability state has reached a specified number of times, and when the number of times has been reached, the value is set to "1".

[0142] Here, in S360, if the reach judgment random number is judged to be a value that generates a reach (the above-mentioned predetermined value), a fluctuation pattern is determined using a fluctuation pattern table that takes into account the game state at that time and the fluctuation pattern determination random number. Here, if the result of the hit / miss judgment is a miss, a reach (a reach display followed by a reach performance) is performed in the variable display of the performance pattern, which is called a "reach miss", and a reach is not performed is called a "normal miss". In addition, if the result of the win / loss judgment is a miss and no reach is made, and the game state is in a non-open extension state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for normal miss and non-open extension," and if the game state is in an open extension state, the fluctuation pattern is determined by referring to the "fluctuation pattern table for normal miss and open extension."

[0143] When the result of the hit / miss judgment is a miss and a reach is made (when the reach is missed) and the game state is in a non-open extension state, the fluctuation pattern is determined by referring to the "reach miss and non-open extension fluctuation pattern table", and when the game state is in an open extension state, the fluctuation pattern is determined by referring to the "reach miss and open extension fluctuation pattern table". In this case, as in the case where the result of the hit / miss judgment is a jackpot, the fluctuation time determined by referring to the open extension fluctuation pattern table is made shorter than the fluctuation time determined by referring to the non-open extension fluctuation pattern table. In general, the fluctuation pattern determined by referring to the "fluctuation pattern table for normal miss and non-opening extension" when a normal miss occurs (when there is no reach display followed by a reach performance) specifies a shorter fluctuation time than the fluctuation pattern determined by referring to the "fluctuation pattern table for reach miss and non-opening extension" when a reach miss occurs (when there is a reach display followed by a reach performance).

[0144] 21, following S356 or S362, the process proceeds to S364, where a reservation number command indicating the reservation memory number decremented in S332 or S336 described above is sent to the sub integrated control device 83. In S366 following S364, data showing the above-mentioned lottery result (first win / loss judgment or second win / loss judgment) is output to the sub-integrated control device 83 (S366), and the process proceeds to big win game processing.

[0145] Here, the data transmitted to the sub-integrated control device 83 in S366 is "data indicating the result of the hit / miss determination (data indicating a jackpot or a miss)", "if the result of the hit / miss determination is a jackpot, data indicating the type of jackpot (for example, in a pachinko machine 50 with a special chance function, data indicating that the jackpot that occurs is a normal jackpot, or data indicating that it is a special chance jackpot)", "if the result of the hit / miss determination is a miss, data indicating whether the miss is a reach miss or a normal miss", and "a fluctuation start command (display control command) which includes fluctuation pattern data (fluctuation pattern command) which specifies the fluctuation time". In addition, this "variation start command (display control command)" also includes data identifying the random number for determining the losing symbol obtained when the game ball enters the starting hole 11, 12 (non-specific losing data in variant example 2 described later).

[0146] This variation start command can include information on the value of the time-saving counter to be decremented in the process of S362 (the time-saving counter to be decremented when S362b in FIG. 22 is performed) (i.e., information on the remaining number of times in the time-saving state). For example, if the variation is the final variation that starts while maintaining the time-saving state, it can include information for specifying that the variation display that is to start is the final variation (information for specifying that the variation is one in which the number of times the time-saving state is set to "0" in S362). The sub-integrated control device 83, which has received information from the main control device 80 that can specify whether the variation is the final variation or not, can execute a promotional effect according to the content of the information.

[0147] Furthermore, the processing of S366 causes the performance pattern display device 6 to start displaying the changing performance patterns, and at almost the same time, the main control device 80 also starts changing the special patterns. Returning to FIG. 20 for further explanation, if it is determined in S322 of FIG. 20 that the special symbol is changing (S322: yes), the process proceeds to S370 of FIG. 23, where it is determined whether the symbol change time (based on the change pattern of S354 or S360) has elapsed. If the determination is negative (S370: no), the process proceeds directly to the big win game process. On the other hand, if the determination is positive (S370: yes), the big win game process is performed after the fixed symbol display process (S372). In the fixed symbol display process, a command to display the fixed symbol (symbol fixed command) is output to the sub-integrated control device 83, and a command is output to the special symbol display devices 9 and 10 to stop them at the fixed symbol.

[0148] When it is determined in S324 of Fig. 20 that the fixed symbol is being displayed (S324: yes), the process proceeds to S374 of Fig. 24, where it is determined whether the display time of the fixed symbol has ended. When the determination is negative (S374: no), a big win game process is performed. On the other hand, if the determination in S374 is affirmative (S374: yes), the display of the fixed symbols is terminated (S376), and it is determined whether the fixed and displayed special symbols are symbols that will result in a jackpot (S378).

[0149] If it is determined in S378 that the symbol will result in a jackpot (S378: yes), in S380 it is determined whether the time-saving flag (first time-saving flag, second time-saving flag, or third time-saving flag) is 1. If any of the first time-saving flag, second time-saving flag, or third time-saving flag is 1 (S380: yes), in S382 the time-saving flag (first time-saving flag, second time-saving flag, or third time-saving flag) is set to 0, and the process proceeds to S384. On the other hand, if none of the time-saving flags (first time-saving flag, second time-saving flag, or third time-saving flag) is 1 (S380: no), the process proceeds directly to S384.

[0150] In other words, in S382, if the value of the first time-saving flag is 1, the value of the first time-saving flag is set to 0, if the value of the second time-saving flag is 1, the value of the second time-saving flag is set to 0, and if the value of the third time-saving flag is 1, the value of the third time-saving flag is set to 0.

[0151] In S384, a state designation command is transmitted. In this case, a command indicating that the gaming state is "a normal probability / non-opening extended state (i.e., normal state)" is transmitted to the sub-integrated control device 83. In other words, during the execution of a jackpot game, the gaming state becomes a normal probability / non-opening extended state (normal state). Following S384, in S386, a jackpot flag is set by a condition device operation start process, and in the following S388, a device for continuously operating the reels is operated. After S388, the jackpot start effect processing is performed in the following S390, and the jackpot game processing is performed. Here, when the jackpot start effect processing is performed, the main control device 80 transmits a command indicating the start of the jackpot game and information related to the jackpot game (the opening time of the jackpot, the opening pattern, the ending time of the jackpot, the number of rounds, etc.) to the sub-integrated control device 83. In S378, when it is determined that the confirmed special symbol is not a symbol that will result in a jackpot (S378: no), the process proceeds to S398 in FIG. 25, where it is determined whether the first time-saving flag is "1" or not.

[0152] That is, in S398, it is determined whether or not the current state is the jackpot time-saving state. Then, if the value of the first time-saving flag is 1 (S398: yes), it is determined whether or not the value of the reach flag is 1 (S404), and if the determination is affirmative, the process proceeds to S450 (see FIG. 26). That is, even if the jackpot time-saving state is in progress, when the specified number of times is reached (when the value of the reach flag becomes 1), the state transitions to the reach time-saving state. Details of S450 will be described later.

[0153] If a negative determination is made in S404 (S404), it is determined in S406 whether the number of time-saving times is "0" (S406). If the number of time-saving times is not "0" (S406: no), the process proceeds directly to S470. On the other hand, when the number of time-saving times is "0" (this is the final change to be executed while maintaining the benefits of the jackpot time-saving state), the process proceeds to S408, and it is determined whether or not the current miss is a specific miss (i.e., whether or not the miss pattern displayed as confirmed in S372 is a specific miss pattern).

[0154] If a negative judgment is made in S408 (if the losing symbol displayed as confirmed in S372 is a non-specific losing symbol), the first time-saving flag is set to "0" in S410, and the process proceeds to S470. On the other hand, if the miss this time is a specific miss (S408: yes), the process proceeds to S458 (see FIG. 26). Details of S458 will be described later. Here, in this embodiment, in the final fluctuation executed while maintaining the benefit of the jackpot time-saving state, if an opportunity to transition to the specific time-saving state occurs, the specific time-saving state is restarted, but even if an opportunity to transition to the specific time-saving state occurs in the final fluctuation, the specific time-saving state may not be restarted.

[0155] If the first time-saving flag is not "1" in S398 (S398: no), the process proceeds to S412, where it is determined whether or not the second time-saving flag is "1." That is, in S412, it is determined whether or not the game is currently in the reached time-saving state. Then, if the value of the second time-saving flag is 1 (S412: yes), it is determined whether the value of the arrival flag is 1 (S414), and if the determination is affirmative, the process proceeds to S450 (see FIG. 26). However, as described above, since it is actually impossible for the value of the arrival flag to be set to 1 during the arrival time-saving state, a negative determination is usually made in S414.

[0156] If the result of the determination in S414 is negative, the process determines whether the number of time-saving times is "0" in S416 (S416). If the number of time-saving times is not "0" (S416: no), the process proceeds directly to S470. On the other hand, when the number of time-saving times is "0" (when the final change is to be executed while maintaining the benefits of the reached time-saving state), the process proceeds to S418, where it is determined whether the current miss is a specific miss or not.

[0157] If the determination in S418 is negative, the second time-shortening flag is set to "0" in S430, and the process proceeds to S470. On the other hand, if the current miss is a specific miss (S418: yes), the process proceeds to S458 (see FIG. 26). Here, in this embodiment, if an opportunity to transition to a specific time-saving state occurs in the final variation that is executed while maintaining the benefits of the reached time-saving state, the specific time-saving state is restarted; however, even if an opportunity to transition to the specific time-saving state occurs in the final variation, the time-saving state may not be restarted.

[0158] If the second time-saving flag is not "1" in S412 (S412: no), the process proceeds to S436 in Fig. 26, where it is determined whether or not the third time-saving flag is "1." That is, in S436, it is determined whether or not the current state is the specific time-saving state. If the value of the third time-saving flag is 1 (S436: yes), the process proceeds to S438, where it is determined whether the value of the reach flag is 1 (S438). If the determination in S438 is affirmative (S438: yes), the process proceeds to S450. If the result of the determination in S438 is negative (S438: no), it is determined whether the number of time-saving times is "0" (S440). If the number of time-saving times is not "0" (S440: no), the process proceeds directly to S470.

[0159] On the other hand, when the number of time-saving times is "0" (when this is the final change to be executed while maintaining the benefits of the specific time-saving state), the process proceeds to S444, where it is determined whether or not the current miss is a specific miss. If the determination in S444 is negative, the third time-shortening flag is set to "0" in S446, and the process proceeds to S470. On the other hand, if the current miss is a specific miss (S444: yes), the process proceeds to S458 (see FIG. 26). Here, in this embodiment, if an opportunity to transition to the specific time-saving state occurs in the final change that is executed while maintaining the benefits of the specific time-saving state, the time-saving state is restarted; however, even if an opportunity to transition to the specific time-saving state occurs in the final change, the specific time-saving state may not be restarted.

[0160] If a negative judgment is made in S436 (S436: no), that is, if the value of none of the time-saving flags is 1, the process proceeds to S448, where it is judged whether the value of the reach flag is "1." If a positive judgment is made in S448 (S448: yes), the process proceeds to S470 after performing a process of setting the value of the reach flag to "0" (S450), a process of setting the number of time-saving times (S452), and a process of setting the value of the second time-saving flag to "1" (S454). Here, in S452, the number of time-saving times is set to "900 times." When moving to the "reach time-saving state," the average fluctuation time reduction of special symbols, the average fluctuation time reduction of normal symbols, and the opening extension function for extending the opening time of normal electric roles are set.

[0161] If the result of S448 is negative (S448: no), then in S456, it is determined whether the current loss is a specific loss (whether the specific loss symbol was confirmed and displayed in S372). If the result of S456 is negative, the process proceeds directly to S470. On the other hand, if the result of S456 is affirmative, the process proceeds to S470 after performing a process of setting the number of time-saving times (S458) and a process of setting the third time-saving flag to "1" (S460). When the third time-saving flag is set to "1" in S460, the state transitions to the open extension state (c time-saving state). Here, the case where the positive judgment is made in S456 indicates the case where the game state transitions to the "specific time-saving state", and in that case, the number of time-saving times is set to "50 times" in S458. When transitioning to the "specific time-saving state", the average fluctuation time reduction of special symbols, the average fluctuation time reduction of normal symbols, and the opening extension function for extending the opening time of normal electric roles are set.

[0162] After performing S460, if a negative determination is made in S456 (S456: no), the process proceeds to S470.

[0163] In S470, the main control unit 80 transmits a state designation command indicating the current game state, such as whether or not the game is in a special bonus state or a time-saving state, to the sub-integrated control unit 83 after the special pattern determination time (600 ms), and then transitions to jackpot game processing. In this embodiment, the timing for sending a state designation command from the main control unit 80 to the sub-integrated control unit 83 in the special pattern win / loss determination process is after the special pattern is determined, but the configuration may also be such that the state designation command is sent when the special pattern starts to change and when the power is restored.

[0164] Here, the contents of the state designation command sent in S470 will be described with reference to FIG. In the process of S470, which is performed after the value of the second time-saving flag is set to 1 (S454), a second time-saving state transition designation command is transmitted. That is, a command indicating a transition to the arrival time-saving state is transmitted from the main control device 80 to the sub integrated control device 83. In addition, in the process of S470, which is performed after the value of the third time-saving flag is set to 1 (S460), a third time-saving state transition designation command is transmitted. That is, a command indicating a transition to a specific time-saving state is transmitted from the main control device 80 to the sub integrated control device 83.

[0165] Furthermore, in the process of S470 which is performed after the value of the first time-saving flag is set to 0 (S410), a command to end the first time-saving state is transmitted. That is, a command indicating that the big win time-saving state is to end is transmitted from the main control device 80 to the sub integrated control device 83. In addition, in the process of S470 which is performed after the value of the second time-saving flag is set to 0 (S430), a second time-saving state end designation command is transmitted. That is, a command indicating that the arrival time-saving state ends is transmitted from the main control device 80 to the sub integrated control device 83.

[0166] Furthermore, in the process of S470 to which the process proceeds after the value of the third time-saving flag is set to 0 (S446), a third time-saving state transition designation command is transmitted. That is, a command indicating that the specific time-saving state is to end is transmitted from the main control device 80 to the sub integrated control device 83.

[0167] Similarly, the state designation command of S384 in Fig. 24 is a time-saving state end designation command (a command designating that the time-saving state a, the time-saving state b, or the time-saving state c) has ended). In other words, a command indicating that the time-saving state (the time-saving state a, the time-saving state b, or the time-saving state c) has ended is transmitted from the main control device 80 to the sub-integrated control device 83.

[0168] In addition, the state designation command of S556 in Fig. 30 described later is a big win time-saving state start designation command. In other words, a command indicating a transition to a big win time-saving state (a time-saving state) is transmitted from the main control device 80 to the sub-integrated control device 83. Furthermore, in the jackpot start performance process of S390 in FIG. 24 described above, a command indicating the start of a jackpot game is transmitted from the main control device 80 to the sub integrated control device 83. Then, the sub-integrated control device 83 that has received the above command executes a process for setting the display mode of the performance pattern display device 6 (see FIG. 35).

[0169] Next, the big win game process will be described with reference to FIG. 28 to FIG. First, as shown in Fig. 28, in the big win game process, the main control device 80 judges whether the accessory continuous operation device is operating based on the big win flag (S500). When the accessory continuous operation device is operating (S500: yes), it judges whether the big win opening 14 is open (S502), and if it is judged that the big win opening 14 is closed (S502: no), it judges whether the big win opening 14 is closed due to an interval between rounds of play (S506).

[0170] If it is not during the interval between rounds of play (S506: no), it is determined whether the big win end presentation is in progress (S508). If this is also a negative determination (S508: no), it is determined whether the time required for the presentation to start the big win game has elapsed (S510). If the big win start presentation time has elapsed (S510: yes), the big win opening process (S512) is performed, and the big win game process is ended (returned). In addition, in S500, if the accessory continuous operation device is not operating (S500: no), the big win game process is terminated. Also, in S510, if the big win start performance time has not elapsed (S510: no), the big win game process is terminated.

[0171] If it is determined that the large prize opening 14 is open (S502: yes), the process proceeds to S514 in Fig. 29 to determine whether or not 10 prizes have been won in the large prize opening 14. In this embodiment, the specified number of prizes that can be won in the large prize opening 14 is 10, but it may be 8 or 9, and is not particularly limited. If 10 balls have not been won in the large prize opening 14 (S514: no), the process proceeds to S516, where it is determined whether the opening time of the large prize opening 14 has ended. If the opening time has ended (S516: yes), the process proceeds to S518. If the opening time of the large prize opening 14 has not ended (S516: no), the large prize game process ends (returns) as is. In S514, if ten game balls have entered the big prize opening 14 (S514: yes), a big prize opening closing process (S518) is performed, a big prize interval process (S520) is performed, and the big prize game process is ended (returned).

[0172] Return to FIG. 28. If it is determined in S506 of FIG. 28 that an interval is in progress (S506: yes), the process proceeds to S522 of FIG. 29, where it is determined whether or not the interval time between round games has elapsed. If the interval time between round games has elapsed (S522: yes), it is determined whether or not the last round in which the big prize winning port 14 was open is the final round (S524). If the interval time between round games has not elapsed (S522: no), the big win game process is terminated (returned) as is. If it is the final round in S524 (S524: yes), a big win end performance process (S526) is performed, and the big win game process is terminated (returned).

[0173] In S524, if it is not the final round (S524: no), the process of opening the large prize opening 14 (S528) is performed, and the large prize game process is terminated (returned). In addition, in the process of opening / closing the large prize opening 14, a signal is also sent to the sub-integrated control device 83. Based on the signal, the sub-integrated control device 83 grasps the current round and performs a presentation according to the round.

[0174] Return to Fig. 28. If it is determined in S508 of Fig. 28 that the jackpot end presentation is in progress (S508: yes), the process proceeds to S530 of Fig. 30, where it is determined whether the jackpot end presentation time has elapsed. If the jackpot end presentation time has not elapsed (S530: no), the jackpot game process is ended (returned). On the other hand, if the jackpot end presentation time has elapsed (S530: yes), the operation of the device for continuously operating the reels is stopped (S532), and the operation of the condition device is stopped (S534).

[0175] After S534 is executed, the process proceeds to S544, in which it is determined whether or not the game will transition to time-saving mode in the next game state. In this embodiment, the result of S544 is always positive, followed by a process of setting the number of time-saving times (S546) and a process of setting the time-saving flag to 1 (S548). Here, when the time-saving flag is set to 1 in S548, the following functions are set: shortening the average fluctuation time of special symbols, shortening the average fluctuation time of normal symbols, and extending the opening time of normal electric roles.

[0176] The process of S548 is performed, or if a negative determination is made in S544 (S544: no), the process proceeds to S550, where it is determined whether the value of the reach counter is a "positive number." If a positive determination is made in S550 (S550: yes), the value of the reach counter is initialized (set to "0") and the process proceeds to S554. If a negative determination is made in S550 (S550: no), the process proceeds directly to S554. That is, in this pachinko machine 50, when a jackpot occurs or when RAM clear processing is performed on the main control device 80, the attainment counter is initialized. In this case, when the number of hit / miss judgments (hit / miss judgments regarding special symbols) performed in the normal state after initialization reaches "900 times", the machine transitions to the attainment time-saving state.

[0177] In S554, the main control device 80 performs a process of transmitting a big win end command to the sub integrated control device 83, and in the following S556, transmits a state designation command to the sub integrated control device 83. Then, the big win game process is returned. That is, in S556, a command indicating that the time-saving state (jackpot time-saving state) to be entered via a jackpot game is to be entered is transmitted from the main control device 80 to the sub-integrated control device 83. Here, in S546, the number of time-saving times is set to "100 times" when the result of the first hit / miss judgment (hit / miss judgment regarding the first special pattern) or the second hit / miss judgment (hit / miss judgment regarding the second special pattern) is a jackpot and the jackpot game that was executed is ended.

[0178] Next, the performance control and the like executed in the pachinko machine of this embodiment will be described with reference to Figs. In the pachinko machine 50 of this embodiment, the sub-integrated control device 83 controls the performance pattern control device 82, etc. based on each command sent from the main control device 80, performs display performance on the screen 6a of the performance pattern display device 6, controls the sound effects generated from the speaker 66, and controls the light emission mode of the LED lamps 26 for electric decoration.

[0179] First, FIG. 31(a) shows a screen 6a of the effect symbol display device 6 when the gaming state is the "non-time-shortening state". Regardless of whether the game state is the "non-time-saving state" or the "time-saving state", when a special symbol hit / miss judgment is executed based on the game ball entering the starting hole 11, 12, the special symbol starts to change in the first special symbol display device 9 or the second special symbol display device 10. Then, in response to the start of the special symbol change, the left, right, and center performance symbols start to change vertically (scroll change) in the main display area 6H of the performance symbol display device 6.

[0180] In this main display area 6H, when the change time (change time of special pattern) specified by the above-mentioned change pattern has elapsed, it stops at a combination that indicates the result of the win / loss judgment. In this embodiment, the change of the performance pattern is performed by displaying three-digit constituent patterns in the main display area 6H, but the number of constituent patterns is not particularly limited, and it may be one or multiple numbers other than three, and the scroll direction may be horizontal. In the main display area 6H, the constituent pattern displayed on the left side is called the left performance pattern 6L, the constituent pattern displayed on the right side is called the right performance pattern 6R, and the constituent pattern displayed in the center is called the center performance pattern 6C.

[0181] In addition, a related matter display section 6F appears on the screen 6a of the performance pattern display device 6, and for example, using characters, videos, live-action images, etc., related effects are executed to enhance the changes in the performance patterns and the stopped display, and comments, warnings, etc. to be issued to the player are displayed. However, when the "game state is not in the time-saving state", a general left-hit suggestion effect LH is executed on the screen 6a of the effect pattern display device 6 to encourage the player to "hit to the left" the game ball. Note that when the "game state is not in the time-saving state", any display suggesting the launch mode of the game ball (for example, the general left-hit suggestion effect LH) may not be performed at all, except for the left-hit suggestion effects LS1, LS2, and LS3 described later.

[0182] This general left-hit suggestion effect LH is composed of an arrow L1 pointing to the left and a text display L2 saying "Please hit to the left" displayed at a position away from the arrow L1. While this "general left-hit suggestion effect LH" appears, the player will usually reduce the strength of the game ball's launch, allowing the launched game ball to flow down the left-hit area 3L and progress in the game.

[0183] This general left-hit suggestion effect LH is displayed when the game state changes, in order to inform the player which game area (either the left-hit area 3L or the right-hit area 3R) he or she should aim to shoot the game ball toward. In this case, after a predetermined time has elapsed, it may be determined that the player has already determined which game area to play in, and the display may be terminated. It is also possible to display the message when it is detected that the game ball is shot into the right-hand shot area 3R when left-hand shot play is recommended (the game state is not in the time-saving state). In this case, by ending the display when it is detected that the launch position has been corrected to the recommended game area (i.e., the left-hand shot area 3L), irregular play in a game area other than the recommended game area (i.e., the right-hand shot area 3R) can be suppressed.

[0184] In addition, when the game state is not in the time-saving state, the main display area 6H is displayed large and approximately in the center of the performance symbol display device 6. In addition, when the game state transitions to the non-time-saving state, a display suggesting a left hit (such as the general left hit suggestion effect LH) may not be performed except immediately after the transition. In other words, when it is suggested that the game ball launch mode will be switched immediately after the transition (switching from right hit during the time-saving state to left hit during the non-time-saving state), for example, left hit suggestion effects LS1, LS2, and LS3 described below are performed. Then, after the transition to the non-time-saving state, a display suggesting the game ball launch mode may not be performed, and a warning display may be displayed when a right hit is detected during the non-time-saving state (for example, when the normal symbol activation gate 17 provided in the right hit area 3R detects a game ball).

[0185] Furthermore, regardless of whether the game state is the "non-time-saving state" or the "time-saving state," in addition to a variable display area 6H for displaying the result of a win / loss judgment regarding the special pattern, a first reserved pattern display area 6D and a second reserved pattern display area 6E can appear on the screen 6a of the performance pattern display device 6. The first reserved symbol display area 6D is an area capable of displaying up to four reserved symbols (hereinafter referred to as first reserved symbols) 6d corresponding to reserved memories (first reserved memories) acquired based on the game ball entering the first starting hole 11. The second reserved symbol display area 6E is an area capable of displaying up to four reserved symbols (hereinafter referred to as second reserved symbols) 6e corresponding to reserved memories (second reserved memories) acquired based on the game ball entering the second starting hole 12.

[0186] In FIG. 31, the reserved symbols displayed in the reserved symbol display areas 6D and 6E are indicated by "black circles," and the reserved symbols not displayed are indicated by "white circles." When the game state is "non-time-saving state," if the player shoots a game ball aiming at the left-hand hitting area 3L, the first reserved memory is accumulated, but the second reserved memory is difficult to accumulate. Also, as described later, when the game state is "time-saving state," if the player shoots a game ball aiming at the right-hand hitting area 3R, the second reserved memory is accumulated, but the first reserved memory is difficult to accumulate.

[0187] Also, as shown in Fig. 31(a), when the result of the win / loss judgment regarding the special symbol is displayed, the variation of the performance symbol starts in the main display area 6H. In other words, when the sub-integrated control device 83 receives a variation start command, the left performance symbol 6L, the center performance symbol 6C, and the right performance symbol 6R start varying as shown in Fig. 31(a). If it is decided to perform a reach, when it is time to execute the reach display, the left performance pattern 6L and the right performance pattern 6R are stopped and displayed with the same numbers as shown in Figure 31 (b) to execute the reach display. At this time, the word "reach" M1 is displayed on the screen 6a, and the reach display starts.

[0188] Furthermore, when the change time (change time of the special symbol) specified by the change pattern described above has elapsed, the combination in the main display area 6H stops at a combination that indicates the result of the win / loss judgment. At this time, if the result of the judgment regarding the special symbol is a jackpot, after the change time has elapsed, as shown in Figure 31(c), the changing center performance symbol 6C is stopped and displayed with the same numbers as the left performance symbol 6L and the right performance symbol 6R, and the confirmation display of the jackpot symbol is executed. The occurrence of a jackpot is notified by this confirmation display of the jackpot symbol, and the jackpot game is executed. Although not shown in the figure, when the result of the hit / miss judgment regarding the special symbol is a miss, there are misses with a reach (reach miss) and misses without a reach (normal miss). Also, when the result of the hit / miss judgment regarding the special symbol is a miss, after the change time has elapsed, the changing center performance symbol 6C is stopped and displayed with a number different from the left performance symbol 6L and the right performance symbol 6R, and the confirmation display of the miss symbol is executed.

[0189] As shown in Fig. 31(d), when the big win game ends, the display of the special symbols can start. In this case, as shown in Fig. 32(a), the display for the big win time-saving state (a time-saving state) starts on the screen 6a of the performance symbol display device 6. Specifically, a right-hit suggestion effect RS1 is executed near the upper edge of the screen 6a. This right-hit suggestion effect RS1 is composed of a text display R2 saying "Please hit right", an arrow R1 (arrow R1 pointing to the right) displayed on both sides of the text display R2, and a text display R3 saying "Tatsukichi RUSH". At this time, a text display R4 showing the remaining number of times in the jackpot time-saving state (time-saving state a) (the number of hit / fail judgments that can be performed while maintaining the profit of the jackpot time-saving state) is also displayed on the screen 6a.

[0190] Also, an ally character A and an enemy character B appear on the screen 6a of the effect pattern display device 6 and glare at each other. When the right-hit suggestion effect RS1 for the jackpot time-saving state appears, the player usually tries to increase the launch strength of the game ball and make the launched game ball flow down the right-hit area 3R to progress in the game. After this, in the jackpot time-saving state, a presentation display starts each time the variable display of the special symbol starts, but if it is decided to make a reach, as shown in Fig. 32(b), after the reach display, a battle presentation is performed between ally character A and enemy character B, and the result of the battle is shown as the "win / lose judgment result." In other words, if the result of the win / lose judgment regarding the special symbol is a jackpot, a display is displayed in which ally character A wins (not shown). Also, if the result of the win / lose judgment regarding the special symbol is a miss, a display is displayed in which enemy character B wins, as shown in Fig. 32(c).

[0191] Although not shown, if it is not determined that a reach is to be executed, ally character A and enemy character B maintain a state of glaring at each other (see FIG. 32(a)). In addition, when the jackpot time-saving state (a time-saving state) starts, the main display area 6H is displayed in a reduced size in the corner of the screen 6a, and each time the result of the hit / miss judgment regarding the special pattern is a miss, the text display R4 indicating the remaining number of times in the jackpot time-saving state (a time-saving state) is updated (-1 each time the performance display starts) and displayed. In addition, when the game state is the jackpot time-saving state (a time-saving state), the right-hit suggestion effect RS1 for the jackpot time-saving state continues.

[0192] And, every time the result of the hit / miss judgment regarding the special symbol is a miss, the remaining number of times in the jackpot time-saving state (a time-saving state) is updated, and when the final fluctuation of the jackpot time-saving state (a time-saving state) ends and transitions to the normal state (non-time-saving state), the left-hit suggestion effect LS1 for the jackpot time-saving state appears as shown in Fig. 32(d). This left-hit suggestion effect LS1 suggests that the effect display will change (the launch mode of the game ball will change to a left hit), and is performed by displaying on the screen 6a the ally character A, the character D (rock character D) suggesting the end of the jackpot time-saving state, the text display R5 saying "Sorry, the time-saving state is over!", and the text display R6 saying "Please return to left hit."

[0193] In other words, the jackpot time-saving state takes a certain amount of time to change, and friendly character A and enemy character B appear, but when this state (jackpot time-saving state) ends and the game state changes, the player is not confused as to which game area (left-hitting area 3L or right-hitting area 3R) to play in, so that the left-hitting suggestion effect LS1 is displayed to guide the player.

[0194] When the jackpot time-saving state ends and the game state becomes a non-time-saving state, the left hit suggestion effect LS1 is executed on the screen 6a of the effect pattern display device 6. Then, when a predetermined time (for example, 2 seconds) has elapsed after the left hit suggestion effect LS1 is executed, the above-mentioned "general left hit suggestion effect LH" may be executed, or the display suggesting the launch mode of the game ball may not be displayed.

[0195] FIG. 33 is an explanatory diagram showing the state of the screen 6a of the effect symbol display device 6 after the gaming state has shifted to the b time-saving state. When the number of hit / miss judgments for the special symbols executed in the normal probability state reaches the specified number of times of "900 times" and a miss symbol is displayed in the main display area 6H, a message is displayed on the screen 6a indicating that the game will move to the hit time-saving state (b time-saving state). Specifically, a text display R7 is displayed saying "Suddenly, we will enter Karaoke Yu Time from the next change!" along with a cat character N holding a microphone M. Also, a large arrow R8 pointing to the right is displayed on the screen 6a. This arrow R8 is larger than the multiple white arrows R1 displayed during the jackpot time-saving state, and is filled in black, with only one displayed. Therefore, when the b time-saving state starts, it is significantly different from when the a time-saving state starts, and it is easy for the player to distinguish the type of time-saving state that will start.

[0196] Here, the "right hit suggestion effect RS2" in the reached time-saving state (b time-saving state) is executed by displaying the arrow R8, the text display R7, the microphone M, and the character N. This "right hit suggestion effect RS2" is easily distinguishable at a glance from the "right hit suggestion effect RS1" in the jackpot time-saving state (a time-saving state), so the player can prepare mentally for the start of the reached time-saving state (b time-saving state).

[0197] When the time-saving state for reaching the target (b time-saving state) is started, the main display area 6H is displayed in a reduced size in the corner of the screen 6a, and each time the result of the judgment regarding the special pattern is incorrect, the text display R4 indicating the remaining number of times in the time-saving state for reaching the target (b time-saving state) is updated (decreased by 1 each time the performance display is started) and displayed. At this time, the screen 6a of the effect pattern display device 6 displays the text display R10 "Karaoke Yu-Time", and also displays the text display R4 indicating the remaining number of time-saving times in the b time-saving state. However, since the number of time-saving times is set high (the upper limit is set to 900 times) in the reached time-saving state (b time-saving state), and there is a high possibility of a jackpot occurring, it is not necessarily necessary to display the remaining number of time-saving times in the b time-saving state.

[0198] Also, in the time-saving state (b time-saving state), the change time is shorter (about half) than in the time-saving state for the big win, so even if the performance display (change of the special pattern) starts, the result of the hit / miss judgment is displayed quickly. In other words, the change starts "quickly" and the result of the hit / miss judgment is displayed quickly. In fact, since the number of time-saving times in the reached time-saving state (b time-saving state) is large at 900 times (which is 9 times the number of time-saving times in the jackpot time-saving state), the purpose is to quickly consume the large number of time-saving times and display the result of the win / loss judgment.

[0199] The jackpot time-saving state provides a favorable game state as a privilege for winning a jackpot, and since the point of interest is whether or not a jackpot can be obtained in the time-saving state, the player is entertained by the notice and reach effects, whereas the reached time-saving state provides a time-saving state as a rescue measure for players who have played to the point where the reached time-saving state is activated without getting a jackpot. For this reason, rather than producing a performance of whether or not a jackpot will be won (whether or not the result of the hit / miss judgment regarding the special pattern is a jackpot), it is considered to refrain from variable effects so that a jackpot will occur as soon as possible.

[0200] Here, in this reaching time-saving state (b time-saving state), the character N continues to sing karaoke until the reaching time-saving state (b time-saving state) ends, and a display suggesting hitting to the right is executed with the arrow R8. Also, even in the reaching time-saving state (b time-saving state), each time the result of the judgment regarding the special pattern is incorrect, the remaining number of times in the reaching time-saving state (b time-saving state) is updated.

[0201] Although not shown in the figure, in the reaching time-saving state (b time-saving state), it is decided whether or not to execute a reach, and if the reach is executed, the reach display and the subsequent reach performance are executed. However, the probability of executing the reach is lower than in the big win time-saving state. Also, in the time-saving state (time-saving state b), even if the result of the hit / miss judgment regarding the special symbol is a hit, the reach may not be executed. In other words, even if the result of the hit / miss judgment regarding the special symbol is a hit, when the performance display starts, the hit symbol may be displayed without the reach display.

[0202] Furthermore, when the final fluctuation of the reaching time-saving state (b time-saving state) is completed, the left-hit suggestion effect LS2 for the reaching time-saving state appears as shown in Fig. 33(c). This left-hit suggestion effect LS2 suggests that the effect display will be switched (the launch mode of the game ball will be switched to left-hit), and a character N waving his hand, a text display R11 saying "Karaoke play time will end soon," and a large arrow R12 pointing to the left are displayed.

[0203] In other words, in the time-saving state (b time-saving state), the display of a short variable time effect is repeated, but when this state (time-saving state) ends and the game state changes, the left-hit suggestion effect LS2 is displayed to guide the player so that the player will not be confused as to which game area (either the left-hit area 3L or the right-hit area 3R) to play in.

[0204] This arrow R12 is also larger than the multiple white arrows R1 displayed during the jackpot time-saving state, and is filled in black, with only one arrow displayed. Therefore, when the b time-saving state starts, it is significantly different from when the a time-saving state starts, and it is easy for the player to distinguish the type of time-saving state that is ending. When the time-saving state is ended and the game state becomes a non-time-saving state, the above-mentioned left-hit suggestion effect LS2 is executed on the screen 6a of the effect pattern display device 6. Then, when a predetermined time (for example, 2 seconds) has elapsed after the left-hit suggestion effect LS2 is executed, the above-mentioned "general left-hit suggestion effect LH" may be executed, or the display suggesting the launch mode of the game ball may not be displayed.

[0205] FIG. 34 is an explanatory diagram showing the state of the screen 6a of the effect symbol display device 6 after the gaming state has shifted to the c-time-shortening state. Even if the result of the hit / miss judgment (hit / miss judgment regarding the special pattern) specifies the occurrence of a "specific miss," when a specified time has elapsed after the start of the fluctuation, the left performance pattern 6L, the right performance pattern 6R, and the center performance pattern 6C are stopped in that order, and the missing performance pattern is displayed as a confirmed result.

[0206] The performance pattern indicating the occurrence of this "specific miss" is different from the performance pattern indicating the occurrence of a "non-specific miss". For example, as shown in FIG. 34(a), when the "specific miss performance pattern" is displayed, a performance pattern in which even numbers are arranged in ascending order from left to right is displayed in the variable display area 6H. Also, on the screen 6a, text information R13 saying "You are entering Tatsukichi Chance!" is displayed together with a predetermined character Q as related information 6F.

[0207] In this case, the right-hit suggestion effect LS3 is executed by displaying the text display R14 "Please hit right", an arrow R15 pointing to the right, a bear Tatsukichi Q, and the text display R13 "Enter Tatsukichi Chance!".

[0208] In other words, depending on the content and characters of the text information, it is possible to distinguish at a glance whether the state is a transition to a jackpot time-saving state or an arrival time-saving state. Therefore, the player can mentally prepare for the start of the specific time-saving state (c time-saving state).

[0209] When the specific time-saving state (c time-saving state) starts, the main display area 6H is displayed in a reduced size in the corner of the screen 6a, and the remaining number of times the specific time-saving state (c time-saving state) is in progress is updated (decremented by 1 each time the performance display starts) and displayed as text information R4. Also, at this time, on the screen 6a of the effect symbol display device 6, text information R18 saying "Tatsukichi chance, catch a hit!" is displayed, and text information R4 indicating the remaining number of time-saving times in the c time-saving state is also displayed. In addition, the right-hit suggestion effect LS3 will continue even if the specific time-saving state (c time-saving state) is continuing.

[0210] In this specific time-saving state (c time-saving state), if Tatsukichi's character Q can catch the text state R17 (text information R17 indicating a win) that suggests a big win until the specific time-saving state (c time-saving state) ends, a performance that suggests that a big win can be obtained is executed (see Fig. 34(a) and (b)). Also, in the specific time-saving state (c time-saving state), the remaining number of times in the specific time-saving state (c time-saving state) is updated every time the result of the hit / miss judgment regarding the special pattern is a miss.

[0211] Furthermore, when the final variation of the specific time-saving state (c time-saving state) is completed, the left-hit suggestion effect LS3 for the specific time-saving state appears as shown in Fig. 34(d). This left-hit suggestion effect LS3 suggests that the effect display will change (the launch mode of the game ball will change to a left hit), and is performed by displaying the face S of the bear Tatsukichi character and text information R19 saying "Tatsukichi Chance will end soon."

[0212] In this case, too, in the specific time-saving state (c time-saving state), the display of the short variable time effect is repeated, but when this state (reach time-saving state) ends and the game state changes, the left-hit suggestion effect LS3 is displayed to guide the player so that the player will not be confused as to which game area (between the left-hit area 3L and the right-hit area 3R) to play in. When the specific time-saving state ends and the game state becomes a non-time-saving state, the above-mentioned left-hit suggestion effect LS3 is executed on the screen 6a of the effect pattern display device 6. Then, when a predetermined time (for example, 2 seconds) has elapsed after the left-hit suggestion effect LS3 is executed, the above-mentioned "general left-hit suggestion effect LH" may be executed, or a display suggesting the launch mode of the game ball may not be displayed.

[0213] Also, although not shown, in the specific time-saving state (c time-saving state), it is determined whether or not to execute a reach, and if a reach is executed, a reach display and the subsequent reach performance are executed. However, the probability of executing a reach is set lower than in the jackpot time-saving state. Of course, it is also possible to use a fluctuation table with a longer average fluctuation time than in the jackpot time-saving state, to configure the performance of one fluctuation to be enhanced, and to create a state with a higher reach occurrence rate than in the jackpot time-saving state. Since the specific time-saving state tends to be given a relatively small number of time-savings, it is also possible to configure it to be different from this embodiment in that it enhances the performance of one fluctuation. Furthermore, in the specific time-saving state (c time-saving state), even if the result of the hit / miss judgment regarding the special symbol is a hit, the reach may not be executed. In other words, even if the result of the hit / miss judgment regarding the special symbol is a hit, when the performance display starts, the hit symbol may be displayed without the reach display.

[0214] As described above, the presentation mode differs depending on each time-saving state (time-saving state a, time-saving state b, time-saving state c), and not only the display mode of the right-hit suggestion mode but also the display mode of the left-hit suggestion mode differs depending on the presentation mode. To be more specific, differences are provided in the size of the arrow, the number of arrows, the display mode of the right-hit suggestion presentation, etc. in each time-saving state. For this reason, the player can immediately tell which time-saving state is starting and which time-saving state is ending.

[0215] In this embodiment, the difference is indicated by the display mode, but it is also possible to indicate it by a different announcement voice or a different lighting pattern of LED. In the case of voice or LED, it is possible to inform the player without having a display device.

[0216] Next, a display mode setting process executed by the sub integrated control device 83 will be described with reference to the flowchart of Fig. 35. This process is executed periodically (for example, every 2 ms) by the sub integrated control device 83. This process sets the display mode of the screen 6a of the performance pattern display device 6 in response to the transition to or end of each time-saving state (time-saving state a, time-saving state b, time-saving state c), or in response to the start of a jackpot game.

[0217] When this process starts, in S1000, the sub-integrated control device 83 judges whether or not it has received a jackpot start command. If the judgment in S1000 is affirmative (S1000: yes), the process sets the display mode of the screen 6a of the performance symbol display device 6 to the display mode during jackpot play (S1005), and returns this process. Here, the sub integrated control device 83 can determine that the jackpot game has started by receiving a jackpot start command (a command indicating the start of the jackpot game transmitted at S390 in FIG. 24). In this case, in the display mode during the jackpot game, a display (not shown) encouraging a right hit is executed on the screen 6a of the performance symbol display device 6, so that the player can immediately increase the launch strength of the game ball, and it is easy to set the game mode (game ball launch mode) to "right hit game in which the game ball is launched aiming at the right hit region 3R".

[0218] If a negative judgment is made in S1000 (S1000: no), the process proceeds to S1010, where it is judged whether or not a right-hit display is being set (whether or not any of the right-hit suggestion effects RS1 to RS3 is being displayed) (S1010). If a negative judgment is made in the process of S1010 (S1010: no), the process proceeds to S1015, where it is judged whether or not a time-saving state (time-saving state a, time-saving state b, time-saving state c) transition designation command has been received (S1015). In other words, it is determined whether or not the following has been received (S1015): (1) a second time-shortened state transition designation command (a command indicating a transition to the reached time-shortened state) transmitted from the main control unit 80 in the processing of S470 in FIG. 25; (2) a third time-shortened state transition designation command (a command indicating a transition to a specific time-shortened state) transmitted from the main control unit 80 in the processing of S470; or (3) a command indicating a transition to the jackpot time-shortened state transmitted from the main control unit 80 in S556 in FIG. 30.

[0219] If the result of S1015 is affirmative (S1015: yes), the process proceeds to S1020, where the right-hit setting process corresponding to the received time-saving state (a time-saving state, b time-saving state, c time-saving state) transition designation command is performed (the display of one of the right-hit suggestion effects RS1 to RS3 is started), and the process returns. That is, when a command designating a transition to the jackpot time-saving state (a time-saving state) is received, the display of the right-hit suggestion effect RS1 for the jackpot time-saving state (a time-saving state) is started (see FIG. 32). Also, when a command designating a transition to the reached time-saving state (b time-saving state) is received, the display of the right-hit suggestion effect RS2 for the reached time-saving state (b time-saving state) is started (see FIG. 33). Furthermore, when a command designating a transition to the specific time-saving state (c time-saving state) is received, the display of the right-hit suggestion effect RS3 for the specific time-saving state (c time-saving state) is started (see FIG. 34).

[0220] Also, if the result of S1010 is affirmative (S1010: yes), the process proceeds to S1030. In S1030, it is determined whether or not a time-saving state (a time-saving state, b time-saving state, c time-saving state) end designation command has been received (S1030). In other words, it is determined whether or not (1) a first time-shortening state end designation command (a command indicating the end of the jackpot time-shortening state) transmitted from the main control unit 80 in the processing of S470 in FIG. 25, (2) a second time-shortening state end designation command (a command indicating the end of the reached time-shortening state) transmitted from the main control unit 80 in the processing of S470, or (3) a third time-shortening state end designation command (a command indicating the end of a specific time-shortening state) transmitted from the main control unit 80 in the processing of S470 has been received (S1030).

[0221] Then, if the result of S1030 is affirmative (S1030: yes), the process proceeds to S1035, where the left-hit display is set (the display of one of the left-hit suggestion effects LS1 to LS3 is started), and the process returns. That is, when a command is received specifying that the jackpot time-saving state (a time-saving state) has ended, the display of the left-hit suggestion effect LS1 for the jackpot time-saving state (a time-saving state) is started (see FIG. 32). Also, when a command is received specifying that the reach time-saving state (b time-saving state) has ended, the display of the left-hit suggestion effect LS2 for the reach time-saving state (b time-saving state) is started (see FIG. 33). Furthermore, when a command is received specifying that the specific time-saving state (c time-saving state) has ended, the display of the left-hit suggestion effect LS3 for the specific time-saving state (c time-saving state) is started (see FIG. 34).

[0222] If a negative determination is made in S1030 (S1030: no), the display mode setting process is returned. Although not shown in the figure, when a predetermined time has passed after the start of the left hit suggestion performances LS1 to LS3, the left hit suggestion performances LS1 to LS3 end. Then, when a predetermined time (for example, 2 seconds) has passed after the end of the left hit suggestion performances LS1 to LS3, the above-mentioned "general left hit suggestion performance LH" may be executed, or a display suggesting the launch mode of the game ball may not be displayed.

[0223] Next, a description will be given of the performance start process executed by the sub integrated control device 83 with reference to the flowchart of Fig. 36(a). Note that this process is executed periodically (for example, every 2 ms) in the sub integrated control process 83. When the sub-integrated control device 83 starts the performance start process, it judges whether or not it has received a variable start command (S1100). If the judgment is negative (S1100: no), it ends the performance start process, and if the judgment is positive (S1100: yes), it moves to the process of S1105 and obtains the distribution random number 1 used when distributing the performance pattern (performance mode). Here, the variation start command is a command sent from the main control device 80 when starting the variation of the special symbol (see S366 in FIG. 21). This variation start command includes data showing the result of the hit / miss judgment regarding the special symbol (jackpot, miss) and data showing the variation pattern specifying the variation time. If the result of the hit / miss judgment regarding the special symbol is a hit, the variation start command includes a symbol designation command (data showing the type of hit that has occurred) that designates the hit symbol.

[0224] In addition, this variation start command includes data specifying whether the miss is "data specifying a non-specific miss" or "data specifying a specific miss" if the result of the special pattern hit / miss determination is a miss. When the sub integrated control device 83 executes S1105, it proceeds to S1110 and sets "a pattern (performance pattern) of the performance display (display performance) started in response to the variable display of the special symbol".

[0225] Here, in S1110, in the a time-saving state, a pattern (presentation pattern) of the presentation display (display presentation) corresponding to a variable display with a longer variable time (variable display of special symbols) is set, and in the b time-saving state or the c time-saving state, a pattern (presentation pattern) of the presentation display (display presentation) corresponding to a variable display with a shorter variable time (variable display of special symbols) is set. Also, the probability that a pattern of the presentation display (display presentation) accompanied by a reach presentation is set is lower in the b time-saving state and the c time-saving state compared to the a time-saving state. Then, when S1110 is executed, the process proceeds to S1115.

[0226] In S1115, a process for setting the stop pattern of the performance pattern is performed. In this case, if the confirmed display is a big win pattern, it is set to "a pattern consisting of three digits with the same number", and if it is a loss pattern, it is set to "a pattern consisting of three digits with different numbers". And, for a loss pattern that indicates the occurrence of a specific loss, a pattern in which even numbers are arranged in ascending order from left to right is set, and a performance pattern that is clearly and easily distinguishable from a big win pattern is set. After S1115, the display of the effect symbols is started (S1120), and the effect start process is returned. At that time, sound effects and light emission effects associated with the effect display that is started are also started.

[0227] Next, a description will be given of the performance stop processing executed by the sub integrated control device 83, using the flowchart in Fig. 36(b). Note that this processing is executed periodically (for example, every 2 ms) by the sub integrated control device 83. When the performance stop process is started, the sub-integrated control device 83 judges whether or not it has received a change stop command (S1200). Here, the change stop command is a command sent from the main control device 80 when stopping the change of the special symbol and displaying the fixed symbol (see the process of S372 in FIG. 23). If the result is negative (S1200: no), the performance stop processing is terminated; if the result is positive (S1200: yes), a performance pattern confirmation display instruction signal is sent to the performance pattern control device 82, and the performance stop processing is terminated.

[0228] Here, if the result of the hit / miss determination is a jackpot, a "jackpot pattern (performance pattern)" is definitely displayed on the screen 6a of the performance pattern display device 6 as a result of the processing of S1205. In this case, the middle performance pattern 6C is displayed stopped with the same number pattern (performance pattern) as the left performance pattern 6L and the right performance pattern 6R, and the occurrence of a jackpot is announced. On the other hand, if the result of the hit / miss judgment is a miss, the "miss pattern (performance pattern)" is confirmed and displayed on the screen 6a of the performance pattern display device 6 as a result of the processing of S1205. In this case, the middle performance pattern 6C is displayed as a stopped number pattern (performance pattern) different from the left performance pattern 6L and the right performance pattern 6R, and a miss is notified.

[0229] Next, with reference to Figures 37 and 38, examples of special displays after transition from each time-saving state to the normal game state in this embodiment will be described. According to the pachinko machine 50 of this embodiment, as shown in FIG. 37(a), when the jackpot time-saving state (time-saving state a) ends without winning and the game transitions to the normal game state, the game transitions to a dedicated presentation mode. This makes it possible to determine whether the game is in the normal game state immediately after the time-saving state has ended or in another normal game state. In addition, by showing a different presentation to only players who did not win during the time-saving state, it is possible to reduce shock. The dedicated presentation mode may be configured to transition to the normal presentation mode after a predetermined number of hit / miss determinations have been made. This is to show that the game is in the normal game state immediately after the time-saving state has ended. Also, in the case of a configuration that displays the number of times a win has been won during the time-saving state (so-called consecutive win count), it is possible to continue the number of times a win has been won when a special presentation mode is selected. By treating the consecutive win count as continuing when a special presentation mode is selected even in the same normal game state, it is possible to make the player feel that they are in an advantageous state even in the normal game state, and to treat the development in which they win again immediately after returning to the normal game state as special. Although this example shows the effect mode, it may be possible to display the effect in a different manner using different effect patterns, background music, characters, etc.

[0230] Also, as shown in FIG. 37(b), when the game ends without winning during the time-saving state (time-saving state b) and the game transitions to the normal game state, the game transitions to a special presentation mode similar to the time-saving state (time-saving state b) in this embodiment. By displaying this special presentation mode, it is indicated that the game was unable to win during the time-saving state, and in the configuration of this embodiment, even if the game is drawn 900 times again in the normal game state after the time-saving state ends, the game will not transition to the time-saving state (time-saving state b) again, so that even if the player changes during the game, it is possible to know whether the time-saving state b is granted or not. The time-saving state is set to be easier to win compared to other time-saving states (preferential treatment of the maximum number of time-savings granted), and therefore, since it is rare for a player to fail to win there, this is notified, and by informing the player that the time-saving state is not granted, it is possible to prevent the player from being disadvantaged.

[0231] Also, as shown in FIG. 38(c), when the game ends without getting a win during the specific time-saving state (c time-saving state) and the game transitions to the normal game state, the game transitions to a dedicated presentation mode that indicates the normal game state immediately after the specific time-saving state has been exited. This makes it possible to determine whether the game is in the normal game state immediately after the specific time-saving state has been exited. Unlike other time-saving states, the specific time-saving state tends to have a relatively low upper limit number of times, and in such a setting, it is not necessary to indicate that the game is in the normal game state immediately after the specific time-saving state has been exited. However, if the time-saving state is included in the count of the number of times of fluctuation that will activate the reaching time-saving state, the count of the number of times of fluctuation can be advanced without reducing the number of balls held compared to the normal game state due to the specific time-saving state, so in such a configuration, it is possible to use a presentation content that suggests that the activation of the reaching time-saving state has been accelerated in the dedicated presentation mode.

[0232] Also, as shown in Fig. 38(d), for example, when multiple time-saving states such as the big win time-saving state (time-saving state a) and the specific time-saving state (time-saving state c) are activated without winning and the game enters a normal game state in which they have ended, it is possible to transition to a dedicated presentation mode. This allows the presentation mode to differ depending on what time-saving state has been passed through and how many times it has been passed through, even in the same normal game state, and the presentation content changes depending on the development of the game, allowing the player to enjoy the game, and by knowing what kind of game development is taking place, the player can be given some joy.

[0233] Although the embodiments of the present invention have been described above, the scope of the present invention is not limited to the scope shown in the above-described embodiments, and various modifications can be made within the scope of the present invention.

[0234] That is, in each embodiment and each modified example, when a transition is made to the jackpot time-saving state, the arrival time-saving state, or the specific time-saving state, the opening extension function of the normal electric device 12A (the so-called "electric chute support function") is activated, and at the same time, a "function for shortening the fluctuation time of the special symbol" is also activated (see FIG. 8(a)). Here, the "function for shortening the fluctuation time of the special symbol" is a function for shortening the fluctuation time (average fluctuation time) of the special symbol. However, unlike each implementation boat and each modified example, in at least one of the cases of the arrival time reduction and the jackpot time reduction, the opening extension function of the normal electric device 12A is activated, but the ``shortening function for the special pattern change time'' may not be activated.

[0235] As shown in each embodiment and each modified example, the same time-saving control may be executed for the big win time-saving state, the arrival time-saving state, and the specific time-saving state, but different time-saving controls may be executed. In other words, the profit from the arrival time-saving state and the specific time-saving state may be less than the profit from the big win time-saving state, or conversely, may be more. For example, as shown in Figures 8(a) and (b), when the opening extension function of the normal electric device 12A (second starting hole 12) is activated, the opening time of the normal electric device 12A (second starting hole 12) may be longer for the jackpot time reduction than the arrival time reduction, or conversely, it may be shorter.

[0236] Furthermore, the average change time of the special symbol change time may be different between the jackpot time-saving state and the arrival time-saving state or the specific time-saving state. In other words, the degree of shortening of the special symbol change time may be greater or less in the jackpot time-saving state (first extended opening state) than in the arrival time-saving state (second extended opening state). Similarly, the average change time of the normal symbol change time may be different between the jackpot time-saving state and the arrival time-saving state.

[0237] In each embodiment, in addition to the reached time-saving state, a specific time-saving state is provided as a time-saving state to which one can enter without going through a jackpot game, which makes an even greater impact on the player and increases their interest in the game. For example, the specific time-saving state may be entered only when the time-saving function (opening extension function) is not activated, as shown in each embodiment and in Figure 39(a) (hereinafter referred to as Case 1), or may be entered even when the time-saving function (opening extension function) is activated (when the game state is in the time-saving state), as shown in Figure 39(b) (hereinafter referred to as Case 2).

[0238] In case 2, the number of time-saving times to be granted by the new time-saving state to be transitioned to may overwrite the remaining number of time-saving times in the active time-saving state. Alternatively, the remaining number of times in the active time-saving state and the number of time-saving times in the new time-saving state to be transitioned to may be compared, and if the remaining number of times in the active time-saving state is less than the number of time-saving times in the new time-saving state to be transitioned to, the remaining number of time-saving times in the active time-saving state may be overwritten with the number of time-saving times in the new time-saving state to be transitioned to, and if the remaining number of times in the active time-saving state is more than the number of time-saving times in the new time-saving state to be transitioned to, the remaining number of time-saving times in the active time-saving state may not be overwritten.

[0239] In this embodiment, the present invention does not include a function for changing the probability of a jackpot to a higher probability by determining whether or not a special pattern is a hit (a function for changing the probability of a jackpot). However, as shown in Figure 39(c) or (d), the present invention can also be suitably applied to a pachinko machine 50 that has a function for changing the probability of a jackpot.

[0240] However, if the device is equipped with a probability fluctuation function for the probability of a jackpot, when the probability of a jackpot is high, the arrival counter may not be incremented even if the result of the hit / miss judgment regarding the special pattern is a miss, as shown in Figure 22(b). That is, in the pachinko machine 50 with the probability fluctuation function, when the miss setting process 2 is started, it is judged whether the value of the probability fluctuation flag (a flag indicating that the probability of a big win in the hit / miss judgment regarding the special symbol has changed to a high probability) is "1" or not (S362a). Then, when the judgment in S362a is negative (S362a:no), the process after S362a shown in FIG. 22(a) is the same as in this embodiment.

[0241] On the other hand, if the value of the probability change flag is "1" (S362a: yes), S362b performs a process of decrementing the probability change count by "1." In other words, the remaining number of hit / miss judgments that can be performed in a high probability state (probability change count) is decremented by "1." Thereafter, in S362c, it is determined whether the value of the time-saving flag is "1" (S362c). If the result of the determination in S362c is affirmative (S362c: yes), S362d is executed and then the failure setting process 2 is returned, and if the result of the determination in S362c is negative (S362c: no), S362d is skipped and the failure setting process 2 is returned. In other words, when the probability of a big win is fluctuating, even if the result of the hit / miss judgment regarding the special symbol is a miss, the counting means (attainment counter) is not incremented.

[0242] In addition, in this embodiment and the modified example, when the result of the hit / miss determination regarding the special pattern under specified conditions is a miss, the counting means (arrival counter) is incremented, but in a pachinko machine 50 that generates small hits in addition to misses when the result of the hit / miss determination regarding the special pattern is not a big hit, the counting means (arrival counter) may be incremented when the result of the hit / miss determination regarding the special pattern is a small hit.

[0243] In addition, although this embodiment has been described as an example of application to a typical digital pachinko type pachinko machine 50, the present invention is not limited to this, and can also be applied to other types of pachinko machines 50, such as a so-called "one-type two-type mixed machine type" pachinko machine 50 or a so-called "V Challenge type" pachinko machine 50. Furthermore, the gaming machine of the present invention may be a so-called "enclosed gaming machine" or a "non-enclosed gaming machine." In addition, when the jackpot time-saving state, the reach time-saving state, or the specific time-saving state ends without a hit, the mode switches to a dedicated mode for each state, but it may also be configured to switch to a common mode. For example, if a mode such as a "revival chance" is set, which allows the player to hope for a hit early after the time-saving state ends and a return to an advantageous state, it can be used after various time-saving states. In addition, in the case of a configuration in which a transition is made to a dedicated presentation mode according to various time-saving states, it is possible to use a preview presentation or presentation pattern dedicated to each presentation mode. The game sensation can be made different depending on each presentation mode, which can entertain the player. In addition, in the case of a configuration in which a transition is made to a dedicated presentation mode depending on various time-saving states, it is possible to make the termination conditions for each presentation mode different. The jackpot time-saving state means that the player has gone from a jackpot game to a time-saving state and then returned to the normal game state, and the presentation mode to determine whether or not it is possible to return to a state in which consecutive jackpots can be obtained is continued until a predetermined number of hit / miss judgments have been made, and when the predetermined number of hits has been reached, the mode ends and the player transitions to the normal presentation mode. In the case of the time-saving state, as described above, if the time-saving state ends without a hit, it is possible to continue the special presentation mode until a hit is obtained, in order to indicate that the time-saving state will not be granted even if the number of hits is reached again. In the case of a specific time-saving state, it feels like the time-saving state is suddenly granted without any winning, so if the end of the presentation mode is made to end depending on the time, it is possible to give the player a sense of a sudden start and an abrupt end in the game.

[0244] Next, a table showing the change time indicating the end timing of the extended open state in this embodiment will be described with reference to Figs. 40, 43 and 45. According to the pachinko machine 50 of this embodiment, as shown in FIG. 40, a specific variation time is set among multiple variation times for variations that result in a loss. In general, in the case of a loss, the variation table differs depending on the number of reserved memories, and the more reserved memories there are, the shorter the average variation time becomes. In this chart, the variation time (10000ms and 3000ms) in the case of a complete loss is different for reserved 1-2 pieces and 3-4 pieces. In addition, although the content of the performance is determined by the performance control means to be precise, the content of the performance of the variation performance is determined by the determination of the variation time, so it is shown on the same chart. The configuration shown in Figure 43(a) is a configuration in which when the special chart starts to change at a specific change time, the opening extension function ends its operation at the same time. However, the time-saving state continues until the specific change time ends. Also, as shown in Figure 43(b), the time-saving state may end when the opening extension function ends its operation. In this configuration, if the losing variation is set to a specific variation time as shown in Figure 45(a), the operation of the extension function ends suddenly at the start of the variation, so it is possible to inform the player by displaying "Chance End". Since the end is suddenly announced, the player can play with tension at the start of each variation, not knowing when it will end. In addition, since the condition for ending the time-saving state is a specific losing fluctuation time, the selection rate of the fluctuation time also becomes the probability of ending the time-saving game, and the timing of the time-saving game ending becomes irregular, making it possible to make a gaming machine in which the development is unpredictable. In particular, when there are 3 to 4 reserved balls, the time-saving state ends when the fluctuation time that results in a reach effect is obtained, so for example, when a pre-reading effect occurs, the pre-reading effect is an effect that suggests a win, so there is a high possibility that a reach effect will be performed with the target fluctuation, and it becomes possible to perform an effect on the player as to whether they will win or the time-saving end before the fluctuation.

[0245] Next, a table showing the change time indicating the end timing of the extended open state in this embodiment will be described with reference to Figs. 41, 43 and 45. According to the pachinko machine 50 of this embodiment, as shown in FIG. 41, a specific variable time is set among multiple variable times for a winning variation. In this diagram, a specific variable time is set for a winning variation, so when a winning variation occurs, the operation of the extension function is stopped when the variation starts. This allows the player to realize that he has won a prize by the change in the operation of the normal electric role, without looking at the performance content. In this configuration, the configuration shown in FIG. 43(a) is also possible. In this way, in the case of a game configuration in which the bonus content (such as the extension function) after a big win is differentiated depending on the game state when the winning variation occurs (the number of times the extension function is operated is given more advantageous content than in the normal game state), even if the extension function is stopped at the start of the variation, it is treated as a winning in the time-saving state, so the player is not disadvantaged. On the other hand, in the configuration of Fig. 43(b), the time-saving state ends when the extension function ends, so it is treated as a win in the normal game state. Since it is possible to make it unclear whether the extension function will end or not until the fluctuation starts, it is possible to make the game more suspenseful. As shown in Figure 44(c), when the specific variable time that will result in a win starts to fluctuate, the operation of the opening extension function ends. However, the game state continues in the time-saving state, and when the variable time ends, the time-saving state also ends, the big win game starts, and the big win opening is opened. In addition, when the specific variable time that results in a win begins to fluctuate, the operation of the opening extension function ends and the time-saving state also ends, and when the variable time ends, the jackpot game begins and the jackpot opening is opened. Also, as shown in FIG. 45(b), when the variable time for winning is set to a specific variable time, it is possible to inform the player of the winning by displaying "Winning!" indicating that the winning has been won, rather than informing the player that the operation of the extension function is ending. This makes the player feel more happy about winning than about the end of the extension function, so it is possible to perform a performance that matches that feeling. Also, when the extension function is operating, it is usually easy to get the ball into the electric device, and by doing so, the player can get the prize ball, but when the extension function is stopped, it is difficult to get the ball into the device, and it is difficult to get the prize ball. Therefore, by performing a performance that informs the player that the winning has been won, rather than a performance that tells the player whether the opening extension function will be won or not, it is possible to stop the launch of the game balls and reduce the waste of game balls. In this way, by making the selection of the winning fluctuation time the condition for the operation of the extension function of the opening end at the start of the fluctuation, the operation of the extension function of the opening ends at the end of both fluctuations to transition to a jackpot game, but by making the timing of the end of the fluctuation different, it is possible to notify the player that they have won from the start of the fluctuation by the operation of a normal electric device without using an alarm means.

[0246] Next, a table showing the change time indicating the end timing of the extended open state in this embodiment will be described with reference to Figs. 42, 44 and 45. According to the pachinko machine 50 of this embodiment, as shown in FIG. 42, a specific variation time is set for multiple variations that result in a win. In this diagram, even if a win occurs, the opening extension function stops operating when a specific variation start time is selected, so the player can determine in advance that a win will occur only when a specific win occurs due to the change in the operation of the normal electric role at the start of the variation. In addition, the difference in the performance content of the reach can have a difference not only in the performance content but also in the timing at which it is determined to be a win. In addition, in this diagram, a part of the reach performance B is set to a specific variation time, and even if the reach performance B is performed, a loss is not confirmed just because the opening extension function is operating. In addition, a configuration in which a specific variation time is provided for both the winner and the loser is also conceivable. Conversely, a part of the fluctuation time of the losing combination in which the reach performance B is performed may be set to a specific fluctuation time. In this way, the operation of the opening extension function stops at the start of the fluctuation, and even if the reach performance B is reached, it is possible to make it impossible to know until the end whether or not a winning combination will be achieved. In this configuration, even if the same winning fluctuation occurs, in the case of a specific fluctuation time, as shown in Figure 44(c), the operation of the open extension function ends at the start of the fluctuation, and the time-saving state ends at the end of the fluctuation and a transition to jackpot play occurs, but in the case of other fluctuation times that result in a winning, as shown in Figure 44(d), the operation of the open extension function ends at the end of the fluctuation, the time-saving state ends, and a transition to jackpot play occurs. For example, in the case of a gaming machine equipped with a time-saving limiter (a function that activates the limiter to end the time-saving state when the number of times the time-saving state has been activated consecutively through winning games reaches a predetermined number of times), in the case of a winning end timing shown in Fig. 44(d), the limiter counter counts, but in the case of a winning end timing shown in Fig. 44(c) (specific fluctuation time), since the game has transitioned to the normal game state at the start of the fluctuation, the count of the limiter counter is cleared and the game transitions to the jackpot game. Therefore, even if a limiter is provided, the number of counts of the limiter is added or reset depending on which fluctuation time is won, making the actual number of consecutive times of the time-saving game irregular.

[0247] As another embodiment, as shown in Figure 45 (c), a configuration equipped with a look-ahead judgment means performs a look-ahead judgment on the random number value obtained when the ball enters the starting hole before the hit / miss judgment. However, if the configuration is capable of determining the change time or the change content (presence or absence of reach, type of reach, type of notice, type of performance mode, etc.), it becomes possible to implement a look-ahead performance that suggests in advance that the operation of the opening extension function will stop when the change starts. As shown in Figure 41, when the winning variable time is a specific variable time, the presentation will suggest a win, and in Figure 42, the presentation will be one that has a high expectation of a win, and when the losing variable time is a specific variable time, as shown in Figure 40, the presentation can be a look-ahead presentation that suggests the end of the time-saving state. In this way, it is possible to greatly change the gameplay and presentation content depending on which variable time is specified as the specific variable time. In addition, it is also possible to combine it with the number of times of change, which is a conventional time-saving end condition. If the end condition based on the number of times of change is set as the upper limit and the time-saving state is ended depending on whether or not a specific variable time is selected during that time, it is possible to prevent the continuation of an extreme time-saving state and to provide an irregular end timing. In addition, in a game configuration in which a small win is provided as a win / loss determination, and when a small win is obtained and a small win game is played, a large prize entry port opens, and when a game ball enters a specific area provided in the large prize entry port, a big win game (also described as a special game) is played, it is possible to set the variable time for a small win as a winning variable time to a specific variable time. Of course, even in this game configuration, the variable time for a big win may be set to a specific variable time, and a configuration in which both big wins and small wins are the target is also conceivable. In either case, the performance of the time-saving game can be set by the number of targets and selection rate for the specific variable time, and a variety of playability can be created. In addition, it is also possible to implement it with a small win that opens a large winning hole that does not have a specific area. In this case, it is possible to end the game by winning a small number of prize balls with a small win game, rather than ending the game with a variable time that is just a miss. [Explanation of symbols]

[0248] 1 Game Board 3. Gaming area 3L Left-handed area 3R Right-handed area 6. Display device for performance patterns 11 First starting port (special first starting port) 12 Second starting port (special 2 starting port) 14. Grand Prize Winner 17 Normal pattern operated gate 80 Main Control Unit 82 Performance pattern control device 83 Sub-integrated control device

Claims

[Claim 1] A winning / losing determination means for determining whether a winning or losing result occurs when a game ball enters a starting hole provided on a game board; A symbol determination means for determining a symbol to be displayed based on the result of the winning / losing judgment; A symbol variation time determination means for determining a symbol variation time based on the result of the winning / losing judgment; A normal electric accessory that can be opened and closed and has the starting port; In a gaming machine having a time-saving state in which an open extension function that extends the open state of the normal electric role is activated based on the result of the winning / losing judgment, The variable time selectable when the winning / losing judgment determines that the lottery winner is a winner includes a first specific variable time, a second specific variable time, and a third specific variable time, which are set as different variable times; When the opening extension function is in operation, the pattern change time determination means selects the first specific change time, and based on this, the operation of the opening extension function is terminated at the start of the change of the pattern and the time-saving state is terminated; When the opening extension function is in operation, the pattern change time determination means selects the second specific change time, and based on this, the operation of the opening extension function is terminated and the time-saving state is terminated at the end of the change of the pattern, A pinball game machine characterized in that, when the opening extension function is activated, the pattern change time determination means selects the third specific change time, and based thereon, the operation of the opening extension function is terminated when the pattern starts to change, and the time-saving state is terminated when the pattern change ends.

Citation Information

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